skill.cpp 816 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483104841048510486104871048810489104901049110492104931049410495104961049710498104991050010501105021050310504105051050610507105081050910510105111051210513105141051510516105171051810519105201052110522105231052410525105261052710528105291053010531105321053310534105351053610537105381053910540105411054210543105441054510546105471054810549105501055110552105531055410555105561055710558105591056010561105621056310564105651056610567105681056910570105711057210573105741057510576105771057810579105801058110582105831058410585105861058710588105891059010591105921059310594105951059610597105981059910600106011060210603106041060510606106071060810609106101061110612106131061410615106161061710618106191062010621106221062310624106251062610627106281062910630106311063210633106341063510636106371063810639106401064110642106431064410645106461064710648106491065010651106521065310654106551065610657106581065910660106611066210663106641066510666106671066810669106701067110672106731067410675106761067710678106791068010681106821068310684106851068610687106881068910690106911069210693106941069510696106971069810699107001070110702107031070410705107061070710708107091071010711107121071310714107151071610717107181071910720107211072210723107241072510726107271072810729107301073110732107331073410735107361073710738107391074010741107421074310744107451074610747107481074910750107511075210753107541075510756107571075810759107601076110762107631076410765107661076710768107691077010771107721077310774107751077610777107781077910780107811078210783107841078510786107871078810789107901079110792107931079410795107961079710798107991080010801108021080310804108051080610807108081080910810108111081210813108141081510816108171081810819108201082110822108231082410825108261082710828108291083010831108321083310834108351083610837108381083910840108411084210843108441084510846108471084810849108501085110852108531085410855108561085710858108591086010861108621086310864108651086610867108681086910870108711087210873108741087510876108771087810879108801088110882108831088410885108861088710888108891089010891108921089310894108951089610897108981089910900109011090210903109041090510906109071090810909109101091110912109131091410915109161091710918109191092010921109221092310924109251092610927109281092910930109311093210933109341093510936109371093810939109401094110942109431094410945109461094710948109491095010951109521095310954109551095610957109581095910960109611096210963109641096510966109671096810969109701097110972109731097410975109761097710978109791098010981109821098310984109851098610987109881098910990109911099210993109941099510996109971099810999110001100111002110031100411005110061100711008110091101011011110121101311014110151101611017110181101911020110211102211023110241102511026110271102811029110301103111032110331103411035110361103711038110391104011041110421104311044110451104611047110481104911050110511105211053110541105511056110571105811059110601106111062110631106411065110661106711068110691107011071110721107311074110751107611077110781107911080110811108211083110841108511086110871108811089110901109111092110931109411095110961109711098110991110011101111021110311104111051110611107111081110911110111111111211113111141111511116111171111811119111201112111122111231112411125111261112711128111291113011131111321113311134111351113611137111381113911140111411114211143111441114511146111471114811149111501115111152111531115411155111561115711158111591116011161111621116311164111651116611167111681116911170111711117211173111741117511176111771117811179111801118111182111831118411185111861118711188111891119011191111921119311194111951119611197111981119911200112011120211203112041120511206112071120811209112101121111212112131121411215112161121711218112191122011221112221122311224112251122611227112281122911230112311123211233112341123511236112371123811239112401124111242112431124411245112461124711248112491125011251112521125311254112551125611257112581125911260112611126211263112641126511266112671126811269112701127111272112731127411275112761127711278112791128011281112821128311284112851128611287112881128911290112911129211293112941129511296112971129811299113001130111302113031130411305113061130711308113091131011311113121131311314113151131611317113181131911320113211132211323113241132511326113271132811329113301133111332113331133411335113361133711338113391134011341113421134311344113451134611347113481134911350113511135211353113541135511356113571135811359113601136111362113631136411365113661136711368113691137011371113721137311374113751137611377113781137911380113811138211383113841138511386113871138811389113901139111392113931139411395113961139711398113991140011401114021140311404114051140611407114081140911410114111141211413114141141511416114171141811419114201142111422114231142411425114261142711428114291143011431114321143311434114351143611437114381143911440114411144211443114441144511446114471144811449114501145111452114531145411455114561145711458114591146011461114621146311464114651146611467114681146911470114711147211473114741147511476114771147811479114801148111482114831148411485114861148711488114891149011491114921149311494114951149611497114981149911500115011150211503115041150511506115071150811509115101151111512115131151411515115161151711518115191152011521115221152311524115251152611527115281152911530115311153211533115341153511536115371153811539115401154111542115431154411545115461154711548115491155011551115521155311554115551155611557115581155911560115611156211563115641156511566115671156811569115701157111572115731157411575115761157711578115791158011581115821158311584115851158611587115881158911590115911159211593115941159511596115971159811599116001160111602116031160411605116061160711608116091161011611116121161311614116151161611617116181161911620116211162211623116241162511626116271162811629116301163111632116331163411635116361163711638116391164011641116421164311644116451164611647116481164911650116511165211653116541165511656116571165811659116601166111662116631166411665116661166711668116691167011671116721167311674116751167611677116781167911680116811168211683116841168511686116871168811689116901169111692116931169411695116961169711698116991170011701117021170311704117051170611707117081170911710117111171211713117141171511716117171171811719117201172111722117231172411725117261172711728117291173011731117321173311734117351173611737117381173911740117411174211743117441174511746117471174811749117501175111752117531175411755117561175711758117591176011761117621176311764117651176611767117681176911770117711177211773117741177511776117771177811779117801178111782117831178411785117861178711788117891179011791117921179311794117951179611797117981179911800118011180211803118041180511806118071180811809118101181111812118131181411815118161181711818118191182011821118221182311824118251182611827118281182911830118311183211833118341183511836118371183811839118401184111842118431184411845118461184711848118491185011851118521185311854118551185611857118581185911860118611186211863118641186511866118671186811869118701187111872118731187411875118761187711878118791188011881118821188311884118851188611887118881188911890118911189211893118941189511896118971189811899119001190111902119031190411905119061190711908119091191011911119121191311914119151191611917119181191911920119211192211923119241192511926119271192811929119301193111932119331193411935119361193711938119391194011941119421194311944119451194611947119481194911950119511195211953119541195511956119571195811959119601196111962119631196411965119661196711968119691197011971119721197311974119751197611977119781197911980119811198211983119841198511986119871198811989119901199111992119931199411995119961199711998119991200012001120021200312004120051200612007120081200912010120111201212013120141201512016120171201812019120201202112022120231202412025120261202712028120291203012031120321203312034120351203612037120381203912040120411204212043120441204512046120471204812049120501205112052120531205412055120561205712058120591206012061120621206312064120651206612067120681206912070120711207212073120741207512076120771207812079120801208112082120831208412085120861208712088120891209012091120921209312094120951209612097120981209912100121011210212103121041210512106121071210812109121101211112112121131211412115121161211712118121191212012121121221212312124121251212612127121281212912130121311213212133121341213512136121371213812139121401214112142121431214412145121461214712148121491215012151121521215312154121551215612157121581215912160121611216212163121641216512166121671216812169121701217112172121731217412175121761217712178121791218012181121821218312184121851218612187121881218912190121911219212193121941219512196121971219812199122001220112202122031220412205122061220712208122091221012211122121221312214122151221612217122181221912220122211222212223122241222512226122271222812229122301223112232122331223412235122361223712238122391224012241122421224312244122451224612247122481224912250122511225212253122541225512256122571225812259122601226112262122631226412265122661226712268122691227012271122721227312274122751227612277122781227912280122811228212283122841228512286122871228812289122901229112292122931229412295122961229712298122991230012301123021230312304123051230612307123081230912310123111231212313123141231512316123171231812319123201232112322123231232412325123261232712328123291233012331123321233312334123351233612337123381233912340123411234212343123441234512346123471234812349123501235112352123531235412355123561235712358123591236012361123621236312364123651236612367123681236912370123711237212373123741237512376123771237812379123801238112382123831238412385123861238712388123891239012391123921239312394123951239612397123981239912400124011240212403124041240512406124071240812409124101241112412124131241412415124161241712418124191242012421124221242312424124251242612427124281242912430124311243212433124341243512436124371243812439124401244112442124431244412445124461244712448124491245012451124521245312454124551245612457124581245912460124611246212463124641246512466124671246812469124701247112472124731247412475124761247712478124791248012481124821248312484124851248612487124881248912490124911249212493124941249512496124971249812499125001250112502125031250412505125061250712508125091251012511125121251312514125151251612517125181251912520125211252212523125241252512526125271252812529125301253112532125331253412535125361253712538125391254012541125421254312544125451254612547125481254912550125511255212553125541255512556125571255812559125601256112562125631256412565125661256712568125691257012571125721257312574125751257612577125781257912580125811258212583125841258512586125871258812589125901259112592125931259412595125961259712598125991260012601126021260312604126051260612607126081260912610126111261212613126141261512616126171261812619126201262112622126231262412625126261262712628126291263012631126321263312634126351263612637126381263912640126411264212643126441264512646126471264812649126501265112652126531265412655126561265712658126591266012661126621266312664126651266612667126681266912670126711267212673126741267512676126771267812679126801268112682126831268412685126861268712688126891269012691126921269312694126951269612697126981269912700127011270212703127041270512706127071270812709127101271112712127131271412715127161271712718127191272012721127221272312724127251272612727127281272912730127311273212733127341273512736127371273812739127401274112742127431274412745127461274712748127491275012751127521275312754127551275612757127581275912760127611276212763127641276512766127671276812769127701277112772127731277412775127761277712778127791278012781127821278312784127851278612787127881278912790127911279212793127941279512796127971279812799128001280112802128031280412805128061280712808128091281012811128121281312814128151281612817128181281912820128211282212823128241282512826128271282812829128301283112832128331283412835128361283712838128391284012841128421284312844128451284612847128481284912850128511285212853128541285512856128571285812859128601286112862128631286412865128661286712868128691287012871128721287312874128751287612877128781287912880128811288212883128841288512886128871288812889128901289112892128931289412895128961289712898128991290012901129021290312904129051290612907129081290912910129111291212913129141291512916129171291812919129201292112922129231292412925129261292712928129291293012931129321293312934129351293612937129381293912940129411294212943129441294512946129471294812949129501295112952129531295412955129561295712958129591296012961129621296312964129651296612967129681296912970129711297212973129741297512976129771297812979129801298112982129831298412985129861298712988129891299012991129921299312994129951299612997129981299913000130011300213003130041300513006130071300813009130101301113012130131301413015130161301713018130191302013021130221302313024130251302613027130281302913030130311303213033130341303513036130371303813039130401304113042130431304413045130461304713048130491305013051130521305313054130551305613057130581305913060130611306213063130641306513066130671306813069130701307113072130731307413075130761307713078130791308013081130821308313084130851308613087130881308913090130911309213093130941309513096130971309813099131001310113102131031310413105131061310713108131091311013111131121311313114131151311613117131181311913120131211312213123131241312513126131271312813129131301313113132131331313413135131361313713138131391314013141131421314313144131451314613147131481314913150131511315213153131541315513156131571315813159131601316113162131631316413165131661316713168131691317013171131721317313174131751317613177131781317913180131811318213183131841318513186131871318813189131901319113192131931319413195131961319713198131991320013201132021320313204132051320613207132081320913210132111321213213132141321513216132171321813219132201322113222132231322413225132261322713228132291323013231132321323313234132351323613237132381323913240132411324213243132441324513246132471324813249132501325113252132531325413255132561325713258132591326013261132621326313264132651326613267132681326913270132711327213273132741327513276132771327813279132801328113282132831328413285132861328713288132891329013291132921329313294132951329613297132981329913300133011330213303133041330513306133071330813309133101331113312133131331413315133161331713318133191332013321133221332313324133251332613327133281332913330133311333213333133341333513336133371333813339133401334113342133431334413345133461334713348133491335013351133521335313354133551335613357133581335913360133611336213363133641336513366133671336813369133701337113372133731337413375133761337713378133791338013381133821338313384133851338613387133881338913390133911339213393133941339513396133971339813399134001340113402134031340413405134061340713408134091341013411134121341313414134151341613417134181341913420134211342213423134241342513426134271342813429134301343113432134331343413435134361343713438134391344013441134421344313444134451344613447134481344913450134511345213453134541345513456134571345813459134601346113462134631346413465134661346713468134691347013471134721347313474134751347613477134781347913480134811348213483134841348513486134871348813489134901349113492134931349413495134961349713498134991350013501135021350313504135051350613507135081350913510135111351213513135141351513516135171351813519135201352113522135231352413525135261352713528135291353013531135321353313534135351353613537135381353913540135411354213543135441354513546135471354813549135501355113552135531355413555135561355713558135591356013561135621356313564135651356613567135681356913570135711357213573135741357513576135771357813579135801358113582135831358413585135861358713588135891359013591135921359313594135951359613597135981359913600136011360213603136041360513606136071360813609136101361113612136131361413615136161361713618136191362013621136221362313624136251362613627136281362913630136311363213633136341363513636136371363813639136401364113642136431364413645136461364713648136491365013651136521365313654136551365613657136581365913660136611366213663136641366513666136671366813669136701367113672136731367413675136761367713678136791368013681136821368313684136851368613687136881368913690136911369213693136941369513696136971369813699137001370113702137031370413705137061370713708137091371013711137121371313714137151371613717137181371913720137211372213723137241372513726137271372813729137301373113732137331373413735137361373713738137391374013741137421374313744137451374613747137481374913750137511375213753137541375513756137571375813759137601376113762137631376413765137661376713768137691377013771137721377313774137751377613777137781377913780137811378213783137841378513786137871378813789137901379113792137931379413795137961379713798137991380013801138021380313804138051380613807138081380913810138111381213813138141381513816138171381813819138201382113822138231382413825138261382713828138291383013831138321383313834138351383613837138381383913840138411384213843138441384513846138471384813849138501385113852138531385413855138561385713858138591386013861138621386313864138651386613867138681386913870138711387213873138741387513876138771387813879138801388113882138831388413885138861388713888138891389013891138921389313894138951389613897138981389913900139011390213903139041390513906139071390813909139101391113912139131391413915139161391713918139191392013921139221392313924139251392613927139281392913930139311393213933139341393513936139371393813939139401394113942139431394413945139461394713948139491395013951139521395313954139551395613957139581395913960139611396213963139641396513966139671396813969139701397113972139731397413975139761397713978139791398013981139821398313984139851398613987139881398913990139911399213993139941399513996139971399813999140001400114002140031400414005140061400714008140091401014011140121401314014140151401614017140181401914020140211402214023140241402514026140271402814029140301403114032140331403414035140361403714038140391404014041140421404314044140451404614047140481404914050140511405214053140541405514056140571405814059140601406114062140631406414065140661406714068140691407014071140721407314074140751407614077140781407914080140811408214083140841408514086140871408814089140901409114092140931409414095140961409714098140991410014101141021410314104141051410614107141081410914110141111411214113141141411514116141171411814119141201412114122141231412414125141261412714128141291413014131141321413314134141351413614137141381413914140141411414214143141441414514146141471414814149141501415114152141531415414155141561415714158141591416014161141621416314164141651416614167141681416914170141711417214173141741417514176141771417814179141801418114182141831418414185141861418714188141891419014191141921419314194141951419614197141981419914200142011420214203142041420514206142071420814209142101421114212142131421414215142161421714218142191422014221142221422314224142251422614227142281422914230142311423214233142341423514236142371423814239142401424114242142431424414245142461424714248142491425014251142521425314254142551425614257142581425914260142611426214263142641426514266142671426814269142701427114272142731427414275142761427714278142791428014281142821428314284142851428614287142881428914290142911429214293142941429514296142971429814299143001430114302143031430414305143061430714308143091431014311143121431314314143151431614317143181431914320143211432214323143241432514326143271432814329143301433114332143331433414335143361433714338143391434014341143421434314344143451434614347143481434914350143511435214353143541435514356143571435814359143601436114362143631436414365143661436714368143691437014371143721437314374143751437614377143781437914380143811438214383143841438514386143871438814389143901439114392143931439414395143961439714398143991440014401144021440314404144051440614407144081440914410144111441214413144141441514416144171441814419144201442114422144231442414425144261442714428144291443014431144321443314434144351443614437144381443914440144411444214443144441444514446144471444814449144501445114452144531445414455144561445714458144591446014461144621446314464144651446614467144681446914470144711447214473144741447514476144771447814479144801448114482144831448414485144861448714488144891449014491144921449314494144951449614497144981449914500145011450214503145041450514506145071450814509145101451114512145131451414515145161451714518145191452014521145221452314524145251452614527145281452914530145311453214533145341453514536145371453814539145401454114542145431454414545145461454714548145491455014551145521455314554145551455614557145581455914560145611456214563145641456514566145671456814569145701457114572145731457414575145761457714578145791458014581145821458314584145851458614587145881458914590145911459214593145941459514596145971459814599146001460114602146031460414605146061460714608146091461014611146121461314614146151461614617146181461914620146211462214623146241462514626146271462814629146301463114632146331463414635146361463714638146391464014641146421464314644146451464614647146481464914650146511465214653146541465514656146571465814659146601466114662146631466414665146661466714668146691467014671146721467314674146751467614677146781467914680146811468214683146841468514686146871468814689146901469114692146931469414695146961469714698146991470014701147021470314704147051470614707147081470914710147111471214713147141471514716147171471814719147201472114722147231472414725147261472714728147291473014731147321473314734147351473614737147381473914740147411474214743147441474514746147471474814749147501475114752147531475414755147561475714758147591476014761147621476314764147651476614767147681476914770147711477214773147741477514776147771477814779147801478114782147831478414785147861478714788147891479014791147921479314794147951479614797147981479914800148011480214803148041480514806148071480814809148101481114812148131481414815148161481714818148191482014821148221482314824148251482614827148281482914830148311483214833148341483514836148371483814839148401484114842148431484414845148461484714848148491485014851148521485314854148551485614857148581485914860148611486214863148641486514866148671486814869148701487114872148731487414875148761487714878148791488014881148821488314884148851488614887148881488914890148911489214893148941489514896148971489814899149001490114902149031490414905149061490714908149091491014911149121491314914149151491614917149181491914920149211492214923149241492514926149271492814929149301493114932149331493414935149361493714938149391494014941149421494314944149451494614947149481494914950149511495214953149541495514956149571495814959149601496114962149631496414965149661496714968149691497014971149721497314974149751497614977149781497914980149811498214983149841498514986149871498814989149901499114992149931499414995149961499714998149991500015001150021500315004150051500615007150081500915010150111501215013150141501515016150171501815019150201502115022150231502415025150261502715028150291503015031150321503315034150351503615037150381503915040150411504215043150441504515046150471504815049150501505115052150531505415055150561505715058150591506015061150621506315064150651506615067150681506915070150711507215073150741507515076150771507815079150801508115082150831508415085150861508715088150891509015091150921509315094150951509615097150981509915100151011510215103151041510515106151071510815109151101511115112151131511415115151161511715118151191512015121151221512315124151251512615127151281512915130151311513215133151341513515136151371513815139151401514115142151431514415145151461514715148151491515015151151521515315154151551515615157151581515915160151611516215163151641516515166151671516815169151701517115172151731517415175151761517715178151791518015181151821518315184151851518615187151881518915190151911519215193151941519515196151971519815199152001520115202152031520415205152061520715208152091521015211152121521315214152151521615217152181521915220152211522215223152241522515226152271522815229152301523115232152331523415235152361523715238152391524015241152421524315244152451524615247152481524915250152511525215253152541525515256152571525815259152601526115262152631526415265152661526715268152691527015271152721527315274152751527615277152781527915280152811528215283152841528515286152871528815289152901529115292152931529415295152961529715298152991530015301153021530315304153051530615307153081530915310153111531215313153141531515316153171531815319153201532115322153231532415325153261532715328153291533015331153321533315334153351533615337153381533915340153411534215343153441534515346153471534815349153501535115352153531535415355153561535715358153591536015361153621536315364153651536615367153681536915370153711537215373153741537515376153771537815379153801538115382153831538415385153861538715388153891539015391153921539315394153951539615397153981539915400154011540215403154041540515406154071540815409154101541115412154131541415415154161541715418154191542015421154221542315424154251542615427154281542915430154311543215433154341543515436154371543815439154401544115442154431544415445154461544715448154491545015451154521545315454154551545615457154581545915460154611546215463154641546515466154671546815469154701547115472154731547415475154761547715478154791548015481154821548315484154851548615487154881548915490154911549215493154941549515496154971549815499155001550115502155031550415505155061550715508155091551015511155121551315514155151551615517155181551915520155211552215523155241552515526155271552815529155301553115532155331553415535155361553715538155391554015541155421554315544155451554615547155481554915550155511555215553155541555515556155571555815559155601556115562155631556415565155661556715568155691557015571155721557315574155751557615577155781557915580155811558215583155841558515586155871558815589155901559115592155931559415595155961559715598155991560015601156021560315604156051560615607156081560915610156111561215613156141561515616156171561815619156201562115622156231562415625156261562715628156291563015631156321563315634156351563615637156381563915640156411564215643156441564515646156471564815649156501565115652156531565415655156561565715658156591566015661156621566315664156651566615667156681566915670156711567215673156741567515676156771567815679156801568115682156831568415685156861568715688156891569015691156921569315694156951569615697156981569915700157011570215703157041570515706157071570815709157101571115712157131571415715157161571715718157191572015721157221572315724157251572615727157281572915730157311573215733157341573515736157371573815739157401574115742157431574415745157461574715748157491575015751157521575315754157551575615757157581575915760157611576215763157641576515766157671576815769157701577115772157731577415775157761577715778157791578015781157821578315784157851578615787157881578915790157911579215793157941579515796157971579815799158001580115802158031580415805158061580715808158091581015811158121581315814158151581615817158181581915820158211582215823158241582515826158271582815829158301583115832158331583415835158361583715838158391584015841158421584315844158451584615847158481584915850158511585215853158541585515856158571585815859158601586115862158631586415865158661586715868158691587015871158721587315874158751587615877158781587915880158811588215883158841588515886158871588815889158901589115892158931589415895158961589715898158991590015901159021590315904159051590615907159081590915910159111591215913159141591515916159171591815919159201592115922159231592415925159261592715928159291593015931159321593315934159351593615937159381593915940159411594215943159441594515946159471594815949159501595115952159531595415955159561595715958159591596015961159621596315964159651596615967159681596915970159711597215973159741597515976159771597815979159801598115982159831598415985159861598715988159891599015991159921599315994159951599615997159981599916000160011600216003160041600516006160071600816009160101601116012160131601416015160161601716018160191602016021160221602316024160251602616027160281602916030160311603216033160341603516036160371603816039160401604116042160431604416045160461604716048160491605016051160521605316054160551605616057160581605916060160611606216063160641606516066160671606816069160701607116072160731607416075160761607716078160791608016081160821608316084160851608616087160881608916090160911609216093160941609516096160971609816099161001610116102161031610416105161061610716108161091611016111161121611316114161151611616117161181611916120161211612216123161241612516126161271612816129161301613116132161331613416135161361613716138161391614016141161421614316144161451614616147161481614916150161511615216153161541615516156161571615816159161601616116162161631616416165161661616716168161691617016171161721617316174161751617616177161781617916180161811618216183161841618516186161871618816189161901619116192161931619416195161961619716198161991620016201162021620316204162051620616207162081620916210162111621216213162141621516216162171621816219162201622116222162231622416225162261622716228162291623016231162321623316234162351623616237162381623916240162411624216243162441624516246162471624816249162501625116252162531625416255162561625716258162591626016261162621626316264162651626616267162681626916270162711627216273162741627516276162771627816279162801628116282162831628416285162861628716288162891629016291162921629316294162951629616297162981629916300163011630216303163041630516306163071630816309163101631116312163131631416315163161631716318163191632016321163221632316324163251632616327163281632916330163311633216333163341633516336163371633816339163401634116342163431634416345163461634716348163491635016351163521635316354163551635616357163581635916360163611636216363163641636516366163671636816369163701637116372163731637416375163761637716378163791638016381163821638316384163851638616387163881638916390163911639216393163941639516396163971639816399164001640116402164031640416405164061640716408164091641016411164121641316414164151641616417164181641916420164211642216423164241642516426164271642816429164301643116432164331643416435164361643716438164391644016441164421644316444164451644616447164481644916450164511645216453164541645516456164571645816459164601646116462164631646416465164661646716468164691647016471164721647316474164751647616477164781647916480164811648216483164841648516486164871648816489164901649116492164931649416495164961649716498164991650016501165021650316504165051650616507165081650916510165111651216513165141651516516165171651816519165201652116522165231652416525165261652716528165291653016531165321653316534165351653616537165381653916540165411654216543165441654516546165471654816549165501655116552165531655416555165561655716558165591656016561165621656316564165651656616567165681656916570165711657216573165741657516576165771657816579165801658116582165831658416585165861658716588165891659016591165921659316594165951659616597165981659916600166011660216603166041660516606166071660816609166101661116612166131661416615166161661716618166191662016621166221662316624166251662616627166281662916630166311663216633166341663516636166371663816639166401664116642166431664416645166461664716648166491665016651166521665316654166551665616657166581665916660166611666216663166641666516666166671666816669166701667116672166731667416675166761667716678166791668016681166821668316684166851668616687166881668916690166911669216693166941669516696166971669816699167001670116702167031670416705167061670716708167091671016711167121671316714167151671616717167181671916720167211672216723167241672516726167271672816729167301673116732167331673416735167361673716738167391674016741167421674316744167451674616747167481674916750167511675216753167541675516756167571675816759167601676116762167631676416765167661676716768167691677016771167721677316774167751677616777167781677916780167811678216783167841678516786167871678816789167901679116792167931679416795167961679716798167991680016801168021680316804168051680616807168081680916810168111681216813168141681516816168171681816819168201682116822168231682416825168261682716828168291683016831168321683316834168351683616837168381683916840168411684216843168441684516846168471684816849168501685116852168531685416855168561685716858168591686016861168621686316864168651686616867168681686916870168711687216873168741687516876168771687816879168801688116882168831688416885168861688716888168891689016891168921689316894168951689616897168981689916900169011690216903169041690516906169071690816909169101691116912169131691416915169161691716918169191692016921169221692316924169251692616927169281692916930169311693216933169341693516936169371693816939169401694116942169431694416945169461694716948169491695016951169521695316954169551695616957169581695916960169611696216963169641696516966169671696816969169701697116972169731697416975169761697716978169791698016981169821698316984169851698616987169881698916990169911699216993169941699516996169971699816999170001700117002170031700417005170061700717008170091701017011170121701317014170151701617017170181701917020170211702217023170241702517026170271702817029170301703117032170331703417035170361703717038170391704017041170421704317044170451704617047170481704917050170511705217053170541705517056170571705817059170601706117062170631706417065170661706717068170691707017071170721707317074170751707617077170781707917080170811708217083170841708517086170871708817089170901709117092170931709417095170961709717098170991710017101171021710317104171051710617107171081710917110171111711217113171141711517116171171711817119171201712117122171231712417125171261712717128171291713017131171321713317134171351713617137171381713917140171411714217143171441714517146171471714817149171501715117152171531715417155171561715717158171591716017161171621716317164171651716617167171681716917170171711717217173171741717517176171771717817179171801718117182171831718417185171861718717188171891719017191171921719317194171951719617197171981719917200172011720217203172041720517206172071720817209172101721117212172131721417215172161721717218172191722017221172221722317224172251722617227172281722917230172311723217233172341723517236172371723817239172401724117242172431724417245172461724717248172491725017251172521725317254172551725617257172581725917260172611726217263172641726517266172671726817269172701727117272172731727417275172761727717278172791728017281172821728317284172851728617287172881728917290172911729217293172941729517296172971729817299173001730117302173031730417305173061730717308173091731017311173121731317314173151731617317173181731917320173211732217323173241732517326173271732817329173301733117332173331733417335173361733717338173391734017341173421734317344173451734617347173481734917350173511735217353173541735517356173571735817359173601736117362173631736417365173661736717368173691737017371173721737317374173751737617377173781737917380173811738217383173841738517386173871738817389173901739117392173931739417395173961739717398173991740017401174021740317404174051740617407174081740917410174111741217413174141741517416174171741817419174201742117422174231742417425174261742717428174291743017431174321743317434174351743617437174381743917440174411744217443174441744517446174471744817449174501745117452174531745417455174561745717458174591746017461174621746317464174651746617467174681746917470174711747217473174741747517476174771747817479174801748117482174831748417485174861748717488174891749017491174921749317494174951749617497174981749917500175011750217503175041750517506175071750817509175101751117512175131751417515175161751717518175191752017521175221752317524175251752617527175281752917530175311753217533175341753517536175371753817539175401754117542175431754417545175461754717548175491755017551175521755317554175551755617557175581755917560175611756217563175641756517566175671756817569175701757117572175731757417575175761757717578175791758017581175821758317584175851758617587175881758917590175911759217593175941759517596175971759817599176001760117602176031760417605176061760717608176091761017611176121761317614176151761617617176181761917620176211762217623176241762517626176271762817629176301763117632176331763417635176361763717638176391764017641176421764317644176451764617647176481764917650176511765217653176541765517656176571765817659176601766117662176631766417665176661766717668176691767017671176721767317674176751767617677176781767917680176811768217683176841768517686176871768817689176901769117692176931769417695176961769717698176991770017701177021770317704177051770617707177081770917710177111771217713177141771517716177171771817719177201772117722177231772417725177261772717728177291773017731177321773317734177351773617737177381773917740177411774217743177441774517746177471774817749177501775117752177531775417755177561775717758177591776017761177621776317764177651776617767177681776917770177711777217773177741777517776177771777817779177801778117782177831778417785177861778717788177891779017791177921779317794177951779617797177981779917800178011780217803178041780517806178071780817809178101781117812178131781417815178161781717818178191782017821178221782317824178251782617827178281782917830178311783217833178341783517836178371783817839178401784117842178431784417845178461784717848178491785017851178521785317854178551785617857178581785917860178611786217863178641786517866178671786817869178701787117872178731787417875178761787717878178791788017881178821788317884178851788617887178881788917890178911789217893178941789517896178971789817899179001790117902179031790417905179061790717908179091791017911179121791317914179151791617917179181791917920179211792217923179241792517926179271792817929179301793117932179331793417935179361793717938179391794017941179421794317944179451794617947179481794917950179511795217953179541795517956179571795817959179601796117962179631796417965179661796717968179691797017971179721797317974179751797617977179781797917980179811798217983179841798517986179871798817989179901799117992179931799417995179961799717998179991800018001180021800318004180051800618007180081800918010180111801218013180141801518016180171801818019180201802118022180231802418025180261802718028180291803018031180321803318034180351803618037180381803918040180411804218043180441804518046180471804818049180501805118052180531805418055180561805718058180591806018061180621806318064180651806618067180681806918070180711807218073180741807518076180771807818079180801808118082180831808418085180861808718088180891809018091180921809318094180951809618097180981809918100181011810218103181041810518106181071810818109181101811118112181131811418115181161811718118181191812018121181221812318124181251812618127181281812918130181311813218133181341813518136181371813818139181401814118142181431814418145181461814718148181491815018151181521815318154181551815618157181581815918160181611816218163181641816518166181671816818169181701817118172181731817418175181761817718178181791818018181181821818318184181851818618187181881818918190181911819218193181941819518196181971819818199182001820118202182031820418205182061820718208182091821018211182121821318214182151821618217182181821918220182211822218223182241822518226182271822818229182301823118232182331823418235182361823718238182391824018241182421824318244182451824618247182481824918250182511825218253182541825518256182571825818259182601826118262182631826418265182661826718268182691827018271182721827318274182751827618277182781827918280182811828218283182841828518286182871828818289182901829118292182931829418295182961829718298182991830018301183021830318304183051830618307183081830918310183111831218313183141831518316183171831818319183201832118322183231832418325183261832718328183291833018331183321833318334183351833618337183381833918340183411834218343183441834518346183471834818349183501835118352183531835418355183561835718358183591836018361183621836318364183651836618367183681836918370183711837218373183741837518376183771837818379183801838118382183831838418385183861838718388183891839018391183921839318394183951839618397183981839918400184011840218403184041840518406184071840818409184101841118412184131841418415184161841718418184191842018421184221842318424184251842618427184281842918430184311843218433184341843518436184371843818439184401844118442184431844418445184461844718448184491845018451184521845318454184551845618457184581845918460184611846218463184641846518466184671846818469184701847118472184731847418475184761847718478184791848018481184821848318484184851848618487184881848918490184911849218493184941849518496184971849818499185001850118502185031850418505185061850718508185091851018511185121851318514185151851618517185181851918520185211852218523185241852518526185271852818529185301853118532185331853418535185361853718538185391854018541185421854318544185451854618547185481854918550185511855218553185541855518556185571855818559185601856118562185631856418565185661856718568185691857018571185721857318574185751857618577185781857918580185811858218583185841858518586185871858818589185901859118592185931859418595185961859718598185991860018601186021860318604186051860618607186081860918610186111861218613186141861518616186171861818619186201862118622186231862418625186261862718628186291863018631186321863318634186351863618637186381863918640186411864218643186441864518646186471864818649186501865118652186531865418655186561865718658186591866018661186621866318664186651866618667186681866918670186711867218673186741867518676186771867818679186801868118682186831868418685186861868718688186891869018691186921869318694186951869618697186981869918700187011870218703187041870518706187071870818709187101871118712187131871418715187161871718718187191872018721187221872318724187251872618727187281872918730187311873218733187341873518736187371873818739187401874118742187431874418745187461874718748187491875018751187521875318754187551875618757187581875918760187611876218763187641876518766187671876818769187701877118772187731877418775187761877718778187791878018781187821878318784187851878618787187881878918790187911879218793187941879518796187971879818799188001880118802188031880418805188061880718808188091881018811188121881318814188151881618817188181881918820188211882218823188241882518826188271882818829188301883118832188331883418835188361883718838188391884018841188421884318844188451884618847188481884918850188511885218853188541885518856188571885818859188601886118862188631886418865188661886718868188691887018871188721887318874188751887618877188781887918880188811888218883188841888518886188871888818889188901889118892188931889418895188961889718898188991890018901189021890318904189051890618907189081890918910189111891218913189141891518916189171891818919189201892118922189231892418925189261892718928189291893018931189321893318934189351893618937189381893918940189411894218943189441894518946189471894818949189501895118952189531895418955189561895718958189591896018961189621896318964189651896618967189681896918970189711897218973189741897518976189771897818979189801898118982189831898418985189861898718988189891899018991189921899318994189951899618997189981899919000190011900219003190041900519006190071900819009190101901119012190131901419015190161901719018190191902019021190221902319024190251902619027190281902919030190311903219033190341903519036190371903819039190401904119042190431904419045190461904719048190491905019051190521905319054190551905619057190581905919060190611906219063190641906519066190671906819069190701907119072190731907419075190761907719078190791908019081190821908319084190851908619087190881908919090190911909219093190941909519096190971909819099191001910119102191031910419105191061910719108191091911019111191121911319114191151911619117191181911919120191211912219123191241912519126191271912819129191301913119132191331913419135191361913719138191391914019141191421914319144191451914619147191481914919150191511915219153191541915519156191571915819159191601916119162191631916419165191661916719168191691917019171191721917319174191751917619177191781917919180191811918219183191841918519186191871918819189191901919119192191931919419195191961919719198191991920019201192021920319204192051920619207192081920919210192111921219213192141921519216192171921819219192201922119222192231922419225192261922719228192291923019231192321923319234192351923619237192381923919240192411924219243192441924519246192471924819249192501925119252192531925419255192561925719258192591926019261192621926319264192651926619267192681926919270192711927219273192741927519276192771927819279192801928119282192831928419285192861928719288192891929019291192921929319294192951929619297192981929919300193011930219303193041930519306193071930819309193101931119312193131931419315193161931719318193191932019321193221932319324193251932619327193281932919330193311933219333193341933519336193371933819339193401934119342193431934419345193461934719348193491935019351193521935319354193551935619357193581935919360193611936219363193641936519366193671936819369193701937119372193731937419375193761937719378193791938019381193821938319384193851938619387193881938919390193911939219393193941939519396193971939819399194001940119402194031940419405194061940719408194091941019411194121941319414194151941619417194181941919420194211942219423194241942519426194271942819429194301943119432194331943419435194361943719438194391944019441194421944319444194451944619447194481944919450194511945219453194541945519456194571945819459194601946119462194631946419465194661946719468194691947019471194721947319474194751947619477194781947919480194811948219483194841948519486194871948819489194901949119492194931949419495194961949719498194991950019501195021950319504195051950619507195081950919510195111951219513195141951519516195171951819519195201952119522195231952419525195261952719528195291953019531195321953319534195351953619537195381953919540195411954219543195441954519546195471954819549195501955119552195531955419555195561955719558195591956019561195621956319564195651956619567195681956919570195711957219573195741957519576195771957819579195801958119582195831958419585195861958719588195891959019591195921959319594195951959619597195981959919600196011960219603196041960519606196071960819609196101961119612196131961419615196161961719618196191962019621196221962319624196251962619627196281962919630196311963219633196341963519636196371963819639196401964119642196431964419645196461964719648196491965019651196521965319654196551965619657196581965919660196611966219663196641966519666196671966819669196701967119672196731967419675196761967719678196791968019681196821968319684196851968619687196881968919690196911969219693196941969519696196971969819699197001970119702197031970419705197061970719708197091971019711197121971319714197151971619717197181971919720197211972219723197241972519726197271972819729197301973119732197331973419735197361973719738197391974019741197421974319744197451974619747197481974919750197511975219753197541975519756197571975819759197601976119762197631976419765197661976719768197691977019771197721977319774197751977619777197781977919780197811978219783197841978519786197871978819789197901979119792197931979419795197961979719798197991980019801198021980319804198051980619807198081980919810198111981219813198141981519816198171981819819198201982119822198231982419825198261982719828198291983019831198321983319834198351983619837198381983919840198411984219843198441984519846198471984819849198501985119852198531985419855198561985719858198591986019861198621986319864198651986619867198681986919870198711987219873198741987519876198771987819879198801988119882198831988419885198861988719888198891989019891198921989319894198951989619897198981989919900199011990219903199041990519906199071990819909199101991119912199131991419915199161991719918199191992019921199221992319924199251992619927199281992919930199311993219933199341993519936199371993819939199401994119942199431994419945199461994719948199491995019951199521995319954199551995619957199581995919960199611996219963199641996519966199671996819969199701997119972199731997419975199761997719978199791998019981199821998319984199851998619987199881998919990199911999219993199941999519996199971999819999200002000120002200032000420005200062000720008200092001020011200122001320014200152001620017200182001920020200212002220023200242002520026200272002820029200302003120032200332003420035200362003720038200392004020041200422004320044200452004620047200482004920050200512005220053200542005520056200572005820059200602006120062200632006420065200662006720068200692007020071200722007320074200752007620077200782007920080200812008220083200842008520086200872008820089200902009120092200932009420095200962009720098200992010020101201022010320104201052010620107201082010920110201112011220113201142011520116201172011820119201202012120122201232012420125201262012720128201292013020131201322013320134201352013620137201382013920140201412014220143201442014520146201472014820149201502015120152201532015420155201562015720158201592016020161201622016320164201652016620167201682016920170201712017220173201742017520176201772017820179201802018120182201832018420185201862018720188201892019020191201922019320194201952019620197201982019920200202012020220203202042020520206202072020820209202102021120212202132021420215202162021720218202192022020221202222022320224202252022620227202282022920230202312023220233202342023520236202372023820239202402024120242202432024420245202462024720248202492025020251202522025320254202552025620257202582025920260202612026220263202642026520266202672026820269202702027120272202732027420275202762027720278202792028020281202822028320284202852028620287202882028920290202912029220293202942029520296202972029820299203002030120302203032030420305203062030720308203092031020311203122031320314203152031620317203182031920320203212032220323203242032520326203272032820329203302033120332203332033420335203362033720338203392034020341203422034320344203452034620347203482034920350203512035220353203542035520356203572035820359203602036120362203632036420365203662036720368203692037020371203722037320374203752037620377203782037920380203812038220383203842038520386203872038820389203902039120392203932039420395203962039720398203992040020401204022040320404204052040620407204082040920410204112041220413204142041520416204172041820419204202042120422204232042420425204262042720428204292043020431204322043320434204352043620437204382043920440204412044220443204442044520446204472044820449204502045120452204532045420455204562045720458204592046020461204622046320464204652046620467204682046920470204712047220473204742047520476204772047820479204802048120482204832048420485204862048720488204892049020491204922049320494204952049620497204982049920500205012050220503205042050520506205072050820509205102051120512205132051420515205162051720518205192052020521205222052320524205252052620527205282052920530205312053220533205342053520536205372053820539205402054120542205432054420545205462054720548205492055020551205522055320554205552055620557205582055920560205612056220563205642056520566205672056820569205702057120572205732057420575205762057720578205792058020581205822058320584205852058620587205882058920590205912059220593205942059520596205972059820599206002060120602206032060420605206062060720608206092061020611206122061320614206152061620617206182061920620206212062220623206242062520626206272062820629206302063120632206332063420635206362063720638206392064020641206422064320644206452064620647206482064920650206512065220653206542065520656206572065820659206602066120662206632066420665206662066720668206692067020671206722067320674206752067620677206782067920680206812068220683206842068520686206872068820689206902069120692206932069420695206962069720698206992070020701207022070320704207052070620707207082070920710207112071220713207142071520716207172071820719207202072120722207232072420725207262072720728207292073020731207322073320734207352073620737207382073920740207412074220743207442074520746207472074820749207502075120752207532075420755207562075720758207592076020761207622076320764207652076620767207682076920770207712077220773207742077520776207772077820779207802078120782207832078420785207862078720788207892079020791207922079320794207952079620797207982079920800208012080220803208042080520806208072080820809208102081120812208132081420815208162081720818208192082020821208222082320824208252082620827208282082920830208312083220833208342083520836208372083820839208402084120842208432084420845208462084720848208492085020851208522085320854208552085620857208582085920860208612086220863208642086520866208672086820869208702087120872208732087420875208762087720878208792088020881208822088320884208852088620887208882088920890208912089220893208942089520896208972089820899209002090120902209032090420905209062090720908209092091020911209122091320914209152091620917209182091920920209212092220923209242092520926209272092820929209302093120932209332093420935209362093720938209392094020941209422094320944209452094620947209482094920950209512095220953209542095520956209572095820959209602096120962209632096420965209662096720968209692097020971209722097320974209752097620977209782097920980209812098220983209842098520986209872098820989209902099120992209932099420995209962099720998209992100021001210022100321004210052100621007210082100921010210112101221013210142101521016210172101821019210202102121022210232102421025210262102721028210292103021031210322103321034210352103621037210382103921040210412104221043210442104521046210472104821049210502105121052210532105421055210562105721058210592106021061210622106321064210652106621067210682106921070210712107221073210742107521076210772107821079210802108121082210832108421085210862108721088210892109021091210922109321094210952109621097210982109921100211012110221103211042110521106211072110821109211102111121112211132111421115211162111721118211192112021121211222112321124211252112621127211282112921130211312113221133211342113521136211372113821139211402114121142211432114421145211462114721148211492115021151211522115321154211552115621157211582115921160211612116221163211642116521166211672116821169211702117121172211732117421175211762117721178211792118021181211822118321184211852118621187211882118921190211912119221193211942119521196211972119821199212002120121202212032120421205212062120721208212092121021211212122121321214212152121621217212182121921220212212122221223212242122521226212272122821229212302123121232212332123421235212362123721238212392124021241212422124321244212452124621247212482124921250212512125221253212542125521256212572125821259212602126121262212632126421265212662126721268212692127021271212722127321274212752127621277212782127921280212812128221283212842128521286212872128821289212902129121292212932129421295212962129721298212992130021301213022130321304213052130621307213082130921310213112131221313213142131521316213172131821319213202132121322213232132421325213262132721328213292133021331213322133321334213352133621337213382133921340213412134221343213442134521346213472134821349213502135121352213532135421355213562135721358213592136021361213622136321364213652136621367213682136921370213712137221373213742137521376213772137821379213802138121382213832138421385213862138721388213892139021391213922139321394213952139621397213982139921400214012140221403214042140521406214072140821409214102141121412214132141421415214162141721418214192142021421214222142321424214252142621427214282142921430214312143221433214342143521436214372143821439214402144121442214432144421445214462144721448214492145021451214522145321454214552145621457214582145921460214612146221463214642146521466214672146821469214702147121472214732147421475214762147721478214792148021481214822148321484214852148621487214882148921490214912149221493214942149521496214972149821499215002150121502215032150421505215062150721508215092151021511215122151321514215152151621517215182151921520215212152221523215242152521526215272152821529215302153121532215332153421535215362153721538215392154021541215422154321544215452154621547215482154921550215512155221553215542155521556215572155821559215602156121562215632156421565215662156721568215692157021571215722157321574215752157621577215782157921580215812158221583215842158521586215872158821589215902159121592215932159421595215962159721598215992160021601216022160321604216052160621607216082160921610216112161221613216142161521616216172161821619216202162121622216232162421625216262162721628216292163021631216322163321634216352163621637216382163921640216412164221643216442164521646216472164821649216502165121652216532165421655216562165721658216592166021661216622166321664216652166621667216682166921670216712167221673216742167521676216772167821679216802168121682216832168421685216862168721688216892169021691216922169321694216952169621697216982169921700217012170221703217042170521706217072170821709217102171121712217132171421715217162171721718217192172021721217222172321724217252172621727217282172921730217312173221733217342173521736217372173821739217402174121742217432174421745217462174721748217492175021751217522175321754217552175621757217582175921760217612176221763217642176521766217672176821769217702177121772217732177421775217762177721778217792178021781217822178321784217852178621787217882178921790217912179221793217942179521796217972179821799218002180121802218032180421805218062180721808218092181021811218122181321814218152181621817218182181921820218212182221823218242182521826218272182821829218302183121832218332183421835218362183721838218392184021841218422184321844218452184621847218482184921850218512185221853218542185521856218572185821859218602186121862218632186421865218662186721868218692187021871218722187321874218752187621877218782187921880218812188221883218842188521886218872188821889218902189121892218932189421895218962189721898218992190021901219022190321904219052190621907219082190921910219112191221913219142191521916219172191821919219202192121922219232192421925219262192721928219292193021931219322193321934219352193621937219382193921940219412194221943219442194521946219472194821949219502195121952219532195421955219562195721958219592196021961219622196321964219652196621967219682196921970219712197221973219742197521976219772197821979219802198121982219832198421985219862198721988219892199021991219922199321994219952199621997219982199922000220012200222003220042200522006220072200822009220102201122012220132201422015220162201722018220192202022021220222202322024220252202622027220282202922030220312203222033220342203522036220372203822039220402204122042220432204422045220462204722048220492205022051220522205322054220552205622057220582205922060220612206222063220642206522066220672206822069220702207122072220732207422075220762207722078220792208022081220822208322084220852208622087220882208922090220912209222093220942209522096220972209822099221002210122102221032210422105221062210722108221092211022111221122211322114221152211622117221182211922120221212212222123221242212522126221272212822129221302213122132221332213422135221362213722138221392214022141221422214322144221452214622147221482214922150221512215222153221542215522156221572215822159221602216122162221632216422165221662216722168221692217022171221722217322174221752217622177221782217922180221812218222183221842218522186221872218822189221902219122192221932219422195221962219722198221992220022201222022220322204222052220622207222082220922210222112221222213222142221522216222172221822219222202222122222222232222422225222262222722228222292223022231222322223322234222352223622237222382223922240222412224222243222442224522246222472224822249222502225122252222532225422255222562225722258222592226022261222622226322264222652226622267222682226922270222712227222273222742227522276222772227822279222802228122282222832228422285222862228722288222892229022291222922229322294222952229622297222982229922300223012230222303223042230522306223072230822309223102231122312223132231422315223162231722318223192232022321223222232322324223252232622327223282232922330223312233222333223342233522336223372233822339223402234122342223432234422345223462234722348223492235022351223522235322354223552235622357223582235922360223612236222363223642236522366223672236822369223702237122372223732237422375223762237722378223792238022381223822238322384223852238622387223882238922390223912239222393223942239522396223972239822399224002240122402224032240422405224062240722408224092241022411224122241322414224152241622417224182241922420224212242222423224242242522426224272242822429224302243122432224332243422435224362243722438224392244022441224422244322444224452244622447224482244922450224512245222453224542245522456224572245822459224602246122462224632246422465224662246722468224692247022471224722247322474224752247622477224782247922480224812248222483224842248522486224872248822489224902249122492224932249422495224962249722498224992250022501225022250322504225052250622507225082250922510225112251222513225142251522516225172251822519225202252122522225232252422525225262252722528225292253022531225322253322534225352253622537225382253922540225412254222543225442254522546225472254822549225502255122552225532255422555225562255722558225592256022561225622256322564225652256622567225682256922570225712257222573225742257522576225772257822579225802258122582225832258422585225862258722588225892259022591225922259322594225952259622597225982259922600226012260222603226042260522606226072260822609226102261122612226132261422615226162261722618226192262022621226222262322624226252262622627226282262922630226312263222633226342263522636226372263822639226402264122642226432264422645226462264722648226492265022651226522265322654226552265622657226582265922660226612266222663226642266522666226672266822669226702267122672226732267422675226762267722678226792268022681226822268322684226852268622687226882268922690226912269222693226942269522696226972269822699227002270122702227032270422705227062270722708227092271022711227122271322714227152271622717227182271922720227212272222723227242272522726227272272822729227302273122732227332273422735227362273722738227392274022741227422274322744227452274622747227482274922750227512275222753227542275522756227572275822759227602276122762227632276422765227662276722768227692277022771227722277322774227752277622777227782277922780227812278222783227842278522786227872278822789227902279122792227932279422795227962279722798227992280022801228022280322804228052280622807228082280922810228112281222813228142281522816228172281822819228202282122822228232282422825228262282722828228292283022831228322283322834228352283622837228382283922840228412284222843228442284522846228472284822849228502285122852228532285422855228562285722858228592286022861228622286322864228652286622867228682286922870228712287222873228742287522876228772287822879228802288122882228832288422885228862288722888228892289022891228922289322894228952289622897228982289922900229012290222903229042290522906229072290822909229102291122912229132291422915229162291722918229192292022921229222292322924229252292622927229282292922930229312293222933229342293522936229372293822939229402294122942229432294422945229462294722948229492295022951229522295322954229552295622957229582295922960229612296222963229642296522966229672296822969229702297122972229732297422975229762297722978229792298022981229822298322984229852298622987229882298922990229912299222993229942299522996229972299822999230002300123002230032300423005230062300723008230092301023011230122301323014230152301623017230182301923020230212302223023230242302523026230272302823029230302303123032230332303423035230362303723038230392304023041230422304323044230452304623047230482304923050230512305223053230542305523056230572305823059230602306123062230632306423065230662306723068230692307023071230722307323074230752307623077230782307923080230812308223083230842308523086230872308823089230902309123092230932309423095230962309723098230992310023101231022310323104231052310623107231082310923110231112311223113231142311523116231172311823119231202312123122231232312423125231262312723128231292313023131231322313323134231352313623137231382313923140231412314223143231442314523146231472314823149231502315123152231532315423155231562315723158231592316023161231622316323164231652316623167231682316923170231712317223173231742317523176231772317823179231802318123182231832318423185231862318723188231892319023191231922319323194231952319623197231982319923200232012320223203232042320523206232072320823209232102321123212232132321423215232162321723218232192322023221232222322323224232252322623227232282322923230232312323223233232342323523236232372323823239232402324123242232432324423245232462324723248232492325023251232522325323254232552325623257232582325923260232612326223263232642326523266232672326823269232702327123272232732327423275232762327723278232792328023281232822328323284232852328623287232882328923290232912329223293232942329523296232972329823299233002330123302233032330423305233062330723308233092331023311233122331323314233152331623317233182331923320233212332223323233242332523326233272332823329233302333123332233332333423335233362333723338233392334023341233422334323344233452334623347233482334923350233512335223353233542335523356233572335823359233602336123362233632336423365233662336723368233692337023371233722337323374233752337623377233782337923380233812338223383233842338523386233872338823389233902339123392233932339423395233962339723398233992340023401234022340323404234052340623407234082340923410234112341223413234142341523416234172341823419234202342123422234232342423425234262342723428234292343023431234322343323434234352343623437234382343923440234412344223443234442344523446234472344823449234502345123452234532345423455234562345723458234592346023461234622346323464234652346623467234682346923470234712347223473234742347523476234772347823479234802348123482234832348423485234862348723488234892349023491234922349323494234952349623497234982349923500235012350223503235042350523506235072350823509235102351123512235132351423515235162351723518235192352023521235222352323524235252352623527235282352923530235312353223533235342353523536235372353823539235402354123542235432354423545235462354723548235492355023551235522355323554235552355623557235582355923560235612356223563235642356523566235672356823569235702357123572235732357423575235762357723578235792358023581235822358323584235852358623587235882358923590235912359223593235942359523596235972359823599236002360123602236032360423605236062360723608236092361023611236122361323614236152361623617236182361923620236212362223623236242362523626236272362823629236302363123632236332363423635236362363723638236392364023641236422364323644236452364623647236482364923650236512365223653236542365523656236572365823659236602366123662236632366423665236662366723668236692367023671236722367323674236752367623677236782367923680236812368223683236842368523686236872368823689236902369123692236932369423695236962369723698236992370023701237022370323704237052370623707237082370923710237112371223713237142371523716237172371823719237202372123722237232372423725237262372723728237292373023731237322373323734237352373623737237382373923740237412374223743237442374523746237472374823749237502375123752237532375423755237562375723758237592376023761237622376323764237652376623767237682376923770237712377223773237742377523776237772377823779237802378123782237832378423785237862378723788237892379023791237922379323794237952379623797237982379923800238012380223803238042380523806238072380823809238102381123812238132381423815238162381723818238192382023821238222382323824238252382623827238282382923830238312383223833238342383523836238372383823839238402384123842238432384423845238462384723848238492385023851238522385323854238552385623857238582385923860238612386223863238642386523866238672386823869238702387123872238732387423875238762387723878238792388023881238822388323884238852388623887238882388923890238912389223893238942389523896238972389823899239002390123902239032390423905239062390723908239092391023911239122391323914239152391623917239182391923920239212392223923239242392523926239272392823929239302393123932239332393423935239362393723938239392394023941239422394323944239452394623947239482394923950239512395223953239542395523956239572395823959239602396123962239632396423965239662396723968239692397023971239722397323974239752397623977239782397923980239812398223983239842398523986239872398823989239902399123992239932399423995239962399723998239992400024001240022400324004240052400624007240082400924010240112401224013240142401524016240172401824019240202402124022240232402424025240262402724028240292403024031240322403324034240352403624037240382403924040240412404224043240442404524046240472404824049240502405124052240532405424055240562405724058240592406024061240622406324064240652406624067240682406924070240712407224073240742407524076240772407824079240802408124082240832408424085240862408724088240892409024091240922409324094240952409624097240982409924100241012410224103241042410524106241072410824109241102411124112241132411424115241162411724118241192412024121241222412324124241252412624127241282412924130241312413224133241342413524136241372413824139241402414124142241432414424145241462414724148241492415024151241522415324154241552415624157241582415924160241612416224163241642416524166241672416824169241702417124172241732417424175241762417724178241792418024181241822418324184241852418624187241882418924190241912419224193241942419524196241972419824199242002420124202242032420424205242062420724208242092421024211242122421324214242152421624217242182421924220242212422224223242242422524226242272422824229242302423124232242332423424235242362423724238242392424024241242422424324244242452424624247242482424924250242512425224253242542425524256242572425824259242602426124262242632426424265242662426724268242692427024271242722427324274242752427624277242782427924280242812428224283242842428524286242872428824289242902429124292242932429424295242962429724298242992430024301243022430324304243052430624307243082430924310243112431224313243142431524316243172431824319243202432124322243232432424325243262432724328243292433024331243322433324334243352433624337243382433924340243412434224343243442434524346243472434824349243502435124352243532435424355243562435724358243592436024361243622436324364243652436624367243682436924370243712437224373243742437524376243772437824379243802438124382243832438424385243862438724388243892439024391243922439324394243952439624397243982439924400244012440224403244042440524406244072440824409244102441124412244132441424415244162441724418244192442024421244222442324424244252442624427244282442924430244312443224433244342443524436244372443824439244402444124442244432444424445244462444724448244492445024451244522445324454244552445624457244582445924460244612446224463244642446524466244672446824469244702447124472244732447424475244762447724478244792448024481244822448324484244852448624487244882448924490244912449224493244942449524496244972449824499245002450124502245032450424505245062450724508245092451024511245122451324514245152451624517245182451924520245212452224523245242452524526245272452824529245302453124532245332453424535245362453724538245392454024541245422454324544245452454624547245482454924550245512455224553245542455524556245572455824559245602456124562245632456424565245662456724568245692457024571245722457324574245752457624577245782457924580245812458224583245842458524586245872458824589245902459124592245932459424595245962459724598245992460024601246022460324604246052460624607246082460924610246112461224613246142461524616246172461824619246202462124622246232462424625246262462724628246292463024631246322463324634246352463624637246382463924640246412464224643246442464524646246472464824649246502465124652246532465424655246562465724658246592466024661246622466324664246652466624667246682466924670246712467224673246742467524676246772467824679246802468124682246832468424685246862468724688246892469024691246922469324694246952469624697246982469924700247012470224703247042470524706247072470824709247102471124712247132471424715247162471724718247192472024721247222472324724247252472624727247282472924730247312473224733247342473524736247372473824739247402474124742247432474424745247462474724748247492475024751247522475324754247552475624757247582475924760247612476224763247642476524766247672476824769247702477124772247732477424775247762477724778247792478024781247822478324784247852478624787247882478924790247912479224793247942479524796247972479824799248002480124802248032480424805248062480724808248092481024811248122481324814248152481624817248182481924820248212482224823248242482524826248272482824829248302483124832248332483424835248362483724838248392484024841248422484324844248452484624847248482484924850248512485224853248542485524856248572485824859248602486124862248632486424865248662486724868248692487024871248722487324874248752487624877248782487924880248812488224883248842488524886248872488824889248902489124892248932489424895248962489724898248992490024901249022490324904249052490624907249082490924910249112491224913249142491524916249172491824919249202492124922249232492424925249262492724928249292493024931249322493324934249352493624937249382493924940249412494224943249442494524946249472494824949249502495124952249532495424955249562495724958249592496024961249622496324964249652496624967249682496924970249712497224973249742497524976249772497824979249802498124982249832498424985249862498724988249892499024991249922499324994249952499624997249982499925000250012500225003250042500525006250072500825009250102501125012250132501425015250162501725018250192502025021250222502325024250252502625027250282502925030250312503225033250342503525036250372503825039250402504125042250432504425045250462504725048250492505025051250522505325054250552505625057250582505925060250612506225063250642506525066250672506825069250702507125072250732507425075250762507725078250792508025081250822508325084250852508625087250882508925090250912509225093250942509525096250972509825099251002510125102251032510425105251062510725108251092511025111251122511325114251152511625117251182511925120251212512225123251242512525126251272512825129251302513125132251332513425135251362513725138251392514025141251422514325144251452514625147251482514925150251512515225153251542515525156251572515825159251602516125162251632516425165251662516725168251692517025171251722517325174251752517625177251782517925180251812518225183251842518525186251872518825189251902519125192251932519425195251962519725198251992520025201252022520325204252052520625207252082520925210252112521225213252142521525216252172521825219252202522125222252232522425225252262522725228252292523025231252322523325234252352523625237252382523925240252412524225243252442524525246252472524825249252502525125252252532525425255252562525725258252592526025261252622526325264252652526625267252682526925270252712527225273252742527525276252772527825279252802528125282252832528425285252862528725288252892529025291252922529325294252952529625297252982529925300253012530225303253042530525306253072530825309253102531125312253132531425315253162531725318253192532025321253222532325324253252532625327253282532925330253312533225333253342533525336253372533825339253402534125342253432534425345253462534725348253492535025351253522535325354253552535625357253582535925360253612536225363253642536525366253672536825369253702537125372
  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 <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * 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
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg(&sd, MSI_IMPOSSIBLE_SKILL_AREA); // This skill cannot be used within this area
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id))
  904. return true;
  905. switch(skill_id) {
  906. case HFLI_SBR44:
  907. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  908. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  909. return true;
  910. }
  911. break;
  912. case HVAN_EXPLOSION:
  913. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  914. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  915. return true;
  916. }
  917. break;
  918. case MH_LIGHT_OF_REGENE: // Must be cordial
  919. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  920. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  921. return true;
  922. }
  923. break;
  924. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  925. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  926. return true;
  927. break;
  928. case MH_ANGRIFFS_MODUS:
  929. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  930. return true;
  931. break;
  932. case MH_TINDER_BREAKER: // Must be in grappling mode
  933. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  934. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  935. return true;
  936. }
  937. break;
  938. case MH_SONIC_CRAW: // Must be in fighting mode
  939. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  940. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  941. return true;
  942. }
  943. break;
  944. case MH_SILVERVEIN_RUSH:
  945. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  947. return true;
  948. }
  949. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  950. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  951. return true;
  952. }
  953. break;
  954. case MH_MIDNIGHT_FRENZY:
  955. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  956. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  957. return true;
  958. }
  959. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  960. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  961. return true;
  962. }
  963. break;
  964. case MH_CBC:
  965. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  966. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  967. return true;
  968. }
  969. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  970. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  971. return true;
  972. }
  973. break;
  974. case MH_EQC:
  975. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  977. return true;
  978. }
  979. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  980. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  981. return true;
  982. }
  983. break;
  984. }
  985. if (spiritball) {
  986. if (hd->homunculus.spiritball < spiritball) {
  987. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  988. return true;
  989. }
  990. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  991. if (skill_id != MH_BLAZING_AND_FURIOUS)
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk( skill_id, *sd );
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1005. if (util::vector_exists(md.blockskill, skill_id))
  1006. return true;
  1007. if( md.master != nullptr ){
  1008. return skill_isNotOk( skill_id, *md.master );
  1009. }else{
  1010. return true;
  1011. }
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(nullptr, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1078. nullpo_ret(src);
  1079. nullpo_ret(bl);
  1080. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1081. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1082. return 0;
  1083. map_session_data* sd = BL_CAST( BL_PC, src );
  1084. mob_data* md = BL_CAST( BL_MOB, src );
  1085. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1086. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1087. status_change* sc = status_get_sc( src );
  1088. status_change* tsc = status_get_sc( bl );
  1089. status_data* sstatus = status_get_status_data( src );
  1090. status_data* tstatus = status_get_status_data( bl );
  1091. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1092. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1093. // Chance to trigger Taekwon kicks
  1094. if (sc->getSCE(SC_READYSTORM) &&
  1095. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1096. 0, 2, 0,
  1097. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1098. ; //Stance triggered
  1099. else if (sc->getSCE(SC_READYDOWN) &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->getSCE(SC_READYTURN) &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1110. int rate = 20;
  1111. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1112. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1113. status_change_end(src, SC_SKILLRATE_UP);
  1114. }
  1115. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1116. 0, 2, 0,
  1117. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1118. ; //Stance triggered
  1119. }
  1120. }
  1121. if (!tsc) //skill additional effect is about adding effects to the target...
  1122. //So if the target can't be inflicted with statuses, this is pointless.
  1123. return 0;
  1124. if( sd )
  1125. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1126. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1127. #ifndef RENEWAL
  1128. && skill_id != ASC_BREAKER
  1129. #endif
  1130. ) {
  1131. // Trigger status effects
  1132. for (const auto &it : sd->addeff) {
  1133. int rate = it.rate;
  1134. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1135. rate += it.arrow_rate;
  1136. if( !rate )
  1137. continue;
  1138. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1139. // Trigger has attack type consideration.
  1140. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1141. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1142. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1143. ;
  1144. else
  1145. continue;
  1146. }
  1147. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1148. // Trigger has range consideration.
  1149. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1150. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1151. continue; //Range Failed.
  1152. }
  1153. if (it.flag&ATF_TARGET)
  1154. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. if (it.flag&ATF_SELF)
  1156. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1157. }
  1158. }
  1159. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1160. if (sc != nullptr) {
  1161. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1162. unit_data *ud = unit_bl2ud(bl);
  1163. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1164. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1165. }
  1166. }
  1167. if( skill_id ) {
  1168. // Trigger status effects on skills
  1169. for (const auto &it : sd->addeff_onskill) {
  1170. if (skill_id != it.skill_id || !it.rate)
  1171. continue;
  1172. if (it.target&ATF_TARGET)
  1173. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. if (it.target&ATF_SELF)
  1175. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1176. }
  1177. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1178. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1179. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1180. #ifdef RENEWAL
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1182. #else
  1183. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1184. #endif
  1185. clif_emotion(bl,ET_HUK);
  1186. }
  1187. }
  1188. }
  1189. if( dmg_lv < ATK_DEF ) // no damage, return;
  1190. return 0;
  1191. switch(skill_id) {
  1192. case 0:
  1193. { // Normal attacks (no skill used)
  1194. if( attack_type&BF_SKILL )
  1195. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1196. if(sd) {
  1197. int skill;
  1198. // Automatic trigger of Blitz Beat
  1199. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1200. int rate;
  1201. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1202. rate = 5;
  1203. else
  1204. rate = (sd->status.job_level + 9) / 10;
  1205. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1206. }
  1207. // Automatic trigger of Warg Strike
  1208. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1209. int rate = sstatus->luk * 10 / 3 + 1;
  1210. if (pc_isfalcon(sd))
  1211. rate = rate / 3;
  1212. if (rnd() % 1000 <= rate)
  1213. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1214. }
  1215. // Automatic trigger of Hawk Rush
  1216. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1217. int rate = sstatus->con * 10 / 3 + 1;
  1218. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1221. }
  1222. // Gank
  1223. if(dstmd && sd->status.weapon != W_BOW &&
  1224. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1225. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1226. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1227. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1228. else
  1229. clif_skill_fail( *sd, RG_SNATCHER );
  1230. }
  1231. }
  1232. if (sc) {
  1233. struct status_change_entry *sce;
  1234. // Enchant Poison gives a chance to poison attacked enemies
  1235. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1236. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1237. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1238. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1239. if((sce=sc->getSCE(SC_EDP)))
  1240. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1241. skill_get_time2(ASC_EDP,sce->val1));
  1242. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1243. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1244. }
  1245. }
  1246. break;
  1247. case SM_BASH:
  1248. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1249. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1250. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1251. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1252. }
  1253. break;
  1254. case MER_CRASH:
  1255. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_VENOMKNIFE:
  1258. case AS_SPLASHER:
  1259. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1260. break;
  1261. case TF_POISON:
  1262. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1263. clif_skill_fail( *sd, skill_id );
  1264. break;
  1265. case AS_SONICBLOW:
  1266. case HN_MEGA_SONIC_BLOW:
  1267. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1268. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1269. else
  1270. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1271. break;
  1272. case AS_GRIMTOOTH:
  1273. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1274. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case WZ_FIREPILLAR:
  1277. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1278. break;
  1279. case MG_FROSTDIVER:
  1280. 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)
  1281. clif_skill_fail( *sd, skill_id );
  1282. break;
  1283. case WZ_FROSTNOVA:
  1284. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1285. break;
  1286. case WZ_STORMGUST:
  1287. // Storm Gust counter was dropped in renewal
  1288. #ifdef RENEWAL
  1289. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. #else
  1291. //On third hit, there is a 150% to freeze the target
  1292. if(tsc->sg_counter >= 3 &&
  1293. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1294. tsc->sg_counter = 0;
  1295. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1296. else if( tsc->sg_counter > 250 )
  1297. tsc->sg_counter = 0;
  1298. #endif
  1299. break;
  1300. case NPC_STORMGUST2:
  1301. if (skill_lv == 1)
  1302. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. else if (skill_lv == 2)
  1304. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. else
  1306. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case WZ_METEOR:
  1309. case HN_METEOR_STORM_BUSTER:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. break;
  1354. case CR_GRANDCROSS:
  1355. //Chance to cause blind status vs demon and undead element, but not against players
  1356. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1357. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1358. break;
  1359. case AM_ACIDTERROR:
  1360. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1361. #ifdef RENEWAL
  1362. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1363. #else
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1365. #endif
  1366. clif_emotion(bl,ET_HUK);
  1367. break;
  1368. case AM_DEMONSTRATION:
  1369. #ifdef RENEWAL
  1370. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1371. #else
  1372. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1373. #endif
  1374. break;
  1375. case CR_SHIELDCHARGE:
  1376. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1377. break;
  1378. #ifndef RENEWAL
  1379. case PA_PRESSURE:
  1380. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1381. [[fallthrough]];
  1382. case HW_GRAVITATION:
  1383. //Pressure and Gravitation can trigger physical autospells
  1384. attack_type |= BF_NORMAL;
  1385. attack_type |= BF_WEAPON;
  1386. break;
  1387. #endif
  1388. case RG_RAID:
  1389. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1390. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1391. #ifdef RENEWAL
  1392. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1393. break;
  1394. case RG_BACKSTAP:
  1395. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. #endif
  1397. break;
  1398. case BA_FROSTJOKER:
  1399. case DC_SCREAM:
  1400. {
  1401. int rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1402. int duration = skill_get_time2(skill_id, skill_lv);
  1403. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1404. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1405. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1406. rate /= 4;
  1407. duration = skill_get_time(skill_id, skill_lv);
  1408. }
  1409. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1410. }
  1411. break;
  1412. case BD_LULLABY:
  1413. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1414. break;
  1415. #ifdef RENEWAL
  1416. case DC_UGLYDANCE:
  1417. // !TODO: How does caster's DEX/AGI play a role?
  1418. status_zap( bl, 0, 2 * skill_lv + 10 );
  1419. break;
  1420. #else
  1421. case DC_UGLYDANCE: {
  1422. int rate = 5 + 5 * skill_lv;
  1423. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1424. if( skill > 0 ){
  1425. rate += 5 + skill;
  1426. }
  1427. status_zap( bl, 0, rate );
  1428. } break;
  1429. #endif
  1430. case SL_STUN:
  1431. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1432. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1433. break;
  1434. case NPC_PETRIFYATTACK:
  1435. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1436. break;
  1437. case NPC_CURSEATTACK:
  1438. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_SLEEPATTACK:
  1441. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_BLINDATTACK:
  1444. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_POISON:
  1447. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_SILENCEATTACK:
  1450. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_STUNATTACK:
  1453. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1454. break;
  1455. case NPC_BLEEDING:
  1456. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1457. break;
  1458. case NPC_BLEEDING2:
  1459. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_CHANGEUNDEAD:
  1462. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1463. break;
  1464. case NPC_ACIDBREATH:
  1465. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case NPC_ICEBREATH:
  1468. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1469. break;
  1470. case NPC_ICEBREATH2:
  1471. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1472. break;
  1473. case NPC_MENTALBREAKER:
  1474. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1475. //equal to Matk*skLevel.
  1476. int rate = sstatus->matk_min;
  1477. if (rate < sstatus->matk_max)
  1478. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1479. rate*=skill_lv;
  1480. status_zap(bl, 0, rate);
  1481. break;
  1482. }
  1483. // Equipment breaking monster skills [Celest]
  1484. case NPC_ARMORBRAKE:
  1485. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1486. break;
  1487. case NPC_HELMBRAKE:
  1488. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1489. break;
  1490. case NPC_SHIELDBRAKE:
  1491. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1492. break;
  1493. case CH_TIGERFIST: {
  1494. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1495. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1496. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1497. basetime /= 5;
  1498. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1499. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1500. }
  1501. break;
  1502. case LK_SPIRALPIERCE:
  1503. case ML_SPIRALPIERCE:
  1504. case HN_SPIRAL_PIERCE_MAX:
  1505. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1506. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1507. break;
  1508. case ST_REJECTSWORD:
  1509. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1510. break;
  1511. case PF_FOGWALL:
  1512. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1513. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1514. break;
  1515. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1516. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1517. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1518. break;
  1519. case ASC_METEORASSAULT:
  1520. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1521. switch(rnd()%3) {
  1522. case 0:
  1523. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1524. break;
  1525. case 1:
  1526. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1527. break;
  1528. default:
  1529. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1530. }
  1531. break;
  1532. case HW_NAPALMVULCAN:
  1533. case HN_NAPALM_VULCAN_STRIKE:
  1534. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1535. break;
  1536. case WS_CARTTERMINATION: // Cart termination
  1537. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1538. break;
  1539. case CR_ACIDDEMONSTRATION:
  1540. case GN_FIRE_EXPANSION_ACID:
  1541. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1542. break;
  1543. case TK_DOWNKICK:
  1544. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1545. break;
  1546. case TK_JUMPKICK:
  1547. // debuff the following statuses
  1548. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1549. status_change_end(bl, SC_SPIRIT);
  1550. status_change_end(bl, SC_ADRENALINE2);
  1551. status_change_end(bl, SC_KAITE);
  1552. status_change_end(bl, SC_KAAHI);
  1553. status_change_end(bl, SC_ONEHAND);
  1554. status_change_end(bl, SC_ASPDPOTION2);
  1555. // New soul links confirmed to not dispell with this skill
  1556. // but thats likely a bug since soul links can't stack and
  1557. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1558. status_change_end(bl, SC_SOULGOLEM);
  1559. status_change_end(bl, SC_SOULSHADOW);
  1560. status_change_end(bl, SC_SOULFALCON);
  1561. status_change_end(bl, SC_SOULFAIRY);
  1562. }
  1563. break;
  1564. case TK_TURNKICK:
  1565. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1566. if(attack_type&BF_MISC) //70% base stun chance...
  1567. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1568. break;
  1569. case GS_BULLSEYE: //0.1% coma rate.
  1570. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1571. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1572. break;
  1573. case GS_PIERCINGSHOT:
  1574. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case NJ_HYOUSYOURAKU:
  1577. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1578. break;
  1579. case GS_FLING:
  1580. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1581. break;
  1582. case GS_DISARM:
  1583. skill_strip_equip(src, bl, skill_id, skill_lv);
  1584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1585. break;
  1586. case NPC_EVILLAND:
  1587. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case NPC_HELLJUDGEMENT:
  1590. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case NPC_HELLJUDGEMENT2:
  1593. switch(rnd()%6) {
  1594. case 0:
  1595. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1596. break;
  1597. case 1:
  1598. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1599. break;
  1600. case 2:
  1601. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case 3:
  1604. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case 4:
  1607. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1608. break;
  1609. default:
  1610. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1611. break;
  1612. }
  1613. break;
  1614. case NPC_CRITICALWOUND:
  1615. case NPC_WIDECRITICALWOUND:
  1616. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1617. break;
  1618. case NPC_FIRESTORM:
  1619. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case RK_DRAGONBREATH:
  1622. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1623. break;
  1624. case RK_DRAGONBREATH_WATER:
  1625. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1626. break;
  1627. case NPC_DRAGONBREATH:
  1628. if (skill_lv > 5)
  1629. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1630. else
  1631. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1632. break;
  1633. case AB_ADORAMUS:
  1634. 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));
  1635. break;
  1636. case WL_COMET:
  1637. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1638. break;
  1639. case NPC_COMET:
  1640. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1641. break;
  1642. case NPC_JACKFROST:
  1643. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1644. break;
  1645. case RA_WUGBITE: {
  1646. 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);
  1647. if (wug_rate < 50)
  1648. wug_rate = 50;
  1649. 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))) );
  1650. }
  1651. break;
  1652. case RA_SENSITIVEKEEN:
  1653. if( rnd()%100 < 8 * skill_lv )
  1654. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1655. break;
  1656. case RA_FIRINGTRAP:
  1657. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1658. break;
  1659. case RA_ICEBOUNDTRAP:
  1660. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1661. break;
  1662. case NC_PILEBUNKER:
  1663. if( rnd()%100 < 25 + 15*skill_lv ) {
  1664. status_change_end(bl, SC_KYRIE);
  1665. status_change_end(bl, SC_ASSUMPTIO);
  1666. status_change_end(bl, SC_STEELBODY);
  1667. status_change_end(bl, SC_GT_CHANGE);
  1668. status_change_end(bl, SC_GT_REVITALIZE);
  1669. status_change_end(bl, SC_AUTOGUARD);
  1670. status_change_end(bl, SC_REFLECTDAMAGE);
  1671. status_change_end(bl, SC_DEFENDER);
  1672. status_change_end(bl, SC_PRESTIGE);
  1673. status_change_end(bl, SC_BANDING);
  1674. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1675. }
  1676. break;
  1677. case NC_FLAMELAUNCHER:
  1678. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1679. break;
  1680. case NC_COLDSLOWER:
  1681. // Status chances are applied officially through a check
  1682. // The skill first trys to give the frozen status to targets that are hit
  1683. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1684. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1685. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1686. break;
  1687. case NC_POWERSWING:
  1688. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1689. break;
  1690. case GC_WEAPONCRUSH:
  1691. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1692. break;
  1693. case LG_PINPOINTATTACK: {
  1694. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1695. switch( skill_lv ) {
  1696. case 1:
  1697. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1698. break;
  1699. case 2:
  1700. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1701. break;
  1702. case 3:
  1703. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1704. break;
  1705. case 4:
  1706. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1707. break;
  1708. case 5:
  1709. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1710. break;
  1711. }
  1712. } break;
  1713. case LG_MOONSLASHER:
  1714. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1715. break;
  1716. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1717. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1718. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1719. break;
  1720. case NPC_RAYOFGENESIS:
  1721. if (skill_lv < 8)
  1722. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1723. else
  1724. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1725. break;
  1726. case LG_HESPERUSLIT:
  1727. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1728. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1729. break;
  1730. case SR_DRAGONCOMBO:
  1731. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1732. break;
  1733. case SR_WINDMILL:
  1734. if( dstsd )
  1735. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1736. else if( dstmd )
  1737. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1738. break;
  1739. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1740. 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));
  1741. break;
  1742. case SR_EARTHSHAKER:
  1743. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1744. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1745. status_change_end(bl, SC_SV_ROOTTWIST);
  1746. break;
  1747. case SO_EARTHGRAVE:
  1748. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1749. break;
  1750. case SO_DIAMONDDUST: {
  1751. int rate = 5 + 5 * skill_lv;
  1752. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1753. rate += (sd ? sd->status.job_level / 5 : 0);
  1754. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1755. } break;
  1756. case SO_VARETYR_SPEAR:
  1757. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1758. break;
  1759. case SO_POISON_BUSTER:
  1760. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1761. break;
  1762. case GN_SPORE_EXPLOSION:
  1763. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1764. break;
  1765. case GN_SLINGITEM_RANGEMELEEATK:
  1766. if( sd ) {
  1767. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1768. case ITEMID_COCONUT_BOMB:
  1769. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1770. 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);
  1771. break;
  1772. case ITEMID_MELON_BOMB:
  1773. 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);
  1774. break;
  1775. case ITEMID_BANANA_BOMB:
  1776. {
  1777. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1778. 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);
  1779. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1780. break;
  1781. }
  1782. }
  1783. sd->itemid = 0;
  1784. }
  1785. break;
  1786. case GN_HELLS_PLANT_ATK:
  1787. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1788. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1789. break;
  1790. case EL_WIND_SLASH: // Non confirmed rate.
  1791. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1792. break;
  1793. case EL_STONE_HAMMER:
  1794. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1795. break;
  1796. case EL_ROCK_CRUSHER:
  1797. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1798. break;
  1799. case EL_ROCK_CRUSHER_ATK:
  1800. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1801. break;
  1802. case EL_TYPOON_MIS:
  1803. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1804. break;
  1805. case KO_JYUMONJIKIRI:
  1806. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1807. break;
  1808. case SP_SOULEXPLOSION:
  1809. case KO_SETSUDAN: // Remove soul link when hit.
  1810. status_change_end(bl, SC_SPIRIT);
  1811. status_change_end(bl, SC_SOULGOLEM);
  1812. status_change_end(bl, SC_SOULSHADOW);
  1813. status_change_end(bl, SC_SOULFALCON);
  1814. status_change_end(bl, SC_SOULFAIRY);
  1815. break;
  1816. case KO_MAKIBISHI:
  1817. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1818. break;
  1819. case MH_EQC:
  1820. {
  1821. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1822. if (hd) {
  1823. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1824. status_change_end(bl, SC_TINDER_BREAKER2);
  1825. }
  1826. }
  1827. break;
  1828. case MH_STAHL_HORN:
  1829. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1830. break;
  1831. case MH_NEEDLE_OF_PARALYZE:
  1832. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1833. break;
  1834. case MH_TOXIN_OF_MANDARA:
  1835. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1836. break;
  1837. case MH_XENO_SLASHER:
  1838. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1839. break;
  1840. case NPC_MAGMA_ERUPTION:
  1841. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1842. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1843. break;
  1844. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1845. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1846. break;
  1847. case GN_ILLUSIONDOPING:
  1848. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1849. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1850. break;
  1851. case RL_MASS_SPIRAL:
  1852. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1853. break;
  1854. case RL_SLUGSHOT:
  1855. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1856. break;
  1857. case RL_BANISHING_BUSTER: {
  1858. if (!tsc || !tsc->count)
  1859. break;
  1860. if (status_isimmune(bl))
  1861. break;
  1862. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1863. if (sd)
  1864. clif_skill_fail( *sd, skill_id );
  1865. break;
  1866. }
  1867. uint16 n = skill_lv;
  1868. for (const auto &it : status_db) {
  1869. sc_type status = static_cast<sc_type>(it.first);
  1870. if (n <= 0)
  1871. break;
  1872. if (!tsc->getSCE(status))
  1873. continue;
  1874. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1875. continue;
  1876. switch (status) {
  1877. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1878. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1879. case SC_FORTUNE: case SC_SERVICE4U:
  1880. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1881. continue; //If in song area don't end it, even if config enabled
  1882. break;
  1883. case SC_ASSUMPTIO:
  1884. if( bl->type == BL_MOB )
  1885. continue;
  1886. break;
  1887. }
  1888. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1889. tsc->getSCE(status)->val2 = 0;
  1890. status_change_end(bl,status);
  1891. n--;
  1892. }
  1893. //Remove bonus_script by Banishing Buster
  1894. if (dstsd)
  1895. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1896. }
  1897. break;
  1898. case RL_S_STORM:
  1899. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1900. 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
  1901. break;
  1902. case RL_AM_BLAST:
  1903. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1904. break;
  1905. case SU_SCRATCH:
  1906. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1907. break;
  1908. case SU_SV_STEMSPEAR:
  1909. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1910. break;
  1911. case SU_CN_METEOR2:
  1912. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1913. break;
  1914. case SU_SCAROFTAROU:
  1915. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1916. break;
  1917. case SU_LUNATICCARROTBEAT2:
  1918. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1919. break;
  1920. case SJ_FULLMOONKICK:
  1921. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SJ_STAREMPEROR:
  1924. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1925. break;
  1926. case SP_CURSEEXPLOSION:
  1927. status_change_end(bl, SC_SOULCURSE);
  1928. break;
  1929. case SP_SHA:
  1930. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1931. break;
  1932. case DK_SERVANT_W_PHANTOM:
  1933. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1934. break;
  1935. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1936. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1937. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1938. break;
  1939. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1940. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1941. break;
  1942. case IQ_OLEUM_SANCTUM:
  1943. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case IQ_FIRST_BRAND:
  1946. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1947. break;
  1948. case IQ_SECOND_FLAME:
  1949. case IQ_SECOND_FAITH:
  1950. case IQ_SECOND_JUDGEMENT:
  1951. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1952. break;
  1953. case IQ_THIRD_PUNISH:
  1954. case IQ_THIRD_FLAME_BOMB:
  1955. case IQ_THIRD_CONSECRATION:
  1956. status_change_end(bl, SC_SECOND_BRAND);
  1957. break;
  1958. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1959. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1960. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1961. break;
  1962. case SHC_FATAL_SHADOW_CROW:
  1963. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1964. break;
  1965. case ABC_UNLUCKY_RUSH:
  1966. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1967. break;
  1968. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1969. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1970. [[fallthrough]];
  1971. case WM_METALICSOUND:
  1972. case WM_REVERBERATION:
  1973. status_change_end(bl, SC_SOUNDBLEND);
  1974. break;
  1975. case EM_DIAMOND_STORM:
  1976. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1977. break;
  1978. case EM_LIGHTNING_LAND:
  1979. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1980. break;
  1981. case EM_VENOM_SWAMP:
  1982. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1983. break;
  1984. case EM_CONFLAGRATION:
  1985. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1986. break;
  1987. case EM_TERRA_DRIVE:
  1988. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. case MT_RUSH_QUAKE:
  1991. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1992. break;
  1993. case HN_SHIELD_CHAIN_RUSH:
  1994. case HN_JACK_FROST_NOVA:
  1995. case HN_GROUND_GRAVITATION:
  1996. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  1997. break;
  1998. } //end switch skill_id
  1999. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2000. { //Pass heritage to Master for status causing effects. [Skotlex]
  2001. sd = map_id2sd(md->master_id);
  2002. src = sd?&sd->bl:src;
  2003. }
  2004. if( attack_type&BF_WEAPON )
  2005. { // Breaking Equipment
  2006. if( sd && battle_config.equip_self_break_rate )
  2007. { // Self weapon breaking
  2008. int rate = battle_config.equip_natural_break_rate;
  2009. #ifndef RENEWAL
  2010. if( sc )
  2011. {
  2012. if(sc->getSCE(SC_OVERTHRUST))
  2013. rate += 10;
  2014. if(sc->getSCE(SC_MAXOVERTHRUST))
  2015. rate += 10;
  2016. }
  2017. #endif
  2018. if( rate )
  2019. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2020. }
  2021. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2022. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2023. // Target weapon breaking
  2024. int rate = 0;
  2025. if( sd )
  2026. rate += sd->bonus.break_weapon_rate;
  2027. if (sc) {
  2028. if (sc->getSCE(SC_MELTDOWN))
  2029. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2030. if (sc->getSCE(SC_WEAPONBREAKER))
  2031. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2032. }
  2033. if( rate )
  2034. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2035. // Target armor breaking
  2036. rate = 0;
  2037. if( sd )
  2038. rate += sd->bonus.break_armor_rate;
  2039. if( sc && sc->getSCE(SC_MELTDOWN) )
  2040. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2041. if( rate )
  2042. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2043. }
  2044. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2045. if (sd->def_set_race[tstatus->race].rate)
  2046. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2047. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2048. if (sd->mdef_set_race[tstatus->race].rate)
  2049. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2050. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2051. if (sd->norecover_state_race[tstatus->race].rate)
  2052. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2053. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2054. }
  2055. }
  2056. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2057. struct unit_data *ud = unit_bl2ud(src);
  2058. int skill;
  2059. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2060. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2061. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2062. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2063. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2064. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2065. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2066. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2067. else
  2068. skill = 0;
  2069. if ( rnd()%100 < 25 && skill ){
  2070. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2071. if (ud) {
  2072. int delay = skill_delayfix(src, skill, skill_lv);
  2073. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2074. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2075. if ( battle_config.display_status_timers )
  2076. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2077. }
  2078. }
  2079. }
  2080. }
  2081. // Autospell when attacking
  2082. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2083. {
  2084. for (const auto &it : sd->autospell) {
  2085. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2086. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2087. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2088. continue; // one or more trigger conditions were not fulfilled
  2089. int skill = it.id;
  2090. sd->state.autocast = 1;
  2091. if ( skill_isNotOk(skill, *sd) ) {
  2092. sd->state.autocast = 0;
  2093. continue;
  2094. }
  2095. sd->state.autocast = 0;
  2096. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2097. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2098. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2099. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2100. if (rnd()%1000 >= rate)
  2101. continue;
  2102. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2103. e_cast_type type = skill_get_casttype(skill);
  2104. if (type == CAST_GROUND) {
  2105. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2106. continue;
  2107. }
  2108. if (battle_config.autospell_check_range &&
  2109. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2110. continue;
  2111. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2112. type = CAST_GROUND;
  2113. #ifndef RENEWAL
  2114. else if (skill == AS_SONICBLOW)
  2115. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2116. #endif
  2117. sd->state.autocast = 1;
  2118. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2119. #ifndef RENEWAL
  2120. skill_toggle_magicpower(src, skill);
  2121. #endif
  2122. switch (type) {
  2123. case CAST_GROUND:
  2124. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2125. break;
  2126. case CAST_NODAMAGE:
  2127. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2128. break;
  2129. case CAST_DAMAGE:
  2130. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2131. break;
  2132. }
  2133. sd->state.autocast = 0;
  2134. //Set canact delay. [Skotlex]
  2135. unit_data *ud = unit_bl2ud(src);
  2136. if (ud) {
  2137. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2138. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2139. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2140. if ( battle_config.display_status_timers && sd )
  2141. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2142. }
  2143. }
  2144. }
  2145. }
  2146. // Check for player and pet autobonuses when attacking
  2147. if (sd != nullptr) {
  2148. // Player
  2149. if (!sd->autobonus.empty()) {
  2150. for (auto &it : sd->autobonus) {
  2151. if (it == nullptr)
  2152. continue;
  2153. if (rnd_value(0, 1000) >= it->rate)
  2154. continue;
  2155. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2156. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2157. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2158. continue; // one or more trigger conditions were not fulfilled
  2159. pc_exeautobonus(*sd, &sd->autobonus, it);
  2160. }
  2161. }
  2162. // Pet
  2163. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2164. for (auto &it : sd->pd->autobonus) {
  2165. if (it == nullptr)
  2166. continue;
  2167. if (rnd_value(0, 1000) >= it->rate)
  2168. continue;
  2169. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2170. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2171. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2172. continue; // one or more trigger conditions were not fulfilled
  2173. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2174. }
  2175. }
  2176. }
  2177. //Polymorph
  2178. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2179. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2180. (rnd()%10000 < sd->bonus.classchange))
  2181. {
  2182. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2183. if (class_ != 0 && mobdb_checkid(class_))
  2184. mob_class_change(dstmd,class_);
  2185. }
  2186. if (sd && sc) {
  2187. struct status_change_entry *sce;
  2188. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2189. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2190. }
  2191. return 0;
  2192. }
  2193. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2194. if( sd == nullptr || !skill_id )
  2195. return 0;
  2196. for (auto &it : sd->autospell3) {
  2197. if (it.trigger_skill != skill_id)
  2198. continue;
  2199. if (it.lock)
  2200. continue; // autospell already being executed
  2201. uint16 skill = it.id;
  2202. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2203. if( skill_isNotOk(skill, *sd) ) {
  2204. sd->state.autocast = 0;
  2205. continue;
  2206. }
  2207. sd->state.autocast = 0;
  2208. // DANGER DANGER: here force target actually means use yourself as target!
  2209. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2210. if( tbl == nullptr ){
  2211. continue; // No target
  2212. }
  2213. if( rnd()%1000 >= it.rate )
  2214. continue;
  2215. uint16 skill_lv = it.lv ? it.lv : 1;
  2216. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2217. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2218. e_cast_type type = skill_get_casttype(skill);
  2219. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2220. continue;
  2221. if (battle_config.autospell_check_range &&
  2222. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2223. continue;
  2224. sd->state.autocast = 1;
  2225. it.lock = true;
  2226. skill_consume_requirement(sd,skill,skill_lv,1);
  2227. switch( type ) {
  2228. case CAST_GROUND:
  2229. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2230. break;
  2231. case CAST_NODAMAGE:
  2232. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2233. break;
  2234. case CAST_DAMAGE:
  2235. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2236. break;
  2237. }
  2238. it.lock = false;
  2239. sd->state.autocast = 0;
  2240. }
  2241. // Check for player and pet autobonuses when being attacked by skill_id
  2242. if (sd != nullptr) {
  2243. // Player
  2244. if (!sd->autobonus3.empty()) {
  2245. for (auto &it : sd->autobonus3) {
  2246. if (it == nullptr)
  2247. continue;
  2248. if (rnd_value(0, 1000) >= it->rate)
  2249. continue;
  2250. if (it->atk_type != skill_id)
  2251. continue;
  2252. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2253. }
  2254. }
  2255. // Pet
  2256. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2257. for (auto &it : sd->pd->autobonus3) {
  2258. if (it == nullptr)
  2259. continue;
  2260. if (rnd_value(0, 1000) >= it->rate)
  2261. continue;
  2262. if (it->atk_type != skill_id)
  2263. continue;
  2264. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2265. }
  2266. }
  2267. }
  2268. return 1;
  2269. }
  2270. /* Splitted off from skill_additional_effect, which is never called when the
  2271. * attack skill kills the enemy. Place in this function counter status effects
  2272. * when using skills that will take effect on the source, not the target. [Skotlex]
  2273. */
  2274. 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)
  2275. {
  2276. int rate;
  2277. map_session_data *sd=nullptr;
  2278. map_session_data *dstsd=nullptr;
  2279. nullpo_ret(src);
  2280. nullpo_ret(bl);
  2281. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2282. sd = BL_CAST(BL_PC, src);
  2283. dstsd = BL_CAST(BL_PC, bl);
  2284. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2285. for (const auto &it : dstsd->addeff_atked) {
  2286. rate = it.rate;
  2287. if (attack_type&BF_LONG)
  2288. rate += it.arrow_rate;
  2289. if (rate == 0)
  2290. continue;
  2291. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2292. // Trigger has attack type consideration.
  2293. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2294. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2295. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2296. ;
  2297. else
  2298. continue;
  2299. }
  2300. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2301. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2302. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2303. continue; //Range Failed.
  2304. }
  2305. if (it.flag&ATF_TARGET && src != bl)
  2306. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2307. if (it.flag&ATF_SELF && !status_isdead(bl))
  2308. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2309. }
  2310. }
  2311. switch(skill_id) {
  2312. case GS_FULLBUSTER:
  2313. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2314. break;
  2315. case HFLI_SBR44: //[orn]
  2316. if(src->type == BL_HOM){
  2317. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2318. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2319. clif_send_homdata( hd, SP_INTIMATE );
  2320. }
  2321. break;
  2322. case CR_GRANDCROSS:
  2323. if (src == bl) {
  2324. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2325. attack_type |= BF_WEAPON;
  2326. attack_type &= ~BF_MAGIC;
  2327. }
  2328. break;
  2329. case LG_HESPERUSLIT:
  2330. {
  2331. status_change *sc = status_get_sc(src);
  2332. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2333. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2334. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2335. }
  2336. }
  2337. break;
  2338. case SP_SPA:
  2339. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2340. break;
  2341. case SP_SHA:
  2342. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2343. break;
  2344. case SP_SWHOO:
  2345. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2346. break;
  2347. }
  2348. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2349. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2350. 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);
  2351. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2352. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2353. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2354. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2355. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2356. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2357. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2358. }
  2359. if( sd && status_isdead(bl) ) {
  2360. int sp = 0, hp = 0;
  2361. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2362. sp += sd->bonus.sp_gain_value;
  2363. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2364. hp += sd->bonus.hp_gain_value;
  2365. }
  2366. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2367. sp += sd->bonus.long_sp_gain_value;
  2368. hp += sd->bonus.long_hp_gain_value;
  2369. }
  2370. if( attack_type&BF_MAGIC ) {
  2371. sp += sd->bonus.magic_sp_gain_value;
  2372. hp += sd->bonus.magic_hp_gain_value;
  2373. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2374. status_change *sc = nullptr;
  2375. if( ( sc = status_get_sc(src) ) ) {
  2376. if(sc->getSCE(SC_SPIRIT) &&
  2377. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2378. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2379. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2380. }
  2381. }
  2382. }
  2383. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2384. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2385. }
  2386. }
  2387. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2388. status_change *sc = status_get_sc(bl);
  2389. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2390. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2391. }
  2392. // Trigger counter-spells to retaliate against damage causing skills.
  2393. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2394. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2395. {
  2396. for (const auto &it : dstsd->autospell2) {
  2397. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2398. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2399. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2400. continue; // one or more trigger conditions were not fulfilled
  2401. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2402. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2403. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2404. int autospl_rate = it.rate;
  2405. //Physical range attacks only trigger autospells half of the time
  2406. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2407. autospl_rate /= 2;
  2408. dstsd->state.autocast = 1;
  2409. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2410. dstsd->state.autocast = 0;
  2411. continue;
  2412. }
  2413. dstsd->state.autocast = 0;
  2414. if (rnd()%1000 >= autospl_rate)
  2415. continue;
  2416. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2417. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2418. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2419. continue;
  2420. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2421. continue;
  2422. dstsd->state.autocast = 1;
  2423. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2424. switch (type) {
  2425. case CAST_GROUND:
  2426. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2427. break;
  2428. case CAST_NODAMAGE:
  2429. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2430. break;
  2431. case CAST_DAMAGE:
  2432. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2433. break;
  2434. }
  2435. dstsd->state.autocast = 0;
  2436. //Set canact delay. [Skotlex]
  2437. unit_data *ud = unit_bl2ud(bl);
  2438. if (ud) {
  2439. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2440. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2441. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2442. if ( battle_config.display_status_timers && dstsd )
  2443. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2444. }
  2445. }
  2446. }
  2447. }
  2448. // Check for player and pet autobonuses when attacked
  2449. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2450. // Player
  2451. if (!dstsd->autobonus2.empty()) {
  2452. for (auto &it : dstsd->autobonus2) {
  2453. if (it == nullptr)
  2454. continue;
  2455. if (rnd_value(0, 1000) >= it->rate)
  2456. continue;
  2457. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2458. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2459. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2460. continue; // one or more trigger conditions were not fulfilled
  2461. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2462. }
  2463. }
  2464. // Pet
  2465. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2466. for (auto &it : dstsd->pd->autobonus2) {
  2467. if (it == nullptr)
  2468. continue;
  2469. if (rnd_value(0, 1000) >= it->rate)
  2470. continue;
  2471. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2472. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2473. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2474. continue; // one or more trigger conditions were not fulfilled
  2475. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2476. }
  2477. }
  2478. }
  2479. return 0;
  2480. }
  2481. /*=========================================================================
  2482. Breaks equipment. On-non players causes the corresponding strip effect.
  2483. - rate goes from 0 to 10000 (100.00%)
  2484. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2485. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2486. --------------------------------------------------------------------------*/
  2487. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2488. {
  2489. status_change *src_sc = status_get_sc(src);
  2490. // Grant player skills/items the ability to "break" non-player equipment.
  2491. // WS_MELTDOWN is exempt from this check.
  2492. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2493. return 0;
  2494. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2495. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2496. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2497. status_change *sc = status_get_sc(bl);
  2498. int i;
  2499. TBL_PC *sd;
  2500. sd = BL_CAST(BL_PC, bl);
  2501. if (sc && !sc->count)
  2502. sc = nullptr;
  2503. if (sd) {
  2504. if (sd->bonus.unbreakable_equip)
  2505. where &= ~sd->bonus.unbreakable_equip;
  2506. if (sd->bonus.unbreakable)
  2507. rate -= rate*sd->bonus.unbreakable/100;
  2508. if (where&EQP_WEAPON) {
  2509. switch (sd->status.weapon) {
  2510. case W_FIST: //Bare fists should not break :P
  2511. case W_1HAXE:
  2512. case W_2HAXE:
  2513. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2514. case W_2HMACE:
  2515. case W_STAFF:
  2516. case W_2HSTAFF:
  2517. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2518. case W_HUUMA:
  2519. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2520. case W_DOUBLE_DA:
  2521. case W_DOUBLE_SA:
  2522. where &= ~EQP_WEAPON;
  2523. }
  2524. }
  2525. }
  2526. if (flag&BCT_ENEMY) {
  2527. if (battle_config.equip_skill_break_rate != 100)
  2528. rate = rate*battle_config.equip_skill_break_rate/100;
  2529. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2530. if (battle_config.equip_self_break_rate != 100)
  2531. rate = rate*battle_config.equip_self_break_rate/100;
  2532. }
  2533. for (i = 0; i < 6; i++) {
  2534. if (where&where_list[i]) {
  2535. if (sc && sc->count && sc->getSCE(scdef[i]))
  2536. where&=~where_list[i];
  2537. else if (rnd()%10000 >= rate)
  2538. where&=~where_list[i];
  2539. else if (!sd) //Cause Strip effect.
  2540. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2541. }
  2542. }
  2543. if (!where) //Nothing to break.
  2544. return 0;
  2545. if (sd) {
  2546. for (i = 0; i < EQI_MAX; i++) {
  2547. short j = sd->equip_index[i];
  2548. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2549. continue;
  2550. switch(i) {
  2551. case EQI_HEAD_TOP: //Upper Head
  2552. flag = (where&EQP_HELM);
  2553. break;
  2554. case EQI_ARMOR: //Body
  2555. flag = (where&EQP_ARMOR);
  2556. break;
  2557. case EQI_HAND_R: //Left/Right hands
  2558. case EQI_HAND_L:
  2559. flag = (
  2560. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2561. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2562. break;
  2563. case EQI_SHOES:
  2564. flag = (where&EQP_SHOES);
  2565. break;
  2566. case EQI_GARMENT:
  2567. flag = (where&EQP_GARMENT);
  2568. break;
  2569. case EQI_ACC_L:
  2570. flag = (where&EQP_ACC_L);
  2571. break;
  2572. case EQI_ACC_R:
  2573. flag = (where&EQP_ACC_R);
  2574. break;
  2575. case EQI_SHADOW_ARMOR:
  2576. flag = (where&EQP_SHADOW_ARMOR);
  2577. break;
  2578. case EQI_SHADOW_WEAPON:
  2579. flag = (where&EQP_SHADOW_WEAPON);
  2580. break;
  2581. case EQI_SHADOW_SHIELD:
  2582. flag = (where&EQP_SHADOW_SHIELD);
  2583. break;
  2584. case EQI_SHADOW_SHOES:
  2585. flag = (where&EQP_SHADOW_SHOES);
  2586. break;
  2587. case EQI_SHADOW_ACC_R:
  2588. flag = (where&EQP_SHADOW_ACC_R);
  2589. break;
  2590. case EQI_SHADOW_ACC_L:
  2591. flag = (where&EQP_SHADOW_ACC_L);
  2592. break;
  2593. default:
  2594. continue;
  2595. }
  2596. if (flag) {
  2597. sd->inventory.u.items_inventory[j].attribute = 1;
  2598. pc_unequipitem(sd, j, 3);
  2599. }
  2600. }
  2601. clif_equiplist(sd);
  2602. }
  2603. return where; //Return list of pieces broken.
  2604. }
  2605. /**
  2606. * Strip equipment from a target
  2607. * @param src: Source of call
  2608. * @param target: Target to strip
  2609. * @param skill_id: Skill used
  2610. * @param skill_lv: Skill level used
  2611. * @return True on successful strip or false otherwise
  2612. */
  2613. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2614. {
  2615. nullpo_retr(false, src);
  2616. nullpo_retr(false, target);
  2617. status_change *tsc = status_get_sc(target);
  2618. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2619. return false;
  2620. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2621. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2622. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2623. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2624. int rate, time, location, mod = 100;
  2625. switch (skill_id) { // Rate
  2626. case RG_STRIPWEAPON:
  2627. case RG_STRIPARMOR:
  2628. case RG_STRIPSHIELD:
  2629. case RG_STRIPHELM:
  2630. case GC_WEAPONCRUSH:
  2631. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2632. mod = 1000;
  2633. break;
  2634. case ST_FULLSTRIP: {
  2635. int min_rate = 50 + 20 * skill_lv;
  2636. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2637. rate = max(min_rate, rate);
  2638. mod = 1000;
  2639. break;
  2640. }
  2641. case GS_DISARM:
  2642. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2643. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2644. break;
  2645. case WL_EARTHSTRAIN: {
  2646. int job_lv = 0;
  2647. if (src->type == BL_PC)
  2648. job_lv = ((TBL_PC*)src)->status.job_level;
  2649. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2650. break;
  2651. }
  2652. case SC_STRIPACCESSARY:
  2653. rate = 12 + 2 * skill_lv;
  2654. break;
  2655. case ABC_STRIP_SHADOW:
  2656. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2657. mod = 1000;
  2658. break;
  2659. default:
  2660. return false;
  2661. }
  2662. if (rnd()%mod >= rate)
  2663. return false;
  2664. switch (skill_id) { // Duration
  2665. case SC_STRIPACCESSARY:
  2666. case GS_DISARM:
  2667. time = skill_get_time(skill_id, skill_lv);
  2668. break;
  2669. case WL_EARTHSTRAIN:
  2670. case RG_STRIPWEAPON:
  2671. case RG_STRIPARMOR:
  2672. case RG_STRIPSHIELD:
  2673. case RG_STRIPHELM:
  2674. case GC_WEAPONCRUSH:
  2675. case ST_FULLSTRIP:
  2676. case ABC_STRIP_SHADOW:
  2677. if (skill_id == WL_EARTHSTRAIN)
  2678. time = skill_get_time2(skill_id, skill_lv);
  2679. else
  2680. time = skill_get_time(skill_id, skill_lv);
  2681. if (target->type == BL_PC)
  2682. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2683. else {
  2684. time += 15000;
  2685. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2686. }
  2687. break;
  2688. }
  2689. switch (skill_id) { // Location
  2690. case GC_WEAPONCRUSH:
  2691. case RG_STRIPWEAPON:
  2692. case GS_DISARM:
  2693. location = EQP_WEAPON;
  2694. break;
  2695. case RG_STRIPARMOR:
  2696. location = EQP_ARMOR;
  2697. break;
  2698. case RG_STRIPSHIELD:
  2699. location = EQP_SHIELD;
  2700. break;
  2701. case RG_STRIPHELM:
  2702. location = EQP_HELM;
  2703. break;
  2704. case ST_FULLSTRIP:
  2705. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2706. break;
  2707. case SC_STRIPACCESSARY:
  2708. location = EQP_ACC;
  2709. break;
  2710. case ABC_STRIP_SHADOW:
  2711. location = EQP_SHADOW_GEAR;
  2712. break;
  2713. }
  2714. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2715. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2716. location &=~ pos[i];
  2717. }
  2718. if (!location)
  2719. return false;
  2720. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2721. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2722. location &=~ pos[i];
  2723. }
  2724. return location ? true : false;
  2725. }
  2726. /**
  2727. * Used to knock back players, monsters, traps, etc
  2728. * @param src Object that give knock back
  2729. * @param target Object that receive knock back
  2730. * @param count Number of knock back cell requested
  2731. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2732. * @param flag
  2733. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2734. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2735. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2736. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2737. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2738. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2739. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2740. * @return Number of knocked back cells done
  2741. */
  2742. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2743. {
  2744. int dx = 0, dy = 0;
  2745. uint8 checkflag = 0;
  2746. status_change *tsc = status_get_sc(target);
  2747. enum e_unit_blown reason = UB_KNOCKABLE;
  2748. nullpo_ret(src);
  2749. nullpo_ret(target);
  2750. if (!count)
  2751. return count; // Actual knockback distance is 0.
  2752. // Create flag needed in unit_blown_immune
  2753. if(src != target)
  2754. checkflag |= 0x1; // Offensive
  2755. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2756. checkflag |= 0x2; // Knockback type
  2757. if(status_get_class_(src) == CLASS_BOSS)
  2758. checkflag |= 0x4; // Boss attack
  2759. // Get reason and check for flags
  2760. reason = unit_blown_immune(target, checkflag);
  2761. switch(reason) {
  2762. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2763. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2764. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2765. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2766. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2767. }
  2768. if (dir == -1) // <optimized>: do the computation here instead of outside
  2769. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2770. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2771. dx = -dirx[dir];
  2772. dy = -diry[dir];
  2773. }
  2774. if (tsc) {
  2775. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2776. status_change_end(target, SC_SU_STOOP);
  2777. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2778. status_change_end(target, SC_ROLLINGCUTTER);
  2779. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2780. status_change_end(target, SC_CRESCIVEBOLT);
  2781. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2782. return 0;
  2783. }
  2784. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2785. }
  2786. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2787. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2788. // In case of success returns type of reflection, otherwise 0
  2789. // 1 - Regular reflection (Maya)
  2790. // 2 - SL_KAITE reflection
  2791. // 3 - NPC_MAGICMIRROR reflection
  2792. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2793. {
  2794. status_change *sc = status_get_sc(bl);
  2795. map_session_data* sd = BL_CAST(BL_PC, bl);
  2796. // Deadly Projection null's all magic reflection.
  2797. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2798. return 0;
  2799. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2800. // Item-based reflection - Bypasses Boss check
  2801. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2802. return 1;
  2803. // Magic Mirror reflection - Bypasses Boss check
  2804. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2805. return 3;
  2806. }
  2807. if( status_get_class_(src) == CLASS_BOSS )
  2808. return 0;
  2809. // status-based reflection
  2810. if( !sc || sc->count == 0 )
  2811. return 0;
  2812. // Kaite reflection - Does not bypass Boss check
  2813. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2814. #ifdef RENEWAL
  2815. && type // Does not reflect AoE
  2816. #endif
  2817. ) {
  2818. // Kaite only works against non-players if they are low-level.
  2819. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2820. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2821. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2822. status_change_end(bl, SC_KAITE);
  2823. return 2;
  2824. }
  2825. return 0;
  2826. }
  2827. /**
  2828. * Checks whether a skill can be used in combos or not
  2829. * @param skill_id: Target skill
  2830. * @return 0: Skill is not a combo
  2831. * 1: Skill is a normal combo
  2832. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2833. * @author Panikon
  2834. */
  2835. int skill_is_combo(uint16 skill_id) {
  2836. switch(skill_id) {
  2837. case MO_CHAINCOMBO:
  2838. case MO_COMBOFINISH:
  2839. case CH_TIGERFIST:
  2840. case CH_CHAINCRUSH:
  2841. case MO_EXTREMITYFIST:
  2842. case TK_TURNKICK:
  2843. case TK_STORMKICK:
  2844. case TK_DOWNKICK:
  2845. case TK_COUNTER:
  2846. case TK_JUMPKICK:
  2847. case HT_POWER:
  2848. case SR_DRAGONCOMBO:
  2849. return 1;
  2850. case SR_FALLENEMPIRE:
  2851. case SR_TIGERCANNON:
  2852. case SR_GATEOFHELL:
  2853. return 2;
  2854. }
  2855. return 0;
  2856. }
  2857. /*
  2858. * Combo handler, start stop combo status
  2859. */
  2860. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2861. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2862. switch (skill_id) {
  2863. case MH_MIDNIGHT_FRENZY:
  2864. case MH_EQC:
  2865. {
  2866. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2867. short idx = hom_skill_get_index(skill_id2);
  2868. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2869. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2870. if (idx == -1)
  2871. break;
  2872. hd->homunculus.hskill[idx].flag= flag;
  2873. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2874. }
  2875. break;
  2876. case MO_COMBOFINISH:
  2877. case CH_TIGERFIST:
  2878. case CH_CHAINCRUSH:
  2879. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2880. break;
  2881. case TK_JUMPKICK:
  2882. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2883. break;
  2884. case MO_TRIPLEATTACK:
  2885. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2886. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2887. break;
  2888. case SR_FALLENEMPIRE:
  2889. if (sd){
  2890. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2891. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2892. }
  2893. break;
  2894. }
  2895. }
  2896. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2897. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2898. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2899. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2900. struct status_change_entry *sce;
  2901. TBL_PC *sd = BL_CAST(BL_PC,src);
  2902. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2903. status_change *sc = status_get_sc(src);
  2904. if(sc == nullptr) return;
  2905. //End previous combo state after skill is invoked
  2906. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2907. switch (skill_id) {
  2908. case TK_TURNKICK:
  2909. case TK_STORMKICK:
  2910. case TK_DOWNKICK:
  2911. case TK_COUNTER:
  2912. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2913. sce->val1 = skill_id; //Update combo-skill
  2914. sce->val3 = skill_id;
  2915. if( sce->timer != INVALID_TIMER )
  2916. delete_timer(sce->timer, status_change_timer);
  2917. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2918. break;
  2919. }
  2920. unit_cancel_combo(src); // Cancel combo wait
  2921. break;
  2922. default:
  2923. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2924. status_change_end(src, SC_COMBO);
  2925. }
  2926. }
  2927. //start new combo
  2928. if (sd) { //player only
  2929. switch (skill_id) {
  2930. case MO_TRIPLEATTACK:
  2931. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2932. duration = 1;
  2933. target_id = 0; // Will target current auto-target instead
  2934. }
  2935. break;
  2936. case MO_CHAINCOMBO:
  2937. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2938. duration = 1;
  2939. target_id = 0; // Will target current auto-target instead
  2940. }
  2941. break;
  2942. case MO_COMBOFINISH:
  2943. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2944. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2945. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2946. duration = 1;
  2947. target_id = 0; // Will target current auto-target instead
  2948. }
  2949. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2950. case CH_TIGERFIST:
  2951. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2952. duration = 1;
  2953. target_id = 0; // Will target current auto-target instead
  2954. }
  2955. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2956. case CH_CHAINCRUSH:
  2957. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2958. duration = 1;
  2959. target_id = 0; // Will target current auto-target instead
  2960. }
  2961. break;
  2962. case AC_DOUBLE:
  2963. if (pc_checkskill(sd, HT_POWER)) {
  2964. duration = 2000;
  2965. nodelay = 1; //Neither gives walk nor attack delay
  2966. target_id = 0; //Does not need to be used on previous target
  2967. }
  2968. break;
  2969. case SR_DRAGONCOMBO:
  2970. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2971. duration = 1;
  2972. break;
  2973. case SR_FALLENEMPIRE:
  2974. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2975. duration = 1;
  2976. break;
  2977. case SJ_PROMINENCEKICK:
  2978. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2979. duration = 1;
  2980. break;
  2981. }
  2982. }
  2983. else { //other
  2984. switch(skill_id) {
  2985. case MH_TINDER_BREAKER:
  2986. case MH_CBC:
  2987. case MH_SONIC_CRAW:
  2988. case MH_SILVERVEIN_RUSH:
  2989. if(hd->homunculus.spiritball > 0) duration = 2000;
  2990. nodelay = 1;
  2991. break;
  2992. case MH_EQC:
  2993. case MH_MIDNIGHT_FRENZY:
  2994. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2995. nodelay = 1;
  2996. break;
  2997. }
  2998. }
  2999. if (duration) { //Possible to chain
  3000. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3001. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3002. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3003. clif_combo_delay(src, duration);
  3004. }
  3005. }
  3006. /**
  3007. * Copy skill by Plagiarism or Reproduce
  3008. * @param src: The caster
  3009. * @param bl: The target
  3010. * @param skill_id: Skill that casted
  3011. * @param skill_lv: Skill level of the casted skill
  3012. */
  3013. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3014. {
  3015. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3016. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3017. return;
  3018. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3019. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3020. return;
  3021. else {
  3022. uint16 idx;
  3023. uint8 lv;
  3024. skill_id = skill_dummy2skill_id(skill_id);
  3025. //Use skill index, avoiding out-of-bound array [Cydh]
  3026. if (!(idx = skill_get_index(skill_id)))
  3027. return;
  3028. switch (skill_isCopyable(tsd,skill_id)) {
  3029. case 1: //Copied by Plagiarism
  3030. {
  3031. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3032. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3033. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3034. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3035. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3036. }
  3037. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3038. tsd->cloneskill_idx = idx;
  3039. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3040. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3041. }
  3042. break;
  3043. case 2: //Copied by Reproduce
  3044. {
  3045. status_change *tsc = status_get_sc(bl);
  3046. //Already did SC check
  3047. //Skill level copied depends on Reproduce skill that used
  3048. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3049. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3050. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3051. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3052. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3053. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3054. }
  3055. //Level dependent and limitation.
  3056. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3057. lv = min(lv,skill_get_max(skill_id));
  3058. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3059. lv = min(lv,skill_lv);
  3060. tsd->reproduceskill_idx = idx;
  3061. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3062. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3063. }
  3064. break;
  3065. default: return;
  3066. }
  3067. tsd->status.skill[idx].id = skill_id;
  3068. tsd->status.skill[idx].lv = lv;
  3069. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3070. clif_addskill(tsd,skill_id);
  3071. }
  3072. }
  3073. /**
  3074. * Knockback the target on skill_attack
  3075. * @param src is the master behind the attack
  3076. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3077. * @param target is the target to be attacked.
  3078. * @param blewcount
  3079. * @param skill_id
  3080. * @param skill_lv
  3081. * @param damage
  3082. * @param tick
  3083. * @param flag can hold a bunch of information:
  3084. */
  3085. 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) {
  3086. int8 dir = -1; // Default direction
  3087. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3088. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3089. if (!blewcount || target == dsrc || status_isdead(target))
  3090. return;
  3091. // Skill specific direction
  3092. switch (skill_id) {
  3093. case MG_FIREWALL:
  3094. case EL_FIRE_MANTLE:
  3095. dir = unit_getdir(target); // Backwards
  3096. break;
  3097. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3098. case NPC_STORMGUST2:
  3099. case WZ_STORMGUST:
  3100. if(!battle_config.stormgust_knockback)
  3101. dir = rnd()%8;
  3102. break;
  3103. case MC_CARTREVOLUTION:
  3104. if (battle_config.cart_revo_knockback)
  3105. dir = 6; // Official servers push target to the West
  3106. break;
  3107. case AC_SHOWER:
  3108. case WL_CRIMSONROCK:
  3109. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3110. dir = map_calc_dir(target, src->x, src->y);
  3111. else
  3112. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3113. break;
  3114. case HT_PHANTASMIC: // issue #1378
  3115. if (status_get_hp(target) - damage <= 0) return;
  3116. break;
  3117. }
  3118. // Blown-specific handling
  3119. switch( skill_id ) {
  3120. case SR_KNUCKLEARROW:
  3121. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3122. // Boss & Immune Knockback stay in place and don't get bonus damage
  3123. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3124. 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)
  3125. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3126. dir_ka = -1;
  3127. break;
  3128. case RL_R_TRIP:
  3129. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3130. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3131. break;
  3132. default:
  3133. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3134. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3135. TBL_SKILL *su = (TBL_SKILL*)target;
  3136. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3137. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3138. }
  3139. break;
  3140. }
  3141. clif_fixpos( *target );
  3142. }
  3143. /*
  3144. * =========================================================================
  3145. * Does a skill attack with the given properties.
  3146. * @param src is the master behind the attack (player/mob/pet)
  3147. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3148. * @param bl is the target to be attacked.
  3149. * @param flag can hold a bunch of information:
  3150. * flag&1
  3151. * flag&2 - Disable re-triggered by double casting
  3152. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3153. * flag&8 - SC_COMBO state used to deal bonus damage
  3154. *
  3155. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3156. * (usually holds number of targets, or just 1 for simple splash attacks)
  3157. *
  3158. * flag&0xF000 - Values from enum e_skill_display
  3159. * flag&0x3F0000 - Values from enum e_battle_check_target
  3160. *
  3161. * flag&0x1000000 - Return 0 if damage was reflected
  3162. *-------------------------------------------------------------------------*/
  3163. 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)
  3164. {
  3165. struct Damage dmg;
  3166. struct status_data *sstatus, *tstatus;
  3167. status_change *sc, *tsc;
  3168. map_session_data *sd, *tsd;
  3169. int64 damage;
  3170. bool rmdamage = false;//magic reflected
  3171. int type;
  3172. enum e_damage_type dmg_type;
  3173. bool shadow_flag = false;
  3174. bool additional_effects = true;
  3175. if(skill_id > 0 && !skill_lv)
  3176. return 0;
  3177. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3178. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3179. nullpo_ret(bl); //Target to be attacked.
  3180. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3181. return 0;
  3182. if (src != dsrc) {
  3183. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3184. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3185. return 0;
  3186. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3187. //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]
  3188. if (!status_check_skilluse(src, bl, skill_id, 2))
  3189. return 0;
  3190. }
  3191. sd = BL_CAST(BL_PC, src);
  3192. tsd = BL_CAST(BL_PC, bl);
  3193. sstatus = status_get_status_data(src);
  3194. tstatus = status_get_status_data(bl);
  3195. sc= status_get_sc(src);
  3196. tsc= status_get_sc(bl);
  3197. if (tsc && !tsc->count)
  3198. tsc = nullptr; //Don't need it.
  3199. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3200. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3201. return 0;
  3202. #ifndef RENEWAL
  3203. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3204. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3205. return 0;
  3206. #endif
  3207. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3208. //If the damage source is a unit, the damage is not delayed
  3209. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3210. dmg.amotion = 0;
  3211. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3212. // Adjusted to the new system [Skotlex]
  3213. if( src->type == BL_PET ) { // [Valaris]
  3214. struct pet_data *pd = (TBL_PET*)src;
  3215. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3216. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3217. int element = skill_get_ele(skill_id, skill_lv);
  3218. /*if (skill_id == -1) Does it ever worked?
  3219. element = sstatus->rhw.ele;*/
  3220. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3221. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3222. else
  3223. dmg.damage = pd->a_skill->damage; // Fixed damage
  3224. }
  3225. else
  3226. dmg.damage = 1*pd->a_skill->div_;
  3227. dmg.damage2 = 0;
  3228. dmg.div_= pd->a_skill->div_;
  3229. }
  3230. }
  3231. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3232. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3233. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3234. { //Magic reflection, switch caster/target
  3235. struct block_list *tbl = bl;
  3236. rmdamage = true;
  3237. bl = src;
  3238. src = tbl;
  3239. dsrc = tbl;
  3240. sd = BL_CAST(BL_PC, src);
  3241. tsd = BL_CAST(BL_PC, bl);
  3242. tsc = status_get_sc(bl);
  3243. if (tsc && !tsc->count)
  3244. tsc = nullptr; //Don't need it.
  3245. /* bugreport:2564 flag&2 disables double casting trigger */
  3246. flag |= 2;
  3247. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3248. flag |= 4;
  3249. //Spirit of Wizard blocks Kaite's reflection
  3250. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3251. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3252. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3253. if (type >= 0) {
  3254. if ( tsd )
  3255. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3256. dmg.damage = dmg.damage2 = 0;
  3257. dmg.dmg_lv = ATK_MISS;
  3258. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3259. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3260. }
  3261. }
  3262. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3263. #if MAGIC_REFLECTION_TYPE
  3264. #ifdef RENEWAL
  3265. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3266. #else
  3267. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3268. // regardless of caster's equipment (Aegis 11.1)
  3269. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3270. #endif
  3271. short s_ele = skill_get_ele(skill_id, skill_lv);
  3272. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3273. s_ele = sstatus->rhw.ele;
  3274. else if (s_ele == ELE_ENDOWED) //Use status element
  3275. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3276. else if( s_ele == ELE_RANDOM) //Use random element
  3277. s_ele = rnd()%ELE_ALL;
  3278. if(type == 3)
  3279. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3280. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3281. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3282. struct status_data *status = status_get_status_data(bl);
  3283. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3284. per /=20; //Uses 20% SP intervals.
  3285. //SP Cost: 1% + 0.5% per every 20% SP
  3286. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3287. status_change_end(bl, SC_ENERGYCOAT);
  3288. //Reduction: 6% + 6% every 20%
  3289. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3290. }
  3291. int64 reduce = 0;
  3292. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3293. reduce += tsd->bonus.reduce_damage_return;
  3294. }
  3295. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3296. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3297. }
  3298. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3299. reduce += 100;
  3300. if (dmg.damage > 0) {
  3301. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3302. dmg.damage = i64max(dmg.damage, dmg.div_);
  3303. }
  3304. }
  3305. #endif
  3306. }
  3307. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3308. int sp = skill_get_sp(skill_id,skill_lv);
  3309. #ifndef RENEWAL
  3310. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3311. #endif
  3312. dmg.damage = dmg.damage2 = 0;
  3313. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3314. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3315. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3316. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3317. status_heal(bl, 0, sp, 2);
  3318. }
  3319. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3320. dmg.damage = dmg.damage2 = 0;
  3321. dmg.dmg_lv = ATK_MISS;
  3322. }
  3323. }
  3324. damage = dmg.damage + dmg.damage2;
  3325. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3326. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3327. sce->val3 = (int)damage;
  3328. sce->val2 = 0;
  3329. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3330. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3331. }
  3332. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3333. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3334. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3335. damage = 1;
  3336. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3337. struct block_list *nbl;
  3338. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3339. if( nbl ){ // Only one target is chosen.
  3340. damage = damage / 2; // Deflect half of the damage to a target nearby
  3341. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3342. }
  3343. }
  3344. //Skill hit type
  3345. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3346. switch( skill_id ) {
  3347. case SC_TRIANGLESHOT:
  3348. if( rnd()%100 > (1 + skill_lv) )
  3349. dmg.blewcount = 0;
  3350. break;
  3351. default:
  3352. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3353. dmg.blewcount = 0; //only pushback when it hit for other
  3354. break;
  3355. }
  3356. switch( skill_id ) {
  3357. case CR_GRANDCROSS:
  3358. case NPC_GRANDDARKNESS:
  3359. if( battle_config.gx_disptype)
  3360. dsrc = src;
  3361. if( src == bl)
  3362. dmg_type = DMG_ENDURE;
  3363. else
  3364. flag|= SD_ANIMATION;
  3365. break;
  3366. case NJ_TATAMIGAESHI: //For correct knockback.
  3367. dsrc = src;
  3368. flag|= SD_ANIMATION;
  3369. break;
  3370. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3371. int level;
  3372. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3373. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3374. }
  3375. break;
  3376. case SL_STIN:
  3377. case SL_STUN:
  3378. if (skill_lv >= 7) {
  3379. status_change *sc_cur = status_get_sc(src);
  3380. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3381. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3382. }
  3383. break;
  3384. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3385. pc_addservantball( *sd );
  3386. break;
  3387. case KN_PIERCE:
  3388. case LK_SPIRALPIERCE:
  3389. case RK_HUNDREDSPEAR:
  3390. case DK_MADNESS_CRUSHER:
  3391. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3392. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3393. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3394. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3395. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3396. clif_specialeffect(bl, 1767, AREA);
  3397. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3398. }
  3399. } else // No count status detected? Start charge count at 1.
  3400. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3401. }
  3402. break;
  3403. }
  3404. //combo handling
  3405. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3406. //Display damage.
  3407. switch( skill_id ) {
  3408. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3409. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3410. break;
  3411. //Skills that need be passed as a normal attack for the client to display correctly.
  3412. case HVAN_EXPLOSION:
  3413. case NPC_SELFDESTRUCTION:
  3414. if(src->type == BL_PC)
  3415. dmg.blewcount = 10;
  3416. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3417. [[fallthrough]];
  3418. case KN_AUTOCOUNTER:
  3419. case NPC_CRITICALSLASH:
  3420. case TF_DOUBLE:
  3421. case GS_CHAINACTION:
  3422. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3423. break;
  3424. case AS_SPLASHER:
  3425. if( flag&SD_ANIMATION ) // the surrounding targets
  3426. 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
  3427. else // the central target doesn't display an animation
  3428. 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
  3429. break;
  3430. case SR_EARTHSHAKER:
  3431. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3432. break;
  3433. case WL_SOULEXPANSION:
  3434. case WL_COMET:
  3435. case NPC_COMET:
  3436. case KO_MUCHANAGE:
  3437. #ifndef RENEWAL
  3438. case NJ_HUUMA:
  3439. #endif
  3440. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3441. break;
  3442. case WL_CHAINLIGHTNING_ATK:
  3443. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3444. break;
  3445. case WL_TETRAVORTEX_FIRE:
  3446. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3447. break;
  3448. case LG_SHIELDPRESS:
  3449. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3450. break;
  3451. case NPC_EARTHQUAKE:
  3452. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3453. break;
  3454. case NPC_DARKPIERCING:
  3455. case EL_FIRE_BOMB:
  3456. case EL_FIRE_BOMB_ATK:
  3457. case EL_FIRE_WAVE:
  3458. case EL_FIRE_WAVE_ATK:
  3459. case EL_FIRE_MANTLE:
  3460. case EL_CIRCLE_OF_FIRE:
  3461. case EL_FIRE_ARROW:
  3462. case EL_ICE_NEEDLE:
  3463. case EL_WATER_SCREW:
  3464. case EL_WATER_SCREW_ATK:
  3465. case EL_WIND_SLASH:
  3466. case EL_TIDAL_WEAPON:
  3467. case EL_ROCK_CRUSHER:
  3468. case EL_ROCK_CRUSHER_ATK:
  3469. case EL_HURRICANE:
  3470. case EL_HURRICANE_ATK:
  3471. case KO_BAKURETSU:
  3472. case GN_HELLS_PLANT_ATK:
  3473. case SU_SV_ROOTTWIST_ATK:
  3474. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3475. break;
  3476. case GN_FIRE_EXPANSION_ACID:
  3477. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3478. break;
  3479. case GN_SLINGITEM_RANGEMELEEATK:
  3480. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3481. break;
  3482. case EL_STONE_RAIN:
  3483. 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);
  3484. break;
  3485. case WM_SEVERE_RAINSTORM_MELEE:
  3486. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3487. break;
  3488. case HT_CLAYMORETRAP:
  3489. case HT_BLASTMINE:
  3490. case HT_FLASHER:
  3491. case HT_FREEZINGTRAP:
  3492. case RA_CLUSTERBOMB:
  3493. case RA_FIRINGTRAP:
  3494. case RA_ICEBOUNDTRAP:
  3495. 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);
  3496. if( dsrc != src ) // avoid damage display redundancy
  3497. break;
  3498. [[fallthrough]];
  3499. case HT_LANDMINE:
  3500. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3501. break;
  3502. case WZ_SIGHTBLASTER:
  3503. //Sightblaster should never call clif_skill_damage twice
  3504. 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);
  3505. break;
  3506. case RL_R_TRIP_PLUSATK:
  3507. case RL_S_STORM:
  3508. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3509. break;
  3510. case SU_LUNATICCARROTBEAT:
  3511. case SU_LUNATICCARROTBEAT2:
  3512. case SP_CURSEEXPLOSION:
  3513. case SP_SPA:
  3514. case SP_SHA:
  3515. if (dmg.div_ < 2)
  3516. type = DMG_SPLASH;
  3517. if (!(flag&SD_ANIMATION))
  3518. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3519. [[fallthrough]];
  3520. case WM_REVERBERATION:
  3521. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3522. break;
  3523. case SJ_FALLINGSTAR_ATK:
  3524. case SJ_FALLINGSTAR_ATK2:
  3525. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3526. break;
  3527. case SJ_NOVAEXPLOSING:
  3528. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3529. break;
  3530. case DK_HACKANDSLASHER_ATK:
  3531. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3532. break;
  3533. case AG_STORM_CANNON:
  3534. case AG_CRIMSON_ARROW:
  3535. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3536. break;
  3537. case TR_ROSEBLOSSOM_ATK:
  3538. case ABC_FROM_THE_ABYSS_ATK:
  3539. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3540. break;
  3541. case TR_SOUNDBLEND:
  3542. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3543. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3544. else
  3545. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3546. break;
  3547. case AB_DUPLELIGHT_MELEE:
  3548. case AB_DUPLELIGHT_MAGIC:
  3549. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3550. [[fallthrough]];
  3551. default:
  3552. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3553. dmg_type = DMG_SPLASH;
  3554. if (src->type == BL_SKILL) {
  3555. TBL_SKILL *su = (TBL_SKILL*)src;
  3556. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3557. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3558. break;
  3559. }
  3560. }
  3561. 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);
  3562. break;
  3563. }
  3564. map_freeblock_lock();
  3565. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3566. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3567. skill_do_copy(src,bl,skill_id,skill_lv);
  3568. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3569. { //Skills with can't walk delay also stop normal attacking for that
  3570. //duration when the attack connects. [Skotlex]
  3571. struct unit_data *ud = unit_bl2ud(src);
  3572. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3573. ud->attackabletime = tick + type;
  3574. }
  3575. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3576. // Instant damage
  3577. if( !dmg.amotion ) {
  3578. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3579. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3580. #ifndef RENEWAL
  3581. || skill_id == HW_GRAVITATION
  3582. #endif
  3583. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3584. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3585. if( !status_isdead(bl) && additional_effects )
  3586. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3587. if( damage > 0 ) //Counter status effects [Skotlex]
  3588. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3589. }
  3590. // Blow!
  3591. if (!(flag&4))
  3592. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3593. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3594. if( dmg.amotion ) {
  3595. if( shadow_flag ) {
  3596. if( !status_isdead(bl) && additional_effects )
  3597. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3598. if( dmg.flag > ATK_BLOCK )
  3599. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3600. } else
  3601. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3602. } else {
  3603. // Trigger monster skill condition for damage skills with no amotion.
  3604. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3605. if (damage > 0)
  3606. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3607. if (skill_id > 0)
  3608. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3609. }
  3610. }
  3611. // Trigger monster skill condition for damage skills.
  3612. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3613. if (damage > 0)
  3614. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3615. if (skill_id > 0)
  3616. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3617. }
  3618. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3619. #ifndef RENEWAL
  3620. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3621. #endif
  3622. ) {
  3623. if (tsc->getSCE(SC_DEVOTION)) {
  3624. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3625. struct block_list *d_bl = map_id2bl(sce->val1);
  3626. if (d_bl && (
  3627. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3628. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3629. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3630. {
  3631. int64 devotion_damage = damage;
  3632. // Needed to check the devotion master for Rebound Shield status.
  3633. status_change *d_sc = status_get_sc(d_bl);
  3634. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3635. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3636. if (!rmdamage) {
  3637. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3638. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3639. } else {
  3640. bool isDevotRdamage = false;
  3641. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3642. isDevotRdamage = true;
  3643. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3644. // This check is only for magical skill.
  3645. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3646. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3647. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3648. }
  3649. } else {
  3650. status_change_end(bl, SC_DEVOTION);
  3651. if (!dmg.amotion)
  3652. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3653. }
  3654. }
  3655. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3656. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3657. struct block_list *e_bl = map_id2bl(sce->val1);
  3658. if (e_bl) {
  3659. if (!rmdamage) {
  3660. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3661. battle_fix_damage(src, e_bl, damage, 0, 0);
  3662. } else {
  3663. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3664. battle_fix_damage(bl, bl, damage, 0, 0);
  3665. }
  3666. }
  3667. }
  3668. }
  3669. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3670. if( skill_id == RG_INTIMIDATE ) {
  3671. int rate = 50 + skill_lv * 5;
  3672. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3673. if(rnd()%100 < rate)
  3674. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3675. } else if( skill_id == NPC_FATALMENACE ) {
  3676. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3677. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3678. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3679. }
  3680. }
  3681. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3682. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3683. {
  3684. if (battle_config.left_cardfix_to_right)
  3685. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3686. else
  3687. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3688. }
  3689. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3690. status_heal(src, 0, 0, 1, 0);
  3691. if( damage > 0 ) { // Post-damage effects
  3692. switch( skill_id ) {
  3693. case GC_VENOMPRESSURE: {
  3694. status_change *ssc = status_get_sc(src);
  3695. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3696. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3697. status_change_end(src,SC_POISONINGWEAPON);
  3698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3699. }
  3700. }
  3701. break;
  3702. }
  3703. if( sd )
  3704. skill_onskillusage(sd, bl, skill_id, tick);
  3705. }
  3706. if (!(flag&2)) {
  3707. switch (skill_id) {
  3708. case MG_COLDBOLT:
  3709. case MG_FIREBOLT:
  3710. case MG_LIGHTNINGBOLT:
  3711. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3712. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3713. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3714. break;
  3715. case SU_BITE:
  3716. case SU_SCRATCH:
  3717. case SU_SV_STEMSPEAR:
  3718. case SU_SCAROFTAROU:
  3719. case SU_PICKYPECK:
  3720. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3721. 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);
  3722. break;
  3723. }
  3724. }
  3725. map_freeblock_unlock();
  3726. if ((flag&0x1000000) && rmdamage)
  3727. return 0; //Should return 0 when damage was reflected
  3728. return damage;
  3729. }
  3730. /*==========================================
  3731. * Sub function for recursive skill call.
  3732. * Checking bl battle flag and display damage
  3733. * then call func with source,target,skill_id,skill_lv,tick,flag
  3734. *------------------------------------------*/
  3735. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3736. int skill_area_sub(struct block_list *bl, va_list ap)
  3737. {
  3738. struct block_list *src;
  3739. uint16 skill_id,skill_lv;
  3740. int flag;
  3741. t_tick tick;
  3742. SkillFunc func;
  3743. nullpo_ret(bl);
  3744. src = va_arg(ap,struct block_list *);
  3745. skill_id = va_arg(ap,int);
  3746. skill_lv = va_arg(ap,int);
  3747. tick = va_arg(ap,t_tick);
  3748. flag = va_arg(ap,int);
  3749. func = va_arg(ap,SkillFunc);
  3750. if (flag&BCT_WOS && src == bl)
  3751. return 0;
  3752. if(battle_check_target(src,bl,flag) > 0) {
  3753. // several splash skills need this initial dummy packet to display correctly
  3754. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3755. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3756. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3757. skill_area_temp[2]++;
  3758. return func(src,bl,skill_id,skill_lv,tick,flag);
  3759. }
  3760. return 0;
  3761. }
  3762. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3763. {
  3764. struct skill_unit *unit;
  3765. uint16 skill_id,g_skill_id;
  3766. unit = (struct skill_unit *)bl;
  3767. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3768. return 0;
  3769. if(!unit->alive)
  3770. return 0;
  3771. skill_id = va_arg(ap,int);
  3772. g_skill_id = unit->group->skill_id;
  3773. switch (skill_id) {
  3774. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3775. if(g_skill_id == SA_LANDPROTECTOR)
  3776. break;
  3777. [[fallthrough]];
  3778. case MH_STEINWAND:
  3779. case MG_SAFETYWALL:
  3780. case SC_MAELSTROM:
  3781. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3782. return 0;
  3783. break;
  3784. case AL_WARP:
  3785. case HT_SKIDTRAP:
  3786. case MA_SKIDTRAP:
  3787. case HT_LANDMINE:
  3788. case MA_LANDMINE:
  3789. case HT_ANKLESNARE:
  3790. case HT_SHOCKWAVE:
  3791. case HT_SANDMAN:
  3792. case MA_SANDMAN:
  3793. case HT_FLASHER:
  3794. case HT_FREEZINGTRAP:
  3795. case MA_FREEZINGTRAP:
  3796. case HT_BLASTMINE:
  3797. case HT_CLAYMORETRAP:
  3798. case HT_TALKIEBOX:
  3799. #ifndef RENEWAL
  3800. case HP_BASILICA:
  3801. #endif
  3802. case RA_ELECTRICSHOCKER:
  3803. case RA_CLUSTERBOMB:
  3804. case RA_MAGENTATRAP:
  3805. case RA_COBALTTRAP:
  3806. case RA_MAIZETRAP:
  3807. case RA_VERDURETRAP:
  3808. case RA_FIRINGTRAP:
  3809. case RA_ICEBOUNDTRAP:
  3810. case SC_DIMENSIONDOOR:
  3811. case SC_BLOODYLUST:
  3812. case NPC_REVERBERATION:
  3813. case GN_THORNS_TRAP:
  3814. case RL_B_TRAP:
  3815. case SC_ESCAPE:
  3816. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3817. 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)
  3818. return 0;
  3819. break;
  3820. default: //Avoid stacking with same kind of trap. [Skotlex]
  3821. if (g_skill_id != skill_id)
  3822. return 0;
  3823. break;
  3824. }
  3825. return 1;
  3826. }
  3827. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3828. {
  3829. //Non players do not check for the skill's splash-trigger area.
  3830. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3831. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3832. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3833. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3834. return 0;
  3835. }
  3836. range += layout_type;
  3837. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3838. }
  3839. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3840. {
  3841. uint16 skill_id;
  3842. if(bl->prev == nullptr)
  3843. return 0;
  3844. skill_id = va_arg(ap,int);
  3845. if( status_isdead(bl) && skill_id != AL_WARP )
  3846. return 0;
  3847. #ifndef RENEWAL
  3848. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3849. return 0;
  3850. #endif
  3851. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3852. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3853. return 1;
  3854. }
  3855. /**
  3856. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3857. * @param bl Object that casted skill
  3858. * @param x Position x of the target
  3859. * @param y Position y of the target
  3860. * @param skill_id The casted skill
  3861. * @param skill_lv The skill Lv
  3862. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3863. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3864. */
  3865. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3866. {
  3867. int range = 0, type;
  3868. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3869. if (isNearNPC)
  3870. range = skill_get_splash(skill_id,skill_lv);
  3871. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3872. if (!isNearNPC || !range) {
  3873. switch (skill_id) { // to be expanded later
  3874. case WZ_ICEWALL:
  3875. range = 2;
  3876. break;
  3877. case SC_MANHOLE:
  3878. range = 0;
  3879. break;
  3880. default: {
  3881. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3882. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3883. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3884. return 0;
  3885. }
  3886. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3887. }
  3888. break;
  3889. }
  3890. }
  3891. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3892. //Check the additional range [Cydh]
  3893. if (isNearNPC && skill_npc_range > 0)
  3894. range += skill_npc_range;
  3895. if (!isNearNPC) { //Doesn't check the NPC range
  3896. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3897. if (bl->type&battle_config.skill_nofootset)
  3898. type = BL_CHAR;
  3899. else if(bl->type == BL_MOB)
  3900. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3901. else
  3902. return 0; //Don't check
  3903. } else
  3904. type = BL_NPC;
  3905. return (!isNearNPC) ?
  3906. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3907. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3908. //isNearNPC is used to check range from NPC
  3909. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3910. }
  3911. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3912. * @param bl Object from which HP/SP/AP are consumed
  3913. * @param skill_id ID of used skill
  3914. * @param hp Original HP requirement to use skill
  3915. * @param sp Original SP requirement to use skill
  3916. * @param ap Original AP requirement to use skill
  3917. */
  3918. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3919. {
  3920. nullpo_retv(bl);
  3921. switch (skill_id) {
  3922. //Skills that require HP but do not consume them
  3923. case SM_MAGNUM:
  3924. case MS_MAGNUM:
  3925. hp = 0;
  3926. break;
  3927. }
  3928. status_zap(bl, hp, sp, ap);
  3929. }
  3930. /*==========================================
  3931. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3932. * Flag:
  3933. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3934. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3935. *------------------------------------------*/
  3936. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3937. {
  3938. struct status_data *status;
  3939. map_session_data *sd = nullptr;
  3940. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3941. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3942. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3943. nullpo_retr(0, bl);
  3944. switch( bl->type )
  3945. {
  3946. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3947. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3948. }
  3949. if( sd == nullptr ){
  3950. return 0;
  3951. }
  3952. status = status_get_status_data(bl);
  3953. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3954. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3955. if (skill == nullptr)
  3956. return 0;
  3957. // Requirements
  3958. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3959. {
  3960. itemid[i] = skill->require.itemid[i];
  3961. amount[i] = skill->require.amount[i];
  3962. }
  3963. hp = skill->require.hp[skill_lv - 1];
  3964. sp = skill->require.sp[skill_lv - 1];
  3965. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3966. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3967. state = skill->require.state;
  3968. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3969. hp += (status->max_hp * mhp) / 100;
  3970. if( hp_rate > 0 )
  3971. hp += (status->hp * hp_rate) / 100;
  3972. else
  3973. hp += (status->max_hp * (-hp_rate)) / 100;
  3974. if( sp_rate > 0 )
  3975. sp += (status->sp * sp_rate) / 100;
  3976. else
  3977. sp += (status->max_sp * (-sp_rate)) / 100;
  3978. if( !(type&2) )
  3979. {
  3980. if( hp > 0 && status->hp <= (unsigned int)hp )
  3981. {
  3982. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3983. return 0;
  3984. }
  3985. if( sp > 0 && status->sp <= (unsigned int)sp )
  3986. {
  3987. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3988. return 0;
  3989. }
  3990. }
  3991. if( !type )
  3992. switch( state )
  3993. {
  3994. case ST_MOVE_ENABLE:
  3995. if( !unit_can_move(bl) )
  3996. {
  3997. clif_skill_fail( *sd, skill_id );
  3998. return 0;
  3999. }
  4000. break;
  4001. }
  4002. if( !(type&1) )
  4003. return 1;
  4004. // Check item existences
  4005. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4006. {
  4007. index[i] = -1;
  4008. if( itemid[i] == 0 ) continue; // No item
  4009. index[i] = pc_search_inventory(sd, itemid[i]);
  4010. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4011. {
  4012. clif_skill_fail( *sd, skill_id );
  4013. return 0;
  4014. }
  4015. }
  4016. // Consume items
  4017. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4018. {
  4019. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4020. }
  4021. if( type&2 )
  4022. return 1;
  4023. if( sp || hp )
  4024. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4025. return 1;
  4026. }
  4027. /*==========================================
  4028. *
  4029. *------------------------------------------*/
  4030. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4031. {
  4032. switch (skill_id) {
  4033. case RL_QD_SHOT:
  4034. {
  4035. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4036. struct unit_data *ud = unit_bl2ud(src);
  4037. if (ud && ud->target == target->id)
  4038. return 1;
  4039. }
  4040. }
  4041. }
  4042. return 1;
  4043. }
  4044. /*==========================================
  4045. *
  4046. *------------------------------------------*/
  4047. static TIMER_FUNC(skill_timerskill){
  4048. struct block_list *src = map_id2bl(id),*target;
  4049. struct unit_data *ud = unit_bl2ud(src);
  4050. struct skill_timerskill *skl;
  4051. struct skill_unit *unit = nullptr;
  4052. int range;
  4053. nullpo_ret(src);
  4054. nullpo_ret(ud);
  4055. skl = ud->skilltimerskill[data];
  4056. nullpo_ret(skl);
  4057. ud->skilltimerskill[data] = nullptr;
  4058. do {
  4059. if(src->prev == nullptr)
  4060. break; // Source not on Map
  4061. if(skl->target_id) {
  4062. target = map_id2bl(skl->target_id);
  4063. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4064. target = src; //Required since it has to warp.
  4065. if (skl->skill_id == SR_SKYNETBLOW) {
  4066. skill_area_temp[1] = 0;
  4067. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4068. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4069. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4070. break;
  4071. }
  4072. if(target == nullptr)
  4073. break; // Target offline?
  4074. if(target->prev == nullptr)
  4075. break; // Target not on Map
  4076. if(src->m != target->m)
  4077. break; // Different Maps
  4078. if(status_isdead(src)) {
  4079. switch(skl->skill_id) {
  4080. case WL_CHAINLIGHTNING_ATK:
  4081. case WL_TETRAVORTEX_FIRE:
  4082. case WL_TETRAVORTEX_WATER:
  4083. case WL_TETRAVORTEX_WIND:
  4084. case WL_TETRAVORTEX_GROUND:
  4085. // For SR_FLASHCOMBO
  4086. case SR_DRAGONCOMBO:
  4087. case SR_FALLENEMPIRE:
  4088. case SR_TIGERCANNON:
  4089. case NPC_DANCINGBLADE_ATK:
  4090. if (src->type != BL_PC)
  4091. continue;
  4092. break; // Exceptions
  4093. default:
  4094. continue; // Caster is Dead
  4095. }
  4096. }
  4097. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4098. break;
  4099. switch(skl->skill_id) {
  4100. case KN_AUTOCOUNTER:
  4101. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4102. break;
  4103. case RG_INTIMIDATE:
  4104. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4105. short x,y;
  4106. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4107. if (target != src && !status_isdead(target))
  4108. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4109. }
  4110. break;
  4111. case BA_FROSTJOKER:
  4112. case DC_SCREAM:
  4113. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4114. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4115. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4116. break;
  4117. case PR_LEXDIVINA:
  4118. if (src->type == BL_MOB) {
  4119. // Monsters use the default duration when casting Lex Divina
  4120. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4121. break;
  4122. }
  4123. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4124. break;
  4125. case PR_STRECOVERY:
  4126. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4127. break;
  4128. case BS_HAMMERFALL:
  4129. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4130. break;
  4131. case MER_LEXDIVINA:
  4132. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4133. break;
  4134. case WZ_WATERBALL:
  4135. {
  4136. //Get the next waterball cell to consume
  4137. struct s_skill_unit_layout *layout;
  4138. int i;
  4139. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4140. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4141. int ux = skl->x + layout->dx[i];
  4142. int uy = skl->y + layout->dy[i];
  4143. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4144. if (unit)
  4145. break;
  4146. }
  4147. }
  4148. [[fallthrough]];
  4149. case WZ_JUPITEL:
  4150. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4151. if (skl->type > 0 && !status_isdead(target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4152. // Apply canact delay here to prevent hacks (unlimited casting)
  4153. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4154. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4155. }
  4156. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4157. skill_delunit(unit); // Consume unit for next waterball
  4158. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4159. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4160. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4161. } else {
  4162. status_change *sc = status_get_sc(src);
  4163. if(sc) {
  4164. if(sc->getSCE(SC_SPIRIT) &&
  4165. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4166. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4167. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4168. }
  4169. }
  4170. break;
  4171. case NPC_DANCINGBLADE_ATK:
  4172. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4173. if (skl->type < 4) {
  4174. struct block_list *nbl = nullptr;
  4175. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4176. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4177. }
  4178. break;
  4179. case WL_CHAINLIGHTNING_ATK: {
  4180. #ifndef RENEWAL
  4181. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4182. #endif
  4183. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4184. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4185. { // Remaining Chains Hit
  4186. struct block_list *nbl = nullptr; // Next Target of Chain
  4187. 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.
  4188. splash_target(src), target->id); // Search for a new Target around current one...
  4189. if( nbl == nullptr )
  4190. skl->x++;
  4191. else
  4192. skl->x = 0;
  4193. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4194. }
  4195. }
  4196. break;
  4197. case WL_TETRAVORTEX_FIRE:
  4198. case WL_TETRAVORTEX_WATER:
  4199. case WL_TETRAVORTEX_WIND:
  4200. case WL_TETRAVORTEX_GROUND:
  4201. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4202. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4203. if (skl->type >= 3) { // Final Hit
  4204. if (!status_isdead(target)) { // Final Status Effect
  4205. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4206. applyeffects[4] = { 0, 0, 0, 0 },
  4207. i, j = 0, k = 0;
  4208. for(i = 1; i <= 8; i = i + i) {
  4209. if (skl->x&i) {
  4210. applyeffects[j] = effects[k];
  4211. j++;
  4212. }
  4213. k++;
  4214. }
  4215. if (j) {
  4216. i = applyeffects[rnd()%j];
  4217. 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))));
  4218. }
  4219. }
  4220. }
  4221. break;
  4222. case NPC_REVERBERATION_ATK:
  4223. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4224. break;
  4225. case NPC_FATALMENACE:
  4226. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4227. break;
  4228. case SR_WINDMILL:
  4229. if( target->type == BL_PC ) {
  4230. map_session_data *tsd = nullptr;
  4231. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4232. pc_setsit(tsd);
  4233. skill_sit(tsd, true);
  4234. clif_sitting(&tsd->bl);
  4235. }
  4236. }
  4237. break;
  4238. case SR_KNUCKLEARROW:
  4239. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4240. break;
  4241. case CH_PALMSTRIKE:
  4242. {
  4243. status_change* tsc = status_get_sc(target);
  4244. status_change* sc = status_get_sc(src);
  4245. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4246. ( sc && sc->option&OPTION_HIDE ) ){
  4247. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4248. break;
  4249. }
  4250. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4251. break;
  4252. }
  4253. // For SR_FLASHCOMBO
  4254. case SR_DRAGONCOMBO:
  4255. case SR_FALLENEMPIRE:
  4256. case SR_TIGERCANNON:
  4257. if( src->type == BL_PC ) {
  4258. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4259. break;
  4260. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4261. }
  4262. break;
  4263. case SU_SV_ROOTTWIST_ATK: {
  4264. status_change *tsc = status_get_sc(target);
  4265. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4266. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4267. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4268. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4269. }
  4270. }
  4271. break;
  4272. case NPC_PULSESTRIKE2:
  4273. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4274. break;
  4275. case ABC_DEFT_STAB:
  4276. case ABC_FRENZY_SHOT:
  4277. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4278. break;
  4279. default:
  4280. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4281. break;
  4282. }
  4283. }
  4284. else {
  4285. if(src->m != skl->map)
  4286. break;
  4287. switch( skl->skill_id )
  4288. {
  4289. case GN_CRAZYWEED_ATK:
  4290. {
  4291. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4292. 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);
  4293. }
  4294. [[fallthrough]];
  4295. case WL_EARTHSTRAIN:
  4296. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4297. break;
  4298. case RL_FIRE_RAIN: {
  4299. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4300. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4301. 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);
  4302. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4303. }
  4304. break;
  4305. case NPC_MAGMA_ERUPTION:
  4306. case NC_MAGMA_ERUPTION:
  4307. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4308. break;
  4309. case HN_METEOR_STORM_BUSTER: {
  4310. int16 area = 4;
  4311. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4312. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4313. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4314. return 0;
  4315. }
  4316. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4317. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4318. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4319. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4320. }
  4321. break;
  4322. case NW_HASTY_FIRE_IN_THE_HOLE:
  4323. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4324. break;
  4325. case NW_GRENADES_DROPPING: {
  4326. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4327. short tmpx = 0, tmpy = 0;
  4328. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4329. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4330. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4331. }
  4332. break;
  4333. case NW_MISSION_BOMBARD: {
  4334. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4335. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4336. short tmpx = 0, tmpy = 0;
  4337. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4338. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4339. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4340. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4341. }
  4342. break;
  4343. }
  4344. }
  4345. } while (0);
  4346. //Free skl now that it is no longer needed.
  4347. ers_free(skill_timer_ers, skl);
  4348. return 0;
  4349. }
  4350. /*==========================================
  4351. *
  4352. *------------------------------------------*/
  4353. 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)
  4354. {
  4355. int i;
  4356. struct unit_data *ud;
  4357. nullpo_retr(1, src);
  4358. if (src->prev == nullptr)
  4359. return 0;
  4360. ud = unit_bl2ud(src);
  4361. nullpo_retr(1, ud);
  4362. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4363. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4364. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4365. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4366. ud->skilltimerskill[i]->src_id = src->id;
  4367. ud->skilltimerskill[i]->target_id = target;
  4368. ud->skilltimerskill[i]->skill_id = skill_id;
  4369. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4370. ud->skilltimerskill[i]->map = src->m;
  4371. ud->skilltimerskill[i]->x = x;
  4372. ud->skilltimerskill[i]->y = y;
  4373. ud->skilltimerskill[i]->type = type;
  4374. ud->skilltimerskill[i]->flag = flag;
  4375. return 0;
  4376. }
  4377. /*==========================================
  4378. *
  4379. *------------------------------------------*/
  4380. int skill_cleartimerskill (struct block_list *src)
  4381. {
  4382. int i;
  4383. struct unit_data *ud;
  4384. nullpo_ret(src);
  4385. ud = unit_bl2ud(src);
  4386. nullpo_ret(ud);
  4387. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4388. if(ud->skilltimerskill[i]) {
  4389. switch(ud->skilltimerskill[i]->skill_id) {
  4390. case WL_TETRAVORTEX_FIRE:
  4391. case WL_TETRAVORTEX_WATER:
  4392. case WL_TETRAVORTEX_WIND:
  4393. case WL_TETRAVORTEX_GROUND:
  4394. // For SR_FLASHCOMBO
  4395. case SR_DRAGONCOMBO:
  4396. case SR_FALLENEMPIRE:
  4397. case SR_TIGERCANNON:
  4398. if (src->type != BL_PC)
  4399. break;
  4400. continue;
  4401. }
  4402. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4403. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4404. ud->skilltimerskill[i]=nullptr;
  4405. }
  4406. }
  4407. return 1;
  4408. }
  4409. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4410. skill_unit *su = (skill_unit*)bl;
  4411. nullpo_ret(su);
  4412. if (bl->type != BL_SKILL)
  4413. return 0;
  4414. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4415. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4416. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4417. su->limit = DIFF_TICK(gettick(), sg->tick);
  4418. sg->unit_id = UNT_USED_TRAPS;
  4419. }
  4420. return 1;
  4421. }
  4422. /**
  4423. * Reveal hidden trap
  4424. **/
  4425. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4426. {
  4427. TBL_SKILL *su = (TBL_SKILL*)bl;
  4428. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4429. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4430. //clif_changetraplook(bl, su->group->unit_id);
  4431. su->hidden = false;
  4432. skill_getareachar_skillunit_visibilty(su, AREA);
  4433. return 1;
  4434. }
  4435. return 0;
  4436. }
  4437. /**
  4438. * Attempt to reveal trap in area
  4439. * @param src Skill caster
  4440. * @param range Affected range
  4441. * @param x
  4442. * @param y
  4443. * TODO: Remove hardcode usages for this function
  4444. **/
  4445. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4446. if (!battle_config.traps_setting)
  4447. return;
  4448. nullpo_retv(src);
  4449. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4450. }
  4451. /*========================================== [Playtester]
  4452. * Process tarot card's effects
  4453. * @param src: Source of the tarot card effect
  4454. * @param target: Target of the tartor card effect
  4455. * @param skill_id: ID of the skill used
  4456. * @param skill_lv: Level of the skill used
  4457. * @param tick: Processing tick time
  4458. * @return Card number
  4459. *------------------------------------------*/
  4460. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4461. {
  4462. int card = 0;
  4463. if (battle_config.tarotcard_equal_chance) {
  4464. //eAthena equal chances
  4465. card = rnd() % 14 + 1;
  4466. }
  4467. else {
  4468. //Official chances
  4469. int rate = rnd() % 100;
  4470. if (rate < 10) card = 1; // THE FOOL
  4471. else if (rate < 20) card = 2; // THE MAGICIAN
  4472. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4473. else if (rate < 37) card = 4; // THE CHARIOT
  4474. else if (rate < 47) card = 5; // STRENGTH
  4475. else if (rate < 62) card = 6; // THE LOVERS
  4476. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4477. else if (rate < 69) card = 8; // THE HANGED MAN
  4478. else if (rate < 74) card = 9; // DEATH
  4479. else if (rate < 82) card = 10; // TEMPERANCE
  4480. else if (rate < 83) card = 11; // THE DEVIL
  4481. else if (rate < 85) card = 12; // THE TOWER
  4482. else if (rate < 90) card = 13; // THE STAR
  4483. else card = 14; // THE SUN
  4484. }
  4485. switch (card) {
  4486. case 1: // THE FOOL - heals SP to 0
  4487. {
  4488. status_percent_damage(src, target, 0, 100, false);
  4489. break;
  4490. }
  4491. case 2: // THE MAGICIAN - matk halved
  4492. {
  4493. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4494. break;
  4495. }
  4496. case 3: // THE HIGH PRIESTESS - all buffs removed
  4497. {
  4498. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4499. break;
  4500. }
  4501. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4502. {
  4503. battle_fix_damage(src, target, 1000, 0, skill_id);
  4504. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4505. if (!status_isdead(target))
  4506. {
  4507. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4508. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4509. }
  4510. break;
  4511. }
  4512. case 5: // STRENGTH - atk halved
  4513. {
  4514. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4515. break;
  4516. }
  4517. case 6: // THE LOVERS - 2000HP heal, random teleported
  4518. {
  4519. status_heal(target, 2000, 0, 0);
  4520. if (!map_flag_vs(target->m))
  4521. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4522. break;
  4523. }
  4524. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4525. {
  4526. // Recursive call
  4527. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4528. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4529. break;
  4530. }
  4531. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4532. {
  4533. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4534. uint8 rand_eff = rnd() % 3;
  4535. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4536. if (sc[rand_eff] == SC_STONEWAIT)
  4537. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4538. else
  4539. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4540. break;
  4541. }
  4542. case 9: // DEATH - curse, coma and poison
  4543. {
  4544. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4545. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4546. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4547. break;
  4548. }
  4549. case 10: // TEMPERANCE - confusion
  4550. {
  4551. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4552. break;
  4553. }
  4554. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4555. {
  4556. battle_fix_damage(src, target, 6666, 0, skill_id);
  4557. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4558. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4559. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4560. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4561. break;
  4562. }
  4563. case 12: // THE TOWER - 4444 damage
  4564. {
  4565. battle_fix_damage(src, target, 4444, 0, skill_id);
  4566. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4567. break;
  4568. }
  4569. case 13: // THE STAR - stun
  4570. {
  4571. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4572. break;
  4573. }
  4574. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4575. {
  4576. #ifdef RENEWAL
  4577. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4578. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4579. #endif
  4580. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4581. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4582. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4583. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4584. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4585. return 14; //To make sure a valid number is returned
  4586. }
  4587. }
  4588. return card;
  4589. }
  4590. /*==========================================
  4591. *
  4592. *
  4593. *------------------------------------------*/
  4594. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4595. {
  4596. map_session_data *sd = nullptr;
  4597. struct status_data *tstatus;
  4598. status_change *sc, *tsc;
  4599. if (skill_id > 0 && !skill_lv) return 0;
  4600. nullpo_retr(1, src);
  4601. nullpo_retr(1, bl);
  4602. if (src->m != bl->m)
  4603. return 1;
  4604. if (bl->prev == nullptr)
  4605. return 1;
  4606. sd = BL_CAST(BL_PC, src);
  4607. if (status_isdead(bl))
  4608. return 1;
  4609. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4610. { //GTB makes all targetted magic display miss with a single bolt.
  4611. sc_type sct = skill_get_sc(skill_id);
  4612. if(sct != SC_NONE)
  4613. status_change_end(bl, sct);
  4614. 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));
  4615. return 1;
  4616. }
  4617. sc = status_get_sc(src);
  4618. tsc = status_get_sc(bl);
  4619. if (sc && !sc->count)
  4620. sc = nullptr; //Unneeded
  4621. if (tsc && !tsc->count)
  4622. tsc = nullptr;
  4623. tstatus = status_get_status_data(bl);
  4624. map_freeblock_lock();
  4625. switch(skill_id) {
  4626. case MER_CRASH:
  4627. case SM_BASH:
  4628. case MS_BASH:
  4629. case MC_MAMMONITE:
  4630. case TF_DOUBLE:
  4631. case AC_DOUBLE:
  4632. case MA_DOUBLE:
  4633. case AS_SONICBLOW:
  4634. case KN_PIERCE:
  4635. case ML_PIERCE:
  4636. case KN_SPEARBOOMERANG:
  4637. case TF_POISON:
  4638. case TF_SPRINKLESAND:
  4639. case AC_CHARGEARROW:
  4640. case MA_CHARGEARROW:
  4641. case RG_INTIMIDATE:
  4642. case AM_ACIDTERROR:
  4643. case BA_MUSICALSTRIKE:
  4644. case DC_THROWARROW:
  4645. case BA_DISSONANCE:
  4646. case CR_HOLYCROSS:
  4647. case NPC_DARKCROSS:
  4648. case CR_SHIELDCHARGE:
  4649. case CR_SHIELDBOOMERANG:
  4650. case NPC_PIERCINGATT:
  4651. case NPC_MENTALBREAKER:
  4652. case NPC_RANGEATTACK:
  4653. case NPC_CRITICALSLASH:
  4654. case NPC_COMBOATTACK:
  4655. case NPC_GUIDEDATTACK:
  4656. case NPC_POISON:
  4657. case NPC_RANDOMATTACK:
  4658. case NPC_WATERATTACK:
  4659. case NPC_GROUNDATTACK:
  4660. case NPC_FIREATTACK:
  4661. case NPC_WINDATTACK:
  4662. case NPC_POISONATTACK:
  4663. case NPC_HOLYATTACK:
  4664. case NPC_DARKNESSATTACK:
  4665. case NPC_TELEKINESISATTACK:
  4666. case NPC_UNDEADATTACK:
  4667. case NPC_CHANGEUNDEAD:
  4668. case NPC_ARMORBRAKE:
  4669. case NPC_HELMBRAKE:
  4670. case NPC_SHIELDBRAKE:
  4671. case NPC_BLINDATTACK:
  4672. case NPC_SILENCEATTACK:
  4673. case NPC_STUNATTACK:
  4674. case NPC_PETRIFYATTACK:
  4675. case NPC_CURSEATTACK:
  4676. case NPC_SLEEPATTACK:
  4677. #ifdef RENEWAL
  4678. case CR_ACIDDEMONSTRATION:
  4679. #endif
  4680. case LK_AURABLADE:
  4681. case LK_SPIRALPIERCE:
  4682. case ML_SPIRALPIERCE:
  4683. case CG_ARROWVULCAN:
  4684. case HW_MAGICCRASHER:
  4685. case ITM_TOMAHAWK:
  4686. case CH_CHAINCRUSH:
  4687. case CH_TIGERFIST:
  4688. case PA_SHIELDCHAIN: // Shield Chain
  4689. case PA_SACRIFICE:
  4690. case WS_CARTTERMINATION: // Cart Termination
  4691. case AS_VENOMKNIFE:
  4692. case HT_PHANTASMIC:
  4693. case TK_DOWNKICK:
  4694. case TK_COUNTER:
  4695. case GS_CHAINACTION:
  4696. case GS_TRIPLEACTION:
  4697. #ifndef RENEWAL
  4698. case GS_MAGICALBULLET:
  4699. #endif
  4700. case GS_TRACKING:
  4701. case GS_PIERCINGSHOT:
  4702. case GS_RAPIDSHOWER:
  4703. case GS_DUST:
  4704. case GS_DISARM: // Added disarm. [Reddozen]
  4705. case GS_FULLBUSTER:
  4706. case NJ_SYURIKEN:
  4707. case NJ_KUNAI:
  4708. case ASC_BREAKER:
  4709. case HFLI_MOON: //[orn]
  4710. case HFLI_SBR44: //[orn]
  4711. case NPC_BLEEDING:
  4712. case NPC_BLEEDING2:
  4713. case NPC_CRITICALWOUND:
  4714. case NPC_HELLPOWER:
  4715. case RK_SONICWAVE:
  4716. case AB_DUPLELIGHT_MELEE:
  4717. case RA_AIMEDBOLT:
  4718. case NC_BOOSTKNUCKLE:
  4719. case NC_PILEBUNKER:
  4720. case NC_AXEBOOMERANG:
  4721. case NC_POWERSWING:
  4722. case NPC_MAGMA_ERUPTION:
  4723. case NC_MAGMA_ERUPTION:
  4724. case GC_WEAPONCRUSH:
  4725. case GC_VENOMPRESSURE:
  4726. case SC_TRIANGLESHOT:
  4727. case SC_FEINTBOMB:
  4728. case LG_BANISHINGPOINT:
  4729. case LG_SHIELDPRESS:
  4730. case LG_RAGEBURST:
  4731. case LG_HESPERUSLIT:
  4732. case SR_DRAGONCOMBO:
  4733. case SR_FALLENEMPIRE:
  4734. case SR_CRESCENTELBOW_AUTOSPELL:
  4735. case SR_GATEOFHELL:
  4736. case SR_GENTLETOUCH_QUIET:
  4737. case WM_SEVERE_RAINSTORM_MELEE:
  4738. case WM_GREAT_ECHO:
  4739. case GN_SLINGITEM_RANGEMELEEATK:
  4740. case KO_SETSUDAN:
  4741. case RL_MASS_SPIRAL:
  4742. case RL_BANISHING_BUSTER:
  4743. case RL_SLUGSHOT:
  4744. case RL_AM_BLAST:
  4745. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4746. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4747. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4748. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4749. case ABC_CHAIN_REACTION_SHOT_ATK:
  4750. case ABR_BATTLE_BUSTER:
  4751. case ABR_DUAL_CANNON_FIRE:
  4752. case ABR_INFINITY_BUSTER:
  4753. case MT_TRIPLE_LASER:
  4754. case NW_MISSION_BOMBARD:
  4755. case NW_HASTY_FIRE_IN_THE_HOLE:
  4756. case NW_BASIC_GRENADE:
  4757. case NW_WILD_FIRE:
  4758. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4759. break;
  4760. case DK_DRAGONIC_AURA:
  4761. case DK_STORMSLASH:
  4762. case CD_EFFLIGO:
  4763. case ABC_FRENZY_SHOT:
  4764. case WH_HAWKRUSH:
  4765. case WH_HAWKBOOMERANG:
  4766. case TR_ROSEBLOSSOM:
  4767. case TR_RHYTHMSHOOTING:
  4768. case HN_MEGA_SONIC_BLOW:
  4769. case HN_SPIRAL_PIERCE_MAX:
  4770. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4771. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4772. if (skill_id == DK_DRAGONIC_AURA)
  4773. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4774. break;
  4775. case SHC_ETERNAL_SLASH:
  4776. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4777. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4778. else
  4779. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4781. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4782. break;
  4783. case SHC_SHADOW_STAB:
  4784. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4785. flag |= SKILL_ALTDMG_FLAG;
  4786. status_change_end(src, SC_CLOAKING);
  4787. status_change_end(src, SC_CLOAKINGEXCEED);
  4788. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4789. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4790. break;
  4791. case WH_CRESCIVE_BOLT:
  4792. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4793. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4794. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4795. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4796. else
  4797. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4798. break;
  4799. case ABC_UNLUCKY_RUSH:
  4800. // Jump to the target before attacking.
  4801. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4802. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4803. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4804. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4805. break;
  4806. case MO_TRIPLEATTACK:
  4807. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4808. break;
  4809. case LK_HEADCRUSH:
  4810. if (status_get_class_(bl) == CLASS_BOSS) {
  4811. if (sd)
  4812. clif_skill_fail( *sd, skill_id );
  4813. break;
  4814. }
  4815. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4816. break;
  4817. case LK_JOINTBEAT:
  4818. flag = 1 << rnd() % 6;
  4819. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4820. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4821. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4822. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4823. break;
  4824. case MO_COMBOFINISH:
  4825. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4826. { //Becomes a splash attack when Soul Linked.
  4827. map_foreachinshootrange(skill_area_sub, bl,
  4828. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4829. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4830. skill_castend_damage_id);
  4831. } else
  4832. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4833. break;
  4834. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4836. skill_area_temp[1] = 0;
  4837. map_foreachinshootrange(skill_attack_area, src,
  4838. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4839. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4840. break;
  4841. case KN_CHARGEATK:
  4842. {
  4843. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4844. #ifdef RENEWAL
  4845. int dist = skill_get_blewcount(skill_id, skill_lv);
  4846. #else
  4847. unsigned int dist = distance_bl(src, bl);
  4848. #endif
  4849. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4850. // teleport to target (if not on WoE grounds)
  4851. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4852. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4853. // cause damage and knockback if the path to target was a straight one
  4854. if (path) {
  4855. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4856. #ifdef RENEWAL
  4857. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4858. dist += 2; // Knockback is 4 on PvP maps
  4859. #endif
  4860. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4861. }
  4862. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4863. // make the caster look in the direction of the target
  4864. unit_setdir(src, (dir+4)%8);
  4865. }
  4866. }
  4867. break;
  4868. case NC_FLAMELAUNCHER:
  4869. skill_area_temp[1] = bl->id;
  4870. if (battle_config.skill_eightpath_algorithm) {
  4871. //Use official AoE algorithm
  4872. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4873. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4874. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4875. } else {
  4876. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4877. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4878. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4879. }
  4880. break;
  4881. #ifndef RENEWAL
  4882. case SN_SHARPSHOOTING:
  4883. flag |= 2; // Flag for specific mob damage formula
  4884. [[fallthrough]];
  4885. #endif
  4886. case MA_SHARPSHOOTING:
  4887. case NJ_KAMAITACHI:
  4888. case NPC_DARKPIERCING:
  4889. case NPC_ACIDBREATH:
  4890. case NPC_DARKNESSBREATH:
  4891. case NPC_FIREBREATH:
  4892. case NPC_ICEBREATH:
  4893. case NPC_ICEBREATH2:
  4894. case NPC_THUNDERBREATH:
  4895. case AG_STORM_CANNON:
  4896. case AG_CRIMSON_ARROW:
  4897. skill_area_temp[1] = bl->id;
  4898. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4900. if (battle_config.skill_eightpath_algorithm) {
  4901. //Use official AoE algorithm
  4902. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4903. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4904. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4905. #ifndef RENEWAL
  4906. if (skill_id == SN_SHARPSHOOTING)
  4907. flag &= ~2; // Only targets in the splash area are affected
  4908. #endif
  4909. //These skills hit at least the target if the AoE doesn't hit
  4910. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4911. }
  4912. } else {
  4913. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4914. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4915. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4916. }
  4917. if (skill_id == AG_CRIMSON_ARROW)
  4918. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4919. break;
  4920. case MO_INVESTIGATE:
  4921. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4922. status_change_end(src, SC_BLADESTOP);
  4923. break;
  4924. case RG_BACKSTAP:
  4925. {
  4926. if (!check_distance_bl(src, bl, 0)) {
  4927. #ifdef RENEWAL
  4928. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4929. short x, y;
  4930. if (dir > 0 && dir < 4)
  4931. x = -1;
  4932. else if (dir > 4)
  4933. x = 1;
  4934. else
  4935. x = 0;
  4936. if (dir > 2 && dir < 6)
  4937. y = -1;
  4938. else if (dir == 7 || dir < 2)
  4939. y = 1;
  4940. else
  4941. y = 0;
  4942. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4943. #else
  4944. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4945. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4946. #endif
  4947. status_change_end(src, SC_HIDING);
  4948. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4949. unit_setdir(bl,dir);
  4950. #ifdef RENEWAL
  4951. clif_blown(src);
  4952. #endif
  4953. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4954. }
  4955. else if (sd)
  4956. clif_skill_fail( *sd, skill_id );
  4957. }
  4958. }
  4959. break;
  4960. case MO_FINGEROFFENSIVE:
  4961. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4962. if (battle_config.finger_offensive_type && sd) {
  4963. for (int i = 1; i < sd->spiritball_old; i++)
  4964. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4965. }
  4966. status_change_end(src, SC_BLADESTOP);
  4967. break;
  4968. case MO_CHAINCOMBO:
  4969. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4970. status_change_end(src, SC_BLADESTOP);
  4971. break;
  4972. #ifndef RENEWAL
  4973. case NJ_ISSEN:
  4974. #endif
  4975. case MO_EXTREMITYFIST:
  4976. {
  4977. struct block_list *mbl = bl; // For NJ_ISSEN
  4978. short x, y, i = 2; // Move 2 cells (From target)
  4979. short dir = map_calc_dir(src,bl->x,bl->y);
  4980. #ifdef RENEWAL
  4981. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4982. flag |= 1; // Give +100% damage increase
  4983. #endif
  4984. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4985. if (skill_id == MO_EXTREMITYFIST) {
  4986. status_set_sp(src, 0, 0);
  4987. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4988. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4989. status_change_end(src, SC_BLADESTOP);
  4990. } else {
  4991. status_set_hp(src, 1, 0);
  4992. status_change_end(src, SC_NEN);
  4993. status_change_end(src, SC_HIDING);
  4994. }
  4995. if (skill_id == MO_EXTREMITYFIST) {
  4996. mbl = src; // For MO_EXTREMITYFIST
  4997. i = 3; // Move 3 cells (From caster)
  4998. }
  4999. if (dir > 0 && dir < 4)
  5000. x = -i;
  5001. else if (dir > 4)
  5002. x = i;
  5003. else
  5004. x = 0;
  5005. if (dir > 2 && dir < 6)
  5006. y = -i;
  5007. else if (dir == 7 || dir < 2)
  5008. y = i;
  5009. else
  5010. y = 0;
  5011. // Ashura Strike still has slide effect in GVG
  5012. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5013. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5014. clif_blown(src);
  5015. clif_spiritball(src);
  5016. }
  5017. }
  5018. break;
  5019. case HT_POWER:
  5020. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5021. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5022. break;
  5023. case SU_PICKYPECK:
  5024. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5025. [[fallthrough]];
  5026. case SU_BITE:
  5027. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5028. break;
  5029. case SU_SVG_SPIRIT:
  5030. skill_area_temp[1] = bl->id;
  5031. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5032. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5033. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5034. break;
  5035. //Splash attack skills.
  5036. case AS_GRIMTOOTH:
  5037. case MC_CARTREVOLUTION:
  5038. case NPC_SPLASHATTACK:
  5039. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5040. [[fallthrough]];
  5041. case AS_SPLASHER:
  5042. case HT_BLITZBEAT:
  5043. case AC_SHOWER:
  5044. case MA_SHOWER:
  5045. case MG_NAPALMBEAT:
  5046. case MG_FIREBALL:
  5047. case RG_RAID:
  5048. #ifdef RENEWAL
  5049. case SN_SHARPSHOOTING:
  5050. #endif
  5051. case HW_NAPALMVULCAN:
  5052. case NJ_HUUMA:
  5053. case ASC_METEORASSAULT:
  5054. case GS_SPREADATTACK:
  5055. case NPC_PULSESTRIKE:
  5056. case NPC_PULSESTRIKE2:
  5057. case NPC_HELLJUDGEMENT:
  5058. case NPC_HELLJUDGEMENT2:
  5059. case NPC_VAMPIRE_GIFT:
  5060. case NPC_MAXPAIN_ATK:
  5061. case NPC_JACKFROST:
  5062. case NPC_REVERBERATION_ATK:
  5063. case NPC_ARROWSTORM:
  5064. case NPC_KILLING_AURA:
  5065. case NPC_IGNITIONBREAK:
  5066. case RK_IGNITIONBREAK:
  5067. case RK_HUNDREDSPEAR:
  5068. case AB_JUDEX:
  5069. case AB_ADORAMUS:
  5070. case WL_SOULEXPANSION:
  5071. case WL_CRIMSONROCK:
  5072. case WL_JACKFROST:
  5073. case RA_ARROWSTORM:
  5074. case RA_WUGDASH:
  5075. case NC_VULCANARM:
  5076. case NC_COLDSLOWER:
  5077. case NC_SELFDESTRUCTION:
  5078. case NC_AXETORNADO:
  5079. case GC_ROLLINGCUTTER:
  5080. case GC_COUNTERSLASH:
  5081. case LG_CANNONSPEAR:
  5082. case LG_OVERBRAND:
  5083. case LG_MOONSLASHER:
  5084. case LG_RAYOFGENESIS:
  5085. case NPC_RAYOFGENESIS:
  5086. case LG_EARTHDRIVE:
  5087. case SR_RAMPAGEBLASTER:
  5088. case SR_SKYNETBLOW:
  5089. case SR_WINDMILL:
  5090. case SR_RIDEINLIGHTNING:
  5091. case SO_VARETYR_SPEAR:
  5092. case SO_POISON_BUSTER:
  5093. case GN_CART_TORNADO:
  5094. case GN_CARTCANNON:
  5095. case GN_SPORE_EXPLOSION:
  5096. case GN_DEMONIC_FIRE:
  5097. case GN_FIRE_EXPANSION_ACID:
  5098. case GN_HELLS_PLANT_ATK:
  5099. case KO_HAPPOKUNAI:
  5100. case KO_HUUMARANKA:
  5101. case KO_MUCHANAGE:
  5102. case KO_BAKURETSU:
  5103. case GN_ILLUSIONDOPING:
  5104. case RL_FIREDANCE:
  5105. case RL_S_STORM:
  5106. case RL_R_TRIP:
  5107. case MH_XENO_SLASHER:
  5108. case MH_HEILIGE_PFERD:
  5109. case MH_THE_ONE_FIGHTER_RISES:
  5110. case NC_ARMSCANNON:
  5111. case SU_SCRATCH:
  5112. case SU_LUNATICCARROTBEAT:
  5113. case SU_LUNATICCARROTBEAT2:
  5114. case SJ_FULLMOONKICK:
  5115. case SJ_NEWMOONKICK:
  5116. case SJ_SOLARBURST:
  5117. case SJ_PROMINENCEKICK:
  5118. case SJ_STAREMPEROR:
  5119. case SJ_FALLINGSTAR_ATK2:
  5120. case SP_CURSEEXPLOSION:
  5121. case SP_SHA:
  5122. case SP_SWHOO:
  5123. case DK_SERVANTWEAPON_ATK:
  5124. case DK_SERVANT_W_PHANTOM:
  5125. case DK_SERVANT_W_DEMOL:
  5126. case DK_MADNESS_CRUSHER:
  5127. case DK_HACKANDSLASHER:
  5128. case DK_DRAGONIC_BREATH:
  5129. case AG_CRIMSON_ARROW_ATK:
  5130. case AG_DESTRUCTIVE_HURRICANE:
  5131. case AG_SOUL_VC_STRIKE:
  5132. case AG_CRYSTAL_IMPACT:
  5133. case AG_CRYSTAL_IMPACT_ATK:
  5134. case AG_ROCK_DOWN:
  5135. case AG_FROZEN_SLASH:
  5136. case IQ_OLEUM_SANCTUM:
  5137. case IQ_MASSIVE_F_BLASTER:
  5138. case IQ_EXPOSION_BLASTER:
  5139. case IQ_FIRST_BRAND:
  5140. case IQ_SECOND_FLAME:
  5141. case IQ_SECOND_FAITH:
  5142. case IQ_SECOND_JUDGEMENT:
  5143. case IQ_THIRD_PUNISH:
  5144. case IQ_THIRD_FLAME_BOMB:
  5145. case IQ_THIRD_CONSECRATION:
  5146. case IG_OVERSLASH:
  5147. case CD_ARBITRIUM_ATK:
  5148. case CD_PETITIO:
  5149. case CD_FRAMEN:
  5150. case SHC_DANCING_KNIFE:
  5151. case SHC_SAVAGE_IMPACT:
  5152. case SHC_IMPACT_CRATER:
  5153. case SHC_FATAL_SHADOW_CROW:
  5154. case MT_AXE_STOMP:
  5155. case MT_MIGHTY_SMASH:
  5156. case MT_RUSH_QUAKE:
  5157. case MT_A_MACHINE:
  5158. case MT_SPARK_BLASTER:
  5159. case ABC_ABYSS_DAGGER:
  5160. case ABC_CHAIN_REACTION_SHOT:
  5161. case ABC_DEFT_STAB:
  5162. case WH_GALESTORM:
  5163. case BO_ACIDIFIED_ZONE_WATER:
  5164. case BO_ACIDIFIED_ZONE_GROUND:
  5165. case BO_ACIDIFIED_ZONE_WIND:
  5166. case BO_ACIDIFIED_ZONE_FIRE:
  5167. case TR_ROSEBLOSSOM_ATK:
  5168. case ABC_FROM_THE_ABYSS_ATK:
  5169. case EM_ELEMENTAL_BUSTER_FIRE:
  5170. case EM_ELEMENTAL_BUSTER_WATER:
  5171. case EM_ELEMENTAL_BUSTER_WIND:
  5172. case EM_ELEMENTAL_BUSTER_GROUND:
  5173. case EM_ELEMENTAL_BUSTER_POISON:
  5174. case EM_EL_FLAMEROCK:
  5175. case EM_EL_AGE_OF_ICE:
  5176. case EM_EL_STORM_WIND:
  5177. case EM_EL_AVALANCHE:
  5178. case EM_EL_DEADLY_POISON:
  5179. case BO_EXPLOSIVE_POWDER:
  5180. case BO_MAYHEMIC_THORNS:
  5181. case NPC_WIDECRITICALWOUND:
  5182. case IG_SHIELD_SHOOTING:
  5183. case TR_METALIC_FURY:
  5184. case IG_GRAND_JUDGEMENT:
  5185. case HN_JUPITEL_THUNDER_STORM:
  5186. if( flag&1 ) {//Recursive invocation
  5187. int sflag = skill_area_temp[0] & 0xFFF;
  5188. int heal = 0;
  5189. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5190. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5191. break; // Under Hovering characters are immune to select trap and ground target skills.
  5192. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5193. break; // No damage should happen if the target is on Land Protector
  5194. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5195. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5196. break;
  5197. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5198. if (skill_id == ABC_DEFT_STAB && flag&2)
  5199. sflag |= 2;
  5200. if( flag&SD_LEVEL )
  5201. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5202. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5203. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5204. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5205. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5206. break;
  5207. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5208. switch (skill_id) {
  5209. case NPC_VAMPIRE_GIFT:
  5210. if (heal > 0) {
  5211. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5212. status_heal(src, heal, 0, 0);
  5213. }
  5214. break;
  5215. #ifdef RENEWAL
  5216. case SN_SHARPSHOOTING:
  5217. status_change_end(src, SC_CAMOUFLAGE);
  5218. break;
  5219. #endif
  5220. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5221. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5222. break;
  5223. }
  5224. } else {
  5225. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5226. skill_area_temp[0] = 0;
  5227. skill_area_temp[1] = bl->id;
  5228. skill_area_temp[2] = 0;
  5229. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5230. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5231. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5232. break;
  5233. }
  5234. if (skill_id == SP_SWHOO)
  5235. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5236. switch ( skill_id ) {
  5237. case LG_EARTHDRIVE:
  5238. case GN_CARTCANNON:
  5239. case SU_SCRATCH:
  5240. case BO_MAYHEMIC_THORNS:
  5241. case DK_DRAGONIC_BREATH:
  5242. case DK_HACKANDSLASHER:
  5243. case MT_SPARK_BLASTER:
  5244. case HN_JUPITEL_THUNDER_STORM:
  5245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5246. break;
  5247. #ifdef RENEWAL
  5248. case NJ_HUUMA:
  5249. #endif
  5250. case LG_MOONSLASHER:
  5251. case MH_XENO_SLASHER:
  5252. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5253. break;
  5254. case NPC_REVERBERATION_ATK:
  5255. case NC_ARMSCANNON:
  5256. skill_area_temp[1] = 0;
  5257. starget = splash_target(src);
  5258. break;
  5259. case WL_CRIMSONROCK:
  5260. skill_area_temp[4] = bl->x;
  5261. skill_area_temp[5] = bl->y;
  5262. break;
  5263. case SU_LUNATICCARROTBEAT:
  5264. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5265. skill_id = SU_LUNATICCARROTBEAT2;
  5266. break;
  5267. case DK_SERVANT_W_PHANTOM:
  5268. // Jump to the target before attacking.
  5269. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5270. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5272. break;
  5273. case SHC_SAVAGE_IMPACT: {
  5274. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5275. skill_area_temp[0] = 2;
  5276. status_change_end( src, SC_CLOAKINGEXCEED );
  5277. }
  5278. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5279. if (bl->x != src->x || bl->y != src->y)
  5280. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5281. // Move the player 1 cell near the target, between the target and the player
  5282. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5283. clif_blown(src);
  5284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5285. break;
  5286. }
  5287. case SHC_FATAL_SHADOW_CROW: {
  5288. uint8 dir = DIR_NORTHEAST;
  5289. if (bl->x != src->x || bl->y != src->y)
  5290. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5291. // Move the player 1 cell near the target, between the target and the player
  5292. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5293. clif_blown(src);
  5294. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5295. break;
  5296. }
  5297. case AG_CRYSTAL_IMPACT_ATK:
  5298. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5299. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5300. break;
  5301. case AG_ROCK_DOWN:
  5302. case IQ_FIRST_BRAND:
  5303. case IQ_SECOND_FLAME:
  5304. case IQ_SECOND_FAITH:
  5305. case IQ_SECOND_JUDGEMENT:
  5306. case CD_PETITIO:
  5307. case CD_FRAMEN:
  5308. case ABC_DEFT_STAB:
  5309. case EM_EL_FLAMEROCK:
  5310. case EM_EL_AGE_OF_ICE:
  5311. case EM_EL_STORM_WIND:
  5312. case EM_EL_AVALANCHE:
  5313. case EM_EL_DEADLY_POISON:
  5314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5315. break;
  5316. case ABC_CHAIN_REACTION_SHOT:
  5317. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5318. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5319. break;
  5320. case IQ_THIRD_PUNISH:
  5321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5322. if (sd) {
  5323. uint8 limit = 5;
  5324. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5325. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5326. for (uint8 i = 0; i < limit; i++)
  5327. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5328. }
  5329. break;
  5330. case IQ_THIRD_FLAME_BOMB:
  5331. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5332. if (sd && sd->spiritball / 5 > 1)
  5333. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5334. break;
  5335. case IQ_THIRD_CONSECRATION:
  5336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5337. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5338. break;
  5339. case IG_OVERSLASH:
  5340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5341. 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);
  5342. break;
  5343. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5344. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5345. status_heal(src, 0, 0, 10, 0);
  5346. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5347. break;
  5348. case BO_ACIDIFIED_ZONE_WATER:
  5349. case BO_ACIDIFIED_ZONE_GROUND:
  5350. case BO_ACIDIFIED_ZONE_WIND:
  5351. case BO_ACIDIFIED_ZONE_FIRE:
  5352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5353. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5354. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5355. break;
  5356. case MT_RUSH_QUAKE:
  5357. // Jump to the target before attacking.
  5358. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5359. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5360. }
  5361. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5362. clif_blown( src );
  5363. // TODO: does this buff start before or after dealing damage? [Muh]
  5364. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5365. break;
  5366. case IG_SHIELD_SHOOTING:
  5367. case IG_GRAND_JUDGEMENT:
  5368. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5369. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5370. break;
  5371. }
  5372. // if skill damage should be split among targets, count them
  5373. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5374. //special case: Venom Splasher uses a different range for searching than for splashing
  5375. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5376. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5377. // recursive invocation of skill_castend_damage_id() with flag|1
  5378. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5379. if (skill_id == RA_ARROWSTORM)
  5380. status_change_end(src, SC_CAMOUFLAGE);
  5381. if( skill_id == AS_SPLASHER ) {
  5382. map_freeblock_unlock(); // Don't consume a second gemstone.
  5383. return 0;
  5384. }
  5385. }
  5386. break;
  5387. case NW_THE_VIGILANTE_AT_NIGHT:
  5388. if (flag & 1)
  5389. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5390. break;
  5391. case NW_SPIRAL_SHOOTING:
  5392. if (flag & 1) {
  5393. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5394. } else {
  5395. int splash = skill_get_splash(skill_id, skill_lv);
  5396. if (sd && sd->weapontype1 == W_GRENADE)
  5397. splash += 2;
  5398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5399. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5400. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5401. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5402. }
  5403. break;
  5404. //Place units around target
  5405. case NJ_BAKUENRYU:
  5406. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5407. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5408. break;
  5409. case SM_MAGNUM:
  5410. case MS_MAGNUM:
  5411. if( flag&1 ) {
  5412. // For players, damage depends on distance, so add it to flag if it is > 1
  5413. // Cannot hit hidden targets
  5414. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5415. }
  5416. break;
  5417. #ifdef RENEWAL
  5418. case KN_BRANDISHSPEAR:
  5419. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5420. break;
  5421. #else
  5422. case KN_BRANDISHSPEAR:
  5423. #endif
  5424. case ML_BRANDISH:
  5425. //Coded apart for it needs the flag passed to the damage calculation.
  5426. if (skill_area_temp[1] != bl->id)
  5427. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5428. else
  5429. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5430. break;
  5431. #ifdef RENEWAL
  5432. case KN_BOWLINGBASH:
  5433. if (flag & 1) {
  5434. 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]);
  5435. } else {
  5436. 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);
  5437. 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);
  5438. }
  5439. break;
  5440. #else
  5441. case KN_BOWLINGBASH:
  5442. #endif
  5443. case MS_BOWLINGBASH:
  5444. {
  5445. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5446. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5447. c = (skill_lv-(flag&0xFFF)+1)/2;
  5448. // Determine the Bowling Bash area depending on configuration
  5449. if (battle_config.bowling_bash_area == 0) {
  5450. // Gutter line system
  5451. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5452. if(min_x < 0) min_x = 0;
  5453. max_x = min_x + 39;
  5454. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5455. if(min_y < 0) min_y = 0;
  5456. max_y = min_y + 39;
  5457. } else if (battle_config.bowling_bash_area == 1) {
  5458. // Gutter line system without demi gutter bug
  5459. min_x = src->x - (src->x)%40;
  5460. max_x = min_x + 39;
  5461. min_y = src->y - (src->y)%40;
  5462. max_y = min_y + 39;
  5463. } else {
  5464. // Area around caster
  5465. min_x = src->x - battle_config.bowling_bash_area;
  5466. max_x = src->x + battle_config.bowling_bash_area;
  5467. min_y = src->y - battle_config.bowling_bash_area;
  5468. max_y = src->y + battle_config.bowling_bash_area;
  5469. }
  5470. // Initialization, break checks, direction
  5471. if((flag&0xFFF) > 0) {
  5472. // Ignore monsters outside area
  5473. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5474. break;
  5475. // Ignore monsters already in list
  5476. if(idb_exists(bowling_db, bl->id))
  5477. break;
  5478. // Random direction
  5479. dir = rnd()%8;
  5480. } else {
  5481. // Create an empty list of already hit targets
  5482. db_clear(bowling_db);
  5483. // Direction is walkpath
  5484. dir = (unit_getdir(src)+4)%8;
  5485. }
  5486. // Add current target to the list of already hit targets
  5487. idb_put(bowling_db, bl->id, bl);
  5488. // Keep moving target in direction square by square
  5489. tx = bl->x;
  5490. ty = bl->y;
  5491. for(i=0;i<c;i++) {
  5492. // Target coordinates (get changed even if knockback fails)
  5493. tx -= dirx[dir];
  5494. ty -= diry[dir];
  5495. // If target cell is a wall then break
  5496. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5497. break;
  5498. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5499. int count;
  5500. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5501. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5502. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5503. (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))) {
  5504. // Recursive call
  5505. 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);
  5506. // Self-collision
  5507. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5508. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5509. break;
  5510. }
  5511. }
  5512. // Original hit or chain hit depending on flag
  5513. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5514. }
  5515. break;
  5516. case KN_SPEARSTAB:
  5517. if(flag&1) {
  5518. if (bl->id==skill_area_temp[1])
  5519. break;
  5520. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5521. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5522. } else {
  5523. int x=bl->x,y=bl->y,i,dir;
  5524. dir = map_calc_dir(bl,src->x,src->y);
  5525. skill_area_temp[1] = bl->id;
  5526. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5527. // all the enemies between the caster and the target are hit, as well as the target
  5528. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5529. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5530. for (i=0;i<4;i++) {
  5531. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5532. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5533. x += dirx[dir];
  5534. y += diry[dir];
  5535. }
  5536. }
  5537. break;
  5538. case TK_TURNKICK:
  5539. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5540. {
  5541. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5542. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5543. map_foreachinallrange(skill_area_sub,bl,
  5544. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5545. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5546. skill_castend_nodamage_id);
  5547. }
  5548. break;
  5549. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5550. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5551. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5552. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5553. break;
  5554. case PR_TURNUNDEAD:
  5555. case ALL_RESURRECTION:
  5556. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5557. break;
  5558. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5559. break;
  5560. case AL_HOLYLIGHT:
  5561. status_change_end(bl, SC_P_ALTER);
  5562. [[fallthrough]];
  5563. case MG_SOULSTRIKE:
  5564. case NPC_DARKSTRIKE:
  5565. case MG_COLDBOLT:
  5566. case MG_FIREBOLT:
  5567. case MG_LIGHTNINGBOLT:
  5568. case WZ_EARTHSPIKE:
  5569. case AL_HEAL:
  5570. case NPC_DARKTHUNDER:
  5571. case NPC_FIRESTORM:
  5572. case PR_ASPERSIO:
  5573. case MG_FROSTDIVER:
  5574. case WZ_SIGHTBLASTER:
  5575. case WZ_SIGHTRASHER:
  5576. #ifdef RENEWAL
  5577. case PA_PRESSURE:
  5578. #endif
  5579. case NJ_KOUENKA:
  5580. case NJ_HYOUSENSOU:
  5581. case NJ_HUUJIN:
  5582. case AB_HIGHNESSHEAL:
  5583. case AB_DUPLELIGHT_MAGIC:
  5584. case WM_METALICSOUND:
  5585. case KO_KAIHOU:
  5586. case MH_ERASER_CUTTER:
  5587. case AG_ASTRAL_STRIKE:
  5588. case AG_ASTRAL_STRIKE_ATK:
  5589. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5590. case CD_ARBITRIUM:
  5591. case HN_METEOR_STORM_BUSTER:
  5592. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5593. break;
  5594. case IG_JUDGEMENT_CROSS:
  5595. case TR_SOUNDBLEND:
  5596. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5597. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5598. break;
  5599. case AG_DEADLY_PROJECTION:
  5600. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5601. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5602. break;
  5603. case NPC_MAGICALATTACK:
  5604. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5605. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5606. break;
  5607. case HVAN_CAPRICE: //[blackhole89]
  5608. {
  5609. int ran=rnd()%4;
  5610. int sid = 0;
  5611. switch(ran)
  5612. {
  5613. case 0: sid=MG_COLDBOLT; break;
  5614. case 1: sid=MG_FIREBOLT; break;
  5615. case 2: sid=MG_LIGHTNINGBOLT; break;
  5616. case 3: sid=WZ_EARTHSPIKE; break;
  5617. }
  5618. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5619. }
  5620. break;
  5621. case WZ_WATERBALL:
  5622. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5623. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5624. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5625. break;
  5626. case WZ_JUPITEL:
  5627. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5628. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5629. break;
  5630. case PR_BENEDICTIO:
  5631. //Should attack undead and demons. [Skotlex]
  5632. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5633. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5634. break;
  5635. case SJ_NOVAEXPLOSING:
  5636. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5637. // We can end Dimension here since the cooldown code is processed before this point.
  5638. if (sc && sc->getSCE(SC_DIMENSION))
  5639. status_change_end(src, SC_DIMENSION);
  5640. else // Dimension not active? Activate the 2 second skill block penalty.
  5641. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5642. break;
  5643. case SP_SOULEXPLOSION:
  5644. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5645. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5646. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5647. if (sd)
  5648. clif_skill_fail( *sd, skill_id );
  5649. break;
  5650. }
  5651. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5652. break;
  5653. case SL_SMA:
  5654. status_change_end(src, SC_SMA);
  5655. [[fallthrough]];
  5656. case SL_STIN:
  5657. case SL_STUN:
  5658. case SP_SPA:
  5659. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5660. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5661. clif_skill_fail( *sd, skill_id );
  5662. break;
  5663. }
  5664. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5665. break;
  5666. case NPC_DARKBREATH:
  5667. clif_emotion(src,ET_ANGER);
  5668. if (rnd() % 2 == 0)
  5669. break; // 50% chance
  5670. [[fallthrough]];
  5671. case SN_FALCONASSAULT:
  5672. #ifndef RENEWAL
  5673. case PA_PRESSURE:
  5674. case CR_ACIDDEMONSTRATION:
  5675. #endif
  5676. case TF_THROWSTONE:
  5677. case NPC_SMOKING:
  5678. case GS_FLING:
  5679. case NJ_ZENYNAGE:
  5680. case GN_THORNS_TRAP:
  5681. case RL_B_TRAP:
  5682. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5683. break;
  5684. #ifdef RENEWAL
  5685. case NJ_ISSEN: {
  5686. short x, y;
  5687. short dir = map_calc_dir(src, bl->x, bl->y);
  5688. // Move 2 cells (From target)
  5689. if (dir > 0 && dir < 4)
  5690. x = -2;
  5691. else if (dir > 4)
  5692. x = 2;
  5693. else
  5694. x = 0;
  5695. if (dir > 2 && dir < 6)
  5696. y = -2;
  5697. else if (dir == 7 || dir < 2)
  5698. y = 2;
  5699. else
  5700. y = 0;
  5701. // Doesn't have slide effect in GVG
  5702. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5703. clif_blown(src);
  5704. clif_spiritball(src);
  5705. }
  5706. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5707. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5708. status_change_end(src, SC_NEN);
  5709. status_change_end(src, SC_HIDING);
  5710. }
  5711. break;
  5712. #endif
  5713. case RK_DRAGONBREATH_WATER:
  5714. case RK_DRAGONBREATH:
  5715. case NPC_DRAGONBREATH:
  5716. if( tsc && tsc->getSCE(SC_HIDING) )
  5717. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5718. else {
  5719. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5720. }
  5721. break;
  5722. case NPC_SELFDESTRUCTION:
  5723. if( tsc && tsc->getSCE(SC_HIDING) )
  5724. break;
  5725. [[fallthrough]];
  5726. case HVAN_EXPLOSION:
  5727. if (src != bl)
  5728. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5729. break;
  5730. // Celest
  5731. case PF_SOULBURN:
  5732. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5734. if (skill_lv == 5)
  5735. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5736. status_percent_damage(src, bl, 0, 100, false);
  5737. } else {
  5738. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5739. if (skill_lv == 5)
  5740. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5741. status_percent_damage(src, src, 0, 100, false);
  5742. }
  5743. break;
  5744. case NPC_BLOODDRAIN:
  5745. case NPC_ENERGYDRAIN:
  5746. {
  5747. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5748. src, src, bl, skill_id, skill_lv, tick, flag);
  5749. if (heal > 0){
  5750. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5751. status_heal(src, heal, 0, 0);
  5752. }
  5753. }
  5754. break;
  5755. case GS_BULLSEYE:
  5756. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5757. break;
  5758. case NJ_KASUMIKIRI:
  5759. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5760. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5761. break;
  5762. case NJ_KIRIKAGE:
  5763. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5764. { //You don't move on GVG grounds.
  5765. short x, y;
  5766. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5767. if (unit_movepos(src, x, y, 0, 0)) {
  5768. clif_blown(src);
  5769. }
  5770. }
  5771. status_change_end(src, SC_HIDING);
  5772. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5773. break;
  5774. case RK_PHANTOMTHRUST:
  5775. case NPC_PHANTOMTHRUST:
  5776. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5778. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5779. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5780. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5781. break;
  5782. case RK_WINDCUTTER:
  5783. case RK_STORMBLAST:
  5784. if( flag&1 )
  5785. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5786. else {
  5787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5788. 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);
  5789. }
  5790. break;
  5791. case GC_DARKILLUSION:
  5792. {
  5793. short x, y;
  5794. short dir = map_calc_dir(src,bl->x,bl->y);
  5795. if( dir > 0 && dir < 4) x = 2;
  5796. else if( dir > 4 ) x = -2;
  5797. else x = 0;
  5798. if( dir > 2 && dir < 6 ) y = 2;
  5799. else if( dir == 7 || dir < 2 ) y = -2;
  5800. else y = 0;
  5801. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5802. clif_blown(src);
  5803. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5804. if( rnd()%100 < 4 * skill_lv )
  5805. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5806. }
  5807. }
  5808. break;
  5809. case GC_CROSSRIPPERSLASHER:
  5810. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5811. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5812. else
  5813. {
  5814. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5815. }
  5816. break;
  5817. case GC_CROSSIMPACT: {
  5818. uint8 dir = DIR_NORTHEAST;
  5819. if (bl->x != src->x || bl->y != src->y)
  5820. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5821. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5822. clif_blown(src);
  5823. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5824. } else {
  5825. if (sd)
  5826. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5827. }
  5828. break;
  5829. }
  5830. case GC_PHANTOMMENACE:
  5831. if (flag&1) { // Only Hits Invisible Targets
  5832. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5833. status_change_end(bl, SC_CLOAKINGEXCEED);
  5834. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5835. }
  5836. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5837. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5838. }
  5839. break;
  5840. case GC_DARKCROW:
  5841. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5842. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5843. break;
  5844. case WL_DRAINLIFE:
  5845. {
  5846. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5847. int rate = 70 + 5 * skill_lv;
  5848. heal = heal * (5 + 5 * skill_lv) / 100;
  5849. if( bl->type == BL_SKILL )
  5850. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5851. if( heal && rnd()%100 < rate )
  5852. {
  5853. status_heal(src, heal, 0, 0);
  5854. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5855. }
  5856. }
  5857. break;
  5858. case WL_TETRAVORTEX_FIRE:
  5859. case WL_TETRAVORTEX_WATER:
  5860. case WL_TETRAVORTEX_WIND:
  5861. case WL_TETRAVORTEX_GROUND:
  5862. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5863. break;
  5864. case WL_TETRAVORTEX:
  5865. if (sd == nullptr) { // Monster usage
  5866. uint8 i = 0;
  5867. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5868. { WL_TETRAVORTEX_WIND, 4 },
  5869. { WL_TETRAVORTEX_WATER, 2 },
  5870. { WL_TETRAVORTEX_GROUND, 8 } };
  5871. for (const auto &skill : tetra_skills) {
  5872. if (skill_lv > 5) {
  5873. skill_area_temp[0] = i;
  5874. skill_area_temp[1] = skill[1];
  5875. 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);
  5876. } else
  5877. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5878. i++;
  5879. }
  5880. } else if (sc) { // No SC? No spheres
  5881. int i, k = 0;
  5882. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5883. status_change_end(src, SC_SPHERE_1);
  5884. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5885. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5886. continue;
  5887. uint16 subskill = 0;
  5888. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5889. case WLS_FIRE:
  5890. subskill = WL_TETRAVORTEX_FIRE;
  5891. k |= 1;
  5892. break;
  5893. case WLS_WIND:
  5894. subskill = WL_TETRAVORTEX_WIND;
  5895. k |= 4;
  5896. break;
  5897. case WLS_WATER:
  5898. subskill = WL_TETRAVORTEX_WATER;
  5899. k |= 2;
  5900. break;
  5901. case WLS_STONE:
  5902. subskill = WL_TETRAVORTEX_GROUND;
  5903. k |= 8;
  5904. break;
  5905. }
  5906. if (skill_lv > 5) {
  5907. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5908. skill_area_temp[1] = k;
  5909. 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);
  5910. } else
  5911. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5912. status_change_end(src, static_cast<sc_type>(i));
  5913. }
  5914. }
  5915. break;
  5916. case WL_RELEASE:
  5917. if (sc == nullptr)
  5918. break;
  5919. if (sd) {
  5920. int i;
  5921. #ifndef RENEWAL
  5922. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5923. #endif
  5924. if (skill_lv == 1) { // SpellBook
  5925. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5926. break;
  5927. bool found_spell = false;
  5928. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5929. if (sc->getSCE(i) != nullptr) {
  5930. found_spell = true;
  5931. break;
  5932. }
  5933. }
  5934. if (!found_spell)
  5935. break;
  5936. // Now extract the data from the preserved spell
  5937. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5938. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5939. uint16 point = sc->getSCE(i)->val3;
  5940. status_change_end(src, static_cast<sc_type>(i));
  5941. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5942. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5943. else // Last spell to be released
  5944. status_change_end(src, SC_FREEZE_SP);
  5945. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5946. break;
  5947. // Get the requirement for the preserved skill
  5948. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5949. switch( skill_get_casttype(pres_skill_id) )
  5950. {
  5951. case CAST_GROUND:
  5952. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5953. break;
  5954. case CAST_NODAMAGE:
  5955. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5956. break;
  5957. case CAST_DAMAGE:
  5958. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5959. break;
  5960. }
  5961. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5962. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5963. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5964. if( cooldown > 0 )
  5965. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5966. } else { // Summoned Balls
  5967. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5968. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5969. continue;
  5970. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5971. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5972. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5973. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5974. }
  5975. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5976. }
  5977. }
  5978. break;
  5979. case WL_FROSTMISTY:
  5980. // Causes Freezing status through walls.
  5981. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5982. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5983. // Doesn't deal damage through non-shootable walls.
  5984. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5985. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5986. break;
  5987. case WL_HELLINFERNO:
  5988. if (flag & 1) {
  5989. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5990. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5991. } else {
  5992. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5993. 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);
  5994. }
  5995. break;
  5996. case RA_WUGSTRIKE:
  5997. if( sd && pc_isridingwug(sd) ){
  5998. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5999. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6000. clif_blown(src);
  6001. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6002. }
  6003. break;
  6004. }
  6005. [[fallthrough]];
  6006. case RA_WUGBITE:
  6007. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6008. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6009. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6010. clif_skill_fail( *sd, skill_id );
  6011. break;
  6012. case RA_SENSITIVEKEEN:
  6013. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6014. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6015. status_change_end(bl, SC_CLOAKINGEXCEED);
  6016. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6017. }
  6018. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6019. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6020. } else {
  6021. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6022. std::shared_ptr<s_skill_unit_group> sg;
  6023. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6024. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6025. {
  6026. struct item item_tmp;
  6027. memset(&item_tmp,0,sizeof(item_tmp));
  6028. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6029. item_tmp.identify = 1;
  6030. if( item_tmp.nameid )
  6031. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6032. }
  6033. skill_delunit(su);
  6034. }
  6035. }
  6036. break;
  6037. case NC_INFRAREDSCAN:
  6038. if( flag&1 ) {
  6039. status_change_end(bl, SC_HIDING);
  6040. status_change_end(bl, SC_CLOAKING);
  6041. status_change_end(bl, SC_CLOAKINGEXCEED);
  6042. status_change_end(bl, SC_CAMOUFLAGE);
  6043. status_change_end(bl, SC_NEWMOON);
  6044. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6045. status_change_end(bl, SC__SHADOWFORM);
  6046. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6047. } else {
  6048. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6049. 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);
  6050. }
  6051. break;
  6052. case SC_FATALMENACE:
  6053. if( flag&1 )
  6054. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6055. else {
  6056. 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);
  6057. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6058. }
  6059. break;
  6060. case NPC_FATALMENACE: // todo should it teleport the target ?
  6061. if( flag&1 )
  6062. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6063. else {
  6064. short x, y;
  6065. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6066. // Destination area
  6067. skill_area_temp[4] = x;
  6068. skill_area_temp[5] = y;
  6069. 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);
  6070. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6071. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6072. }
  6073. break;
  6074. case LG_PINPOINTATTACK:
  6075. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6076. clif_blown(src);
  6077. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6078. break;
  6079. case SR_KNUCKLEARROW:
  6080. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6081. dir_ka = map_calc_dir(bl, src->x, src->y);
  6082. // Has slide effect
  6083. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6084. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6085. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6086. break;
  6087. case SR_HOWLINGOFLION:
  6088. status_change_end(bl, SC_SWINGDANCE);
  6089. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6090. status_change_end(bl, SC_MOONLITSERENADE);
  6091. status_change_end(bl, SC_RUSHWINDMILL);
  6092. status_change_end(bl, SC_ECHOSONG);
  6093. status_change_end(bl, SC_HARMONIZE);
  6094. status_change_end(bl, SC_NETHERWORLD);
  6095. status_change_end(bl, SC_VOICEOFSIREN);
  6096. status_change_end(bl, SC_DEEPSLEEP);
  6097. status_change_end(bl, SC_SIRCLEOFNATURE);
  6098. status_change_end(bl, SC_GLOOMYDAY);
  6099. status_change_end(bl, SC_GLOOMYDAY_SK);
  6100. status_change_end(bl, SC_SONGOFMANA);
  6101. status_change_end(bl, SC_DANCEWITHWUG);
  6102. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6103. status_change_end(bl, SC_LERADSDEW);
  6104. status_change_end(bl, SC_MELODYOFSINK);
  6105. status_change_end(bl, SC_BEYONDOFWARCRY);
  6106. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6107. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6108. break;
  6109. case SR_EARTHSHAKER:
  6110. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6111. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6112. status_change_end(bl, SC_CLOAKINGEXCEED);
  6113. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6114. status_change_end(bl, SC__SHADOWFORM);
  6115. } else {
  6116. 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);
  6117. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6118. }
  6119. break;
  6120. case SR_TIGERCANNON:
  6121. if (flag & 1) {
  6122. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6123. } else if (sd) {
  6124. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6125. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6126. 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);
  6127. }
  6128. break;
  6129. case WM_REVERBERATION:
  6130. if (flag & 1)
  6131. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6132. else {
  6133. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6134. 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);
  6135. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6136. }
  6137. break;
  6138. case NPC_POISON_BUSTER:
  6139. if( tsc && tsc->getSCE(SC_POISON) ) {
  6140. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6141. status_change_end(bl, SC_POISON);
  6142. }
  6143. else if( sd )
  6144. clif_skill_fail( *sd, skill_id );
  6145. break;
  6146. case KO_JYUMONJIKIRI: {
  6147. short x, y;
  6148. short dir = map_calc_dir(src,bl->x,bl->y);
  6149. if (dir > 0 && dir < 4)
  6150. x = 2;
  6151. else if (dir > 4)
  6152. x = -2;
  6153. else
  6154. x = 0;
  6155. if (dir > 2 && dir < 6)
  6156. y = 2;
  6157. else if (dir == 7 || dir < 2)
  6158. y = -2;
  6159. else
  6160. y = 0;
  6161. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6162. clif_blown(src);
  6163. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6164. }
  6165. }
  6166. break;
  6167. case EL_FIRE_BOMB:
  6168. case EL_FIRE_WAVE:
  6169. case EL_WATER_SCREW:
  6170. case EL_HURRICANE:
  6171. case EL_TYPOON_MIS:
  6172. if( flag&1 )
  6173. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6174. else {
  6175. int i = skill_get_splash(skill_id,skill_lv);
  6176. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6177. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6178. if( rnd()%100 < 30 )
  6179. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6180. else
  6181. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6182. }
  6183. break;
  6184. case EL_ROCK_CRUSHER:
  6185. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6186. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6187. if( rnd()%100 < 50 )
  6188. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6189. else
  6190. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6191. break;
  6192. case EL_STONE_RAIN:
  6193. if( flag&1 )
  6194. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6195. else {
  6196. int i = skill_get_splash(skill_id,skill_lv);
  6197. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6198. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6199. if( rnd()%100 < 30 )
  6200. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6201. else
  6202. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6203. }
  6204. break;
  6205. case EL_FIRE_ARROW:
  6206. case EL_ICE_NEEDLE:
  6207. case EL_WIND_SLASH:
  6208. case EL_STONE_HAMMER:
  6209. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6210. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6211. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6212. break;
  6213. case EL_TIDAL_WEAPON:
  6214. if( src->type == BL_ELEM ) {
  6215. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6216. status_change *tsc_ele = status_get_sc(&ele->bl);
  6217. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6218. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6219. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6220. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6221. status_change_end(battle_get_master(src),type);
  6222. status_change_end(src,type2);
  6223. }
  6224. if( rnd()%100 < 50 )
  6225. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6226. else {
  6227. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6228. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6229. }
  6230. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6231. }
  6232. break;
  6233. //recursive homon skill
  6234. case MH_ABSOLUTE_ZEPHYR:
  6235. case MH_TOXIN_OF_MANDARA:
  6236. case MH_BLAZING_AND_FURIOUS:
  6237. case MH_MAGMA_FLOW:
  6238. case MH_HEILIGE_STANGE:
  6239. if(flag&1){
  6240. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6241. break;//chance to not trigger atk for magma
  6242. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6243. }
  6244. else
  6245. 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);
  6246. break;
  6247. case MH_TWISTER_CUTTER:
  6248. case MH_GLANZEN_SPIES:
  6249. case MH_STAHL_HORN:
  6250. case MH_NEEDLE_OF_PARALYZE:
  6251. case MH_NEEDLE_STINGER:
  6252. case MH_SONIC_CRAW:
  6253. case MH_MIDNIGHT_FRENZY:
  6254. case MH_SILVERVEIN_RUSH:
  6255. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6256. break;
  6257. case MH_TINDER_BREAKER:
  6258. case MH_CBC:
  6259. case MH_EQC:
  6260. {
  6261. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6262. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6263. sc_type type;
  6264. if( skill_id == MH_TINDER_BREAKER ){
  6265. type = SC_TINDER_BREAKER2;
  6266. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6267. clif_blown(src);
  6268. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6269. }
  6270. }else if( skill_id == MH_CBC ){
  6271. type = SC_CBC;
  6272. }else if( skill_id == MH_EQC ){
  6273. type = SC_EQC;
  6274. }
  6275. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6276. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6277. }
  6278. break;
  6279. case RL_H_MINE:
  6280. if (!(flag&1)) {
  6281. // Direct attack
  6282. if (!sd || !sd->flicker) {
  6283. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6284. 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);
  6285. break;
  6286. }
  6287. // Triggered by RL_FLICKER
  6288. if (sd && sd->flicker) {
  6289. // Splash damage around it!
  6290. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6291. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6292. flag |= 1; // Don't consume requirement
  6293. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6294. status_change_end(bl, SC_H_MINE);
  6295. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6296. }
  6297. }
  6298. }
  6299. else
  6300. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6301. if (sd && sd->flicker)
  6302. flag |= 1; // Don't consume requirement
  6303. break;
  6304. case RL_QD_SHOT:
  6305. if (skill_area_temp[1] == bl->id)
  6306. break;
  6307. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6308. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6309. break;
  6310. case RL_D_TAIL:
  6311. case RL_HAMMER_OF_GOD:
  6312. if (flag&1)
  6313. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6314. else {
  6315. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6316. int i;
  6317. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6318. if (i < MAX_SKILL_CRIMSON_MARKER)
  6319. flag |= 8;
  6320. }
  6321. if (skill_id == RL_HAMMER_OF_GOD)
  6322. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6323. else
  6324. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6325. 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);
  6326. }
  6327. break;
  6328. case SU_SCAROFTAROU:
  6329. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6330. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6331. break;
  6332. case SU_SV_STEMSPEAR:
  6333. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6334. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6335. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6336. break;
  6337. case 0:/* no skill - basic/normal attack */
  6338. if(sd) {
  6339. if (flag & 3){
  6340. if (bl->id != skill_area_temp[1])
  6341. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6342. } else {
  6343. skill_area_temp[1] = bl->id;
  6344. map_foreachinallrange(skill_area_sub, bl,
  6345. sd->bonus.splash_range, BL_CHAR,
  6346. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6347. skill_castend_damage_id);
  6348. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6349. }
  6350. }
  6351. break;
  6352. case SJ_FALLINGSTAR_ATK:
  6353. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6354. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6355. int8 i = 0;
  6356. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6357. if (i < MAX_STELLAR_MARKS) {
  6358. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6359. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6360. }
  6361. }
  6362. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6363. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6364. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6365. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6366. }
  6367. break;
  6368. case SJ_FLASHKICK: {
  6369. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6370. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6371. // Only players and monsters can be tagged....I think??? [Rytech]
  6372. // Lets only allow players and monsters to use this skill for safety reasons.
  6373. if ((!tsd && !tmd) || !sd && !md) {
  6374. if (sd)
  6375. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6376. break;
  6377. }
  6378. // Check if the target is already tagged by another source.
  6379. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6380. // Can't tag a player that was already tagged from another source.
  6381. if (sd)
  6382. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6383. map_freeblock_unlock();
  6384. return 1;
  6385. }
  6386. if (sd) { // Tagging the target.
  6387. int i;
  6388. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6389. if (i == MAX_STELLAR_MARKS) {
  6390. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6391. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6392. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6393. map_freeblock_unlock();
  6394. return 1;
  6395. }
  6396. }
  6397. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6398. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6399. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6400. 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.
  6401. sd->stellar_mark[i] = bl->id;
  6402. // Val4 flags if the status was applied by a player or a monster.
  6403. // This will be important for other skills that work together with this one.
  6404. // 1 = Player, 2 = Monster.
  6405. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6406. // apply the status here. We can't pass this data to skill_additional_effect.
  6407. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6408. }
  6409. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6410. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6411. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6412. }
  6413. }
  6414. break;
  6415. case NPC_VENOMIMPRESS:
  6416. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6417. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6418. break;
  6419. case HN_DOUBLEBOWLINGBASH:
  6420. if (flag & 1) {
  6421. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6422. } else {
  6423. int splash = skill_get_splash(skill_id, skill_lv);
  6424. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6425. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6426. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6427. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6428. }
  6429. break;
  6430. case HN_SHIELD_CHAIN_RUSH:
  6431. if (flag & 1) {
  6432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6433. } else {
  6434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6435. 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);
  6436. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6437. }
  6438. break;
  6439. case HN_JACK_FROST_NOVA:
  6440. case HN_HELLS_DRIVE:
  6441. case HN_GROUND_GRAVITATION:
  6442. if (flag & 1)
  6443. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6444. break;
  6445. case HN_NAPALM_VULCAN_STRIKE:
  6446. if (flag & 1) {
  6447. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6448. } else {
  6449. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6450. 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);
  6451. }
  6452. break;
  6453. case NW_MAGAZINE_FOR_ONE:
  6454. case NW_ONLY_ONE_BULLET:
  6455. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6456. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6457. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6458. break;
  6459. default:
  6460. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6461. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6462. 0, abs(skill_get_num(skill_id, skill_lv)),
  6463. skill_id, skill_lv, skill_get_hit(skill_id));
  6464. map_freeblock_unlock();
  6465. return 1;
  6466. }
  6467. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6468. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6469. map_freeblock_unlock();
  6470. if( sd && !(flag&1) )
  6471. {// ensure that the skill last-cast tick is recorded
  6472. sd->canskill_tick = gettick();
  6473. if( sd->state.arrow_atk )
  6474. {// consume arrow on last invocation to this skill.
  6475. battle_consume_ammo(sd, skill_id, skill_lv);
  6476. }
  6477. // perform skill requirement consumption
  6478. if (!(flag&SKILL_NOCONSUME_REQ))
  6479. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6480. }
  6481. return 0;
  6482. }
  6483. /**
  6484. * Give a song's buff/debuff or damage to all targets around
  6485. * @param target: Target
  6486. * @param ap: Argument list
  6487. * @return 1 on success or 0 otherwise
  6488. */
  6489. static int skill_apply_songs(struct block_list* target, va_list ap)
  6490. {
  6491. int flag = va_arg(ap, int);
  6492. struct block_list* src = va_arg(ap, struct block_list*);
  6493. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6494. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6495. t_tick tick = va_arg(ap, t_tick);
  6496. if (flag & BCT_WOS && src == target)
  6497. return 0;
  6498. if (battle_check_target(src, target, flag) > 0) {
  6499. switch (skill_id) {
  6500. // Attack type songs
  6501. case BA_DISSONANCE:
  6502. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6503. return 1;
  6504. case DC_UGLYDANCE:
  6505. case BD_LULLABY:
  6506. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6507. default: // Buff/Debuff type songs
  6508. if (skill_id == CG_HERMODE && src->id != target->id)
  6509. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6510. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6511. }
  6512. }
  6513. return 0;
  6514. }
  6515. /**
  6516. * Calculate a song's bonus values
  6517. * @param src: Caster
  6518. * @param skill_id: Song skill ID
  6519. * @param skill_lv: Song skill level
  6520. * @param tick: Timer tick
  6521. * @return Number of targets or 0 otherwise
  6522. */
  6523. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6524. {
  6525. nullpo_ret(src);
  6526. if (src->type != BL_PC) {
  6527. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6528. return 0;
  6529. }
  6530. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6531. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6532. return 0;
  6533. }
  6534. map_session_data* sd = BL_CAST(BL_PC, src);
  6535. int flag = BCT_PARTY;
  6536. switch (skill_id) {
  6537. case BD_ROKISWEIL:
  6538. flag = BCT_ENEMY | BCT_WOS;
  6539. break;
  6540. case BD_LULLABY:
  6541. case BD_ETERNALCHAOS:
  6542. case BA_DISSONANCE:
  6543. case DC_UGLYDANCE:
  6544. case DC_DONTFORGETME:
  6545. flag = BCT_ENEMY;
  6546. break;
  6547. case CG_HERMODE:
  6548. flag |= BCT_GUILD;
  6549. break;
  6550. }
  6551. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6552. sd->skill_id_dance = skill_id;
  6553. sd->skill_lv_dance = skill_lv;
  6554. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6555. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6556. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6557. }
  6558. /**
  6559. * Use no-damage skill from 'src' to 'bl
  6560. * @param src Caster
  6561. * @param bl Target of the skill, bl maybe same with src for self skill
  6562. * @param skill_id
  6563. * @param skill_lv
  6564. * @param tick
  6565. * @param flag Various value, &1: Recursive effect
  6566. **/
  6567. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6568. {
  6569. map_session_data *sd, *dstsd;
  6570. struct mob_data *md, *dstmd;
  6571. struct homun_data *hd;
  6572. s_mercenary_data *mer;
  6573. struct status_data *sstatus, *tstatus;
  6574. status_change *tsc;
  6575. struct status_change_entry *tsce;
  6576. int i = 0;
  6577. enum sc_type type;
  6578. if(skill_id > 0 && !skill_lv) return 0; // celest
  6579. nullpo_retr(1, src);
  6580. nullpo_retr(1, bl);
  6581. if (src->m != bl->m)
  6582. return 1;
  6583. sd = BL_CAST(BL_PC, src);
  6584. hd = BL_CAST(BL_HOM, src);
  6585. md = BL_CAST(BL_MOB, src);
  6586. mer = BL_CAST(BL_MER, src);
  6587. dstsd = BL_CAST(BL_PC, bl);
  6588. dstmd = BL_CAST(BL_MOB, bl);
  6589. if(bl->prev == nullptr)
  6590. return 1;
  6591. if(status_isdead(src))
  6592. return 1;
  6593. if( src != bl && status_isdead(bl) ) {
  6594. switch( skill_id ) { // Skills that may be cast on dead targets
  6595. case NPC_WIDESOULDRAIN:
  6596. case PR_REDEMPTIO:
  6597. case ALL_RESURRECTION:
  6598. case WM_DEADHILLHERE:
  6599. case WE_ONEFOREVER:
  6600. break;
  6601. default:
  6602. return 1;
  6603. }
  6604. }
  6605. tstatus = status_get_status_data(bl);
  6606. sstatus = status_get_status_data(src);
  6607. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6608. switch (skill_id) {
  6609. case HLIF_HEAL: //[orn]
  6610. if (bl->type != BL_HOM) {
  6611. if (sd) clif_skill_fail( *sd, skill_id );
  6612. break ;
  6613. }
  6614. [[fallthrough]];
  6615. case AL_HEAL:
  6616. case ALL_RESURRECTION:
  6617. case PR_ASPERSIO:
  6618. case AB_HIGHNESSHEAL:
  6619. //Apparently only player casted skills can be offensive like this.
  6620. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6621. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6622. //Offensive heal does not works on non-enemies. [Skotlex]
  6623. clif_skill_fail( *sd, skill_id );
  6624. return 0;
  6625. }
  6626. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6627. }
  6628. break;
  6629. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6630. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6631. case MH_STEINWAND: {
  6632. struct block_list *s_src = battle_get_master(src);
  6633. short ret = 0;
  6634. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6635. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6636. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6637. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6638. if (hd)
  6639. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6640. return ret;
  6641. }
  6642. break;
  6643. default:
  6644. //Skill is actually ground placed.
  6645. if (src == bl && skill_get_unit_id(skill_id))
  6646. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6647. }
  6648. type = skill_get_sc(skill_id);
  6649. tsc = status_get_sc(bl);
  6650. status_change* sc = status_get_sc(src);
  6651. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6652. if (src!=bl && type > SC_NONE &&
  6653. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6654. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6655. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6656. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6657. map_freeblock_lock();
  6658. switch(skill_id)
  6659. {
  6660. case HLIF_HEAL: //[orn]
  6661. case AL_HEAL:
  6662. case AB_HIGHNESSHEAL:
  6663. {
  6664. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6665. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6666. heal = 0;
  6667. if( tsc && tsc->count ) {
  6668. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6669. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6670. status_change_end(bl, SC_KAITE);
  6671. if (src == bl)
  6672. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6673. else {
  6674. bl = src;
  6675. dstsd = sd;
  6676. }
  6677. }
  6678. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6679. heal = 0; //Needed so that it actually displays 0 when healing.
  6680. }
  6681. if (skill_id == AL_HEAL)
  6682. status_change_end(bl, SC_BITESCAR);
  6683. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6684. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6685. heal = ~heal + 1;
  6686. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6687. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6688. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6689. if (heal_get_jobexp <= 0)
  6690. heal_get_jobexp = 1;
  6691. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6692. }
  6693. }
  6694. break;
  6695. case CD_REPARATIO: {
  6696. if (bl->type != BL_PC) { // Only works on players.
  6697. if (sd)
  6698. clif_skill_fail( *sd, skill_id );
  6699. break;
  6700. }
  6701. int heal_amount = 0;
  6702. if (!status_isimmune(bl))
  6703. heal_amount = tstatus->max_hp;
  6704. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6705. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6706. status_heal(bl, heal_amount, 0, 0);
  6707. }
  6708. break;
  6709. case PR_REDEMPTIO:
  6710. if (sd && !(flag&1)) {
  6711. if (sd->status.party_id == 0) {
  6712. clif_skill_fail( *sd, skill_id );
  6713. break;
  6714. }
  6715. skill_area_temp[0] = 0;
  6716. party_foreachsamemap(skill_area_sub,
  6717. sd,skill_get_splash(skill_id, skill_lv),
  6718. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6719. skill_castend_nodamage_id);
  6720. if (skill_area_temp[0] == 0) {
  6721. clif_skill_fail( *sd, skill_id );
  6722. break;
  6723. }
  6724. #ifndef RENEWAL
  6725. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6726. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6727. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6728. 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);
  6729. }
  6730. status_set_sp(src, 0, 0);
  6731. #endif
  6732. status_set_hp(src, 1, 0);
  6733. break;
  6734. } else if (!(status_isdead(bl) && flag&1)) {
  6735. //Invalid target, skip resurrection.
  6736. break;
  6737. }
  6738. //Revive
  6739. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6740. skill_lv = 3; //Resurrection level 3 is used
  6741. [[fallthrough]];
  6742. case ALL_RESURRECTION:
  6743. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6744. { //No reviving in WoE grounds!
  6745. clif_skill_fail( *sd, skill_id );
  6746. break;
  6747. }
  6748. if (!status_isdead(bl))
  6749. break;
  6750. {
  6751. int per = 0, sper = 0;
  6752. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6753. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6754. break;
  6755. }
  6756. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6757. break;
  6758. switch(skill_lv){
  6759. case 1: per=10; break;
  6760. case 2: per=30; break;
  6761. case 3: per=50; break;
  6762. case 4: per=80; break;
  6763. }
  6764. if(dstsd && dstsd->special_state.restart_full_recover)
  6765. per = sper = 100;
  6766. if (status_revive(bl, per, sper))
  6767. {
  6768. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6769. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6770. {
  6771. t_exp exp = 0,jexp = 0;
  6772. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6773. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6774. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6775. if (exp < 1) exp = 1;
  6776. }
  6777. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6778. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6779. if (jexp < 1) jexp = 1;
  6780. }
  6781. if(exp > 0 || jexp > 0)
  6782. pc_gainexp (sd, bl, exp, jexp, 0);
  6783. }
  6784. }
  6785. }
  6786. break;
  6787. case AL_DECAGI:
  6788. case MER_DECAGI:
  6789. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6790. 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)));
  6791. break;
  6792. case AL_CRUCIS:
  6793. if (flag&1)
  6794. 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));
  6795. else {
  6796. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6797. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6798. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6799. }
  6800. break;
  6801. case SP_SOULCURSE:
  6802. if (flag&1)
  6803. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6804. else {
  6805. 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);
  6806. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6807. }
  6808. break;
  6809. case PR_LEXDIVINA:
  6810. case MER_LEXDIVINA:
  6811. if (tsce)
  6812. status_change_end(bl, type);
  6813. else
  6814. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6815. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6816. break;
  6817. case SA_ABRACADABRA:
  6818. if (abra_db.empty()) {
  6819. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6820. break;
  6821. }
  6822. else {
  6823. int abra_skill_id = 0, abra_skill_lv;
  6824. size_t checked = 0, checked_max = abra_db.size() * 3;
  6825. do {
  6826. auto abra_spell = abra_db.random();
  6827. abra_skill_id = abra_spell->skill_id;
  6828. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6829. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6830. break;
  6831. }
  6832. } while (checked++ < checked_max);
  6833. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6834. if( sd )
  6835. {// player-casted
  6836. sd->state.abra_flag = 1;
  6837. sd->skillitem = abra_skill_id;
  6838. sd->skillitemlv = abra_skill_lv;
  6839. sd->skillitem_keep_requirement = false;
  6840. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6841. }
  6842. else
  6843. {// mob-casted
  6844. struct unit_data *ud = unit_bl2ud(src);
  6845. int inf = skill_get_inf(abra_skill_id);
  6846. if (!ud) break;
  6847. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6848. if (src->type == BL_PET)
  6849. bl = (struct block_list*)((TBL_PET*)src)->master;
  6850. if (!bl) bl = src;
  6851. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6852. } else { //Assume offensive skills
  6853. int target_id = 0;
  6854. if (ud->target)
  6855. target_id = ud->target;
  6856. else switch (src->type) {
  6857. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6858. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6859. }
  6860. if (!target_id)
  6861. break;
  6862. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6863. bl = map_id2bl(target_id);
  6864. if (!bl) bl = src;
  6865. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6866. } else
  6867. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6868. }
  6869. }
  6870. }
  6871. break;
  6872. case SA_COMA:
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6874. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6875. break;
  6876. case SA_FULLRECOVERY:
  6877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6878. if (status_isimmune(bl))
  6879. break;
  6880. status_percent_heal(bl, 100, 100);
  6881. break;
  6882. case NPC_ALLHEAL:
  6883. {
  6884. int heal;
  6885. if( status_isimmune(bl) )
  6886. break;
  6887. heal = status_percent_heal(bl, 100, 0);
  6888. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal, 1);
  6889. if( dstmd )
  6890. { // Reset Damage Logs
  6891. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6892. dstmd->tdmg = 0;
  6893. }
  6894. }
  6895. break;
  6896. case SA_SUMMONMONSTER:
  6897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6898. if (sd)
  6899. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6900. break;
  6901. case SA_LEVELUP:
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. if (sd && pc_nextbaseexp(sd))
  6904. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6905. break;
  6906. case SA_INSTANTDEATH:
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6908. status_kill(src);
  6909. break;
  6910. case SA_QUESTION:
  6911. clif_emotion(src,ET_QUESTION);
  6912. [[fallthrough]];
  6913. case SA_GRAVITY:
  6914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6915. break;
  6916. case SA_CLASSCHANGE:
  6917. case SA_MONOCELL:
  6918. if (dstmd)
  6919. {
  6920. int class_;
  6921. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6922. clif_skill_fail( *sd, skill_id );
  6923. break;
  6924. }
  6925. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6927. mob_class_change(dstmd,class_);
  6928. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6929. 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 };
  6930. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6931. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6932. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6933. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6934. }
  6935. }
  6936. break;
  6937. case SA_DEATH:
  6938. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6939. clif_skill_fail( *sd, skill_id );
  6940. break;
  6941. }
  6942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6943. status_kill(bl);
  6944. break;
  6945. case SA_REVERSEORCISH:
  6946. case ALL_REVERSEORCISH:
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6948. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6949. break;
  6950. case SA_FORTUNE:
  6951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6952. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6953. break;
  6954. case SA_TAMINGMONSTER:
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6957. pet_catch_process1(sd, dstmd->mob_id);
  6958. }
  6959. break;
  6960. case CR_PROVIDENCE:
  6961. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6962. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6963. clif_skill_fail( *sd, skill_id );
  6964. map_freeblock_unlock();
  6965. return 1;
  6966. }
  6967. }
  6968. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6969. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6970. break;
  6971. case CG_MARIONETTE:
  6972. {
  6973. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6974. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6975. clif_skill_fail( *sd, skill_id );
  6976. map_freeblock_unlock();
  6977. return 1;
  6978. }
  6979. if( sc && tsc )
  6980. {
  6981. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6982. {
  6983. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6984. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6986. }
  6987. else
  6988. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6989. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6990. {
  6991. status_change_end(src, SC_MARIONETTE);
  6992. status_change_end(bl, SC_MARIONETTE2);
  6993. }
  6994. else
  6995. {
  6996. if( sd )
  6997. clif_skill_fail( *sd, skill_id );
  6998. map_freeblock_unlock();
  6999. return 1;
  7000. }
  7001. }
  7002. }
  7003. break;
  7004. case RG_CLOSECONFINE:
  7005. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7006. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7007. break;
  7008. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7009. case SA_FROSTWEAPON:
  7010. case SA_LIGHTNINGLOADER:
  7011. case SA_SEISMICWEAPON:
  7012. if (dstsd && dstsd->status.weapon == W_FIST) {
  7013. if (sd)
  7014. clif_skill_fail( *sd, skill_id );
  7015. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7016. break;
  7017. }
  7018. #ifdef RENEWAL
  7019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7020. #else
  7021. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7022. 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)))) {
  7023. if (dstsd){
  7024. short index = dstsd->equip_index[EQI_HAND_R];
  7025. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7026. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7027. }
  7028. if (sd)
  7029. clif_skill_fail( *sd, skill_id );
  7030. }
  7031. #endif
  7032. break;
  7033. case PR_ASPERSIO:
  7034. if (sd && dstmd) {
  7035. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7036. break;
  7037. }
  7038. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7040. break;
  7041. case ITEM_ENCHANTARMS:
  7042. 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)));
  7043. break;
  7044. case TK_SEVENWIND:
  7045. switch(skill_get_ele(skill_id,skill_lv)) {
  7046. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7047. case ELE_WIND : type = SC_WINDWEAPON; break;
  7048. case ELE_WATER : type = SC_WATERWEAPON; break;
  7049. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7050. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7051. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7052. case ELE_HOLY : type = SC_ASPERSIO; break;
  7053. }
  7054. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7055. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7056. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7057. break;
  7058. case NPC_MOVE_COORDINATE:
  7059. {
  7060. int16 px = bl->x, py = bl->y;
  7061. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7062. return 0;
  7063. }
  7064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7065. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7066. clif_blown(bl);
  7067. // If caster is not a boss, switch coordinates with the target
  7068. if (status_get_class_(src) != CLASS_BOSS) {
  7069. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7070. return 0;
  7071. }
  7072. clif_blown(src);
  7073. }
  7074. }
  7075. break;
  7076. case NPC_IMMUNE_PROPERTY:
  7077. switch (skill_lv) {
  7078. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7079. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7080. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7081. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7082. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7083. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7084. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7085. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7086. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7087. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7088. }
  7089. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7090. break;
  7091. case PR_KYRIE:
  7092. case MER_KYRIE:
  7093. case SU_TUNAPARTY:
  7094. case SU_GROOMING:
  7095. case SU_CHATTERING:
  7096. case ALL_RAY_OF_PROTECTION:
  7097. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7098. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7099. break;
  7100. //Passive Magnum, should had been casted on yourself.
  7101. case SM_MAGNUM:
  7102. case MS_MAGNUM:
  7103. skill_area_temp[1] = 0;
  7104. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7105. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7106. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7107. // Initiate 20% of your damage becomes fire element.
  7108. #ifdef RENEWAL
  7109. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7110. #else
  7111. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7112. #endif
  7113. break;
  7114. case MH_BLAZING_AND_FURIOUS:
  7115. case TK_JUMPKICK:
  7116. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7117. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7118. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7119. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7120. clif_blown(src);
  7121. }
  7122. }else if( sd ){
  7123. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7124. }
  7125. break;
  7126. case PR_BENEDICTIO:
  7127. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7128. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7129. break;
  7130. case AL_INCAGI:
  7131. case AL_BLESSING:
  7132. case MER_INCAGI:
  7133. case MER_BLESSING:
  7134. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7135. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7136. if (tstatus->hp > 1)
  7137. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7138. break;
  7139. }
  7140. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7141. break;
  7142. case CR_REFLECTSHIELD:
  7143. case MS_REFLECTSHIELD:
  7144. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7145. if (sd)
  7146. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7147. break;
  7148. }
  7149. [[fallthrough]];
  7150. case PR_SLOWPOISON:
  7151. case PR_LEXAETERNA:
  7152. #ifndef RENEWAL
  7153. case PR_IMPOSITIO:
  7154. case PR_SUFFRAGIUM:
  7155. #endif
  7156. case LK_BERSERK:
  7157. case MS_BERSERK:
  7158. case KN_TWOHANDQUICKEN:
  7159. case KN_ONEHAND:
  7160. case MER_QUICKEN:
  7161. case CR_SPEARQUICKEN:
  7162. case AS_POISONREACT:
  7163. #ifndef RENEWAL
  7164. case MC_LOUD:
  7165. #endif
  7166. case MG_ENERGYCOAT:
  7167. case MO_EXPLOSIONSPIRITS:
  7168. case MO_STEELBODY:
  7169. case MO_BLADESTOP:
  7170. case LK_AURABLADE:
  7171. case LK_PARRYING:
  7172. case MS_PARRYING:
  7173. case LK_CONCENTRATION:
  7174. #ifdef RENEWAL
  7175. case HP_BASILICA:
  7176. #endif
  7177. case WS_CARTBOOST:
  7178. case SN_SIGHT:
  7179. case WS_MELTDOWN:
  7180. case WS_OVERTHRUSTMAX:
  7181. case ST_REJECTSWORD:
  7182. case HW_MAGICPOWER:
  7183. case PF_MEMORIZE:
  7184. case PA_SACRIFICE:
  7185. case PF_DOUBLECASTING:
  7186. case SG_SUN_COMFORT:
  7187. case SG_MOON_COMFORT:
  7188. case SG_STAR_COMFORT:
  7189. case GS_MADNESSCANCEL:
  7190. case GS_ADJUSTMENT:
  7191. case GS_INCREASING:
  7192. #ifdef RENEWAL
  7193. case GS_MAGICALBULLET:
  7194. #endif
  7195. case NJ_KASUMIKIRI:
  7196. case NJ_UTSUSEMI:
  7197. case NJ_NEN:
  7198. case NPC_DEFENDER:
  7199. case NPC_MAGICMIRROR:
  7200. case ST_PRESERVE:
  7201. case NPC_KEEPING:
  7202. case NPC_WEAPONBRAKER:
  7203. case NPC_BARRIER:
  7204. case NPC_INVINCIBLE:
  7205. case RK_DEATHBOUND:
  7206. case AB_EXPIATIO:
  7207. case AB_DUPLELIGHT:
  7208. case AB_SECRAMENT:
  7209. case AB_OFFERTORIUM:
  7210. case NC_ACCELERATION:
  7211. case NC_HOVERING:
  7212. case NC_SHAPESHIFT:
  7213. case WL_MARSHOFABYSS:
  7214. case WL_RECOGNIZEDSPELL:
  7215. case GC_VENOMIMPRESS:
  7216. case SC_DEADLYINFECT:
  7217. case LG_EXEEDBREAK:
  7218. case LG_PRESTIGE:
  7219. case LG_INSPIRATION:
  7220. case SR_CRESCENTELBOW:
  7221. case SR_LIGHTNINGWALK:
  7222. case GN_CARTBOOST:
  7223. case GN_BLOOD_SUCKER:
  7224. case GN_HELLS_PLANT:
  7225. case KO_MEIKYOUSISUI:
  7226. case ALL_ODINS_POWER:
  7227. case ALL_FULL_THROTTLE:
  7228. case RA_UNLIMIT:
  7229. case WL_TELEKINESIS_INTENSE:
  7230. case RL_HEAT_BARREL:
  7231. case RL_P_ALTER:
  7232. case RL_E_CHAIN:
  7233. case SU_FRESHSHRIMP:
  7234. case SU_ARCLOUSEDASH:
  7235. case NPC_MAXPAIN:
  7236. case NPC_KILLING_AURA:
  7237. case SP_SOULREAPER:
  7238. case SJ_LIGHTOFMOON:
  7239. case SJ_LIGHTOFSTAR:
  7240. case SJ_FALLINGSTAR:
  7241. case SJ_LIGHTOFSUN:
  7242. case SJ_BOOKOFDIMENSION:
  7243. case NPC_HALLUCINATIONWALK:
  7244. case DK_CHARGINGPIERCE:
  7245. case DK_VIGOR:
  7246. case AG_CLIMAX:
  7247. case IQ_POWERFUL_FAITH:
  7248. case IQ_FIRM_FAITH:
  7249. case IQ_SINCERE_FAITH:
  7250. case IQ_FIRST_FAITH_POWER:
  7251. case IQ_JUDGE:
  7252. case IQ_THIRD_EXOR_FLAME:
  7253. case IG_REBOUND_SHIELD:
  7254. case IG_HOLY_SHIELD:
  7255. case CD_ARGUTUS_VITA:
  7256. case CD_ARGUTUS_TELUM:
  7257. case CD_PRESENS_ACIES:
  7258. case CD_RELIGIO:
  7259. case CD_BENEDICTUM:
  7260. case SHC_SHADOW_EXCEED:
  7261. case SHC_POTENT_VENOM:
  7262. case SHC_ENCHANTING_SHADOW:
  7263. case MT_D_MACHINE:
  7264. case ABC_ABYSS_SLAYER:
  7265. case WH_WIND_SIGN:
  7266. case WH_CALAMITYGALE:
  7267. case BO_RESEARCHREPORT:
  7268. case TR_MYSTIC_SYMPHONY:
  7269. case TR_KVASIR_SONATA:
  7270. case EM_SPELL_ENCHANTING:
  7271. case NPC_DAMAGE_HEAL:
  7272. case NPC_RELIEVE_ON:
  7273. case NPC_RELIEVE_OFF:
  7274. case HN_BREAKINGLIMIT:
  7275. case HN_RULEBREAK:
  7276. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7277. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7278. break;
  7279. case NPC_GRADUAL_GRAVITY:
  7280. case NPC_DEADLYCURSE:
  7281. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7283. break;
  7284. case NPC_ALL_STAT_DOWN:
  7285. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7287. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7288. break;
  7289. // EDP also give +25% WATK poison pseudo element to user.
  7290. case ASC_EDP:
  7291. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7292. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7293. #ifdef RENEWAL
  7294. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7295. #else
  7296. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7297. #endif
  7298. break;
  7299. case LG_SHIELDSPELL:
  7300. if (skill_lv == 1)
  7301. type = SC_SHIELDSPELL_HP;
  7302. else if (skill_lv == 2)
  7303. type = SC_SHIELDSPELL_SP;
  7304. else
  7305. type = SC_SHIELDSPELL_ATK;
  7306. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7307. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7308. break;
  7309. case DK_SERVANTWEAPON:
  7310. case ABC_FROM_THE_ABYSS:
  7311. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7312. break;
  7313. case TR_SOUNDBLEND:
  7314. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7315. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7316. break;
  7317. case AG_VIOLENT_QUAKE:
  7318. case AG_ALL_BLOOM:
  7319. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7320. break;
  7321. case AG_DESTRUCTIVE_HURRICANE:
  7322. case AG_CRYSTAL_IMPACT:
  7323. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7324. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7325. } else {
  7326. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7327. if (sc && sc->getSCE(SC_CLIMAX))
  7328. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7329. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7330. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7331. splash_size = 9; // 19x19
  7332. else if(skill_id == AG_CRYSTAL_IMPACT)
  7333. splash_size = 7; // 15x15
  7334. }
  7335. skill_area_temp[1] = 0;
  7336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7337. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7338. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7339. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7340. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7341. else {
  7342. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7343. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7344. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7345. }
  7346. }
  7347. break;
  7348. case CD_MEDIALE_VOTUM:
  7349. case CD_DILECTIO_HEAL:
  7350. if (flag & 1) {
  7351. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7352. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7353. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7354. status_heal(bl, heal_amount, 0, 0);
  7355. } else if (sd)
  7356. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7357. } else {
  7358. if (skill_id == CD_MEDIALE_VOTUM)
  7359. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7360. else { // Dilectio Heal
  7361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7362. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7363. }
  7364. }
  7365. break;
  7366. case CD_COMPETENTIA:
  7367. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7368. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7369. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7370. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7371. status_heal(bl, hp_amount, 0, 0);
  7372. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7373. status_heal(bl, 0, sp_amount, 0);
  7374. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7375. } else if (sd)
  7376. 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);
  7377. break;
  7378. case BO_ADVANCE_PROTECTION:
  7379. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7380. clif_skill_fail( *sd, skill_id );
  7381. map_freeblock_unlock(); // Don't consume item requirements
  7382. return 0;
  7383. }
  7384. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7385. break;
  7386. case EM_ACTIVITY_BURN:
  7387. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7388. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7390. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7391. } else if (sd)
  7392. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7393. break;
  7394. case EM_INCREASING_ACTIVITY:
  7395. if (bl->type == BL_PC) {
  7396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7397. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7398. } else if (sd)
  7399. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7400. break;
  7401. case SJ_GRAVITYCONTROL: {
  7402. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7403. if (bl->type == BL_PC)
  7404. fall_damage += dstsd->weight / 10 - tstatus->def;
  7405. else // Monster's don't have weight. Put something in its place.
  7406. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7407. fall_damage = max(1, fall_damage);
  7408. 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)));
  7409. }
  7410. break;
  7411. case NPC_HALLUCINATION:
  7412. case NPC_HELLPOWER:
  7413. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7414. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7415. break;
  7416. case KN_AUTOCOUNTER:
  7417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7418. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7419. break;
  7420. case SO_STRIKING:
  7421. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7422. int bonus = 0;
  7423. if (dstsd) {
  7424. short index = dstsd->equip_index[EQI_HAND_R];
  7425. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7426. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7427. }
  7428. 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)));
  7429. } else if (sd)
  7430. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7431. break;
  7432. case NPC_STOP:
  7433. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7434. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7435. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7436. break;
  7437. case HP_ASSUMPTIO:
  7438. if( sd && dstmd )
  7439. clif_skill_fail( *sd, skill_id );
  7440. else
  7441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7442. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7443. break;
  7444. case MG_SIGHT:
  7445. case MER_SIGHT:
  7446. case AL_RUWACH:
  7447. case WZ_SIGHTBLASTER:
  7448. case NPC_WIDESIGHT:
  7449. case NPC_STONESKIN:
  7450. case NPC_ANTIMAGIC:
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7452. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7453. break;
  7454. case HLIF_AVOID:
  7455. case HAMI_DEFENCE:
  7456. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7457. 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
  7458. break;
  7459. case NJ_BUNSINJYUTSU:
  7460. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7461. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7462. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7463. status_change_end(bl, SC_NEN);
  7464. break;
  7465. /* Was modified to only affect targetted char. [Skotlex]
  7466. case HP_ASSUMPTIO:
  7467. if (flag&1)
  7468. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7469. else
  7470. {
  7471. map_foreachinallrange(skill_area_sub, bl,
  7472. skill_get_splash(skill_id, skill_lv), BL_PC,
  7473. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7474. skill_castend_nodamage_id);
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. }
  7477. break;
  7478. */
  7479. case SM_ENDURE:
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7482. break;
  7483. case AS_ENCHANTPOISON:
  7484. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7485. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7486. }else{
  7487. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7488. if( sd != nullptr ){
  7489. clif_skill_fail( *sd, skill_id );
  7490. }
  7491. }
  7492. break;
  7493. case LK_TENSIONRELAX:
  7494. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7495. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7496. skill_get_time(skill_id,skill_lv)));
  7497. break;
  7498. case MC_CHANGECART:
  7499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7500. break;
  7501. case MC_CARTDECORATE:
  7502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7503. if( sd ) {
  7504. clif_SelectCart(sd);
  7505. }
  7506. break;
  7507. case TK_MISSION:
  7508. if (sd) {
  7509. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7510. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7511. clif_skill_fail( *sd, skill_id );
  7512. break;
  7513. }
  7514. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7515. if (!id) {
  7516. clif_skill_fail( *sd, skill_id );
  7517. break;
  7518. }
  7519. sd->mission_mobid = id;
  7520. sd->mission_count = 0;
  7521. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7522. clif_mission_info(sd, id, 0);
  7523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7524. }
  7525. break;
  7526. case AC_CONCENTRATION:
  7527. {
  7528. int splash = skill_get_splash(skill_id, skill_lv);
  7529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7531. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7532. map_foreachinallrange( status_change_timer_sub, src,
  7533. splash, BL_CHAR, src, nullptr, type, tick);
  7534. }
  7535. break;
  7536. case SM_PROVOKE:
  7537. case SM_SELFPROVOKE:
  7538. case MER_PROVOKE:
  7539. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7540. map_freeblock_unlock();
  7541. return 1;
  7542. }
  7543. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7544. 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))))
  7545. {
  7546. if( sd )
  7547. clif_skill_fail( *sd, skill_id );
  7548. map_freeblock_unlock();
  7549. return 0;
  7550. }
  7551. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7552. unit_skillcastcancel(bl, 2);
  7553. if( dstmd )
  7554. {
  7555. dstmd->state.provoke_flag = src->id;
  7556. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7557. }
  7558. // Provoke can cause Coma even though it's a nodamage skill
  7559. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7560. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7561. break;
  7562. case ML_DEVOTION:
  7563. case CR_DEVOTION:
  7564. {
  7565. int count, lv;
  7566. if( !dstsd || (!sd && !mer) )
  7567. { // Only players can be devoted
  7568. if( sd )
  7569. clif_skill_fail( *sd, skill_id );
  7570. break;
  7571. }
  7572. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7573. lv = -lv;
  7574. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7575. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7576. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7577. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7578. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7579. {
  7580. if( sd )
  7581. clif_skill_fail( *sd, skill_id );
  7582. map_freeblock_unlock();
  7583. return 1;
  7584. }
  7585. i = 0;
  7586. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7587. if( sd )
  7588. { // Player Devoting Player
  7589. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7590. if( i == count )
  7591. {
  7592. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7593. if( i == count )
  7594. { // No free slots, skill Fail
  7595. clif_skill_fail( *sd, skill_id );
  7596. map_freeblock_unlock();
  7597. return 1;
  7598. }
  7599. }
  7600. sd->devotion[i] = bl->id;
  7601. }
  7602. else
  7603. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7604. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7605. 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)));
  7606. clif_devotion(src, nullptr);
  7607. }
  7608. break;
  7609. case SP_SOULUNITY: {
  7610. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7611. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7612. if (!dstsd || !sd) { // Only put player's souls in unity.
  7613. if (sd)
  7614. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7615. break;
  7616. }
  7617. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7618. if (sd)
  7619. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7620. map_freeblock_unlock();
  7621. return 1;
  7622. }
  7623. if (sd) { // Unite player's soul with caster's soul.
  7624. i = 0;
  7625. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7626. if (i == count) {
  7627. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7628. if(i == count) { // No more free slots? Fail the skill.
  7629. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7630. map_freeblock_unlock();
  7631. return 1;
  7632. }
  7633. }
  7634. sd->united_soul[i] = bl->id;
  7635. }
  7636. 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)));
  7637. } else if (sd)
  7638. 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);
  7639. }
  7640. break;
  7641. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7642. // Only players and monsters can be marked....I think??? [Rytech]
  7643. // Lets only allow players and monsters to use this skill for safety reasons.
  7644. if ((!dstsd && !dstmd) || !sd && !md) {
  7645. if (sd)
  7646. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7647. break;
  7648. }
  7649. // Check if the target is already marked by another source.
  7650. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7651. if (sd)
  7652. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7653. map_freeblock_unlock();
  7654. return 1;
  7655. }
  7656. // Mark the target.
  7657. if( sd ){
  7658. int8 count = MAX_SERVANT_SIGN;
  7659. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7660. if (i == count) {
  7661. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7662. if (i == count) { // Max number of targets marked. Fail the skill.
  7663. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7664. map_freeblock_unlock();
  7665. return 1;
  7666. }
  7667. // Add the ID of the marked target to the player's sign list.
  7668. sd->servant_sign[i] = bl->id;
  7669. }
  7670. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7671. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7672. } else if (md) // Monster's cant track with this skill. Just give the status.
  7673. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7674. break;
  7675. case MO_CALLSPIRITS:
  7676. if(sd) {
  7677. int limit = skill_lv;
  7678. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7679. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7681. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7682. }
  7683. break;
  7684. case CH_SOULCOLLECT:
  7685. if(sd) {
  7686. int limit = 5;
  7687. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7688. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7689. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7690. for (i = 0; i < limit; i++)
  7691. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7692. }
  7693. break;
  7694. case MO_KITRANSLATION:
  7695. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7696. //Require will define how many spiritballs will be transferred
  7697. struct s_skill_condition require;
  7698. require = skill_get_requirement(sd,skill_id,skill_lv);
  7699. pc_delspiritball(sd,require.spiritball,0);
  7700. for (i = 0; i < require.spiritball; i++)
  7701. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7702. } else {
  7703. if(sd)
  7704. clif_skill_fail( *sd, skill_id );
  7705. map_freeblock_unlock();
  7706. return 0;
  7707. }
  7708. break;
  7709. case TK_TURNKICK:
  7710. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7711. if (skill_area_temp[1] != bl->id) {
  7712. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7713. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7714. }
  7715. break;
  7716. case MO_ABSORBSPIRITS:
  7717. i = 0;
  7718. 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
  7719. ((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]
  7720. if (dstsd->spiritball > 0) {
  7721. i = dstsd->spiritball * 7;
  7722. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7723. }
  7724. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7725. i += dstsd->spiritcharm * 7;
  7726. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7727. }
  7728. } 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]
  7729. i = 2 * dstmd->level;
  7730. mob_target(dstmd,src,0);
  7731. } else {
  7732. if (sd)
  7733. clif_skill_fail( *sd, skill_id );
  7734. break;
  7735. }
  7736. if (i) status_heal(src, 0, i, 3);
  7737. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7738. break;
  7739. case AC_MAKINGARROW:
  7740. if( sd != nullptr ){
  7741. clif_arrow_create_list( *sd );
  7742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7743. }
  7744. break;
  7745. case AM_PHARMACY:
  7746. if(sd) {
  7747. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  7748. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7749. }
  7750. break;
  7751. case SA_CREATECON:
  7752. if( sd != nullptr ){
  7753. clif_elementalconverter_list( *sd );
  7754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7755. }
  7756. break;
  7757. case BS_HAMMERFALL:
  7758. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7759. break;
  7760. case RG_RAID:
  7761. skill_area_temp[1] = 0;
  7762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7763. map_foreachinrange(skill_area_sub, bl,
  7764. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7765. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7766. skill_castend_damage_id);
  7767. status_change_end(src, SC_HIDING);
  7768. break;
  7769. //List of self skills that give damage around caster
  7770. case ASC_METEORASSAULT:
  7771. case GS_SPREADATTACK:
  7772. case RK_WINDCUTTER:
  7773. case RK_STORMBLAST:
  7774. case NC_AXETORNADO:
  7775. case GC_COUNTERSLASH:
  7776. case SR_SKYNETBLOW:
  7777. case SR_RAMPAGEBLASTER:
  7778. case SR_HOWLINGOFLION:
  7779. case LG_CANNONSPEAR:
  7780. case LG_OVERBRAND:
  7781. case NPC_RAYOFGENESIS:
  7782. case LG_RAYOFGENESIS:
  7783. case MH_THE_ONE_FIGHTER_RISES:
  7784. case MH_HEILIGE_PFERD:
  7785. case KO_HAPPOKUNAI:
  7786. case RL_FIREDANCE:
  7787. case RL_R_TRIP:
  7788. case SJ_FULLMOONKICK:
  7789. case SJ_NEWMOONKICK:
  7790. case SJ_SOLARBURST:
  7791. case SJ_STAREMPEROR:
  7792. case SJ_FALLINGSTAR_ATK:
  7793. case DK_SERVANT_W_DEMOL:
  7794. case AG_FROZEN_SLASH:
  7795. case IQ_OLEUM_SANCTUM:
  7796. case IQ_MASSIVE_F_BLASTER:
  7797. case IQ_EXPOSION_BLASTER:
  7798. case SHC_IMPACT_CRATER:
  7799. case MT_AXE_STOMP:
  7800. case MT_MIGHTY_SMASH:
  7801. case ABC_ABYSS_DAGGER:
  7802. case BO_EXPLOSIVE_POWDER:
  7803. {
  7804. int starget = BL_CHAR|BL_SKILL;
  7805. if (skill_id == SR_HOWLINGOFLION)
  7806. starget = splash_target(src);
  7807. if (skill_id == SJ_NEWMOONKICK) {
  7808. if (tsce) {
  7809. status_change_end(bl, type);
  7810. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7811. break;
  7812. } else
  7813. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7814. }
  7815. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7816. if (sd) {
  7817. // Remove old shields if any exist.
  7818. pc_delspiritball(sd, sd->spiritball, 0);
  7819. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7820. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7821. }
  7822. status_change_end(src, SC_DIMENSION);
  7823. }
  7824. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7825. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7826. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7827. hom_addspiritball(hd, MAX_SPIRITBALL);
  7828. }
  7829. skill_area_temp[1] = 0;
  7830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7831. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7832. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7833. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7834. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7835. }
  7836. break;
  7837. case SHC_DANCING_KNIFE:
  7838. if (flag & 1) {
  7839. skill_area_temp[1] = 0;
  7840. // Note: doesn't force player to stand before attacking
  7841. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7842. } else {
  7843. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7844. }
  7845. break;
  7846. case MT_A_MACHINE:
  7847. if (flag & 1) {
  7848. skill_area_temp[1] = 0;
  7849. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7850. pc_setstand(sd, true);
  7851. skill_sit(sd, false);
  7852. }
  7853. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7854. } else {
  7855. if (dstsd) {
  7856. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7857. if (lv > battle_config.attack_machine_level_difference) {
  7858. if (sd)
  7859. clif_skill_fail( *sd, skill_id );
  7860. map_freeblock_unlock();
  7861. return 0;
  7862. }
  7863. }
  7864. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7865. }
  7866. break;
  7867. case EM_ELEMENTAL_BUSTER: {
  7868. if (sd == nullptr)
  7869. break;
  7870. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7871. clif_skill_fail( *sd, skill_id );
  7872. map_freeblock_unlock();
  7873. return 0;
  7874. }
  7875. uint16 buster_element;
  7876. switch (sd->ed->elemental.class_) {
  7877. case ELEMENTALID_ARDOR:
  7878. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7879. break;
  7880. case ELEMENTALID_DILUVIO:
  7881. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7882. break;
  7883. case ELEMENTALID_PROCELLA:
  7884. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7885. break;
  7886. case ELEMENTALID_TERREMOTUS:
  7887. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7888. break;
  7889. case ELEMENTALID_SERPENS:
  7890. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7891. break;
  7892. }
  7893. skill_area_temp[1] = 0;
  7894. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7895. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7896. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7897. }
  7898. break;
  7899. case NPC_IGNITIONBREAK:
  7900. case RK_IGNITIONBREAK:
  7901. skill_area_temp[1] = 0;
  7902. #if PACKETVER >= 20180207
  7903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7904. #else
  7905. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7906. #endif
  7907. 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);
  7908. break;
  7909. case SR_TIGERCANNON:
  7910. case SR_WINDMILL:
  7911. case GN_CART_TORNADO:
  7912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7913. [[fallthrough]];
  7914. case SR_EARTHSHAKER:
  7915. case NC_INFRAREDSCAN:
  7916. case NPC_VAMPIRE_GIFT:
  7917. case NPC_HELLJUDGEMENT:
  7918. case NPC_HELLJUDGEMENT2:
  7919. case NPC_PULSESTRIKE:
  7920. case LG_MOONSLASHER:
  7921. case NPC_WIDECRITICALWOUND:
  7922. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7923. break;
  7924. #ifdef RENEWAL
  7925. case KN_BRANDISHSPEAR:
  7926. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7927. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7928. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7929. skill_castend_damage_id);
  7930. break;
  7931. #else
  7932. case KN_BRANDISHSPEAR:
  7933. #endif
  7934. case ML_BRANDISH:
  7935. skill_area_temp[1] = bl->id;
  7936. if(skill_lv >= 10)
  7937. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7938. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7939. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7940. skill_castend_damage_id);
  7941. if(skill_lv >= 7)
  7942. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7943. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7944. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7945. skill_castend_damage_id);
  7946. if(skill_lv >= 4)
  7947. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7948. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7949. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7950. skill_castend_damage_id);
  7951. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7952. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7953. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7954. skill_castend_damage_id);
  7955. break;
  7956. case WZ_SIGHTRASHER:
  7957. //Passive side of the attack.
  7958. status_change_end(src, SC_SIGHT);
  7959. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7960. map_foreachinshootrange(skill_area_sub,src,
  7961. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7962. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7963. skill_castend_damage_id);
  7964. break;
  7965. case WZ_FROSTNOVA:
  7966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7967. skill_area_temp[1] = 0;
  7968. map_foreachinshootrange(skill_attack_area, src,
  7969. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7970. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7971. break;
  7972. case HVAN_EXPLOSION: //[orn]
  7973. case NPC_SELFDESTRUCTION:
  7974. //Self Destruction hits everyone in range (allies+enemies)
  7975. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7976. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7977. BCT_ENEMY:BCT_ALL;
  7978. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7979. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7980. map_foreachinshootrange(skill_area_sub, bl,
  7981. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7982. src, skill_id, skill_lv, tick, flag|i,
  7983. skill_castend_damage_id);
  7984. if(map_addblock(src)) {
  7985. map_freeblock_unlock();
  7986. return 1;
  7987. }
  7988. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7989. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7990. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  7991. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7992. clif_send_homdata( hd, SP_INTIMATE );
  7993. }
  7994. break;
  7995. case AL_ANGELUS:
  7996. #ifdef RENEWAL
  7997. case PR_SUFFRAGIUM:
  7998. case PR_IMPOSITIO:
  7999. #endif
  8000. case PR_MAGNIFICAT:
  8001. case PR_GLORIA:
  8002. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8003. // Animations don't play when outside visible range
  8004. if (check_distance_bl(src, bl, AREA_SIZE))
  8005. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  8006. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8007. }
  8008. else if (sd)
  8009. 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);
  8010. break;
  8011. #ifdef RENEWAL
  8012. case MC_LOUD:
  8013. #endif
  8014. case SN_WINDWALK:
  8015. case CASH_BLESSING:
  8016. case CASH_INCAGI:
  8017. case CASH_ASSUMPTIO:
  8018. case WM_FRIGG_SONG:
  8019. case NV_HELPANGEL:
  8020. case IG_GUARDIAN_SHIELD:
  8021. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8022. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8023. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8024. else if (sd)
  8025. {
  8026. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8027. status_set_hp(src, 1, 0);
  8028. 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);
  8029. }
  8030. break;
  8031. case MER_MAGNIFICAT:
  8032. if( mer != nullptr )
  8033. {
  8034. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8035. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8036. 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);
  8037. else if( mer->master && !(flag&1) )
  8038. 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)));
  8039. }
  8040. break;
  8041. case BS_ADRENALINE:
  8042. case BS_ADRENALINE2:
  8043. case BS_WEAPONPERFECT:
  8044. case BS_OVERTHRUST:
  8045. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8046. int weapontype = skill_get_weapontype(skill_id);
  8047. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8048. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8049. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8050. }
  8051. } else if (sd) {
  8052. party_foreachsamemap(skill_area_sub,
  8053. sd,skill_get_splash(skill_id, skill_lv),
  8054. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8055. skill_castend_nodamage_id);
  8056. }
  8057. break;
  8058. case BS_MAXIMIZE:
  8059. case NV_TRICKDEAD:
  8060. case CR_DEFENDER:
  8061. case ML_DEFENDER:
  8062. case CR_AUTOGUARD:
  8063. case ML_AUTOGUARD:
  8064. case TK_READYSTORM:
  8065. case TK_READYDOWN:
  8066. case TK_READYTURN:
  8067. case TK_READYCOUNTER:
  8068. case TK_DODGE:
  8069. case CR_SHRINK:
  8070. case SG_FUSION:
  8071. case GS_GATLINGFEVER:
  8072. case SJ_LUNARSTANCE:
  8073. case SJ_STARSTANCE:
  8074. case SJ_UNIVERSESTANCE:
  8075. case SJ_SUNSTANCE:
  8076. case SP_SOULCOLLECT:
  8077. case IG_GUARD_STANCE:
  8078. case IG_ATTACK_STANCE:
  8079. if( tsce )
  8080. {
  8081. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8082. map_freeblock_unlock();
  8083. return 0;
  8084. }
  8085. if( skill_id == SP_SOULCOLLECT ){
  8086. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8087. }else{
  8088. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8089. }
  8090. break;
  8091. case SL_KAITE:
  8092. case SL_KAAHI:
  8093. case SL_KAIZEL:
  8094. case SL_KAUPE:
  8095. case SP_KAUTE:
  8096. if (sd) {
  8097. if (!dstsd || !(
  8098. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8099. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8100. dstsd->status.char_id == sd->status.char_id ||
  8101. dstsd->status.char_id == sd->status.partner_id ||
  8102. dstsd->status.char_id == sd->status.child ||
  8103. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8104. )) {
  8105. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8106. clif_skill_fail( *sd, skill_id );
  8107. break;
  8108. }
  8109. }
  8110. if (skill_id == SP_KAUTE) {
  8111. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8112. if (sd)
  8113. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8114. break;
  8115. }
  8116. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8117. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8118. } else
  8119. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8120. break;
  8121. case SM_AUTOBERSERK:
  8122. case MER_AUTOBERSERK:
  8123. if( tsce )
  8124. i = status_change_end(bl, type);
  8125. else
  8126. i = sc_start(src,bl,type,100,skill_lv,60000);
  8127. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8128. break;
  8129. case TF_HIDING:
  8130. case ST_CHASEWALK:
  8131. case KO_YAMIKUMO:
  8132. if (tsce)
  8133. {
  8134. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8135. map_freeblock_unlock();
  8136. return 0;
  8137. }
  8138. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8139. break;
  8140. case TK_RUN:
  8141. if (tsce)
  8142. {
  8143. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8144. map_freeblock_unlock();
  8145. return 0;
  8146. }
  8147. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8148. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8149. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8150. break;
  8151. case AS_CLOAKING:
  8152. case GC_CLOAKINGEXCEED:
  8153. case LG_FORCEOFVANGUARD:
  8154. case SC_REPRODUCE:
  8155. case SC_INVISIBILITY:
  8156. case RA_CAMOUFLAGE:
  8157. if (tsce) {
  8158. i = status_change_end(bl, type);
  8159. if( i )
  8160. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8161. else if( sd )
  8162. clif_skill_fail( *sd, skill_id );
  8163. map_freeblock_unlock();
  8164. return 0;
  8165. }
  8166. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8167. if( i )
  8168. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8169. else if( sd )
  8170. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8171. break;
  8172. case CG_SPECIALSINGER:
  8173. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8175. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8176. }
  8177. break;
  8178. case BD_ADAPTATION:
  8179. #ifdef RENEWAL
  8180. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8181. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8182. #else
  8183. if(tsc && tsc->getSCE(SC_DANCING)){
  8184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8185. status_change_end(bl, SC_DANCING);
  8186. }
  8187. #endif
  8188. break;
  8189. case BA_FROSTJOKER:
  8190. case DC_SCREAM:
  8191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8192. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8193. if (md) {
  8194. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8195. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8196. char temp[70];
  8197. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8198. clif_disp_overhead(&md->bl,temp);
  8199. }
  8200. break;
  8201. case BA_PANGVOICE:
  8202. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8203. #ifdef RENEWAL
  8204. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8205. #endif
  8206. break;
  8207. case DC_WINKCHARM:
  8208. if( dstsd ) {
  8209. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8210. #ifdef RENEWAL
  8211. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8212. #endif
  8213. } else
  8214. if( dstmd )
  8215. {
  8216. if( status_get_lv(src) > status_get_lv(bl)
  8217. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8218. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8220. else
  8221. {
  8222. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8223. if(sd) clif_skill_fail( *sd, skill_id );
  8224. }
  8225. }
  8226. break;
  8227. #ifdef RENEWAL
  8228. case BD_LULLABY:
  8229. case BD_RICHMANKIM:
  8230. case BD_ETERNALCHAOS:
  8231. case BD_DRUMBATTLEFIELD:
  8232. case BD_RINGNIBELUNGEN:
  8233. case BD_ROKISWEIL:
  8234. case BD_INTOABYSS:
  8235. case BD_SIEGFRIED:
  8236. case BA_DISSONANCE:
  8237. case BA_POEMBRAGI:
  8238. case BA_WHISTLE:
  8239. case BA_ASSASSINCROSS:
  8240. case BA_APPLEIDUN:
  8241. case DC_UGLYDANCE:
  8242. case DC_HUMMING:
  8243. case DC_DONTFORGETME:
  8244. case DC_FORTUNEKISS:
  8245. case DC_SERVICEFORYOU:
  8246. skill_castend_song(src, skill_id, skill_lv, tick);
  8247. break;
  8248. #endif
  8249. case TF_STEAL:
  8250. if(sd) {
  8251. if(pc_steal_item(sd,bl,skill_lv))
  8252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8253. else
  8254. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8255. }
  8256. break;
  8257. case RG_STEALCOIN:
  8258. if(sd) {
  8259. if(pc_steal_coin(sd,bl))
  8260. {
  8261. dstmd->state.provoke_flag = src->id;
  8262. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8264. }
  8265. else
  8266. clif_skill_fail( *sd, skill_id );
  8267. }
  8268. break;
  8269. case MG_STONECURSE:
  8270. {
  8271. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8272. if (sd)
  8273. clif_skill_fail( *sd, skill_id );
  8274. break;
  8275. }
  8276. if(status_isimmune(bl) || !tsc)
  8277. break;
  8278. int32 brate = 0;
  8279. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8280. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8281. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8283. else if(sd) {
  8284. clif_skill_fail( *sd, skill_id );
  8285. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8286. if (skill_lv > 5)
  8287. { // not to consume items
  8288. map_freeblock_unlock();
  8289. return 0;
  8290. }
  8291. }
  8292. }
  8293. break;
  8294. case NV_FIRSTAID:
  8295. clif_skill_nodamage(src,bl,skill_id,5,1);
  8296. status_heal(bl,5,0,0);
  8297. break;
  8298. case AL_CURE:
  8299. if(status_isimmune(bl)) {
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8301. break;
  8302. }
  8303. status_change_end(bl, SC_SILENCE);
  8304. status_change_end(bl, SC_BLIND);
  8305. status_change_end(bl, SC_CONFUSION);
  8306. status_change_end(bl, SC_BITESCAR);
  8307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8308. break;
  8309. case TF_DETOXIFY:
  8310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8311. status_change_end(bl, SC_POISON);
  8312. status_change_end(bl, SC_DPOISON);
  8313. break;
  8314. case PR_STRECOVERY:
  8315. if(status_isimmune(bl)) {
  8316. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8317. break;
  8318. }
  8319. if (tsc) {
  8320. status_change_end(bl, SC_FREEZE);
  8321. status_change_end(bl, SC_STONEWAIT);
  8322. status_change_end(bl, SC_STONE);
  8323. status_change_end(bl, SC_SLEEP);
  8324. status_change_end(bl, SC_STUN);
  8325. status_change_end(bl, SC_WHITEIMPRISON);
  8326. status_change_end(bl, SC_STASIS);
  8327. status_change_end(bl, SC_NETHERWORLD);
  8328. }
  8329. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8330. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8332. if(dstmd)
  8333. mob_unlocktarget(dstmd,tick);
  8334. break;
  8335. // Mercenary Supportive Skills
  8336. case MER_BENEDICTION:
  8337. status_change_end(bl, SC_CURSE);
  8338. status_change_end(bl, SC_BLIND);
  8339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8340. break;
  8341. case MER_COMPRESS:
  8342. status_change_end(bl, SC_BLEEDING);
  8343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8344. break;
  8345. case MER_MENTALCURE:
  8346. status_change_end(bl, SC_CONFUSION);
  8347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8348. break;
  8349. case MER_RECUPERATE:
  8350. status_change_end(bl, SC_POISON);
  8351. status_change_end(bl, SC_DPOISON);
  8352. status_change_end(bl, SC_SILENCE);
  8353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8354. break;
  8355. case MER_REGAIN:
  8356. status_change_end(bl, SC_SLEEP);
  8357. status_change_end(bl, SC_STUN);
  8358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8359. break;
  8360. case MER_TENDER:
  8361. status_change_end(bl, SC_FREEZE);
  8362. status_change_end(bl, SC_STONE);
  8363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8364. break;
  8365. case MER_SCAPEGOAT:
  8366. if( mer && mer->master )
  8367. {
  8368. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8369. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8370. }
  8371. break;
  8372. case MER_ESTIMATION:
  8373. if( !mer )
  8374. break;
  8375. sd = mer->master;
  8376. [[fallthrough]];
  8377. case WZ_ESTIMATION:
  8378. if( sd == nullptr )
  8379. break;
  8380. if( dstsd )
  8381. { // Fail on Players
  8382. clif_skill_fail( *sd, skill_id );
  8383. break;
  8384. }
  8385. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8386. clif_skill_estimation(sd, bl);
  8387. if( skill_id == MER_ESTIMATION )
  8388. sd = nullptr;
  8389. break;
  8390. case BS_REPAIRWEAPON:
  8391. if(sd && dstsd)
  8392. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8393. break;
  8394. case MC_IDENTIFY:
  8395. if(sd) {
  8396. clif_item_identify_list(sd);
  8397. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8398. map_freeblock_unlock();
  8399. return 1;
  8400. }
  8401. else { // consume sp only if succeeded
  8402. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8403. status_zap(src,0,req.sp);
  8404. }
  8405. }
  8406. break;
  8407. // Weapon Refining [Celest]
  8408. case WS_WEAPONREFINE:
  8409. if( sd != nullptr ){
  8410. clif_item_refine_list( *sd );
  8411. }
  8412. break;
  8413. case MC_VENDING:
  8414. if(sd)
  8415. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8416. if ( !pc_can_give_items(sd) )
  8417. clif_skill_fail( *sd, skill_id );
  8418. else {
  8419. sd->state.prevend = 1;
  8420. sd->state.workinprogress = WIP_DISABLE_ALL;
  8421. sd->vend_skill_lv = skill_lv;
  8422. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8423. if (i < MAX_CART) {
  8424. // Save the cart before opening the vending UI
  8425. sd->state.pending_vending_ui = true;
  8426. intif_storage_save(sd, &sd->cart);
  8427. }
  8428. else{
  8429. // Instantly open the vending UI
  8430. sd->state.pending_vending_ui = false;
  8431. clif_openvendingreq( *sd, 2+skill_lv );
  8432. }
  8433. }
  8434. }
  8435. break;
  8436. case AL_TELEPORT:
  8437. case ALL_ODINS_RECALL:
  8438. if(sd)
  8439. {
  8440. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8441. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8442. break;
  8443. }
  8444. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8445. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8446. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8447. break;
  8448. }
  8449. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8450. sd->hd->blockskill.clear();
  8451. sd->hd->blockskill.shrink_to_fit();
  8452. }
  8453. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8454. {
  8455. if( skill_lv == 1 )
  8456. pc_randomwarp(sd,CLR_TELEPORT);
  8457. else
  8458. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8459. break;
  8460. }
  8461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8462. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8463. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8464. else
  8465. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8466. } else
  8467. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8468. break;
  8469. case NPC_EXPULSION:
  8470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8471. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8472. break;
  8473. case AL_HOLYWATER:
  8474. if(sd) {
  8475. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8476. struct skill_unit* su;
  8477. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8478. skill_delunit(su);
  8479. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8480. }
  8481. else
  8482. clif_skill_fail( *sd, skill_id );
  8483. }
  8484. break;
  8485. case TF_PICKSTONE:
  8486. if(sd) {
  8487. unsigned char eflag;
  8488. struct item item_tmp;
  8489. struct block_list tbl;
  8490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8491. memset(&item_tmp,0,sizeof(item_tmp));
  8492. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8493. item_tmp.nameid = ITEMID_STONE;
  8494. item_tmp.identify = 1;
  8495. tbl.id = 0;
  8496. // Commented because of duplicate animation [Lemongrass]
  8497. // At the moment this displays the pickup animation a second time
  8498. // If this is required in older clients, we need to add a version check here
  8499. //clif_takeitem(&sd->bl,&tbl);
  8500. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8501. if(eflag) {
  8502. clif_additem(sd,0,0,eflag);
  8503. if (battle_config.skill_drop_items_full)
  8504. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8505. }
  8506. }
  8507. break;
  8508. case ASC_CDP:
  8509. if(sd) {
  8510. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8512. else
  8513. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8514. }
  8515. break;
  8516. case RG_STRIPWEAPON:
  8517. case RG_STRIPSHIELD:
  8518. case RG_STRIPARMOR:
  8519. case RG_STRIPHELM:
  8520. case ST_FULLSTRIP:
  8521. case GC_WEAPONCRUSH:
  8522. case SC_STRIPACCESSARY:
  8523. case ABC_STRIP_SHADOW: {
  8524. bool i;
  8525. //Special message when trying to use strip on FCP [Jobbie]
  8526. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8527. {
  8528. clif_gospel_info(sd, 0x28);
  8529. break;
  8530. }
  8531. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8532. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8533. //Nothing stripped.
  8534. if( sd && !i )
  8535. clif_skill_fail( *sd, skill_id );
  8536. break;
  8537. }
  8538. case AM_BERSERKPITCHER:
  8539. case AM_POTIONPITCHER:
  8540. {
  8541. int j,hp = 0,sp = 0;
  8542. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8543. map_freeblock_unlock();
  8544. return 1;
  8545. }
  8546. if( sd ) {
  8547. int x,bonus=100;
  8548. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8549. x = skill_lv%11 - 1;
  8550. j = pc_search_inventory(sd, require.itemid[x]);
  8551. if (j < 0 || require.itemid[x] <= 0) {
  8552. clif_skill_fail( *sd, skill_id );
  8553. map_freeblock_unlock();
  8554. return 1;
  8555. }
  8556. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8557. clif_skill_fail( *sd, skill_id );
  8558. map_freeblock_unlock();
  8559. return 1;
  8560. }
  8561. if( skill_id == AM_BERSERKPITCHER ) {
  8562. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8563. clif_skill_fail( *sd, skill_id );
  8564. map_freeblock_unlock();
  8565. return 1;
  8566. }
  8567. }
  8568. potion_flag = 1;
  8569. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8570. potion_target = bl->id;
  8571. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8572. potion_flag = potion_target = 0;
  8573. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8574. bonus += sd->status.base_level;
  8575. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8576. hp = tstatus->max_hp * potion_per_hp / 100;
  8577. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8578. if( dstsd ) {
  8579. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8580. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8581. }
  8582. } else {
  8583. if( potion_hp > 0 ) {
  8584. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8585. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8586. if( dstsd )
  8587. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8588. }
  8589. if( potion_sp > 0 ) {
  8590. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8591. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8592. if( dstsd )
  8593. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8594. }
  8595. }
  8596. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8597. hp += hp * bonus / 100;
  8598. }
  8599. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8600. sp += sp * bonus / 100;
  8601. }
  8602. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8603. hp += hp * j / 100;
  8604. sp += sp * j / 100;
  8605. }
  8606. } else {
  8607. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8608. switch (skill_lv) {
  8609. case 1: hp = 45; break;
  8610. case 2: hp = 105; break;
  8611. case 3: hp = 175; break;
  8612. default: hp = 325; break;
  8613. }
  8614. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8615. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8616. if( dstsd )
  8617. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8618. }
  8619. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8620. hp += hp * j / 100;
  8621. sp += sp * j / 100;
  8622. }
  8623. // Final heal increased by HPlus.
  8624. // Is this the right place for this??? [Rytech]
  8625. // Can HPlus also affect SP recovery???
  8626. if (sd && sstatus->hplus > 0) {
  8627. hp += hp * sstatus->hplus / 100;
  8628. sp += sp * sstatus->hplus / 100;
  8629. }
  8630. if (tsc && tsc->count) {
  8631. uint8 penalty = 0;
  8632. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8633. hp += hp / 10;
  8634. sp += sp / 10;
  8635. }
  8636. if (tsc->getSCE(SC_CRITICALWOUND))
  8637. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8638. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8639. penalty += 20;
  8640. if (tsc->getSCE(SC_NORECOVER_STATE))
  8641. penalty = 100;
  8642. if (penalty > 0) {
  8643. hp -= hp * penalty / 100;
  8644. sp -= sp * penalty / 100;
  8645. }
  8646. }
  8647. #ifdef RENEWAL
  8648. if (bl->type == BL_HOM)
  8649. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8650. #endif
  8651. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8652. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8653. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  8654. if( sp > 0 )
  8655. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  8656. if (tsc) {
  8657. #ifdef RENEWAL
  8658. if (tsc->getSCE(SC_EXTREMITYFIST))
  8659. sp = 0;
  8660. #endif
  8661. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8662. hp = 0;
  8663. sp = 0;
  8664. }
  8665. }
  8666. status_heal(bl,hp,sp,0);
  8667. }
  8668. break;
  8669. case AM_CP_WEAPON:
  8670. case AM_CP_SHIELD:
  8671. case AM_CP_ARMOR:
  8672. case AM_CP_HELM:
  8673. {
  8674. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8675. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8676. clif_skill_fail( *sd, skill_id );
  8677. map_freeblock_unlock(); // Don't consume item requirements
  8678. return 0;
  8679. }
  8680. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8681. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8682. }
  8683. break;
  8684. case AM_TWILIGHT1:
  8685. if (sd) {
  8686. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8687. //Prepare 200 White Potions.
  8688. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8689. clif_skill_fail( *sd, skill_id );
  8690. }
  8691. break;
  8692. case AM_TWILIGHT2:
  8693. if (sd) {
  8694. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8695. //Prepare 200 Slim White Potions.
  8696. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8697. clif_skill_fail( *sd, skill_id );
  8698. }
  8699. break;
  8700. case AM_TWILIGHT3:
  8701. if (sd) {
  8702. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8703. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8704. if( ebottle >= 0 )
  8705. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8706. //check if you can produce all three, if not, then fail:
  8707. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8708. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8709. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8710. || ebottle < 200 //200 empty bottle are required at total.
  8711. ) {
  8712. clif_skill_fail( *sd, skill_id );
  8713. break;
  8714. }
  8715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8716. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8717. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8718. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8719. }
  8720. break;
  8721. case SA_DISPELL:
  8722. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8723. 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))
  8724. break; // Outside PvP it should only affect party members and no skill fail message
  8725. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8726. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8727. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8728. || rnd()%100 >= 50+10*skill_lv)
  8729. {
  8730. if (sd)
  8731. clif_skill_fail( *sd, skill_id );
  8732. break;
  8733. }
  8734. if(status_isimmune(bl))
  8735. break;
  8736. //Remove bonus_script by Dispell
  8737. if (dstsd)
  8738. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8739. // Monsters will unlock their target instead
  8740. else if (dstmd)
  8741. mob_unlocktarget(dstmd, tick);
  8742. if(!tsc || !tsc->count)
  8743. break;
  8744. //Statuses that can't be Dispelled
  8745. for (const auto &it : status_db) {
  8746. sc_type status = static_cast<sc_type>(it.first);
  8747. if (!tsc->getSCE(status))
  8748. continue;
  8749. if (it.second->flag[SCF_NODISPELL])
  8750. continue;
  8751. switch (status) {
  8752. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8753. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8754. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8755. case SC_FORTUNE: case SC_SERVICE4U:
  8756. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8757. continue; //If in song area don't end it, even if config enabled
  8758. break;
  8759. case SC_ASSUMPTIO:
  8760. if( bl->type == BL_MOB )
  8761. continue;
  8762. break;
  8763. }
  8764. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8765. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8766. status_change_end(bl, status);
  8767. }
  8768. break;
  8769. }
  8770. //Affect all targets on splash area.
  8771. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8772. src, skill_id, skill_lv, tick, flag|1,
  8773. skill_castend_damage_id);
  8774. break;
  8775. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8776. {
  8777. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8778. #ifdef RENEWAL
  8779. |BLOWN_DONT_SEND_PACKET
  8780. #endif
  8781. ));
  8782. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8783. #ifdef RENEWAL
  8784. if(blew_count > 0)
  8785. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8786. #else
  8787. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8788. #endif
  8789. }
  8790. break;
  8791. case TK_HIGHJUMP:
  8792. {
  8793. int x,y, dir = unit_getdir(src);
  8794. struct map_data *mapdata = &map[src->m];
  8795. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8796. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8797. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8798. ) {
  8799. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8800. break;
  8801. } else if(dir%2) {
  8802. //Diagonal
  8803. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8804. y = src->y + diry[dir]*(skill_lv*4)/3;
  8805. } else {
  8806. x = src->x + dirx[dir]*skill_lv*2;
  8807. y = src->y + diry[dir]*skill_lv*2;
  8808. }
  8809. int x1 = x + dirx[dir];
  8810. int y1 = y + diry[dir];
  8811. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8812. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8813. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8814. unit_movepos(src, x, y, 1, 0))
  8815. clif_blown(src);
  8816. }
  8817. break;
  8818. case SA_CASTCANCEL:
  8819. case SO_SPELLFIST:
  8820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8821. unit_skillcastcancel(src,1);
  8822. if(sd) {
  8823. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8824. if( skill_id == SO_SPELLFIST ){
  8825. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8826. sd->skill_id_old = sd->skill_lv_old = 0;
  8827. break;
  8828. }
  8829. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8830. if(sp < 0) sp = 0;
  8831. status_zap(src, 0, sp);
  8832. }
  8833. break;
  8834. case SA_SPELLBREAKER:
  8835. {
  8836. int sp;
  8837. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8838. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8839. sp = status_percent_damage(bl, src, 0, -20, false);
  8840. status_heal(bl, 0, sp, 2);
  8841. }
  8842. else {
  8843. struct unit_data* ud = unit_bl2ud(bl);
  8844. if (!ud || ud->skilltimer == INVALID_TIMER)
  8845. break; //Nothing to cancel.
  8846. int hp = 0;
  8847. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8848. if (rnd_chance(90, 100))
  8849. {
  8850. if (sd) clif_skill_fail( *sd, skill_id );
  8851. break;
  8852. }
  8853. }
  8854. #ifdef RENEWAL
  8855. else // HP damage does not work on bosses in renewal
  8856. #endif
  8857. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8858. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8859. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8860. unit_skillcastcancel(bl, 0);
  8861. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8862. status_zap(bl, 0, sp);
  8863. // Recover some of the SP used
  8864. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8865. // If damage would be lethal, it does not deal damage
  8866. if (hp && hp < tstatus->hp) {
  8867. clif_damage(src, bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8868. status_zap(bl, hp, 0);
  8869. // Recover 50% of damage dealt
  8870. status_heal(src, hp / 2, 0, 2);
  8871. }
  8872. }
  8873. }
  8874. break;
  8875. case SA_MAGICROD:
  8876. #ifdef RENEWAL
  8877. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8878. #endif
  8879. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8880. break;
  8881. case SA_AUTOSPELL:
  8882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8883. if (sd) {
  8884. sd->state.workinprogress = WIP_DISABLE_ALL;
  8885. clif_autospell( *sd, skill_lv );
  8886. } else {
  8887. int maxlv=1,spellid=0;
  8888. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8889. if(skill_lv >= 10) {
  8890. spellid = MG_FROSTDIVER;
  8891. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8892. // maxlv = 10;
  8893. // else
  8894. maxlv = skill_lv - 9;
  8895. }
  8896. else if(skill_lv >=8) {
  8897. spellid = MG_FIREBALL;
  8898. maxlv = skill_lv - 7;
  8899. }
  8900. else if(skill_lv >=5) {
  8901. spellid = MG_SOULSTRIKE;
  8902. maxlv = skill_lv - 4;
  8903. }
  8904. else if(skill_lv >=2) {
  8905. int i_rnd = rnd()%3;
  8906. spellid = spellarray[i_rnd];
  8907. maxlv = skill_lv - 1;
  8908. }
  8909. else if(skill_lv > 0) {
  8910. spellid = MG_NAPALMBEAT;
  8911. maxlv = 3;
  8912. }
  8913. if(spellid > 0)
  8914. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8915. skill_get_time(SA_AUTOSPELL,skill_lv));
  8916. }
  8917. break;
  8918. case BS_GREED:
  8919. if(sd){
  8920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8921. map_foreachinallrange(skill_greed,bl,
  8922. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8923. }
  8924. break;
  8925. case SA_ELEMENTWATER:
  8926. case SA_ELEMENTFIRE:
  8927. case SA_ELEMENTGROUND:
  8928. case SA_ELEMENTWIND:
  8929. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8930. break;
  8931. [[fallthrough]];
  8932. case NPC_ATTRICHANGE:
  8933. case NPC_CHANGEWATER:
  8934. case NPC_CHANGEGROUND:
  8935. case NPC_CHANGEFIRE:
  8936. case NPC_CHANGEWIND:
  8937. case NPC_CHANGEPOISON:
  8938. case NPC_CHANGEHOLY:
  8939. case NPC_CHANGEDARKNESS:
  8940. case NPC_CHANGETELEKINESIS:
  8941. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8942. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8943. skill_get_time(skill_id, skill_lv)));
  8944. break;
  8945. case NPC_PROVOCATION:
  8946. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8947. if (md) mob_unlocktarget(md, tick);
  8948. break;
  8949. case NPC_REBIRTH:
  8950. if( md && md->state.rebirth )
  8951. break; // only works once
  8952. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8953. break;
  8954. case NPC_DARKBLESSING:
  8955. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8956. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8957. break;
  8958. case NPC_LICK:
  8959. status_zap(bl, 0, 100);
  8960. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8961. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8962. break;
  8963. case NPC_SUICIDE:
  8964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8965. status_kill(src); //When suiciding, neither exp nor drops is given.
  8966. break;
  8967. case NPC_SUMMONSLAVE:
  8968. case NPC_SUMMONMONSTER:
  8969. case NPC_DEATHSUMMON:
  8970. if(md && md->skill_idx >= 0)
  8971. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8972. break;
  8973. case NPC_CALLSLAVE:
  8974. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8975. break;
  8976. case NPC_RANDOMMOVE:
  8977. if (md) {
  8978. md->next_walktime = tick - 1;
  8979. if (md->special_state.ai == AI_SPHERE)
  8980. unit_escape(&md->bl, bl, 7, 2);
  8981. else
  8982. mob_randomwalk(md,tick);
  8983. }
  8984. break;
  8985. case NPC_SPEEDUP:
  8986. {
  8987. // or does it increase casting rate? just a guess xD
  8988. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8989. if (i_type > SC_ASPDPOTION3)
  8990. i_type = SC_ASPDPOTION3;
  8991. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8992. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8993. }
  8994. break;
  8995. case NPC_REVENGE:
  8996. // not really needed... but adding here anyway ^^
  8997. if (md && md->master_id > 0) {
  8998. struct block_list *mbl, *tbl;
  8999. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  9000. (tbl = battle_gettargeted(mbl)) == nullptr)
  9001. break;
  9002. md->state.provoke_flag = tbl->id;
  9003. mob_target(md, tbl, sstatus->rhw.range);
  9004. }
  9005. break;
  9006. case NPC_RUN:
  9007. if (md) {
  9008. block_list* tbl = map_id2bl(md->target_id);
  9009. if (tbl) {
  9010. md->state.can_escape = 1;
  9011. mob_unlocktarget(md, tick);
  9012. // Official distance is 7, if level > 1, distance = level
  9013. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9014. if (time) {
  9015. // Need to set state here as it's not set otherwise
  9016. md->state.skillstate = MSS_WALK;
  9017. // Set AI to inactive for the duration of this movement
  9018. md->last_thinktime = tick + time;
  9019. }
  9020. }
  9021. }
  9022. break;
  9023. case NPC_TRANSFORMATION:
  9024. case NPC_METAMORPHOSIS:
  9025. if(md && md->skill_idx >= 0) {
  9026. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9027. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9028. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9029. if (class_) mob_class_change(md, class_);
  9030. }
  9031. break;
  9032. case NPC_EMOTION_ON:
  9033. case NPC_EMOTION:
  9034. //val[0] is the emotion to use.
  9035. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9036. //val[1] 'sets' the mode
  9037. //val[2] adds to the current mode
  9038. //val[3] removes from the current mode
  9039. //val[4] if set, asks to delete the previous mode change.
  9040. if(md && md->skill_idx >= 0 && tsc)
  9041. {
  9042. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9043. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9044. status_change_end(bl, type);
  9045. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9046. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9047. mob_unlocktarget(md,tick);
  9048. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9049. sc_start4(src,src, type, 100, skill_lv,
  9050. md->db->skill[md->skill_idx]->val[1],
  9051. md->db->skill[md->skill_idx]->val[2],
  9052. md->db->skill[md->skill_idx]->val[3],
  9053. skill_get_time(skill_id, skill_lv));
  9054. //Reset aggressive state depending on resulting mode
  9055. if (!battle_config.npc_emotion_behavior)
  9056. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9057. }
  9058. break;
  9059. case NPC_POWERUP:
  9060. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9061. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9062. break;
  9063. case NPC_AGIUP:
  9064. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9065. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9066. break;
  9067. case NPC_INVISIBLE:
  9068. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9069. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9070. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9071. break;
  9072. case NPC_SIEGEMODE:
  9073. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9075. break;
  9076. case NPC_INVINCIBLEOFF:
  9077. case MER_INVINCIBLEOFF2:
  9078. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9079. status_change_end(bl, SC_INVINCIBLE);
  9080. break;
  9081. case WE_MALE: {
  9082. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9083. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9084. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9085. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9086. }
  9087. }
  9088. break;
  9089. case WE_FEMALE: {
  9090. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9091. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9092. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9093. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9094. }
  9095. }
  9096. break;
  9097. // parent-baby skills
  9098. case WE_BABY:
  9099. if(sd){
  9100. map_session_data *f_sd = pc_get_father(sd);
  9101. map_session_data *m_sd = pc_get_mother(sd);
  9102. if( (!f_sd && !m_sd) // if neither was found
  9103. || (sd->status.party_id != 0 && //not in same party
  9104. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9105. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9106. ))
  9107. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9108. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9109. ) {
  9110. clif_skill_fail( *sd, skill_id );
  9111. map_freeblock_unlock();
  9112. return 0;
  9113. }
  9114. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9115. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9116. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9117. }
  9118. break;
  9119. case WE_CALLALLFAMILY:
  9120. if (sd) {
  9121. map_session_data *p_sd = pc_get_partner(sd);
  9122. map_session_data *c_sd = pc_get_child(sd);
  9123. if (!p_sd && !c_sd) { // Fail if no family members are found
  9124. clif_skill_fail( *sd, skill_id );
  9125. map_freeblock_unlock();
  9126. return 1;
  9127. }
  9128. // Partner must be on the same map and in same party
  9129. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9130. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9131. // Child must be on the same map and in same party as the parent casting
  9132. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9133. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9134. }
  9135. break;
  9136. case WE_ONEFOREVER:
  9137. if (sd) {
  9138. map_session_data *p_sd = pc_get_partner(sd);
  9139. map_session_data *c_sd = pc_get_child(sd);
  9140. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9141. clif_skill_fail( *sd, skill_id );
  9142. map_freeblock_unlock();
  9143. return 1;
  9144. }
  9145. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9146. clif_skill_fail( *sd, skill_id );
  9147. break;
  9148. }
  9149. if (status_isdead(bl)) {
  9150. int per = 30, sper = 0;
  9151. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9152. break;
  9153. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9154. break;
  9155. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9156. break;
  9157. if (dstsd->special_state.restart_full_recover)
  9158. per = sper = 100;
  9159. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9160. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9161. }
  9162. }
  9163. break;
  9164. case WE_CHEERUP:
  9165. if (sd) {
  9166. map_session_data *f_sd = pc_get_father(sd);
  9167. map_session_data *m_sd = pc_get_mother(sd);
  9168. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9169. clif_skill_fail( *sd, skill_id );
  9170. map_freeblock_unlock();
  9171. return 1;
  9172. }
  9173. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9174. if (dstsd == f_sd || dstsd == m_sd)
  9175. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9176. } else
  9177. 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);
  9178. }
  9179. break;
  9180. case PF_HPCONVERSION:
  9181. {
  9182. int hp, sp;
  9183. hp = sstatus->max_hp/10;
  9184. sp = hp * 10 * skill_lv / 100;
  9185. if (!status_charge(src,hp,0)) {
  9186. if (sd) clif_skill_fail( *sd, skill_id );
  9187. break;
  9188. }
  9189. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9190. status_heal(bl,0,sp,2);
  9191. }
  9192. break;
  9193. case MA_REMOVETRAP:
  9194. case HT_REMOVETRAP:
  9195. {
  9196. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9197. std::shared_ptr<s_skill_unit_group> sg;
  9198. std::shared_ptr<s_skill_db> skill_group;
  9199. // Mercenaries can remove any trap
  9200. // Players can only remove their own traps or traps on Vs maps.
  9201. 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] )
  9202. {
  9203. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9204. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9205. { // prevent picking up expired traps
  9206. if( battle_config.skill_removetrap_type )
  9207. { // get back all items used to deploy the trap
  9208. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9209. {
  9210. if( skill_group->require.itemid[i] > 0 )
  9211. {
  9212. int flag2;
  9213. struct item item_tmp;
  9214. memset(&item_tmp,0,sizeof(item_tmp));
  9215. item_tmp.nameid = skill_group->require.itemid[i];
  9216. item_tmp.identify = 1;
  9217. item_tmp.amount = skill_group->require.amount[i];
  9218. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9219. clif_additem(sd,0,0,flag2);
  9220. if (battle_config.skill_drop_items_full)
  9221. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9222. }
  9223. }
  9224. }
  9225. }
  9226. else
  9227. { // get back 1 trap
  9228. struct item item_tmp;
  9229. memset(&item_tmp,0,sizeof(item_tmp));
  9230. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9231. item_tmp.identify = 1;
  9232. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9233. {
  9234. clif_additem(sd,0,0,flag);
  9235. if (battle_config.skill_drop_items_full)
  9236. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9237. }
  9238. }
  9239. }
  9240. skill_delunit(su);
  9241. }else if(sd)
  9242. clif_skill_fail( *sd, skill_id );
  9243. }
  9244. break;
  9245. case HT_SPRINGTRAP:
  9246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9247. {
  9248. struct skill_unit *su=nullptr;
  9249. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9250. switch(su->group->unit_id){
  9251. case UNT_ANKLESNARE: // ankle snare
  9252. if (su->group->val2 != 0)
  9253. // if it is already trapping something don't spring it,
  9254. // remove trap should be used instead
  9255. break;
  9256. [[fallthrough]];
  9257. case UNT_BLASTMINE:
  9258. case UNT_SKIDTRAP:
  9259. case UNT_LANDMINE:
  9260. case UNT_SHOCKWAVE:
  9261. case UNT_SANDMAN:
  9262. case UNT_FLASHER:
  9263. case UNT_FREEZINGTRAP:
  9264. case UNT_CLAYMORETRAP:
  9265. case UNT_TALKIEBOX:
  9266. su->group->unit_id = UNT_USED_TRAPS;
  9267. clif_changetraplook(bl, UNT_USED_TRAPS);
  9268. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9269. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9270. }
  9271. }
  9272. }
  9273. break;
  9274. case BD_ENCORE:
  9275. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9276. if(sd)
  9277. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9278. break;
  9279. case TR_RETROSPECTION:
  9280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9281. if (sd)
  9282. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9283. break;
  9284. case AS_SPLASHER:
  9285. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9286. // Renewal dropped the 3/4 hp requirement
  9287. #ifndef RENEWAL
  9288. || tstatus-> hp > tstatus->max_hp*3/4
  9289. #endif
  9290. ) {
  9291. if (sd) clif_skill_fail( *sd, skill_id );
  9292. map_freeblock_unlock();
  9293. return 1;
  9294. }
  9295. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9296. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9297. break;
  9298. case PF_MINDBREAKER:
  9299. {
  9300. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9301. map_freeblock_unlock();
  9302. return 1;
  9303. }
  9304. if (tsce)
  9305. { //HelloKitty2 (?) explained that this silently fails when target is
  9306. //already inflicted. [Skotlex]
  9307. map_freeblock_unlock();
  9308. return 1;
  9309. }
  9310. //Has a 55% + skill_lv*5% success chance.
  9311. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9312. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9313. {
  9314. if (sd) clif_skill_fail( *sd, skill_id );
  9315. map_freeblock_unlock();
  9316. return 0;
  9317. }
  9318. unit_skillcastcancel(bl,0);
  9319. if (dstmd)
  9320. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9321. }
  9322. break;
  9323. case PF_SOULCHANGE:
  9324. {
  9325. unsigned int sp1 = 0, sp2 = 0;
  9326. if (dstmd) {
  9327. if (dstmd->state.soul_change_flag) {
  9328. if(sd) clif_skill_fail( *sd, skill_id );
  9329. break;
  9330. }
  9331. dstmd->state.soul_change_flag = 1;
  9332. sp2 = sstatus->max_sp * 3 /100;
  9333. status_heal(src, 0, sp2, 2);
  9334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9335. break;
  9336. }
  9337. sp1 = sstatus->sp;
  9338. sp2 = tstatus->sp;
  9339. #ifdef RENEWAL
  9340. sp1 = sp1 / 2;
  9341. sp2 = sp2 / 2;
  9342. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9343. sp1 = tstatus->sp;
  9344. #endif
  9345. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9346. sp1 = tstatus->sp;
  9347. status_set_sp(src, sp2, 3);
  9348. status_set_sp(bl, sp1, 3);
  9349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9350. }
  9351. break;
  9352. // Slim Pitcher
  9353. case CR_SLIMPITCHER:
  9354. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9355. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9356. break;
  9357. if (potion_hp || potion_sp) {
  9358. int hp = potion_hp, sp = potion_sp;
  9359. hp = hp * (100 + (tstatus->vit * 2))/100;
  9360. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9361. if (dstsd) {
  9362. if (hp)
  9363. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9364. if (sp)
  9365. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9366. }
  9367. if (tsc && tsc->count) {
  9368. uint8 penalty = 0;
  9369. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9370. hp += hp / 10;
  9371. sp += sp / 10;
  9372. }
  9373. if (tsc->getSCE(SC_CRITICALWOUND))
  9374. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9375. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9376. penalty += 20;
  9377. if (tsc->getSCE(SC_NORECOVER_STATE))
  9378. penalty = 100;
  9379. if (penalty > 0) {
  9380. hp -= hp * penalty / 100;
  9381. sp -= sp * penalty / 100;
  9382. }
  9383. }
  9384. if(hp > 0)
  9385. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  9386. if(sp > 0)
  9387. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  9388. status_heal(bl,hp,sp,0);
  9389. }
  9390. break;
  9391. // Full Chemical Protection
  9392. case CR_FULLPROTECTION:
  9393. {
  9394. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9395. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9396. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9397. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9398. continue;
  9399. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9400. s++;
  9401. }
  9402. if( sd && !s ){
  9403. clif_skill_fail( *sd, skill_id );
  9404. map_freeblock_unlock(); // Don't consume item requirements
  9405. return 0;
  9406. }
  9407. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9408. }
  9409. break;
  9410. case RG_CLEANER: //AppleGirl
  9411. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9412. break;
  9413. #ifndef RENEWAL
  9414. case CG_LONGINGFREEDOM:
  9415. {
  9416. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9417. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9418. {
  9419. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9420. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9421. }
  9422. }
  9423. break;
  9424. #endif
  9425. case CG_TAROTCARD:
  9426. {
  9427. int card = -1;
  9428. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9429. //Target currently has the SUN tarot card effect and is immune to any other effect
  9430. map_freeblock_unlock();
  9431. return 0;
  9432. }
  9433. if( rnd() % 100 > skill_lv * 8 ||
  9434. #ifndef RENEWAL
  9435. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9436. #endif
  9437. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9438. if( sd )
  9439. clif_skill_fail( *sd, skill_id );
  9440. map_freeblock_unlock();
  9441. return 0;
  9442. }
  9443. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9444. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9445. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9446. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9447. }
  9448. break;
  9449. case SL_ALCHEMIST:
  9450. case SL_ASSASIN:
  9451. case SL_BARDDANCER:
  9452. case SL_BLACKSMITH:
  9453. case SL_CRUSADER:
  9454. case SL_HUNTER:
  9455. case SL_KNIGHT:
  9456. case SL_MONK:
  9457. case SL_PRIEST:
  9458. case SL_ROGUE:
  9459. case SL_SAGE:
  9460. case SL_SOULLINKER:
  9461. case SL_STAR:
  9462. case SL_SUPERNOVICE:
  9463. case SL_WIZARD:
  9464. case SL_HIGH:
  9465. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9466. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9467. // 1% chance to erase death count on successful cast
  9468. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9469. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9470. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9471. status_calc_pc( dstsd, SCO_NONE );
  9472. }
  9473. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9474. }else{
  9475. if( sd ){
  9476. clif_skill_fail( *sd, skill_id );
  9477. }
  9478. }
  9479. break;
  9480. case SP_SOULGOLEM:
  9481. case SP_SOULSHADOW:
  9482. case SP_SOULFALCON:
  9483. case SP_SOULFAIRY:
  9484. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9485. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9486. }else{
  9487. if( sd ){
  9488. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9489. }
  9490. }
  9491. break;
  9492. case SP_SOULREVOLVE:
  9493. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9494. if (sd)
  9495. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9496. break;
  9497. }
  9498. status_heal(bl, 0, 50*skill_lv, 2);
  9499. status_change_end(bl, SC_SPIRIT);
  9500. status_change_end(bl, SC_SOULGOLEM);
  9501. status_change_end(bl, SC_SOULSHADOW);
  9502. status_change_end(bl, SC_SOULFALCON);
  9503. status_change_end(bl, SC_SOULFAIRY);
  9504. break;
  9505. case SL_SWOO:
  9506. if (tsce) {
  9507. if(sd)
  9508. clif_skill_fail( *sd, skill_id );
  9509. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9510. status_change_end(bl, SC_SWOO);
  9511. break;
  9512. }
  9513. [[fallthrough]];
  9514. case SL_SKA: // [marquis007]
  9515. case SL_SKE:
  9516. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9517. clif_skill_fail( *sd, skill_id );
  9518. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9519. break;
  9520. }
  9521. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9522. if (skill_id == SL_SKE)
  9523. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9524. break;
  9525. // New guild skills [Celest]
  9526. case GD_BATTLEORDER:
  9527. case GD_REGENERATION:
  9528. case GD_RESTORE:
  9529. case GD_EMERGENCY_MOVE:
  9530. if(flag&1) {
  9531. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9532. if( skill_id == GD_RESTORE )
  9533. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9534. else
  9535. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9536. }
  9537. } else if (status_get_guild_id(src)) {
  9538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9539. map_foreachinallrange(skill_area_sub, src,
  9540. skill_get_splash(skill_id, skill_lv), BL_PC,
  9541. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9542. skill_castend_nodamage_id);
  9543. if (sd)
  9544. #ifdef RENEWAL
  9545. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9546. #else
  9547. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9548. #endif
  9549. }
  9550. break;
  9551. case GD_EMERGENCYCALL:
  9552. case GD_ITEMEMERGENCYCALL:
  9553. {
  9554. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9555. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9556. uint8 j = 0, calls = 0, called = 0;
  9557. // i don't know if it actually summons in a circle, but oh well. ;P
  9558. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9559. if (!g)
  9560. break;
  9561. if (skill_id == GD_ITEMEMERGENCYCALL)
  9562. switch (skill_lv) {
  9563. case 1: calls = 7; break;
  9564. case 2: calls = 12; break;
  9565. case 3: calls = 20; break;
  9566. default: calls = 0; break;
  9567. }
  9568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9569. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9570. if (j > 8)
  9571. j = 0;
  9572. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9573. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9574. continue;
  9575. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9576. continue;
  9577. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9578. dx[j] = dy[j] = 0;
  9579. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9580. called++;
  9581. }
  9582. }
  9583. if (sd)
  9584. #ifdef RENEWAL
  9585. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9586. #else
  9587. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9588. #endif
  9589. }
  9590. break;
  9591. case GD_CHARGESHOUT_FLAG:
  9592. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9593. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9594. if (md) {
  9595. sd->guild->chargeshout_flag_id = md->bl.id;
  9596. md->master_id = src->id;
  9597. if (md->deletetimer != INVALID_TIMER)
  9598. delete_timer(md->deletetimer, mob_timer_delete);
  9599. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9600. mob_spawn(md);
  9601. }
  9602. }
  9603. break;
  9604. case GD_CHARGESHOUT_BEATING:
  9605. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9606. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9607. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9608. clif_skill_fail( *sd, skill_id );
  9609. else
  9610. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9611. } else if (sd)
  9612. clif_skill_fail( *sd, skill_id );
  9613. break;
  9614. case SG_FEEL:
  9615. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9616. if (sd) {
  9617. if(!sd->feel_map[skill_lv-1].index)
  9618. clif_feel_req(sd->fd,sd, skill_lv);
  9619. else
  9620. clif_feel_info(sd, skill_lv-1, 1);
  9621. }
  9622. break;
  9623. case SG_HATE:
  9624. if (sd) {
  9625. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9626. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9627. clif_skill_fail( *sd, skill_id );
  9628. }
  9629. break;
  9630. case SJ_DOCUMENT:
  9631. if (sd) {
  9632. switch (skill_lv) {
  9633. case 1:
  9634. pc_resetfeel(sd);
  9635. break;
  9636. case 2:
  9637. pc_resethate(sd);
  9638. break;
  9639. case 3:
  9640. pc_resetfeel(sd);
  9641. pc_resethate(sd);
  9642. break;
  9643. }
  9644. }
  9645. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9646. break;
  9647. case GS_GLITTERING:
  9648. if(sd) {
  9649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9650. if(rnd()%100 < (20+10*skill_lv))
  9651. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9652. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9653. pc_delspiritball(sd,1,0);
  9654. }
  9655. break;
  9656. case GS_CRACKER:
  9657. /* per official standards, this skill works on players and mobs. */
  9658. if (sd && (dstsd || dstmd))
  9659. {
  9660. i =65 -5*distance_bl(src,bl); //Base rate
  9661. if (i < 30) i = 30;
  9662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9663. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9664. }
  9665. break;
  9666. case AM_CALLHOMUN: //[orn]
  9667. if (sd && !hom_call(sd))
  9668. clif_skill_fail( *sd, skill_id );
  9669. #ifdef RENEWAL
  9670. else if (sd && hom_is_active(sd->hd))
  9671. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9672. #endif
  9673. break;
  9674. case AM_REST:
  9675. if (sd) {
  9676. if (hom_vaporize(sd,HOM_ST_REST))
  9677. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9678. else
  9679. clif_skill_fail( *sd, skill_id );
  9680. }
  9681. break;
  9682. case HAMI_CASTLE: //[orn]
  9683. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9684. int x = src->x, y = src->y;
  9685. if (hd)
  9686. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9687. // Move source
  9688. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9689. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9690. clif_blown(src);
  9691. // Move target
  9692. if (unit_movepos(bl,x,y,0,0)) {
  9693. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9694. clif_blown(bl);
  9695. }
  9696. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9697. }
  9698. }
  9699. else if (hd && hd->master) // Failed
  9700. clif_skill_fail( *hd->master, skill_id );
  9701. else if (sd)
  9702. clif_skill_fail( *sd, skill_id );
  9703. break;
  9704. case HVAN_CHAOTIC: //[orn]
  9705. {
  9706. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9707. int r = rnd()%100;
  9708. i = (skill_lv-1)%5;
  9709. if(r<per[i][0]) //Self
  9710. bl = src;
  9711. else if(r<per[i][1]) //Master
  9712. bl = battle_get_master(src);
  9713. else //Enemy
  9714. bl = map_id2bl(battle_gettarget(src));
  9715. if (!bl) bl = src;
  9716. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9717. //Eh? why double skill packet?
  9718. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9719. clif_skill_nodamage(src,bl,skill_id,i,1);
  9720. status_heal(bl, i, 0, 0);
  9721. }
  9722. break;
  9723. //Homun single-target support skills [orn]
  9724. case HAMI_BLOODLUST:
  9725. case HFLI_FLEET:
  9726. case HFLI_SPEED:
  9727. case HLIF_CHANGE:
  9728. case MH_ANGRIFFS_MODUS:
  9729. case MH_GOLDENE_FERSE:
  9730. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9731. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9732. if (hd)
  9733. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9734. break;
  9735. case NPC_DRAGONFEAR:
  9736. if (flag&1) {
  9737. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9738. int j;
  9739. j = i = rnd()%ARRAYLENGTH(sc);
  9740. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9741. i++;
  9742. if ( i == ARRAYLENGTH(sc) )
  9743. i = 0;
  9744. if (i == j)
  9745. break;
  9746. }
  9747. break;
  9748. }
  9749. [[fallthrough]];
  9750. case NPC_WIDEBLEEDING:
  9751. case NPC_WIDEBLEEDING2:
  9752. case NPC_WIDECONFUSE:
  9753. case NPC_WIDECONFUSE2:
  9754. case NPC_WIDECURSE:
  9755. case NPC_WIDECURSE2:
  9756. case NPC_WIDEFREEZE:
  9757. case NPC_WIDEFREEZE2:
  9758. case NPC_WIDESLEEP:
  9759. case NPC_WIDESLEEP2:
  9760. case NPC_WIDESILENCE:
  9761. case NPC_WIDESILENCE2:
  9762. case NPC_WIDESTONE:
  9763. case NPC_WIDESTONE2:
  9764. case NPC_WIDESTUN:
  9765. case NPC_WIDESTUN2:
  9766. case NPC_SLOWCAST:
  9767. case NPC_WIDEHELLDIGNITY:
  9768. case NPC_WIDEHEALTHFEAR:
  9769. case NPC_WIDEBODYBURNNING:
  9770. case NPC_WIDEFROSTMISTY:
  9771. case NPC_WIDECOLD:
  9772. case NPC_WIDE_DEEP_SLEEP:
  9773. case NPC_WIDESIREN:
  9774. case NPC_WIDEWEB:
  9775. case NPC_DEADLYCURSE2:
  9776. if (flag&1){
  9777. switch ( type ) {
  9778. case SC_BURNING:
  9779. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9780. break;
  9781. case SC_STONEWAIT:
  9782. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9783. break;
  9784. default:
  9785. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9786. }
  9787. }
  9788. else {
  9789. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9791. map_foreachinallrange(skill_area_sub, bl,
  9792. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9793. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9794. skill_castend_nodamage_id);
  9795. }
  9796. break;
  9797. case NPC_WIDESOULDRAIN:
  9798. if (flag&1)
  9799. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9800. else {
  9801. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9803. map_foreachinallrange(skill_area_sub, bl,
  9804. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9805. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9806. skill_castend_nodamage_id);
  9807. }
  9808. break;
  9809. case NPC_FIRESTORM: {
  9810. int sflag = flag;
  9811. if( skill_lv > 1 )
  9812. sflag |= 4;
  9813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9814. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9815. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9816. }
  9817. break;
  9818. case ALL_PARTYFLEE:
  9819. if( sd && !(flag&1) ) {
  9820. if( !sd->status.party_id ) {
  9821. clif_skill_fail( *sd, skill_id );
  9822. break;
  9823. }
  9824. 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);
  9825. } else
  9826. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9827. break;
  9828. case NPC_TALK:
  9829. case ALL_WEWISH:
  9830. case ALL_CATCRY:
  9831. case ALL_DREAM_SUMMERNIGHT:
  9832. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9833. break;
  9834. case ALL_BUYING_STORE:
  9835. if( sd )
  9836. {// players only, skill allows 5 buying slots
  9837. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9838. }
  9839. break;
  9840. case RK_ENCHANTBLADE:
  9841. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9842. 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)));
  9843. break;
  9844. case RK_DRAGONHOWLING:
  9845. if( flag&1)
  9846. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9847. else
  9848. {
  9849. skill_area_temp[2] = 0;
  9850. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9851. map_foreachinallrange(skill_area_sub, src,
  9852. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9853. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9854. skill_castend_nodamage_id);
  9855. }
  9856. break;
  9857. case LG_EARTHDRIVE: {
  9858. int dummy = 1;
  9859. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9860. i = skill_get_splash(skill_id,skill_lv);
  9861. 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);
  9862. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9863. }
  9864. break;
  9865. case RK_LUXANIMA:
  9866. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9867. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9868. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9869. break;
  9870. case RK_GIANTGROWTH:
  9871. case RK_STONEHARDSKIN:
  9872. case RK_VITALITYACTIVATION:
  9873. case RK_ABUNDANCE:
  9874. case RK_CRUSHSTRIKE:
  9875. case RK_REFRESH:
  9876. case RK_MILLENNIUMSHIELD:
  9877. if (sd) {
  9878. uint8 rune_level = 1; // RK_GIANTGROWTH
  9879. if (skill_id == RK_VITALITYACTIVATION)
  9880. rune_level = 2;
  9881. else if (skill_id == RK_STONEHARDSKIN)
  9882. rune_level = 4;
  9883. else if (skill_id == RK_ABUNDANCE)
  9884. rune_level = 6;
  9885. else if (skill_id == RK_CRUSHSTRIKE)
  9886. rune_level = 7;
  9887. else if (skill_id == RK_REFRESH)
  9888. rune_level = 8;
  9889. else if (skill_id == RK_MILLENNIUMSHIELD)
  9890. rune_level = 9;
  9891. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9892. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9893. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9894. else if (skill_id == RK_STONEHARDSKIN)
  9895. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9896. } else
  9897. clif_skill_fail( *sd, skill_id );
  9898. }
  9899. break;
  9900. case NPC_MILLENNIUMSHIELD:
  9901. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9902. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9903. break;
  9904. case RK_FIGHTINGSPIRIT: {
  9905. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9906. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9907. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9908. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9910. break;
  9911. }
  9912. case GC_ROLLINGCUTTER:
  9913. {
  9914. short count = 1;
  9915. skill_area_temp[2] = 0;
  9916. 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);
  9917. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9918. { // Every time the skill is casted the status change is reseted adding a counter.
  9919. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9920. if( count > 10 )
  9921. count = 10; // Max coounter
  9922. status_change_end(bl, SC_ROLLINGCUTTER);
  9923. }
  9924. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9925. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9926. }
  9927. break;
  9928. case GC_WEAPONBLOCKING:
  9929. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9930. status_change_end(bl, SC_WEAPONBLOCKING);
  9931. else
  9932. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9934. break;
  9935. case GC_CREATENEWPOISON:
  9936. if( sd )
  9937. {
  9938. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  9939. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9940. }
  9941. break;
  9942. case GC_POISONINGWEAPON:
  9943. if( sd ) {
  9944. clif_poison_list( *sd, skill_lv );
  9945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9946. }
  9947. break;
  9948. case GC_ANTIDOTE:
  9949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9950. if( tsc )
  9951. {
  9952. status_change_end(bl, SC_PARALYSE);
  9953. status_change_end(bl, SC_PYREXIA);
  9954. status_change_end(bl, SC_DEATHHURT);
  9955. status_change_end(bl, SC_LEECHESEND);
  9956. status_change_end(bl, SC_VENOMBLEED);
  9957. status_change_end(bl, SC_MAGICMUSHROOM);
  9958. status_change_end(bl, SC_TOXIN);
  9959. status_change_end(bl, SC_OBLIVIONCURSE);
  9960. }
  9961. break;
  9962. case GC_PHANTOMMENACE:
  9963. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9965. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9966. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9967. break;
  9968. case GC_HALLUCINATIONWALK:
  9969. {
  9970. int heal = status_get_max_hp(bl) / 10;
  9971. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9972. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9973. break;
  9974. }
  9975. if( !status_charge(bl,heal,0) )
  9976. {
  9977. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9978. break;
  9979. }
  9980. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9981. }
  9982. break;
  9983. case AB_ANCILLA:
  9984. if( sd ) {
  9985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9986. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9987. }
  9988. break;
  9989. case AB_CLEMENTIA:
  9990. case AB_CANTO:
  9991. {
  9992. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9993. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9994. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  9995. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9996. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9997. else if( sd )
  9998. 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);
  9999. }
  10000. break;
  10001. case AB_PRAEFATIO:
  10002. case AB_RENOVATIO:
  10003. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10004. if (skill_id == AB_PRAEFATIO)
  10005. 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)));
  10006. else
  10007. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10008. } else if( sd )
  10009. 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);
  10010. break;
  10011. case AB_CHEAL:
  10012. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10013. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10014. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10015. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10016. if( partycount > 1 )
  10017. i += (i / 100) * (partycount * 10) / 4;
  10018. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10019. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10020. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10021. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10022. i = ~i + 1;
  10023. status_heal(bl, i, 0, 0);
  10024. }
  10025. } else if( sd )
  10026. 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);
  10027. break;
  10028. case NPC_CHEAL:
  10029. if( flag&1 ) {
  10030. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10031. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10032. if (status_isimmune(bl))
  10033. i = 0;
  10034. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10035. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10036. i = ~i + 1;
  10037. status_heal(bl, i, 0, 0);
  10038. }
  10039. }
  10040. else {
  10041. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10042. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10043. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10044. }
  10045. break;
  10046. case AB_ORATIO:
  10047. if( flag&1 )
  10048. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10049. else {
  10050. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10051. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10052. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10053. }
  10054. break;
  10055. case AB_LAUDAAGNUS:
  10056. if( flag&1 || !sd || !sd->status.party_id ) {
  10057. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10058. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10059. // Success Chance: (60 + 10 * Skill Level) %
  10060. if( rnd()%100 > 60+10*skill_lv ) break;
  10061. status_change_end(bl, SC_FREEZE);
  10062. status_change_end(bl, SC_STONE);
  10063. status_change_end(bl, SC_BLIND);
  10064. status_change_end(bl, SC_BURNING);
  10065. status_change_end(bl, SC_FREEZING);
  10066. status_change_end(bl, SC_CRYSTALIZE);
  10067. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10068. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10069. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10070. } else if( sd )
  10071. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10072. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10073. break;
  10074. case AB_LAUDARAMUS:
  10075. if( flag&1 || !sd || !sd->status.party_id ) {
  10076. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10077. // Success Chance: (60 + 10 * Skill Level) %
  10078. if( rnd()%100 > 60+10*skill_lv ) break;
  10079. status_change_end(bl, SC_SLEEP);
  10080. status_change_end(bl, SC_STUN);
  10081. status_change_end(bl, SC_MANDRAGORA);
  10082. status_change_end(bl, SC_SILENCE);
  10083. status_change_end(bl, SC_DEEPSLEEP);
  10084. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10085. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10086. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10087. } else if( sd )
  10088. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10089. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10090. break;
  10091. case AB_CLEARANCE:
  10092. 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]
  10093. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10094. break;
  10095. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10096. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10097. if (sd)
  10098. clif_skill_fail( *sd, skill_id );
  10099. break;
  10100. }
  10101. if(status_isimmune(bl))
  10102. break;
  10103. //Remove bonus_script by Clearance
  10104. if (dstsd)
  10105. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10106. if(!tsc || !tsc->count)
  10107. break;
  10108. //Statuses change that can't be removed by Cleareance
  10109. for (const auto &it : status_db) {
  10110. sc_type status = static_cast<sc_type>(it.first);
  10111. if (!tsc->getSCE(status))
  10112. continue;
  10113. if (it.second->flag[SCF_NOCLEARANCE])
  10114. continue;
  10115. switch (status) {
  10116. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10117. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10118. case SC_FORTUNE: case SC_SERVICE4U:
  10119. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10120. continue; //If in song area don't end it, even if config enabled
  10121. break;
  10122. case SC_ASSUMPTIO:
  10123. if (bl->type == BL_MOB)
  10124. continue;
  10125. break;
  10126. }
  10127. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10128. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10129. status_change_end(bl,status);
  10130. }
  10131. break;
  10132. }
  10133. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10134. break;
  10135. case AB_SILENTIUM:
  10136. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10137. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10138. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10140. break;
  10141. case WL_STASIS:
  10142. if (flag&1)
  10143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10144. else {
  10145. struct map_data *mapdata = map_getmapdata(src->m);
  10146. 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);
  10147. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10148. }
  10149. break;
  10150. case NPC_DANCINGBLADE:
  10151. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10152. break;
  10153. case WL_CHAINLIGHTNING:
  10154. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10155. break;
  10156. case WL_WHITEIMPRISON:
  10157. 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.
  10158. {
  10159. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10160. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10161. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10162. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10163. if( sd )
  10164. skill_blockpc_start(sd,skill_id,4000);
  10165. if( !(tsc && tsc->getSCE(type)) ){
  10166. 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));
  10167. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10168. if( sd && !i )
  10169. clif_skill_fail( *sd, skill_id );
  10170. }
  10171. }else
  10172. if( sd )
  10173. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10174. break;
  10175. case NPC_JACKFROST:
  10176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10177. 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);
  10178. break;
  10179. case WL_SIENNAEXECRATE:
  10180. if( status_isimmune(bl) || !tsc )
  10181. break;
  10182. if( flag&1 ) {
  10183. if( bl->id == skill_area_temp[1] )
  10184. break; // Already work on this target
  10185. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10186. } else {
  10187. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10188. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10189. if( rnd()%100 < rate ) { // Success on First Target
  10190. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10192. skill_area_temp[1] = bl->id;
  10193. 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);
  10194. }
  10195. // Doesn't send failure packet if it fails on defense.
  10196. }
  10197. else if( sd ) // Failure on Rate
  10198. clif_skill_fail( *sd, skill_id );
  10199. }
  10200. break;
  10201. case WL_SUMMONFB:
  10202. case WL_SUMMONBL:
  10203. case WL_SUMMONWB:
  10204. case WL_SUMMONSTONE:
  10205. {
  10206. if (sc == nullptr)
  10207. break;
  10208. e_wl_spheres element;
  10209. switch (skill_id) { // Set val2. The SC element for this ball
  10210. case WL_SUMMONFB:
  10211. element = WLS_FIRE;
  10212. break;
  10213. case WL_SUMMONBL:
  10214. element = WLS_WIND;
  10215. break;
  10216. case WL_SUMMONWB:
  10217. element = WLS_WATER;
  10218. break;
  10219. case WL_SUMMONSTONE:
  10220. element = WLS_STONE;
  10221. break;
  10222. }
  10223. if (skill_lv == 1) {
  10224. sc_type sphere = SC_NONE;
  10225. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10226. if (sc->getSCE(i) == nullptr) {
  10227. sphere = static_cast<sc_type>(i); // Take the free SC
  10228. break;
  10229. }
  10230. }
  10231. if (sphere == SC_NONE) {
  10232. if (sd) // No free slots to put SC
  10233. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10234. break;
  10235. }
  10236. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10237. } else {
  10238. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10239. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10240. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10241. }
  10242. }
  10243. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10244. }
  10245. break;
  10246. case WL_READING_SB_READING:
  10247. if (sd) {
  10248. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10249. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10250. break;
  10251. }
  10252. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10253. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10254. }
  10255. break;
  10256. case RA_FEARBREEZE:
  10257. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10258. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10259. break;
  10260. case RA_WUGMASTERY:
  10261. if( sd ) {
  10262. if( !pc_iswug(sd) )
  10263. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10264. else
  10265. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10266. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10267. }
  10268. break;
  10269. case RA_WUGRIDER:
  10270. if( sd ) {
  10271. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10272. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10273. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10274. } else if( pc_isridingwug(sd) ) {
  10275. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10276. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10277. }
  10278. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10279. }
  10280. break;
  10281. case RA_WUGDASH:
  10282. if( tsce ) {
  10283. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10284. map_freeblock_unlock();
  10285. return 0;
  10286. }
  10287. if( sd && pc_isridingwug(sd) ) {
  10288. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10289. clif_walkok(*sd);
  10290. }
  10291. break;
  10292. case RA_SENSITIVEKEEN:
  10293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10294. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10295. 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);
  10296. break;
  10297. case NC_F_SIDESLIDE:
  10298. case NC_B_SIDESLIDE:
  10299. {
  10300. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10301. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10303. }
  10304. break;
  10305. case NC_SELFDESTRUCTION:
  10306. if( sd ) {
  10307. if( pc_ismadogear(sd) )
  10308. pc_setmadogear(sd, false);
  10309. skill_area_temp[1] = 0;
  10310. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10311. 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);
  10312. status_set_sp(src, 0, 0);
  10313. skill_clear_unitgroup(src);
  10314. }
  10315. break;
  10316. case NC_EMERGENCYCOOL:
  10317. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10318. if (sd) {
  10319. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10320. int16 limit[] = { -45, -75, -105 };
  10321. i = 0;
  10322. for (const auto &reqItem : req.eqItem) {
  10323. if (pc_search_inventory(sd, reqItem) != -1)
  10324. break;
  10325. i++;
  10326. }
  10327. pc_overheat(*sd, limit[min(i, 2)]);
  10328. }
  10329. break;
  10330. case NC_ANALYZE:
  10331. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10332. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10333. break;
  10334. case NC_MAGNETICFIELD:
  10335. if (flag & 1) {
  10336. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10337. } else {
  10338. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10339. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10340. 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);
  10341. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10342. }
  10343. break;
  10344. case NC_REPAIR:
  10345. if( sd ) {
  10346. int heal, hp = 0;
  10347. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10348. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10349. break;
  10350. }
  10351. switch(skill_lv) {
  10352. case 1: hp = 4; break;
  10353. case 2: hp = 7; break;
  10354. case 3: hp = 13; break;
  10355. case 4: hp = 17; break;
  10356. case 5: default: hp = 23; break;
  10357. }
  10358. heal = dstsd->status.max_hp * hp / 100;
  10359. status_heal(bl,heal,0,2);
  10360. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10361. }
  10362. break;
  10363. case NC_DISJOINT:
  10364. {
  10365. if( bl->type != BL_MOB ) break;
  10366. md = map_id2md(bl->id);
  10367. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10368. status_kill(bl);
  10369. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10370. }
  10371. break;
  10372. case SC_AUTOSHADOWSPELL:
  10373. if( sd ) {
  10374. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10375. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10376. {
  10377. 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]
  10378. clif_autoshadowspell_list( *sd );
  10379. clif_skill_nodamage(src,bl,skill_id,1,1);
  10380. }
  10381. else
  10382. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10383. }
  10384. break;
  10385. case SC_SHADOWFORM:
  10386. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10387. 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))) )
  10388. dstsd->shadowform_id = src->id;
  10389. }
  10390. else if( sd )
  10391. clif_skill_fail( *sd, skill_id );
  10392. break;
  10393. case SC_BODYPAINT:
  10394. if( flag&1 ) {
  10395. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10396. status_change_end(bl,SC_HIDING);
  10397. status_change_end(bl,SC_CLOAKING);
  10398. status_change_end(bl,SC_CLOAKINGEXCEED);
  10399. status_change_end(bl,SC_CAMOUFLAGE);
  10400. status_change_end(bl,SC_NEWMOON);
  10401. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10402. status_change_end(bl, SC__SHADOWFORM);
  10403. }
  10404. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10405. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10406. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10407. } else {
  10408. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10409. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10410. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10411. }
  10412. break;
  10413. case SC_ENERVATION:
  10414. case SC_GROOMY:
  10415. case SC_LAZINESS:
  10416. case SC_UNLUCKY:
  10417. case SC_WEAKNESS:
  10418. if( !(tsc && tsc->getSCE(type)) ) {
  10419. int rate;
  10420. if (status_get_class_(bl) == CLASS_BOSS)
  10421. break;
  10422. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10423. - (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));
  10424. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10425. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10426. } else if( sd )
  10427. clif_skill_fail( *sd, skill_id );
  10428. break;
  10429. case SC_IGNORANCE:
  10430. if( !(tsc && tsc->getSCE(type)) ) {
  10431. int rate;
  10432. if (status_get_class_(bl) == CLASS_BOSS)
  10433. break;
  10434. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10435. - (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));
  10436. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10437. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10438. int sp = 100 * skill_lv;
  10439. if( dstmd )
  10440. sp = dstmd->level;
  10441. if( !dstmd )
  10442. status_zap(bl, 0, sp);
  10443. status_heal(src, 0, sp / 2, 3);
  10444. } else if( sd )
  10445. clif_skill_fail( *sd, skill_id );
  10446. } else if( sd )
  10447. clif_skill_fail( *sd, skill_id );
  10448. break;
  10449. case LG_TRAMPLE:
  10450. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10451. if (rnd()%100 < (25 + 25 * skill_lv))
  10452. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10453. status_change_end(bl, SC_SV_ROOTTWIST);
  10454. break;
  10455. case LG_REFLECTDAMAGE:
  10456. if( tsc && tsc->getSCE(type) )
  10457. status_change_end(bl,type);
  10458. else
  10459. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10461. break;
  10462. case LG_PIETY:
  10463. if( flag&1 )
  10464. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10465. else {
  10466. skill_area_temp[2] = 0;
  10467. 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);
  10468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10469. }
  10470. break;
  10471. case SR_CURSEDCIRCLE:
  10472. if( flag&1 ) {
  10473. if( status_get_class_(bl) == CLASS_BOSS )
  10474. break;
  10475. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10476. if( bl->type == BL_MOB )
  10477. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10478. clif_bladestop(src, bl->id, 1);
  10479. map_freeblock_unlock();
  10480. return 1;
  10481. }
  10482. } else {
  10483. int count = 0;
  10484. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10485. 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
  10486. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10487. if( sd ) pc_delspiritball(sd, count, 0);
  10488. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10489. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10490. }
  10491. break;
  10492. case NPC_SR_CURSEDCIRCLE:
  10493. if( flag&1 ) {
  10494. if( status_get_class_(bl) == CLASS_BOSS )
  10495. break;
  10496. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10497. if( bl->type == BL_MOB )
  10498. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10499. clif_bladestop(src, bl->id, 1);
  10500. map_freeblock_unlock();
  10501. return 1;
  10502. }
  10503. } else {
  10504. int count = 0;
  10505. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10506. 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
  10507. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10508. if( sd ) pc_delspiritball(sd, count, 0);
  10509. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10510. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10511. }
  10512. break;
  10513. case SR_RAISINGDRAGON:
  10514. if( sd ) {
  10515. short max = 5 + skill_lv;
  10516. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10517. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10518. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10519. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10520. }
  10521. break;
  10522. case SR_ASSIMILATEPOWER:
  10523. if (flag&1) {
  10524. i = 0;
  10525. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10526. if (dstsd->spiritball > 0) {
  10527. i = dstsd->spiritball;
  10528. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10529. }
  10530. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10531. i += dstsd->spiritcharm;
  10532. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10533. }
  10534. }
  10535. if (i)
  10536. status_percent_heal(src, 0, i);
  10537. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10538. } else {
  10539. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10540. 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);
  10541. }
  10542. break;
  10543. case SR_POWERVELOCITY:
  10544. if( !dstsd )
  10545. break;
  10546. if( sd && dstsd->spiritball <= 5 ) {
  10547. for(i = 0; i <= 5; i++) {
  10548. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10549. pc_delspiritball(sd, sd->spiritball, 0);
  10550. }
  10551. }
  10552. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10553. break;
  10554. case SR_GENTLETOUCH_CURE:
  10555. {
  10556. unsigned int heal;
  10557. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10558. heal = 0;
  10559. else {
  10560. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10561. status_heal(bl, heal, 0, 0);
  10562. }
  10563. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10564. status_change_end(bl, SC_STONE);
  10565. status_change_end(bl, SC_FREEZE);
  10566. status_change_end(bl, SC_STUN);
  10567. status_change_end(bl, SC_POISON);
  10568. status_change_end(bl, SC_SILENCE);
  10569. status_change_end(bl, SC_BLIND);
  10570. status_change_end(bl, SC_HALLUCINATION);
  10571. }
  10572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10573. }
  10574. break;
  10575. case SR_GENTLETOUCH_ENERGYGAIN:
  10576. case SR_GENTLETOUCH_CHANGE:
  10577. case SR_GENTLETOUCH_REVITALIZE:
  10578. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10579. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10580. break;
  10581. case SR_FLASHCOMBO: {
  10582. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10583. const int delay[] = { 0, 750, 1250 };
  10584. if (sd) // Disable attacking/acting/moving for skill's duration.
  10585. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10587. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10588. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10589. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10590. }
  10591. break;
  10592. case WA_SWING_DANCE:
  10593. case WA_MOONLIT_SERENADE:
  10594. case WA_SYMPHONY_OF_LOVER:
  10595. case MI_RUSH_WINDMILL:
  10596. case MI_ECHOSONG:
  10597. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10599. 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));
  10600. } else if( sd ) {
  10601. 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);
  10602. 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));
  10603. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10604. }
  10605. break;
  10606. case MI_HARMONIZE:
  10607. if( src != bl )
  10608. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10609. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10610. break;
  10611. case WM_DEADHILLHERE:
  10612. if( bl->type == BL_PC ) {
  10613. if( !status_isdead(bl) )
  10614. break;
  10615. int heal = tstatus->sp;
  10616. if( heal <= 0 )
  10617. heal = 1;
  10618. tstatus->hp = heal;
  10619. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10621. pc_revive((TBL_PC*)bl,heal,0);
  10622. clif_resurrection( *bl );
  10623. }
  10624. break;
  10625. case WM_VOICEOFSIREN:
  10626. if (flag&1)
  10627. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10628. else {
  10629. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10630. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10631. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10632. 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);
  10633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10634. }
  10635. break;
  10636. case WM_GLOOMYDAY:
  10637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10638. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10639. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10640. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10641. { // !TODO: Which skills aren't boosted anymore?
  10642. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10643. break;
  10644. }
  10645. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10646. break;
  10647. case WM_SATURDAY_NIGHT_FEVER:
  10648. if( flag&1 ) {
  10649. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10650. } else if (sd) {
  10651. 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?
  10652. 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);
  10653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10654. }
  10655. }
  10656. break;
  10657. case WM_SIRCLEOFNATURE:
  10658. case WM_SONG_OF_MANA:
  10659. case WM_DANCE_WITH_WUG:
  10660. case WM_LERADS_DEW:
  10661. case WM_UNLIMITED_HUMMING_VOICE:
  10662. if( flag&1 ) { // These affect to to all party members near the caster.
  10663. if( sc && sc->getSCE(type) ) {
  10664. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10665. }
  10666. } else if( sd ) {
  10667. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10668. 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);
  10669. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10670. }
  10671. break;
  10672. case WM_MELODYOFSINK:
  10673. if( flag&1 ) {
  10674. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10675. } else { // These affect to all targets around the caster.
  10676. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10677. 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);
  10678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10679. }
  10680. }
  10681. break;
  10682. case WM_BEYOND_OF_WARCRY:
  10683. if( flag&1 ) {
  10684. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10685. } else { // These affect to all targets around the caster.
  10686. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10687. 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);
  10688. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10689. }
  10690. }
  10691. break;
  10692. case WM_SOUND_OF_DESTRUCTION:
  10693. if (flag&1) {
  10694. 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
  10695. } else {
  10696. 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);
  10697. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10698. }
  10699. break;
  10700. case WM_RANDOMIZESPELL:
  10701. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10702. status_change_end(bl, SC_SONGOFMANA);
  10703. status_change_end(bl, SC_DANCEWITHWUG);
  10704. status_change_end(bl, SC_LERADSDEW);
  10705. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10706. status_change_end(bl, SC_BEYONDOFWARCRY);
  10707. status_change_end(bl, SC_MELODYOFSINK);
  10708. status_change_end(bl, SC_BEYONDOFWARCRY);
  10709. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10710. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10711. }
  10712. break;
  10713. case RETURN_TO_ELDICASTES:
  10714. case ALL_GUARDIAN_RECALL:
  10715. case ECLAGE_RECALL:
  10716. case ALL_PRONTERA_RECALL:
  10717. case ALL_GLASTHEIM_RECALL:
  10718. case ALL_THANATOS_RECALL:
  10719. case ALL_LIGHTHALZEN_RECALL:
  10720. if( sd != nullptr ){
  10721. short x=0, y=0; // Destination position.
  10722. unsigned short mapindex=0;
  10723. switch(skill_id){
  10724. default:
  10725. case RETURN_TO_ELDICASTES:
  10726. x = 198;
  10727. y = 187;
  10728. mapindex = mapindex_name2id(MAP_DICASTES);
  10729. break;
  10730. case ALL_GUARDIAN_RECALL:
  10731. x = 44;
  10732. y = 151;
  10733. mapindex = mapindex_name2id(MAP_MORA);
  10734. break;
  10735. case ECLAGE_RECALL:
  10736. x = 47;
  10737. y = 31;
  10738. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10739. break;
  10740. case ALL_PRONTERA_RECALL:
  10741. if(skill_lv == 1) {
  10742. x = 115;
  10743. y = 72;
  10744. }
  10745. else if(skill_lv == 2) {
  10746. x = 159;
  10747. y = 192;
  10748. }
  10749. mapindex = mapindex_name2id(MAP_PRONTERA);
  10750. break;
  10751. case ALL_GLASTHEIM_RECALL:
  10752. x = 200;
  10753. y = 268;
  10754. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10755. break;
  10756. case ALL_THANATOS_RECALL:
  10757. x = 139;
  10758. y = 156;
  10759. mapindex = mapindex_name2id(MAP_THANATOS);
  10760. break;
  10761. case ALL_LIGHTHALZEN_RECALL:
  10762. x = 307;
  10763. y = 307;
  10764. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10765. break;
  10766. }
  10767. if(!mapindex)
  10768. { //Given map not found?
  10769. clif_skill_fail( *sd, skill_id );
  10770. map_freeblock_unlock();
  10771. return 0;
  10772. }
  10773. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10774. }
  10775. break;
  10776. case ECL_SNOWFLIP:
  10777. case ECL_PEONYMAMY:
  10778. case ECL_SADAGUI:
  10779. case ECL_SEQUOIADUST:
  10780. switch(skill_id){
  10781. case ECL_SNOWFLIP:
  10782. status_change_end(bl, SC_SLEEP);
  10783. status_change_end(bl, SC_BLEEDING);
  10784. status_change_end(bl, SC_BURNING);
  10785. status_change_end(bl, SC_DEEPSLEEP);
  10786. break;
  10787. case ECL_PEONYMAMY:
  10788. status_change_end(bl, SC_FREEZE);
  10789. status_change_end(bl, SC_FREEZING);
  10790. status_change_end(bl, SC_CRYSTALIZE);
  10791. break;
  10792. case ECL_SADAGUI:
  10793. status_change_end(bl, SC_STUN);
  10794. status_change_end(bl, SC_CONFUSION);
  10795. status_change_end(bl, SC_HALLUCINATION);
  10796. status_change_end(bl, SC_FEAR);
  10797. break;
  10798. case ECL_SEQUOIADUST:
  10799. status_change_end(bl, SC_STONE);
  10800. status_change_end(bl, SC_POISON);
  10801. status_change_end(bl, SC_CURSE);
  10802. status_change_end(bl, SC_BLIND);
  10803. status_change_end(bl, SC_ORCISH);
  10804. status_change_end(bl, SC_DECREASEAGI);
  10805. break;
  10806. }
  10807. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10809. break;
  10810. case GM_SANDMAN:
  10811. if( tsc ) {
  10812. if( tsc->opt1 == OPT1_SLEEP )
  10813. tsc->opt1 = 0;
  10814. else
  10815. tsc->opt1 = OPT1_SLEEP;
  10816. clif_changeoption(bl);
  10817. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10818. }
  10819. break;
  10820. case SO_ARRULLO:
  10821. {
  10822. 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;
  10823. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10824. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10825. }
  10826. break;
  10827. case WM_LULLABY_DEEPSLEEP:
  10828. if (flag&1) {
  10829. 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);
  10830. 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
  10831. sc_start(src, bl, type, rate, skill_lv, duration);
  10832. } else {
  10833. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10834. 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);
  10835. }
  10836. break;
  10837. case SO_SUMMON_AGNI:
  10838. case SO_SUMMON_AQUA:
  10839. case SO_SUMMON_VENTUS:
  10840. case SO_SUMMON_TERA:
  10841. if( sd ) {
  10842. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10843. // Remove previous elemental first.
  10844. if( sd->ed )
  10845. elemental_delete(sd->ed);
  10846. // Summoning the new one.
  10847. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10848. clif_skill_fail( *sd, skill_id );
  10849. break;
  10850. }
  10851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10852. }
  10853. break;
  10854. case SO_EL_CONTROL:
  10855. if( sd ) {
  10856. int mode;
  10857. if( !sd->ed ) break;
  10858. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10859. elemental_delete(sd->ed);
  10860. break;
  10861. }
  10862. switch( skill_lv ) {// Select mode bassed on skill level used.
  10863. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10864. case 2: mode = EL_MODE_ASSIST; break;
  10865. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10866. }
  10867. if( !elemental_change_mode(sd->ed,mode) ) {
  10868. clif_skill_fail( *sd, skill_id );
  10869. break;
  10870. }
  10871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10872. }
  10873. break;
  10874. case SO_EL_ACTION:
  10875. if( sd ) {
  10876. int duration = 3000;
  10877. if( !sd->ed )
  10878. break;
  10879. switch(sd->ed->db->class_) {
  10880. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10881. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10882. duration = 6000;
  10883. break;
  10884. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10885. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10886. duration = 9000;
  10887. break;
  10888. }
  10889. sd->skill_id_old = skill_id;
  10890. elemental_action(sd->ed, bl, tick);
  10891. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10892. skill_blockpc_start(sd, skill_id, duration);
  10893. }
  10894. break;
  10895. case SO_EL_CURE:
  10896. if( sd ) {
  10897. s_elemental_data *ed = sd->ed;
  10898. int s_hp, s_sp;
  10899. if( !ed )
  10900. break;
  10901. s_hp = sd->battle_status.hp * 10 / 100;
  10902. s_sp = sd->battle_status.sp * 10 / 100;
  10903. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10904. clif_skill_fail( *sd, skill_id );
  10905. break;
  10906. }
  10907. status_heal(&ed->bl,s_hp,s_sp,3);
  10908. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10909. }
  10910. break;
  10911. case GN_CHANGEMATERIAL:
  10912. case SO_EL_ANALYSIS:
  10913. if( sd ) {
  10914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10915. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10916. }
  10917. break;
  10918. case NPC_MANDRAGORA:
  10919. case GN_MANDRAGORA:
  10920. if( flag&1 ) {
  10921. int rate;
  10922. if (skill_id == NPC_MANDRAGORA)
  10923. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10924. else
  10925. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10926. if (rate < 10)
  10927. rate = 10;
  10928. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10929. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10930. if (rnd()%100 < rate) {
  10931. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10932. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10933. }
  10934. } else {
  10935. 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);
  10936. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10937. }
  10938. break;
  10939. case GN_SLINGITEM:
  10940. if( sd ) {
  10941. i = sd->equip_index[EQI_AMMO];
  10942. if( i < 0 )
  10943. break; // No ammo.
  10944. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10945. if( ammo_id == 0 )
  10946. break;
  10947. sd->itemid = ammo_id;
  10948. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10949. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10950. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10951. 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);
  10952. else
  10953. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10954. } else //Otherwise, it fails, shows animation and removes items.
  10955. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10956. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10957. switch (ammo_id) {
  10958. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10959. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10960. status_percent_heal(bl, 1, 0);
  10961. break;
  10962. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10963. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10964. status_percent_heal(bl, 2, 0);
  10965. break;
  10966. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10967. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10968. status_percent_heal(bl, 5, 0);
  10969. break;
  10970. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10971. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10972. status_percent_heal(bl, 0, 2);
  10973. break;
  10974. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10975. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10976. status_percent_heal(bl, 0, 4);
  10977. break;
  10978. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10979. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10980. status_percent_heal(bl, 0, 8);
  10981. break;
  10982. default:
  10983. if (dstsd)
  10984. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10985. break;
  10986. }
  10987. }
  10988. }
  10989. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10991. break;
  10992. case GN_MIX_COOKING:
  10993. case GN_MAKEBOMB:
  10994. case GN_S_PHARMACY:
  10995. if( sd ) {
  10996. int qty = 1;
  10997. sd->skill_id_old = skill_id;
  10998. sd->skill_lv_old = skill_lv;
  10999. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11000. qty = 10;
  11001. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11002. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11003. }
  11004. break;
  11005. case EL_CIRCLE_OF_FIRE:
  11006. case EL_PYROTECHNIC:
  11007. case EL_HEATER:
  11008. case EL_TROPIC:
  11009. case EL_AQUAPLAY:
  11010. case EL_COOLER:
  11011. case EL_CHILLY_AIR:
  11012. case EL_GUST:
  11013. case EL_BLAST:
  11014. case EL_WILD_STORM:
  11015. case EL_PETROLOGY:
  11016. case EL_CURSED_SOIL:
  11017. case EL_UPHEAVAL:
  11018. case EL_FIRE_CLOAK:
  11019. case EL_WATER_DROP:
  11020. case EL_WIND_CURTAIN:
  11021. case EL_SOLID_SKIN:
  11022. case EL_STONE_SHIELD:
  11023. case EL_WIND_STEP:
  11024. case EM_EL_FLAMETECHNIC:
  11025. case EM_EL_FLAMEARMOR:
  11026. case EM_EL_COLD_FORCE:
  11027. case EM_EL_CRYSTAL_ARMOR:
  11028. case EM_EL_GRACE_BREEZE:
  11029. case EM_EL_EYES_OF_STORM:
  11030. case EM_EL_EARTH_CARE:
  11031. case EM_EL_STRONG_PROTECTION:
  11032. case EM_EL_DEEP_POISONING:
  11033. case EM_EL_POISON_SHIELD:
  11034. {
  11035. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11036. if( ele ) {
  11037. sc_type type2 = (sc_type)(type-1);
  11038. status_change *esc = status_get_sc(&ele->bl);
  11039. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11040. status_change_end(src,type);
  11041. status_change_end(bl,type2);
  11042. } else {
  11043. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11044. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11045. 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);
  11046. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11047. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11048. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11049. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11050. }
  11051. }
  11052. }
  11053. break;
  11054. case EL_FIRE_MANTLE:
  11055. case EL_WATER_BARRIER:
  11056. case EL_ZEPHYR:
  11057. case EL_POWER_OF_GAIA:
  11058. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11059. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11060. break;
  11061. case EL_WATER_SCREEN: {
  11062. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11063. if( ele ) {
  11064. status_change *esc = status_get_sc(&ele->bl);
  11065. sc_type type2 = (sc_type)(type-1);
  11066. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11067. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11068. status_change_end(bl,type);
  11069. status_change_end(src,type2);
  11070. } else {
  11071. // This not heals at the end.
  11072. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11073. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11074. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11075. }
  11076. }
  11077. }
  11078. break;
  11079. case KO_KAHU_ENTEN:
  11080. case KO_HYOUHU_HUBUKI:
  11081. case KO_KAZEHU_SEIRAN:
  11082. case KO_DOHU_KOUKAI:
  11083. if (sd) {
  11084. int ele_type = skill_get_ele(skill_id,skill_lv);
  11085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11086. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11087. }
  11088. break;
  11089. case KO_ZANZOU:
  11090. if(sd){
  11091. struct mob_data *md2;
  11092. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11093. if( md2 )
  11094. {
  11095. md2->master_id = src->id;
  11096. md2->special_state.ai = AI_ZANZOU;
  11097. if( md2->deletetimer != INVALID_TIMER )
  11098. delete_timer(md2->deletetimer, mob_timer_delete);
  11099. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11100. mob_spawn( md2 );
  11101. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11102. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11103. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11104. }
  11105. }
  11106. break;
  11107. case KO_KYOUGAKU:
  11108. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11110. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11111. }else if( sd )
  11112. clif_skill_fail( *sd, skill_id );
  11113. break;
  11114. case KO_JYUSATSU:
  11115. if( dstsd && tsc && !tsc->getSCE(type) &&
  11116. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11117. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11118. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11119. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11120. if( status_get_lv(bl) <= status_get_lv(src) )
  11121. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11122. }else if( sd )
  11123. clif_skill_fail( *sd, skill_id );
  11124. break;
  11125. case KO_GENWAKU:
  11126. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11127. int x = src->x, y = src->y;
  11128. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11129. clif_skill_fail( *sd, skill_id );
  11130. break;
  11131. }
  11132. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11133. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11134. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11135. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11136. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11137. clif_blown(src);
  11138. if (!unit_blown_immune(bl, 0x1)) {
  11139. unit_movepos(bl,x,y,0,0);
  11140. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11141. clif_sitting(bl); //Avoid sitting sync problem
  11142. clif_blown(bl);
  11143. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11144. }
  11145. }
  11146. }
  11147. break;
  11148. case OB_AKAITSUKI:
  11149. case OB_OBOROGENSOU:
  11150. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11151. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11152. clif_skill_fail( *sd, skill_id );
  11153. break;
  11154. }
  11155. [[fallthrough]];
  11156. case KO_IZAYOI:
  11157. case OB_ZANGETSU:
  11158. case KG_KYOMU:
  11159. case KG_KAGEMUSYA:
  11160. case SP_SOULDIVISION:
  11161. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11162. if (bl->type != BL_PC) {
  11163. if (sd)
  11164. clif_skill_fail( *sd, skill_id );
  11165. break;
  11166. }
  11167. }
  11168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11169. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11170. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11171. break;
  11172. case KG_KAGEHUMI:
  11173. if( flag&1 ){
  11174. if (bl->type != BL_PC)
  11175. break;
  11176. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11177. status_change_end(bl, SC_HIDING);
  11178. status_change_end(bl, SC_CLOAKING);
  11179. status_change_end(bl, SC_CLOAKINGEXCEED);
  11180. status_change_end(bl, SC_CAMOUFLAGE);
  11181. status_change_end(bl, SC_NEWMOON);
  11182. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11183. status_change_end(bl, SC__SHADOWFORM);
  11184. status_change_end(bl, SC_MARIONETTE);
  11185. status_change_end(bl, SC_HARMONIZE);
  11186. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11187. }
  11188. }else{
  11189. 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);
  11190. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11191. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11192. }
  11193. break;
  11194. case MH_SILENT_BREEZE:
  11195. {
  11196. int heal = 5 * status_get_lv(&hd->bl) +
  11197. #ifdef RENEWAL
  11198. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11199. #else
  11200. status_base_matk_min(&hd->battle_status);
  11201. #endif
  11202. //Silences the homunculus and target
  11203. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11204. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11205. //Recover the target's HP
  11206. status_heal(bl,heal,0,3);
  11207. //Removes these SC from target
  11208. if (tsc) {
  11209. const enum sc_type scs[] = {
  11210. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11211. };
  11212. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11213. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11214. }
  11215. if (hd)
  11216. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11217. }
  11218. break;
  11219. case MH_OVERED_BOOST:
  11220. if (hd && battle_get_master(src)) {
  11221. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11222. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11223. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11224. }
  11225. break;
  11226. case MH_GRANITIC_ARMOR:
  11227. case MH_PYROCLASTIC:
  11228. if(hd) {
  11229. struct block_list *s_bl = battle_get_master(src);
  11230. 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
  11231. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11232. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11233. }
  11234. break;
  11235. case MH_LIGHT_OF_REGENE: //self
  11236. if(hd) {
  11237. struct block_list *s_bl = battle_get_master(src);
  11238. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11239. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11240. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11241. }
  11242. break;
  11243. case MH_STYLE_CHANGE:
  11244. if(hd){
  11245. struct status_change_entry *sce;
  11246. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11247. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11248. else sce->val1 = MH_MD_FIGHTING;
  11249. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11250. // char output[128];
  11251. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11252. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11253. //}
  11254. }
  11255. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11256. }
  11257. break;
  11258. case MH_GOLDENE_TONE:
  11259. case MH_TEMPERING: {
  11260. block_list* master_bl = battle_get_master(src);
  11261. if (master_bl != nullptr){
  11262. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11263. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11264. }
  11265. if (hd)
  11266. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11267. } break;
  11268. case MH_PAIN_KILLER:
  11269. bl = battle_get_master(src);
  11270. if (bl != nullptr)
  11271. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11272. if (hd)
  11273. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11274. break;
  11275. case MH_MAGMA_FLOW:
  11276. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11277. if (hd)
  11278. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11279. break;
  11280. case MH_SUMMON_LEGION: {
  11281. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11282. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11283. struct mob_data *sum_md;
  11284. int i_slave,c=0;
  11285. int maxcount = qty[skill_lv-1];
  11286. 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);
  11287. if(c >= maxcount) {
  11288. map_freeblock_unlock();
  11289. return 0; //max qty already spawned
  11290. }
  11291. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11292. 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);
  11293. if (sum_md) {
  11294. sum_md->master_id = src->id;
  11295. sum_md->special_state.ai = AI_LEGION;
  11296. if (sum_md->deletetimer != INVALID_TIMER)
  11297. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11298. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11299. mob_spawn(sum_md); //Now it is ready for spawning.
  11300. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11301. }
  11302. }
  11303. if (hd)
  11304. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11305. }
  11306. break;
  11307. case RL_RICHS_COIN:
  11308. if (sd) {
  11309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11310. for (i = 0; i < 10; i++)
  11311. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11312. }
  11313. break;
  11314. case RL_C_MARKER:
  11315. if (sd) {
  11316. // If marked by someone else remove it
  11317. if (tsce && tsce->val2 != src->id)
  11318. status_change_end(bl, type);
  11319. // Check if marked before
  11320. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11321. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11322. // Find empty slot
  11323. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11324. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11325. clif_skill_fail( *sd, skill_id );
  11326. break;
  11327. }
  11328. }
  11329. sd->c_marker[i] = bl->id;
  11330. 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);
  11331. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11332. }
  11333. // If mob casts this, at least SC_C_MARKER as debuff
  11334. else {
  11335. 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);
  11336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11337. }
  11338. break;
  11339. case RL_QD_SHOT:
  11340. if (sd) {
  11341. skill_area_temp[1] = bl->id;
  11342. // Check surrounding
  11343. 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);
  11344. if (skill_area_temp[0])
  11345. 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);
  11346. // Main target always receives damage
  11347. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11348. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11349. } else {
  11350. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11351. 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);
  11352. }
  11353. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11354. skill_area_temp[0] = 0;
  11355. skill_area_temp[1] = 0;
  11356. break;
  11357. case RL_FLICKER:
  11358. if (sd) {
  11359. sd->flicker = true;
  11360. skill_area_temp[1] = 0;
  11361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11362. // Detonate RL_B_TRAP
  11363. if (pc_checkskill(sd, RL_B_TRAP))
  11364. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11365. // Detonate RL_H_MINE
  11366. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11367. 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);
  11368. sd->flicker = false;
  11369. }
  11370. break;
  11371. case SO_ELEMENTAL_SHIELD:
  11372. if (!sd || sd->status.party_id == 0 || flag&1) {
  11373. if (sd && sd->status.party_id == 0) {
  11374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11375. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11376. elemental_delete(sd->ed);
  11377. }
  11378. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11379. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11380. }
  11381. else {
  11382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11383. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11384. elemental_delete(sd->ed);
  11385. 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);
  11386. }
  11387. break;
  11388. case SU_HIDE:
  11389. if (tsce) {
  11390. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11391. status_change_end(bl, type);
  11392. map_freeblock_unlock();
  11393. return 0;
  11394. }
  11395. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11396. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11397. break;
  11398. case SU_STOOP:
  11399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11400. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11401. break;
  11402. case SU_SV_ROOTTWIST:
  11403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11404. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11405. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11406. break;
  11407. }
  11408. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11409. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11410. else {
  11411. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11412. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11413. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11414. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11415. }
  11416. break;
  11417. case SU_TUNABELLY:
  11418. {
  11419. unsigned int heal = 0;
  11420. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11421. heal = 0;
  11422. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11423. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11424. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11425. status_heal(bl, heal, 0, 0);
  11426. }
  11427. break;
  11428. case SU_BUNCHOFSHRIMP:
  11429. case SU_HISS:
  11430. case SU_PURRING:
  11431. case SU_MEOWMEOW:
  11432. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11433. int duration = skill_get_time(skill_id, skill_lv);
  11434. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11435. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11436. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11437. } else if (sd) {
  11438. 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);
  11439. }
  11440. break;
  11441. case SU_SHRIMPARTY:
  11442. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11443. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11444. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11445. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11446. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11447. }
  11448. } else if (sd)
  11449. 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);
  11450. break;
  11451. case SU_POWEROFFLOCK:
  11452. if (flag&1) {
  11453. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11454. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11455. } else {
  11456. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11457. if (battle_config.skill_wall_check)
  11458. 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);
  11459. else
  11460. 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);
  11461. }
  11462. break;
  11463. case ALL_EQSWITCH:
  11464. if( sd ){
  11465. clif_equipswitch_reply( sd, false );
  11466. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11467. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11468. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11469. }
  11470. }
  11471. }
  11472. break;
  11473. case AB_VITUPERATUM:
  11474. if (flag&1)
  11475. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11476. else {
  11477. 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);
  11478. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11479. }
  11480. break;
  11481. case AB_CONVENIO:
  11482. if (sd) {
  11483. party_data *p = party_search(sd->status.party_id);
  11484. int i = 0, count = 0;
  11485. // Only usable in party
  11486. if (p == nullptr) {
  11487. clif_skill_fail( *sd, skill_id );
  11488. break;
  11489. }
  11490. // Only usable as party leader.
  11491. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11492. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11493. clif_skill_fail( *sd, skill_id );
  11494. break;
  11495. }
  11496. // Do the teleport part
  11497. for (i = 0; i < MAX_PARTY; ++i) {
  11498. map_session_data *pl_sd = p->data[i].sd;
  11499. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11500. sd->bl.m != pl_sd->bl.m)
  11501. continue;
  11502. // Respect /call configuration
  11503. if( pl_sd->status.disable_call ){
  11504. continue;
  11505. }
  11506. 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))) {
  11507. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11508. count++;
  11509. }
  11510. }
  11511. if (!count)
  11512. clif_skill_fail( *sd, skill_id );
  11513. }
  11514. break;
  11515. case NPC_PULSESTRIKE2:
  11516. for (int i = 0; i < 3; i++)
  11517. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11518. break;
  11519. case BO_THE_WHOLE_PROTECTION:
  11520. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11521. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11522. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11523. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11524. continue;
  11525. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11526. }
  11527. } else if (sd) {
  11528. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11529. 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);
  11530. }
  11531. break;
  11532. case TR_MUSICAL_INTERLUDE:
  11533. case TR_JAWAII_SERENADE:
  11534. case TR_PRON_MARCH:
  11535. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11536. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11537. else if (sd) {
  11538. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11539. sd->skill_id_song = skill_id;
  11540. sd->skill_lv_song = skill_lv;
  11541. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11542. flag |= 2;
  11543. 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);
  11544. }
  11545. break;
  11546. case TR_GEF_NOCTURN:
  11547. case TR_AIN_RHAPSODY:
  11548. if (flag & 1)
  11549. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11550. else if (sd) {
  11551. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11552. sd->skill_id_song = skill_id;
  11553. sd->skill_lv_song = skill_lv;
  11554. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11555. flag |= 2;
  11556. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11557. }
  11558. break;
  11559. case TR_ROKI_CAPRICCIO:
  11560. case TR_NIPELHEIM_REQUIEM:
  11561. if (flag & 1) { // Need official success chances.
  11562. uint16 success_chance = 5 * skill_lv;
  11563. if (flag & 2)
  11564. success_chance *= 2;
  11565. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11566. if (skill_id == TR_ROKI_CAPRICCIO) {
  11567. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11568. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11569. } else { // TR_NIPELHEIM_REQUIEM
  11570. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11571. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11572. }
  11573. } else if (sd) {
  11574. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11575. sd->skill_id_song = skill_id;
  11576. sd->skill_lv_song = skill_lv;
  11577. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11578. flag |= 2;
  11579. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11580. }
  11581. break;
  11582. case ABR_NET_REPAIR:
  11583. case ABR_NET_SUPPORT:
  11584. if (flag & 1) {
  11585. int heal_amount;
  11586. if (skill_id == ABR_NET_REPAIR) {
  11587. heal_amount = tstatus->max_hp * 10 / 100;
  11588. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11589. status_heal(bl, heal_amount, 0, 0);
  11590. } else { // ABR_NET_SUPPORT
  11591. heal_amount = tstatus->max_sp * 3 / 100;
  11592. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11593. status_heal(bl, 0, heal_amount, 0);
  11594. }
  11595. } else {
  11596. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11597. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11598. }
  11599. break;
  11600. case WH_HAWK_M:
  11601. if (sd) {
  11602. if (!pc_isfalcon(sd))
  11603. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11604. else
  11605. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11606. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11607. }
  11608. break;
  11609. case EM_SUMMON_ELEMENTAL_ARDOR:
  11610. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11611. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11612. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11613. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11614. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11615. if (sd == nullptr)
  11616. break;
  11617. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11618. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11619. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11620. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11621. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11622. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11623. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11624. // Remove the old elemental before summoning the super one.
  11625. elemental_delete(sd->ed);
  11626. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11627. clif_skill_fail( *sd, skill_id );
  11628. break;
  11629. } else // Elemental summoned. Buff the player with the bonus.
  11630. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11631. } else {
  11632. clif_skill_fail( *sd, skill_id );
  11633. break;
  11634. }
  11635. }
  11636. break;
  11637. case EM_ELEMENTAL_VEIL:
  11638. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11639. if (sd == nullptr)
  11640. break;
  11641. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11642. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11643. else
  11644. clif_skill_fail( *sd, skill_id );
  11645. break;
  11646. case MT_M_MACHINE:
  11647. case BO_BIONIC_PHARMACY:
  11648. if (sd) {
  11649. sd->skill_id_old = skill_id;
  11650. sd->skill_lv_old = skill_lv;
  11651. if (skill_id == MT_M_MACHINE)
  11652. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  11653. else // BO_BIONIC_PHARMACY
  11654. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  11655. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11656. }
  11657. break;
  11658. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11659. case MT_SUMMON_ABR_DUAL_CANNON:
  11660. case MT_SUMMON_ABR_MOTHER_NET:
  11661. case MT_SUMMON_ABR_INFINITY: {
  11662. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11664. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11665. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11666. if (md) {
  11667. md->master_id = src->id;
  11668. md->special_state.ai = AI_ABR;
  11669. if (md->deletetimer != INVALID_TIMER)
  11670. delete_timer(md->deletetimer, mob_timer_delete);
  11671. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11672. mob_spawn(md);
  11673. }
  11674. }
  11675. break;
  11676. case BO_WOODENWARRIOR:
  11677. case BO_WOODEN_FAIRY:
  11678. case BO_CREEPER:
  11679. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11680. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11681. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11682. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11683. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11684. if (md) {
  11685. md->master_id = src->id;
  11686. md->special_state.ai = AI_BIONIC;
  11687. if (md->deletetimer != INVALID_TIMER)
  11688. delete_timer(md->deletetimer, mob_timer_delete);
  11689. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11690. mob_spawn(md);
  11691. }
  11692. }
  11693. break;
  11694. #ifdef RENEWAL
  11695. case CG_HERMODE:
  11696. skill_castend_song(src, skill_id, skill_lv, tick);
  11697. break;
  11698. #endif
  11699. case NPC_LEASH:
  11700. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11701. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11702. return 0;
  11703. }
  11704. clif_blown( bl );
  11705. break;
  11706. case NPC_WIDELEASH:
  11707. if( flag & 1 ){
  11708. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11709. return 0;
  11710. }
  11711. clif_blown( bl );
  11712. }else{
  11713. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11714. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11715. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11716. }
  11717. break;
  11718. case HN_HELLS_DRIVE:
  11719. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11720. 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_damage_id);
  11721. break;
  11722. case NW_THE_VIGILANTE_AT_NIGHT:
  11723. i = skill_get_splash(skill_id, skill_lv);
  11724. skill_area_temp[0] = 0;
  11725. skill_area_temp[1] = bl->id;
  11726. skill_area_temp[2] = 0;
  11727. if (sd && sd->weapontype1 == W_GATLING) {
  11728. i = 5; // 11x11
  11729. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11730. } else
  11731. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11732. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11733. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11734. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11735. break;
  11736. case NW_INTENSIVE_AIM:
  11737. if (tsc && tsc->getSCE(type)) {
  11738. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11739. status_change_end(bl, type);
  11740. } else {
  11741. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11742. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11743. }
  11744. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11745. break;
  11746. case NW_HIDDEN_CARD:
  11747. case NW_AUTO_FIRING_LAUNCHER:
  11748. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11749. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11750. break;
  11751. case NW_GRENADE_FRAGMENT:
  11752. status_change_end(src, type);
  11753. if (skill_lv < 7)
  11754. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11755. else if (skill_lv == 7) {
  11756. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11757. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11758. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11759. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11760. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11761. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11762. }
  11763. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11764. break;
  11765. default: {
  11766. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11767. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11769. map_freeblock_unlock();
  11770. return 1;
  11771. }
  11772. }
  11773. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11774. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11775. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11776. }
  11777. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11778. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11779. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11780. }
  11781. if( sd && !(flag&1) )
  11782. {// ensure that the skill last-cast tick is recorded
  11783. sd->canskill_tick = gettick();
  11784. if( sd->state.arrow_atk )
  11785. {// consume arrow on last invocation to this skill.
  11786. battle_consume_ammo(sd, skill_id, skill_lv);
  11787. }
  11788. skill_onskillusage(sd, bl, skill_id, tick);
  11789. // perform skill requirement consumption
  11790. if (!(flag&SKILL_NOCONSUME_REQ))
  11791. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11792. }
  11793. map_freeblock_unlock();
  11794. return 0;
  11795. }
  11796. /**
  11797. * Checking that causing skill failed
  11798. * @param src Caster
  11799. * @param target Target
  11800. * @param skill_id
  11801. * @param skill_lv
  11802. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11803. **/
  11804. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11805. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11806. int inf = skill->inf;
  11807. status_change *tsc = status_get_sc(target);
  11808. 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)
  11809. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11810. switch (skill_id) {
  11811. case AL_HEAL:
  11812. case AL_INCAGI:
  11813. case AL_DECAGI:
  11814. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11815. case AB_RENOVATIO:
  11816. case AB_HIGHNESSHEAL:
  11817. if (tsc && tsc->option&OPTION_MADOGEAR)
  11818. return USESKILL_FAIL_TOTARGET;
  11819. break;
  11820. case RG_BACKSTAP:
  11821. {
  11822. #ifndef RENEWAL
  11823. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11824. if (map_check_dir(dir, t_dir))
  11825. return USESKILL_FAIL_MAX;
  11826. #endif
  11827. if (check_distance_bl(src, target, 0))
  11828. return USESKILL_FAIL_MAX;
  11829. }
  11830. break;
  11831. case PR_TURNUNDEAD:
  11832. {
  11833. struct status_data *tstatus = status_get_status_data(target);
  11834. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11835. return USESKILL_FAIL_MAX;
  11836. }
  11837. break;
  11838. case PR_LEXDIVINA:
  11839. case MER_LEXDIVINA:
  11840. {
  11841. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11842. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11843. return USESKILL_FAIL_LEVEL;
  11844. else
  11845. return -1; //Works on silenced allies
  11846. }
  11847. break;
  11848. case RA_WUGSTRIKE:
  11849. // Check if path can be reached
  11850. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11851. return USESKILL_FAIL_MAX;
  11852. break;
  11853. case MG_NAPALMBEAT:
  11854. case MG_FIREBALL:
  11855. case HT_BLITZBEAT:
  11856. case AS_GRIMTOOTH:
  11857. case MO_COMBOFINISH:
  11858. case NC_VULCANARM:
  11859. case SR_TIGERCANNON:
  11860. // These can damage traps, but can't target traps directly
  11861. if (target->type == BL_SKILL) {
  11862. TBL_SKILL *su = (TBL_SKILL*)target;
  11863. if (!su || !su->group)
  11864. return USESKILL_FAIL_MAX;
  11865. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11866. return USESKILL_FAIL_MAX;
  11867. }
  11868. break;
  11869. case IQ_SECOND_FLAME:
  11870. case IQ_SECOND_FAITH:
  11871. case IQ_SECOND_JUDGEMENT:
  11872. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11873. return USESKILL_FAIL_LEVEL;
  11874. break;
  11875. case IQ_THIRD_PUNISH:
  11876. case IQ_THIRD_FLAME_BOMB:
  11877. case IQ_THIRD_CONSECRATION:
  11878. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11879. return USESKILL_FAIL_LEVEL;
  11880. break;
  11881. }
  11882. if (inf&INF_ATTACK_SKILL ||
  11883. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11884. ) // Casted through combo.
  11885. inf = BCT_ENEMY; //Offensive skill.
  11886. else if (skill->inf2[INF2_NOTARGETENEMY])
  11887. inf = BCT_NOENEMY;
  11888. else
  11889. inf = 0;
  11890. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11891. inf |=
  11892. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11893. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11894. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11895. inf &= ~BCT_NEUTRAL;
  11896. }
  11897. switch (skill_id) {
  11898. // Cannot be casted to Emperium
  11899. case WZ_ESTIMATION:
  11900. case SL_SKE:
  11901. case SL_SKA:
  11902. case RK_PHANTOMTHRUST:
  11903. case NPC_PHANTOMTHRUST:
  11904. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11905. return USESKILL_FAIL_MAX;
  11906. break;
  11907. }
  11908. if (inf && battle_check_target(src, target, inf) <= 0) {
  11909. switch(skill_id) {
  11910. case RK_PHANTOMTHRUST:
  11911. case NPC_PHANTOMTHRUST:
  11912. case AB_CLEARANCE:
  11913. return USESKILL_FAIL_TOTARGET;
  11914. default:
  11915. return USESKILL_FAIL_LEVEL;
  11916. }
  11917. }
  11918. // Fogwall makes all offensive-type targetted skills fail at 75%
  11919. // Jump Kick can still fail even though you can jump to friendly targets.
  11920. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11921. return USESKILL_FAIL_LEVEL;
  11922. return -1;
  11923. }
  11924. TIMER_FUNC( skill_keep_using ){
  11925. map_session_data* sd = map_id2sd( id );
  11926. if( sd && sd->skill_keep_using.skill_id ){
  11927. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11928. sd->skill_keep_using.tid = INVALID_TIMER;
  11929. }
  11930. return 0;
  11931. }
  11932. /**
  11933. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11934. * @param tid
  11935. * @param tick
  11936. * @param data
  11937. **/
  11938. TIMER_FUNC(skill_castend_id){
  11939. struct block_list *target, *src;
  11940. map_session_data *sd;
  11941. struct mob_data *md;
  11942. struct unit_data *ud;
  11943. int flag = 0;
  11944. src = map_id2bl(id);
  11945. if( src == nullptr )
  11946. {
  11947. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11948. return 0;// not found
  11949. }
  11950. ud = unit_bl2ud(src);
  11951. if( ud == nullptr )
  11952. {
  11953. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11954. return 0;// ???
  11955. }
  11956. sd = BL_CAST(BL_PC, src);
  11957. md = BL_CAST(BL_MOB, src);
  11958. status_change *sc = status_get_sc(src);
  11959. if( src->prev == nullptr ) {
  11960. ud->skilltimer = INVALID_TIMER;
  11961. return 0;
  11962. }
  11963. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11964. if( ud->skilltimer != tid ) {
  11965. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11966. ud->skilltimer = INVALID_TIMER;
  11967. return 0;
  11968. }
  11969. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11970. {// restore original walk speed
  11971. ud->skilltimer = INVALID_TIMER;
  11972. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11973. } else
  11974. ud->skilltimer = INVALID_TIMER;
  11975. }
  11976. if (ud->skilltarget == id)
  11977. target = src;
  11978. else
  11979. target = map_id2bl(ud->skilltarget);
  11980. // Use a do so that you can break out of it when the skill fails.
  11981. do {
  11982. bool fail = false;
  11983. int8 res = USESKILL_FAIL_LEVEL;
  11984. if (!target || target->prev == nullptr)
  11985. break;
  11986. if (src->m != target->m || status_isdead(src))
  11987. break;
  11988. //These should become skill_castend_pos
  11989. switch (ud->skill_id) {
  11990. case WE_CALLPARTNER:
  11991. if (sd) {
  11992. map_session_data *p_sd = pc_get_partner(sd);
  11993. if (p_sd && p_sd->state.autotrade) {
  11994. fail = true;
  11995. break;
  11996. } else
  11997. clif_callpartner(*sd);
  11998. }
  11999. break;
  12000. case WE_CALLPARENT:
  12001. if (sd) {
  12002. map_session_data *f_sd = pc_get_father(sd);
  12003. map_session_data *m_sd = pc_get_mother(sd);
  12004. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  12005. fail = true;
  12006. break;
  12007. }
  12008. }
  12009. break;
  12010. case WE_CALLBABY:
  12011. if (sd) {
  12012. map_session_data *c_sd = pc_get_child(sd);
  12013. if (c_sd && c_sd->state.autotrade) {
  12014. fail = true;
  12015. break;
  12016. }
  12017. }
  12018. break;
  12019. case AM_RESURRECTHOMUN:
  12020. case PF_SPIDERWEB:
  12021. {
  12022. //Find a random spot to place the skill. [Skotlex]
  12023. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12024. ud->skillx = target->x + splash;
  12025. ud->skilly = target->y + splash;
  12026. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12027. ud->skillx = target->x;
  12028. ud->skilly = target->y;
  12029. }
  12030. ud->skilltimer = tid;
  12031. return skill_castend_pos(tid,tick,id,data);
  12032. }
  12033. case GN_WALLOFTHORN:
  12034. case SC_ESCAPE:
  12035. case WL_FROSTMISTY:
  12036. case SU_CN_POWDERING:
  12037. case AG_RAIN_OF_CRYSTAL:
  12038. ud->skillx = target->x;
  12039. ud->skilly = target->y;
  12040. ud->skilltimer = tid;
  12041. return skill_castend_pos(tid,tick,id,data);
  12042. }
  12043. // Failing
  12044. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12045. if (sd && res != USESKILL_FAIL_MAX)
  12046. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12047. break;
  12048. }
  12049. //Avoid doing double checks for instant-cast skills.
  12050. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12051. break;
  12052. if(md) {
  12053. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12054. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12055. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12056. }
  12057. if (src != target && battle_config.skill_add_range &&
  12058. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12059. {
  12060. if (sd) {
  12061. clif_skill_fail( *sd, ud->skill_id);
  12062. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12063. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12064. }
  12065. break;
  12066. }
  12067. #ifdef OFFICIAL_WALKPATH
  12068. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12069. {
  12070. if (sd) {
  12071. clif_skill_fail( *sd, ud->skill_id );
  12072. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12073. }
  12074. break;
  12075. }
  12076. #endif
  12077. if( sd )
  12078. {
  12079. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12080. break;
  12081. else {
  12082. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12083. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12084. // Give AP
  12085. if (add_ap > 0) {
  12086. switch (ud->skill_id) {
  12087. case TR_ROSEBLOSSOM:
  12088. case TR_RHYTHMSHOOTING:
  12089. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12090. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12091. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12092. break;
  12093. case TR_GEF_NOCTURN:
  12094. case TR_ROKI_CAPRICCIO:
  12095. case TR_AIN_RHAPSODY:
  12096. case TR_MUSICAL_INTERLUDE:
  12097. case TR_JAWAII_SERENADE:
  12098. case TR_NIPELHEIM_REQUIEM:
  12099. case TR_PRON_MARCH:
  12100. if (sd->skill_id_old == TR_RETROSPECTION) {
  12101. add_ap += add_ap * 50 / 100;
  12102. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12103. }
  12104. break;
  12105. case WH_CRESCIVE_BOLT:
  12106. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12107. add_ap += 2;
  12108. }
  12109. break;
  12110. }
  12111. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12112. }
  12113. 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) {
  12114. clif_skill_fail( *sd, ud->skill_id );
  12115. break; // Show a skill fail message (Damage type consumes requirements)
  12116. }
  12117. }
  12118. }
  12119. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12120. break;
  12121. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12122. ud->state.running = 0;
  12123. status_change_end(src, SC_RUN);
  12124. flag = 1;
  12125. }
  12126. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12127. unit_stop_walking(src,1);
  12128. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12129. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12130. if (sd) { //Cooldown application
  12131. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  12132. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12133. }
  12134. if( battle_config.display_status_timers && sd )
  12135. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12136. if( sd )
  12137. {
  12138. switch( ud->skill_id )
  12139. {
  12140. case GS_DESPERADO:
  12141. case RL_FIREDANCE:
  12142. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12143. break;
  12144. case KN_BRANDISHSPEAR:
  12145. case CR_GRANDCROSS: {
  12146. sc_type type;
  12147. if (ud->skill_id == KN_BRANDISHSPEAR)
  12148. type = SC_STRIPWEAPON;
  12149. else
  12150. type = SC_STRIPSHIELD;
  12151. if (sc && sc->getSCE(type)) {
  12152. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12153. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12154. break;
  12155. }
  12156. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12157. // During Grand Cross you are in ankle state (cannot move or teleport)
  12158. if (ud->skill_id == CR_GRANDCROSS)
  12159. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12160. break;
  12161. }
  12162. }
  12163. }
  12164. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12165. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12166. // This is also important for monster skill usage behavior
  12167. if (src->type == BL_MOB)
  12168. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12169. else
  12170. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12171. }
  12172. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12173. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12174. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12175. map_freeblock_lock();
  12176. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12177. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12178. else
  12179. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12180. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12181. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12182. }
  12183. if(sc && sc->count) {
  12184. if (ud->skill_id != RA_CAMOUFLAGE)
  12185. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12186. if(sc->getSCE(SC_SPIRIT) &&
  12187. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12188. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12189. ud->skill_id != WZ_WATERBALL)
  12190. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12191. #ifndef RENEWAL
  12192. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12193. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12194. #endif
  12195. }
  12196. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12197. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12198. if (ud->skilltimer == INVALID_TIMER) {
  12199. if(md) md->skill_idx = -1;
  12200. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12201. ud->skill_lv = ud->skilltarget = 0;
  12202. }
  12203. map_freeblock_unlock();
  12204. return 1;
  12205. } while(0);
  12206. //Skill failed.
  12207. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12208. { //When Asura fails... (except when it fails from Wall of Fog)
  12209. //Consume SP/spheres
  12210. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12211. status_set_sp(src, 0, 0);
  12212. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12213. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12214. status_change_end(src, SC_BLADESTOP);
  12215. if( target && target->m == src->m ) { //Move character to target anyway.
  12216. short x, y;
  12217. short dir = map_calc_dir(src,target->x,target->y);
  12218. //Move 3 cells (From Caster)
  12219. if( dir > 0 && dir < 4 )
  12220. x = -3;
  12221. else if( dir > 4 )
  12222. x = 3;
  12223. else
  12224. x = 0;
  12225. if( dir > 2 && dir < 6 )
  12226. y = -3;
  12227. else if( dir == 7 || dir < 2 )
  12228. y = 3;
  12229. else
  12230. y = 0;
  12231. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12232. clif_blown(src);
  12233. clif_spiritball(src);
  12234. }
  12235. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12236. }
  12237. }
  12238. ud->skill_id = ud->skilltarget = 0;
  12239. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12240. ud->canact_tick = tick;
  12241. //You can't place a skill failed packet here because it would be
  12242. //sent in ALL cases, even cases where skill_check_condition fails
  12243. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12244. if (sd) {
  12245. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12246. if (sd->skill_keep_using.skill_id > 0) {
  12247. sd->skill_keep_using.skill_id = 0;
  12248. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12249. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12250. sd->skill_keep_using.tid = INVALID_TIMER;
  12251. }
  12252. }
  12253. } else if (md)
  12254. md->skill_idx = -1;
  12255. return 0;
  12256. }
  12257. /*==========================================
  12258. *
  12259. *------------------------------------------*/
  12260. TIMER_FUNC(skill_castend_pos){
  12261. struct block_list* src = map_id2bl(id);
  12262. map_session_data *sd;
  12263. struct unit_data *ud = unit_bl2ud(src);
  12264. struct mob_data *md;
  12265. nullpo_ret(ud);
  12266. sd = BL_CAST(BL_PC , src);
  12267. md = BL_CAST(BL_MOB, src);
  12268. if( src->prev == nullptr ) {
  12269. ud->skilltimer = INVALID_TIMER;
  12270. return 0;
  12271. }
  12272. if( ud->skilltimer != tid )
  12273. {
  12274. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12275. ud->skilltimer = INVALID_TIMER;
  12276. return 0;
  12277. }
  12278. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12279. {// restore original walk speed
  12280. ud->skilltimer = INVALID_TIMER;
  12281. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12282. } else
  12283. ud->skilltimer = INVALID_TIMER;
  12284. do {
  12285. if( status_isdead(src) )
  12286. break;
  12287. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12288. break;
  12289. if(tid != INVALID_TIMER)
  12290. { //Avoid double checks on instant cast skills. [Skotlex]
  12291. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12292. break;
  12293. if (battle_config.skill_add_range &&
  12294. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12295. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12296. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12297. break;
  12298. }
  12299. }
  12300. if( sd )
  12301. {
  12302. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12303. break;
  12304. else {
  12305. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12306. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12307. // Give AP
  12308. if (add_ap > 0) {
  12309. switch (ud->skill_id) {
  12310. case WH_DEEPBLINDTRAP:
  12311. case WH_SOLIDTRAP:
  12312. case WH_SWIFTTRAP:
  12313. case WH_FLAMETRAP:
  12314. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12315. add_ap += 1;
  12316. break;
  12317. }
  12318. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12319. }
  12320. }
  12321. }
  12322. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12323. break;
  12324. if(md) {
  12325. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12326. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12327. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12328. }
  12329. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12330. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12331. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12332. if (ud->walktimer != INVALID_TIMER)
  12333. unit_stop_walking(src,1);
  12334. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12335. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12336. if (sd) { //Cooldown application
  12337. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12338. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12339. }
  12340. if( battle_config.display_status_timers && sd )
  12341. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12342. // if( sd )
  12343. // {
  12344. // switch( ud->skill_id )
  12345. // {
  12346. // case ????:
  12347. // sd->canequip_tick = tick + ????;
  12348. // break;
  12349. // }
  12350. // }
  12351. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12352. // This is also important for monster skill usage behavior
  12353. if (src->type == BL_MOB)
  12354. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12355. else
  12356. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12357. map_freeblock_lock();
  12358. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12359. if (ud->skill_id != RA_CAMOUFLAGE)
  12360. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12361. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12362. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12363. if (ud->skilltimer == INVALID_TIMER) {
  12364. if (md) md->skill_idx = -1;
  12365. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12366. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12367. }
  12368. map_freeblock_unlock();
  12369. return 1;
  12370. } while(0);
  12371. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12372. ud->canact_tick = tick;
  12373. ud->skill_id = ud->skill_lv = 0;
  12374. if(sd)
  12375. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12376. else if(md)
  12377. md->skill_idx = -1;
  12378. return 0;
  12379. }
  12380. /* skill count without self */
  12381. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12382. struct block_list* src = va_arg(ap, struct block_list*);
  12383. if( src->id != bl->id ) {
  12384. return 1;
  12385. }
  12386. return 0;
  12387. }
  12388. /*==========================================
  12389. *
  12390. *------------------------------------------*/
  12391. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12392. {
  12393. map_session_data* sd;
  12394. status_change* sc;
  12395. struct status_change_entry *sce;
  12396. std::shared_ptr<s_skill_unit_group> sg;
  12397. enum sc_type type;
  12398. int i;
  12399. //if(skill_lv <= 0) return 0;
  12400. if(skill_id > 0 && !skill_lv) return 0; // celest
  12401. nullpo_ret(src);
  12402. if(status_isdead(src))
  12403. return 0;
  12404. sd = BL_CAST(BL_PC, src);
  12405. sc = status_get_sc(src);
  12406. type = skill_get_sc(skill_id);
  12407. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12408. switch (skill_id) { //Skill effect.
  12409. case WZ_METEOR:
  12410. case WZ_ICEWALL:
  12411. case MO_BODYRELOCATION:
  12412. case CR_CULTIVATION:
  12413. case HW_GANBANTEIN:
  12414. case LG_EARTHDRIVE:
  12415. case SC_ESCAPE:
  12416. case SU_CN_METEOR:
  12417. case NPC_RAINOFMETEOR:
  12418. case HN_METEOR_STORM_BUSTER:
  12419. case NW_GRENADES_DROPPING:
  12420. break; //Effect is displayed on respective switch case.
  12421. default:
  12422. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12423. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12424. else
  12425. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12426. }
  12427. switch(skill_id)
  12428. {
  12429. case PR_BENEDICTIO:
  12430. skill_area_temp[1] = src->id;
  12431. i = skill_get_splash(skill_id, skill_lv);
  12432. map_foreachinallarea(skill_area_sub,
  12433. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12434. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12435. skill_castend_nodamage_id);
  12436. map_foreachinallarea(skill_area_sub,
  12437. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12438. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12439. skill_castend_damage_id);
  12440. break;
  12441. case BS_HAMMERFALL:
  12442. i = skill_get_splash(skill_id, skill_lv);
  12443. map_foreachinallarea(skill_area_sub,
  12444. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12445. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12446. skill_castend_nodamage_id);
  12447. break;
  12448. case HT_DETECTING:
  12449. i = skill_get_splash(skill_id, skill_lv);
  12450. map_foreachinallarea( status_change_timer_sub,
  12451. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12452. src,nullptr,SC_SIGHT,tick);
  12453. skill_reveal_trap_inarea(src, i, x, y);
  12454. break;
  12455. case SR_RIDEINLIGHTNING:
  12456. case NW_BASIC_GRENADE:
  12457. i = skill_get_splash(skill_id, skill_lv);
  12458. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12459. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12460. break;
  12461. case NPC_LEX_AETERNA:
  12462. i = skill_get_splash(skill_id, skill_lv);
  12463. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12464. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12465. break;
  12466. case SA_VOLCANO:
  12467. case SA_DELUGE:
  12468. case SA_VIOLENTGALE:
  12469. { //Does not consumes if the skill is already active. [Skotlex]
  12470. std::shared_ptr<s_skill_unit_group> sg2;
  12471. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12472. {
  12473. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12474. {
  12475. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12476. return 0; // not to consume items
  12477. }
  12478. else
  12479. sg2->limit = 0; //Disable it.
  12480. }
  12481. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12482. break;
  12483. }
  12484. // Skill Unit Setting
  12485. case MG_SAFETYWALL: {
  12486. int dummy = 1;
  12487. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12488. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12489. return 0; // Don't consume gems if cast on Land Protector
  12490. }
  12491. }
  12492. [[fallthrough]];
  12493. case MG_FIREWALL:
  12494. case MG_THUNDERSTORM:
  12495. case AL_PNEUMA:
  12496. case WZ_FIREPILLAR:
  12497. case WZ_QUAGMIRE:
  12498. case WZ_VERMILION:
  12499. case WZ_STORMGUST:
  12500. case WZ_HEAVENDRIVE:
  12501. case NPC_GROUNDDRIVE:
  12502. case PR_SANCTUARY:
  12503. case PR_MAGNUS:
  12504. case CR_GRANDCROSS:
  12505. case NPC_GRANDDARKNESS:
  12506. case HT_SKIDTRAP:
  12507. case MA_SKIDTRAP:
  12508. case HT_LANDMINE:
  12509. case MA_LANDMINE:
  12510. case HT_ANKLESNARE:
  12511. case HT_SHOCKWAVE:
  12512. case HT_SANDMAN:
  12513. case MA_SANDMAN:
  12514. case HT_FLASHER:
  12515. case HT_FREEZINGTRAP:
  12516. case MA_FREEZINGTRAP:
  12517. case HT_BLASTMINE:
  12518. case HT_CLAYMORETRAP:
  12519. case AS_VENOMDUST:
  12520. case AM_DEMONSTRATION:
  12521. case PF_FOGWALL:
  12522. case PF_SPIDERWEB:
  12523. case HT_TALKIEBOX:
  12524. case WE_CALLPARTNER:
  12525. case WE_CALLPARENT:
  12526. case WE_CALLBABY:
  12527. case SA_LANDPROTECTOR:
  12528. #ifndef RENEWAL
  12529. case BD_LULLABY:
  12530. case BD_RICHMANKIM:
  12531. case BD_ETERNALCHAOS:
  12532. case BD_DRUMBATTLEFIELD:
  12533. case BD_RINGNIBELUNGEN:
  12534. case BD_ROKISWEIL:
  12535. case BD_INTOABYSS:
  12536. case BD_SIEGFRIED:
  12537. case BA_DISSONANCE:
  12538. case BA_POEMBRAGI:
  12539. case BA_WHISTLE:
  12540. case BA_ASSASSINCROSS:
  12541. case BA_APPLEIDUN:
  12542. case DC_UGLYDANCE:
  12543. case DC_HUMMING:
  12544. case DC_DONTFORGETME:
  12545. case DC_FORTUNEKISS:
  12546. case DC_SERVICEFORYOU:
  12547. #endif
  12548. case CG_MOONLIT:
  12549. case GS_DESPERADO:
  12550. case NJ_KAENSIN:
  12551. case NJ_BAKUENRYU:
  12552. case NJ_SUITON:
  12553. case NJ_HYOUSYOURAKU:
  12554. case NJ_RAIGEKISAI:
  12555. case NJ_KAMAITACHI:
  12556. #ifdef RENEWAL
  12557. case HW_GRAVITATION:
  12558. #endif
  12559. case NPC_EVILLAND:
  12560. case NPC_VENOMFOG:
  12561. case NPC_COMET:
  12562. case NPC_WIDESUCK:
  12563. case NPC_ICEMINE:
  12564. case NPC_FLAMECROSS:
  12565. case NPC_HELLBURNING:
  12566. case NPC_REVERBERATION:
  12567. case WL_COMET:
  12568. case RA_ELECTRICSHOCKER:
  12569. case RA_CLUSTERBOMB:
  12570. case RA_MAGENTATRAP:
  12571. case RA_COBALTTRAP:
  12572. case RA_MAIZETRAP:
  12573. case RA_VERDURETRAP:
  12574. case RA_FIRINGTRAP:
  12575. case RA_ICEBOUNDTRAP:
  12576. case SC_MANHOLE:
  12577. case SC_DIMENSIONDOOR:
  12578. case SC_CHAOSPANIC:
  12579. case SC_MAELSTROM:
  12580. case SC_BLOODYLUST:
  12581. case WM_POEMOFNETHERWORLD:
  12582. case SO_PSYCHIC_WAVE:
  12583. case NPC_PSYCHIC_WAVE:
  12584. case SO_VACUUM_EXTREME:
  12585. case GN_THORNS_TRAP:
  12586. case SO_EARTHGRAVE:
  12587. case SO_DIAMONDDUST:
  12588. case SO_FIRE_INSIGNIA:
  12589. case SO_WATER_INSIGNIA:
  12590. case SO_WIND_INSIGNIA:
  12591. case SO_EARTH_INSIGNIA:
  12592. case KO_ZENKAI:
  12593. case MH_LAVA_SLIDE:
  12594. case MH_VOLCANIC_ASH:
  12595. case MH_BLAST_FORGE:
  12596. case MH_POISON_MIST:
  12597. case MH_STEINWAND:
  12598. case MH_XENO_SLASHER:
  12599. case LG_KINGS_GRACE:
  12600. case SJ_BOOKOFCREATINGSTAR:
  12601. case RL_B_TRAP:
  12602. case NPC_STORMGUST2:
  12603. case AG_RAIN_OF_CRYSTAL:
  12604. case AG_MYSTERY_ILLUSION:
  12605. case AG_STRANTUM_TREMOR:
  12606. case AG_TORNADO_STORM:
  12607. case AG_FLORAL_FLARE_ROAD:
  12608. case IG_CROSS_RAIN:
  12609. case CD_PNEUMATICUS_PROCELLA:
  12610. case ABC_ABYSS_STRIKE:
  12611. case ABC_ABYSS_SQUARE:
  12612. case WH_DEEPBLINDTRAP:
  12613. case WH_SOLIDTRAP:
  12614. case WH_SWIFTTRAP:
  12615. case WH_FLAMETRAP:
  12616. case BO_ACIDIFIED_ZONE_WATER:
  12617. case BO_ACIDIFIED_ZONE_GROUND:
  12618. case BO_ACIDIFIED_ZONE_WIND:
  12619. case BO_ACIDIFIED_ZONE_FIRE:
  12620. case EM_DIAMOND_STORM:
  12621. case EM_LIGHTNING_LAND:
  12622. case EM_VENOM_SWAMP:
  12623. case EM_CONFLAGRATION:
  12624. case EM_TERRA_DRIVE:
  12625. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12626. [[fallthrough]];
  12627. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12628. case GN_WALLOFTHORN:
  12629. case GN_DEMONIC_FIRE:
  12630. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12631. break;
  12632. case WZ_ICEWALL:
  12633. case NPC_CANE_OF_EVIL_EYE:
  12634. flag|=1;
  12635. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12636. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12637. break;
  12638. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12639. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12640. flag|=1;
  12641. break;
  12642. case NPC_EARTHQUAKE:
  12643. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12644. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12645. break;
  12646. #ifndef RENEWAL
  12647. case HP_BASILICA:
  12648. if( sc->getSCE(SC_BASILICA) ) {
  12649. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12650. return 0;
  12651. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12652. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12653. if (sd)
  12654. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12655. return 0;
  12656. }
  12657. skill_clear_unitgroup(src);
  12658. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12659. flag|=1;
  12660. }
  12661. break;
  12662. #endif
  12663. #ifndef RENEWAL
  12664. case CG_HERMODE:
  12665. skill_clear_unitgroup(src);
  12666. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12667. sc_start4(src,src,SC_DANCING,100,
  12668. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12669. flag|=1;
  12670. #endif
  12671. break;
  12672. case RG_CLEANER: // [Valaris]
  12673. i = skill_get_splash(skill_id, skill_lv);
  12674. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12675. break;
  12676. case SO_WARMER:
  12677. case SO_CLOUD_KILL:
  12678. case NPC_CLOUD_KILL:
  12679. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12680. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12681. break;
  12682. case SU_CN_POWDERING:
  12683. case SU_NYANGGRASS:
  12684. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12685. if (skill_id == SU_CN_POWDERING)
  12686. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12687. else
  12688. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12689. }
  12690. flag |= 1;
  12691. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12692. break;
  12693. case SU_CN_METEOR:
  12694. if (sd) {
  12695. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12696. skill_id = SU_CN_METEOR2;
  12697. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12698. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12699. }
  12700. [[fallthrough]];
  12701. case WZ_METEOR:
  12702. {
  12703. int area = skill_get_splash(skill_id, skill_lv);
  12704. short tmpx = 0, tmpy = 0;
  12705. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12706. // Creates a random Cell in the Splash Area
  12707. tmpx = x - area + rnd() % (area * 2 + 1);
  12708. tmpy = y - area + rnd() % (area * 2 + 1);
  12709. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12710. }
  12711. }
  12712. break;
  12713. case AL_WARP:
  12714. if(sd)
  12715. {
  12716. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12717. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12718. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12719. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12720. );
  12721. }
  12722. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12723. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12724. return 0; // not to consume item.
  12725. case MO_BODYRELOCATION:
  12726. if (unit_movepos(src, x, y, 2, 1)) {
  12727. #if PACKETVER >= 20111005
  12728. clif_snap(src, src->x, src->y);
  12729. #else
  12730. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12731. #endif
  12732. if (sd)
  12733. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12734. }
  12735. break;
  12736. case NJ_SHADOWJUMP:
  12737. 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.
  12738. clif_blown(src);
  12739. status_change_end(src, SC_HIDING);
  12740. break;
  12741. case AM_SPHEREMINE:
  12742. case AM_CANNIBALIZE:
  12743. {
  12744. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12745. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12746. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12747. struct mob_data *md;
  12748. // Correct info, don't change any of this! [celest]
  12749. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12750. if (md) {
  12751. md->master_id = src->id;
  12752. md->special_state.ai = ai;
  12753. if( md->deletetimer != INVALID_TIMER )
  12754. delete_timer(md->deletetimer, mob_timer_delete);
  12755. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12756. mob_spawn (md); //Now it is ready for spawning.
  12757. }
  12758. }
  12759. break;
  12760. // Slim Pitcher [Celest]
  12761. case CR_SLIMPITCHER:
  12762. if (sd) {
  12763. int i_lv = 0, j = 0;
  12764. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12765. i_lv = skill_lv%11 - 1;
  12766. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12767. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12768. {
  12769. clif_skill_fail( *sd, skill_id );
  12770. return 1;
  12771. }
  12772. potion_flag = 1;
  12773. potion_hp = 0;
  12774. potion_sp = 0;
  12775. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12776. potion_flag = 0;
  12777. //Apply skill bonuses
  12778. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12779. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12780. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12781. + pc_skillheal_bonus(sd, skill_id);
  12782. potion_hp = potion_hp * (100+i_lv)/100;
  12783. potion_sp = potion_sp * (100+i_lv)/100;
  12784. // Final heal increased by HPlus.
  12785. // Is this the right place for this??? [Rytech]
  12786. // Can HPlus also affect SP recovery???
  12787. status_data *sstatus = status_get_status_data(src);
  12788. if (sstatus && sstatus->hplus > 0) {
  12789. potion_hp += potion_hp * sstatus->hplus / 100;
  12790. potion_sp += potion_sp * sstatus->hplus / 100;
  12791. }
  12792. if(potion_hp > 0 || potion_sp > 0) {
  12793. i_lv = skill_get_splash(skill_id, skill_lv);
  12794. map_foreachinallarea(skill_area_sub,
  12795. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12796. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12797. skill_castend_nodamage_id);
  12798. }
  12799. } else {
  12800. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12801. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12802. potion_flag = 1;
  12803. potion_hp = 0;
  12804. potion_sp = 0;
  12805. run_script(item->script,0,src->id,0);
  12806. potion_flag = 0;
  12807. potion_hp = potion_hp * (100+id)/100;
  12808. potion_sp = potion_sp * (100+id)/100;
  12809. if(potion_hp > 0 || potion_sp > 0) {
  12810. id = skill_get_splash(skill_id, skill_lv);
  12811. map_foreachinallarea(skill_area_sub,
  12812. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12813. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12814. skill_castend_nodamage_id);
  12815. }
  12816. }
  12817. break;
  12818. case HW_GANBANTEIN:
  12819. if (rnd()%100 < 80) {
  12820. int dummy = 1;
  12821. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12822. i = skill_get_splash(skill_id, skill_lv);
  12823. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12824. } else {
  12825. if (sd) clif_skill_fail( *sd, skill_id );
  12826. return 1;
  12827. }
  12828. break;
  12829. #ifndef RENEWAL
  12830. case HW_GRAVITATION:
  12831. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12832. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12833. flag|=1;
  12834. break;
  12835. #endif
  12836. // Plant Cultivation [Celest]
  12837. case CR_CULTIVATION:
  12838. if (sd) {
  12839. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12840. {
  12841. clif_skill_fail( *sd, skill_id );
  12842. return 1;
  12843. }
  12844. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12845. if (rnd()%100 < 50) {
  12846. clif_skill_fail( *sd, skill_id );
  12847. } else {
  12848. TBL_MOB* md = nullptr;
  12849. int t, mob_id;
  12850. if (skill_lv == 1)
  12851. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12852. else {
  12853. int rand_val = rnd() % 100;
  12854. if (rand_val < 30)
  12855. mob_id = MOBID_GREEN_PLANT;
  12856. else if (rand_val < 55)
  12857. mob_id = MOBID_RED_PLANT;
  12858. else if (rand_val < 80)
  12859. mob_id = MOBID_YELLOW_PLANT;
  12860. else if (rand_val < 90)
  12861. mob_id = MOBID_WHITE_PLANT;
  12862. else if (rand_val < 98)
  12863. mob_id = MOBID_BLUE_PLANT;
  12864. else
  12865. mob_id = MOBID_SHINING_PLANT;
  12866. }
  12867. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12868. if (!md)
  12869. break;
  12870. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12871. {
  12872. if( md->deletetimer != INVALID_TIMER )
  12873. delete_timer(md->deletetimer, mob_timer_delete);
  12874. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12875. }
  12876. mob_spawn(md);
  12877. }
  12878. }
  12879. break;
  12880. case SG_SUN_WARM:
  12881. case SG_MOON_WARM:
  12882. case SG_STAR_WARM:
  12883. skill_clear_unitgroup(src);
  12884. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12885. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12886. flag|=1;
  12887. break;
  12888. case PA_GOSPEL:
  12889. if (sce && sce->val4 == BCT_SELF)
  12890. {
  12891. status_change_end(src, SC_GOSPEL);
  12892. return 0;
  12893. }
  12894. else
  12895. {
  12896. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12897. if (!sg) break;
  12898. if (sce)
  12899. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12900. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12901. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12902. }
  12903. break;
  12904. case NJ_TATAMIGAESHI:
  12905. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12906. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12907. break;
  12908. case AM_RESURRECTHOMUN: //[orn]
  12909. if (sd)
  12910. {
  12911. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12912. {
  12913. clif_skill_fail( *sd, skill_id );
  12914. break;
  12915. }
  12916. }
  12917. break;
  12918. case AC_SHOWER:
  12919. status_change_end(src, SC_CAMOUFLAGE);
  12920. [[fallthrough]];
  12921. case MA_SHOWER:
  12922. case NC_COLDSLOWER:
  12923. case RK_DRAGONBREATH:
  12924. case RK_DRAGONBREATH_WATER:
  12925. case NPC_DRAGONBREATH:
  12926. case WL_FROSTMISTY:
  12927. case RL_HAMMER_OF_GOD:
  12928. // Cast center might be relevant later (e.g. for knockback direction)
  12929. skill_area_temp[4] = x;
  12930. skill_area_temp[5] = y;
  12931. i = skill_get_splash(skill_id,skill_lv);
  12932. 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);
  12933. break;
  12934. case SO_ARRULLO:
  12935. i = skill_get_splash(skill_id,skill_lv);
  12936. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12937. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12938. break;
  12939. case GC_POISONSMOKE:
  12940. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12941. if( sd )
  12942. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12943. return 0;
  12944. }
  12945. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12946. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12947. break;
  12948. case AB_EPICLESIS:
  12949. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12950. i = skill_get_splash(skill_id, skill_lv);
  12951. 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);
  12952. }
  12953. break;
  12954. case WL_EARTHSTRAIN:
  12955. {
  12956. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12957. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12958. for( w = 1; w <= wave; w++ )
  12959. {
  12960. switch( dir ){
  12961. case 0: case 1: case 7: sy = y + w; break;
  12962. case 3: case 4: case 5: sy = y - w; break;
  12963. case 2: sx = x - w; break;
  12964. case 6: sx = x + w; break;
  12965. }
  12966. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12967. }
  12968. }
  12969. break;
  12970. case RA_DETONATOR:
  12971. i = skill_get_splash(skill_id, skill_lv);
  12972. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12973. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12974. break;
  12975. case NC_NEUTRALBARRIER:
  12976. case NC_STEALTHFIELD:
  12977. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12978. skill_clear_unitgroup(src);
  12979. return 0;
  12980. }
  12981. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12982. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  12983. 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));
  12984. }
  12985. break;
  12986. case NC_SILVERSNIPER:
  12987. {
  12988. struct mob_data *md;
  12989. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12990. if( md ) {
  12991. md->master_id = src->id;
  12992. md->special_state.ai = AI_FAW;
  12993. if( md->deletetimer != INVALID_TIMER )
  12994. delete_timer(md->deletetimer, mob_timer_delete);
  12995. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12996. mob_spawn(md);
  12997. }
  12998. }
  12999. break;
  13000. case NC_MAGICDECOY:
  13001. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13002. break;
  13003. case SC_FEINTBOMB: {
  13004. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13005. if( group == nullptr || group->unit == nullptr ) {
  13006. if (sd)
  13007. clif_skill_fail( *sd, skill_id );
  13008. return 1;
  13009. }
  13010. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13011. 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
  13012. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  13013. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13014. }
  13015. break;
  13016. case SC_ESCAPE:
  13017. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13018. 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
  13019. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13020. flag |= 1;
  13021. break;
  13022. case LG_BANDING:
  13023. if( sc && sc->getSCE(SC_BANDING) )
  13024. status_change_end(src,SC_BANDING);
  13025. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13026. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13027. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13028. break;
  13029. case WM_DOMINION_IMPULSE:
  13030. i = skill_get_splash(skill_id, skill_lv);
  13031. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13032. break;
  13033. case WM_GREAT_ECHO:
  13034. i = skill_get_splash(skill_id,skill_lv);
  13035. 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);
  13036. break;
  13037. case WM_SEVERE_RAINSTORM:
  13038. flag |= 1;
  13039. if (sd)
  13040. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13041. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13042. break;
  13043. case GN_CRAZYWEED: {
  13044. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13045. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13046. int x1 = x - area + rnd()%(area * 2 + 1);
  13047. int y1 = y - area + rnd()%(area * 2 + 1);
  13048. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13049. }
  13050. }
  13051. break;
  13052. case GN_FIRE_EXPANSION: {
  13053. struct unit_data* ud = unit_bl2ud(src);
  13054. if (!ud) break;
  13055. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13056. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13057. if (it != ud->skillunits.end()) {
  13058. auto* unit_group = it->get();
  13059. skill_unit* su = unit_group->unit;
  13060. switch (skill_lv) {
  13061. case 1: {
  13062. // TODO:
  13063. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13064. skill_delunit(su);
  13065. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13066. flag |= 1;
  13067. }
  13068. break;
  13069. case 2:
  13070. 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);
  13071. if (su != nullptr)
  13072. skill_delunit(su);
  13073. break;
  13074. case 3:
  13075. skill_delunit(su);
  13076. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13077. flag |= 1;
  13078. break;
  13079. case 4:
  13080. skill_delunit(su);
  13081. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13082. flag |= 1;
  13083. break;
  13084. case 5: {
  13085. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13086. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13087. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13088. 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);
  13089. if (su != nullptr)
  13090. skill_delunit(su);
  13091. }
  13092. break;
  13093. }
  13094. }
  13095. }
  13096. break;
  13097. case SO_FIREWALK:
  13098. case SO_ELECTRICWALK:
  13099. case NPC_FIREWALK:
  13100. case NPC_ELECTRICWALK:
  13101. if( sc && sc->getSCE(type) )
  13102. status_change_end(src,type);
  13103. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13104. break;
  13105. case KO_MAKIBISHI:
  13106. for( i = 0; i < (skill_lv+2); i++ ) {
  13107. x = src->x - 1 + rnd()%3;
  13108. y = src->y - 1 + rnd()%3;
  13109. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13110. }
  13111. break;
  13112. case KO_MUCHANAGE: {
  13113. struct status_data *sstatus;
  13114. int rate = 0;
  13115. sstatus = status_get_status_data(src);
  13116. i = skill_get_splash(skill_id,skill_lv);
  13117. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13118. if( rate < 0 )
  13119. rate = 0;
  13120. 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);
  13121. if( rnd()%100 < rate )
  13122. 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);
  13123. }
  13124. break;
  13125. case RL_FALLEN_ANGEL:
  13126. if (unit_movepos(src,x,y,1,1)) {
  13127. clif_snap(src, src->x, src->y);
  13128. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13129. } else {
  13130. if (sd)
  13131. clif_skill_fail( *sd, skill_id );
  13132. }
  13133. break;
  13134. case RL_FIRE_RAIN: {
  13135. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13136. int sx = x = src->x, sy = y = src->y;
  13137. for (w = 0; w <= wave; w++) {
  13138. switch (dir) {
  13139. case DIR_NORTH:
  13140. case DIR_NORTHWEST:
  13141. case DIR_NORTHEAST:
  13142. sy = y + w;
  13143. break;
  13144. case DIR_WEST:
  13145. sx = x - w;
  13146. break;
  13147. case DIR_SOUTHWEST:
  13148. case DIR_SOUTH:
  13149. case DIR_SOUTHEAST:
  13150. sy = y - w;
  13151. break;
  13152. case DIR_EAST:
  13153. sx = x + w;
  13154. break;
  13155. }
  13156. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13157. }
  13158. }
  13159. break;
  13160. case NPC_MAGMA_ERUPTION:
  13161. case NC_MAGMA_ERUPTION:
  13162. // 1st, AoE 'slam' damage
  13163. i = skill_get_splash(skill_id, skill_lv);
  13164. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13165. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13166. // 2nd, AoE 'eruption' unit
  13167. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13168. break;
  13169. case SU_LOPE:
  13170. {
  13171. uint8 dir = map_calc_dir(src, x, y);
  13172. // Fails on noteleport maps, except for GvG and BG maps
  13173. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13174. x = src->x;
  13175. y = src->y;
  13176. }
  13177. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13178. 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))
  13179. clif_blown(src);
  13180. }
  13181. break;
  13182. case AG_ASTRAL_STRIKE:
  13183. i = skill_get_splash(skill_id, skill_lv);
  13184. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13185. flag |= 1;
  13186. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13187. break;
  13188. case AG_VIOLENT_QUAKE:
  13189. case AG_ALL_BLOOM: {
  13190. int area = skill_get_splash(skill_id, skill_lv);
  13191. int unit_time = skill_get_time(skill_id, skill_lv);
  13192. int unit_interval = skill_get_unit_interval(skill_id);
  13193. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13194. // Grab Climax's effect level if active.
  13195. // This affects the behavior of certain skills in certain ways.
  13196. if (sc && sc->getSCE(SC_CLIMAX))
  13197. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13198. if (skill_id == AG_VIOLENT_QUAKE) {
  13199. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13200. // Fixes rising rocks spawn area to 7x7.
  13201. if (climax_lv == 5)
  13202. area = 3;
  13203. } else { // AG_ALL_BLOOM
  13204. sub_skill = AG_ALL_BLOOM_ATK;
  13205. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13206. unit_time /= 2;
  13207. unit_interval /= 2;
  13208. }
  13209. }
  13210. // Displays the earthquake / flower garden.
  13211. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13212. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13213. i = skill_get_splash(skill_id, skill_lv);
  13214. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13215. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13216. tmpx = x - area + rnd() % (area * 2 + 1);
  13217. tmpy = y - area + rnd() % (area * 2 + 1);
  13218. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13219. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13220. tmpx = x - area + rnd() % (area * 2 + 1);
  13221. tmpy = y - area + rnd() % (area * 2 + 1);
  13222. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13223. }
  13224. }
  13225. // One final attack the size of the flower garden is dealt after
  13226. // all rose buds explode if Climax level 5 is active.
  13227. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13228. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13229. }
  13230. break;
  13231. case NPC_RAINOFMETEOR:
  13232. {
  13233. int area = skill_get_splash(skill_id, skill_lv);
  13234. short tmpx = 0, tmpy = 0;
  13235. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13236. // Casts a double meteor in the first interval.
  13237. if (i == 1) {
  13238. // The first meteor is at the center
  13239. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13240. // The second meteor is near the first
  13241. tmpx = x - 1 + rnd()%3;
  13242. tmpy = y - 1 + rnd()%3;
  13243. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13244. }
  13245. else { // Casts 1 meteor per interval in the splash area
  13246. tmpx = x - area + rnd()%(area * 2 + 1);
  13247. tmpy = y - area + rnd()%(area * 2 + 1);
  13248. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13249. }
  13250. }
  13251. }
  13252. break;
  13253. case HN_JACK_FROST_NOVA:
  13254. case HN_GROUND_GRAVITATION: {
  13255. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13256. if( sd != nullptr ){
  13257. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13258. }
  13259. return 0;
  13260. }
  13261. int splash = skill_get_splash(skill_id, skill_lv);
  13262. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13263. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13264. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13265. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13266. }
  13267. }
  13268. break;
  13269. case HN_METEOR_STORM_BUSTER: {
  13270. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13271. if( sd != nullptr ){
  13272. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13273. }
  13274. return 0;
  13275. }
  13276. int splash = skill_get_splash(skill_id, skill_lv);
  13277. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13278. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13279. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13280. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13281. }
  13282. }
  13283. break;
  13284. case NW_WILD_FIRE:
  13285. i = skill_get_splash(skill_id, skill_lv);
  13286. if (sd && sd->status.weapon == W_GRENADE)
  13287. i += 2;
  13288. map_foreachinallarea(skill_area_sub,
  13289. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13290. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13291. skill_castend_damage_id);
  13292. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13293. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13294. break;
  13295. case NW_HASTY_FIRE_IN_THE_HOLE:
  13296. i = skill_get_splash(skill_id, skill_lv);
  13297. if (flag & 1){
  13298. i++;
  13299. }
  13300. if (flag & 2){
  13301. i++;
  13302. }
  13303. map_foreachinallarea(skill_area_sub,
  13304. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13305. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13306. skill_castend_damage_id);
  13307. if (!(flag & 1)) {
  13308. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13309. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13310. }
  13311. break;
  13312. case NW_GRENADES_DROPPING: {
  13313. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13314. uint16 tmpx = rnd_value( x - splash, x + splash );
  13315. uint16 tmpy = rnd_value( y - splash, y + splash );
  13316. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13317. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13318. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13319. }
  13320. } break;
  13321. case NW_MISSION_BOMBARD:
  13322. i = skill_get_splash(skill_id,skill_lv);
  13323. 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|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13324. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13325. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13326. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13327. }
  13328. break;
  13329. default:
  13330. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13331. return 1;
  13332. }
  13333. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13334. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13335. if( sd )
  13336. {// ensure that the skill last-cast tick is recorded
  13337. sd->canskill_tick = gettick();
  13338. if( sd->state.arrow_atk && !(flag&1) )
  13339. {// consume arrow if this is a ground skill
  13340. battle_consume_ammo(sd, skill_id, skill_lv);
  13341. }
  13342. skill_onskillusage(sd, nullptr, skill_id, tick);
  13343. // perform skill requirement consumption
  13344. if (!(flag&SKILL_NOCONSUME_REQ))
  13345. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13346. }
  13347. return 0;
  13348. }
  13349. /*==========================================
  13350. *
  13351. *------------------------------------------*/
  13352. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13353. {
  13354. nullpo_ret(sd);
  13355. //Simplify skill_failed code.
  13356. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13357. if(skill_id != sd->menuskill_id)
  13358. return 0;
  13359. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13360. skill_failed(sd);
  13361. return 0;
  13362. }
  13363. if( sd->sc.cant.cast ) {
  13364. skill_failed(sd);
  13365. return 0;
  13366. }
  13367. pc_stop_attack(sd);
  13368. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13369. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13370. if(strcmp(mapname,"cancel")==0) {
  13371. skill_failed(sd);
  13372. return 0;
  13373. }
  13374. switch(skill_id)
  13375. {
  13376. case AL_TELEPORT:
  13377. case ALL_ODINS_RECALL:
  13378. //The storage window is closed automatically by the client when there's
  13379. //any kind of map change, so we need to restore it automatically
  13380. //bugreport:8027
  13381. if(strcmp(mapname,"Random") == 0)
  13382. pc_randomwarp(sd,CLR_TELEPORT);
  13383. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13384. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13385. clif_refresh_storagewindow(sd);
  13386. break;
  13387. case AL_WARP:
  13388. if( sd != nullptr ){
  13389. const struct s_point_str *p[4];
  13390. std::shared_ptr<s_skill_unit_group> group;
  13391. int i, lv, wx, wy;
  13392. int maxcount=0;
  13393. int x,y;
  13394. unsigned short mapindex;
  13395. mapindex = mapindex_name2id((char*)mapname);
  13396. if(!mapindex) { //Given map not found?
  13397. clif_skill_fail( *sd, skill_id );
  13398. skill_failed(sd);
  13399. return 0;
  13400. }
  13401. p[0] = &sd->status.save_point;
  13402. p[1] = &sd->status.memo_point[0];
  13403. p[2] = &sd->status.memo_point[1];
  13404. p[3] = &sd->status.memo_point[2];
  13405. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13406. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13407. if (maxcount == 0) {
  13408. clif_skill_fail( *sd, skill_id );
  13409. skill_failed(sd);
  13410. return 0;
  13411. }
  13412. }
  13413. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13414. wx = sd->menuskill_val>>16;
  13415. wy = sd->menuskill_val&0xffff;
  13416. if( lv <= 0 ) return 0;
  13417. if( lv > 4 ) lv = 4; // crash prevention
  13418. // check if the chosen map exists in the memo list
  13419. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13420. if( i < lv ) {
  13421. x=p[i]->x;
  13422. y=p[i]->y;
  13423. } else {
  13424. skill_failed(sd);
  13425. return 0;
  13426. }
  13427. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13428. { // This checks versus skill_id/skill_lv...
  13429. skill_failed(sd);
  13430. return 0;
  13431. }
  13432. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13433. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13434. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13435. skill_failed(sd);
  13436. return 0;
  13437. }
  13438. group->val1 = (group->val1<<16)|(short)0;
  13439. // record the destination coordinates
  13440. group->val2 = (x<<16)|y;
  13441. group->val3 = mapindex;
  13442. }
  13443. break;
  13444. }
  13445. sd->menuskill_id = sd->menuskill_val = 0;
  13446. return 0;
  13447. #undef skill_failed
  13448. }
  13449. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13450. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13451. {
  13452. struct skill_unit* target = (struct skill_unit*)bl;
  13453. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13454. int flag = va_arg(ap, int);
  13455. if (src == target)
  13456. return 0;
  13457. if (!target->group || !(target->group->state.song_dance&0x1))
  13458. return 0;
  13459. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13460. return 0;
  13461. if (flag) //Set dissonance
  13462. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13463. else //Remove dissonance
  13464. target->val2 &= ~(1 << UF_ENSEMBLE);
  13465. skill_getareachar_skillunit_visibilty(target, AREA);
  13466. return 1;
  13467. }
  13468. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13469. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13470. //When 1, this unit has been positioned, so start the cancel effect.
  13471. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13472. {
  13473. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13474. return 0;
  13475. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13476. return 0; //Nothing to remove, this unit is not overlapped.
  13477. if (unit->val1 != unit->group->skill_id)
  13478. { //Reset state
  13479. unit->val1 = unit->group->skill_id;
  13480. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13481. }
  13482. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13483. }
  13484. /**
  13485. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13486. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13487. * @param flag 0 Convert
  13488. * @param flag 1 Revert
  13489. * @return true success
  13490. * @TODO: This should be completely removed later and rewritten
  13491. * The entire execution of the overlapping songs instances is dirty and hacked together
  13492. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13493. */
  13494. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13495. {
  13496. static int prevflag = 1; // by default the backup is empty
  13497. static s_skill_unit_group backup;
  13498. std::shared_ptr<s_skill_unit_group> group;
  13499. if( unit == nullptr || (group = unit->group) == nullptr )
  13500. return false;
  13501. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13502. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13503. return false;
  13504. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13505. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13506. flag ? "read an empty backup" : "write to a full backup",
  13507. group->skill_id, group->skill_lv, group->src_id);
  13508. return false;
  13509. }
  13510. prevflag = flag;
  13511. if (!flag) { //Transform
  13512. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13513. // backup
  13514. backup.skill_id = group->skill_id;
  13515. backup.skill_lv = group->skill_lv;
  13516. backup.unit_id = group->unit_id;
  13517. backup.target_flag = group->target_flag;
  13518. backup.bl_flag = group->bl_flag;
  13519. backup.interval = group->interval;
  13520. // replace
  13521. group->skill_id = skill_id;
  13522. group->skill_lv = 1;
  13523. group->unit_id = skill_get_unit_id(skill_id);
  13524. group->target_flag = skill_get_unit_target(skill_id);
  13525. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13526. group->interval = skill_get_unit_interval(skill_id);
  13527. } else { //Restore
  13528. group->skill_id = backup.skill_id;
  13529. group->skill_lv = backup.skill_lv;
  13530. group->unit_id = backup.unit_id;
  13531. group->target_flag = backup.target_flag;
  13532. group->bl_flag = backup.bl_flag;
  13533. group->interval = backup.interval;
  13534. }
  13535. return true;
  13536. }
  13537. /**
  13538. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13539. * @param src Object that triggers the skill
  13540. * @param skill_id Skill ID
  13541. * @param skill_lv Skill level of used skill
  13542. * @param x Position x
  13543. * @param y Position y
  13544. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13545. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13546. * @return s_skill_unit_group
  13547. */
  13548. 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)
  13549. {
  13550. std::shared_ptr<s_skill_unit_group> group;
  13551. int i, val1 = 0, val2 = 0, val3 = 0;
  13552. t_tick limit;
  13553. int link_group_id = 0;
  13554. int target, interval, range;
  13555. t_itemid req_item = 0;
  13556. struct s_skill_unit_layout *layout;
  13557. map_session_data *sd;
  13558. struct status_data *status;
  13559. status_change *sc;
  13560. int active_flag = 1;
  13561. int subunt = 0;
  13562. bool hidden = false;
  13563. struct map_data *mapdata;
  13564. nullpo_retr(nullptr, src);
  13565. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13566. mapdata = map_getmapdata(src->m);
  13567. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13568. range = skill_get_unit_range(skill_id,skill_lv);
  13569. interval = skill->unit_interval;
  13570. target = skill_get_unit_target(skill_id);
  13571. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13572. sd = BL_CAST(BL_PC, src);
  13573. status = status_get_status_data(src);
  13574. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13575. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13576. switch( skill_id ) {
  13577. case MH_STEINWAND:
  13578. val2 = 4 + skill_lv;
  13579. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13580. break;
  13581. case MG_SAFETYWALL:
  13582. val2 = skill_lv + 1;
  13583. #ifdef RENEWAL
  13584. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13585. #endif
  13586. break;
  13587. case MG_FIREWALL:
  13588. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13589. limit = limit*3/2;
  13590. val2 = 4+skill_lv;
  13591. break;
  13592. case AL_WARP:
  13593. val1=skill_lv+6;
  13594. if(!(flag&1))
  13595. limit=2000;
  13596. else // previous implementation (not used anymore)
  13597. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13598. if( src->type != BL_SKILL ) return nullptr;
  13599. group = ((TBL_SKILL*)src)->group;
  13600. src = map_id2bl(group->src_id);
  13601. if( !src ) return nullptr;
  13602. val2 = group->val2; //Copy the (x,y) position you warp to
  13603. val3 = group->val3; //as well as the mapindex to warp to.
  13604. }
  13605. break;
  13606. #ifndef RENEWAL
  13607. case HP_BASILICA:
  13608. val1 = src->id; // Store caster id.
  13609. break;
  13610. #endif
  13611. case PR_SANCTUARY:
  13612. case NPC_EVILLAND:
  13613. val1=skill_lv+3;
  13614. break;
  13615. case WZ_METEOR:
  13616. case SU_CN_METEOR:
  13617. case SU_CN_METEOR2:
  13618. case NPC_RAINOFMETEOR:
  13619. case HN_METEOR_STORM_BUSTER:
  13620. limit = flag;
  13621. flag = 0; // Flag should not influence anything else for these skills
  13622. break;
  13623. case WZ_FIREPILLAR:
  13624. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13625. return nullptr;
  13626. if((flag&1)!=0)
  13627. limit=1000;
  13628. val1=skill_lv+2;
  13629. break;
  13630. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13631. case AM_DEMONSTRATION:
  13632. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13633. target = BCT_ALL;
  13634. break;
  13635. case HT_SKIDTRAP:
  13636. case MA_SKIDTRAP:
  13637. //Save position of caster
  13638. val1 = ((src->x)<<16)|(src->y);
  13639. [[fallthrough]];
  13640. case HT_ANKLESNARE:
  13641. case HT_SHOCKWAVE:
  13642. case HT_SANDMAN:
  13643. case MA_SANDMAN:
  13644. case HT_CLAYMORETRAP:
  13645. case HT_LANDMINE:
  13646. case MA_LANDMINE:
  13647. case HT_FLASHER:
  13648. case HT_FREEZINGTRAP:
  13649. case MA_FREEZINGTRAP:
  13650. case HT_BLASTMINE:
  13651. case RA_ELECTRICSHOCKER:
  13652. case RA_CLUSTERBOMB:
  13653. case RA_MAGENTATRAP:
  13654. case RA_COBALTTRAP:
  13655. case RA_MAIZETRAP:
  13656. case RA_VERDURETRAP:
  13657. case RA_FIRINGTRAP:
  13658. case RA_ICEBOUNDTRAP:
  13659. case RL_B_TRAP:
  13660. case SC_ESCAPE:
  13661. {
  13662. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13663. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13664. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13665. req_item = req.itemid[i];
  13666. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13667. break;
  13668. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13669. target = BCT_ALL;
  13670. }
  13671. break;
  13672. case SA_LANDPROTECTOR:
  13673. case SA_VOLCANO:
  13674. case SA_DELUGE:
  13675. case SA_VIOLENTGALE:
  13676. case SC_CHAOSPANIC:
  13677. {
  13678. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13679. if (old_sg != nullptr)
  13680. { //HelloKitty confirmed that these are interchangeable,
  13681. //so you can change element and not consume gemstones.
  13682. if ((
  13683. old_sg->skill_id == SA_VOLCANO ||
  13684. old_sg->skill_id == SA_DELUGE ||
  13685. old_sg->skill_id == SA_VIOLENTGALE
  13686. ) && old_sg->limit > 0)
  13687. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13688. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13689. if (limit < 0) //This can happen...
  13690. limit = skill_get_time(skill_id,skill_lv);
  13691. }
  13692. skill_clear_group(src,1);
  13693. }
  13694. break;
  13695. }
  13696. case BA_WHISTLE:
  13697. val1 = skill_lv + status->agi / 10; // Flee increase
  13698. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13699. if (sd) {
  13700. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13701. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13702. }
  13703. break;
  13704. case DC_HUMMING:
  13705. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13706. if (sd)
  13707. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13708. break;
  13709. case BA_POEMBRAGI:
  13710. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13711. //For some reason at level 10 the base delay reduction is 50%.
  13712. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13713. if (sd) {
  13714. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13715. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13716. }
  13717. break;
  13718. case DC_DONTFORGETME:
  13719. #ifdef RENEWAL
  13720. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13721. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13722. #else
  13723. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13724. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13725. #endif
  13726. if (sd) {
  13727. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13728. #ifdef RENEWAL
  13729. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13730. #else
  13731. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13732. #endif
  13733. }
  13734. val1 *= 10; //Because 10 is actually 1% aspd
  13735. break;
  13736. case DC_SERVICEFORYOU:
  13737. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13738. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13739. if (sd) {
  13740. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13741. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13742. }
  13743. break;
  13744. case BA_ASSASSINCROSS:
  13745. if (sd)
  13746. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13747. val1 += 5 + skill_lv + (status->agi / 20);
  13748. val1 *= 10; // ASPD works with 1000 as 100%
  13749. break;
  13750. case DC_FORTUNEKISS:
  13751. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13752. val1 *= 10; //Because every 10 crit is an actual cri point.
  13753. if (sd)
  13754. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13755. break;
  13756. case BD_DRUMBATTLEFIELD:
  13757. val1 = (skill_lv+1)*25; //Atk increase
  13758. val2 = (skill_lv+1)*2; //Def increase
  13759. break;
  13760. case BD_RINGNIBELUNGEN:
  13761. val1 = (skill_lv+2)*25; //Atk increase
  13762. break;
  13763. case BD_RICHMANKIM:
  13764. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13765. break;
  13766. case BD_SIEGFRIED:
  13767. val1 = 55 + skill_lv*5; //Elemental Resistance
  13768. val2 = skill_lv*10; //Status ailment resistance
  13769. break;
  13770. case WE_CALLPARTNER:
  13771. if (sd) val1 = sd->status.partner_id;
  13772. break;
  13773. case WE_CALLPARENT:
  13774. if (sd) {
  13775. val1 = sd->status.father;
  13776. val2 = sd->status.mother;
  13777. }
  13778. break;
  13779. case WE_CALLBABY:
  13780. if (sd) val1 = sd->status.child;
  13781. break;
  13782. case NJ_KAENSIN:
  13783. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13784. val2 = (skill_lv+1)/2 + 4;
  13785. break;
  13786. case NJ_SUITON:
  13787. skill_clear_group(src, 1);
  13788. break;
  13789. case GS_GROUNDDRIFT:
  13790. {
  13791. // Ground Drift Element is decided when it's placed.
  13792. int ele = skill_get_ele(skill_id, skill_lv);
  13793. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13794. if (ele == ELE_RANDOM)
  13795. val1 = element[rnd()%5]; // Use random from available unit visual?
  13796. else if (ele == ELE_ENDOWED)
  13797. val1 = status_get_attack_sc_element(src,sc);
  13798. else if (ele == ELE_WEAPON) {
  13799. val1 = status->rhw.ele;
  13800. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13801. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13802. }
  13803. switch (val1) {
  13804. case ELE_FIRE:
  13805. subunt++;
  13806. [[fallthrough]];
  13807. case ELE_WATER:
  13808. subunt++;
  13809. [[fallthrough]];
  13810. case ELE_POISON:
  13811. subunt++;
  13812. [[fallthrough]];
  13813. case ELE_DARK:
  13814. subunt++;
  13815. [[fallthrough]];
  13816. case ELE_WIND:
  13817. break;
  13818. default:
  13819. subunt = rnd()%5;
  13820. break;
  13821. }
  13822. break;
  13823. }
  13824. case GC_POISONSMOKE:
  13825. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13826. return nullptr;
  13827. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13828. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13829. limit = skill_get_time(skill_id, skill_lv);
  13830. break;
  13831. case NPC_COMET:
  13832. case WL_COMET:
  13833. if (sc) {
  13834. sc->comet_x = x;
  13835. sc->comet_y = y;
  13836. }
  13837. break;
  13838. case GD_LEADERSHIP:
  13839. case GD_GLORYWOUNDS:
  13840. case GD_SOULCOLD:
  13841. case GD_HAWKEYES:
  13842. limit = 1000000;//it doesn't matter
  13843. break;
  13844. case LG_BANDING:
  13845. limit = -1;
  13846. break;
  13847. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13848. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13849. target = BCT_ALL;
  13850. [[fallthrough]];
  13851. case WM_SEVERE_RAINSTORM:
  13852. case SO_WATER_INSIGNIA:
  13853. case SO_FIRE_INSIGNIA:
  13854. case SO_WIND_INSIGNIA:
  13855. case SO_EARTH_INSIGNIA:
  13856. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13857. return nullptr;
  13858. break;
  13859. case SO_CLOUD_KILL:
  13860. case NPC_CLOUD_KILL:
  13861. skill_clear_group(src, 4);
  13862. break;
  13863. case SO_WARMER:
  13864. skill_clear_group(src, 8);
  13865. break;
  13866. case SO_FIREWALK:
  13867. case SO_ELECTRICWALK:
  13868. limit = skill_get_time2(skill_id, skill_lv);
  13869. break;
  13870. case GN_WALLOFTHORN:
  13871. // Turns to Firewall
  13872. if( flag&1 )
  13873. limit = 3000;
  13874. val3 = (x<<16)|y;
  13875. break;
  13876. case GN_DEMONIC_FIRE:
  13877. if (flag) { // Fire Expansion level 1
  13878. limit = flag + 10000;
  13879. flag = 0;
  13880. }
  13881. break;
  13882. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13883. case GN_FIRE_EXPANSION_TEAR_GAS:
  13884. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13885. break;
  13886. case KO_ZENKAI:
  13887. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13888. val1 = sd->spiritcharm;
  13889. val2 = sd->spiritcharm_type;
  13890. limit = 6000 * val1;
  13891. subunt = sd->spiritcharm_type - 1;
  13892. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13893. }
  13894. break;
  13895. #ifndef RENEWAL
  13896. case HW_GRAVITATION:
  13897. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13898. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13899. break;
  13900. #endif
  13901. case SO_VACUUM_EXTREME:
  13902. // Coordinates
  13903. val1 = x;
  13904. val2 = y;
  13905. val3 = 0; // Suck target at n seconds.
  13906. break;
  13907. case MH_POISON_MIST:
  13908. case MH_BLAST_FORGE:
  13909. case MH_LAVA_SLIDE:
  13910. skill_clear_group(src, 1);
  13911. break;
  13912. case MH_VOLCANIC_ASH:
  13913. if (!map_flag_vs(src->m))
  13914. target = BCT_ENEMY;
  13915. break;
  13916. case AG_VIOLENT_QUAKE:
  13917. case AG_ALL_BLOOM:
  13918. if (sc && sc->getSCE(SC_CLIMAX)) {
  13919. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13920. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13921. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13922. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13923. }
  13924. break;
  13925. case AG_VIOLENT_QUAKE_ATK:
  13926. case AG_ALL_BLOOM_ATK:
  13927. case AG_ALL_BLOOM_ATK2:
  13928. limit = flag;
  13929. flag = 0;
  13930. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13931. range = 4; // Rising rocks splash is increased to 9x9.
  13932. break;
  13933. case WH_DEEPBLINDTRAP:
  13934. case WH_SOLIDTRAP:
  13935. case WH_SWIFTTRAP:
  13936. case WH_FLAMETRAP:
  13937. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13938. break;
  13939. case NW_GRENADES_DROPPING:
  13940. limit = skill_get_time2(skill_id,skill_lv);
  13941. break;
  13942. }
  13943. // Init skill unit group
  13944. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13945. if (group == nullptr)
  13946. return nullptr;
  13947. group->val1 = val1;
  13948. group->val2 = val2;
  13949. group->val3 = val3;
  13950. group->link_group_id = link_group_id;
  13951. group->target_flag = target;
  13952. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13953. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13954. 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
  13955. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13956. group->item_id = req_item;
  13957. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13958. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13959. active_flag = 0;
  13960. // Put message for Talkie Box & Graffiti
  13961. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13962. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13963. if (sd)
  13964. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13965. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13966. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13967. }
  13968. // Dance skill
  13969. if (group->state.song_dance) {
  13970. if(sd) {
  13971. sd->skill_id_dance = skill_id;
  13972. sd->skill_lv_dance = skill_lv;
  13973. }
  13974. if (
  13975. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13976. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13977. )
  13978. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13979. }
  13980. // Set skill unit
  13981. limit = group->limit;
  13982. for( i = 0; i < layout->count; i++ ) {
  13983. struct skill_unit *unit;
  13984. int ux = x + layout->dx[i];
  13985. int uy = y + layout->dy[i];
  13986. int unit_val1 = skill_lv;
  13987. int unit_val2 = 0;
  13988. int alive = 1;
  13989. // are the coordinates out of range?
  13990. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13991. continue;
  13992. }
  13993. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13994. continue; // don't place skill units on walls (except for songs/dances/encores)
  13995. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13996. continue; // no path between cell and caster
  13997. switch( skill_id ) {
  13998. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13999. case HT_LANDMINE:
  14000. case MA_LANDMINE:
  14001. case HT_ANKLESNARE:
  14002. case HT_SHOCKWAVE:
  14003. case HT_SANDMAN:
  14004. case MA_SANDMAN:
  14005. case HT_FLASHER:
  14006. case HT_FREEZINGTRAP:
  14007. case MA_FREEZINGTRAP:
  14008. case HT_SKIDTRAP:
  14009. case MA_SKIDTRAP:
  14010. case HT_CLAYMORETRAP:
  14011. case HT_BLASTMINE:
  14012. case SC_ESCAPE:
  14013. unit_val1 = 3500;
  14014. break;
  14015. case MG_FIREWALL:
  14016. case NJ_KAENSIN:
  14017. unit_val2 = group->val2;
  14018. break;
  14019. case CR_GRANDCROSS:
  14020. case NPC_GRANDDARKNESS:
  14021. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14022. break;
  14023. case WZ_ICEWALL:
  14024. unit_val1 = 200 + 200*skill_lv;
  14025. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14026. break;
  14027. case WZ_WATERBALL:
  14028. //Check if there are cells that can be turned into waterball units
  14029. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14030. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14031. break; //Turn water, deluge or suiton into waterball cell
  14032. continue;
  14033. case GS_DESPERADO:
  14034. unit_val1 = abs(layout->dx[i]);
  14035. unit_val2 = abs(layout->dy[i]);
  14036. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14037. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14038. if (unit_val1) unit_val1--;
  14039. unit_val1 = 36 -12*unit_val1;
  14040. } else //Diagonal edges
  14041. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14042. if (unit_val1 < 1) unit_val1 = 1;
  14043. unit_val2 = 0;
  14044. break;
  14045. case NPC_REVERBERATION:
  14046. unit_val1 = 1 + skill_lv;
  14047. break;
  14048. case WM_POEMOFNETHERWORLD:
  14049. unit_val1 = 1 + skill_lv;
  14050. break;
  14051. case GN_WALLOFTHORN:
  14052. if (flag&1) // Turned become Firewall
  14053. break;
  14054. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14055. unit_val2 = 20; // Max hits
  14056. break;
  14057. case RL_B_TRAP:
  14058. unit_val1 = 3500;
  14059. unit_val2 = 0;
  14060. break;
  14061. default:
  14062. if (group->state.song_dance&0x1)
  14063. 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
  14064. break;
  14065. }
  14066. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14067. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14068. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14069. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14070. // Check active cell to failing or remove current unit
  14071. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14072. if( !alive )
  14073. continue;
  14074. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14075. unit->limit = limit;
  14076. unit->range = range;
  14077. if (skill_id == PF_FOGWALL && alive == 2)
  14078. { //Double duration of cells on top of Deluge/Suiton
  14079. unit->limit *= 2;
  14080. group->limit = unit->limit;
  14081. }
  14082. // Execute on all targets standing on this cell
  14083. if (range == 0 && active_flag)
  14084. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14085. }
  14086. if (!group->alive_count)
  14087. { //No cells? Something that was blocked completely by Land Protector?
  14088. skill_delunitgroup(group);
  14089. return nullptr;
  14090. }
  14091. //success, unit created.
  14092. switch( skill_id ) {
  14093. case NJ_TATAMIGAESHI: //Store number of tiles.
  14094. group->val1 = group->alive_count;
  14095. break;
  14096. }
  14097. return group;
  14098. }
  14099. /*==========================================
  14100. *
  14101. *------------------------------------------*/
  14102. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14103. {
  14104. skill_unit_onplace(unit, bl, tick);
  14105. }
  14106. /**
  14107. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14108. * while skill unit initialized or moved (such by knock back).
  14109. * As a follow of skill_unit_effect flag &1
  14110. * @param unit
  14111. * @param bl Target
  14112. * @param tick
  14113. */
  14114. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14115. {
  14116. struct block_list *ss; // Actual source that cast the skill unit
  14117. status_change *sc;
  14118. struct status_change_entry *sce;
  14119. struct status_data *tstatus;
  14120. enum sc_type type;
  14121. uint16 skill_id;
  14122. nullpo_ret(unit);
  14123. nullpo_ret(bl);
  14124. if(bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14125. return 0;
  14126. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14127. if (sg == nullptr)
  14128. return 0;
  14129. nullpo_ret(ss = map_id2bl(sg->src_id));
  14130. tstatus = status_get_status_data(bl);
  14131. 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) ||
  14132. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14133. return 0; //AoE skills are ineffective. [Skotlex]
  14134. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14135. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14136. return 0; //Songs don't work in Basilica
  14137. sc = status_get_sc(bl);
  14138. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14139. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14140. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14141. status_change_end(bl, SC_VACUUM_EXTREME);
  14142. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14143. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14144. type = skill_get_sc(sg->skill_id);
  14145. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14146. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14147. switch (sg->unit_id) {
  14148. case UNT_SPIDERWEB:
  14149. if (sc) {
  14150. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14151. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14152. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14153. const struct TimerData* td;
  14154. struct map_data *mapdata = map_getmapdata(bl->m);
  14155. if (mapdata_flag_vs(mapdata))
  14156. sec /= 2;
  14157. if (sc->getSCE(type)) {
  14158. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14159. //Already triple affected, immune
  14160. sg->limit = DIFF_TICK(tick, sg->tick);
  14161. break;
  14162. }
  14163. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14164. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14165. sec *= (sc->getSCE(type)->val1 + 1);
  14166. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14167. sec *= (sc->getSCE(type)->val1 + 1);
  14168. //Add group id to status change
  14169. if (sc->getSCE(type)->val2 == 0)
  14170. sc->getSCE(type)->val2 = sg->group_id;
  14171. else if (sc->getSCE(type)->val3 == 0)
  14172. sc->getSCE(type)->val3 = sg->group_id;
  14173. else if (sc->getSCE(type)->val4 == 0)
  14174. sc->getSCE(type)->val4 = sg->group_id;
  14175. //Overwrite status change with new duration
  14176. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14177. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14178. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14179. }
  14180. else {
  14181. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14182. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14183. if (td)
  14184. sec = DIFF_TICK(td->tick, tick);
  14185. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14186. clif_fixpos( *bl );
  14187. }
  14188. else
  14189. sec = 3000; //Couldn't trap it?
  14190. }
  14191. sg->val2 = bl->id;
  14192. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14193. }
  14194. break;
  14195. case UNT_SAFETYWALL:
  14196. if (!sce)
  14197. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14198. break;
  14199. case UNT_BLOODYLUST:
  14200. if (sg->src_id == bl->id)
  14201. break; //Does not affect the caster.
  14202. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14203. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14204. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14205. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14206. break;
  14207. case UNT_PNEUMA:
  14208. if (!sce)
  14209. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14210. break;
  14211. case UNT_CHAOSPANIC:
  14212. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14213. break;
  14214. case UNT_WARP_WAITING: {
  14215. int working = sg->val1&0xffff;
  14216. if(bl->type==BL_PC && !working){
  14217. map_session_data *sd = (map_session_data *)bl;
  14218. if((!sd->chatID || battle_config.chat_warpportal)
  14219. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14220. {
  14221. int x = sg->val2>>16;
  14222. int y = sg->val2&0xffff;
  14223. int count = sg->val1>>16;
  14224. unsigned short m = sg->val3;
  14225. if( --count <= 0 )
  14226. skill_delunitgroup(sg);
  14227. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14228. working = 1;/* we break it because officials break it, lovely stuff. */
  14229. sg->val1 = (count<<16)|working;
  14230. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14231. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14232. }
  14233. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14234. int16 m = map_mapindex2mapid(sg->val3);
  14235. if (m < 0) break; //Map not available on this map-server.
  14236. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14237. }
  14238. }
  14239. break;
  14240. case UNT_QUAGMIRE:
  14241. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14242. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14243. break;
  14244. case UNT_VOLCANO:
  14245. case UNT_DELUGE:
  14246. case UNT_VIOLENTGALE:
  14247. case UNT_FIRE_INSIGNIA:
  14248. case UNT_WATER_INSIGNIA:
  14249. case UNT_WIND_INSIGNIA:
  14250. case UNT_EARTH_INSIGNIA:
  14251. if(!sce)
  14252. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14253. break;
  14254. case UNT_WATER_BARRIER:
  14255. case UNT_ZEPHYR:
  14256. case UNT_POWER_OF_GAIA:
  14257. if (bl->id == ss->id)
  14258. break; // Doesn't affect the Elemental
  14259. if (!sce)
  14260. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14261. break;
  14262. case UNT_SUITON:
  14263. if(!sce)
  14264. sc_start4(ss, bl,type,100,sg->skill_lv,
  14265. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14266. 0,0,sg->limit);
  14267. break;
  14268. case UNT_HERMODE:
  14269. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14270. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14271. [[fallthrough]];
  14272. case UNT_RICHMANKIM:
  14273. case UNT_ETERNALCHAOS:
  14274. case UNT_DRUMBATTLEFIELD:
  14275. case UNT_RINGNIBELUNGEN:
  14276. case UNT_ROKISWEIL:
  14277. case UNT_INTOABYSS:
  14278. case UNT_SIEGFRIED:
  14279. //Needed to check when a dancer/bard leaves their ensemble area.
  14280. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14281. return skill_id;
  14282. if (!sce)
  14283. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14284. break;
  14285. case UNT_WHISTLE:
  14286. case UNT_ASSASSINCROSS:
  14287. case UNT_POEMBRAGI:
  14288. case UNT_APPLEIDUN:
  14289. case UNT_HUMMING:
  14290. case UNT_DONTFORGETME:
  14291. case UNT_FORTUNEKISS:
  14292. case UNT_SERVICEFORYOU:
  14293. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14294. return 0;
  14295. if (!sc) return 0;
  14296. if (!sce)
  14297. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14298. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14299. sce->val4 = 0; //remove the mark that we stepped out
  14300. delete_timer(sce->timer, status_change_timer);
  14301. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14302. }
  14303. break;
  14304. case UNT_FOGWALL:
  14305. if (!sce)
  14306. {
  14307. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14308. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14309. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14310. }
  14311. break;
  14312. #ifndef RENEWAL
  14313. case UNT_GRAVITATION:
  14314. if (!sce)
  14315. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14316. break;
  14317. case UNT_BASILICA:
  14318. {
  14319. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14320. if (i > 0) {
  14321. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14322. break;
  14323. }
  14324. if (!sce && i <= 0)
  14325. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14326. }
  14327. break;
  14328. #endif
  14329. case UNT_MOONLIT:
  14330. //Knockback out of area if affected char isn't in Moonlit effect
  14331. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14332. break;
  14333. if (ss == bl) //Also needed to prevent infinite loop crash.
  14334. break;
  14335. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14336. break;
  14337. case UNT_REVERBERATION:
  14338. if (sg->src_id == bl->id)
  14339. break; //Does not affect the caster.
  14340. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14341. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14342. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14343. sg->unit_id = UNT_USED_TRAPS;
  14344. break;
  14345. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14346. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14347. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14348. break;
  14349. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14350. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14351. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14352. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14353. break;
  14354. case UNT_VOLCANIC_ASH:
  14355. if (!sce)
  14356. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14357. break;
  14358. case UNT_KINGS_GRACE:
  14359. if (!sce) {
  14360. int state = 0;
  14361. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14362. state |= BCT_GUILD;
  14363. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14364. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14365. }
  14366. break;
  14367. case UNT_STEALTHFIELD:
  14368. if( bl->id == sg->src_id )
  14369. break; // Doesn't work on self (video shows that)
  14370. if (!sce)
  14371. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14372. break;
  14373. case UNT_NEUTRALBARRIER:
  14374. if (!sce)
  14375. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14376. break;
  14377. case UNT_WARMER:
  14378. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14379. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14380. break;
  14381. case UNT_CATNIPPOWDER:
  14382. if (sg->src_id == bl->id)
  14383. break; // Does not affect the caster or Boss.
  14384. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14385. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14386. break;
  14387. case UNT_NYANGGRASS:
  14388. if (!sce)
  14389. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14390. break;
  14391. case UNT_CREATINGSTAR:
  14392. if (!sce)
  14393. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14394. break;
  14395. case UNT_GD_LEADERSHIP:
  14396. case UNT_GD_GLORYWOUNDS:
  14397. case UNT_GD_SOULCOLD:
  14398. case UNT_GD_HAWKEYES:
  14399. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14400. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14401. break;
  14402. }
  14403. return skill_id;
  14404. }
  14405. /**
  14406. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14407. * @param unit Skill unit
  14408. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14409. * @param tick
  14410. */
  14411. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14412. {
  14413. struct block_list *ss;
  14414. TBL_PC* tsd;
  14415. struct status_data *tstatus;
  14416. status_change *sc, *tsc;
  14417. struct skill_unit_group_tickset *ts;
  14418. enum sc_type type;
  14419. uint16 skill_id;
  14420. t_tick diff = 0;
  14421. nullpo_ret(unit);
  14422. nullpo_ret(bl);
  14423. if (bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14424. return 0;
  14425. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14426. if (sg == nullptr)
  14427. return 0;
  14428. nullpo_ret(ss = map_id2bl(sg->src_id));
  14429. tsd = BL_CAST(BL_PC, bl);
  14430. tsc = status_get_sc(bl);
  14431. sc = status_get_sc(ss);
  14432. tstatus = status_get_status_data(bl);
  14433. type = skill_get_sc(sg->skill_id);
  14434. skill_id = sg->skill_id;
  14435. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14436. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14437. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14438. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14439. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14440. if (sg->interval == -1) {
  14441. switch (sg->unit_id) {
  14442. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14443. case UNT_FIREPILLAR_ACTIVE:
  14444. case UNT_ELECTRICSHOCKER:
  14445. case UNT_MANHOLE:
  14446. return 0;
  14447. default:
  14448. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14449. return 0;
  14450. }
  14451. }
  14452. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14453. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14454. diff = DIFF_TICK(tick,ts->tick);
  14455. if (diff < 0)
  14456. return 0;
  14457. ts->tick = tick+sg->interval;
  14458. }
  14459. // Wall of Thorn damaged by Fire element unit [Cydh]
  14460. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14461. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14462. struct skill_unit *su = (struct skill_unit *)bl;
  14463. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14464. 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);
  14465. su->group->limit = sg->limit = 0;
  14466. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14467. return skill_id;
  14468. }
  14469. }
  14470. switch (sg->unit_id) {
  14471. // Units that deals simple attack
  14472. case UNT_GRAVITATION:
  14473. case UNT_EARTHSTRAIN:
  14474. case UNT_FIREWALK:
  14475. case UNT_ELECTRICWALK:
  14476. case UNT_PSYCHIC_WAVE:
  14477. case UNT_LAVA_SLIDE:
  14478. case UNT_MAKIBISHI:
  14479. case UNT_VENOMFOG:
  14480. case UNT_ICEMINE:
  14481. case UNT_FLAMECROSS:
  14482. case UNT_HELLBURNING:
  14483. case UNT_CANE_OF_EVIL_EYE:
  14484. case UNT_RAIN_OF_CRYSTAL:
  14485. case UNT_MYSTERY_ILLUSION:
  14486. case UNT_STRANTUM_TREMOR:
  14487. case UNT_TORNADO_STORM:
  14488. case UNT_FLORAL_FLARE_ROAD:
  14489. case UNT_CROSS_RAIN:
  14490. case UNT_PNEUMATICUS_PROCELLA:
  14491. case UNT_LIGHTNING_LAND:
  14492. case UNT_VENOM_SWAMP:
  14493. case UNT_CONFLAGRATION:
  14494. case UNT_DEEPBLINDTRAP:
  14495. case UNT_SOLIDTRAP:
  14496. case UNT_SWIFTTRAP:
  14497. case UNT_FLAMETRAP:
  14498. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14499. break;
  14500. case UNT_DUMMYSKILL:
  14501. switch (sg->skill_id) {
  14502. case SG_SUN_WARM: //SG skills [Komurka]
  14503. case SG_MOON_WARM:
  14504. case SG_STAR_WARM: {
  14505. int count = 0;
  14506. const int x = bl->x, y = bl->y;
  14507. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14508. do {
  14509. if( bl->type == BL_PC )
  14510. status_zap(bl, 0, 15); // sp damage to players
  14511. else // mobs
  14512. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14513. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14514. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14515. } else { //should end when out of sp.
  14516. sg->limit = DIFF_TICK(tick,sg->tick);
  14517. break;
  14518. }
  14519. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14520. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14521. }
  14522. break;
  14523. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14524. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14525. if (tsc)
  14526. tsc->sg_counter++; //SG hit counter.
  14527. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14528. tsc->sg_counter=0; //Attack absorbed.
  14529. break;
  14530. #endif
  14531. case GS_DESPERADO:
  14532. if (rnd()%100 < unit->val1)
  14533. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14534. break;
  14535. case NPC_COMET:
  14536. case WL_COMET:
  14537. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14538. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14539. break;
  14540. case NPC_WIDESUCK: {
  14541. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14542. if (heal > 0) {
  14543. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14544. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14545. status_heal(ss,heal,0,0);
  14546. }
  14547. }
  14548. break;
  14549. case CR_GRANDCROSS:
  14550. case NPC_GRANDDARKNESS:
  14551. if(!battle_config.gx_allhit)
  14552. unit->val1--;
  14553. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14554. break;
  14555. default:
  14556. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14557. }
  14558. break;
  14559. case UNT_FIREWALL:
  14560. case UNT_KAEN: {
  14561. int count = 0;
  14562. const int x = bl->x, y = bl->y;
  14563. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14564. break;
  14565. //Take into account these hit more times than the timer interval can handle.
  14566. do
  14567. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14568. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14569. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14570. if (unit->val2 <= 0)
  14571. skill_delunit(unit);
  14572. }
  14573. break;
  14574. case UNT_SANCTUARY:
  14575. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14576. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14577. 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) )
  14578. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14579. } else {
  14580. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14581. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14582. #ifdef RENEWAL
  14583. if (md && md->mob_id == MOBID_EMPERIUM)
  14584. break;
  14585. #endif
  14586. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14587. break;
  14588. if( tstatus->hp >= tstatus->max_hp )
  14589. break;
  14590. if( status_isimmune(bl) )
  14591. heal = 0;
  14592. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14593. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14594. heal = ~heal + 1;
  14595. status_heal(bl, heal, 0, 0);
  14596. }
  14597. break;
  14598. case UNT_EVILLAND:
  14599. //Will heal demon and undead element monsters, but not players.
  14600. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14601. { //Damage enemies
  14602. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14603. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14604. } else {
  14605. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14606. if (tstatus->hp >= tstatus->max_hp)
  14607. break;
  14608. if (status_isimmune(bl))
  14609. heal = 0;
  14610. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14611. status_heal(bl, heal, 0, 0);
  14612. }
  14613. break;
  14614. case UNT_MAGNUS:
  14615. #ifndef RENEWAL
  14616. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14617. break;
  14618. #endif
  14619. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14620. break;
  14621. case UNT_FIREPILLAR_WAITING:
  14622. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14623. skill_delunit(unit);
  14624. break;
  14625. case UNT_SKIDTRAP: {
  14626. //Knockback away from position of user during placement [Playtester]
  14627. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14628. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14629. sg->unit_id = UNT_USED_TRAPS;
  14630. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14631. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14632. #ifdef RENEWAL
  14633. // In renewal, target will be stopped for 3 seconds
  14634. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14635. #else
  14636. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14637. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14638. if (md)
  14639. mob_unlocktarget(md, tick);
  14640. #endif
  14641. }
  14642. break;
  14643. case UNT_ANKLESNARE:
  14644. case UNT_MANHOLE:
  14645. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14646. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14647. if (sg->unit_id == UNT_ANKLESNARE) {
  14648. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14649. #ifndef RENEWAL
  14650. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14651. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14652. sec /= 5;
  14653. #endif
  14654. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14655. }
  14656. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14657. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14658. if( td )
  14659. sec = DIFF_TICK(td->tick, tick);
  14660. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14661. || !unit_blown_immune(bl,0x1) )
  14662. {
  14663. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14664. clif_fixpos( *bl );
  14665. }
  14666. sg->val2 = bl->id;
  14667. } else
  14668. sec = 3000; //Couldn't trap it?
  14669. if (sg->unit_id == UNT_ANKLESNARE) {
  14670. clif_skillunit_update( unit->bl );
  14671. /**
  14672. * If you're snared from a trap that was invisible this makes the trap be
  14673. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14674. * bugreport:3961
  14675. **/
  14676. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14677. }
  14678. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14679. sg->interval = -1;
  14680. unit->range = 0;
  14681. }
  14682. break;
  14683. case UNT_EARTHQUAKE:
  14684. sg->val1++; // Hit count
  14685. 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));
  14686. break;
  14687. case UNT_ELECTRICSHOCKER:
  14688. if( bl->id != ss->id ) {
  14689. 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) ) {
  14690. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14691. clif_fixpos( *bl );
  14692. }
  14693. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14694. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14695. }
  14696. break;
  14697. case UNT_VENOMDUST:
  14698. if(tsc && !tsc->getSCE(type))
  14699. 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);
  14700. break;
  14701. case UNT_LANDMINE:
  14702. //Land Mine only hits single target
  14703. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14704. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14705. sg->limit = 1500;
  14706. break;
  14707. case UNT_MAGENTATRAP:
  14708. case UNT_COBALTTRAP:
  14709. case UNT_MAIZETRAP:
  14710. case UNT_VERDURETRAP:
  14711. if( bl->type == BL_PC )// it won't work on players
  14712. break;
  14713. [[fallthrough]];
  14714. case UNT_FIRINGTRAP:
  14715. case UNT_ICEBOUNDTRAP:
  14716. case UNT_CLUSTERBOMB:
  14717. if( bl->id == ss->id )// it won't trigger on caster
  14718. break;
  14719. [[fallthrough]];
  14720. case UNT_BLASTMINE:
  14721. case UNT_SHOCKWAVE:
  14722. case UNT_SANDMAN:
  14723. case UNT_FLASHER:
  14724. case UNT_FREEZINGTRAP:
  14725. case UNT_FIREPILLAR_ACTIVE:
  14726. case UNT_CLAYMORETRAP:
  14727. {
  14728. int bl_flag = sg->bl_flag;
  14729. if (tsc && tsc->getSCE(SC__MANHOLE))
  14730. break;
  14731. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14732. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14733. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14734. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14735. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14736. sg->limit = DIFF_TICK(tick, sg->tick) +
  14737. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14738. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14739. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14740. }
  14741. break;
  14742. case UNT_TALKIEBOX:
  14743. if (sg->src_id == bl->id)
  14744. break;
  14745. if (sg->val2 == 0) {
  14746. clif_talkiebox(&unit->bl, sg->valstr);
  14747. sg->unit_id = UNT_USED_TRAPS;
  14748. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14749. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14750. sg->val2 = -1;
  14751. }
  14752. break;
  14753. case UNT_LULLABY:
  14754. if (ss->id == bl->id)
  14755. break;
  14756. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14757. break;
  14758. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14759. if (ss->id != bl->id)
  14760. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14761. break;
  14762. case UNT_DISSONANCE:
  14763. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14764. break;
  14765. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14766. int heal;
  14767. #ifdef RENEWAL
  14768. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14769. if (md && md->mob_id == MOBID_EMPERIUM)
  14770. break;
  14771. #endif
  14772. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14773. break; // affects self only when soullinked
  14774. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14775. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14776. heal = ~heal + 1;
  14777. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14778. status_heal(bl, heal, 0, 0);
  14779. }
  14780. break;
  14781. case UNT_TATAMIGAESHI:
  14782. case UNT_DEMONSTRATION:
  14783. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14784. break;
  14785. case UNT_GOSPEL:
  14786. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14787. break;
  14788. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14789. { // Support Effect only on party, not guild
  14790. int heal;
  14791. int i = rnd() % 13; // Positive buff count
  14792. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14793. switch (i)
  14794. {
  14795. case 0: // Heal 1000~9999 HP
  14796. heal = rnd() % 9000 + 1000;
  14797. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14798. status_heal(bl, heal, 0, 0);
  14799. break;
  14800. case 1: // End all negative status
  14801. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14802. if (tsd) clif_gospel_info(tsd, 0x15);
  14803. break;
  14804. case 2: // Immunity to all status
  14805. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14806. if (tsd) clif_gospel_info(tsd, 0x16);
  14807. break;
  14808. case 3: // MaxHP +100%
  14809. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14810. if (tsd) clif_gospel_info(tsd, 0x17);
  14811. break;
  14812. case 4: // MaxSP +100%
  14813. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14814. if (tsd) clif_gospel_info(tsd, 0x18);
  14815. break;
  14816. case 5: // All stats +20
  14817. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14818. if (tsd) clif_gospel_info(tsd, 0x19);
  14819. break;
  14820. case 6: // Level 10 Blessing
  14821. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14822. break;
  14823. case 7: // Level 10 Increase AGI
  14824. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14825. break;
  14826. case 8: // Enchant weapon with Holy element
  14827. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14828. if (tsd) clif_gospel_info(tsd, 0x1c);
  14829. break;
  14830. case 9: // Enchant armor with Holy element
  14831. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14832. if (tsd) clif_gospel_info(tsd, 0x1d);
  14833. break;
  14834. case 10: // DEF +25%
  14835. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14836. if (tsd) clif_gospel_info(tsd, 0x1e);
  14837. break;
  14838. case 11: // ATK +100%
  14839. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14840. if (tsd) clif_gospel_info(tsd, 0x1f);
  14841. break;
  14842. case 12: // HIT/Flee +50
  14843. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14844. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14845. if (tsd) clif_gospel_info(tsd, 0x20);
  14846. break;
  14847. }
  14848. }
  14849. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14850. { // Offensive Effect
  14851. int i = rnd() % 10; // Negative buff count
  14852. switch (i)
  14853. {
  14854. case 0: // Deal 3000~7999 damage reduced by DEF
  14855. case 1: // Deal 1500~5499 damage unreducable
  14856. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14857. break;
  14858. case 2: // Curse
  14859. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14860. break;
  14861. case 3: // Blind
  14862. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14863. break;
  14864. case 4: // Poison
  14865. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14866. break;
  14867. case 5: // Level 10 Provoke
  14868. clif_skill_nodamage(nullptr, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14869. break;
  14870. case 6: // DEF -100%
  14871. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14872. break;
  14873. case 7: // ATK -100%
  14874. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14875. break;
  14876. case 8: // Flee -100%
  14877. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14878. break;
  14879. case 9: // Speed/ASPD -25%
  14880. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14881. break;
  14882. }
  14883. }
  14884. break;
  14885. #ifndef RENEWAL
  14886. case UNT_BASILICA:
  14887. {
  14888. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14889. if (i > 0) {
  14890. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14891. break;
  14892. }
  14893. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14894. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14895. }
  14896. break;
  14897. #endif
  14898. case UNT_GROUNDDRIFT_WIND:
  14899. case UNT_GROUNDDRIFT_DARK:
  14900. case UNT_GROUNDDRIFT_POISON:
  14901. case UNT_GROUNDDRIFT_WATER:
  14902. case UNT_GROUNDDRIFT_FIRE:
  14903. map_foreachinrange(skill_trap_splash,&unit->bl,
  14904. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14905. &unit->bl,tick);
  14906. sg->unit_id = UNT_USED_TRAPS;
  14907. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14908. sg->limit=DIFF_TICK(tick,sg->tick);
  14909. break;
  14910. case UNT_POISONSMOKE:
  14911. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14912. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14913. break;
  14914. case UNT_EPICLESIS:
  14915. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14916. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14917. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14918. int hp, sp;
  14919. switch( sg->skill_lv ) {
  14920. case 1: case 2: hp = 3; sp = 2; break;
  14921. case 3: case 4: hp = 4; sp = 3; break;
  14922. case 5: default: hp = 5; sp = 4; break;
  14923. }
  14924. hp = tstatus->max_hp * hp / 100;
  14925. sp = tstatus->max_sp * sp / 100;
  14926. if (tstatus->hp < tstatus->max_hp)
  14927. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14928. if (tstatus->sp < tstatus->max_sp)
  14929. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14930. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14931. hp = ~hp + 1;
  14932. status_heal(bl, hp, sp, 3);
  14933. }
  14934. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14935. // Doesn't remove Invisibility or Chase Walk.
  14936. status_change_end(bl,SC_HIDING);
  14937. status_change_end(bl,SC_CLOAKING);
  14938. status_change_end(bl,SC_CLOAKINGEXCEED);
  14939. status_change_end(bl,SC_CAMOUFLAGE);
  14940. status_change_end(bl,SC_NEWMOON);
  14941. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14942. status_change_end(bl, SC__SHADOWFORM);
  14943. }
  14944. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14945. }
  14946. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14947. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14948. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14949. break;
  14950. case UNT_DIMENSIONDOOR:
  14951. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14952. pc_randomwarp(tsd,CLR_TELEPORT);
  14953. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14954. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14955. break;
  14956. case UNT_REVERBERATION:
  14957. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14958. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14959. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14960. sg->unit_id = UNT_USED_TRAPS;
  14961. break;
  14962. case UNT_SEVERE_RAINSTORM:
  14963. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14964. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14965. break;
  14966. case UNT_NETHERWORLD:
  14967. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14968. if (!(tsc && tsc->getSCE(type))) {
  14969. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14970. sg->limit = DIFF_TICK(tick,sg->tick);
  14971. sg->unit_id = UNT_USED_TRAPS;
  14972. }
  14973. }
  14974. break;
  14975. case UNT_THORNS_TRAP:
  14976. if( tsc ) {
  14977. if( !sg->val2 ) {
  14978. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14979. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14980. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14981. if( td )
  14982. sec = DIFF_TICK(td->tick, tick);
  14983. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14984. clif_fixpos( *bl );
  14985. sg->val2 = bl->id;
  14986. } else
  14987. sec = 3000; // Couldn't trap it?
  14988. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14989. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14990. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14991. }
  14992. break;
  14993. case UNT_WALLOFTHORN:
  14994. if (unit->val2-- <= 0) // Max hit reached
  14995. break;
  14996. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14997. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14998. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14999. 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);
  15000. break;
  15001. case UNT_DEMONIC_FIRE:
  15002. switch( sg->val2 ) {
  15003. case 1:
  15004. default:
  15005. 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));
  15006. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15007. break;
  15008. }
  15009. break;
  15010. case UNT_ZEPHYR:
  15011. if (ss == bl)
  15012. break; // Doesn't affect the Elemental
  15013. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15014. break;
  15015. case UNT_CLOUD_KILL:
  15016. if (tsc && !tsc->getSCE(type))
  15017. 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);
  15018. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15019. break;
  15020. case UNT_VACUUM_EXTREME:
  15021. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15022. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15023. return 0;
  15024. // Apply effect and suck targets one-by-one each n seconds
  15025. 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)));
  15026. break;
  15027. case UNT_BANDING:
  15028. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15029. 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));
  15030. break;
  15031. case UNT_FIRE_MANTLE:
  15032. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15033. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15034. break;
  15035. case UNT_ZENKAI_WATER:
  15036. case UNT_ZENKAI_LAND:
  15037. case UNT_ZENKAI_FIRE:
  15038. case UNT_ZENKAI_WIND:
  15039. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15040. switch( sg->unit_id ) {
  15041. case UNT_ZENKAI_WATER:
  15042. switch (rnd()%2 + 1) {
  15043. case 1:
  15044. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15045. break;
  15046. case 2:
  15047. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15048. break;
  15049. }
  15050. break;
  15051. case UNT_ZENKAI_LAND:
  15052. switch (rnd()%2 + 1) {
  15053. case 1:
  15054. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15055. break;
  15056. case 2:
  15057. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15058. break;
  15059. }
  15060. break;
  15061. case UNT_ZENKAI_FIRE:
  15062. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15063. break;
  15064. case UNT_ZENKAI_WIND:
  15065. switch (rnd()%3 + 1) {
  15066. case 1:
  15067. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15068. break;
  15069. case 2:
  15070. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15071. break;
  15072. case 3:
  15073. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15074. break;
  15075. }
  15076. break;
  15077. }
  15078. } else
  15079. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15080. break;
  15081. case UNT_POISON_MIST:
  15082. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15083. 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);
  15084. break;
  15085. case UNT_CHAOSPANIC:
  15086. if (tsc && tsc->getSCE(type))
  15087. break;
  15088. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15089. break;
  15090. case UNT_B_TRAP:
  15091. if (tsc && tsc->getSCE(type))
  15092. break;
  15093. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15094. unit->val2++; // Mark as ever been used
  15095. break;
  15096. case UNT_FIRE_RAIN:
  15097. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15098. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15099. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15100. break;
  15101. case UNT_MAGMA_ERUPTION:
  15102. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15103. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15104. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15105. else
  15106. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15107. break;
  15108. case UNT_ACIDIFIED_ZONE_WATER:
  15109. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15110. break;
  15111. case UNT_ACIDIFIED_ZONE_GROUND:
  15112. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15113. break;
  15114. case UNT_ACIDIFIED_ZONE_WIND:
  15115. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15116. break;
  15117. case UNT_ACIDIFIED_ZONE_FIRE:
  15118. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15119. break;
  15120. case UNT_ASTRAL_STRIKE:
  15121. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15122. break;
  15123. case UNT_ABYSS_SQUARE: {
  15124. short flag = 0;
  15125. // Check to see if the caster is in the AoE.
  15126. if (distance_bl(ss, &unit->bl) <= unit->range)
  15127. flag |= 2; // If yes, skill hits twice.
  15128. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15129. }
  15130. break;
  15131. }
  15132. if (bl->type == BL_MOB && ss != bl)
  15133. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15134. return skill_id;
  15135. }
  15136. /**
  15137. * Triggered when a char steps out of a skill unit
  15138. * @param src Skill unit from char moved out
  15139. * @param bl Char
  15140. * @param tick
  15141. */
  15142. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15143. {
  15144. status_change *sc;
  15145. struct status_change_entry *sce;
  15146. enum sc_type type;
  15147. nullpo_ret(src);
  15148. nullpo_ret(bl);
  15149. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15150. if (sg == nullptr)
  15151. return 0;
  15152. sc = status_get_sc(bl);
  15153. type = skill_get_sc(sg->skill_id);
  15154. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15155. if (bl->prev == nullptr || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15156. return 0;
  15157. switch(sg->unit_id){
  15158. case UNT_SAFETYWALL:
  15159. case UNT_PNEUMA:
  15160. case UNT_EPICLESIS://Arch Bishop
  15161. if (sce)
  15162. status_change_end(bl, type);
  15163. break;
  15164. #ifndef RENEWAL
  15165. case UNT_BASILICA:
  15166. if (sce && sce->val4 != bl->id)
  15167. status_change_end(bl, type);
  15168. break;
  15169. #endif
  15170. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15171. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15172. status_change_end(bl, type);
  15173. break;
  15174. case UNT_DISSONANCE:
  15175. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15176. {
  15177. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15178. if(skill_get_inf2(i, INF2_ISSONG)) {
  15179. type = skill_get_sc(i);
  15180. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15181. if(sce)
  15182. return i;
  15183. }
  15184. }
  15185. }
  15186. [[fallthrough]];
  15187. case UNT_WHISTLE:
  15188. case UNT_ASSASSINCROSS:
  15189. case UNT_POEMBRAGI:
  15190. case UNT_APPLEIDUN:
  15191. case UNT_HUMMING:
  15192. case UNT_DONTFORGETME:
  15193. case UNT_FORTUNEKISS:
  15194. case UNT_SERVICEFORYOU:
  15195. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15196. return -1;
  15197. }
  15198. return sg->skill_id;
  15199. }
  15200. /**
  15201. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15202. * @param skill_id Skill ID
  15203. * @param bl A char
  15204. * @param tick
  15205. */
  15206. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15207. {
  15208. status_change *sc;
  15209. struct status_change_entry *sce;
  15210. enum sc_type type;
  15211. sc = status_get_sc(bl);
  15212. if (sc && !sc->count)
  15213. sc = nullptr;
  15214. type = skill_get_sc(skill_id);
  15215. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15216. switch (skill_id)
  15217. {
  15218. case WZ_QUAGMIRE:
  15219. if (bl->type==BL_MOB)
  15220. break;
  15221. if (sce)
  15222. status_change_end(bl, type);
  15223. break;
  15224. case BD_LULLABY:
  15225. case BD_RICHMANKIM:
  15226. case BD_ETERNALCHAOS:
  15227. case BD_DRUMBATTLEFIELD:
  15228. case BD_RINGNIBELUNGEN:
  15229. case BD_ROKISWEIL:
  15230. case BD_INTOABYSS:
  15231. case BD_SIEGFRIED:
  15232. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15233. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15234. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15235. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15236. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15237. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15238. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15239. status_change_end(bl, SC_DANCING);
  15240. }
  15241. [[fallthrough]];
  15242. case MH_STEINWAND:
  15243. case MG_SAFETYWALL:
  15244. case AL_PNEUMA:
  15245. case SA_VOLCANO:
  15246. case SA_DELUGE:
  15247. case SA_VIOLENTGALE:
  15248. case CG_HERMODE:
  15249. #ifndef RENEWAL
  15250. case HW_GRAVITATION:
  15251. case HP_BASILICA:
  15252. #endif
  15253. case NJ_SUITON:
  15254. case SC_MAELSTROM:
  15255. case EL_WATER_BARRIER:
  15256. case EL_ZEPHYR:
  15257. case EL_POWER_OF_GAIA:
  15258. case SO_WARMER:
  15259. case SO_FIRE_INSIGNIA:
  15260. case SO_WATER_INSIGNIA:
  15261. case SO_WIND_INSIGNIA:
  15262. case SO_EARTH_INSIGNIA:
  15263. case SJ_BOOKOFCREATINGSTAR:
  15264. case SC_BLOODYLUST:
  15265. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15266. case GN_FIRE_EXPANSION_TEAR_GAS:
  15267. case LG_KINGS_GRACE:
  15268. case NC_STEALTHFIELD:
  15269. case NC_NEUTRALBARRIER:
  15270. case SU_NYANGGRASS:
  15271. if (sce)
  15272. status_change_end(bl, type);
  15273. break;
  15274. case BA_DISSONANCE:
  15275. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15276. {
  15277. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15278. if(skill_get_inf2(i, INF2_ISSONG)){
  15279. type = skill_get_sc(i);
  15280. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15281. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15282. delete_timer(sce->timer, status_change_timer);
  15283. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15284. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15285. }
  15286. }
  15287. }
  15288. }
  15289. break;
  15290. case BA_POEMBRAGI:
  15291. case BA_WHISTLE:
  15292. case BA_ASSASSINCROSS:
  15293. case BA_APPLEIDUN:
  15294. case DC_HUMMING:
  15295. case DC_DONTFORGETME:
  15296. case DC_FORTUNEKISS:
  15297. case DC_SERVICEFORYOU:
  15298. if (sce)
  15299. {
  15300. delete_timer(sce->timer, status_change_timer);
  15301. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15302. //not possible on our current implementation.
  15303. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15304. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15305. }
  15306. break;
  15307. case PF_FOGWALL:
  15308. if (sce)
  15309. {
  15310. status_change_end(bl, type);
  15311. if ((sce=sc->getSCE(SC_BLIND)))
  15312. {
  15313. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15314. status_change_end(bl, SC_BLIND);
  15315. else {
  15316. delete_timer(sce->timer, status_change_timer);
  15317. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15318. }
  15319. }
  15320. }
  15321. break;
  15322. case GD_LEADERSHIP:
  15323. case GD_GLORYWOUNDS:
  15324. case GD_SOULCOLD:
  15325. case GD_HAWKEYES:
  15326. if( !(sce && sce->val4) )
  15327. status_change_end(bl, type);
  15328. break;
  15329. }
  15330. return skill_id;
  15331. }
  15332. /*==========================================
  15333. * Invoked when a unit cell has been placed/removed/deleted.
  15334. * flag values:
  15335. * flag&1: Invoke onplace function (otherwise invoke onout)
  15336. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15337. * flag&8: Recursive
  15338. *------------------------------------------*/
  15339. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15340. {
  15341. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15342. t_tick tick = va_arg(ap,t_tick);
  15343. unsigned int flag = va_arg(ap,unsigned int);
  15344. uint16 skill_id;
  15345. bool dissonance = false;
  15346. bool isTarget = false;
  15347. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15348. return 0;
  15349. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15350. if (group == nullptr)
  15351. return 0;
  15352. if( !(flag&8) ) {
  15353. dissonance = skill_dance_switch(unit, 0);
  15354. //Target-type check.
  15355. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15356. }
  15357. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15358. skill_id = group->skill_id;
  15359. if( isTarget ){
  15360. if( flag&1 )
  15361. skill_unit_onplace(unit,bl,tick);
  15362. else {
  15363. if( skill_unit_onout(unit,bl,tick) == -1 )
  15364. return 0; // Don't let a Bard/Dancer update their own song timer
  15365. }
  15366. if( flag&4 )
  15367. skill_unit_onleft(skill_id, bl, tick);
  15368. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15369. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15370. if( dissonance ) {
  15371. skill_dance_switch(unit, 1);
  15372. //we placed a dissonance, let's update
  15373. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15374. }
  15375. return 0;
  15376. }
  15377. /**
  15378. * Check skill unit while receiving damage
  15379. * @param unit Skill unit
  15380. * @param damage Received damage
  15381. * @return Damage
  15382. */
  15383. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15384. {
  15385. nullpo_ret(unit);
  15386. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15387. if (sg == nullptr)
  15388. return 0;
  15389. switch( sg->unit_id ) {
  15390. case UNT_BLASTMINE:
  15391. case UNT_SKIDTRAP:
  15392. case UNT_LANDMINE:
  15393. case UNT_SHOCKWAVE:
  15394. case UNT_SANDMAN:
  15395. case UNT_FLASHER:
  15396. case UNT_CLAYMORETRAP:
  15397. case UNT_FREEZINGTRAP:
  15398. case UNT_ANKLESNARE:
  15399. case UNT_ICEWALL:
  15400. case UNT_WALLOFTHORN:
  15401. case UNT_REVERBERATION:
  15402. case UNT_NETHERWORLD:
  15403. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15404. break;
  15405. default:
  15406. damage = 0;
  15407. break;
  15408. }
  15409. return damage;
  15410. }
  15411. /**
  15412. * Check char condition around the skill caster
  15413. * @param bl Char around area
  15414. * @param *c Counter for 'valid' condition found
  15415. * @param *p_sd Stores 'rid' of char found
  15416. * @param skill_id Skill ID
  15417. * @param skill_lv Level of used skill
  15418. */
  15419. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15420. {
  15421. int *c, skill_id;
  15422. struct block_list *src;
  15423. map_session_data *sd;
  15424. map_session_data *tsd;
  15425. int *p_sd; //Contains the list of characters found.
  15426. nullpo_ret(bl);
  15427. nullpo_ret(tsd=(map_session_data*)bl);
  15428. nullpo_ret(src=va_arg(ap,struct block_list *));
  15429. nullpo_ret(sd=(map_session_data*)src);
  15430. c=va_arg(ap,int *);
  15431. p_sd = va_arg(ap, int *);
  15432. skill_id = va_arg(ap,int);
  15433. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15434. if (skill_id == PR_BENEDICTIO) {
  15435. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15436. return 0;
  15437. }
  15438. else if (is_chorus) {
  15439. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15440. return 0;
  15441. }
  15442. else if (*c >= 1) // Check for one companion for all other cases.
  15443. return 0;
  15444. if (bl == src)
  15445. return 0;
  15446. if(pc_isdead(tsd))
  15447. return 0;
  15448. if (tsd->sc.cant.cast)
  15449. return 0;
  15450. if( is_chorus ) {
  15451. if( tsd->status.party_id && sd->status.party_id &&
  15452. tsd->status.party_id == sd->status.party_id &&
  15453. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15454. p_sd[(*c)++] = tsd->bl.id;
  15455. return 1;
  15456. } else {
  15457. switch(skill_id) {
  15458. case PR_BENEDICTIO: {
  15459. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15460. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15461. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15462. && sd->status.sp >= 10)
  15463. p_sd[(*c)++]=tsd->bl.id;
  15464. return 1;
  15465. }
  15466. case AB_ADORAMUS:
  15467. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15468. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15469. p_sd[(*c)++] = tsd->bl.id;
  15470. return 1;
  15471. case TR_GEF_NOCTURN:
  15472. case TR_ROKI_CAPRICCIO:
  15473. case TR_AIN_RHAPSODY:
  15474. case TR_MUSICAL_INTERLUDE:
  15475. case TR_JAWAII_SERENADE:
  15476. case TR_NIPELHEIM_REQUIEM:
  15477. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15478. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15479. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15480. p_sd[(*c)++] = tsd->bl.id;
  15481. return 1;
  15482. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15483. {
  15484. uint16 skill_lv;
  15485. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15486. return 0;
  15487. if (sd->status.sex != tsd->status.sex &&
  15488. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15489. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15490. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15491. sd->status.party_id && tsd->status.party_id &&
  15492. sd->status.party_id == tsd->status.party_id &&
  15493. !tsd->sc.getSCE(SC_DANCING))
  15494. {
  15495. p_sd[(*c)++]=tsd->bl.id;
  15496. return skill_lv;
  15497. }
  15498. }
  15499. break;
  15500. }
  15501. }
  15502. return 0;
  15503. }
  15504. /**
  15505. * Checks and stores partners for ensemble skills [Skotlex]
  15506. * Max partners is 2.
  15507. * @param sd Caster
  15508. * @param skill_id
  15509. * @param skill_lv
  15510. * @param range Area range to check
  15511. * @param cast_flag Special handle
  15512. */
  15513. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15514. {
  15515. static int c=0;
  15516. static int p_sd[MAX_PARTY];
  15517. int i;
  15518. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15519. if (!sd)
  15520. return 0;
  15521. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15522. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15523. if (cast_flag) { //Execute the skill on the partners.
  15524. map_session_data* tsd;
  15525. switch (skill_id) {
  15526. case PR_BENEDICTIO:
  15527. case WM_GREAT_ECHO:
  15528. for (i = 0; i < c; i++) {
  15529. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15530. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15531. }
  15532. return c;
  15533. case AB_ADORAMUS:
  15534. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15535. i = 2 * (*skill_lv);
  15536. status_charge(&tsd->bl, 0, i);
  15537. }
  15538. break;
  15539. default:
  15540. if( is_chorus )
  15541. break;//Chorus skills are not to be parsed as ensembles
  15542. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15543. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15544. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15545. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15546. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15547. tsd->skill_id_dance = skill_id;
  15548. tsd->skill_lv_dance = *skill_lv;
  15549. #ifdef RENEWAL
  15550. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15551. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15552. #endif
  15553. }
  15554. }
  15555. return c;
  15556. }
  15557. }
  15558. //Else: new search for partners.
  15559. c = 0;
  15560. memset (p_sd, 0, sizeof(p_sd));
  15561. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15562. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15563. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15564. *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.
  15565. return c;
  15566. }
  15567. /**
  15568. * Sub function to count how many spawned mob is around.
  15569. * Some skills check with matched AI.
  15570. * @param rid Source ID
  15571. * @param mob_class Monster ID
  15572. * @param skill_id Used skill
  15573. * @param *c Counter for found monster
  15574. */
  15575. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15576. {
  15577. int *c,src_id,mob_class,skill;
  15578. uint16 ai;
  15579. struct mob_data *md;
  15580. md=(struct mob_data*)bl;
  15581. src_id=va_arg(ap,int);
  15582. mob_class=va_arg(ap,int);
  15583. skill=va_arg(ap,int);
  15584. c=va_arg(ap,int *);
  15585. switch (skill) {
  15586. case AM_SPHEREMINE:
  15587. ai = AI_SPHERE;
  15588. break;
  15589. case AM_CANNIBALIZE:
  15590. ai = AI_FLORA;
  15591. break;
  15592. case KO_ZANZOU:
  15593. ai = AI_ZANZOU;
  15594. break;
  15595. case MH_SUMMON_LEGION:
  15596. ai = AI_LEGION;
  15597. break;
  15598. case NC_SILVERSNIPER:
  15599. case NC_MAGICDECOY:
  15600. ai = AI_FAW;
  15601. break;
  15602. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15603. case MT_SUMMON_ABR_DUAL_CANNON:
  15604. case MT_SUMMON_ABR_MOTHER_NET:
  15605. case MT_SUMMON_ABR_INFINITY:
  15606. ai = AI_ABR;
  15607. break;
  15608. case BO_WOODENWARRIOR:
  15609. case BO_WOODEN_FAIRY:
  15610. case BO_CREEPER:
  15611. case BO_HELLTREE:
  15612. ai = AI_BIONIC;
  15613. break;
  15614. default:
  15615. ai = AI_FLORA;
  15616. break;
  15617. }
  15618. if( md->master_id != src_id || md->special_state.ai != ai)
  15619. return 0; //Non alchemist summoned mobs have nothing to do here.
  15620. if(md->mob_id==mob_class)
  15621. (*c)++;
  15622. return 1;
  15623. }
  15624. /**
  15625. * Determines if a given skill should be made to consume ammo
  15626. * when used by the player. [Skotlex]
  15627. * @param sd Player
  15628. * @param skill_id Skill ID
  15629. * @return True if skill is need ammo; False otherwise.
  15630. */
  15631. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15632. {
  15633. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15634. return (
  15635. battle_config.arrow_decrement == 2 &&
  15636. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15637. skill_id != HT_PHANTASMIC &&
  15638. skill->skill_type == BF_WEAPON &&
  15639. !skill->nk[NK_NODAMAGE] &&
  15640. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15641. );
  15642. }
  15643. /**
  15644. * Check SC required to cast a skill
  15645. * @param sc
  15646. * @param skill_id
  15647. * @return True if condition is met, False otherwise
  15648. **/
  15649. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15650. if (require.status.empty())
  15651. return true;
  15652. status_change *sc = &sd.sc;
  15653. if (sc == nullptr) {
  15654. clif_skill_fail( sd, skill_id );
  15655. return false;
  15656. }
  15657. // May have multiple requirements
  15658. for (const auto &reqStatus : require.status) {
  15659. if (reqStatus == SC_NONE)
  15660. continue;
  15661. useskill_fail_cause cause;
  15662. switch (reqStatus) {
  15663. // Official fail message
  15664. case SC_PUSH_CART:
  15665. cause = USESKILL_FAIL_CART;
  15666. break;
  15667. case SC_POISONINGWEAPON:
  15668. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15669. break;
  15670. case SC_WEAPONBLOCK_ON:
  15671. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15672. break;
  15673. default:
  15674. cause = USESKILL_FAIL_LEVEL;
  15675. break;
  15676. }
  15677. if (!sc->getSCE(reqStatus)) {
  15678. clif_skill_fail( sd, skill_id, cause );
  15679. return false;
  15680. }
  15681. }
  15682. return true;
  15683. }
  15684. /**
  15685. * Check SC of BL
  15686. * @param sc
  15687. * @param skill_id
  15688. * @return 1 if condition is met, 0 otherwise
  15689. **/
  15690. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15691. nullpo_ret(target);
  15692. int sc_id = va_arg(ap,int);
  15693. status_change *sc = status_get_sc(target);
  15694. if (sc && sc->getSCE(sc_id))
  15695. return 1;
  15696. return 0;
  15697. }
  15698. /**
  15699. * Check skill condition when cast begin
  15700. * For ammo, only check if the skill need ammo
  15701. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15702. * @param sd Player who uses skill
  15703. * @param skill_id ID of used skill
  15704. * @param skill_lv Level of used skill
  15705. * @return true: All condition passed, false: Failed
  15706. */
  15707. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15708. struct s_skill_condition require;
  15709. int i;
  15710. if (sd.chatID)
  15711. return false;
  15712. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15713. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15714. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15715. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15716. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15717. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15718. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15719. return true;
  15720. }
  15721. switch( sd.menuskill_id ) {
  15722. case AM_PHARMACY:
  15723. switch( skill_id ) {
  15724. case AM_PHARMACY:
  15725. case AC_MAKINGARROW:
  15726. case BS_REPAIRWEAPON:
  15727. case AM_TWILIGHT1:
  15728. case AM_TWILIGHT2:
  15729. case AM_TWILIGHT3:
  15730. return false;
  15731. }
  15732. break;
  15733. case GN_MIX_COOKING:
  15734. case GN_MAKEBOMB:
  15735. case GN_S_PHARMACY:
  15736. case GN_CHANGEMATERIAL:
  15737. case MT_M_MACHINE:
  15738. case BO_BIONIC_PHARMACY:
  15739. if( sd.menuskill_id != skill_id )
  15740. return false;
  15741. break;
  15742. }
  15743. struct status_data* status = &sd.battle_status;
  15744. status_change* sc = &sd.sc;
  15745. if( !sc->count )
  15746. sc = nullptr;
  15747. if( sd.skillitem == skill_id )
  15748. {
  15749. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15750. sd.state.abra_flag = 0;
  15751. else
  15752. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15753. if( (i = sd.itemindex) == -1 ||
  15754. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15755. sd.inventory_data[i] == nullptr ||
  15756. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15757. sd.inventory.u.items_inventory[i].amount < 1
  15758. )
  15759. { //Something went wrong, item exploit?
  15760. sd.itemid = 0;
  15761. sd.itemindex = -1;
  15762. return false;
  15763. }
  15764. //Consume
  15765. sd.itemid = 0;
  15766. sd.itemindex = -1;
  15767. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15768. ; //Do not consume item.
  15769. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15770. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15771. }
  15772. if(!sd.skillitem_keep_requirement)
  15773. return true;
  15774. }
  15775. if( pc_is90overweight(&sd) ) {
  15776. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15777. return false;
  15778. }
  15779. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15780. return false;
  15781. //Checks if disabling skill - in which case no SP requirements are necessary
  15782. if( sc && skill_disable_check(*sc,skill_id))
  15783. return true;
  15784. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15785. // Check the skills that can be used while mounted on a warg
  15786. if( pc_isridingwug(&sd) ) {
  15787. if(!inf2[INF2_ALLOWONWARG])
  15788. return false; // in official there is no message.
  15789. }
  15790. if( pc_ismadogear(&sd) ) {
  15791. // Skills that are unusable when Mado is equipped. [Jobbie]
  15792. if(!inf2[INF2_ALLOWONMADO]){
  15793. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15794. return false;
  15795. }
  15796. }
  15797. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15798. // return false;
  15799. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15800. //Can only update state when weapon/arrow info is checked.
  15801. sd.state.arrow_atk = require.ammo?1:0;
  15802. // perform skill-group checks
  15803. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15804. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15805. clif_skill_fail( sd, skill_id );
  15806. return false;
  15807. }
  15808. }
  15809. else if(inf2[INF2_ISENSEMBLE]) {
  15810. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15811. clif_skill_fail( sd, skill_id );
  15812. return false;
  15813. }
  15814. }
  15815. // perform skill-specific checks (and actions)
  15816. switch( skill_id ) {
  15817. case RG_GRAFFITI:
  15818. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15819. clif_skill_fail( sd, skill_id );
  15820. return false;
  15821. }
  15822. break;
  15823. case SO_SPELLFIST:
  15824. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15825. clif_skill_fail( sd, skill_id );
  15826. return false;
  15827. }
  15828. [[fallthrough]];
  15829. case SA_CASTCANCEL:
  15830. if(sd.ud.skilltimer == INVALID_TIMER) {
  15831. clif_skill_fail( sd, skill_id );
  15832. return false;
  15833. }
  15834. break;
  15835. case AS_CLOAKING:
  15836. {
  15837. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15838. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15839. int dir;
  15840. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  15841. if( dir == DIR_MAX ) {
  15842. clif_skill_fail( sd, skill_id );
  15843. return false;
  15844. }
  15845. }
  15846. break;
  15847. }
  15848. case AL_WARP:
  15849. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15850. char output[128];
  15851. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15852. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15853. return false;
  15854. }
  15855. break;
  15856. case AL_HOLYWATER:
  15857. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15858. clif_skill_fail( sd, skill_id );
  15859. return false;
  15860. }
  15861. break;
  15862. case MO_CALLSPIRITS:
  15863. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15864. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15865. if(sd.spiritball >= skill_lv) {
  15866. clif_skill_fail( sd, skill_id );
  15867. return false;
  15868. }
  15869. break;
  15870. case MO_FINGEROFFENSIVE:
  15871. case GS_FLING:
  15872. case SR_RIDEINLIGHTNING:
  15873. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15874. sd.spiritball_old = require.spiritball = sd.spiritball;
  15875. else
  15876. sd.spiritball_old = require.spiritball;
  15877. break;
  15878. case MO_CHAINCOMBO:
  15879. if(!sc)
  15880. return false;
  15881. if(sc->getSCE(SC_BLADESTOP))
  15882. break;
  15883. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15884. break;
  15885. return false;
  15886. case MO_COMBOFINISH:
  15887. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15888. return false;
  15889. break;
  15890. case CH_TIGERFIST:
  15891. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15892. return false;
  15893. break;
  15894. case CH_CHAINCRUSH:
  15895. if(!(sc && sc->getSCE(SC_COMBO)))
  15896. return false;
  15897. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15898. return false;
  15899. break;
  15900. case SJ_SOLARBURST:
  15901. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15902. return 0;
  15903. break;
  15904. case MO_EXTREMITYFIST:
  15905. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15906. // return false;
  15907. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15908. break;
  15909. if( sc && sc->getSCE(SC_COMBO) ) {
  15910. switch(sc->getSCE(SC_COMBO)->val1) {
  15911. case MO_COMBOFINISH:
  15912. case CH_TIGERFIST:
  15913. case CH_CHAINCRUSH:
  15914. break;
  15915. default:
  15916. return false;
  15917. }
  15918. }
  15919. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15920. clif_skill_fail( sd, skill_id );
  15921. return false;
  15922. }
  15923. sd.spiritball_old = sd.spiritball;
  15924. break;
  15925. case TK_MISSION:
  15926. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15927. clif_skill_fail( sd, skill_id );
  15928. return false;
  15929. }
  15930. break;
  15931. case ASC_EDP:
  15932. #ifdef RENEWAL
  15933. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15934. #else
  15935. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15936. #endif
  15937. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15938. return false;
  15939. }
  15940. break;
  15941. case TK_READYCOUNTER:
  15942. case TK_READYDOWN:
  15943. case TK_READYSTORM:
  15944. case TK_READYTURN:
  15945. case TK_JUMPKICK:
  15946. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15947. clif_skill_fail( sd, skill_id );
  15948. return false;
  15949. }
  15950. break;
  15951. case TK_TURNKICK:
  15952. case TK_STORMKICK:
  15953. case TK_DOWNKICK:
  15954. case TK_COUNTER:
  15955. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15956. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15957. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15958. return false; //Combo needs to be ready
  15959. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15960. //Do not repeat a kick.
  15961. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15962. break;
  15963. status_change_end(&sd.bl, SC_COMBO);
  15964. return false;
  15965. }
  15966. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15967. unit_cancel_combo(&sd.bl);
  15968. return false;
  15969. }
  15970. break; //Combo ready.
  15971. #ifndef RENEWAL
  15972. case BD_ADAPTATION:
  15973. {
  15974. int time;
  15975. if(!(sc && sc->getSCE(SC_DANCING))) {
  15976. clif_skill_fail( sd, skill_id );
  15977. return false;
  15978. }
  15979. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15980. if (skill_get_time(
  15981. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15982. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15983. - time < skill_get_time2(skill_id,skill_lv))
  15984. {
  15985. clif_skill_fail( sd, skill_id );
  15986. return false;
  15987. }
  15988. }
  15989. break;
  15990. #endif
  15991. case PR_BENEDICTIO:
  15992. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  15993. clif_skill_fail( sd, skill_id );
  15994. return false;
  15995. }
  15996. break;
  15997. case SL_SMA:
  15998. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15999. return false;
  16000. break;
  16001. case HT_POWER:
  16002. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16003. return false;
  16004. break;
  16005. #ifndef RENEWAL
  16006. case CG_HERMODE:
  16007. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16008. clif_skill_fail( sd, skill_id );
  16009. return false;
  16010. }
  16011. break;
  16012. #endif
  16013. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16014. {
  16015. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16016. int size = range*2+1;
  16017. for (s=0;s<size*size;s++) {
  16018. int x = sd.bl.x+(s%size-range);
  16019. int y = sd.bl.y+(s/size-range);
  16020. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16021. clif_skill_fail( sd, skill_id );
  16022. return false;
  16023. }
  16024. }
  16025. }
  16026. break;
  16027. #ifndef RENEWAL
  16028. case PR_REDEMPTIO:
  16029. {
  16030. t_exp exp = pc_nextbaseexp(&sd);
  16031. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16032. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16033. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16034. return false;
  16035. }
  16036. break;
  16037. }
  16038. case HP_BASILICA:
  16039. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16040. // When castbegin, needs 7x7 clear area
  16041. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16042. int size = range*2+1;
  16043. for( s=0;s<size*size;s++ ) {
  16044. int x = sd.bl.x+(s%size-range);
  16045. int y = sd.bl.y+(s/size-range);
  16046. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16047. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16048. return false;
  16049. }
  16050. }
  16051. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16052. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16053. return false;
  16054. }
  16055. }
  16056. break;
  16057. #endif
  16058. case AM_TWILIGHT2:
  16059. case AM_TWILIGHT3:
  16060. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16061. clif_skill_fail( sd, skill_id );
  16062. return false;
  16063. }
  16064. break;
  16065. case SG_SUN_WARM:
  16066. case SG_MOON_WARM:
  16067. case SG_STAR_WARM:
  16068. if (sc && sc->getSCE(SC_MIRACLE))
  16069. break;
  16070. i = skill_id-SG_SUN_WARM;
  16071. if (sd.bl.m == sd.feel_map[i].m)
  16072. break;
  16073. clif_skill_fail( sd, skill_id );
  16074. return false;
  16075. break;
  16076. case SG_SUN_COMFORT:
  16077. case SG_MOON_COMFORT:
  16078. case SG_STAR_COMFORT:
  16079. if (sc && sc->getSCE(SC_MIRACLE))
  16080. break;
  16081. i = skill_id-SG_SUN_COMFORT;
  16082. if (sd.bl.m == sd.feel_map[i].m &&
  16083. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16084. break;
  16085. clif_skill_fail( sd, skill_id );
  16086. return false;
  16087. case SG_FUSION:
  16088. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16089. break;
  16090. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16091. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16092. if( require.sp > 0 ) {
  16093. if (status->sp < (unsigned int)require.sp)
  16094. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16095. else
  16096. status_zap(&sd.bl, 0, require.sp);
  16097. }
  16098. return false;
  16099. case GD_BATTLEORDER:
  16100. case GD_REGENERATION:
  16101. case GD_RESTORE:
  16102. case GD_CHARGESHOUT_FLAG:
  16103. case GD_CHARGESHOUT_BEATING:
  16104. case GD_EMERGENCY_MOVE:
  16105. if (!map_flag_gvg2(sd.bl.m)) {
  16106. clif_skill_fail( sd, skill_id );
  16107. return false;
  16108. }
  16109. [[fallthrough]];
  16110. case GD_EMERGENCYCALL:
  16111. case GD_ITEMEMERGENCYCALL:
  16112. // other checks were already done in skill_isNotOk()
  16113. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16114. return false;
  16115. break;
  16116. case GS_GLITTERING:
  16117. case RL_RICHS_COIN:
  16118. if(sd.spiritball >= 10) {
  16119. clif_skill_fail( sd, skill_id );
  16120. return false;
  16121. }
  16122. break;
  16123. case NJ_ISSEN:
  16124. #ifdef RENEWAL
  16125. if (status->hp < (status->hp/100)) {
  16126. #else
  16127. if (status->hp < 2) {
  16128. #endif
  16129. clif_skill_fail( sd, skill_id );
  16130. return false;
  16131. }
  16132. [[fallthrough]];
  16133. case NJ_BUNSINJYUTSU:
  16134. if (!(sc && sc->getSCE(SC_NEN))) {
  16135. clif_skill_fail( sd, skill_id );
  16136. return false;
  16137. }
  16138. break;
  16139. case NJ_ZENYNAGE:
  16140. case KO_MUCHANAGE:
  16141. if(sd.status.zeny < require.zeny) {
  16142. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16143. return false;
  16144. }
  16145. break;
  16146. case PF_HPCONVERSION:
  16147. if (status->sp == status->max_sp)
  16148. return false; //Unusable when at full SP.
  16149. break;
  16150. case SP_KAUTE: // Fail if below 30% MaxHP.
  16151. if (status->hp < 30 * status->max_hp / 100) {
  16152. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16153. return false;
  16154. }
  16155. break;
  16156. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16157. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16158. clif_skill_fail( sd, skill_id );
  16159. return false;
  16160. }
  16161. break;
  16162. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16163. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16164. clif_skill_fail( sd, skill_id );
  16165. return false;
  16166. }
  16167. break;
  16168. case AB_ANCILLA: {
  16169. int count = 0;
  16170. for( i = 0; i < MAX_INVENTORY; i++ )
  16171. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16172. count += sd.inventory.u.items_inventory[i].amount;
  16173. if( count >= 3 ) {
  16174. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16175. return false;
  16176. }
  16177. }
  16178. break;
  16179. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16180. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16181. && sd.special_state.no_gemstone == 0
  16182. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16183. clif_skill_fail( sd, skill_id );
  16184. return false;
  16185. }
  16186. break;
  16187. case WL_SUMMONFB:
  16188. case WL_SUMMONBL:
  16189. case WL_SUMMONWB:
  16190. case WL_SUMMONSTONE:
  16191. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16192. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16193. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16194. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16195. return false;
  16196. }
  16197. }
  16198. break;
  16199. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16200. case WL_RELEASE: {
  16201. int active_spheres = 0, req_spheres = 0;
  16202. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16203. if (sc && sc->getSCE(i))
  16204. active_spheres++;
  16205. }
  16206. // Cast requirement
  16207. if (skill_id == WL_TETRAVORTEX)
  16208. req_spheres = 4;
  16209. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16210. req_spheres = 1;
  16211. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16212. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16213. return false;
  16214. }
  16215. }
  16216. break;
  16217. case GC_HALLUCINATIONWALK:
  16218. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16219. clif_skill_fail( sd, skill_id );
  16220. return false;
  16221. }
  16222. break;
  16223. case NPC_HALLUCINATIONWALK:
  16224. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16225. return false;
  16226. }
  16227. break;
  16228. case RA_WUGMASTERY:
  16229. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16230. clif_skill_fail( sd, skill_id );
  16231. return false;
  16232. }
  16233. break;
  16234. case RA_WUGSTRIKE:
  16235. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16236. clif_skill_fail( sd, skill_id );
  16237. return false;
  16238. }
  16239. break;
  16240. case RA_WUGRIDER:
  16241. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16242. clif_skill_fail( sd, skill_id );
  16243. return false;
  16244. }
  16245. break;
  16246. case RA_WUGDASH:
  16247. if(!pc_isridingwug(&sd)) {
  16248. clif_skill_fail( sd, skill_id );
  16249. return false;
  16250. }
  16251. else {
  16252. int16 sx = sd.bl.x;
  16253. int16 sy = sd.bl.y;
  16254. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16255. switch (dir) {
  16256. case DIR_NORTH: sy++; break;
  16257. case DIR_NORTHWEST: sx--; sy++; break;
  16258. case DIR_WEST: sx--; break;
  16259. case DIR_SOUTHWEST: sx--; sy--; break;
  16260. case DIR_SOUTH: sy--; break;
  16261. case DIR_SOUTHEAST: sx++; sy--; break;
  16262. case DIR_EAST: sx++; break;
  16263. case DIR_NORTHEAST: sx++; sy++; break;
  16264. }
  16265. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16266. return false;
  16267. }
  16268. }
  16269. break;
  16270. case LG_RAYOFGENESIS:
  16271. case LG_BANDING:
  16272. if( sc && sc->getSCE(SC_INSPIRATION) )
  16273. return true; // Don't check for partner.
  16274. break;
  16275. case LG_PRESTIGE:
  16276. if( sc && sc->getSCE(SC_INSPIRATION) )
  16277. return true; // Don't check for partner.
  16278. if( sc && sc->getSCE(SC_BANDING) ) {
  16279. clif_skill_fail( sd, skill_id );
  16280. return false;
  16281. }
  16282. break;
  16283. case LG_RAGEBURST:
  16284. if( sd.spiritball == 0 ) {
  16285. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16286. return false;
  16287. }
  16288. sd.spiritball_old = require.spiritball = sd.spiritball;
  16289. break;
  16290. case SR_FALLENEMPIRE:
  16291. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16292. return false;
  16293. break;
  16294. case SR_CRESCENTELBOW:
  16295. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16296. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16297. return false;
  16298. }
  16299. break;
  16300. case SR_CURSEDCIRCLE:
  16301. if (map_flag_gvg2(sd.bl.m)) {
  16302. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16303. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16304. char output[128];
  16305. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16306. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16307. return false;
  16308. }
  16309. }
  16310. if( sd.spiritball > 0 )
  16311. sd.spiritball_old = require.spiritball = sd.spiritball;
  16312. else {
  16313. clif_skill_fail( sd, skill_id );
  16314. return false;
  16315. }
  16316. break;
  16317. case SR_GATEOFHELL:
  16318. if( sd.spiritball > 0 )
  16319. sd.spiritball_old = require.spiritball;
  16320. break;
  16321. case SC_MANHOLE:
  16322. case SC_DIMENSIONDOOR:
  16323. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16324. clif_skill_fail( sd, skill_id );
  16325. return false;
  16326. }
  16327. break;
  16328. case SC_FEINTBOMB:
  16329. 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) ) {
  16330. clif_skill_fail( sd, skill_id );
  16331. return false;
  16332. }
  16333. break;
  16334. case WM_GREAT_ECHO: {
  16335. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16336. if (count > 0)
  16337. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16338. }
  16339. break;
  16340. case SO_FIREWALK:
  16341. case SO_ELECTRICWALK:
  16342. case NPC_FIREWALK:
  16343. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16344. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16345. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16346. clif_skill_fail( sd, skill_id );
  16347. return false;
  16348. }
  16349. break;
  16350. case SO_EL_CONTROL:
  16351. if( !sd.status.ele_id || !sd.ed ) {
  16352. clif_skill_fail( sd, skill_id );
  16353. return false;
  16354. }
  16355. break;
  16356. case KO_JYUMONJIKIRI:
  16357. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16358. return true;
  16359. else {
  16360. clif_skill_fail( sd, skill_id );
  16361. return false;
  16362. }
  16363. break;
  16364. case KO_KAHU_ENTEN:
  16365. case KO_HYOUHU_HUBUKI:
  16366. case KO_KAZEHU_SEIRAN:
  16367. case KO_DOHU_KOUKAI:
  16368. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16369. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16370. return false;
  16371. }
  16372. break;
  16373. case KO_KAIHOU:
  16374. case KO_ZENKAI:
  16375. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16376. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16377. return false;
  16378. }
  16379. break;
  16380. case SJ_FULLMOONKICK:
  16381. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16382. clif_skill_fail( sd, skill_id );
  16383. return false;
  16384. }
  16385. break;
  16386. case SJ_STAREMPEROR:
  16387. case SJ_NOVAEXPLOSING:
  16388. case SJ_GRAVITYCONTROL:
  16389. case SJ_BOOKOFDIMENSION:
  16390. case SJ_BOOKOFCREATINGSTAR:
  16391. case SP_SOULDIVISION:
  16392. case SP_SOULEXPLOSION:
  16393. if (!map_flag_vs(sd.bl.m)) {
  16394. clif_skill_fail( sd, skill_id );
  16395. return false;
  16396. }
  16397. break;
  16398. case SP_SWHOO:
  16399. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16400. return false;
  16401. break;
  16402. case DK_SERVANT_W_PHANTOM:
  16403. case DK_SERVANT_W_DEMOL:
  16404. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16405. sd.servantball_old = require.spiritball = sd.servantball;
  16406. else
  16407. sd.servantball_old = require.spiritball;
  16408. break;
  16409. case IQ_SECOND_FAITH:
  16410. case IQ_THIRD_PUNISH:
  16411. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16412. return false;
  16413. break;
  16414. case IQ_SECOND_JUDGEMENT:
  16415. case IQ_THIRD_CONSECRATION:
  16416. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16417. return false;
  16418. break;
  16419. case IQ_SECOND_FLAME:
  16420. case IQ_THIRD_FLAME_BOMB:
  16421. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16422. return false;
  16423. break;
  16424. }
  16425. /* check state required */
  16426. switch (require.state) {
  16427. case ST_HIDDEN:
  16428. if(!pc_ishiding(&sd)) {
  16429. clif_skill_fail( sd, skill_id );
  16430. return false;
  16431. }
  16432. break;
  16433. case ST_RIDING:
  16434. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16435. clif_skill_fail( sd, skill_id );
  16436. return false;
  16437. }
  16438. break;
  16439. case ST_FALCON:
  16440. if(!pc_isfalcon(&sd)) {
  16441. clif_skill_fail( sd, skill_id );
  16442. return false;
  16443. }
  16444. break;
  16445. case ST_CART:
  16446. if(!pc_iscarton(&sd)) {
  16447. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16448. return false;
  16449. }
  16450. break;
  16451. case ST_SHIELD:
  16452. if(sd.status.shield <= 0) {
  16453. clif_skill_fail( sd, skill_id );
  16454. return false;
  16455. }
  16456. break;
  16457. case ST_RECOVER_WEIGHT_RATE:
  16458. #ifdef RENEWAL
  16459. if(pc_is70overweight(&sd)) {
  16460. #else
  16461. if(pc_is50overweight(&sd)) {
  16462. #endif
  16463. clif_skill_fail( sd, skill_id );
  16464. return false;
  16465. }
  16466. break;
  16467. case ST_MOVE_ENABLE:
  16468. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16469. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16470. if (!unit_can_move(&sd.bl)) {
  16471. clif_skill_fail( sd, skill_id );
  16472. return false;
  16473. }
  16474. break;
  16475. case ST_WATER:
  16476. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16477. break;
  16478. 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))
  16479. break;
  16480. clif_skill_fail( sd, skill_id );
  16481. return false;
  16482. case ST_RIDINGDRAGON:
  16483. if( !pc_isridingdragon(&sd) ) {
  16484. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16485. return false;
  16486. }
  16487. break;
  16488. case ST_WUG:
  16489. if( !pc_iswug(&sd) ) {
  16490. clif_skill_fail( sd, skill_id );
  16491. return false;
  16492. }
  16493. break;
  16494. case ST_RIDINGWUG:
  16495. if( !pc_isridingwug(&sd) ) {
  16496. clif_skill_fail( sd, skill_id );
  16497. return false;
  16498. }
  16499. break;
  16500. case ST_MADO:
  16501. if( !pc_ismadogear(&sd) ) {
  16502. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16503. return false;
  16504. }
  16505. break;
  16506. case ST_ELEMENTALSPIRIT:
  16507. case ST_ELEMENTALSPIRIT2:
  16508. if(!sd.ed) {
  16509. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16510. return false;
  16511. }
  16512. break;
  16513. case ST_PECO:
  16514. if(!pc_isriding(&sd)) {
  16515. clif_skill_fail( sd, skill_id );
  16516. return false;
  16517. }
  16518. break;
  16519. case ST_SUNSTANCE:
  16520. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16521. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16522. return false;
  16523. }
  16524. break;
  16525. case ST_MOONSTANCE:
  16526. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16527. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16528. return false;
  16529. }
  16530. break;
  16531. case ST_STARSTANCE:
  16532. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16533. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16534. return false;
  16535. }
  16536. break;
  16537. case ST_UNIVERSESTANCE:
  16538. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16539. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16540. return false;
  16541. }
  16542. break;
  16543. }
  16544. /* check the status required */
  16545. if (!require.status.empty()) {
  16546. switch (skill_id) {
  16547. // Being checked later in skill_check_condition_castend()
  16548. case WZ_SIGHTRASHER:
  16549. break;
  16550. default:
  16551. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16552. return false;
  16553. break;
  16554. }
  16555. }
  16556. // Check for equipped item(s)
  16557. if (!require.eqItem.empty()) {
  16558. size_t count = require.eqItem.size();
  16559. for (const auto &it : require.eqItem) {
  16560. t_itemid reqeqit = it;
  16561. if (!reqeqit)
  16562. break; // Skill has no required item(s); get out of here
  16563. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16564. case NC_PILEBUNKER:
  16565. case RL_P_ALTER:
  16566. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16567. count--;
  16568. if (!count) {
  16569. if( skill_id == RL_P_ALTER ){
  16570. clif_msg( &sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  16571. }else{
  16572. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16573. }
  16574. return false;
  16575. } else
  16576. continue;
  16577. }
  16578. break;
  16579. case NC_ACCELERATION:
  16580. case NC_SELFDESTRUCTION:
  16581. case NC_SHAPESHIFT:
  16582. case NC_EMERGENCYCOOL:
  16583. case NC_MAGNETICFIELD:
  16584. case NC_NEUTRALBARRIER:
  16585. case NC_STEALTHFIELD:
  16586. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16587. count--;
  16588. if (!count) {
  16589. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16590. return false;
  16591. } else
  16592. continue;
  16593. }
  16594. break;
  16595. default:
  16596. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16597. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16598. return false;
  16599. }
  16600. break;
  16601. }
  16602. }
  16603. }
  16604. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16605. //mhp is the max-hp-requirement, that is,
  16606. //you must have this % or less of HP to cast it.
  16607. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16608. return false;
  16609. }
  16610. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16611. switch(skill_id) {
  16612. case RA_AIMEDBOLT:
  16613. break;
  16614. default:
  16615. switch((unsigned int)log2(require.weapon)) {
  16616. case W_REVOLVER:
  16617. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN);
  16618. break;
  16619. case W_RIFLE:
  16620. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE);
  16621. break;
  16622. case W_GATLING:
  16623. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING);
  16624. break;
  16625. case W_SHOTGUN:
  16626. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN);
  16627. break;
  16628. case W_GRENADE:
  16629. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE);
  16630. break;
  16631. default:
  16632. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16633. break;
  16634. }
  16635. return false;
  16636. }
  16637. }
  16638. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16639. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16640. return false;
  16641. }
  16642. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16643. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16644. return false;
  16645. }
  16646. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16647. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16648. return false;
  16649. }
  16650. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16651. switch (skill_id) { // Skills that require soul spheres.
  16652. case SP_SOULGOLEM:
  16653. case SP_SOULSHADOW:
  16654. case SP_SOULFALCON:
  16655. case SP_SOULFAIRY:
  16656. case SP_SOULCURSE:
  16657. case SP_SPA:
  16658. case SP_SHA:
  16659. case SP_SWHOO:
  16660. case SP_SOULUNITY:
  16661. case SP_SOULDIVISION:
  16662. case SP_SOULREAPER:
  16663. case SP_SOULEXPLOSION:
  16664. case SP_KAUTE:
  16665. if (sd.soulball < require.spiritball) {
  16666. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16667. return false;
  16668. }
  16669. break;
  16670. // Skills that requires servants.
  16671. case DK_SERVANT_W_SIGN:
  16672. case DK_SERVANT_W_PHANTOM:
  16673. case DK_SERVANT_W_DEMOL:
  16674. if (sd.servantball < require.spiritball) {
  16675. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16676. return false;
  16677. }
  16678. break;
  16679. default: // Skills that require spirit/coin spheres.
  16680. if (sd.spiritball < require.spiritball) {
  16681. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16682. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16683. else
  16684. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16685. return false;
  16686. }
  16687. break;
  16688. }
  16689. }
  16690. return true;
  16691. }
  16692. /**
  16693. * Check skill condition when cast end.
  16694. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16695. * @param sd Player who uses skill
  16696. * @param skill_id ID of used skill
  16697. * @param skill_lv Level of used skill
  16698. * @return true: All condition passed, false: Failed
  16699. */
  16700. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16701. struct s_skill_condition require;
  16702. struct status_data *status;
  16703. int i;
  16704. short index[MAX_SKILL_ITEM_REQUIRE];
  16705. if( sd.chatID )
  16706. return false;
  16707. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16708. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16709. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16710. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16711. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16712. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16713. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16714. return true;
  16715. }
  16716. switch( sd.menuskill_id ) { // Cast start or cast end??
  16717. case AM_PHARMACY:
  16718. switch( skill_id ) {
  16719. case AM_PHARMACY:
  16720. case AC_MAKINGARROW:
  16721. case BS_REPAIRWEAPON:
  16722. case AM_TWILIGHT1:
  16723. case AM_TWILIGHT2:
  16724. case AM_TWILIGHT3:
  16725. return false;
  16726. }
  16727. break;
  16728. case GN_MIX_COOKING:
  16729. case GN_MAKEBOMB:
  16730. case GN_S_PHARMACY:
  16731. case GN_CHANGEMATERIAL:
  16732. case MT_M_MACHINE:
  16733. case BO_BIONIC_PHARMACY:
  16734. if( sd.menuskill_id != skill_id )
  16735. return false;
  16736. break;
  16737. }
  16738. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16739. return true;
  16740. if( pc_is90overweight(&sd) ) {
  16741. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16742. return false;
  16743. }
  16744. // perform skill-specific checks (and actions)
  16745. switch( skill_id ) {
  16746. case PR_BENEDICTIO:
  16747. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16748. break;
  16749. case AM_CANNIBALIZE:
  16750. case AM_SPHEREMINE: {
  16751. int c=0;
  16752. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16753. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16754. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16755. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16756. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16757. if(c >= maxcount ||
  16758. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16759. { //Fails when: exceed max limit. There are other plant types already out.
  16760. clif_skill_fail( sd, skill_id );
  16761. return false;
  16762. }
  16763. }
  16764. break;
  16765. }
  16766. case NC_SILVERSNIPER:
  16767. case NC_MAGICDECOY: {
  16768. int c = 0;
  16769. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16770. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16771. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16772. if( skill_id == NC_MAGICDECOY ) {
  16773. int j;
  16774. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16775. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16776. } else
  16777. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16778. if( c >= maxcount ) {
  16779. clif_skill_fail( sd, skill_id );
  16780. return false;
  16781. }
  16782. }
  16783. }
  16784. break;
  16785. case KO_ZANZOU: {
  16786. int c = 0;
  16787. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16788. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16789. clif_skill_fail( sd , skill_id );
  16790. return false;
  16791. }
  16792. }
  16793. break;
  16794. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16795. case MT_SUMMON_ABR_DUAL_CANNON:
  16796. case MT_SUMMON_ABR_MOTHER_NET:
  16797. case MT_SUMMON_ABR_INFINITY: {
  16798. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16799. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16800. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16801. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16802. if (c >= maxcount) {
  16803. clif_skill_fail( sd, skill_id );
  16804. return false;
  16805. }
  16806. }
  16807. break;
  16808. }
  16809. case BO_WOODENWARRIOR:
  16810. case BO_WOODEN_FAIRY:
  16811. case BO_CREEPER:
  16812. case BO_HELLTREE: {
  16813. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16814. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16815. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16816. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16817. if (c >= maxcount) {
  16818. clif_skill_fail( sd, skill_id );
  16819. return false;
  16820. }
  16821. }
  16822. break;
  16823. }
  16824. #ifdef RENEWAL
  16825. case ASC_EDP:
  16826. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16827. if (item_edp < 0) {
  16828. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16829. return false;
  16830. } else
  16831. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16832. break;
  16833. #endif
  16834. }
  16835. status = &sd.battle_status;
  16836. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16837. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16838. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16839. return false;
  16840. }
  16841. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16843. return false;
  16844. }
  16845. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16846. uint8 extra_ammo = 0;
  16847. #ifdef RENEWAL
  16848. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16849. case WM_SEVERE_RAINSTORM:
  16850. case RL_FIREDANCE:
  16851. case RL_R_TRIP:
  16852. case RL_FIRE_RAIN:
  16853. extra_ammo = 1;
  16854. break;
  16855. default:
  16856. break;
  16857. }
  16858. #endif
  16859. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16860. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  16861. return false;
  16862. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16863. char e_msg[100];
  16864. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16865. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16866. return false;
  16867. }
  16868. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16869. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16870. return false;
  16871. }
  16872. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16873. skill_get_desc(skill_id),
  16874. require.ammo_qty,
  16875. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16876. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16877. return false;
  16878. }
  16879. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16880. //which is the closest we have to wrong ammo type. [Skotlex]
  16881. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16882. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16883. return false;
  16884. }
  16885. }
  16886. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16887. if( !require.itemid[i] )
  16888. continue;
  16889. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16890. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16891. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16892. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16893. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16894. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16895. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16896. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16897. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16898. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16899. else if( require.itemid[i] == ITEMID_ANCILLA )
  16900. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16901. else
  16902. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16903. return false;
  16904. }
  16905. }
  16906. /* check the status required */
  16907. if (!require.status.empty()) {
  16908. switch (skill_id) {
  16909. case WZ_SIGHTRASHER:
  16910. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16911. return false;
  16912. break;
  16913. default:
  16914. break;
  16915. }
  16916. }
  16917. return true;
  16918. }
  16919. /** Consume skill requirement
  16920. * @param sd Player who uses the skill
  16921. * @param skill_id ID of used skill
  16922. * @param skill_lv Level of used skill
  16923. * @param type Consume type
  16924. * type&1: consume the others (before skill was used);
  16925. * type&2: consume items (after skill was used)
  16926. */
  16927. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16928. {
  16929. struct s_skill_condition require;
  16930. nullpo_retv(sd);
  16931. require = skill_get_requirement(sd,skill_id,skill_lv);
  16932. if( type&1 ) {
  16933. switch( skill_id ) {
  16934. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16935. case MC_IDENTIFY:
  16936. require.sp = 0;
  16937. break;
  16938. case MO_KITRANSLATION:
  16939. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16940. require.spiritball = 0;
  16941. [[fallthrough]];
  16942. default:
  16943. if(sd->state.autocast)
  16944. require.sp = 0;
  16945. break;
  16946. }
  16947. if(require.hp || require.sp || require.ap)
  16948. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16949. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16950. switch (skill_id) { // Skills that require soul spheres.
  16951. case SP_SOULGOLEM:
  16952. case SP_SOULSHADOW:
  16953. case SP_SOULFALCON:
  16954. case SP_SOULFAIRY:
  16955. case SP_SOULCURSE:
  16956. case SP_SPA:
  16957. case SP_SHA:
  16958. case SP_SWHOO:
  16959. case SP_SOULUNITY:
  16960. case SP_SOULDIVISION:
  16961. case SP_SOULREAPER:
  16962. case SP_SOULEXPLOSION:
  16963. case SP_KAUTE:
  16964. pc_delsoulball(sd, require.spiritball, false);
  16965. break;
  16966. // Skills that require servants.
  16967. // Note: We don't update the servants display here
  16968. // since using these skills auto trigger an animation
  16969. // with them in unique ways that makes them vanish.
  16970. case DK_SERVANT_W_SIGN:
  16971. case DK_SERVANT_W_PHANTOM:
  16972. case DK_SERVANT_W_DEMOL:
  16973. pc_delservantball( *sd, require.spiritball );
  16974. break;
  16975. default: // Skills that require spirit/coin spheres.
  16976. pc_delspiritball(sd, require.spiritball, 0);
  16977. break;
  16978. }
  16979. }
  16980. else if(require.spiritball == -1) {
  16981. sd->spiritball_old = sd->spiritball;
  16982. pc_delspiritball(sd,sd->spiritball,0);
  16983. }
  16984. if(require.zeny > 0)
  16985. {
  16986. if( skill_id == NJ_ZENYNAGE )
  16987. require.zeny = 0; //Zeny is reduced on skill_attack.
  16988. if( sd->status.zeny < require.zeny )
  16989. require.zeny = sd->status.zeny;
  16990. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16991. }
  16992. }
  16993. if( type&2 ) {
  16994. status_change *sc = &sd->sc;
  16995. int n,i;
  16996. if( !sc->count )
  16997. sc = nullptr;
  16998. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16999. {
  17000. if( !require.itemid[i] )
  17001. continue;
  17002. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17003. continue; //Gemstones are checked, but not substracted from inventory.
  17004. switch( skill_id ){
  17005. case SA_SEISMICWEAPON:
  17006. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17007. continue;
  17008. break;
  17009. case SA_FLAMELAUNCHER:
  17010. case SA_VOLCANO:
  17011. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17012. continue;
  17013. break;
  17014. case SA_FROSTWEAPON:
  17015. case SA_DELUGE:
  17016. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17017. continue;
  17018. break;
  17019. case SA_LIGHTNINGLOADER:
  17020. case SA_VIOLENTGALE:
  17021. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17022. continue;
  17023. break;
  17024. }
  17025. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17026. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17027. }
  17028. }
  17029. }
  17030. /**
  17031. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17032. * @param sd Player's that will be checked
  17033. * @param skill_id Skill that's being used
  17034. * @param skill_lv Skill level of used skill
  17035. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17036. */
  17037. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17038. {
  17039. struct s_skill_condition req;
  17040. struct status_data *status;
  17041. status_change *sc;
  17042. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17043. memset(&req,0,sizeof(req));
  17044. if( !sd )
  17045. return req;
  17046. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17047. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17048. sc = &sd->sc;
  17049. if( !sc->count )
  17050. sc = nullptr;
  17051. //Checks if disabling skill - in which case no SP requirements are necessary
  17052. if( sc && skill_disable_check(*sc,skill_id) )
  17053. return req;
  17054. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17055. status = &sd->battle_status;
  17056. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17057. req.hp = skill->require.hp[skill_lv - 1];
  17058. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17059. if(hp_rate > 0)
  17060. req.hp += (status->hp * hp_rate)/100;
  17061. else
  17062. req.hp += (status->max_hp * (-hp_rate))/100;
  17063. req.sp = skill->require.sp[skill_lv-1];
  17064. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17065. req.sp /= 2;
  17066. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17067. req.sp -= req.sp * 30 / 100;
  17068. sp_rate = skill->require.sp_rate[skill_lv-1];
  17069. if(sp_rate > 0)
  17070. req.sp += (status->sp * sp_rate)/100;
  17071. else
  17072. req.sp += (status->max_sp * (-sp_rate))/100;
  17073. if( sd->dsprate != 100 )
  17074. req.sp = req.sp * sd->dsprate / 100;
  17075. for (auto &it : sd->skillusesprate) {
  17076. if (it.id == skill_id) {
  17077. sp_skill_rate_bonus -= it.val;
  17078. break;
  17079. }
  17080. }
  17081. for (auto &it : sd->skillusesp) {
  17082. if (it.id == skill_id) {
  17083. req.sp -= it.val;
  17084. break;
  17085. }
  17086. }
  17087. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17088. req.sp += req.sp * 30 / 100;
  17089. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17090. if( sc ) {
  17091. if( sc->getSCE(SC__LAZINESS) )
  17092. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17093. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17094. req.sp += req.sp / 4;
  17095. if( sc->getSCE(SC_OFFERTORIUM))
  17096. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17097. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17098. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17099. #ifdef RENEWAL
  17100. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17101. req.sp -= req.sp * 20 / 100;
  17102. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17103. req.sp -= req.sp * 30 / 100;
  17104. #endif
  17105. if (sc->getSCE(SC_GLOOMYDAY))
  17106. req.sp += req.sp * (skill_lv * 10) / 100;
  17107. if (sc->getSCE(SC_CRESCIVEBOLT))
  17108. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17109. }
  17110. req.ap = skill->require.ap[skill_lv - 1];
  17111. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17112. if (ap_rate > 0)
  17113. req.ap += (status->ap * ap_rate) / 100;
  17114. else
  17115. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17116. req.zeny = skill->require.zeny[skill_lv-1];
  17117. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17118. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17119. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17120. else
  17121. req.zeny += 1000;
  17122. }
  17123. req.spiritball = skill->require.spiritball[skill_lv-1];
  17124. req.state = skill->require.state;
  17125. req.mhp = skill->require.mhp[skill_lv-1];
  17126. req.weapon = skill->require.weapon;
  17127. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17128. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17129. req.ammo_qty += 4;
  17130. if (req.ammo_qty)
  17131. req.ammo = skill->require.ammo;
  17132. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17133. { //Assume this skill is using the weapon, therefore it requires arrows.
  17134. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17135. req.ammo_qty = 1;
  17136. }
  17137. req.status = skill->require.status;
  17138. req.eqItem = skill->require.eqItem;
  17139. // Level dependence flag is determined based on the ItemCost Level label
  17140. bool level_dependent = skill->require.itemid_level_dependent;
  17141. switch( skill_id ) {
  17142. /* Skill level-dependent checks */
  17143. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17144. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17145. req.itemid[1] = skill->require.itemid[skill->max];
  17146. req.amount[1] = skill->require.amount[skill->max];
  17147. [[fallthrough]];
  17148. /* Normal skill requirements and gemstone checks */
  17149. default:
  17150. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17151. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17152. if (!level_dependent) {
  17153. switch( skill_id ) {
  17154. case AM_POTIONPITCHER:
  17155. case CR_SLIMPITCHER:
  17156. case CR_CULTIVATION:
  17157. if (i != skill_lv%11 - 1)
  17158. continue;
  17159. break;
  17160. #ifdef RENEWAL
  17161. case AM_CALLHOMUN:
  17162. // Player has no homunculus, only requires first item
  17163. if (i > 0 && sd->hd == nullptr) {
  17164. i = MAX_SKILL_ITEM_REQUIRE;
  17165. continue;
  17166. }
  17167. // Recalling from Rest state has a different consume item (stored as second item)
  17168. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17169. req.itemid[0] = skill->require.itemid[1];
  17170. req.amount[0] = skill->require.amount[1];
  17171. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17172. skill_area_temp[0] = 0;
  17173. i = MAX_SKILL_ITEM_REQUIRE;
  17174. continue;
  17175. }
  17176. break;
  17177. #else
  17178. case AM_CALLHOMUN:
  17179. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17180. continue;
  17181. break;
  17182. #endif
  17183. case AB_ADORAMUS:
  17184. 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)) )
  17185. continue;
  17186. break;
  17187. }
  17188. req.itemid[i] = skill->require.itemid[i];
  17189. req.amount[i] = skill->require.amount[i];
  17190. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17191. int16 itIndex;
  17192. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17193. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17194. req.itemid[i] = ITEMID_TRAP;
  17195. else
  17196. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17197. req.amount[i] = 1;
  17198. }
  17199. break;
  17200. }
  17201. }
  17202. else {
  17203. // Process level_dependent requirement
  17204. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17205. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17206. req.amount[0] = skill->require.amount[skill_lv - 1];
  17207. }
  17208. }
  17209. // Check requirement for gemstone.
  17210. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17211. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17212. req.itemid[i] = req.amount[i] = 0;
  17213. else {
  17214. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17215. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17216. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17217. req.itemid[i] = req.amount[i] = 0;
  17218. else if( --req.amount[i] < 1 )
  17219. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17220. }
  17221. }
  17222. }
  17223. // Check requirement for Magic Gear Fuel
  17224. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17225. req.itemid[i] = req.amount[i] = 0;
  17226. }
  17227. break;
  17228. }
  17229. // Check for cost reductions due to skills & SCs
  17230. switch(skill_id) {
  17231. case MC_MAMMONITE:
  17232. #ifdef RENEWAL
  17233. case WS_CARTTERMINATION:
  17234. #endif
  17235. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17236. #ifdef RENEWAL
  17237. req.zeny -= req.zeny*20/100;
  17238. #else
  17239. req.zeny -= req.zeny*10/100;
  17240. #endif
  17241. break;
  17242. case AL_HOLYLIGHT:
  17243. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17244. req.sp *= 5;
  17245. break;
  17246. case SL_SMA:
  17247. case SL_STUN:
  17248. case SL_STIN:
  17249. {
  17250. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17251. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17252. break;
  17253. if(sd->status.base_level>=90)
  17254. req.sp -= req.sp*7*kaina_lv/100;
  17255. else if(sd->status.base_level>=80)
  17256. req.sp -= req.sp*5*kaina_lv/100;
  17257. else if(sd->status.base_level>=70)
  17258. req.sp -= req.sp*3*kaina_lv/100;
  17259. }
  17260. break;
  17261. case MO_CHAINCOMBO:
  17262. case MO_COMBOFINISH:
  17263. case CH_TIGERFIST:
  17264. case CH_CHAINCRUSH:
  17265. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17266. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17267. break;
  17268. case MO_BODYRELOCATION:
  17269. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17270. req.spiritball = 0;
  17271. break;
  17272. case MO_EXTREMITYFIST:
  17273. if( sc ) {
  17274. if( sc->getSCE(SC_BLADESTOP) )
  17275. req.spiritball--;
  17276. else if( sc->getSCE(SC_COMBO) ) {
  17277. #ifndef RENEWAL
  17278. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17279. case MO_COMBOFINISH:
  17280. req.spiritball = 4;
  17281. break;
  17282. case CH_TIGERFIST:
  17283. req.spiritball = 3;
  17284. break;
  17285. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17286. req.spiritball = sd->spiritball?sd->spiritball:1;
  17287. break;
  17288. }
  17289. #else
  17290. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17291. #endif
  17292. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17293. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17294. }
  17295. break;
  17296. case LG_RAGEBURST:
  17297. req.spiritball = sd->spiritball?sd->spiritball:1;
  17298. break;
  17299. case SR_FALLENEMPIRE:
  17300. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17301. req.spiritball = 0;
  17302. break;
  17303. case SR_TIGERCANNON:
  17304. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17305. req.spiritball = 0;
  17306. break;
  17307. case SR_RAMPAGEBLASTER:
  17308. case SR_RIDEINLIGHTNING:
  17309. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17310. req.spiritball = 0;
  17311. break;
  17312. case SR_GATEOFHELL:
  17313. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17314. req.sp -= req.sp * 10 / 100;
  17315. break;
  17316. case SR_FLASHCOMBO:
  17317. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17318. req.spiritball = 0;
  17319. break;
  17320. case SO_SUMMON_AGNI:
  17321. case SO_SUMMON_AQUA:
  17322. case SO_SUMMON_VENTUS:
  17323. case SO_SUMMON_TERA: {
  17324. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17325. if( spirit_sympathy )
  17326. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17327. }
  17328. break;
  17329. case NPC_PSYCHIC_WAVE:
  17330. case SO_PSYCHIC_WAVE:
  17331. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17332. req.sp += req.sp / 2; // 1.5x SP cost
  17333. break;
  17334. }
  17335. //Check if player is using the copied skill [Cydh]
  17336. uint16 idx = skill_get_index(skill_id);
  17337. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17338. uint16 req_opt = skill->copyable.req_opt;
  17339. if (req_opt & SKILL_REQ_HPCOST)
  17340. req.hp = 0;
  17341. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17342. req.mhp = 0;
  17343. if (req_opt & SKILL_REQ_SPCOST)
  17344. req.sp = 0;
  17345. if (req_opt & SKILL_REQ_HPRATECOST)
  17346. req.hp_rate = 0;
  17347. if (req_opt & SKILL_REQ_SPRATECOST)
  17348. req.sp_rate = 0;
  17349. if (req_opt & SKILL_REQ_ZENYCOST)
  17350. req.zeny = 0;
  17351. if (req_opt & SKILL_REQ_WEAPON)
  17352. req.weapon = 0;
  17353. if (req_opt & SKILL_REQ_AMMO) {
  17354. req.ammo = 0;
  17355. req.ammo_qty = 0;
  17356. }
  17357. if (req_opt & SKILL_REQ_STATE)
  17358. req.state = ST_NONE;
  17359. if (req_opt & SKILL_REQ_STATUS) {
  17360. req.status.clear();
  17361. req.status.shrink_to_fit();
  17362. }
  17363. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17364. req.spiritball = 0;
  17365. if (req_opt & SKILL_REQ_ITEMCOST) {
  17366. memset(req.itemid, 0, sizeof(req.itemid));
  17367. memset(req.amount, 0, sizeof(req.amount));
  17368. }
  17369. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17370. req.eqItem.clear();
  17371. req.eqItem.shrink_to_fit();
  17372. }
  17373. if (req_opt & SKILL_REQ_APCOST)
  17374. req.ap = 0;
  17375. if (req_opt & SKILL_REQ_APRATECOST)
  17376. req.ap_rate = 0;
  17377. }
  17378. return req;
  17379. }
  17380. /*==========================================
  17381. * Does cast-time reductions based on dex, item bonuses and config setting
  17382. *------------------------------------------*/
  17383. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17384. nullpo_ret(bl);
  17385. double time = skill_get_cast(skill_id, skill_lv);
  17386. #ifndef RENEWAL_CAST
  17387. {
  17388. map_session_data *sd = BL_CAST(BL_PC, bl);
  17389. status_change *sc = status_get_sc(bl);
  17390. int reduce_cast_rate = 0;
  17391. uint8 flag = skill_get_castnodex(skill_id);
  17392. // Calculate base cast time (reduced by dex)
  17393. if (!(flag&1)) {
  17394. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17395. if (scale > 0) // not instant cast
  17396. time = time * (float)scale / battle_config.castrate_dex_scale;
  17397. else
  17398. return 0; // instant cast
  17399. }
  17400. // Calculate cast time reduced by item/card bonuses
  17401. if (sd) {
  17402. if (!(flag&4)) {
  17403. if (sd->castrate != 100)
  17404. reduce_cast_rate += 100 - sd->castrate;
  17405. if (sd->bonus.add_varcast != 0)
  17406. time += sd->bonus.add_varcast; // bonus bVariableCast
  17407. }
  17408. // Skill-specific reductions work regardless of flag
  17409. for (const auto &it : sd->skillcastrate) {
  17410. if (it.id == skill_id) {
  17411. time += time * it.val / 100;
  17412. break;
  17413. }
  17414. }
  17415. for (const auto &it : sd->skillvarcast) {
  17416. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17417. time += it.val;
  17418. break;
  17419. }
  17420. }
  17421. }
  17422. // These cast time reductions are processed even if the skill fails
  17423. if (sc && sc->count) {
  17424. // Magic Strings stacks additively with item bonuses
  17425. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17426. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17427. // Foresight halves the cast time, it does not stack additively
  17428. if (sc->getSCE(SC_MEMORIZE)) {
  17429. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17430. if(!(flag&2))
  17431. time -= time * 50 / 100;
  17432. // Foresight counter gets reduced even if the skill is not affected by it
  17433. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17434. status_change_end(bl, SC_MEMORIZE);
  17435. }
  17436. }
  17437. }
  17438. time = time * (1 - (float)reduce_cast_rate / 100);
  17439. }
  17440. #endif
  17441. // config cast time multiplier
  17442. if (battle_config.cast_rate != 100)
  17443. time = time * battle_config.cast_rate / 100;
  17444. // return final cast time
  17445. time = max((int)time, 0);
  17446. //ShowInfo("Castime castfix = %f\n",time);
  17447. return (int)time;
  17448. }
  17449. #ifndef RENEWAL_CAST
  17450. /**
  17451. * Get the skill cast time for Pre-Re cast
  17452. * @param bl: The caster
  17453. * @param time: Cast time before Status Change addition or reduction
  17454. * @return time: Modified castime after status change addition or reduction
  17455. */
  17456. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17457. {
  17458. if (time < 0)
  17459. return 0;
  17460. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17461. return (int)time;
  17462. status_change *sc = status_get_sc(bl);
  17463. if (sc && sc->count) {
  17464. if (!(flag&2)) {
  17465. if (sc->getSCE(SC_SLOWCAST))
  17466. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17467. if (sc->getSCE(SC_PARALYSIS))
  17468. time += sc->getSCE(SC_PARALYSIS)->val3;
  17469. if (sc->getSCE(SC_IZAYOI))
  17470. time -= time * 50 / 100;
  17471. if (sc->getSCE(SC_2011RWC_SCROLL))
  17472. time -= time * 5 / 100;
  17473. }
  17474. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17475. if(!(flag&2))
  17476. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17477. //Suffragium ends even if the skill is not affected by it
  17478. status_change_end(bl, SC_SUFFRAGIUM);
  17479. }
  17480. }
  17481. time = std::max(time, 0.0);
  17482. //ShowInfo("Castime castfix_sc = %f\n",time);
  17483. return (int)time;
  17484. }
  17485. #else
  17486. /**
  17487. * Get the skill cast time for RENEWAL_CAST.
  17488. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17489. * Additive value:
  17490. * Variable CastTime : time += value
  17491. * Fixed CastTime : fixed += value
  17492. * Multipicative value
  17493. * Variable CastTime : VARCAST_REDUCTION(value)
  17494. * Fixed CastTime : FIXEDCASTRATE2(value)
  17495. * @param bl: The caster
  17496. * @param time: Cast time without reduction
  17497. * @param skill_id: Skill ID of the casted skill
  17498. * @param skill_lv: Skill level of the casted skill
  17499. * @return time: Modified castime after status and bonus addition or reduction
  17500. */
  17501. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17502. {
  17503. nullpo_ret(bl);
  17504. if (time < 0)
  17505. return 0;
  17506. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17507. return (int)time;
  17508. status_change *sc = status_get_sc(bl);
  17509. map_session_data *sd = BL_CAST(BL_PC, bl);
  17510. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17511. uint8 flag = skill_get_castnodex(skill_id);
  17512. if (fixed < 0) {
  17513. if (battle_config.default_fixed_castrate > 0) {
  17514. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17515. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17516. } else
  17517. fixed = 0;
  17518. }
  17519. // Additive Variable Cast bonus adjustments by items
  17520. if (sd && !(flag&4)) {
  17521. if (sd->bonus.varcastrate != 0)
  17522. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17523. if (sd->bonus.fixcastrate != 0)
  17524. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17525. if (sd->bonus.add_varcast != 0)
  17526. time += sd->bonus.add_varcast; // bonus bVariableCast
  17527. if (sd->bonus.add_fixcast != 0)
  17528. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17529. for (const auto &it : sd->skillfixcast) {
  17530. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17531. fixed += it.val;
  17532. break;
  17533. }
  17534. }
  17535. for (const auto &it : sd->skillvarcast) {
  17536. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17537. time += it.val;
  17538. break;
  17539. }
  17540. }
  17541. for (const auto &it : sd->skillcastrate) {
  17542. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17543. reduce_cast_rate += it.val;
  17544. break;
  17545. }
  17546. }
  17547. for (const auto &it : sd->skillfixcastrate) {
  17548. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17549. fixcast_r = max(fixcast_r, it.val);
  17550. break;
  17551. }
  17552. }
  17553. }
  17554. // Adjusted by active statuses
  17555. if (sc && sc->count && !(flag&2)) {
  17556. // Multiplicative Variable CastTime values
  17557. if (sc->getSCE(SC_SLOWCAST))
  17558. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17559. if (sc->getSCE(SC__LAZINESS))
  17560. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17561. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17562. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17563. #ifndef RENEWAL
  17564. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17565. #endif
  17566. }
  17567. if (sc->getSCE(SC_MEMORIZE)) {
  17568. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17569. reduce_cast_rate += 50;
  17570. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17571. status_change_end(bl, SC_MEMORIZE);
  17572. }
  17573. }
  17574. if (sc->getSCE(SC_POEMBRAGI))
  17575. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17576. if (sc->getSCE(SC_IZAYOI))
  17577. VARCAST_REDUCTION(50);
  17578. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17579. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17580. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17581. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17582. if (sc->getSCE(SC_SOULFAIRY))
  17583. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17584. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17585. VARCAST_REDUCTION(80);
  17586. // Multiplicative Fixed CastTime values
  17587. if (sc->getSCE(SC_SECRAMENT))
  17588. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17589. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17590. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17591. if (sc->getSCE(SC_DANCEWITHWUG))
  17592. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17593. if (sc->getSCE(SC_HEAT_BARREL))
  17594. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17595. if (sc->getSCE(SC_FREEZING))
  17596. fixcast_r -= 50;
  17597. if (sc->getSCE(SC_SWINGDANCE))
  17598. fixcast_r = max(fixcast_r, skill_lv * 6);
  17599. // Additive Fixed CastTime values
  17600. if (sc->getSCE(SC_MANDRAGORA))
  17601. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17602. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17603. fixed -= 1000;
  17604. if (sc->getSCE(SC_IZAYOI))
  17605. fixed = 0;
  17606. if (sc->getSCE(SC_GLOOMYDAY))
  17607. fixed += skill_lv * 500;
  17608. if (sc->getSCE(SC_2011RWC_SCROLL))
  17609. VARCAST_REDUCTION(5);
  17610. }
  17611. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17612. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17613. if (varcast_r < 0)
  17614. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17615. // Apply Variable CastTime calculation by INT & DEX
  17616. if (!(flag&1))
  17617. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17618. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17619. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17620. return (int)time;
  17621. }
  17622. #endif
  17623. /*==========================================
  17624. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17625. *------------------------------------------*/
  17626. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17627. {
  17628. nullpo_ret(bl);
  17629. if (skill_id == SA_ABRACADABRA)
  17630. return 0; //Will use picked skill's delay.
  17631. if (bl->type&battle_config.no_skill_delay)
  17632. return battle_config.min_skill_delay_limit;
  17633. int delaynodex = skill_get_delaynodex(skill_id);
  17634. double time = skill_get_delay(skill_id, skill_lv);
  17635. if (time < 0)
  17636. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17637. status_change* sc = status_get_sc(bl);
  17638. // Delay reductions
  17639. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17640. case MO_TRIPLEATTACK:
  17641. case MO_CHAINCOMBO:
  17642. case MO_COMBOFINISH:
  17643. case CH_TIGERFIST:
  17644. case CH_CHAINCRUSH:
  17645. case SR_DRAGONCOMBO:
  17646. case SR_FALLENEMPIRE:
  17647. case SJ_PROMINENCEKICK:
  17648. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17649. if (time == 0)
  17650. time = 1000;
  17651. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17652. break;
  17653. #ifndef RENEWAL
  17654. case HP_BASILICA:
  17655. if (sc && !sc->getSCE(SC_BASILICA))
  17656. time = 0; // There is no Delay on Basilica creation, only on cancel
  17657. break;
  17658. #endif
  17659. default:
  17660. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17661. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17662. if (scale > 0)
  17663. time = time * scale / battle_config.castrate_dex_scale;
  17664. else //To be capped later to minimum.
  17665. time = 0;
  17666. }
  17667. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17668. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17669. if (scale > 0)
  17670. time = time * scale / battle_config.castrate_dex_scale;
  17671. else //To be capped later to minimum.
  17672. time = 0;
  17673. }
  17674. }
  17675. if (sc && sc->count) {
  17676. if (sc->getSCE(SC_SPIRIT)) {
  17677. switch (skill_id) {
  17678. case CR_SHIELDBOOMERANG:
  17679. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17680. time /= 2;
  17681. break;
  17682. case AS_SONICBLOW:
  17683. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17684. time /= 2;
  17685. break;
  17686. }
  17687. }
  17688. }
  17689. int delay = 0;
  17690. if (!(delaynodex&2)) {
  17691. if (sc && sc->count) {
  17692. if (sc->getSCE(SC_POEMBRAGI))
  17693. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17694. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17695. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17696. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17697. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17698. }
  17699. }
  17700. if (!(delaynodex&4) && bl->type == BL_PC) {
  17701. map_session_data* sd = (map_session_data*)bl;
  17702. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17703. delay += sd->bonus.delayrate;
  17704. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17705. if (it.id == skill_id) {
  17706. time += it.val;
  17707. break;
  17708. }
  17709. }
  17710. }
  17711. if (delay != 0)
  17712. time = time * (1 - (float)min(delay, 100) / 100);
  17713. if (battle_config.delay_rate != 100)
  17714. time = time * battle_config.delay_rate / 100;
  17715. //ShowInfo("Delay delayfix = %f\n",time);
  17716. return max((int)time,0);
  17717. }
  17718. /*==========================================
  17719. * Weapon Repair [Celest/DracoRPG]
  17720. *------------------------------------------*/
  17721. void skill_repairweapon( map_session_data& sd, int idx ){
  17722. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17723. ITEMID_IRON_ORE,
  17724. ITEMID_IRON,
  17725. ITEMID_STEEL,
  17726. ITEMID_ORIDECON_STONE,
  17727. #ifdef RENEWAL
  17728. 0
  17729. #endif
  17730. };
  17731. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17732. ITEMID_STEEL,
  17733. #ifdef RENEWAL
  17734. 0
  17735. #endif
  17736. };
  17737. t_itemid material = 0;
  17738. struct item *item;
  17739. map_session_data *target_sd;
  17740. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17741. return;
  17742. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17743. return;
  17744. if( idx < 0 || idx >= MAX_INVENTORY )
  17745. return; //Invalid index??
  17746. item = &target_sd->inventory.u.items_inventory[idx];
  17747. if( !item->nameid || !item->attribute )
  17748. return; //Again invalid item....
  17749. if (itemdb_ishatched_egg(item))
  17750. return;
  17751. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17752. clif_item_repaireffect( sd, idx, true );
  17753. return;
  17754. }
  17755. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17756. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17757. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17758. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17759. }
  17760. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17761. clif_skill_fail( sd, sd.menuskill_id );
  17762. return;
  17763. }
  17764. clif_skill_nodamage(&sd.bl,&target_sd->bl,sd.menuskill_id,1,1);
  17765. item->attribute = 0;/* clear broken state */
  17766. clif_equiplist(target_sd);
  17767. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17768. clif_item_repaireffect( sd, idx, false );
  17769. if( sd.status.char_id != target_sd->status.char_id )
  17770. clif_item_repaireffect( *target_sd, idx, false );
  17771. }
  17772. /*==========================================
  17773. * Item Appraisal
  17774. *------------------------------------------*/
  17775. void skill_identify(map_session_data *sd, int idx)
  17776. {
  17777. bool failure = true;
  17778. nullpo_retv(sd);
  17779. sd->state.workinprogress = WIP_DISABLE_NONE;
  17780. if(idx >= 0 && idx < MAX_INVENTORY) {
  17781. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17782. failure = false;
  17783. sd->inventory.u.items_inventory[idx].identify = 1;
  17784. }
  17785. }
  17786. clif_item_identified( *sd, idx, failure );
  17787. }
  17788. /*==========================================
  17789. * Weapon Refine [Celest]
  17790. *------------------------------------------*/
  17791. void skill_weaponrefine( map_session_data& sd, int idx ){
  17792. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17793. ITEMID_PHRACON,
  17794. ITEMID_EMVERETARCON,
  17795. ITEMID_ORIDECON,
  17796. ITEMID_ORIDECON,
  17797. #ifdef RENEWAL
  17798. 0
  17799. #endif
  17800. };
  17801. if (idx >= 0 && idx < MAX_INVENTORY)
  17802. {
  17803. struct item_data *ditem = sd.inventory_data[idx];
  17804. struct item* item = &sd.inventory.u.items_inventory[idx];
  17805. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17806. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17807. clif_skill_fail( sd, sd.menuskill_id );
  17808. return;
  17809. }
  17810. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17811. clif_upgrademessage(&sd, 2, item->nameid);
  17812. return;
  17813. }
  17814. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17815. if( i < 0 ) {
  17816. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17817. return;
  17818. }
  17819. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17820. if( info == nullptr ){
  17821. clif_skill_fail( sd, sd.menuskill_id );
  17822. return;
  17823. }
  17824. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17825. if( cost == nullptr ){
  17826. clif_skill_fail( sd, sd.menuskill_id );
  17827. return;
  17828. }
  17829. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17830. 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 );
  17831. clif_skill_fail( sd, sd.menuskill_id );
  17832. return;
  17833. }
  17834. int per = ( cost->chance / 100 );
  17835. if( sd.class_&JOBL_THIRD )
  17836. per += 10;
  17837. else
  17838. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17839. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17840. if (per > rnd() % 100) {
  17841. int ep=0;
  17842. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17843. item->refine++;
  17844. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17845. if(item->equip) {
  17846. ep = item->equip;
  17847. pc_unequipitem(&sd,idx,3);
  17848. }
  17849. clif_delitem(sd,idx,1,3);
  17850. clif_upgrademessage(&sd, 0, item->nameid);
  17851. clif_inventorylist(&sd);
  17852. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  17853. if( ditem->type == IT_WEAPON ){
  17854. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17855. }
  17856. if (ep)
  17857. pc_equipitem(&sd,idx,ep);
  17858. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  17859. if(item->refine == 10 &&
  17860. item->card[0] == CARD0_FORGE &&
  17861. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17862. { // Fame point system [DracoRPG]
  17863. switch(ditem->weapon_level){
  17864. case 1:
  17865. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17866. break;
  17867. case 2:
  17868. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17869. break;
  17870. case 3:
  17871. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17872. break;
  17873. }
  17874. }
  17875. } else {
  17876. item->refine = 0;
  17877. if(item->equip)
  17878. pc_unequipitem(&sd,idx,3);
  17879. clif_upgrademessage(&sd, 1, item->nameid);
  17880. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  17881. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17882. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17883. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  17884. clif_emotion(&sd.bl, ET_HUK);
  17885. }
  17886. }
  17887. }
  17888. }
  17889. /*==========================================
  17890. *
  17891. *------------------------------------------*/
  17892. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17893. {
  17894. nullpo_ret(sd);
  17895. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17896. return 0;
  17897. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17898. uint16 maxlv = 1;
  17899. if (skill_lv == 0 || lv == 0)
  17900. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17901. #ifdef RENEWAL
  17902. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17903. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17904. else
  17905. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17906. #else
  17907. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17908. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17909. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17910. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17911. else if(skill_lv==2) maxlv=1;
  17912. else if(skill_lv==3) maxlv=2;
  17913. else if(skill_lv>=4) maxlv=3;
  17914. }
  17915. else if(skill_id==MG_SOULSTRIKE){
  17916. if(skill_lv==5) maxlv=1;
  17917. else if(skill_lv==6) maxlv=2;
  17918. else if(skill_lv>=7) maxlv=3;
  17919. }
  17920. else if(skill_id==MG_FIREBALL){
  17921. if(skill_lv==8) maxlv=1;
  17922. else if(skill_lv>=9) maxlv=2;
  17923. }
  17924. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17925. else return 0;
  17926. #endif
  17927. maxlv = min(lv, maxlv);
  17928. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17929. skill_get_time(SA_AUTOSPELL,skill_lv));
  17930. return 0;
  17931. }
  17932. /**
  17933. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17934. * @param bl: Player object
  17935. * @param ap: va_arg list
  17936. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17937. */
  17938. static int skill_sit_count(struct block_list *bl, va_list ap)
  17939. {
  17940. map_session_data *sd = (map_session_data*)bl;
  17941. int flag = va_arg(ap, int);
  17942. if (!pc_issit(sd))
  17943. return 0;
  17944. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17945. return 1;
  17946. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17947. return 1;
  17948. return 0;
  17949. }
  17950. /**
  17951. * Triggered when a player sits down to activate bonus states.
  17952. * @param bl: Player object
  17953. * @param ap: va_arg list
  17954. * @return 0
  17955. */
  17956. static int skill_sit_in(struct block_list *bl, va_list ap)
  17957. {
  17958. map_session_data *sd = (map_session_data*)bl;
  17959. int flag = va_arg(ap, int);
  17960. if (!pc_issit(sd))
  17961. return 0;
  17962. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17963. sd->state.gangsterparadise = 1;
  17964. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17965. sd->state.rest = 1;
  17966. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17967. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17968. }
  17969. return 0;
  17970. }
  17971. /**
  17972. * Triggered when a player stands up to deactivate bonus states.
  17973. * @param bl: Player object
  17974. * @param ap: va_arg list
  17975. * @return 0
  17976. */
  17977. static int skill_sit_out(struct block_list *bl, va_list ap)
  17978. {
  17979. map_session_data *sd = (map_session_data*)bl;
  17980. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17981. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17982. return 0;
  17983. if (flag&1 && sd->state.gangsterparadise)
  17984. sd->state.gangsterparadise = 0;
  17985. if (flag&2 && sd->state.rest) {
  17986. sd->state.rest = 0;
  17987. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17988. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17989. }
  17990. return 0;
  17991. }
  17992. /**
  17993. * Toggle Sit icon and player bonuses when sitting/standing.
  17994. * @param sd: Player data
  17995. * @param sitting: True when sitting or false when standing
  17996. * @return 0
  17997. */
  17998. int skill_sit(map_session_data *sd, bool sitting)
  17999. {
  18000. int flag = 0, range = 0, lv;
  18001. nullpo_ret(sd);
  18002. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18003. flag |= 1;
  18004. range = skill_get_splash(RG_GANGSTER, lv);
  18005. }
  18006. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18007. flag |= 2;
  18008. range = skill_get_splash(TK_HPTIME, lv);
  18009. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18010. flag |= 2;
  18011. range = skill_get_splash(TK_SPTIME, lv);
  18012. }
  18013. if (sitting)
  18014. clif_status_load(&sd->bl, EFST_SIT, 1);
  18015. else
  18016. clif_status_load(&sd->bl, EFST_SIT, 0);
  18017. if (!flag) // No need to count area if no skills are learned.
  18018. return 0;
  18019. if (sitting) {
  18020. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18021. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18022. } else
  18023. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18024. return 0;
  18025. }
  18026. /*==========================================
  18027. * Do Forstjoke/Scream effect
  18028. *------------------------------------------*/
  18029. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18030. {
  18031. struct block_list *src;
  18032. uint16 skill_id,skill_lv;
  18033. t_tick tick;
  18034. nullpo_ret(bl);
  18035. nullpo_ret(src = va_arg(ap,struct block_list*));
  18036. skill_id = va_arg(ap,int);
  18037. skill_lv = va_arg(ap,int);
  18038. if(!skill_lv)
  18039. return 0;
  18040. tick = va_arg(ap,t_tick);
  18041. if (src == bl || status_isdead(bl))
  18042. return 0;
  18043. if (bl->type == BL_PC) {
  18044. map_session_data *sd = (map_session_data *)bl;
  18045. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18046. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18047. }
  18048. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18049. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18050. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18051. return 0;
  18052. }
  18053. /**
  18054. * Set map cell flag as skill unit effect
  18055. * @param src Skill unit
  18056. * @param skill_id
  18057. * @param skill_lv
  18058. * @param cell Cell type cell_t
  18059. * @param flag 0/1
  18060. */
  18061. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18062. {
  18063. int range = skill_get_unit_range(skill_id,skill_lv);
  18064. int x, y;
  18065. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18066. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18067. map_setcell(src->bl.m, x, y, cell, flag);
  18068. }
  18069. /**
  18070. * Do skill attack area (such splash effect) around the 'first' target.
  18071. * First target will skip skill condition, always receive damage. But,
  18072. * around it, still need target/condition validation by
  18073. * battle_check_target and status_check_skilluse
  18074. * @param bl
  18075. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18076. */
  18077. int skill_attack_area(struct block_list *bl, va_list ap)
  18078. {
  18079. struct block_list *src,*dsrc;
  18080. int atk_type,skill_id,skill_lv,flag,type;
  18081. t_tick tick;
  18082. if(status_isdead(bl))
  18083. return 0;
  18084. atk_type = va_arg(ap,int);
  18085. src = va_arg(ap,struct block_list*);
  18086. dsrc = va_arg(ap,struct block_list*);
  18087. skill_id = va_arg(ap,int);
  18088. skill_lv = va_arg(ap,int);
  18089. tick = va_arg(ap,t_tick);
  18090. flag = va_arg(ap,int);
  18091. type = va_arg(ap,int);
  18092. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18093. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18094. }
  18095. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18096. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18097. return 0;
  18098. switch (skill_id) {
  18099. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18100. if (src->x == bl->x && src->y == bl->y)
  18101. return 0; //Does not hit current cell
  18102. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18103. return 0;
  18104. [[fallthrough]];
  18105. case NPC_ACIDBREATH:
  18106. case NPC_DARKNESSBREATH:
  18107. case NPC_FIREBREATH:
  18108. case NPC_ICEBREATH:
  18109. case NPC_ICEBREATH2:
  18110. case NPC_THUNDERBREATH:
  18111. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18112. default:
  18113. //Area-splash, disable skill animation.
  18114. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18115. }
  18116. }
  18117. /**
  18118. * Clear skill unit group
  18119. * @param bl: Unit to check
  18120. * @param flag: Skill group to clear
  18121. */
  18122. int skill_clear_group(block_list *bl, uint8 flag)
  18123. {
  18124. nullpo_ret(bl);
  18125. unit_data *ud = unit_bl2ud(bl);
  18126. if (ud == nullptr)
  18127. return 0;
  18128. size_t count = 0;
  18129. bool deleted = false;
  18130. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18131. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18132. switch ((*it)->skill_id) {
  18133. case SA_DELUGE:
  18134. case SA_VOLCANO:
  18135. case SA_VIOLENTGALE:
  18136. case SA_LANDPROTECTOR:
  18137. case NJ_SUITON:
  18138. case NJ_KAENSIN:
  18139. case SC_CHAOSPANIC:
  18140. case MH_POISON_MIST:
  18141. case MH_LAVA_SLIDE:
  18142. if (flag & 1) {
  18143. skill_delunitgroup(*it);
  18144. count++;
  18145. deleted = true;
  18146. }
  18147. break;
  18148. case SO_CLOUD_KILL:
  18149. case NPC_CLOUD_KILL:
  18150. if (flag & 4) {
  18151. skill_delunitgroup(*it);
  18152. count++;
  18153. deleted = true;
  18154. }
  18155. break;
  18156. case SO_WARMER:
  18157. if (flag & 8) {
  18158. skill_delunitgroup(*it);
  18159. count++;
  18160. deleted = true;
  18161. }
  18162. break;
  18163. default:
  18164. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18165. skill_delunitgroup(*it);
  18166. count++;
  18167. deleted = true;
  18168. }
  18169. break;
  18170. }
  18171. }
  18172. return static_cast<int>(count);
  18173. }
  18174. /**
  18175. * Returns the first element field found [Skotlex]
  18176. * @param bl
  18177. * @return s_skill_unit_group
  18178. */
  18179. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18180. {
  18181. nullpo_ret(bl);
  18182. unit_data *ud = unit_bl2ud(bl);
  18183. if (ud == nullptr)
  18184. return nullptr;
  18185. for (const auto su : ud->skillunits) {
  18186. switch (su->skill_id) {
  18187. case SA_DELUGE:
  18188. case SA_VOLCANO:
  18189. case SA_VIOLENTGALE:
  18190. case SA_LANDPROTECTOR:
  18191. case NJ_SUITON:
  18192. case SO_CLOUD_KILL:
  18193. case NPC_CLOUD_KILL:
  18194. case SO_WARMER:
  18195. case SC_CHAOSPANIC:
  18196. case MH_POISON_MIST:
  18197. case MH_LAVA_SLIDE:
  18198. return su;
  18199. }
  18200. }
  18201. return nullptr;
  18202. }
  18203. /// Graffiti cleaner [Valaris]
  18204. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18205. {
  18206. struct skill_unit *unit = nullptr;
  18207. int remove = va_arg(ap, int);
  18208. nullpo_retr(0, bl);
  18209. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18210. return 0;
  18211. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18212. if (remove == 1)
  18213. skill_delunit(unit);
  18214. return 1;
  18215. }
  18216. return 0;
  18217. }
  18218. /// Greed effect
  18219. int skill_greed(struct block_list *bl, va_list ap)
  18220. {
  18221. struct block_list *src;
  18222. map_session_data *sd = nullptr;
  18223. struct flooritem_data *fitem = nullptr;
  18224. nullpo_ret(bl);
  18225. nullpo_ret(src = va_arg(ap, struct block_list *));
  18226. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18227. pc_takeitem(sd, fitem);
  18228. return 0;
  18229. }
  18230. /// Ranger's Detonator [Jobbie/3CeAM]
  18231. int skill_detonator(struct block_list *bl, va_list ap)
  18232. {
  18233. nullpo_ret(bl);
  18234. if (bl->type != BL_SKILL)
  18235. return 0;
  18236. block_list *src = va_arg(ap, block_list *);
  18237. skill_unit *unit = (skill_unit *)bl;
  18238. if (unit == nullptr)
  18239. return 0;
  18240. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18241. if (group == nullptr || group->src_id != src->id)
  18242. return 0;
  18243. int unit_id = group->unit_id;
  18244. switch( unit_id )
  18245. { //List of Hunter and Ranger Traps that can be detonate.
  18246. case UNT_BLASTMINE:
  18247. case UNT_SANDMAN:
  18248. case UNT_CLAYMORETRAP:
  18249. case UNT_TALKIEBOX:
  18250. case UNT_CLUSTERBOMB:
  18251. case UNT_FIRINGTRAP:
  18252. case UNT_ICEBOUNDTRAP:
  18253. switch(unit_id) {
  18254. case UNT_TALKIEBOX:
  18255. clif_talkiebox(bl,group->valstr);
  18256. group->val2 = -1;
  18257. break;
  18258. case UNT_CLAYMORETRAP:
  18259. case UNT_FIRINGTRAP:
  18260. case UNT_ICEBOUNDTRAP:
  18261. 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);
  18262. break;
  18263. default:
  18264. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18265. break;
  18266. }
  18267. if (unit->group == nullptr)
  18268. return 0;
  18269. clif_changetraplook(bl, UNT_USED_TRAPS);
  18270. group->unit_id = UNT_USED_TRAPS;
  18271. group->limit = DIFF_TICK(gettick(),group->tick) +
  18272. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18273. break;
  18274. }
  18275. return 0;
  18276. }
  18277. /**
  18278. * Calculate Royal Guard's Banding bonus
  18279. * @param sd: Player data
  18280. * @return Number of Royal Guard
  18281. */
  18282. int skill_banding_count(map_session_data *sd)
  18283. {
  18284. nullpo_ret(sd);
  18285. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18286. }
  18287. /**
  18288. * Rebellion's Bind Trap explosion
  18289. * @author [Cydh]
  18290. */
  18291. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18292. struct skill_unit *su = nullptr;
  18293. struct block_list *src = nullptr;
  18294. nullpo_ret(bl);
  18295. src = va_arg(ap,struct block_list *);
  18296. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18297. return 0;
  18298. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18299. return 0;
  18300. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18301. clif_changetraplook(bl, UNT_USED_TRAPS);
  18302. su->group->unit_id = UNT_USED_TRAPS;
  18303. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18304. return 1;
  18305. }
  18306. /*==========================================
  18307. * Check new skill unit cell when overlapping in other skill unit cell.
  18308. * Catched skill in cell value pushed to *unit pointer.
  18309. * Set (*alive) to 0 will ends 'new unit' check
  18310. *------------------------------------------*/
  18311. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18312. {
  18313. uint16 skill_id;
  18314. int *alive;
  18315. struct skill_unit *unit;
  18316. skill_id = va_arg(ap,int);
  18317. alive = va_arg(ap,int *);
  18318. unit = (struct skill_unit *)bl;
  18319. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18320. return 0;
  18321. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18322. return 0;
  18323. switch (skill_id) {
  18324. case SA_LANDPROTECTOR: {
  18325. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18326. (*alive) = 0;
  18327. skill_delunit(unit);
  18328. return 1;
  18329. }
  18330. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18331. //It deletes everything except traps and barriers
  18332. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18333. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18334. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18335. skill_delunitgroup(unit->group);
  18336. } else
  18337. skill_delunit(unit);
  18338. return 1;
  18339. }
  18340. }
  18341. break;
  18342. case GN_CRAZYWEED_ATK:
  18343. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18344. break;
  18345. [[fallthrough]];
  18346. case HW_GANBANTEIN:
  18347. case LG_EARTHDRIVE:
  18348. // Officially songs/dances are removed
  18349. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18350. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18351. skill_delunitgroup(unit->group);
  18352. } else
  18353. skill_delunit(unit);
  18354. return 1;
  18355. case SA_VOLCANO:
  18356. case SA_DELUGE:
  18357. case SA_VIOLENTGALE:
  18358. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18359. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18360. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18361. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18362. {
  18363. (*alive) = 0;
  18364. return 1;
  18365. }
  18366. /*
  18367. switch (unit->group->skill_id)
  18368. { //These cannot override each other.
  18369. case SA_VOLCANO:
  18370. case SA_DELUGE:
  18371. case SA_VIOLENTGALE:
  18372. (*alive) = 0;
  18373. return 1;
  18374. }
  18375. */
  18376. break;
  18377. case PF_FOGWALL:
  18378. switch(unit->group->skill_id) {
  18379. case SA_VOLCANO: //Can't be placed on top of these
  18380. case SA_VIOLENTGALE:
  18381. (*alive) = 0;
  18382. return 1;
  18383. case SA_DELUGE:
  18384. case NJ_SUITON:
  18385. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18386. (*alive) = 2;
  18387. break;
  18388. }
  18389. break;
  18390. case WZ_WATERBALL:
  18391. switch (unit->group->skill_id) {
  18392. case SA_DELUGE:
  18393. case NJ_SUITON:
  18394. //Consumes deluge/suiton
  18395. skill_delunit(unit);
  18396. return 1;
  18397. }
  18398. break;
  18399. case WZ_ICEWALL:
  18400. #ifndef RENEWAL
  18401. case HP_BASILICA:
  18402. case HW_GRAVITATION:
  18403. #endif
  18404. //These can't be placed on top of themselves (duration can't be refreshed)
  18405. if (unit->group->skill_id == skill_id)
  18406. {
  18407. (*alive) = 0;
  18408. return 1;
  18409. }
  18410. break;
  18411. case RL_FIRE_RAIN: {
  18412. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18413. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18414. if (uf[UF_RANGEDSINGLEUNIT]) {
  18415. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18416. skill_delunitgroup(unit->group);
  18417. } else
  18418. skill_delunit(unit);
  18419. return 1;
  18420. }
  18421. }
  18422. break;
  18423. }
  18424. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18425. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18426. (*alive) = 0;
  18427. return 1;
  18428. }
  18429. return 0;
  18430. }
  18431. /*==========================================
  18432. * Splash effect for skill unit 'trap type'.
  18433. * Chance triggered when damaged, timeout, or char step on it.
  18434. *------------------------------------------*/
  18435. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18436. {
  18437. struct block_list *src = va_arg(ap,struct block_list *);
  18438. struct skill_unit *unit = nullptr;
  18439. t_tick tick = va_arg(ap,t_tick);
  18440. struct block_list *ss; //Skill src bl
  18441. nullpo_ret(src);
  18442. unit = (struct skill_unit *)src;
  18443. if (!unit || !unit->alive || bl->prev == nullptr)
  18444. return 0;
  18445. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18446. if (sg == nullptr)
  18447. return 0;
  18448. nullpo_ret(ss = map_id2bl(sg->src_id));
  18449. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18450. return 0;
  18451. switch (sg->unit_id) {
  18452. case UNT_B_TRAP:
  18453. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18454. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18455. break;
  18456. case UNT_SHOCKWAVE:
  18457. case UNT_SANDMAN:
  18458. case UNT_FLASHER:
  18459. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18460. break;
  18461. case UNT_GROUNDDRIFT_WIND:
  18462. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18463. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18464. break;
  18465. case UNT_GROUNDDRIFT_DARK:
  18466. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18467. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18468. break;
  18469. case UNT_GROUNDDRIFT_POISON:
  18470. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18471. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18472. break;
  18473. case UNT_GROUNDDRIFT_WATER:
  18474. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18475. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18476. break;
  18477. case UNT_GROUNDDRIFT_FIRE:
  18478. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18479. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18480. break;
  18481. case UNT_ELECTRICSHOCKER:
  18482. if (bl->id != ss->id) {
  18483. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18484. break;
  18485. 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)) {
  18486. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18487. clif_fixpos( *bl );
  18488. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18489. }
  18490. }
  18491. break;
  18492. case UNT_MAGENTATRAP:
  18493. case UNT_COBALTTRAP:
  18494. case UNT_MAIZETRAP:
  18495. case UNT_VERDURETRAP:
  18496. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18497. struct status_data *status = status_get_status_data(bl);
  18498. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18499. status->ele_lv = (unsigned char)sg->skill_lv;
  18500. }
  18501. break;
  18502. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18503. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18504. break;
  18505. case UNT_FIRINGTRAP:
  18506. case UNT_ICEBOUNDTRAP:
  18507. if( src->id == bl->id ) break;
  18508. if( bl->type == BL_SKILL ) {
  18509. struct skill_unit *su = (struct skill_unit *)bl;
  18510. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18511. break;
  18512. }
  18513. [[fallthrough]];
  18514. case UNT_CLUSTERBOMB:
  18515. if( ss != bl )
  18516. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18517. break;
  18518. case UNT_CLAYMORETRAP:
  18519. if( src->id == bl->id ) break;
  18520. if( bl->type == BL_SKILL ) {
  18521. struct skill_unit *su = (struct skill_unit *)bl;
  18522. if (!su)
  18523. return 0;
  18524. switch(su->group->unit_id) {
  18525. case UNT_CLAYMORETRAP:
  18526. case UNT_LANDMINE:
  18527. case UNT_BLASTMINE:
  18528. case UNT_SHOCKWAVE:
  18529. case UNT_SANDMAN:
  18530. case UNT_FLASHER:
  18531. case UNT_FREEZINGTRAP:
  18532. case UNT_FIRINGTRAP:
  18533. case UNT_ICEBOUNDTRAP:
  18534. clif_changetraplook(bl, UNT_USED_TRAPS);
  18535. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18536. su->group->unit_id = UNT_USED_TRAPS;
  18537. break;
  18538. }
  18539. }
  18540. [[fallthrough]];
  18541. default: {
  18542. int split_count = 0;
  18543. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18544. 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));
  18545. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18546. }
  18547. break;
  18548. }
  18549. return 1;
  18550. }
  18551. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18552. {
  18553. uint16 skill_id, skill_lv;
  18554. struct skill_unit *unit;
  18555. nullpo_ret(bl);
  18556. skill_id = va_arg(ap,int);
  18557. skill_lv = va_arg(ap,int);
  18558. unit = (struct skill_unit *)bl;
  18559. if( unit == nullptr || unit->group == nullptr )
  18560. return 0;
  18561. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18562. return 0;
  18563. if( unit->group->skill_id == SC_MAELSTROM ) {
  18564. struct block_list *src;
  18565. if( (src = map_id2bl(unit->group->src_id)) ){
  18566. int sp = unit->group->skill_lv * skill_lv;
  18567. if( src->type == BL_PC )
  18568. sp += ((TBL_PC*)src)->status.job_level / 5;
  18569. status_heal(src, 0, sp/2, 1);
  18570. }
  18571. }
  18572. return 0;
  18573. }
  18574. /**
  18575. * Check cloaking condition
  18576. * @param bl
  18577. * @param sce
  18578. * @return True if near wall; False otherwise
  18579. */
  18580. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18581. {
  18582. bool wall = true;
  18583. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18584. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18585. { //Check for walls.
  18586. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18587. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18588. int i;
  18589. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18590. if( i == 8 )
  18591. wall = false;
  18592. }
  18593. if( sce ) {
  18594. if( !wall ) {
  18595. if( sce->val1 < 3 ) //End cloaking.
  18596. status_change_end(bl, SC_CLOAKING);
  18597. else if( sce->val4&1 ) { //Remove wall bonus
  18598. sce->val4&=~1;
  18599. status_calc_bl(bl, { SCB_SPEED });
  18600. }
  18601. } else {
  18602. if( !(sce->val4&1) ) { //Add wall speed bonus
  18603. sce->val4|=1;
  18604. status_calc_bl(bl, { SCB_SPEED });
  18605. }
  18606. }
  18607. }
  18608. return wall;
  18609. }
  18610. /** Check Shadow Form on the target
  18611. * @param bl: Target
  18612. * @param damage: Damage amount
  18613. * @param hit
  18614. * @return true - in Shadow Form state; false - otherwise
  18615. */
  18616. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18617. {
  18618. status_change *sc;
  18619. nullpo_retr(false,bl);
  18620. if (!damage)
  18621. return false;
  18622. sc = status_get_sc(bl);
  18623. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18624. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18625. if( !src || src->m != bl->m ) {
  18626. status_change_end(bl, SC__SHADOWFORM);
  18627. return false;
  18628. }
  18629. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18630. if( src->type == BL_PC )
  18631. ((TBL_PC*)src)->shadowform_id = 0;
  18632. status_change_end(bl, SC__SHADOWFORM);
  18633. return false;
  18634. }
  18635. 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);
  18636. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18637. status_change_end(bl, SC__SHADOWFORM);
  18638. if( src->type == BL_PC )
  18639. ((TBL_PC*)src)->shadowform_id = 0;
  18640. }
  18641. return true;
  18642. }
  18643. return false;
  18644. }
  18645. /**
  18646. * Check camouflage condition
  18647. * @param bl
  18648. * @param sce
  18649. * @return True if near wall; False otherwise
  18650. * @TODO: Seems wrong
  18651. */
  18652. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18653. {
  18654. bool wall = true;
  18655. if( bl->type == BL_PC ) { //Check for walls.
  18656. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18657. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18658. int i;
  18659. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18660. if( i == 8 )
  18661. wall = false;
  18662. }
  18663. if( sce ) {
  18664. if( !wall && sce->val1 < 3 ) //End camouflage.
  18665. status_change_end(bl, SC_CAMOUFLAGE);
  18666. status_calc_bl(bl, { SCB_SPEED });
  18667. }
  18668. return wall;
  18669. }
  18670. /**
  18671. * Process skill unit visibilty for single BL in area
  18672. * @param bl
  18673. * @param ap
  18674. * @author [Cydh]
  18675. **/
  18676. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18677. struct skill_unit *su = nullptr;
  18678. struct block_list *src = nullptr;
  18679. unsigned int party1 = 0;
  18680. bool visible = true;
  18681. nullpo_ret(bl);
  18682. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18683. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18684. party1 = va_arg(ap, unsigned int);
  18685. if (src != bl) {
  18686. unsigned int party2 = status_get_party_id(bl);
  18687. if (!party1 || !party2 || party1 != party2)
  18688. visible = false;
  18689. }
  18690. clif_getareachar_skillunit(bl, su, SELF, visible);
  18691. return 1;
  18692. }
  18693. /**
  18694. * Check for skill unit visibilty in area on
  18695. * - skill first placement
  18696. * - skill moved (knocked back, moved dance)
  18697. * @param su Skill unit
  18698. * @param target Affected target for this visibility @see enum send_target
  18699. * @author [Cydh]
  18700. **/
  18701. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18702. nullpo_retv(su);
  18703. if (!su->hidden) // It's not hidden, just do this!
  18704. clif_getareachar_skillunit(&su->bl, su, target, true);
  18705. else {
  18706. struct block_list *src = battle_get_master(&su->bl);
  18707. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18708. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18709. }
  18710. }
  18711. /**
  18712. * Check for skill unit visibilty on single BL on insight/spawn action
  18713. * @param su Skill unit
  18714. * @param bl Block list
  18715. * @author [Cydh]
  18716. **/
  18717. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18718. bool visible = true;
  18719. struct block_list *src = nullptr;
  18720. nullpo_retv(bl);
  18721. nullpo_retv(su);
  18722. nullpo_retv((src = battle_get_master(&su->bl)));
  18723. if (su->hidden && src != bl) {
  18724. unsigned int party1 = status_get_party_id(src);
  18725. unsigned int party2 = status_get_party_id(bl);
  18726. if (!party1 || !party2 || party1 != party2)
  18727. visible = false;
  18728. }
  18729. clif_getareachar_skillunit(bl, su, SELF, visible);
  18730. }
  18731. /**
  18732. * Initialize new skill unit for skill unit group.
  18733. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18734. * @param group Skill unit group
  18735. * @param idx
  18736. * @param x
  18737. * @param y
  18738. * @param val1
  18739. * @param val2
  18740. */
  18741. 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)
  18742. {
  18743. if (group == nullptr || group->unit == nullptr)
  18744. return nullptr;
  18745. skill_unit *unit = &group->unit[idx];
  18746. if (unit == nullptr)
  18747. return nullptr;
  18748. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18749. return unit;
  18750. if(!unit->alive)
  18751. group->alive_count++;
  18752. unit->bl.id = map_get_new_object_id();
  18753. unit->bl.type = BL_SKILL;
  18754. unit->bl.m = group->map;
  18755. unit->bl.x = x;
  18756. unit->bl.y = y;
  18757. unit->group = group;
  18758. unit->alive = 1;
  18759. unit->val1 = val1;
  18760. unit->val2 = val2;
  18761. unit->hidden = hidden;
  18762. // Stores new skill unit
  18763. idb_put(skillunit_db, unit->bl.id, unit);
  18764. map_addiddb(&unit->bl);
  18765. if(map_addblock(&unit->bl))
  18766. return nullptr;
  18767. // Perform oninit actions
  18768. switch (group->skill_id) {
  18769. case WZ_ICEWALL:
  18770. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18771. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18772. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18773. break;
  18774. case SA_LANDPROTECTOR:
  18775. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18776. break;
  18777. #ifndef RENEWAL
  18778. case HP_BASILICA:
  18779. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18780. break;
  18781. #endif
  18782. case SC_MAELSTROM:
  18783. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18784. break;
  18785. default:
  18786. if (group->state.song_dance&0x1) //Check for dissonance.
  18787. skill_dance_overlap(unit, 1);
  18788. break;
  18789. }
  18790. skill_getareachar_skillunit_visibilty(unit, AREA);
  18791. return unit;
  18792. }
  18793. /**
  18794. * Remove unit
  18795. * @param unit
  18796. */
  18797. int skill_delunit(struct skill_unit* unit)
  18798. {
  18799. nullpo_ret(unit);
  18800. if( !unit->alive )
  18801. return 0;
  18802. unit->alive = 0;
  18803. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18804. if (group == nullptr)
  18805. return 0;
  18806. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18807. skill_dance_overlap(unit, 0);
  18808. // invoke onout event
  18809. if( !unit->range )
  18810. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18811. // perform ondelete actions
  18812. switch (group->skill_id) {
  18813. case HT_ANKLESNARE:
  18814. case SC_ESCAPE:
  18815. {
  18816. struct block_list* target = map_id2bl(group->val2);
  18817. if( target )
  18818. status_change_end(target, SC_ANKLE);
  18819. }
  18820. break;
  18821. case WZ_ICEWALL:
  18822. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18823. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18824. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18825. break;
  18826. case SA_LANDPROTECTOR:
  18827. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18828. break;
  18829. #ifndef RENEWAL
  18830. case HP_BASILICA:
  18831. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18832. break;
  18833. #endif
  18834. case RA_ELECTRICSHOCKER: {
  18835. struct block_list* target = map_id2bl(group->val2);
  18836. if( target )
  18837. status_change_end(target, SC_ELECTRICSHOCKER);
  18838. }
  18839. break;
  18840. case SC_MAELSTROM:
  18841. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18842. break;
  18843. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18844. if( group->val2 ) { // Someone Traped
  18845. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18846. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18847. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18848. }
  18849. break;
  18850. }
  18851. clif_skill_delunit( *unit );
  18852. unit->group=nullptr;
  18853. map_delblock(&unit->bl); // don't free yet
  18854. map_deliddb(&unit->bl);
  18855. idb_remove(skillunit_db, unit->bl.id);
  18856. if(--group->alive_count==0)
  18857. skill_delunitgroup(group);
  18858. return 0;
  18859. }
  18860. 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*
  18861. /// Returns the target s_skill_unit_group or nullptr if not found.
  18862. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18863. return util::umap_find(skillunit_group_db, group_id);
  18864. }
  18865. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18866. /**
  18867. * Returns a new group_id that isn't being used in skillunit_group_db.
  18868. * Fatal error if nothing is available.
  18869. */
  18870. static int skill_get_new_group_id(void)
  18871. {
  18872. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18873. return skill_unit_group_newid++;// available
  18874. {// find next id
  18875. int base_id = skill_unit_group_newid;
  18876. while( base_id != ++skill_unit_group_newid )
  18877. {
  18878. if( skill_unit_group_newid < MAX_SKILL )
  18879. skill_unit_group_newid = MAX_SKILL;
  18880. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18881. return skill_unit_group_newid++;// available
  18882. }
  18883. // full loop, nothing available
  18884. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18885. exit(1);
  18886. }
  18887. }
  18888. /**
  18889. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18890. * @param src Object that cast the skill
  18891. * @param count How many 'cells' used that needed. Related with skill layout
  18892. * @param skill_id ID of used skill
  18893. * @param skill_lv Skill level of used skill
  18894. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18895. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18896. * @param interval Time interval
  18897. * @return s_skill_unit_group
  18898. */
  18899. 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)
  18900. {
  18901. nullpo_retr(nullptr, src);
  18902. unit_data *ud = unit_bl2ud(src);
  18903. nullpo_retr(nullptr, ud);
  18904. if (skill_id == 0 || skill_lv == 0)
  18905. return 0;
  18906. auto group = std::make_shared<s_skill_unit_group>();
  18907. group->src_id = src->id;
  18908. group->party_id = status_get_party_id(src);
  18909. group->guild_id = status_get_guild_id(src);
  18910. group->bg_id = bg_team_get_id(src);
  18911. group->group_id = skill_get_new_group_id();
  18912. group->link_group_id = 0;
  18913. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18914. group->unit_count = count;
  18915. group->alive_count = 0;
  18916. group->val1 = 0;
  18917. group->val2 = 0;
  18918. group->val3 = 0;
  18919. group->skill_id = skill_id;
  18920. group->skill_lv = skill_lv;
  18921. group->unit_id = unit_id;
  18922. group->map = src->m;
  18923. group->limit = limit;
  18924. group->interval = interval;
  18925. group->tick = gettick();
  18926. group->valstr = nullptr;
  18927. ud->skillunits.push_back(group);
  18928. // Stores this new group
  18929. skillunit_group_db.insert({ group->group_id, group });
  18930. return group;
  18931. }
  18932. /**
  18933. * Remove skill unit group
  18934. * @param group
  18935. * @param file
  18936. * @param line
  18937. * @param *func
  18938. */
  18939. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18940. {
  18941. struct block_list* src;
  18942. struct unit_data *ud;
  18943. short i;
  18944. int link_group_id;
  18945. if( group == nullptr ) {
  18946. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18947. return 0;
  18948. }
  18949. src = map_id2bl(group->src_id);
  18950. ud = unit_bl2ud(src);
  18951. if (!src || !ud) {
  18952. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18953. return 0;
  18954. }
  18955. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18956. switch( group->skill_id ) {
  18957. case BA_DISSONANCE:
  18958. case BA_POEMBRAGI:
  18959. case BA_WHISTLE:
  18960. case BA_ASSASSINCROSS:
  18961. case BA_APPLEIDUN:
  18962. case DC_UGLYDANCE:
  18963. case DC_HUMMING:
  18964. case DC_DONTFORGETME:
  18965. case DC_FORTUNEKISS:
  18966. case DC_SERVICEFORYOU:
  18967. case NC_NEUTRALBARRIER:
  18968. case NC_STEALTHFIELD:
  18969. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18970. break;
  18971. }
  18972. }
  18973. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18974. status_change* sc = status_get_sc(src);
  18975. if (sc && sc->getSCE(SC_DANCING)) {
  18976. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18977. status_change_end(src, SC_DANCING);
  18978. }
  18979. }
  18980. // End SC from the master when the skill group is deleted
  18981. i = SC_NONE;
  18982. switch (group->unit_id) {
  18983. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18984. #ifndef RENEWAL
  18985. case UNT_BASILICA: i = SC_BASILICA; break;
  18986. #endif
  18987. }
  18988. if (i != SC_NONE) {
  18989. status_change *sc = status_get_sc(src);
  18990. if (sc && sc->getSCE(i)) {
  18991. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18992. status_change_end(src, (sc_type)i);
  18993. }
  18994. }
  18995. switch( group->skill_id ) {
  18996. case PF_SPIDERWEB:
  18997. {
  18998. struct block_list* target = map_id2bl(group->val2);
  18999. status_change *sc;
  19000. bool removed = true;
  19001. //Clear group id from status change
  19002. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19003. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19004. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19005. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19006. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19007. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19008. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19009. else //Group was already removed in status_change_end, don't call it again!
  19010. removed = false;
  19011. //The last group was cleared, end status change
  19012. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19013. status_change_end(target, SC_SPIDERWEB);
  19014. }
  19015. }
  19016. break;
  19017. case SG_SUN_WARM:
  19018. case SG_MOON_WARM:
  19019. case SG_STAR_WARM: {
  19020. status_change *sc = status_get_sc(src);
  19021. if (sc && sc->getSCE(SC_WARM)) {
  19022. sc->getSCE(SC_WARM)->val4 = 0;
  19023. status_change_end(src, SC_WARM);
  19024. }
  19025. }
  19026. break;
  19027. case LG_BANDING: {
  19028. status_change *sc = status_get_sc(src);
  19029. if (sc && sc->getSCE(SC_BANDING)) {
  19030. sc->getSCE(SC_BANDING)->val4 = 0;
  19031. status_change_end(src, SC_BANDING);
  19032. }
  19033. }
  19034. break;
  19035. case NC_NEUTRALBARRIER:
  19036. {
  19037. status_change *sc = nullptr;
  19038. if( (sc = status_get_sc(src)) != nullptr ) {
  19039. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19040. {
  19041. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19042. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19043. }
  19044. status_change_end(src,SC_NEUTRALBARRIER);
  19045. }
  19046. }
  19047. break;
  19048. case NC_STEALTHFIELD:
  19049. {
  19050. status_change *sc = nullptr;
  19051. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19052. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19053. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19054. }
  19055. }
  19056. break;
  19057. }
  19058. if (src->type==BL_PC && group->state.ammo_consume)
  19059. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19060. group->alive_count=0;
  19061. // remove all unit cells
  19062. if(group->unit != nullptr)
  19063. for( int j = 0; j < group->unit_count; j++ )
  19064. skill_delunit(&group->unit[j]);
  19065. // clear Talkie-box string
  19066. if( group->valstr != nullptr ) {
  19067. aFree(group->valstr);
  19068. group->valstr = nullptr;
  19069. }
  19070. link_group_id = group->link_group_id;
  19071. if (skillunit_group_db.erase(group->group_id) != 1)
  19072. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19073. util::vector_erase_if_exists(ud->skillunits, group);
  19074. if(link_group_id) {
  19075. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19076. if(group_cur)
  19077. skill_delunitgroup(group_cur);
  19078. }
  19079. return 1;
  19080. }
  19081. /**
  19082. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19083. * @param src
  19084. */
  19085. void skill_clear_unitgroup(struct block_list *src)
  19086. {
  19087. nullpo_retv(src);
  19088. unit_data *ud = unit_bl2ud(src);
  19089. nullpo_retv(ud);
  19090. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19091. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19092. skill_delunitgroup(*it);
  19093. }
  19094. }
  19095. /**
  19096. * Search tickset for skill unit in skill unit group
  19097. * @param bl Block List for skill_unit
  19098. * @param group Skill unit group
  19099. * @param tick
  19100. * @return skill_unit_group_tickset if found
  19101. */
  19102. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19103. {
  19104. int i, j = -1, s, id;
  19105. struct unit_data *ud;
  19106. struct skill_unit_group_tickset *set;
  19107. nullpo_ret(bl);
  19108. if (group->interval == -1)
  19109. return nullptr;
  19110. ud = unit_bl2ud(bl);
  19111. if (!ud)
  19112. return nullptr;
  19113. set = ud->skillunittick;
  19114. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19115. id = s = group->skill_id;
  19116. else
  19117. id = s = group->group_id;
  19118. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19119. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19120. if (set[k].id == id)
  19121. return &set[k];
  19122. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19123. j=k;
  19124. }
  19125. if (j == -1) {
  19126. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19127. j = id % MAX_SKILLUNITGROUPTICKSET;
  19128. }
  19129. set[j].id = id;
  19130. set[j].tick = tick;
  19131. return &set[j];
  19132. }
  19133. /*==========================================
  19134. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19135. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19136. *------------------------------------------*/
  19137. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19138. {
  19139. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19140. t_tick tick = va_arg(ap,t_tick);
  19141. nullpo_ret(unit);
  19142. if( !unit->alive || bl->prev == nullptr )
  19143. return 0;
  19144. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19145. if (group == nullptr)
  19146. return 0;
  19147. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19148. 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)) )
  19149. return 0; //AoE skills are ineffective. [Skotlex]
  19150. #ifdef RENEWAL
  19151. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19152. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19153. return 0;
  19154. #endif
  19155. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19156. return 0;
  19157. skill_unit_onplace_timer(unit,bl,tick);
  19158. return 1;
  19159. }
  19160. /**
  19161. * @see DBApply
  19162. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19163. */
  19164. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19165. {
  19166. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19167. t_tick tick = va_arg(ap,t_tick);
  19168. bool dissonance;
  19169. struct block_list* bl = &unit->bl;
  19170. nullpo_ret(unit);
  19171. if( !unit->alive )
  19172. return 0;
  19173. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19174. if (group == nullptr)
  19175. return 0;
  19176. // Check for expiration
  19177. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19178. {// skill unit expired (inlined from skill_unit_onlimit())
  19179. switch( group->unit_id ) {
  19180. case UNT_ICEWALL:
  19181. unit->val1 -= 50; // icewall loses 50 hp every second
  19182. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19183. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19184. if( unit->val1 <= 0 )
  19185. skill_delunit(unit);
  19186. break;
  19187. case UNT_BLASTMINE:
  19188. #ifdef RENEWAL
  19189. case UNT_CLAYMORETRAP:
  19190. #endif
  19191. case UNT_GROUNDDRIFT_WIND:
  19192. case UNT_GROUNDDRIFT_DARK:
  19193. case UNT_GROUNDDRIFT_POISON:
  19194. case UNT_GROUNDDRIFT_WATER:
  19195. case UNT_GROUNDDRIFT_FIRE:
  19196. group->unit_id = UNT_USED_TRAPS;
  19197. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19198. group->limit=DIFF_TICK(tick+1500,group->tick);
  19199. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19200. break;
  19201. case UNT_ANKLESNARE:
  19202. case UNT_ELECTRICSHOCKER:
  19203. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19204. skill_delunit(unit);
  19205. break;
  19206. }
  19207. [[fallthrough]];
  19208. case UNT_SKIDTRAP:
  19209. case UNT_LANDMINE:
  19210. case UNT_SHOCKWAVE:
  19211. case UNT_SANDMAN:
  19212. case UNT_FLASHER:
  19213. case UNT_FREEZINGTRAP:
  19214. #ifndef RENEWAL
  19215. case UNT_CLAYMORETRAP:
  19216. #endif
  19217. case UNT_TALKIEBOX:
  19218. case UNT_CLUSTERBOMB:
  19219. case UNT_MAGENTATRAP:
  19220. case UNT_COBALTTRAP:
  19221. case UNT_MAIZETRAP:
  19222. case UNT_VERDURETRAP:
  19223. case UNT_FIRINGTRAP:
  19224. case UNT_ICEBOUNDTRAP:
  19225. {
  19226. struct block_list* src;
  19227. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19228. { // revert unit back into a trap
  19229. struct item item_tmp;
  19230. memset(&item_tmp,0,sizeof(item_tmp));
  19231. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19232. item_tmp.identify = 1;
  19233. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19234. }
  19235. skill_delunit(unit);
  19236. }
  19237. break;
  19238. case UNT_WARP_ACTIVE:
  19239. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19240. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19241. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19242. // restart timers
  19243. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19244. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19245. // apply effect to all units standing on it
  19246. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19247. break;
  19248. case UNT_CALLFAMILY:
  19249. {
  19250. map_session_data *sd = nullptr;
  19251. if(group->val1) {
  19252. sd = map_charid2sd(group->val1);
  19253. group->val1 = 0;
  19254. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19255. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19256. }
  19257. if(group->val2) {
  19258. sd = map_charid2sd(group->val2);
  19259. group->val2 = 0;
  19260. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19261. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19262. }
  19263. skill_delunit(unit);
  19264. }
  19265. break;
  19266. case UNT_REVERBERATION:
  19267. case UNT_NETHERWORLD:
  19268. if( unit->val1 <= 0 ) { // If it was deactivated.
  19269. skill_delunit(unit);
  19270. break;
  19271. }
  19272. clif_changetraplook(bl,UNT_USED_TRAPS);
  19273. if (group->unit_id == UNT_REVERBERATION)
  19274. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19275. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19276. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19277. group->unit_id = UNT_USED_TRAPS;
  19278. break;
  19279. case UNT_FEINTBOMB: {
  19280. struct block_list *src = map_id2bl(group->src_id);
  19281. if (src)
  19282. 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);
  19283. skill_delunit(unit);
  19284. }
  19285. break;
  19286. case UNT_BANDING:
  19287. {
  19288. struct block_list *src = map_id2bl(group->src_id);
  19289. status_change *sc;
  19290. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19291. skill_delunit(unit);
  19292. break;
  19293. }
  19294. // This unit isn't removed while SC_BANDING is active.
  19295. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19296. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19297. }
  19298. break;
  19299. case UNT_B_TRAP:
  19300. {
  19301. struct block_list* src;
  19302. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19303. struct item item_tmp;
  19304. memset(&item_tmp, 0, sizeof(item_tmp));
  19305. item_tmp.nameid = group->item_id;
  19306. item_tmp.identify = 1;
  19307. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19308. }
  19309. skill_delunit(unit);
  19310. }
  19311. break;
  19312. default:
  19313. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19314. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19315. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19316. // Deal damage before expiration
  19317. break;
  19318. }
  19319. skill_delunit(unit);
  19320. break;
  19321. }
  19322. } else {// skill unit is still active
  19323. switch( group->unit_id ) {
  19324. case UNT_BLASTMINE:
  19325. case UNT_SKIDTRAP:
  19326. case UNT_LANDMINE:
  19327. case UNT_SHOCKWAVE:
  19328. case UNT_SANDMAN:
  19329. case UNT_FLASHER:
  19330. case UNT_CLAYMORETRAP:
  19331. case UNT_FREEZINGTRAP:
  19332. case UNT_TALKIEBOX:
  19333. case UNT_ANKLESNARE:
  19334. case UNT_B_TRAP:
  19335. if( unit->val1 <= 0 ) {
  19336. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19337. skill_delunit(unit);
  19338. else {
  19339. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19340. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19341. group->unit_id = UNT_USED_TRAPS;
  19342. }
  19343. }
  19344. break;
  19345. case UNT_REVERBERATION:
  19346. case UNT_NETHERWORLD:
  19347. if (unit->val1 <= 0) {
  19348. clif_changetraplook(bl,UNT_USED_TRAPS);
  19349. if (group->unit_id == UNT_REVERBERATION)
  19350. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19351. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19352. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19353. group->unit_id = UNT_USED_TRAPS;
  19354. }
  19355. break;
  19356. case UNT_WALLOFTHORN:
  19357. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19358. skill_delunitgroup(group);
  19359. break;
  19360. }
  19361. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19362. skill_delunit(unit);
  19363. break;
  19364. case UNT_SANCTUARY:
  19365. if (group->val1 <= 0) {
  19366. skill_delunitgroup(group);
  19367. }
  19368. break;
  19369. default:
  19370. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19371. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19372. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19373. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19374. // Unit will expire the next interval, start dropping Meteor
  19375. block_list *src = map_id2bl(group->src_id);
  19376. if (src != nullptr) {
  19377. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19378. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19379. else
  19380. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19381. group->val2 = 1;
  19382. }
  19383. }
  19384. // No damage until expiration
  19385. return 0;
  19386. }
  19387. break;
  19388. }
  19389. }
  19390. //Don't continue if unit or even group is expired and has been deleted.
  19391. if( !group || !unit->alive )
  19392. return 0;
  19393. dissonance = skill_dance_switch(unit, 0);
  19394. if( unit->range >= 0 && group->interval != -1 )
  19395. {
  19396. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19397. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19398. group->unit_id = UNT_USED_TRAPS;
  19399. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19400. unit->range = -1; //Disable processed cell.
  19401. if (--group->val1 <= 0) { // number of live cells
  19402. //All tiles were processed, disable skill.
  19403. group->target_flag=BCT_NOONE;
  19404. group->bl_flag= BL_NUL;
  19405. }
  19406. }
  19407. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19408. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19409. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19410. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19411. skill_delunit(unit);
  19412. return 0;
  19413. }
  19414. }
  19415. if( dissonance )
  19416. skill_dance_switch(unit, 1);
  19417. return 0;
  19418. }
  19419. /*==========================================
  19420. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19421. *------------------------------------------*/
  19422. TIMER_FUNC(skill_unit_timer){
  19423. map_freeblock_lock();
  19424. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19425. map_freeblock_unlock();
  19426. return 0;
  19427. }
  19428. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19429. /*==========================================
  19430. * flag :
  19431. * 1 : store that skill_unit in array
  19432. * 2 : clear that skill_unit
  19433. * 4 : call_on_left
  19434. *------------------------------------------*/
  19435. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19436. {
  19437. struct skill_unit* unit = (struct skill_unit *)bl;
  19438. struct block_list* target = va_arg(ap,struct block_list*);
  19439. t_tick tick = va_arg(ap,t_tick);
  19440. int flag = va_arg(ap,int);
  19441. bool dissonance;
  19442. uint16 skill_id;
  19443. nullpo_ret(unit);
  19444. nullpo_ret(target);
  19445. if( !unit->alive || target->prev == nullptr )
  19446. return 0;
  19447. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19448. if (group == nullptr)
  19449. return 0;
  19450. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19451. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19452. dissonance = skill_dance_switch(unit, 0);
  19453. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19454. skill_id = group->skill_id;
  19455. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19456. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19457. if( dissonance ) {
  19458. skill_dance_switch(unit, 1);
  19459. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19460. }
  19461. return 0;
  19462. }
  19463. //Target-type check.
  19464. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19465. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19466. if( flag&1 ) {
  19467. if( flag&2 ) { //Clear this skill id.
  19468. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19469. }
  19470. } else {
  19471. if( flag&2 ) { //Store this skill id.
  19472. skill_unit_cell.push_back(skill_id);
  19473. }
  19474. }
  19475. if( flag&4 )
  19476. skill_unit_onleft(skill_id,target,tick);
  19477. }
  19478. if( dissonance )
  19479. skill_dance_switch(unit, 1);
  19480. return 0;
  19481. } else {
  19482. if( flag&1 ) {
  19483. int result = skill_unit_onplace(unit,target,tick);
  19484. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19485. util::vector_erase_if_exists(skill_unit_cell, result);
  19486. }
  19487. } else {
  19488. int result = skill_unit_onout(unit,target,tick);
  19489. if( flag&2 && result > 0 ) { //Store this unit id.
  19490. skill_unit_cell.push_back(skill_id);
  19491. }
  19492. }
  19493. //TODO: Normally, this is dangerous since the unit and group could be freed
  19494. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19495. //cells do not get deleted within them. [Skotlex]
  19496. if( dissonance )
  19497. skill_dance_switch(unit, 1);
  19498. if( flag&4 )
  19499. skill_unit_onleft(skill_id,target,tick);
  19500. return 1;
  19501. }
  19502. }
  19503. /*==========================================
  19504. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19505. * Flag values:
  19506. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19507. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19508. * units to figure out when they have left a group.
  19509. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19510. *------------------------------------------*/
  19511. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19512. {
  19513. nullpo_ret(bl);
  19514. if( bl->prev == nullptr )
  19515. return 0;
  19516. if( flag&2 && !(flag&1) ) //Onout, clear data
  19517. skill_unit_cell.clear();
  19518. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19519. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19520. for (const auto &it : skill_unit_cell) {
  19521. skill_unit_onleft(it, bl, tick);
  19522. }
  19523. }
  19524. return 0;
  19525. }
  19526. /*==========================================
  19527. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19528. * @param bl Skill unit
  19529. * @param m Map
  19530. * @param dx
  19531. * @param dy
  19532. *------------------------------------------*/
  19533. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19534. t_tick tick = gettick();
  19535. struct skill_unit *su;
  19536. if (bl->type != BL_SKILL)
  19537. return;
  19538. if (!(su = (struct skill_unit *)bl))
  19539. return;
  19540. if (!su->alive)
  19541. return;
  19542. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19543. return; //Ensembles may not be moved around.
  19544. if (!bl->prev) {
  19545. bl->x = dx;
  19546. bl->y = dy;
  19547. return;
  19548. }
  19549. map_moveblock(bl, dx, dy, tick);
  19550. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19551. skill_getareachar_skillunit_visibilty(su, AREA);
  19552. return;
  19553. }
  19554. /**
  19555. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19556. * @param group Skill Group
  19557. * @param m Map
  19558. * @param dx
  19559. * @param dy
  19560. */
  19561. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19562. {
  19563. int i, j;
  19564. t_tick tick = gettick();
  19565. int *m_flag;
  19566. struct skill_unit *unit1;
  19567. struct skill_unit *unit2;
  19568. if (group == nullptr)
  19569. return;
  19570. if (group->unit_count <= 0)
  19571. return;
  19572. if (group->unit == nullptr)
  19573. return;
  19574. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19575. return; //Ensembles may not be moved around.
  19576. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19577. // m_flag
  19578. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19579. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19580. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19581. // 3: Both 1+2.
  19582. for(i = 0; i < group->unit_count; i++) {
  19583. unit1 =& group->unit[i];
  19584. if (!unit1->alive || unit1->bl.m != m)
  19585. continue;
  19586. for(j = 0; j < group->unit_count; j++) {
  19587. unit2 = &group->unit[j];
  19588. if (!unit2->alive)
  19589. continue;
  19590. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19591. m_flag[i] |= 0x1;
  19592. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19593. m_flag[i] |= 0x2;
  19594. }
  19595. }
  19596. j = 0;
  19597. for (i = 0; i < group->unit_count; i++) {
  19598. unit1 = &group->unit[i];
  19599. if (!unit1->alive)
  19600. continue;
  19601. if (!(m_flag[i]&0x2)) {
  19602. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19603. skill_dance_overlap(unit1, 0);
  19604. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19605. }
  19606. //Move Cell using "smart" criteria (avoid useless moving around)
  19607. switch(m_flag[i]) {
  19608. case 0:
  19609. //Cell moves independently, safely move it.
  19610. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19611. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19612. break;
  19613. case 1:
  19614. //Cell moves unto another cell, look for a replacement cell that won't collide
  19615. //and has no cell moving into it (flag == 2)
  19616. for(; j < group->unit_count; j++) {
  19617. int dx2, dy2;
  19618. if(m_flag[j] != 2 || !group->unit[j].alive)
  19619. continue;
  19620. //Move to where this cell would had moved.
  19621. unit2 = &group->unit[j];
  19622. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19623. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19624. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19625. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19626. j++; //Skip this cell as we have used it.
  19627. break;
  19628. }
  19629. break;
  19630. case 2:
  19631. case 3:
  19632. break; //Don't move the cell as a cell will end on this tile anyway.
  19633. }
  19634. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19635. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19636. skill_dance_overlap(unit1, 1);
  19637. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19638. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19639. }
  19640. }
  19641. aFree(m_flag);
  19642. }
  19643. /**
  19644. * Checking product requirement in player's inventory.
  19645. * Checking if player has the item or not, the amount, and the weight limit.
  19646. * @param sd Player
  19647. * @param nameid Product requested
  19648. * @param trigger Trigger criteria to match will 'ItemLv'
  19649. * @param qty Amount of item will be created
  19650. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19651. */
  19652. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19653. {
  19654. nullpo_ret(sd);
  19655. if (!item_db.exists(nameid))
  19656. return 0;
  19657. short i, j;
  19658. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19659. if (skill_produce_db[i].nameid == nameid) {
  19660. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19661. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19662. continue; // must iterate again to check other skills that produce it. [malufett]
  19663. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19664. continue; // special case
  19665. break;
  19666. }
  19667. }
  19668. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19669. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19670. return 0;
  19671. }
  19672. if (i >= MAX_SKILL_PRODUCE_DB)
  19673. return 0;
  19674. // Cannot carry the produced stuff
  19675. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19676. return 0;
  19677. // Matching the requested produce list
  19678. if (trigger >= 0) {
  19679. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19680. if (skill_produce_db[i].itemlv != trigger)
  19681. return 0;
  19682. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19683. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19684. return 0;
  19685. } else { // Weapon (itemlv must be higher or equal)
  19686. if (skill_produce_db[i].itemlv > trigger)
  19687. return 0;
  19688. }
  19689. }
  19690. // Check on player's inventory
  19691. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19692. t_itemid nameid_produce;
  19693. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19694. continue;
  19695. if (skill_produce_db[i].mat_amount[j] == 0) {
  19696. if (pc_search_inventory(sd,nameid_produce) < 0)
  19697. return 0;
  19698. } else {
  19699. unsigned short idx, amt;
  19700. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19701. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19702. amt += sd->inventory.u.items_inventory[idx].amount;
  19703. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19704. return 0;
  19705. }
  19706. }
  19707. return i + 1;
  19708. }
  19709. /**
  19710. * Attempt to produce an item
  19711. * @param sd Player
  19712. * @param skill_id Skill used
  19713. * @param nameid Requested product
  19714. * @param slot1
  19715. * @param slot2
  19716. * @param slot3
  19717. * @param qty Amount of requested item
  19718. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19719. * @return True is success, False if failed
  19720. */
  19721. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19722. {
  19723. int slot[3];
  19724. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19725. int num = -1; // exclude the recipe
  19726. struct status_data *status;
  19727. nullpo_ret(sd);
  19728. status = status_get_status_data(&sd->bl);
  19729. if( sd->skill_id_old == skill_id )
  19730. skill_lv = sd->skill_lv_old;
  19731. if (produce_idx == -1) {
  19732. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19733. return false;
  19734. idx--;
  19735. }
  19736. else
  19737. idx = produce_idx;
  19738. if (qty < 1)
  19739. qty = 1;
  19740. if (!skill_id) //A skill can be specified for some override cases.
  19741. skill_id = skill_produce_db[idx].req_skill;
  19742. if( skill_id == GC_RESEARCHNEWPOISON )
  19743. skill_id = GC_CREATENEWPOISON;
  19744. slot[0] = slot1;
  19745. slot[1] = slot2;
  19746. slot[2] = slot3;
  19747. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19748. short j;
  19749. if (slot[i] <= 0)
  19750. continue;
  19751. j = pc_search_inventory(sd,slot[i]);
  19752. if (j < 0)
  19753. continue;
  19754. if (slot[i] == ITEMID_STAR_CRUMB) {
  19755. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19756. sc++;
  19757. }
  19758. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19759. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19760. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19761. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19762. }
  19763. }
  19764. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19765. short x, j;
  19766. t_itemid id = skill_produce_db[idx].mat_id[i];
  19767. if (!item_db.exists(id))
  19768. continue;
  19769. num++;
  19770. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19771. do {
  19772. int y = 0;
  19773. j = pc_search_inventory(sd,id);
  19774. if (j >= 0) {
  19775. y = sd->inventory.u.items_inventory[j].amount;
  19776. if (y > x)
  19777. y = x;
  19778. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19779. } else {
  19780. ShowError("skill_produce_mix: material item error\n");
  19781. return false;
  19782. }
  19783. x -= y;
  19784. } while( j >= 0 && x > 0 );
  19785. }
  19786. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19787. wlv = itemdb_wlv(nameid);
  19788. else
  19789. wlv = 0;
  19790. if (!equip) {
  19791. switch (skill_id) {
  19792. case BS_IRON:
  19793. case BS_STEEL:
  19794. case BS_ENCHANTEDSTONE:
  19795. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19796. i = pc_checkskill(sd,skill_id);
  19797. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19798. switch (nameid) {
  19799. case ITEMID_IRON:
  19800. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19801. break;
  19802. case ITEMID_STEEL:
  19803. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19804. break;
  19805. case ITEMID_STAR_CRUMB:
  19806. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19807. break;
  19808. default: // Enchanted Stones
  19809. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19810. break;
  19811. }
  19812. break;
  19813. case ASC_CDP:
  19814. make_per = (2000 + 40*status->dex + 20*status->luk);
  19815. break;
  19816. case AL_HOLYWATER:
  19817. case AB_ANCILLA:
  19818. make_per = 100000; //100% success
  19819. break;
  19820. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19821. case AM_TWILIGHT1:
  19822. case AM_TWILIGHT2:
  19823. case AM_TWILIGHT3:
  19824. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19825. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19826. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19827. if (hom_is_active(sd->hd)) {//Player got a homun
  19828. int skill;
  19829. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19830. make_per += skill*100; //+1% bonus per level
  19831. }
  19832. switch(nameid){
  19833. case ITEMID_RED_POTION:
  19834. case ITEMID_YELLOW_POTION:
  19835. case ITEMID_WHITE_POTION:
  19836. make_per += (1+rnd()%100)*10 + 2000;
  19837. break;
  19838. case ITEMID_ALCOHOL:
  19839. make_per += (1+rnd()%100)*10 + 1000;
  19840. break;
  19841. case ITEMID_FIRE_BOTTLE:
  19842. case ITEMID_ACID_BOTTLE:
  19843. case ITEMID_MAN_EATER_BOTTLE:
  19844. case ITEMID_MINI_BOTTLE:
  19845. make_per += (1+rnd()%100)*10;
  19846. break;
  19847. case ITEMID_YELLOW_SLIM_POTION:
  19848. make_per -= (1+rnd()%50)*10;
  19849. break;
  19850. case ITEMID_WHITE_SLIM_POTION:
  19851. case ITEMID_COATING_BOTTLE:
  19852. make_per -= (1+rnd()%100)*10;
  19853. break;
  19854. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19855. case ITEMID_BLUE_POTION:
  19856. case ITEMID_RED_SLIM_POTION:
  19857. case ITEMID_ANODYNE:
  19858. case ITEMID_ALOEBERA:
  19859. default:
  19860. break;
  19861. }
  19862. if (battle_config.pp_rate != 100)
  19863. make_per = make_per * battle_config.pp_rate / 100;
  19864. break;
  19865. case SA_CREATECON: // Elemental Converter Creation
  19866. make_per = 100000; // should be 100% success rate
  19867. break;
  19868. case RK_RUNEMASTERY: {
  19869. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19870. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19871. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19872. int D = 0;
  19873. switch (nameid) { //rune rank it_diff 9 craftable rune
  19874. case ITEMID_BERKANA:
  19875. D = -2000;
  19876. break; //Rank S
  19877. case ITEMID_NAUTHIZ:
  19878. case ITEMID_URUZ:
  19879. D = -1500;
  19880. break; //Rank A
  19881. case ITEMID_ISA:
  19882. case ITEMID_WYRD:
  19883. D = -1000;
  19884. break; //Rank B
  19885. case ITEMID_RAIDO:
  19886. case ITEMID_THURISAZ:
  19887. case ITEMID_HAGALAZ:
  19888. case ITEMID_OTHILA:
  19889. D = -500;
  19890. break; //Rank C
  19891. default:
  19892. D = -1500;
  19893. break; //not specified =-15%
  19894. }
  19895. make_per = A + B + C + D;
  19896. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19897. if (runemastery_skill_lv > 9)
  19898. qty = 2 + rnd() % 5; // 2~6
  19899. else if (runemastery_skill_lv > 4)
  19900. qty = 2 + rnd() % 3; // 2~4
  19901. else
  19902. qty = 2;
  19903. }
  19904. break;
  19905. case GC_CREATENEWPOISON:
  19906. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19907. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19908. break;
  19909. case GN_CHANGEMATERIAL:
  19910. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19911. if (skill_changematerial_db[i].nameid == nameid) {
  19912. make_per = skill_changematerial_db[i].rate * 10;
  19913. break;
  19914. }
  19915. }
  19916. break;
  19917. case GN_S_PHARMACY:
  19918. {
  19919. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19920. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19921. switch (nameid) { // Item difficulty factor
  19922. case ITEMID_HP_INCREASE_POTION_SMALL:
  19923. case ITEMID_SP_INCREASE_POTION_SMALL:
  19924. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19925. difficulty += 10;
  19926. break;
  19927. case ITEMID_BOMB_MUSHROOM_SPORE:
  19928. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19929. difficulty += 15;
  19930. break;
  19931. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19932. case ITEMID_SP_INCREASE_POTION_LARGE:
  19933. case ITEMID_VITATA500:
  19934. difficulty += 20;
  19935. break;
  19936. case ITEMID_SEED_OF_HORNY_PLANT:
  19937. case ITEMID_BLOODSUCK_PLANT_SEED:
  19938. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19939. difficulty += 30;
  19940. break;
  19941. case ITEMID_HP_INCREASE_POTION_LARGE:
  19942. case ITEMID_CURE_FREE:
  19943. difficulty += 40;
  19944. break;
  19945. }
  19946. 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) +
  19947. 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))
  19948. make_per -= difficulty;
  19949. qty = production_count[skill_lv - 1];
  19950. // Determine quantity from difficulty
  19951. if (make_per < 1)
  19952. qty -= 6;
  19953. else if (make_per < 100)
  19954. qty -= 5;
  19955. else if (make_per < 300)
  19956. qty -= 4;
  19957. else if (make_per < 400)
  19958. qty -= 3;
  19959. make_per = 100000; // Adjust success back to 100% for crafting
  19960. }
  19961. break;
  19962. case GN_MAKEBOMB:
  19963. case GN_MIX_COOKING:
  19964. {
  19965. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19966. switch (nameid) { // Item difficulty factor
  19967. // GN_MAKEBOMB
  19968. case ITEMID_APPLE_BOMB:
  19969. difficulty += 5;
  19970. break;
  19971. case ITEMID_COCONUT_BOMB:
  19972. case ITEMID_MELON_BOMB:
  19973. difficulty += 10;
  19974. break;
  19975. case ITEMID_PINEAPPLE_BOMB:
  19976. difficulty += 15;
  19977. break;
  19978. case ITEMID_BANANA_BOMB:
  19979. difficulty += 20;
  19980. break;
  19981. // GN_MIX_COOKING
  19982. case ITEMID_SAVAGE_FULL_ROAST:
  19983. case ITEMID_COCKTAIL_WARG_BLOOD:
  19984. case ITEMID_MINOR_STEW:
  19985. case ITEMID_SIROMA_ICED_TEA:
  19986. case ITEMID_DROSERA_HERB_SALAD:
  19987. case ITEMID_PETITE_TAIL_NOODLES:
  19988. difficulty += 15;
  19989. break;
  19990. }
  19991. 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)
  19992. if (skill_lv > 1) {
  19993. make_per -= difficulty;
  19994. // Determine quantity from difficulty
  19995. if (make_per >= 30)
  19996. qty = 10 + rnd() % 2;
  19997. else if (make_per >= 10)
  19998. qty = 10;
  19999. else if (make_per >= -10)
  20000. qty = 8;
  20001. else if (make_per >= -30)
  20002. qty = 5;
  20003. else
  20004. qty = 0;
  20005. } else {
  20006. if (make_per < difficulty)
  20007. qty = 0;
  20008. }
  20009. make_per = 100000; // Adjust success back to 100% for crafting
  20010. }
  20011. break;
  20012. case MT_M_MACHINE:
  20013. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20014. if (skill_id == MT_M_MACHINE)
  20015. qty = 7 + skill_lv;
  20016. else // BO_BIONIC_PHARMACY
  20017. qty = 10 + skill_lv;
  20018. make_per = 100000;
  20019. break;
  20020. default:
  20021. if (sd->menuskill_id == AM_PHARMACY &&
  20022. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20023. { //Assume Cooking Dish
  20024. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20025. make_per = 10000; //100% Success
  20026. else
  20027. make_per = 1200 * (sd->menuskill_val - 10)
  20028. + 20 * (sd->status.base_level + 1)
  20029. + 20 * (status->dex + 1)
  20030. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20031. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20032. - 10 * (100 - status->luk + 1)
  20033. - 500 * (num - 1)
  20034. - 100 * (rnd()%4 + 1);
  20035. break;
  20036. }
  20037. make_per = 5000;
  20038. break;
  20039. }
  20040. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20041. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20042. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20043. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20044. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20045. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20046. if( wlv >= 3 ){
  20047. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20048. }
  20049. // Element Stone: -20%
  20050. if( ele ){
  20051. make_per -= 2000;
  20052. }
  20053. // Star Crumb: -15% each
  20054. make_per -= sc * 1500;
  20055. // Weapon level malus: -0/-10/-20/-30
  20056. if( wlv > 1 ){
  20057. make_per -= ( wlv * 1000 );
  20058. }
  20059. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20060. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20061. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20062. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20063. if (battle_config.wp_rate != 100)
  20064. make_per = make_per * battle_config.wp_rate / 100;
  20065. }
  20066. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20067. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20068. if (make_per < 1) make_per = 1;
  20069. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20070. struct item tmp_item;
  20071. memset(&tmp_item,0,sizeof(tmp_item));
  20072. tmp_item.nameid = nameid;
  20073. tmp_item.amount = 1;
  20074. tmp_item.identify = 1;
  20075. if (equip) {
  20076. tmp_item.card[0] = CARD0_FORGE;
  20077. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20078. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20079. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20080. } else {
  20081. //Flag is only used on the end, so it can be used here. [Skotlex]
  20082. switch (skill_id) {
  20083. case BS_DAGGER:
  20084. case BS_SWORD:
  20085. case BS_TWOHANDSWORD:
  20086. case BS_AXE:
  20087. case BS_MACE:
  20088. case BS_KNUCKLE:
  20089. case BS_SPEAR:
  20090. flag = battle_config.produce_item_name_input&0x1;
  20091. break;
  20092. case AM_PHARMACY:
  20093. case AM_TWILIGHT1:
  20094. case AM_TWILIGHT2:
  20095. case AM_TWILIGHT3:
  20096. flag = battle_config.produce_item_name_input&0x2;
  20097. break;
  20098. case AL_HOLYWATER:
  20099. case AB_ANCILLA:
  20100. flag = battle_config.produce_item_name_input&0x8;
  20101. break;
  20102. case ASC_CDP:
  20103. flag = battle_config.produce_item_name_input&0x10;
  20104. break;
  20105. default:
  20106. flag = battle_config.produce_item_name_input&0x80;
  20107. break;
  20108. }
  20109. if (flag) {
  20110. tmp_item.card[0] = CARD0_CREATE;
  20111. tmp_item.card[1] = 0;
  20112. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20113. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20114. }
  20115. }
  20116. // if(log_config.produce > 0)
  20117. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20118. //TODO update PICKLOG
  20119. if (equip) {
  20120. clif_produceeffect(sd,0,nameid);
  20121. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20122. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20123. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20124. } else {
  20125. int fame = 0;
  20126. tmp_item.amount = 0;
  20127. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20128. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20129. tmp_item.amount = qty;
  20130. break;
  20131. }
  20132. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20133. tmp_item.amount++;
  20134. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20135. continue;
  20136. if (skill_id != AM_PHARMACY &&
  20137. skill_id != AM_TWILIGHT1 &&
  20138. skill_id != AM_TWILIGHT2 &&
  20139. skill_id != AM_TWILIGHT3)
  20140. continue;
  20141. //Add fame as needed.
  20142. switch(++sd->potion_success_counter) {
  20143. case 3:
  20144. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20145. break;
  20146. case 5:
  20147. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20148. break;
  20149. case 7:
  20150. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20151. break;
  20152. case 10:
  20153. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20154. sd->potion_success_counter = 0;
  20155. break;
  20156. }
  20157. } else //Failure
  20158. sd->potion_success_counter = 0;
  20159. }
  20160. if (fame)
  20161. pc_addfame(*sd, fame);
  20162. //Visual effects and the like.
  20163. switch (skill_id) {
  20164. case AM_PHARMACY:
  20165. case AM_TWILIGHT1:
  20166. case AM_TWILIGHT2:
  20167. case AM_TWILIGHT3:
  20168. case ASC_CDP:
  20169. case GC_CREATENEWPOISON:
  20170. clif_produceeffect(sd,2,nameid);
  20171. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20172. break;
  20173. case BS_IRON:
  20174. case BS_STEEL:
  20175. case BS_ENCHANTEDSTONE:
  20176. clif_produceeffect(sd,0,nameid);
  20177. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20178. break;
  20179. default: //Those that don't require a skill?
  20180. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20181. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20182. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20183. }
  20184. break;
  20185. }
  20186. }
  20187. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20188. int j, k = 0, l;
  20189. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20190. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20191. if (skill_changematerial_db[i].nameid == nameid){
  20192. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20193. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20194. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20195. tmp_item.amount = (isStackable ? total_qty : 1);
  20196. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20197. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20198. clif_additem(sd,0,0,flag);
  20199. if( battle_config.skill_drop_items_full ){
  20200. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20201. }
  20202. }
  20203. }
  20204. k++;
  20205. }
  20206. }
  20207. break;
  20208. }
  20209. }
  20210. if (k) {
  20211. clif_produceeffect(sd,6,nameid);
  20212. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20213. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20214. return true;
  20215. }
  20216. } else if (tmp_item.amount) { //Success
  20217. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20218. clif_additem(sd,0,0,flag);
  20219. if( battle_config.skill_drop_items_full ){
  20220. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20221. }
  20222. }
  20223. switch (skill_id) {
  20224. case RK_RUNEMASTERY:
  20225. clif_produceeffect(sd, 4, nameid);
  20226. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20227. break;
  20228. case GN_MIX_COOKING:
  20229. case GN_MAKEBOMB:
  20230. case GN_S_PHARMACY:
  20231. clif_produceeffect(sd, 6, nameid);
  20232. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20233. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20234. break;
  20235. case MT_M_MACHINE:
  20236. clif_produceeffect(sd, 0, nameid);
  20237. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20238. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20239. break;
  20240. case BO_BIONIC_PHARMACY:
  20241. clif_produceeffect(sd, 2, nameid);
  20242. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20243. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20244. break;
  20245. }
  20246. return true;
  20247. }
  20248. }
  20249. //Failure
  20250. // if(log_config.produce)
  20251. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20252. //TODO update PICKLOG
  20253. if (equip) {
  20254. clif_produceeffect(sd,1,nameid);
  20255. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20256. } else {
  20257. switch (skill_id) {
  20258. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20259. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20260. [[fallthrough]];
  20261. case AM_PHARMACY:
  20262. case AM_TWILIGHT1:
  20263. case AM_TWILIGHT2:
  20264. case AM_TWILIGHT3:
  20265. case GC_CREATENEWPOISON:
  20266. clif_produceeffect(sd,3,nameid);
  20267. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20268. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20269. break;
  20270. case BS_IRON:
  20271. case BS_STEEL:
  20272. case BS_ENCHANTEDSTONE:
  20273. clif_produceeffect(sd,1,nameid);
  20274. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20275. break;
  20276. case RK_RUNEMASTERY:
  20277. clif_produceeffect(sd,5,nameid);
  20278. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20279. break;
  20280. case GN_MIX_COOKING:
  20281. if (qty == 0) {
  20282. item tmp_item;
  20283. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20284. int rate = rnd() % 1000 + 1;
  20285. memset(&tmp_item, 0, sizeof(tmp_item));
  20286. if (rate < 500)
  20287. i = 0;
  20288. else if (rate < 750)
  20289. i = 1;
  20290. else if (rate < 850)
  20291. i = 2;
  20292. else if (rate < 950)
  20293. i = 3;
  20294. else
  20295. i = 4;
  20296. tmp_item.nameid = compensation[i];
  20297. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20298. tmp_item.identify = 1;
  20299. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20300. clif_additem(sd,0,0,flag);
  20301. if( battle_config.skill_drop_items_full ){
  20302. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20303. }
  20304. }
  20305. clif_produceeffect(sd,7,nameid);
  20306. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20307. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20308. }
  20309. break;
  20310. case GN_MAKEBOMB:
  20311. case GN_S_PHARMACY:
  20312. case GN_CHANGEMATERIAL:
  20313. clif_produceeffect(sd,7,nameid);
  20314. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20315. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20316. break;
  20317. case MT_M_MACHINE:
  20318. clif_produceeffect(sd, 1, nameid);
  20319. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20320. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20321. break;
  20322. case BO_BIONIC_PHARMACY:
  20323. clif_produceeffect(sd, 3, nameid);
  20324. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20325. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20326. break;
  20327. default:
  20328. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20329. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20330. // todo: What in the world is this calculation
  20331. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20332. }
  20333. break;
  20334. }
  20335. }
  20336. return false;
  20337. }
  20338. /**
  20339. * Attempt to create arrow by specified material
  20340. * @param sd Player
  20341. * @param nameid Item ID of material
  20342. * @return True if created, False is failed
  20343. */
  20344. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20345. {
  20346. nullpo_ret(sd);
  20347. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20348. return false;
  20349. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20350. for (const auto &it : skill_arrow_db) {
  20351. if (nameid == it.second->nameid) {
  20352. arrow = it.second;
  20353. break;
  20354. }
  20355. }
  20356. short j;
  20357. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20358. return false;
  20359. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20360. for (const auto &it : arrow->created) {
  20361. char flag = 0;
  20362. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20363. continue;
  20364. struct item tmp_item = { 0 };
  20365. tmp_item.identify = 1;
  20366. tmp_item.nameid = it.first;
  20367. tmp_item.amount = it.second;
  20368. if (battle_config.produce_item_name_input&0x4) {
  20369. tmp_item.card[0] = CARD0_CREATE;
  20370. tmp_item.card[1] = 0;
  20371. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20372. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20373. }
  20374. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20375. clif_additem(sd,0,0,flag);
  20376. if( battle_config.skill_drop_items_full )
  20377. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20378. }
  20379. }
  20380. return true;
  20381. }
  20382. /**
  20383. * Enchant weapon with poison
  20384. * @param sd Player
  20385. * @nameid Item ID of poison type
  20386. */
  20387. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20388. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20389. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20390. return;
  20391. }
  20392. sc_type type;
  20393. int chance;
  20394. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20395. char output[CHAT_SIZE_MAX];
  20396. const char *msg;
  20397. switch( nameid ) {
  20398. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20399. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20400. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20401. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20402. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20403. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20404. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20405. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20406. default:
  20407. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20408. return;
  20409. }
  20410. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20411. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20412. 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
  20413. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20414. 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
  20415. sprintf(output, msg_txt(&sd,721), msg);
  20416. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20417. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20418. clif_msg(&sd,msg);
  20419. #endif*/
  20420. }
  20421. /**
  20422. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20423. * @param bl: Object
  20424. * @param skill_id: Skill invoking to determine if Magic type
  20425. */
  20426. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20427. {
  20428. status_change *sc = status_get_sc(bl);
  20429. // non-offensive and non-magic skills do not affect the status
  20430. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20431. return;
  20432. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20433. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20434. status_change_end(bl, SC_MAGICPOWER);
  20435. } else {
  20436. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20437. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20438. if(bl->type == BL_PC){// update current display.
  20439. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20440. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20441. }
  20442. }
  20443. }
  20444. }
  20445. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20446. int x, y, i, class_, skill;
  20447. struct mob_data *md;
  20448. skill = sd.menuskill_val;
  20449. 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) ) {
  20450. clif_skill_fail( sd, NC_MAGICDECOY );
  20451. return;
  20452. }
  20453. // Spawn Position
  20454. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20455. x = sd.sc.comet_x;
  20456. y = sd.sc.comet_y;
  20457. sd.sc.comet_x = 0;
  20458. sd.sc.comet_y = 0;
  20459. sd.menuskill_val = 0;
  20460. // Item picked decides the mob class
  20461. switch(nameid) {
  20462. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20463. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20464. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20465. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20466. default:
  20467. clif_skill_fail( sd, NC_MAGICDECOY );
  20468. return;
  20469. }
  20470. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20471. if( md ) {
  20472. struct unit_data *ud = unit_bl2ud(&md->bl);
  20473. md->master_id = sd.bl.id;
  20474. md->special_state.ai = AI_FAW;
  20475. if(ud) {
  20476. ud->skill_id = NC_MAGICDECOY;
  20477. ud->skill_lv = skill;
  20478. }
  20479. if( md->deletetimer != INVALID_TIMER )
  20480. delete_timer(md->deletetimer, mob_timer_delete);
  20481. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20482. mob_spawn(md);
  20483. }
  20484. }
  20485. /**
  20486. * Process Warlock Spellbooks
  20487. * @param sd: Player data
  20488. * @param nameid: Spellbook item used
  20489. */
  20490. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20491. if (reading_spellbook_db.empty())
  20492. return;
  20493. status_change *sc = status_get_sc(&sd.bl);
  20494. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20495. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20496. break;
  20497. if (i == SC_MAXSPELLBOOK) {
  20498. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20499. return;
  20500. }
  20501. }
  20502. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20503. if (spell == nullptr)
  20504. return;
  20505. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20506. if (skill_lv == 0) { // Caster hasn't learned the skill
  20507. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20508. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20509. return;
  20510. }
  20511. uint16 points = spell->points;
  20512. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20513. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20514. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20515. return;
  20516. }
  20517. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20518. if (!sc->getSCE(i)) {
  20519. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20520. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20521. break;
  20522. }
  20523. }
  20524. } else {
  20525. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20526. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20527. }
  20528. // Reading Spell Book SP cost same as the sealed spell.
  20529. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20530. }
  20531. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20532. int lv, prob, aslvl = 0;
  20533. uint16 id, sk_idx = 0;
  20534. if (sd.sc.getSCE(SC_STOP)) {
  20535. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20536. status_change_end(&sd.bl,SC_STOP);
  20537. }
  20538. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20539. return;
  20540. 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 ) {
  20541. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20542. return;
  20543. }
  20544. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20545. lv = min(lv,sd.status.skill[sk_idx].lv);
  20546. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20547. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20548. }
  20549. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20550. nullpo_ret(item_list);
  20551. if( n <= 0 )
  20552. return 1;
  20553. for( int i = 0; i < n; i++ ) {
  20554. t_itemid nameid, product;
  20555. int add_amount, del_amount, idx;
  20556. struct item tmp_item;
  20557. idx = item_list[i*2+0]-2;
  20558. if( idx < 0 || idx >= MAX_INVENTORY ){
  20559. return 1;
  20560. }
  20561. del_amount = item_list[i*2+1];
  20562. if( skill_lv == 2 )
  20563. del_amount -= (del_amount % 10);
  20564. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20565. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20566. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20567. return 1;
  20568. }
  20569. switch( nameid ) {
  20570. // Level 1
  20571. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20572. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20573. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20574. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20575. // Level 2
  20576. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20577. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20578. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20579. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20580. default:
  20581. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20582. return 1;
  20583. }
  20584. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20585. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20586. return 1;
  20587. }
  20588. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20589. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20590. return 1;
  20591. }
  20592. memset(&tmp_item,0,sizeof(tmp_item));
  20593. tmp_item.nameid = product;
  20594. tmp_item.amount = add_amount;
  20595. tmp_item.identify = 1;
  20596. if( tmp_item.amount ) {
  20597. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20598. if( flag != 0 ) {
  20599. clif_additem(&sd,0,0,flag);
  20600. if( battle_config.skill_drop_items_full )
  20601. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  20602. }
  20603. }
  20604. }
  20605. return 0;
  20606. }
  20607. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20608. int i, j, k, c, p = 0, amount;
  20609. t_itemid nameid;
  20610. nullpo_ret(sd);
  20611. nullpo_ret(item_list);
  20612. // Search for objects that can be created.
  20613. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20614. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20615. p = 0;
  20616. do {
  20617. c = 0;
  20618. // Verification of overlap between the objects required and the list submitted.
  20619. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20620. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20621. for( k = 0; k < n; k++ ) {
  20622. int idx = item_list[k*2+0]-2;
  20623. if( idx < 0 || idx >= MAX_INVENTORY ){
  20624. return 0;
  20625. }
  20626. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20627. amount = item_list[k*2+1];
  20628. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20629. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  20630. return 0;
  20631. }
  20632. 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]
  20633. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20634. c++; // match
  20635. }
  20636. }
  20637. else
  20638. break; // No more items required
  20639. }
  20640. p++;
  20641. } while(n == j && c == n);
  20642. p--;
  20643. if ( p > 0 ) {
  20644. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20645. return 1;
  20646. }
  20647. }
  20648. }
  20649. if( p == 0)
  20650. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  20651. return 0;
  20652. }
  20653. /**
  20654. * For Royal Guard's LG_TRAMPLE
  20655. */
  20656. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20657. {
  20658. skill_unit *su = (struct skill_unit *)bl;
  20659. nullpo_ret(su);
  20660. std::shared_ptr<s_skill_unit_group> sg;
  20661. t_tick tick = va_arg(ap, t_tick);
  20662. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20663. switch( sg->unit_id ) {
  20664. case UNT_CLAYMORETRAP:
  20665. case UNT_FIRINGTRAP:
  20666. case UNT_ICEBOUNDTRAP:
  20667. 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);
  20668. break;
  20669. case UNT_LANDMINE:
  20670. case UNT_BLASTMINE:
  20671. case UNT_SHOCKWAVE:
  20672. case UNT_SANDMAN:
  20673. case UNT_FLASHER:
  20674. case UNT_FREEZINGTRAP:
  20675. case UNT_CLUSTERBOMB:
  20676. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20677. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20678. else
  20679. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20680. break;
  20681. }
  20682. // Traps aren't recovered.
  20683. skill_delunit(su);
  20684. }
  20685. return 0;
  20686. }
  20687. /*==========================================
  20688. *
  20689. *------------------------------------------*/
  20690. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20691. int i;
  20692. nullpo_retr(-1, sd);
  20693. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20694. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20695. }
  20696. TIMER_FUNC(skill_blockpc_end){
  20697. map_session_data *sd = map_id2sd(id);
  20698. int i = (int)data;
  20699. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20700. return 0;
  20701. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20702. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20703. return 0;
  20704. }
  20705. aFree(sd->scd[i]);
  20706. sd->scd[i] = nullptr;
  20707. return 1;
  20708. }
  20709. /**
  20710. * Flags a singular skill as being blocked from persistent usage.
  20711. * @param sd the player the skill delay affects
  20712. * @param skill_id the skill which should be delayed
  20713. * @param tick the length of time the delay should last
  20714. * @param load whether this assignment is being loaded upon player login
  20715. * @return 0 if successful, -1 otherwise
  20716. */
  20717. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20718. int i;
  20719. nullpo_retr(-1, sd);
  20720. if (!skill_id || tick < 1)
  20721. return -1;
  20722. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20723. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20724. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20725. aFree(sd->scd[i]);
  20726. sd->scd[i] = nullptr;
  20727. }
  20728. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20729. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20730. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20731. sd->scd[i]->skill_id = skill_id;
  20732. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20733. if (battle_config.display_status_timers)
  20734. clif_skill_cooldown( *sd, skill_id, tick );
  20735. return 1;
  20736. } else {
  20737. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20738. return 0;
  20739. }
  20740. }
  20741. int skill_blockpc_clear(map_session_data *sd) {
  20742. int i;
  20743. nullpo_ret(sd);
  20744. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20745. if (!sd->scd[i])
  20746. continue;
  20747. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20748. aFree(sd->scd[i]);
  20749. sd->scd[i] = nullptr;
  20750. }
  20751. return 1;
  20752. }
  20753. TIMER_FUNC(skill_blockhomun_end){
  20754. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20755. if (hd) {
  20756. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20757. if (skill != hd->blockskill.end())
  20758. hd->blockskill.erase(skill);
  20759. }
  20760. return 1;
  20761. }
  20762. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20763. {
  20764. nullpo_retr(-1, hd);
  20765. if (!skill_db.exists(skill_id))
  20766. return -1;
  20767. auto skill = util::vector_get(hd->blockskill, skill_id);
  20768. if (tick < 1 && skill != hd->blockskill.end()) {
  20769. hd->blockskill.erase(skill);
  20770. return -1;
  20771. }
  20772. hd->blockskill.push_back(skill_id);
  20773. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20774. }
  20775. TIMER_FUNC(skill_blockmerc_end){
  20776. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20777. if (md) {
  20778. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20779. if (skill != md->blockskill.end())
  20780. md->blockskill.erase(skill);
  20781. }
  20782. return 1;
  20783. }
  20784. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20785. {
  20786. nullpo_retr(-1, md);
  20787. if (!skill_db.exists(skill_id))
  20788. return -1;
  20789. auto skill = util::vector_get(md->blockskill, skill_id);
  20790. if (tick < 1 && skill != md->blockskill.end()) {
  20791. md->blockskill.erase(skill);
  20792. return -1;
  20793. }
  20794. md->blockskill.push_back(skill_id);
  20795. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20796. }
  20797. /**
  20798. * Adds a new skill unit entry for this player to recast after map load
  20799. * @param sd: Player
  20800. * @param skill_id: Skill ID to save
  20801. * @param skill_lv: Skill level to save
  20802. */
  20803. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20804. {
  20805. struct skill_usave *sus = nullptr;
  20806. if (idb_exists(skillusave_db,sd->status.char_id))
  20807. idb_remove(skillusave_db,sd->status.char_id);
  20808. CREATE(sus, struct skill_usave, 1);
  20809. idb_put(skillusave_db, sd->status.char_id, sus);
  20810. sus->skill_id = skill_id;
  20811. sus->skill_lv = skill_lv;
  20812. }
  20813. /**
  20814. * Loads saved skill unit entries for this player after map load
  20815. * @param sd: Player
  20816. */
  20817. void skill_usave_trigger(map_session_data *sd)
  20818. {
  20819. skill_usave *sus;
  20820. std::shared_ptr<s_skill_unit_group> group;
  20821. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20822. return;
  20823. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20824. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20825. 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));
  20826. idb_remove(skillusave_db, sd->status.char_id);
  20827. }
  20828. /*
  20829. *
  20830. */
  20831. int skill_split_str (char *str, char **val, int num)
  20832. {
  20833. int i;
  20834. for( i = 0; i < num && str; i++ ) {
  20835. val[i] = str;
  20836. str = strchr(str,',');
  20837. if( str )
  20838. *str++ = 0;
  20839. }
  20840. return i;
  20841. }
  20842. /*
  20843. *
  20844. */
  20845. void skill_init_unit_layout (void) {
  20846. int i,j,pos = 0;
  20847. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20848. // standard square layouts go first
  20849. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20850. int size = i*2+1;
  20851. skill_unit_layout[i].count = size*size;
  20852. for (j=0; j<size*size; j++) {
  20853. skill_unit_layout[i].dx[j] = (j%size-i);
  20854. skill_unit_layout[i].dy[j] = (j/size-i);
  20855. }
  20856. }
  20857. // afterwards add special ones
  20858. pos = i;
  20859. for (const auto &it : skill_db) {
  20860. std::shared_ptr<s_skill_db> skill = it.second;
  20861. uint16 skill_id = skill->nameid;
  20862. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20863. continue;
  20864. if( skill_id == EL_FIRE_MANTLE ) {
  20865. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20866. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20867. skill_unit_layout[pos].count = 8;
  20868. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20869. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20870. } else {
  20871. switch (skill_id) {
  20872. case MG_FIREWALL:
  20873. case WZ_ICEWALL:
  20874. case WL_EARTHSTRAIN:
  20875. case RL_FIRE_RAIN:
  20876. // these will be handled later
  20877. break;
  20878. case PR_SANCTUARY:
  20879. case NPC_EVILLAND: {
  20880. static const int dx[] = {
  20881. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20882. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20883. static const int dy[]={
  20884. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20885. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20886. skill_unit_layout[pos].count = 21;
  20887. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20888. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20889. }
  20890. break;
  20891. case PR_MAGNUS: {
  20892. static const int dx[] = {
  20893. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20894. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20895. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20896. static const int dy[] = {
  20897. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20898. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20899. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20900. skill_unit_layout[pos].count = 33;
  20901. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20902. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20903. }
  20904. break;
  20905. case AS_VENOMDUST: {
  20906. static const int dx[] = {-1, 0, 0, 0, 1};
  20907. static const int dy[] = { 0,-1, 0, 1, 0};
  20908. skill_unit_layout[pos].count = 5;
  20909. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20910. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20911. }
  20912. break;
  20913. case CR_GRANDCROSS:
  20914. case NPC_GRANDDARKNESS: {
  20915. static const int dx[] = {
  20916. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20917. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20918. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20919. static const int dy[] = {
  20920. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20921. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20922. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20923. skill_unit_layout[pos].count = 29;
  20924. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20925. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20926. }
  20927. break;
  20928. case PF_FOGWALL: {
  20929. static const int dx[] = {
  20930. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20931. static const int dy[] = {
  20932. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20933. skill_unit_layout[pos].count = 15;
  20934. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20935. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20936. }
  20937. break;
  20938. case PA_GOSPEL: {
  20939. static const int dx[] = {
  20940. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20941. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20942. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20943. -1, 0, 1};
  20944. static const int dy[] = {
  20945. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20946. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20947. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20948. 3, 3, 3};
  20949. skill_unit_layout[pos].count = 33;
  20950. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20951. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20952. }
  20953. break;
  20954. case NJ_KAENSIN: {
  20955. 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};
  20956. 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};
  20957. skill_unit_layout[pos].count = 24;
  20958. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20959. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20960. }
  20961. break;
  20962. case NJ_TATAMIGAESHI: {
  20963. //Level 1 (count 4, cross of 3x3)
  20964. static const int dx1[] = {-1, 1, 0, 0};
  20965. static const int dy1[] = { 0, 0,-1, 1};
  20966. //Level 2-3 (count 8, cross of 5x5)
  20967. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20968. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20969. //Level 4-5 (count 12, cross of 7x7
  20970. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20971. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20972. //lv1
  20973. j = 0;
  20974. skill_unit_layout[pos].count = 4;
  20975. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20976. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20977. skill->unit_layout_type[j] = pos;
  20978. //lv2/3
  20979. j++;
  20980. pos++;
  20981. skill_unit_layout[pos].count = 8;
  20982. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20983. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20984. skill->unit_layout_type[j] = pos;
  20985. skill->unit_layout_type[++j] = pos;
  20986. //lv4/5
  20987. j++;
  20988. pos++;
  20989. skill_unit_layout[pos].count = 12;
  20990. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20991. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20992. skill->unit_layout_type[j] = pos;
  20993. skill->unit_layout_type[++j] = pos;
  20994. //Fill in the rest using lv 5.
  20995. for (;j<MAX_SKILL_LEVEL;j++)
  20996. skill->unit_layout_type[j] = pos;
  20997. //Skip, this way the check below will fail and continue to the next skill.
  20998. pos++;
  20999. }
  21000. break;
  21001. case GN_WALLOFTHORN: {
  21002. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21003. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21004. skill_unit_layout[pos].count = 16;
  21005. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21006. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21007. }
  21008. break;
  21009. case NPC_FLAMECROSS: {
  21010. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21011. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21012. skill_unit_layout[pos].count = 8;
  21013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21015. }
  21016. break;
  21017. default:
  21018. ShowError("unknown unit layout at skill %d\n",i);
  21019. break;
  21020. }
  21021. }
  21022. if (!skill_unit_layout[pos].count)
  21023. continue;
  21024. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21025. skill->unit_layout_type[j] = pos;
  21026. pos++;
  21027. }
  21028. // firewall and icewall have 8 layouts (direction-dependent)
  21029. firewall_unit_pos = pos;
  21030. for (i=0;i<8;i++) {
  21031. if (i&1) {
  21032. skill_unit_layout[pos].count = 5;
  21033. if (i&0x2) {
  21034. int dx[] = {-1,-1, 0, 0, 1};
  21035. int dy[] = { 1, 0, 0,-1,-1};
  21036. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21037. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21038. } else {
  21039. int dx[] = { 1, 1 ,0, 0,-1};
  21040. int dy[] = { 1, 0, 0,-1,-1};
  21041. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21042. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21043. }
  21044. } else {
  21045. skill_unit_layout[pos].count = 3;
  21046. if (i%4==0) {
  21047. int dx[] = {-1, 0, 1};
  21048. int dy[] = { 0, 0, 0};
  21049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21051. } else {
  21052. int dx[] = { 0, 0, 0};
  21053. int dy[] = {-1, 0, 1};
  21054. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21055. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21056. }
  21057. }
  21058. pos++;
  21059. }
  21060. icewall_unit_pos = pos;
  21061. for (i=0;i<8;i++) {
  21062. skill_unit_layout[pos].count = 5;
  21063. if (i&1) {
  21064. if (i&0x2) {
  21065. int dx[] = {-2,-1, 0, 1, 2};
  21066. int dy[] = { 2, 1, 0,-1,-2};
  21067. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21068. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21069. } else {
  21070. int dx[] = { 2, 1 ,0,-1,-2};
  21071. int dy[] = { 2, 1, 0,-1,-2};
  21072. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21073. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21074. }
  21075. } else {
  21076. if (i%4==0) {
  21077. int dx[] = {-2,-1, 0, 1, 2};
  21078. int dy[] = { 0, 0, 0, 0, 0};
  21079. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21080. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21081. } else {
  21082. int dx[] = { 0, 0, 0, 0, 0};
  21083. int dy[] = {-2,-1, 0, 1, 2};
  21084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21086. }
  21087. }
  21088. pos++;
  21089. }
  21090. earthstrain_unit_pos = pos;
  21091. for( i = 0; i < 8; i++ )
  21092. { // For each Direction
  21093. skill_unit_layout[pos].count = 15;
  21094. switch( i )
  21095. {
  21096. case 0: case 1: case 3: case 4: case 5: case 7:
  21097. {
  21098. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21099. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21100. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21101. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21102. }
  21103. break;
  21104. case 2:
  21105. case 6:
  21106. {
  21107. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21108. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21109. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21110. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21111. }
  21112. break;
  21113. }
  21114. pos++;
  21115. }
  21116. firerain_unit_pos = pos;
  21117. for( i = 0; i < 8; i++ ) {
  21118. skill_unit_layout[pos].count = 3;
  21119. switch( i ) {
  21120. case 0: case 1: case 3: case 4: case 5: case 7:
  21121. {
  21122. static const int dx[] = {-1, 0, 1};
  21123. static const int dy[] = { 0, 0, 0};
  21124. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21125. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21126. }
  21127. break;
  21128. case 2:
  21129. case 6:
  21130. {
  21131. static const int dx[] = { 0, 0, 0};
  21132. static const int dy[] = {-1, 0, 1};
  21133. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21134. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21135. }
  21136. break;
  21137. }
  21138. pos++;
  21139. }
  21140. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21141. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21142. }
  21143. void skill_init_nounit_layout (void) {
  21144. int i, pos = 0;
  21145. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21146. for( i = 0; i < 8; i++ ) {
  21147. if( i&1 ) {
  21148. skill_nounit_layout[pos].count = 33;
  21149. if( i&2 ) {
  21150. if( i&4 ) { // 7
  21151. 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};
  21152. 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};
  21153. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21154. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21155. } else { // 3
  21156. 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};
  21157. 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};
  21158. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21159. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21160. }
  21161. } else {
  21162. if( i&4 ) { // 5
  21163. 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};
  21164. 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};
  21165. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21166. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21167. } else { // 1
  21168. 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};
  21169. 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};
  21170. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21171. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21172. }
  21173. }
  21174. } else {
  21175. skill_nounit_layout[pos].count = 21;
  21176. if( i&2 ) {
  21177. if( i&4 ) { // 6
  21178. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21179. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21180. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21181. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21182. } else { // 2
  21183. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21184. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21185. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21186. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21187. }
  21188. } else {
  21189. if( i&4 ) { // 4
  21190. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21191. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21192. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21193. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21194. } else { // 0
  21195. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21196. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21197. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21198. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21199. }
  21200. }
  21201. }
  21202. pos++;
  21203. }
  21204. for( i = 0; i < 8; i++ ) {
  21205. if( i&1 ) {
  21206. skill_nounit_layout[pos].count = 74;
  21207. if( i&2 ) {
  21208. if( i&4 ) { // 7
  21209. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21210. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21211. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21212. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21213. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21214. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21215. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21216. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21217. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21218. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21219. } else { // 3
  21220. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21221. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21222. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21223. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21224. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21225. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21226. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21227. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21228. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21229. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21230. }
  21231. } else {
  21232. if( i&4 ) { // 5
  21233. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21234. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21235. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21236. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21237. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21238. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21239. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21240. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21241. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21242. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21243. } else { // 1
  21244. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21245. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21246. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21247. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21248. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21249. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21250. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21251. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21252. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21253. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21254. }
  21255. }
  21256. } else {
  21257. skill_nounit_layout[pos].count = 44;
  21258. if( i&2 ) {
  21259. if( i&4 ) { // 6
  21260. 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};
  21261. 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};
  21262. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21263. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21264. } else { // 2
  21265. 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};
  21266. 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};
  21267. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21268. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21269. }
  21270. } else {
  21271. if( i&4 ) { // 4
  21272. 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};
  21273. 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};
  21274. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21275. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21276. } else { // 0
  21277. 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};
  21278. 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};
  21279. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21280. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21281. }
  21282. }
  21283. }
  21284. pos++;
  21285. }
  21286. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21287. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21288. }
  21289. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21290. status_change *sc = status_get_sc(bl);
  21291. if( !sc || !bl || !skill_id )
  21292. return 0; // Can do it
  21293. switch (type) {
  21294. case SC_ANKLE:
  21295. if (skill_id == AL_TELEPORT)
  21296. return 1;
  21297. break;
  21298. case SC_STASIS:
  21299. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21300. return 1; // Can't do it.
  21301. break;
  21302. case SC_KAGEHUMI:
  21303. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21304. return 1;
  21305. break;
  21306. case SC_BITE:
  21307. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21308. return 1;
  21309. break;
  21310. }
  21311. return 0;
  21312. }
  21313. /**
  21314. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21315. * @param sc: Status changes active on target
  21316. * @param skill_id: Skill to toggle
  21317. * @return True on success or false otherwise
  21318. */
  21319. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21320. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21321. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21322. return false;
  21323. if (skill->inf2[INF2_TOGGLEABLE]) {
  21324. if (sc.getSCE(skill->sc))
  21325. return true;
  21326. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21327. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21328. return true;
  21329. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21330. return true;
  21331. }
  21332. return false;
  21333. }
  21334. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21335. int type = 0;
  21336. switch( skill_id ) {
  21337. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21338. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21339. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21340. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21341. }
  21342. type += skill_lv - 1;
  21343. return type;
  21344. }
  21345. /**
  21346. * Check before do `unit_movepos` call
  21347. * @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
  21348. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21349. **/
  21350. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21351. status_change *sc;
  21352. nullpo_retr(false, bl);
  21353. struct map_data *mapdata = map_getmapdata(bl->m);
  21354. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21355. return false;
  21356. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21357. return false;
  21358. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21359. return false;
  21360. sc = status_get_sc(bl);
  21361. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21362. return false;
  21363. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21364. }
  21365. /**
  21366. * Get skill duration after adjustments by skill_duration mapflag
  21367. * @param mapdata: Source map data
  21368. * @param skill_id: Skill ID
  21369. * @param skill_lv: Skill level
  21370. * @return Adjusted skill duration
  21371. */
  21372. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21373. int time = 0;
  21374. if (!(time = skill_get_time(skill_id, skill_lv)))
  21375. return 0;
  21376. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21377. return time / 100 * mapdata->skill_duration[skill_id];
  21378. return time;
  21379. }
  21380. const std::string SkillDatabase::getDefaultLocation() {
  21381. return std::string(db_path) + "/skill_db.yml";
  21382. }
  21383. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21384. int32 value;
  21385. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21386. if (!skNode.is_seq()) {
  21387. if (!this->asInt32(node, nodeName, value))
  21388. return false;
  21389. for (size_t i = 0; i < S; i++)
  21390. arr[i] = value;
  21391. } else {
  21392. uint16 max_level = 0;
  21393. for (const auto& it : skNode) {
  21394. uint16 skill_lv;
  21395. if (!this->asUInt16(it, "Level", skill_lv))
  21396. continue;
  21397. if (skill_lv > MAX_SKILL_LEVEL) {
  21398. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21399. return false;
  21400. }
  21401. if (!this->asInt32(it, subNodeName, value))
  21402. continue;
  21403. arr[skill_lv - 1] = value;
  21404. max_level = max(max_level, skill_lv);
  21405. }
  21406. size_t i = max_level, j;
  21407. // Check for linear change with increasing steps until we reach half of the data acquired.
  21408. for (size_t step = 1; step <= i / 2; step++) {
  21409. int diff = arr[i - 1] - arr[i - step - 1];
  21410. for (j = i - 1; j >= step; j--) {
  21411. if ((arr[j] - arr[j - step]) != diff)
  21412. break;
  21413. }
  21414. if (j >= step) // No match, try next step.
  21415. continue;
  21416. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21417. arr[i] = arr[i - step] + diff;
  21418. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21419. arr[i] = 1;
  21420. diff = 0;
  21421. step = 1;
  21422. }
  21423. }
  21424. return true;
  21425. }
  21426. // Unable to determine linear trend, fill remaining array values with last value
  21427. for (; i < S; i++)
  21428. arr[i] = arr[max_level - 1];
  21429. }
  21430. return true;
  21431. }
  21432. /**
  21433. * Reads and parses an entry from the skill_db.
  21434. * @param node: YAML node containing the entry.
  21435. * @return count of successfully parsed rows
  21436. */
  21437. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21438. uint16 skill_id;
  21439. if (!this->asUInt16(node, "Id", skill_id))
  21440. return 0;
  21441. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21442. bool exists = skill != nullptr;
  21443. if (!exists) {
  21444. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21445. return 0;
  21446. skill = std::make_shared<s_skill_db>();
  21447. skill->nameid = skill_id;
  21448. }
  21449. if (this->nodeExists(node, "Name")) {
  21450. std::string name;
  21451. if (!this->asString(node, "Name", name))
  21452. return 0;
  21453. name.resize(SKILL_NAME_LENGTH);
  21454. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21455. }
  21456. if (this->nodeExists(node, "Description")) {
  21457. std::string name;
  21458. if (!this->asString(node, "Description", name))
  21459. return 0;
  21460. name.resize(SKILL_DESC_LENGTH);
  21461. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21462. }
  21463. if (this->nodeExists(node, "MaxLevel")) {
  21464. uint16 skill_lv;
  21465. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21466. return 0;
  21467. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21468. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21469. return 0;
  21470. }
  21471. skill->max = skill_lv;
  21472. }
  21473. if (this->nodeExists(node, "Type")) {
  21474. std::string type;
  21475. if (!this->asString(node, "Type", type))
  21476. return 0;
  21477. std::string type_constant = "BF_" + type;
  21478. int64 constant;
  21479. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21480. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21481. return 0;
  21482. }
  21483. if (constant < BF_NONE || constant > BF_MISC) {
  21484. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21485. return 0;
  21486. }
  21487. skill->skill_type = static_cast<e_battle_flag>(constant);
  21488. } else {
  21489. if (!exists)
  21490. skill->skill_type = BF_NONE;
  21491. }
  21492. if (this->nodeExists(node, "TargetType")) {
  21493. std::string inf;
  21494. if (!this->asString(node, "TargetType", inf))
  21495. return 0;
  21496. std::string inf_constant = "INF_" + inf + "_SKILL";
  21497. int64 constant;
  21498. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21499. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21500. return 0;
  21501. }
  21502. skill->inf = static_cast<uint16>(constant);
  21503. }
  21504. if (this->nodeExists(node, "DamageFlags")) {
  21505. const auto& damageNode = node["DamageFlags"];
  21506. for (const auto& it : damageNode) {
  21507. std::string nk;
  21508. c4::from_chars(it.key(), &nk);
  21509. std::string nk_constant = "NK_" + nk;
  21510. int64 constant;
  21511. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21512. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21513. return 0;
  21514. }
  21515. bool active;
  21516. if (!this->asBool(damageNode, nk, active))
  21517. return 0;
  21518. if (active)
  21519. skill->nk.set(static_cast<uint8>(constant));
  21520. else
  21521. skill->nk.reset(static_cast<uint8>(constant));
  21522. }
  21523. }
  21524. if (this->nodeExists(node, "Flags")) {
  21525. const auto& infoNode = node["Flags"];
  21526. for (const auto& it : infoNode) {
  21527. std::string inf2;
  21528. c4::from_chars(it.key(), &inf2);
  21529. std::string inf2_constant = "INF2_" + inf2;
  21530. int64 constant;
  21531. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21532. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21533. continue;
  21534. }
  21535. bool active;
  21536. if (!this->asBool(infoNode, inf2, active))
  21537. return 0;
  21538. if (active)
  21539. skill->inf2.set(static_cast<uint8>(constant));
  21540. else
  21541. skill->inf2.reset(static_cast<uint8>(constant));
  21542. }
  21543. }
  21544. if (this->nodeExists(node, "Range")) {
  21545. if (!this->parseNode("Range", "Size", node, skill->range))
  21546. return 0;
  21547. } else {
  21548. if (!exists)
  21549. memset(skill->range, 0, sizeof(skill->range));
  21550. }
  21551. if (this->nodeExists(node, "Hit")) {
  21552. std::string hit;
  21553. if (!this->asString(node, "Hit", hit))
  21554. return 0;
  21555. std::string hit_constant = "DMG_" + hit;
  21556. int64 constant;
  21557. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21558. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21559. return 0;
  21560. }
  21561. skill->hit = static_cast<e_damage_type>(constant);
  21562. } else {
  21563. if (!exists)
  21564. skill->hit = DMG_NORMAL;
  21565. }
  21566. if (this->nodeExists(node, "HitCount")) {
  21567. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21568. return 0;
  21569. } else {
  21570. if (!exists)
  21571. memset(skill->num, 0, sizeof(skill->num));
  21572. }
  21573. if (this->nodeExists(node, "Element")) {
  21574. const auto elementNode = node["Element"];
  21575. std::string element;
  21576. if (!elementNode.is_seq()) {
  21577. if (!this->asString(node, "Element", element))
  21578. return 0;
  21579. std::string element_constant = "ELE_" + element;
  21580. int64 constant;
  21581. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21582. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21583. return 0;
  21584. }
  21585. if (constant == ELE_NONE) {
  21586. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21587. return 0;
  21588. }
  21589. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21590. } else {
  21591. for (const auto& it : elementNode) {
  21592. uint16 skill_lv;
  21593. if (!this->asUInt16(it, "Level", skill_lv))
  21594. continue;
  21595. if (skill_lv > MAX_SKILL_LEVEL) {
  21596. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21597. return false;
  21598. }
  21599. if (!this->asString(it, "Element", element))
  21600. continue;
  21601. std::string element_constant = "ELE_" + element;
  21602. int64 constant;
  21603. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21604. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21605. return 0;
  21606. }
  21607. if (constant == ELE_NONE) {
  21608. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21609. return 0;
  21610. }
  21611. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21612. }
  21613. }
  21614. } else {
  21615. if (!exists)
  21616. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21617. }
  21618. if (this->nodeExists(node, "SplashArea")) {
  21619. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21620. return 0;
  21621. } else {
  21622. if (!exists)
  21623. memset(skill->splash, 0, sizeof(skill->splash));
  21624. }
  21625. if (this->nodeExists(node, "ActiveInstance")) {
  21626. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21627. return 0;
  21628. } else {
  21629. if (!exists)
  21630. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21631. }
  21632. if (this->nodeExists(node, "Knockback")) {
  21633. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21634. return 0;
  21635. } else {
  21636. if (!exists)
  21637. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21638. }
  21639. if (this->nodeExists(node, "CopyFlags")) {
  21640. const auto& copyNode = node["CopyFlags"];
  21641. if (this->nodeExists(copyNode, "Skill")) {
  21642. const auto& copyskillNode = copyNode["Skill"];
  21643. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21644. bool active;
  21645. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21646. return 0;
  21647. if (active)
  21648. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21649. else
  21650. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21651. }
  21652. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21653. bool active;
  21654. if (!this->asBool(copyskillNode, "Reproduce", active))
  21655. return 0;
  21656. if (active)
  21657. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21658. else
  21659. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21660. }
  21661. } else {
  21662. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21663. return 0;
  21664. }
  21665. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21666. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21667. for (const auto& it : copyreqNode) {
  21668. std::string req;
  21669. c4::from_chars(it.key(), &req);
  21670. std::string req_constant = "SKILL_REQ_" + req;
  21671. int64 constant;
  21672. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21673. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21674. return 0;
  21675. }
  21676. skill->copyable.req_opt |= constant;
  21677. }
  21678. } else {
  21679. if (!exists)
  21680. skill->copyable.req_opt = 0;
  21681. }
  21682. }
  21683. if (this->nodeExists(node, "NoNearNpc")) {
  21684. const auto& npcNode = node["NoNearNpc"];
  21685. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21686. uint16 range;
  21687. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21688. return 0;
  21689. skill->unit_nonearnpc_range = range;
  21690. } else {
  21691. if (!exists)
  21692. skill->unit_nonearnpc_range = 0;
  21693. }
  21694. if (this->nodeExists(npcNode, "Type")) {
  21695. const auto& npctypeNode = npcNode["Type"];
  21696. for (const auto& it : npctypeNode) {
  21697. std::string type;
  21698. c4::from_chars(it.key(), &type);
  21699. std::string type_constant = "SKILL_NONEAR_" + type;
  21700. int64 constant;
  21701. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21702. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21703. return 0;
  21704. }
  21705. bool active;
  21706. if (!this->asBool(npctypeNode, type, active))
  21707. return 0;
  21708. if (active)
  21709. skill->unit_nonearnpc_type |= constant;
  21710. else
  21711. skill->unit_nonearnpc_type &= ~constant;
  21712. }
  21713. } else {
  21714. if (!exists)
  21715. skill->unit_nonearnpc_type = 0;
  21716. }
  21717. }
  21718. if (this->nodeExists(node, "CastCancel")) {
  21719. bool active;
  21720. if (!this->asBool(node, "CastCancel", active))
  21721. return 0;
  21722. skill->castcancel = active;
  21723. } else {
  21724. if (!exists)
  21725. skill->castcancel = false;
  21726. }
  21727. if (this->nodeExists(node, "CastDefenseReduction")) {
  21728. uint16 reduction;
  21729. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21730. return 0;
  21731. skill->cast_def_rate = reduction;
  21732. } else {
  21733. if (!exists)
  21734. skill->cast_def_rate = 0;
  21735. }
  21736. if (this->nodeExists(node, "CastTime")) {
  21737. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21738. return 0;
  21739. } else {
  21740. if (!exists)
  21741. memset(skill->cast, 0, sizeof(skill->cast));
  21742. }
  21743. if (this->nodeExists(node, "AfterCastActDelay")) {
  21744. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21745. return 0;
  21746. } else {
  21747. if (!exists)
  21748. memset(skill->delay, 0, sizeof(skill->delay));
  21749. }
  21750. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21751. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21752. return 0;
  21753. } else {
  21754. if (!exists)
  21755. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21756. }
  21757. if (this->nodeExists(node, "Duration1")) {
  21758. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21759. return 0;
  21760. } else {
  21761. if (!exists)
  21762. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21763. }
  21764. if (this->nodeExists(node, "Duration2")) {
  21765. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21766. return 0;
  21767. } else {
  21768. if (!exists)
  21769. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21770. }
  21771. if (this->nodeExists(node, "Cooldown")) {
  21772. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21773. return 0;
  21774. } else {
  21775. if (!exists)
  21776. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21777. }
  21778. #ifdef RENEWAL_CAST
  21779. if (this->nodeExists(node, "FixedCastTime")) {
  21780. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21781. return 0;
  21782. } else {
  21783. if (!exists)
  21784. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21785. }
  21786. #endif
  21787. if (this->nodeExists(node, "CastTimeFlags")) {
  21788. const auto& castNode = node["CastTimeFlags"];
  21789. for (const auto& it : castNode) {
  21790. std::string flag;
  21791. c4::from_chars(it.key(), &flag);
  21792. std::string flag_constant = "SKILL_CAST_" + flag;
  21793. int64 constant;
  21794. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21795. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21796. return 0;
  21797. }
  21798. bool active;
  21799. if (!this->asBool(castNode, flag, active))
  21800. return 0;
  21801. if (active)
  21802. skill->castnodex |= constant;
  21803. else
  21804. skill->castnodex &= ~constant;
  21805. }
  21806. }
  21807. if (this->nodeExists(node, "CastDelayFlags")) {
  21808. const auto& castNode = node["CastDelayFlags"];
  21809. for (const auto& it : castNode) {
  21810. std::string flag;
  21811. c4::from_chars(it.key(), &flag);
  21812. std::string flag_constant = "SKILL_CAST_" + flag;
  21813. int64 constant;
  21814. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21815. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21816. return 0;
  21817. }
  21818. bool active;
  21819. if (!this->asBool(castNode, flag, active))
  21820. return 0;
  21821. if (active)
  21822. skill->delaynodex |= constant;
  21823. else
  21824. skill->delaynodex &= ~constant;
  21825. }
  21826. }
  21827. if (this->nodeExists(node, "Requires")) {
  21828. const auto& requireNode = node["Requires"];
  21829. if (this->nodeExists(requireNode, "HpCost")) {
  21830. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21831. return 0;
  21832. } else {
  21833. if (!exists)
  21834. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21835. }
  21836. if (this->nodeExists(requireNode, "SpCost")) {
  21837. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21838. return 0;
  21839. } else {
  21840. if (!exists)
  21841. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21842. }
  21843. if (this->nodeExists(requireNode, "ApCost")) {
  21844. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21845. return 0;
  21846. } else {
  21847. if (!exists)
  21848. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21849. }
  21850. if (this->nodeExists(requireNode, "HpRateCost")) {
  21851. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21852. return 0;
  21853. } else {
  21854. if (!exists)
  21855. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21856. }
  21857. if (this->nodeExists(requireNode, "SpRateCost")) {
  21858. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21859. return 0;
  21860. } else {
  21861. if (!exists)
  21862. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21863. }
  21864. if (this->nodeExists(requireNode, "ApRateCost")) {
  21865. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21866. return 0;
  21867. } else {
  21868. if (!exists)
  21869. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21870. }
  21871. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21872. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21873. return 0;
  21874. } else {
  21875. if (!exists)
  21876. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21877. }
  21878. if (this->nodeExists(requireNode, "ZenyCost")) {
  21879. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21880. return 0;
  21881. } else {
  21882. if (!exists)
  21883. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21884. }
  21885. if (this->nodeExists(requireNode, "Weapon")) {
  21886. const auto& weaponNode = requireNode["Weapon"];
  21887. if (this->nodeExists(weaponNode, "All")) {
  21888. bool active;
  21889. if (!this->asBool(weaponNode, "All", active))
  21890. return 0;
  21891. if (active)
  21892. skill->require.weapon = 0;
  21893. } else {
  21894. for (const auto& it : weaponNode) {
  21895. std::string weapon;
  21896. c4::from_chars(it.key(), &weapon);
  21897. std::string weapon_constant = "W_" + weapon;
  21898. int64 constant;
  21899. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21900. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21901. return 0;
  21902. }
  21903. bool active;
  21904. if (!this->asBool(weaponNode, weapon, active))
  21905. return 0;
  21906. if (active)
  21907. skill->require.weapon |= 1 << constant;
  21908. else
  21909. skill->require.weapon &= ~(1 << constant);
  21910. }
  21911. }
  21912. } else {
  21913. if (!exists)
  21914. skill->require.weapon = 0;
  21915. }
  21916. if (this->nodeExists(requireNode, "Ammo")) {
  21917. const auto& ammoNode = requireNode["Ammo"];
  21918. if (this->nodeExists(ammoNode, "None")) {
  21919. bool active;
  21920. if (!this->asBool(ammoNode, "None", active))
  21921. return 0;
  21922. if (active)
  21923. skill->require.ammo = 0;
  21924. } else {
  21925. for (const auto& it : ammoNode) {
  21926. std::string ammo;
  21927. c4::from_chars(it.key(), &ammo);
  21928. std::string ammo_constant = "AMMO_" + ammo;
  21929. int64 constant;
  21930. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21931. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21932. return 0;
  21933. }
  21934. bool active;
  21935. if (!this->asBool(ammoNode, ammo, active))
  21936. return 0;
  21937. if (active)
  21938. skill->require.ammo |= 1 << constant;
  21939. else
  21940. skill->require.ammo &= ~(1 << constant);
  21941. }
  21942. }
  21943. } else {
  21944. if (!exists)
  21945. skill->require.ammo = 0;
  21946. }
  21947. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21948. if (skill->require.ammo == 0) {
  21949. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21950. return 0;
  21951. }
  21952. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21953. return 0;
  21954. } else {
  21955. if (!exists)
  21956. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21957. }
  21958. if (this->nodeExists(requireNode, "State")) {
  21959. std::string state;
  21960. if (!this->asString(requireNode, "State", state))
  21961. return 0;
  21962. std::string state_constant = "ST_" + state;
  21963. int64 constant;
  21964. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21965. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21966. return 0;
  21967. }
  21968. skill->require.state = static_cast<int32>(constant);
  21969. }
  21970. if (this->nodeExists(requireNode, "Status")) {
  21971. const auto& statusNode = requireNode["Status"];
  21972. for (const auto& it : statusNode) {
  21973. std::string status;
  21974. c4::from_chars(it.key(), &status);
  21975. std::string status_constant = "SC_" + status;
  21976. int64 constant;
  21977. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21978. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21979. return 0;
  21980. }
  21981. bool active;
  21982. if (!this->asBool(statusNode, status, active))
  21983. return 0;
  21984. auto status_exists = util::vector_get(skill->require.status, constant);
  21985. if (active && status_exists == skill->require.status.end())
  21986. skill->require.status.push_back(static_cast<sc_type>(constant));
  21987. else if (!active && status_exists != skill->require.status.end())
  21988. skill->require.status.erase(status_exists);
  21989. }
  21990. }
  21991. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21992. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21993. return 0;
  21994. } else {
  21995. if (!exists)
  21996. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21997. }
  21998. if (this->nodeExists(requireNode, "ItemCost")) {
  21999. const auto itemNode = requireNode["ItemCost"];
  22000. int32 count = 0;
  22001. for (const auto& it : itemNode) {
  22002. std::string item_name;
  22003. if (!this->asString(it, "Item", item_name))
  22004. continue;
  22005. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22006. if (item == nullptr) {
  22007. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22008. return 0;
  22009. }
  22010. int32 amount;
  22011. if (!this->asInt32(it, "Amount", amount))
  22012. continue;
  22013. if (this->nodeExists(it, "Level")) {
  22014. uint16 cost_level;
  22015. if (!this->asUInt16(it, "Level", cost_level))
  22016. continue;
  22017. if (cost_level < 1 || cost_level > skill->max) {
  22018. 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);
  22019. return 0;
  22020. }
  22021. count = cost_level - 1;
  22022. if (!skill->require.itemid_level_dependent)
  22023. skill->require.itemid_level_dependent = true;
  22024. }
  22025. skill->require.itemid[count] = item->nameid;
  22026. skill->require.amount[count] = amount;
  22027. count++;
  22028. }
  22029. }
  22030. if (this->nodeExists(requireNode, "Equipment")) {
  22031. const auto& equipNode = requireNode["Equipment"];
  22032. for (const auto& it : equipNode) {
  22033. std::string item_name;
  22034. c4::from_chars(it.key(), &item_name);
  22035. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22036. if (item == nullptr) {
  22037. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22038. return 0;
  22039. }
  22040. bool active;
  22041. if (!this->asBool(equipNode, item_name, active))
  22042. return 0;
  22043. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22044. if (active && equip_exists == skill->require.eqItem.end())
  22045. skill->require.eqItem.push_back(item->nameid);
  22046. else if (!active && equip_exists != skill->require.eqItem.end())
  22047. skill->require.eqItem.erase(equip_exists);
  22048. }
  22049. }
  22050. }
  22051. if (this->nodeExists(node, "GiveAp")) {
  22052. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22053. return 0;
  22054. } else {
  22055. if (!exists)
  22056. memset(skill->giveap, 0, sizeof(skill->giveap));
  22057. }
  22058. if (this->nodeExists(node, "Unit")) {
  22059. const auto& unitNode = node["Unit"];
  22060. if (this->nodeExists(unitNode, "Id")) {
  22061. std::string unit;
  22062. if (!this->asString(unitNode, "Id", unit))
  22063. return 0;
  22064. std::string unit_constant = "UNT_" + unit;
  22065. int64 constant;
  22066. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22067. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22068. return 0;
  22069. }
  22070. skill->unit_id = static_cast<uint16>(constant);
  22071. } else {
  22072. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22073. return 0;
  22074. }
  22075. if (this->nodeExists(unitNode, "AlternateId")) {
  22076. std::string unit;
  22077. if (!this->asString(unitNode, "AlternateId", unit))
  22078. return 0;
  22079. std::string unit_constant = "UNT_" + unit;
  22080. int64 constant;
  22081. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22082. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22083. return 0;
  22084. }
  22085. skill->unit_id2 = static_cast<uint16>(constant);
  22086. } else {
  22087. if (!exists)
  22088. skill->unit_id2 = 0;
  22089. }
  22090. if (this->nodeExists(unitNode, "Layout")) {
  22091. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22092. return 0;
  22093. } else {
  22094. if (!exists)
  22095. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22096. }
  22097. if (this->nodeExists(unitNode, "Range")) {
  22098. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22099. return 0;
  22100. } else {
  22101. if (!exists)
  22102. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22103. }
  22104. if (this->nodeExists(unitNode, "Interval")) {
  22105. int16 interval;
  22106. if (!this->asInt16(unitNode, "Interval", interval))
  22107. return 0;
  22108. skill->unit_interval = interval;
  22109. } else {
  22110. if (!exists)
  22111. skill->unit_interval = 0;
  22112. }
  22113. if (this->nodeExists(unitNode, "Target")) {
  22114. std::string target;
  22115. if (!this->asString(unitNode, "Target", target))
  22116. return 0;
  22117. std::string target_constant = "BCT_" + target;
  22118. int64 constant;
  22119. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22120. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22121. return 0;
  22122. }
  22123. skill->unit_target = static_cast<int32>(constant);
  22124. } else {
  22125. if (!exists)
  22126. skill->unit_target = BCT_ALL;
  22127. }
  22128. if (this->nodeExists(unitNode, "Flag")) {
  22129. const auto& flagNode = unitNode["Flag"];
  22130. for (const auto& it : flagNode) {
  22131. std::string flag;
  22132. c4::from_chars(it.key(), &flag);
  22133. std::string flag_constant = "UF_" + flag;
  22134. int64 constant;
  22135. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22136. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22137. return 0;
  22138. }
  22139. bool active;
  22140. if (!this->asBool(flagNode, flag, active))
  22141. return 0;
  22142. if (active)
  22143. skill->unit_flag.set(static_cast<uint8>(constant));
  22144. else
  22145. skill->unit_flag.reset(static_cast<uint8>(constant));
  22146. }
  22147. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22148. skill->unit_target = BCT_NOENEMY;
  22149. // By default, target just characters.
  22150. skill->unit_target |= BL_CHAR;
  22151. if (skill->unit_flag[UF_NOPC])
  22152. skill->unit_target &= ~BL_PC;
  22153. if (skill->unit_flag[UF_NOMOB])
  22154. skill->unit_target &= ~BL_MOB;
  22155. if (skill->unit_flag[UF_SKILL])
  22156. skill->unit_target |= BL_SKILL;
  22157. } else {
  22158. if (!exists){
  22159. skill->unit_flag = UF_NONE;
  22160. // By default, target just characters.
  22161. skill->unit_target |= BL_CHAR;
  22162. }
  22163. }
  22164. }
  22165. if (this->nodeExists(node, "Status")) {
  22166. std::string status;
  22167. if (!this->asString(node, "Status", status))
  22168. return 0;
  22169. std::string status_constant = "SC_" + status;
  22170. int64 constant;
  22171. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22172. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22173. return 0;
  22174. }
  22175. if (constant < SC_NONE || constant >= SC_MAX) {
  22176. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22177. constant = SC_NONE;
  22178. }
  22179. skill->sc = static_cast<sc_type>(constant);
  22180. } else {
  22181. if (!exists)
  22182. skill->sc = SC_NONE;
  22183. }
  22184. if (!exists) {
  22185. this->put(skill_id, skill);
  22186. this->skilldb_id2idx[skill_id] = this->skill_num;
  22187. this->skill_num++;
  22188. }
  22189. return 1;
  22190. }
  22191. void SkillDatabase::clear() {
  22192. TypesafeCachedYamlDatabase::clear();
  22193. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22194. this->skill_num = 1;
  22195. }
  22196. void SkillDatabase::loadingFinished(){
  22197. if( this->skill_num > MAX_SKILL ){
  22198. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22199. }
  22200. TypesafeCachedYamlDatabase::loadingFinished();
  22201. }
  22202. /**
  22203. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22204. * @param skill_id
  22205. * @param silent If Skill is undefined, show error message!
  22206. * @return Skill Index or 0 if not found/unset
  22207. **/
  22208. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22209. uint16 idx = this->skilldb_id2idx[skill_id];
  22210. if( idx == 0 && skill_id != 0 && !silent ){
  22211. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22212. }
  22213. return idx;
  22214. }
  22215. SkillDatabase skill_db;
  22216. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22217. return std::string(db_path) + "/spellbook_db.yml";
  22218. }
  22219. /**
  22220. * Reads and parses an entry from the spellbook_db.
  22221. * @param node: YAML node containing the entry.
  22222. * @return count of successfully parsed rows
  22223. */
  22224. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22225. std::string skill_name;
  22226. if (!this->asString(node, "Skill", skill_name))
  22227. return 0;
  22228. uint16 skill_id = skill_name2id(skill_name.c_str());
  22229. if (skill_id == 0) {
  22230. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22231. return 0;
  22232. }
  22233. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22234. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22235. return 0;
  22236. }
  22237. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22238. bool exists = spell != nullptr;
  22239. if (!exists) {
  22240. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22241. return 0;
  22242. spell = std::make_shared<s_skill_spellbook_db>();
  22243. spell->skill_id = skill_id;
  22244. }
  22245. if (this->nodeExists(node, "Book")) {
  22246. std::string book_name;
  22247. if (!this->asString(node, "Book", book_name))
  22248. return 0;
  22249. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22250. if (item == nullptr) {
  22251. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22252. return 0;
  22253. }
  22254. spell->nameid = item->nameid;
  22255. }
  22256. if (this->nodeExists(node, "PreservePoints")) {
  22257. uint16 points;
  22258. if (!this->asUInt16(node, "PreservePoints", points))
  22259. return 0;
  22260. spell->points = points;
  22261. }
  22262. if (!exists)
  22263. this->put(skill_id, spell);
  22264. return 1;
  22265. }
  22266. /**
  22267. * Check if the specified item is available in the spellbook_db or not
  22268. * @param nameid: Book Item ID
  22269. * @return Spell data or nullptr otherwise
  22270. */
  22271. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22272. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22273. return nullptr;
  22274. for (const auto &spell : reading_spellbook_db) {
  22275. if (spell.second->nameid == nameid)
  22276. return spell.second;
  22277. }
  22278. return nullptr;
  22279. }
  22280. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22281. return std::string(db_path) + "/magicmushroom_db.yml";
  22282. }
  22283. /**
  22284. * Reads and parses an entry from the magicmushroom_db.
  22285. * @param node: YAML node containing the entry.
  22286. * @return count of successfully parsed rows
  22287. */
  22288. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22289. std::string skill_name;
  22290. if (!this->asString(node, "Skill", skill_name))
  22291. return 0;
  22292. uint16 skill_id = skill_name2id(skill_name.c_str());
  22293. if (!skill_id) {
  22294. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22295. return 0;
  22296. }
  22297. if (!skill_get_inf(skill_id)) {
  22298. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22299. return 0;
  22300. }
  22301. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22302. bool exists = mushroom != nullptr;
  22303. if (!exists) {
  22304. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22305. mushroom->skill_id = skill_id;
  22306. this->put(skill_id, mushroom);
  22307. }
  22308. return 1;
  22309. }
  22310. /** Reads skill no cast db
  22311. * Structure: SkillID,Flag
  22312. */
  22313. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22314. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22315. if (!skill)
  22316. return false;
  22317. skill->nocast |= atoi(split[1]);
  22318. return true;
  22319. }
  22320. /** Reads Produce db
  22321. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22322. */
  22323. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22324. unsigned short x, y;
  22325. unsigned short id = atoi(split[0]);
  22326. t_itemid nameid = 0;
  22327. bool found = false;
  22328. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22329. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22330. return false;
  22331. }
  22332. // Clear previous data, for importing support
  22333. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22334. // Import just for clearing/disabling from original data
  22335. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22336. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22337. return true;
  22338. }
  22339. if (!item_db.exists(nameid)) {
  22340. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22341. return false;
  22342. }
  22343. skill_produce_db[id].nameid = nameid;
  22344. skill_produce_db[id].itemlv = atoi(split[2]);
  22345. skill_produce_db[id].req_skill = atoi(split[3]);
  22346. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22347. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22348. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22349. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22350. }
  22351. if (!found)
  22352. skill_produce_count++;
  22353. return true;
  22354. }
  22355. const std::string SkillArrowDatabase::getDefaultLocation() {
  22356. return std::string(db_path) + "/create_arrow_db.yml";
  22357. }
  22358. /**
  22359. * Reads and parses an entry from the create_arrow_db.
  22360. * @param node: YAML node containing the entry.
  22361. * @return count of successfully parsed rows
  22362. */
  22363. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22364. std::string source_name;
  22365. if (!this->asString(node, "Source", source_name))
  22366. return 0;
  22367. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22368. if (item == nullptr) {
  22369. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22370. return 0;
  22371. }
  22372. t_itemid nameid = item->nameid;
  22373. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22374. bool exists = arrow != nullptr;
  22375. if (!exists) {
  22376. arrow = std::make_shared<s_skill_arrow_db>();
  22377. arrow->nameid = nameid;
  22378. }
  22379. const auto& MakeNode = node["Make"];
  22380. for (const auto &it : MakeNode) {
  22381. std::string item_name;
  22382. if (!this->asString(it, "Item", item_name))
  22383. return 0;
  22384. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22385. if (item == nullptr) {
  22386. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22387. return 0;
  22388. }
  22389. uint16 amount;
  22390. if (!this->asUInt16(it, "Amount", amount))
  22391. return 0;
  22392. if (amount == 0) {
  22393. if (arrow->created.erase(item->nameid) == 0)
  22394. 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());
  22395. continue;
  22396. }
  22397. if (amount > MAX_AMOUNT) {
  22398. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22399. continue;
  22400. }
  22401. arrow->created[item->nameid] = amount;
  22402. }
  22403. if (!exists)
  22404. this->put(nameid, arrow);
  22405. return 1;
  22406. }
  22407. const std::string AbraDatabase::getDefaultLocation() {
  22408. return std::string(db_path) + "/abra_db.yml";
  22409. }
  22410. /**
  22411. * Reads and parses an entry from the abra_db.
  22412. * @param node: YAML node containing the entry.
  22413. * @return count of successfully parsed rows
  22414. */
  22415. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22416. std::string skill_name;
  22417. if (!this->asString(node, "Skill", skill_name))
  22418. return 0;
  22419. uint16 skill_id = skill_name2id(skill_name.c_str());
  22420. if (!skill_id) {
  22421. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22422. return 0;
  22423. }
  22424. if (!skill_get_inf(skill_id)) {
  22425. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22426. return 0;
  22427. }
  22428. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22429. bool exists = abra != nullptr;
  22430. if (!exists) {
  22431. abra = std::make_shared<s_skill_abra_db>();
  22432. abra->skill_id = skill_id;
  22433. }
  22434. if (this->nodeExists(node, "Probability")) {
  22435. const auto& probNode = node["Probability"];
  22436. uint16 probability;
  22437. if (!probNode.is_seq()) {
  22438. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22439. return 0;
  22440. abra->per.fill(probability);
  22441. } else {
  22442. abra->per.fill(0);
  22443. for (const auto& it : probNode) {
  22444. uint16 skill_lv;
  22445. if (!this->asUInt16(it, "Level", skill_lv))
  22446. continue;
  22447. if (skill_lv > MAX_SKILL_LEVEL) {
  22448. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22449. return 0;
  22450. }
  22451. if (!this->asUInt16Rate(it, "Probability", probability))
  22452. continue;
  22453. abra->per[skill_lv - 1] = probability;
  22454. }
  22455. }
  22456. } else {
  22457. if (!exists)
  22458. abra->per.fill(500);
  22459. }
  22460. if (!exists)
  22461. this->put(skill_id, abra);
  22462. return 1;
  22463. }
  22464. /** Reads change material db
  22465. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22466. */
  22467. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22468. uint16 id = atoi(split[0]);
  22469. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22470. short rate = atoi(split[2]);
  22471. bool found = false;
  22472. int x, y;
  22473. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22474. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22475. return false;
  22476. }
  22477. // Clear previous data, for importing support
  22478. if (skill_changematerial_db[id].nameid > 0) {
  22479. found = true;
  22480. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22481. }
  22482. // Import just for clearing/disabling from original data
  22483. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22484. if (nameid == 0) {
  22485. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22486. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22487. return true;
  22488. }
  22489. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22490. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22491. if (skill_produce_db[x].nameid == nameid)
  22492. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22493. break;
  22494. }
  22495. if (x >= MAX_SKILL_PRODUCE_DB) {
  22496. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22497. return false;
  22498. }
  22499. skill_changematerial_db[id].nameid = nameid;
  22500. skill_changematerial_db[id].rate = rate;
  22501. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22502. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22503. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22504. }
  22505. if (!found)
  22506. skill_changematerial_count++;
  22507. return true;
  22508. }
  22509. /**
  22510. * Reads skill damage adjustment
  22511. * @author [Lilith]
  22512. */
  22513. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22514. int64 caster_tmp;
  22515. uint16 id;
  22516. int caster, value;
  22517. char *result;
  22518. trim(split[0]);
  22519. if (ISDIGIT(split[0][0])) {
  22520. value = strtol(split[0], &result, 10);
  22521. if (*result) {
  22522. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22523. return false;
  22524. }
  22525. id = value;
  22526. } else
  22527. id = skill_name2id(split[0]);
  22528. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22529. if (!skill)
  22530. return false;
  22531. skill->damage = {};
  22532. trim(split[1]);
  22533. if (ISDIGIT(split[1][0])) {
  22534. value = strtol(split[1], &result, 10);
  22535. if (*result) {
  22536. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22537. return false;
  22538. }
  22539. caster = value;
  22540. } else { // Try to parse caster as constant
  22541. if (!script_get_constant(split[1], &caster_tmp)) {
  22542. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22543. return false;
  22544. }
  22545. caster = static_cast<uint16>(caster_tmp);
  22546. }
  22547. skill->damage.caster |= caster;
  22548. value = strtol(split[2], &result, 10);
  22549. if (*result) {
  22550. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22551. return false;
  22552. }
  22553. skill->damage.map |= value;
  22554. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22555. value = strtol(split[offset], &result, 10);
  22556. if (*result && *result != ' ') {
  22557. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22558. value = 0;
  22559. }
  22560. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22561. }
  22562. return true;
  22563. }
  22564. /** Reads skill database files */
  22565. static void skill_readdb(void) {
  22566. int i;
  22567. const char* dbsubpath[] = {
  22568. "",
  22569. "/" DBIMPORT,
  22570. //add other path here
  22571. };
  22572. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22573. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22574. skill_produce_count = skill_changematerial_count = 0;
  22575. skill_db.load();
  22576. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22577. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22578. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22579. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22580. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22581. if (i == 0) {
  22582. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22583. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22584. } else {
  22585. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22586. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22587. }
  22588. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22589. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22590. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22591. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22592. aFree(dbsubpath1);
  22593. aFree(dbsubpath2);
  22594. }
  22595. abra_db.load();
  22596. magic_mushroom_db.load();
  22597. reading_spellbook_db.load();
  22598. skill_arrow_db.load();
  22599. skill_init_unit_layout();
  22600. skill_init_nounit_layout();
  22601. }
  22602. void skill_reload (void) {
  22603. skill_db.clear();
  22604. abra_db.clear();
  22605. magic_mushroom_db.clear();
  22606. reading_spellbook_db.clear();
  22607. skill_arrow_db.clear();
  22608. skill_readdb();
  22609. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22610. s_mapiterator *iter = mapit_getallusers();
  22611. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22612. pc_validate_skill(sd);
  22613. clif_skillinfoblock(sd);
  22614. }
  22615. mapit_free(iter);
  22616. }
  22617. /*==========================================
  22618. *
  22619. *------------------------------------------*/
  22620. void do_init_skill(void)
  22621. {
  22622. skill_readdb();
  22623. skillunit_db = idb_alloc(DB_OPT_BASE);
  22624. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22625. bowling_db = idb_alloc(DB_OPT_BASE);
  22626. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22627. ers_chunk_size(skill_timer_ers, 150);
  22628. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22629. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22630. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22631. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22632. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22633. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22634. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22635. }
  22636. void do_final_skill(void)
  22637. {
  22638. skill_db.clear();
  22639. abra_db.clear();
  22640. magic_mushroom_db.clear();
  22641. reading_spellbook_db.clear();
  22642. skill_arrow_db.clear();
  22643. db_destroy(skillunit_db);
  22644. db_destroy(skillusave_db);
  22645. db_destroy(bowling_db);
  22646. ers_destroy(skill_timer_ers);
  22647. }