skill.cpp 806 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. AbraDatabase abra_db;
  58. MagicMushroomDatabase magic_mushroom_db;
  59. ReadingSpellbookDatabase reading_spellbook_db;
  60. SkillArrowDatabase skill_arrow_db;
  61. SkillProduceDatabase skill_produce_db;
  62. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  63. int firewall_unit_pos;
  64. int icewall_unit_pos;
  65. int earthstrain_unit_pos;
  66. int firerain_unit_pos;
  67. int wallofthorn_unit_pos;
  68. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  69. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  70. //Early declaration
  71. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  72. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  73. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  74. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  75. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  76. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  77. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  78. // Use this function for splash skills that can't hit icewall when cast by players
  79. static inline int splash_target(struct block_list* bl) {
  80. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  81. }
  82. /**
  83. * Get skill id from name
  84. * @param name
  85. * @return Skill ID of the skill, or 0 if not found.
  86. **/
  87. uint16 skill_name2id(const char* name) {
  88. if (name == nullptr)
  89. return 0;
  90. for (const auto &it : skill_db) {
  91. if (strcmpi(it.second->name, name) == 0)
  92. return it.first;
  93. }
  94. return 0;
  95. }
  96. /**
  97. * Get Skill name
  98. * @param skill_id
  99. * @return AEGIS Skill name
  100. **/
  101. const char* skill_get_name( uint16 skill_id ) {
  102. return skill_db.find(skill_id)->name;
  103. }
  104. /**
  105. * Get Skill name
  106. * @param skill_id
  107. * @return English Skill name
  108. **/
  109. const char* skill_get_desc( uint16 skill_id ) {
  110. return skill_db.find(skill_id)->desc;
  111. }
  112. static bool skill_check(uint16 id) {
  113. if (id == 0 || skill_get_index(id) == 0)
  114. return false;
  115. return true;
  116. }
  117. #define skill_get(id, var) do {\
  118. if (!skill_check(id))\
  119. return 0;\
  120. return var;\
  121. } while(0)
  122. #define skill_get_lv(id, lv, arrvar) do {\
  123. if (!skill_check(id))\
  124. return 0;\
  125. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  126. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  127. int a__ = arrvar[lv_idx - 2];\
  128. int b__ = arrvar[lv_idx - 1];\
  129. int c__ = arrvar[lv_idx];\
  130. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  131. }\
  132. return arrvar[lv_idx];\
  133. } while(0)
  134. // Skill DB
  135. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  136. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  137. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  138. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  139. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  140. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  141. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  142. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  143. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  144. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  145. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  146. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  147. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  148. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  149. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  150. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  151. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  152. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  153. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  154. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  155. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  156. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  157. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  158. 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); }
  159. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  160. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  161. 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); }
  162. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  163. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  164. #ifdef RENEWAL_CAST
  165. 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); }
  166. #endif
  167. // Skill requirements
  168. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  169. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  170. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  171. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  172. 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); }
  173. 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); }
  174. 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); }
  175. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  176. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  177. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  178. 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); }
  179. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  180. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  181. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  182. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  183. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  184. int splash = skill_get_splash_(skill_id, skill_lv);
  185. if (splash < 0)
  186. return AREA_SIZE;
  187. return splash;
  188. }
  189. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  190. if( skill_id == 0 ){
  191. return false;
  192. }
  193. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  194. if (!skill)
  195. return false;
  196. for (const auto &nkit : nk) {
  197. if (skill->nk[nkit])
  198. return true;
  199. }
  200. return false;
  201. }
  202. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  203. if( skill_id == 0 ){
  204. return false;
  205. }
  206. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  207. if (!skill)
  208. return false;
  209. for (const auto &inf2it : inf2) {
  210. if (skill->inf2[inf2it])
  211. return true;
  212. }
  213. return false;
  214. }
  215. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  216. if( skill_id == 0 ){
  217. return false;
  218. }
  219. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  220. if (!skill)
  221. return false;
  222. for (const auto &unitit : unit) {
  223. if (skill->unit_flag[unitit])
  224. return true;
  225. }
  226. return false;
  227. }
  228. int skill_tree_get_max(uint16 skill_id, int b_class) {
  229. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  230. if (skill != nullptr)
  231. return skill->max_lv;
  232. else
  233. return skill_get_max(skill_id);
  234. }
  235. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  236. int skill_attack_area(struct block_list *bl,va_list ap);
  237. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  238. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  239. int skill_greed(struct block_list *bl, va_list ap);
  240. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  241. static int skill_trap_splash(struct block_list *bl, va_list ap);
  242. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  243. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  244. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  245. static int skill_unit_effect(struct block_list *bl,va_list ap);
  246. static int skill_bind_trap(struct block_list *bl, va_list ap);
  247. e_cast_type skill_get_casttype (uint16 skill_id) {
  248. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  249. if( skill == nullptr ){
  250. return CAST_DAMAGE;
  251. }
  252. if (skill->inf&(INF_GROUND_SKILL))
  253. return CAST_GROUND;
  254. if (skill->inf&INF_SUPPORT_SKILL)
  255. return CAST_NODAMAGE;
  256. if (skill->inf&INF_SELF_SKILL) {
  257. if(skill->inf2[INF2_NOTARGETSELF])
  258. return CAST_DAMAGE; //Combo skill.
  259. return CAST_NODAMAGE;
  260. }
  261. if (skill->nk[NK_NODAMAGE])
  262. return CAST_NODAMAGE;
  263. return CAST_DAMAGE;
  264. }
  265. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  266. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  267. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  268. return 9; //Mobs have a range of 9 regardless of skill used.
  269. int32 range = skill_get_range(skill_id, skill_lv);
  270. if( range < 0 ) {
  271. if( battle_config.use_weapon_skill_range&bl->type )
  272. return status_get_range(bl);
  273. range *=-1;
  274. }
  275. if (isServer && range > 14) {
  276. range = 14; // Server-sided base range can't be above 14
  277. }
  278. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  279. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  280. if( bl->type == BL_PC ) {
  281. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  282. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  283. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  284. } else
  285. range += battle_config.mob_eye_range_bonus;
  286. }
  287. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  288. if( bl->type == BL_PC ) {
  289. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  290. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  291. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  292. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  293. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  294. }
  295. }
  296. }
  297. if( !range && bl->type != BL_PC )
  298. return 9; // Enable non players to use self skills on others. [Skotlex]
  299. return range;
  300. }
  301. /** Copy Referral: dummy skills should point to their source.
  302. * @param skill_id Dummy skill ID
  303. * @return Real skill id if found
  304. **/
  305. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  306. switch (skill_id) {
  307. case AB_DUPLELIGHT_MELEE:
  308. case AB_DUPLELIGHT_MAGIC:
  309. return AB_DUPLELIGHT;
  310. case WL_CHAINLIGHTNING_ATK:
  311. return WL_CHAINLIGHTNING;
  312. case WL_TETRAVORTEX_FIRE:
  313. case WL_TETRAVORTEX_WATER:
  314. case WL_TETRAVORTEX_WIND:
  315. case WL_TETRAVORTEX_GROUND:
  316. return WL_TETRAVORTEX;
  317. case WL_SUMMON_ATK_FIRE:
  318. return WL_SUMMONFB;
  319. case WL_SUMMON_ATK_WIND:
  320. return WL_SUMMONBL;
  321. case WL_SUMMON_ATK_WATER:
  322. return WL_SUMMONWB;
  323. case WL_SUMMON_ATK_GROUND:
  324. return WL_SUMMONSTONE;
  325. case LG_OVERBRAND_BRANDISH:
  326. case LG_OVERBRAND_PLUSATK:
  327. return LG_OVERBRAND;
  328. case WM_REVERBERATION_MELEE:
  329. case WM_REVERBERATION_MAGIC:
  330. return WM_REVERBERATION;
  331. case WM_SEVERE_RAINSTORM_MELEE:
  332. return WM_SEVERE_RAINSTORM;
  333. case GN_CRAZYWEED_ATK:
  334. return GN_CRAZYWEED;
  335. case GN_HELLS_PLANT_ATK:
  336. return GN_HELLS_PLANT;
  337. case GN_SLINGITEM_RANGEMELEEATK:
  338. return GN_SLINGITEM;
  339. case RL_R_TRIP_PLUSATK:
  340. return RL_R_TRIP;
  341. case NPC_MAXPAIN_ATK:
  342. return NPC_MAXPAIN;
  343. case SU_CN_METEOR2:
  344. return SU_CN_METEOR;
  345. case SU_SV_ROOTTWIST_ATK:
  346. return SU_SV_ROOTTWIST;
  347. case SU_LUNATICCARROTBEAT2:
  348. return SU_LUNATICCARROTBEAT;
  349. case NPC_REVERBERATION_ATK:
  350. return NPC_REVERBERATION;
  351. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  352. return NPC_MAGMA_ERUPTION;
  353. case NPC_DANCINGBLADE_ATK:
  354. return NPC_DANCINGBLADE;
  355. case DK_SERVANTWEAPON_ATK:
  356. return DK_SERVANTWEAPON;
  357. case DK_HACKANDSLASHER_ATK:
  358. return DK_HACKANDSLASHER;
  359. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  360. return AG_DESTRUCTIVE_HURRICANE;
  361. case AG_VIOLENT_QUAKE_ATK:
  362. return AG_VIOLENT_QUAKE;
  363. case AG_ALL_BLOOM_ATK:
  364. case AG_ALL_BLOOM_ATK2:
  365. return AG_ALL_BLOOM;
  366. case AG_CRYSTAL_IMPACT_ATK:
  367. return AG_CRYSTAL_IMPACT;
  368. case AG_ASTRAL_STRIKE_ATK:
  369. return AG_ASTRAL_STRIKE;
  370. case AG_CRIMSON_ARROW_ATK:
  371. return AG_CRIMSON_ARROW;
  372. case CD_ARBITRIUM_ATK:
  373. return CD_ARBITRIUM;
  374. case ABC_CHAIN_REACTION_SHOT_ATK:
  375. return ABC_CHAIN_REACTION_SHOT;
  376. case ABC_FROM_THE_ABYSS_ATK:
  377. return ABC_FROM_THE_ABYSS;
  378. case BO_ACIDIFIED_ZONE_WATER_ATK:
  379. return BO_ACIDIFIED_ZONE_WATER;
  380. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  381. return BO_ACIDIFIED_ZONE_GROUND;
  382. case BO_ACIDIFIED_ZONE_WIND_ATK:
  383. return BO_ACIDIFIED_ZONE_WIND;
  384. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  385. return BO_ACIDIFIED_ZONE_FIRE;
  386. case TR_ROSEBLOSSOM_ATK:
  387. return TR_ROSEBLOSSOM;
  388. case EM_ELEMENTAL_BUSTER_FIRE:
  389. case EM_ELEMENTAL_BUSTER_WATER:
  390. case EM_ELEMENTAL_BUSTER_WIND:
  391. case EM_ELEMENTAL_BUSTER_GROUND:
  392. case EM_ELEMENTAL_BUSTER_POISON:
  393. return EM_ELEMENTAL_BUSTER;
  394. }
  395. return skill_id;
  396. }
  397. /**
  398. * Check skill unit maxcount
  399. * @param src: Caster to check against
  400. * @param x: X location of skill
  401. * @param y: Y location of skill
  402. * @param skill_id: Skill used
  403. * @param skill_lv: Skill level used
  404. * @param type: Type of unit to check against for battle_config checks
  405. * @param display_failure: Display skill failure message
  406. * @return True on skill cast success or false on failure
  407. */
  408. 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) {
  409. if (!src)
  410. return false;
  411. struct unit_data *ud = unit_bl2ud(src);
  412. map_session_data *sd = map_id2sd(src->id);
  413. int maxcount = 0;
  414. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  415. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  416. if (sd && display_failure)
  417. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  418. return false;
  419. }
  420. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  421. if (sd && display_failure)
  422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  423. return false;
  424. }
  425. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  426. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  427. if (maxcount == 0) {
  428. if (sd && display_failure)
  429. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  430. return false;
  431. }
  432. }
  433. return true;
  434. }
  435. /**
  436. * Calculates heal value of skill's effect
  437. * @param src: Unit casting heal
  438. * @param target: Target of src
  439. * @param skill_id: Skill ID used
  440. * @param skill_lv: Skill Level used
  441. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  442. * @return modified heal value
  443. */
  444. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  445. int skill, hp = 0;
  446. #ifdef RENEWAL
  447. int hp_bonus = 0;
  448. double global_bonus = 1;
  449. #endif
  450. map_session_data *sd = BL_CAST(BL_PC, src);
  451. map_session_data *tsd = BL_CAST(BL_PC, target);
  452. status_change *sc, *tsc;
  453. sc = status_get_sc(src);
  454. tsc = status_get_sc(target);
  455. switch( skill_id ) {
  456. #ifndef RENEWAL
  457. case BA_APPLEIDUN:
  458. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  459. if (sd)
  460. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  461. break;
  462. #endif
  463. case PR_SANCTUARY:
  464. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  465. break;
  466. case NPC_EVILLAND:
  467. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  468. break;
  469. case AB_HIGHNESSHEAL:
  470. #ifdef RENEWAL
  471. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  472. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  473. hp_bonus += skill * 2;
  474. #else
  475. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  476. hp = (hp * (17 + 3 * skill_lv)) / 10;
  477. #endif
  478. break;
  479. case SU_FRESHSHRIMP:
  480. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  481. break;
  482. case SU_BUNCHOFSHRIMP:
  483. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  484. break;
  485. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  486. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  487. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  488. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  489. #ifdef RENEWAL
  490. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  491. hp_bonus += skill * 2;
  492. #endif
  493. break;
  494. default:
  495. if (skill_lv >= battle_config.max_heal_lv)
  496. return battle_config.max_heal;
  497. #ifdef RENEWAL
  498. /**
  499. * Renewal Heal Formula
  500. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  501. */
  502. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  503. #else
  504. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  505. #endif
  506. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  507. #ifdef RENEWAL
  508. hp_bonus += skill * 2;
  509. #else
  510. hp += hp * skill * 2 / 100;
  511. #endif
  512. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  513. #ifdef RENEWAL
  514. hp_bonus += skill * 2;
  515. #else
  516. hp += hp * skill * 2 / 100;
  517. #endif
  518. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  519. hp *= 2;
  520. break;
  521. }
  522. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  523. hp /= 2;
  524. if (sd) {
  525. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  526. #ifdef RENEWAL
  527. hp_bonus += 10;
  528. #else
  529. hp += hp * 10 / 100;
  530. #endif
  531. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  532. #ifdef RENEWAL
  533. hp_bonus += 20;
  534. #else
  535. hp += hp * 20 / 100;
  536. #endif
  537. }
  538. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  539. #ifdef RENEWAL
  540. hp_bonus += 2 * skill;
  541. #else
  542. hp += hp * skill * 2 / 100;
  543. #endif
  544. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  545. #ifdef RENEWAL
  546. hp_bonus += 3 * skill;
  547. #else
  548. hp += hp * skill * 3 / 100;
  549. #endif
  550. if (skill = pc_skillheal_bonus(sd, skill_id))
  551. #ifdef RENEWAL
  552. hp_bonus += skill;
  553. #else
  554. hp += hp * skill / 100;
  555. #endif
  556. }
  557. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  558. #ifdef RENEWAL
  559. hp_bonus += skill;
  560. #else
  561. hp += hp * skill / 100;
  562. #endif
  563. if (sc && sc->count) {
  564. 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 ||
  565. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  566. #ifdef RENEWAL
  567. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  568. #else
  569. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  570. #endif
  571. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  572. #ifdef RENEWAL
  573. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  574. #else
  575. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  576. #endif
  577. #ifdef RENEWAL
  578. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  579. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  580. #endif
  581. }
  582. if (tsc && tsc->count) {
  583. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  584. if (tsc->getSCE(SC_INCHEALRATE))
  585. #ifdef RENEWAL
  586. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  587. #else
  588. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  589. #endif
  590. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  591. #ifdef RENEWAL
  592. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  593. #else
  594. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  595. #endif
  596. if (tsc->getSCE(SC_ANCILLA))
  597. #ifdef RENEWAL
  598. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  599. #else
  600. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  601. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  602. hp += hp / 10;
  603. #endif
  604. #ifdef RENEWAL
  605. if (tsc->getSCE(SC_ASSUMPTIO))
  606. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  607. #endif
  608. if (tsc->getSCE(SC_VITALIZE_POTION))
  609. #ifdef RENEWAL
  610. hp_bonus += 10;
  611. #else
  612. hp += hp * 10 / 100;
  613. #endif
  614. }
  615. }
  616. #ifdef RENEWAL
  617. if (hp_bonus)
  618. hp += hp * hp_bonus / 100;
  619. // MATK part of the RE heal formula [malufett]
  620. // Note: in this part matk bonuses from items or skills are not applied
  621. switch( skill_id ) {
  622. case BA_APPLEIDUN:
  623. case PR_SANCTUARY:
  624. case NPC_EVILLAND:
  625. break;
  626. default:
  627. {
  628. struct status_data *status = status_get_status_data(src);
  629. int min, max;
  630. min = status_base_matk_min(src, status, status_get_lv(src));
  631. max = status_base_matk_max(src, status, status_get_lv(src));
  632. if( status->rhw.matk > 0 ){
  633. int wMatk, variance;
  634. wMatk = status->rhw.matk;
  635. variance = wMatk * status->rhw.wlv / 10;
  636. min += wMatk - variance;
  637. max += wMatk + variance;
  638. }
  639. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  640. min = max;
  641. if( sd && sd->right_weapon.overrefine > 0 ){
  642. min++;
  643. max += sd->right_weapon.overrefine - 1;
  644. }
  645. if(max > min)
  646. hp += min+rnd()%(max-min);
  647. else
  648. hp += min;
  649. }
  650. }
  651. // Global multipliers are applied after the MATK is applied
  652. if (tsc && tsc->count) {
  653. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  654. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  655. global_bonus *= 1.1f;
  656. }
  657. }
  658. if (skill_id == AB_HIGHNESSHEAL)
  659. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  660. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  661. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  662. #endif
  663. if (heal && tsc && tsc->count) {
  664. uint8 penalty = 0;
  665. if (tsc->getSCE(SC_CRITICALWOUND))
  666. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  667. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  668. penalty += 20;
  669. if (tsc->getSCE(SC_NORECOVER_STATE))
  670. penalty = 100;
  671. if (penalty > 0) {
  672. #ifdef RENEWAL
  673. penalty = cap_value(penalty, 1, 100);
  674. global_bonus *= (100 - penalty) / 100.f;
  675. #else
  676. hp -= hp * penalty / 100;
  677. #endif
  678. }
  679. }
  680. #ifdef RENEWAL
  681. hp = (int)(hp * global_bonus);
  682. // Final heal increased by HPlus.
  683. // Is this the right place for this??? [Rytech]
  684. if ( sd && status_get_hplus(src) > 0 )
  685. hp += hp * status_get_hplus(src) / 100;
  686. return (heal) ? max(1, hp) : hp;
  687. #else
  688. return hp;
  689. #endif
  690. }
  691. /**
  692. * Making Plagiarism and Reproduce check their own function
  693. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  694. * @param sd: Player who will copy the skill
  695. * @param skill_id: Target skill
  696. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  697. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  698. */
  699. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  700. uint16 skill_idx = skill_get_index(skill_id);
  701. if (!skill_idx)
  702. return 0;
  703. // Only copy skill that player doesn't have or the skill is old clone
  704. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  705. return 0;
  706. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  707. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  708. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  709. return 1;
  710. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  711. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  712. return 2;
  713. return 0;
  714. }
  715. /**
  716. * Check if the skill is ok to cast and when.
  717. * Done before skill_check_condition_castbegin, requirement
  718. * @param skill_id: Skill ID that casted
  719. * @param sd: Player who casted
  720. * @return true: Skill cannot be used, false: otherwise
  721. * @author [MouseJstr]
  722. */
  723. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  724. {
  725. nullpo_retr(1,sd);
  726. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  727. return false; // can do any damn thing they want
  728. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  729. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  730. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  731. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  732. return true;
  733. // Epoque:
  734. // This code will compare the player's attack motion value which is influenced by ASPD before
  735. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  736. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  737. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  738. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  739. {// attempted to cast a skill before the attack motion has finished
  740. return true;
  741. }
  742. if (skill_blockpc_get(sd, skill_id) != -1){
  743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  744. return true;
  745. }
  746. /**
  747. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  748. * 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
  749. */
  750. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  751. return false;
  752. uint32 skill_nocast = skill_get_nocast(skill_id);
  753. // Check skill restrictions [Celest]
  754. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  755. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  756. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  757. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  758. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  759. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  760. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  761. return true;
  762. }
  763. if( sd->sc.getSCE(SC_ALL_RIDING) )
  764. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  765. switch (skill_id) {
  766. case AL_WARP:
  767. case RETURN_TO_ELDICASTES:
  768. case ALL_GUARDIAN_RECALL:
  769. case ECLAGE_RECALL:
  770. case ALL_PRONTERA_RECALL:
  771. if(mapdata->flag[MF_NOWARP]) {
  772. clif_skill_teleportmessage(sd,0);
  773. return true;
  774. }
  775. return false;
  776. case AL_TELEPORT:
  777. case NPC_FATALMENACE:
  778. case SC_DIMENSIONDOOR:
  779. case ALL_ODINS_RECALL:
  780. case WE_CALLALLFAMILY:
  781. if(mapdata->flag[MF_NOTELEPORT]) {
  782. clif_skill_teleportmessage(sd,0);
  783. return true;
  784. }
  785. return false; // gonna be checked in 'skill_castend_nodamage_id'
  786. case WE_CALLPARTNER:
  787. case WE_CALLPARENT:
  788. case WE_CALLBABY:
  789. if (mapdata->flag[MF_NOMEMO]) {
  790. clif_skill_teleportmessage(sd,1);
  791. return true;
  792. }
  793. break;
  794. case MC_VENDING:
  795. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  796. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  797. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  798. return true;
  799. }
  800. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  801. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  802. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  803. return true;
  804. }
  805. if (npc_isnear(&sd->bl)) {
  806. // uncomment to send msg_txt.
  807. //char output[150];
  808. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  809. //clif_displaymessage(sd->fd, output);
  810. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  811. return true;
  812. }
  813. break;
  814. case ALL_BUYING_STORE:
  815. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  816. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  818. return true;
  819. }
  820. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  821. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  823. return true;
  824. }
  825. if( npc_isnear(&sd->bl) ) {
  826. // uncomment to send msg_txt.
  827. //char output[150];
  828. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  829. //clif_displaymessage(sd->fd, output);
  830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  831. return true;
  832. }
  833. break;
  834. case MC_IDENTIFY:
  835. return false; // always allowed
  836. case WZ_ICEWALL:
  837. // noicewall flag [Valaris]
  838. if (mapdata->flag[MF_NOICEWALL]) {
  839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  840. return true;
  841. }
  842. break;
  843. case GC_DARKILLUSION:
  844. if( mapdata_flag_gvg2(mapdata) ) {
  845. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  846. return true;
  847. }
  848. break;
  849. case GD_EMERGENCYCALL:
  850. case GD_ITEMEMERGENCYCALL:
  851. if (
  852. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  853. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  854. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  855. ) {
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. return true;
  858. }
  859. break;
  860. case WM_SIRCLEOFNATURE:
  861. case WM_SOUND_OF_DESTRUCTION:
  862. case WM_LULLABY_DEEPSLEEP:
  863. case WM_GLOOMYDAY:
  864. case WM_SATURDAY_NIGHT_FEVER:
  865. if( !mapdata_flag_vs(mapdata) ) {
  866. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  867. return true;
  868. }
  869. break;
  870. }
  871. return false;
  872. }
  873. /**
  874. * Check if the homunculus skill is ok to be processed
  875. * After checking from Homunculus side, also check the master condition
  876. * @param hd: Homunculus who casted
  877. * @param skill_id: Skill ID casted
  878. * @param skill_lv: Skill level casted
  879. * @return true: Skill cannot be used, false: otherwise
  880. */
  881. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  882. {
  883. map_session_data *sd = NULL;
  884. status_change *sc;
  885. int8 spiritball = 0;
  886. nullpo_retr(true, hd);
  887. spiritball = skill_get_spiritball(skill_id, skill_lv);
  888. sd = hd->master;
  889. sc = status_get_sc(&hd->bl);
  890. if (!sd)
  891. return true;
  892. if (sc && !sc->count)
  893. sc = NULL;
  894. if (util::vector_exists(hd->blockskill, skill_id))
  895. return true;
  896. switch(skill_id) {
  897. case HFLI_SBR44:
  898. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  899. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  900. return true;
  901. }
  902. break;
  903. case HVAN_EXPLOSION:
  904. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  905. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  906. return true;
  907. }
  908. break;
  909. case MH_LIGHT_OF_REGENE: // Must be cordial
  910. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  911. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  912. return true;
  913. }
  914. break;
  915. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  916. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  917. return true;
  918. break;
  919. case MH_ANGRIFFS_MODUS:
  920. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  921. return true;
  922. break;
  923. case MH_TINDER_BREAKER: // Must be in grappling mode
  924. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  926. return true;
  927. }
  928. break;
  929. case MH_SONIC_CRAW: // Must be in fighting mode
  930. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  931. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  932. return true;
  933. }
  934. break;
  935. case MH_SILVERVEIN_RUSH:
  936. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  937. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  938. return true;
  939. }
  940. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  941. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  942. return true;
  943. }
  944. break;
  945. case MH_MIDNIGHT_FRENZY:
  946. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  947. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  948. return true;
  949. }
  950. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  951. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  952. return true;
  953. }
  954. break;
  955. case MH_CBC:
  956. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  957. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  958. return true;
  959. }
  960. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  961. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  962. return true;
  963. }
  964. break;
  965. case MH_EQC:
  966. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  967. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  968. return true;
  969. }
  970. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  971. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  972. return true;
  973. }
  974. break;
  975. }
  976. if (spiritball) {
  977. if (hd->homunculus.spiritball < spiritball) {
  978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  979. return true;
  980. }
  981. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  982. if (skill_id != MH_BLAZING_AND_FURIOUS)
  983. hom_delspiritball(hd, spiritball, 1);
  984. }
  985. //Use master's criteria.
  986. return skill_isNotOk(skill_id, hd->master);
  987. }
  988. /**
  989. * Check if the mercenary skill is ok to be processed
  990. * After checking from Homunculus side, also check the master condition
  991. * @param skill_id: Skill ID that casted
  992. * @param md: Mercenary who casted
  993. * @return true: Skill cannot be used, false: otherwise
  994. */
  995. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  996. {
  997. nullpo_retr(1, md);
  998. if (util::vector_exists(md->blockskill, skill_id))
  999. return true;
  1000. return skill_isNotOk(skill_id, md->master);
  1001. }
  1002. /**
  1003. * Check if the skill can be casted near NPC or not
  1004. * @param src Object who casted
  1005. * @param skill_id Skill ID that casted
  1006. * @param skill_lv Skill Lv
  1007. * @param pos_x Position x of the target
  1008. * @param pos_y Position y of the target
  1009. * @return true: Skill cannot be used, false: otherwise
  1010. * @author [Cydh]
  1011. */
  1012. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1013. if (!src)
  1014. return false;
  1015. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1016. return false;
  1017. //if self skill
  1018. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1019. pos_x = src->x;
  1020. pos_y = src->y;
  1021. }
  1022. if (pos_x <= 0) pos_x = src->x;
  1023. if (pos_y <= 0) pos_y = src->y;
  1024. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1025. }
  1026. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1027. {
  1028. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1029. uint8 dir;
  1030. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1031. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1032. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1033. }
  1034. nullpo_retr(NULL, src);
  1035. //Monsters sometimes deploy more units on level 10
  1036. if (src->type == BL_MOB && skill_lv >= 10) {
  1037. if (skill_id == WZ_WATERBALL)
  1038. pos = 4; //9x9 Area
  1039. }
  1040. if (pos != -1) // simple single-definition layout
  1041. return &skill_unit_layout[pos];
  1042. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1043. if (skill_id == MG_FIREWALL)
  1044. return &skill_unit_layout [firewall_unit_pos + dir];
  1045. else if (skill_id == WZ_ICEWALL)
  1046. return &skill_unit_layout [icewall_unit_pos + dir];
  1047. else if( skill_id == WL_EARTHSTRAIN )
  1048. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1049. else if( skill_id == RL_FIRE_RAIN )
  1050. return &skill_unit_layout[firerain_unit_pos + dir];
  1051. else if( skill_id == GN_WALLOFTHORN )
  1052. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1053. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1054. return &skill_unit_layout[0]; // default 1x1 layout
  1055. }
  1056. /** Stores temporary values.
  1057. * Common usages:
  1058. * [0] holds number of targets in area
  1059. * [1] holds the id of the original target
  1060. * [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)
  1061. */
  1062. static int skill_area_temp[8];
  1063. /*==========================================
  1064. * Add effect to skill when hit succesfully target
  1065. *------------------------------------------*/
  1066. 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 ){
  1067. nullpo_ret(src);
  1068. nullpo_ret(bl);
  1069. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1070. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1071. return 0;
  1072. map_session_data* sd = BL_CAST( BL_PC, src );
  1073. mob_data* md = BL_CAST( BL_MOB, src );
  1074. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1075. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1076. status_change* sc = status_get_sc( src );
  1077. status_change* tsc = status_get_sc( bl );
  1078. status_data* sstatus = status_get_status_data( src );
  1079. status_data* tstatus = status_get_status_data( bl );
  1080. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1081. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1082. // Chance to trigger Taekwon kicks
  1083. if (sc->getSCE(SC_READYSTORM) &&
  1084. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1085. 0, 2, 0,
  1086. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1087. ; //Stance triggered
  1088. else if (sc->getSCE(SC_READYDOWN) &&
  1089. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1090. 0, 2, 0,
  1091. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1092. ; //Stance triggered
  1093. else if (sc->getSCE(SC_READYTURN) &&
  1094. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1097. ; //Stance triggered
  1098. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1099. int rate = 20;
  1100. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1101. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1102. status_change_end(src, SC_SKILLRATE_UP);
  1103. }
  1104. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1105. 0, 2, 0,
  1106. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1107. ; //Stance triggered
  1108. }
  1109. }
  1110. if (!tsc) //skill additional effect is about adding effects to the target...
  1111. //So if the target can't be inflicted with statuses, this is pointless.
  1112. return 0;
  1113. if( sd )
  1114. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1115. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1116. #ifndef RENEWAL
  1117. && skill_id != ASC_BREAKER
  1118. #endif
  1119. ) {
  1120. // Trigger status effects
  1121. for (const auto &it : sd->addeff) {
  1122. int rate = it.rate;
  1123. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1124. rate += it.arrow_rate;
  1125. if( !rate )
  1126. continue;
  1127. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1128. // Trigger has attack type consideration.
  1129. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1130. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1131. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1132. ;
  1133. else
  1134. continue;
  1135. }
  1136. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1137. // Trigger has range consideration.
  1138. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1139. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1140. continue; //Range Failed.
  1141. }
  1142. if (it.flag&ATF_TARGET)
  1143. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1144. if (it.flag&ATF_SELF)
  1145. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1146. }
  1147. }
  1148. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1149. if (sc != nullptr) {
  1150. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1151. unit_data *ud = unit_bl2ud(bl);
  1152. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1153. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1154. }
  1155. }
  1156. if( skill_id ) {
  1157. // Trigger status effects on skills
  1158. for (const auto &it : sd->addeff_onskill) {
  1159. if (skill_id != it.skill_id || !it.rate)
  1160. continue;
  1161. if (it.target&ATF_TARGET)
  1162. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1163. if (it.target&ATF_SELF)
  1164. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1165. }
  1166. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1167. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1168. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1169. #ifdef RENEWAL
  1170. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1171. #else
  1172. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1173. #endif
  1174. clif_emotion(bl,ET_HUK);
  1175. }
  1176. }
  1177. }
  1178. if( dmg_lv < ATK_DEF ) // no damage, return;
  1179. return 0;
  1180. switch(skill_id) {
  1181. case 0:
  1182. { // Normal attacks (no skill used)
  1183. if( attack_type&BF_SKILL )
  1184. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1185. if(sd) {
  1186. int skill;
  1187. // Automatic trigger of Blitz Beat
  1188. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1189. int rate;
  1190. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1191. rate = 5;
  1192. else
  1193. rate = (sd->status.job_level + 9) / 10;
  1194. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1195. }
  1196. // Automatic trigger of Warg Strike
  1197. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1198. int rate = sstatus->luk * 10 / 3 + 1;
  1199. if (pc_isfalcon(sd))
  1200. rate = rate / 3;
  1201. if (rnd() % 1000 <= rate)
  1202. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1203. }
  1204. // Automatic trigger of Hawk Rush
  1205. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1206. int rate = sstatus->con * 10 / 3 + 1;
  1207. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1208. if (rnd() % 1000 <= rate)
  1209. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1210. }
  1211. // Gank
  1212. if(dstmd && sd->status.weapon != W_BOW &&
  1213. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1214. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1215. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1216. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1217. else
  1218. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1219. }
  1220. }
  1221. if (sc) {
  1222. struct status_change_entry *sce;
  1223. // Enchant Poison gives a chance to poison attacked enemies
  1224. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1225. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1226. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1227. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1228. if((sce=sc->getSCE(SC_EDP)))
  1229. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1230. skill_get_time2(ASC_EDP,sce->val1));
  1231. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1232. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1233. }
  1234. }
  1235. break;
  1236. case SM_BASH:
  1237. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1238. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1239. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1240. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1241. }
  1242. break;
  1243. case MER_CRASH:
  1244. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1245. break;
  1246. case AS_VENOMKNIFE:
  1247. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1248. skill_lv = pc_checkskill(sd, TF_POISON);
  1249. case TF_POISON:
  1250. case AS_SPLASHER:
  1251. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1252. && sd && skill_id==TF_POISON
  1253. )
  1254. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1255. break;
  1256. case AS_SONICBLOW:
  1257. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case AS_GRIMTOOTH:
  1260. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1261. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1262. break;
  1263. case WZ_FIREPILLAR:
  1264. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1265. break;
  1266. case MG_FROSTDIVER:
  1267. 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)
  1268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1269. break;
  1270. case WZ_FROSTNOVA:
  1271. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case WZ_STORMGUST:
  1274. // Storm Gust counter was dropped in renewal
  1275. #ifdef RENEWAL
  1276. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1277. #else
  1278. //On third hit, there is a 150% to freeze the target
  1279. if(tsc->sg_counter >= 3 &&
  1280. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1281. tsc->sg_counter = 0;
  1282. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1283. else if( tsc->sg_counter > 250 )
  1284. tsc->sg_counter = 0;
  1285. #endif
  1286. break;
  1287. case NPC_STORMGUST2:
  1288. if (skill_lv == 1)
  1289. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. else if (skill_lv == 2)
  1291. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1292. else
  1293. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1294. break;
  1295. case WZ_METEOR:
  1296. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. break;
  1298. case WZ_VERMILION:
  1299. #ifdef RENEWAL
  1300. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. #else
  1302. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. #endif
  1304. break;
  1305. case WZ_HEAVENDRIVE:
  1306. status_change_end(bl, SC_SV_ROOTTWIST);
  1307. break;
  1308. case HT_FREEZINGTRAP:
  1309. case MA_FREEZINGTRAP:
  1310. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case HT_FLASHER:
  1313. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case HT_LANDMINE:
  1316. case MA_LANDMINE:
  1317. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case HT_SHOCKWAVE:
  1320. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1321. break;
  1322. case HT_SANDMAN:
  1323. case MA_SANDMAN:
  1324. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case TF_SPRINKLESAND:
  1327. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case TF_THROWSTONE:
  1330. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1331. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case NPC_DARKCROSS:
  1334. case CR_HOLYCROSS:
  1335. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case NPC_GRANDDARKNESS:
  1338. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1339. attack_type |= BF_WEAPON;
  1340. break;
  1341. case CR_GRANDCROSS:
  1342. //Chance to cause blind status vs demon and undead element, but not against players
  1343. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1344. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1345. attack_type |= BF_WEAPON;
  1346. break;
  1347. case AM_ACIDTERROR:
  1348. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1349. #ifdef RENEWAL
  1350. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1351. #else
  1352. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1353. #endif
  1354. clif_emotion(bl,ET_HUK);
  1355. break;
  1356. case AM_DEMONSTRATION:
  1357. #ifdef RENEWAL
  1358. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1359. #else
  1360. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1361. #endif
  1362. break;
  1363. case CR_SHIELDCHARGE:
  1364. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. #ifndef RENEWAL
  1367. case PA_PRESSURE:
  1368. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1369. //Fall through
  1370. case HW_GRAVITATION:
  1371. //Pressure and Gravitation can trigger physical autospells
  1372. attack_type |= BF_NORMAL;
  1373. attack_type |= BF_WEAPON;
  1374. break;
  1375. #endif
  1376. case RG_RAID:
  1377. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1378. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1379. #ifdef RENEWAL
  1380. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1381. break;
  1382. case RG_BACKSTAP:
  1383. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1384. #endif
  1385. break;
  1386. case BA_FROSTJOKER:
  1387. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1388. break;
  1389. case DC_SCREAM:
  1390. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1391. break;
  1392. case BD_LULLABY:
  1393. 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);
  1394. break;
  1395. #ifdef RENEWAL
  1396. case DC_UGLYDANCE:
  1397. // !TODO: How does caster's DEX/AGI play a role?
  1398. status_zap( bl, 0, 2 * skill_lv + 10 );
  1399. break;
  1400. #else
  1401. case DC_UGLYDANCE: {
  1402. int rate = 5 + 5 * skill_lv;
  1403. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1404. if( skill > 0 ){
  1405. rate += 5 + skill;
  1406. }
  1407. status_zap( bl, 0, rate );
  1408. } break;
  1409. #endif
  1410. case SL_STUN:
  1411. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1412. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1413. break;
  1414. case NPC_PETRIFYATTACK:
  1415. 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));
  1416. break;
  1417. case NPC_CURSEATTACK:
  1418. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1419. break;
  1420. case NPC_SLEEPATTACK:
  1421. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1422. break;
  1423. case NPC_BLINDATTACK:
  1424. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1425. break;
  1426. case NPC_POISON:
  1427. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1428. break;
  1429. case NPC_SILENCEATTACK:
  1430. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case NPC_STUNATTACK:
  1433. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1434. break;
  1435. case NPC_BLEEDING:
  1436. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1437. break;
  1438. case NPC_BLEEDING2:
  1439. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case NPC_CHANGEUNDEAD:
  1442. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1443. break;
  1444. case NPC_ACIDBREATH:
  1445. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_ICEBREATH:
  1448. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1449. break;
  1450. case NPC_ICEBREATH2:
  1451. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_MENTALBREAKER:
  1454. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1455. //equal to Matk*skLevel.
  1456. int rate = sstatus->matk_min;
  1457. if (rate < sstatus->matk_max)
  1458. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1459. rate*=skill_lv;
  1460. status_zap(bl, 0, rate);
  1461. break;
  1462. }
  1463. // Equipment breaking monster skills [Celest]
  1464. case NPC_ARMORBRAKE:
  1465. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1466. break;
  1467. case NPC_HELMBRAKE:
  1468. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1469. break;
  1470. case NPC_SHIELDBRAKE:
  1471. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1472. break;
  1473. case CH_TIGERFIST: {
  1474. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1475. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1476. if (status_get_class_(bl) == CLASS_BOSS)
  1477. basetime /= 5;
  1478. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1479. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1480. }
  1481. break;
  1482. case LK_SPIRALPIERCE:
  1483. case ML_SPIRALPIERCE:
  1484. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1485. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1486. break;
  1487. case ST_REJECTSWORD:
  1488. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1489. break;
  1490. case PF_FOGWALL:
  1491. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1492. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1493. break;
  1494. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1495. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1496. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1497. break;
  1498. case ASC_METEORASSAULT:
  1499. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1500. switch(rnd()%3) {
  1501. case 0:
  1502. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1503. break;
  1504. case 1:
  1505. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1506. break;
  1507. default:
  1508. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1509. }
  1510. break;
  1511. case HW_NAPALMVULCAN:
  1512. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1513. break;
  1514. case WS_CARTTERMINATION: // Cart termination
  1515. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1516. break;
  1517. case CR_ACIDDEMONSTRATION:
  1518. case GN_FIRE_EXPANSION_ACID:
  1519. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1520. break;
  1521. case TK_DOWNKICK:
  1522. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1523. break;
  1524. case TK_JUMPKICK:
  1525. // debuff the following statuses
  1526. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1527. status_change_end(bl, SC_SPIRIT);
  1528. status_change_end(bl, SC_ADRENALINE2);
  1529. status_change_end(bl, SC_KAITE);
  1530. status_change_end(bl, SC_KAAHI);
  1531. status_change_end(bl, SC_ONEHAND);
  1532. status_change_end(bl, SC_ASPDPOTION2);
  1533. // New soul links confirmed to not dispell with this skill
  1534. // but thats likely a bug since soul links can't stack and
  1535. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1536. status_change_end(bl, SC_SOULGOLEM);
  1537. status_change_end(bl, SC_SOULSHADOW);
  1538. status_change_end(bl, SC_SOULFALCON);
  1539. status_change_end(bl, SC_SOULFAIRY);
  1540. }
  1541. break;
  1542. case TK_TURNKICK:
  1543. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1544. if(attack_type&BF_MISC) //70% base stun chance...
  1545. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1546. break;
  1547. case GS_BULLSEYE: //0.1% coma rate.
  1548. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1549. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1550. break;
  1551. case GS_PIERCINGSHOT:
  1552. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1553. break;
  1554. case NJ_HYOUSYOURAKU:
  1555. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1556. break;
  1557. case GS_FLING:
  1558. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1559. break;
  1560. case GS_DISARM:
  1561. skill_strip_equip(src, bl, skill_id, skill_lv);
  1562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1563. break;
  1564. case NPC_EVILLAND:
  1565. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1566. break;
  1567. case NPC_HELLJUDGEMENT:
  1568. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1569. break;
  1570. case NPC_HELLJUDGEMENT2:
  1571. switch(rnd()%6) {
  1572. case 0:
  1573. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1574. break;
  1575. case 1:
  1576. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1577. break;
  1578. case 2:
  1579. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case 3:
  1582. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1583. break;
  1584. case 4:
  1585. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1586. break;
  1587. default:
  1588. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1589. break;
  1590. }
  1591. break;
  1592. case NPC_CRITICALWOUND:
  1593. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case NPC_FIRESTORM:
  1596. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1597. break;
  1598. case RK_DRAGONBREATH:
  1599. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1600. break;
  1601. case RK_DRAGONBREATH_WATER:
  1602. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1603. break;
  1604. case NPC_DRAGONBREATH:
  1605. if (skill_lv > 5)
  1606. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1607. else
  1608. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1609. break;
  1610. case AB_ADORAMUS:
  1611. 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));
  1612. break;
  1613. case WL_COMET:
  1614. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1615. break;
  1616. case NPC_COMET:
  1617. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1618. break;
  1619. case NPC_JACKFROST:
  1620. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1621. break;
  1622. case RA_WUGBITE: {
  1623. 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);
  1624. if (wug_rate < 50)
  1625. wug_rate = 50;
  1626. 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))) );
  1627. }
  1628. break;
  1629. case RA_SENSITIVEKEEN:
  1630. if( rnd()%100 < 8 * skill_lv )
  1631. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1632. break;
  1633. case RA_FIRINGTRAP:
  1634. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1635. break;
  1636. case RA_ICEBOUNDTRAP:
  1637. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1638. break;
  1639. case NC_PILEBUNKER:
  1640. if( rnd()%100 < 25 + 15*skill_lv ) {
  1641. status_change_end(bl, SC_KYRIE);
  1642. status_change_end(bl, SC_ASSUMPTIO);
  1643. status_change_end(bl, SC_STEELBODY);
  1644. status_change_end(bl, SC_GT_CHANGE);
  1645. status_change_end(bl, SC_GT_REVITALIZE);
  1646. status_change_end(bl, SC_AUTOGUARD);
  1647. status_change_end(bl, SC_REFLECTDAMAGE);
  1648. status_change_end(bl, SC_DEFENDER);
  1649. status_change_end(bl, SC_PRESTIGE);
  1650. status_change_end(bl, SC_BANDING);
  1651. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1652. }
  1653. break;
  1654. case NC_FLAMELAUNCHER:
  1655. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1656. break;
  1657. case NC_COLDSLOWER:
  1658. // Status chances are applied officially through a check
  1659. // The skill first trys to give the frozen status to targets that are hit
  1660. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1661. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1662. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1663. break;
  1664. case NC_POWERSWING:
  1665. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1666. break;
  1667. case GC_WEAPONCRUSH:
  1668. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1669. break;
  1670. case LG_PINPOINTATTACK: {
  1671. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1672. switch( skill_lv ) {
  1673. case 1:
  1674. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1675. break;
  1676. case 2:
  1677. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1678. break;
  1679. case 3:
  1680. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1681. break;
  1682. case 4:
  1683. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1684. break;
  1685. case 5:
  1686. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1687. break;
  1688. }
  1689. } break;
  1690. case LG_MOONSLASHER:
  1691. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1692. break;
  1693. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1694. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1695. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1696. break;
  1697. case NPC_RAYOFGENESIS:
  1698. if (skill_lv < 8)
  1699. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1700. else
  1701. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1702. break;
  1703. case LG_HESPERUSLIT:
  1704. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1705. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1706. break;
  1707. case SR_DRAGONCOMBO:
  1708. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1709. break;
  1710. case SR_WINDMILL:
  1711. if( dstsd )
  1712. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1713. else if( dstmd )
  1714. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1715. break;
  1716. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1717. 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));
  1718. break;
  1719. case SR_EARTHSHAKER:
  1720. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1721. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1722. status_change_end(bl, SC_SV_ROOTTWIST);
  1723. break;
  1724. case SO_EARTHGRAVE:
  1725. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1726. break;
  1727. case SO_DIAMONDDUST: {
  1728. int rate = 5 + 5 * skill_lv;
  1729. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1730. rate += (sd ? sd->status.job_level / 5 : 0);
  1731. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1732. } break;
  1733. case SO_VARETYR_SPEAR:
  1734. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1735. break;
  1736. case SO_POISON_BUSTER:
  1737. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1738. break;
  1739. case GN_SPORE_EXPLOSION:
  1740. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1741. break;
  1742. case GN_SLINGITEM_RANGEMELEEATK:
  1743. if( sd ) {
  1744. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1745. case ITEMID_COCONUT_BOMB:
  1746. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1747. 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);
  1748. break;
  1749. case ITEMID_MELON_BOMB:
  1750. 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);
  1751. break;
  1752. case ITEMID_BANANA_BOMB:
  1753. {
  1754. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1755. 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);
  1756. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1757. break;
  1758. }
  1759. }
  1760. sd->itemid = 0;
  1761. }
  1762. break;
  1763. case GN_HELLS_PLANT_ATK:
  1764. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1765. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1766. break;
  1767. case EL_WIND_SLASH: // Non confirmed rate.
  1768. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1769. break;
  1770. case EL_STONE_HAMMER:
  1771. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1772. break;
  1773. case EL_ROCK_CRUSHER:
  1774. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1775. break;
  1776. case EL_ROCK_CRUSHER_ATK:
  1777. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1778. break;
  1779. case EL_TYPOON_MIS:
  1780. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1781. break;
  1782. case KO_JYUMONJIKIRI:
  1783. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1784. break;
  1785. case SP_SOULEXPLOSION:
  1786. case KO_SETSUDAN: // Remove soul link when hit.
  1787. status_change_end(bl, SC_SPIRIT);
  1788. status_change_end(bl, SC_SOULGOLEM);
  1789. status_change_end(bl, SC_SOULSHADOW);
  1790. status_change_end(bl, SC_SOULFALCON);
  1791. status_change_end(bl, SC_SOULFAIRY);
  1792. break;
  1793. case KO_MAKIBISHI:
  1794. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1795. break;
  1796. case MH_EQC:
  1797. {
  1798. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1799. if (hd) {
  1800. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1801. status_change_end(bl, SC_TINDER_BREAKER2);
  1802. }
  1803. }
  1804. break;
  1805. case MH_STAHL_HORN:
  1806. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1807. break;
  1808. case MH_NEEDLE_OF_PARALYZE:
  1809. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1810. break;
  1811. case MH_TOXIN_OF_MANDARA:
  1812. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1813. break;
  1814. case MH_XENO_SLASHER:
  1815. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1816. break;
  1817. case NPC_MAGMA_ERUPTION:
  1818. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1819. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1820. break;
  1821. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1822. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1823. break;
  1824. case GN_ILLUSIONDOPING:
  1825. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1826. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1827. break;
  1828. case RL_MASS_SPIRAL:
  1829. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1830. break;
  1831. case RL_SLUGSHOT:
  1832. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1833. break;
  1834. case RL_BANISHING_BUSTER: {
  1835. if (!tsc || !tsc->count)
  1836. break;
  1837. if (status_isimmune(bl))
  1838. break;
  1839. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1840. if (sd)
  1841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1842. break;
  1843. }
  1844. uint16 n = skill_lv;
  1845. for (const auto &it : status_db) {
  1846. sc_type status = static_cast<sc_type>(it.first);
  1847. if (n <= 0)
  1848. break;
  1849. if (!tsc->getSCE(status))
  1850. continue;
  1851. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1852. continue;
  1853. switch (status) {
  1854. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1855. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1856. case SC_FORTUNE: case SC_SERVICE4U:
  1857. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1858. continue; //If in song area don't end it, even if config enabled
  1859. break;
  1860. case SC_ASSUMPTIO:
  1861. if( bl->type == BL_MOB )
  1862. continue;
  1863. break;
  1864. }
  1865. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1866. tsc->getSCE(status)->val2 = 0;
  1867. status_change_end(bl,status);
  1868. n--;
  1869. }
  1870. //Remove bonus_script by Banishing Buster
  1871. if (dstsd)
  1872. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1873. }
  1874. break;
  1875. case RL_S_STORM:
  1876. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1877. 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
  1878. break;
  1879. case RL_AM_BLAST:
  1880. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1881. break;
  1882. case SU_SCRATCH:
  1883. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1884. break;
  1885. case SU_SV_STEMSPEAR:
  1886. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1887. break;
  1888. case SU_CN_METEOR2:
  1889. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1890. break;
  1891. case SU_SCAROFTAROU:
  1892. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1893. break;
  1894. case SU_LUNATICCARROTBEAT2:
  1895. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1896. break;
  1897. case SJ_FULLMOONKICK:
  1898. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1899. break;
  1900. case SJ_STAREMPEROR:
  1901. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1902. break;
  1903. case SP_CURSEEXPLOSION:
  1904. status_change_end(bl, SC_SOULCURSE);
  1905. break;
  1906. case SP_SHA:
  1907. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1908. break;
  1909. case DK_SERVANT_W_PHANTOM:
  1910. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1911. break;
  1912. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1913. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1914. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1915. break;
  1916. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1917. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1918. break;
  1919. case IQ_OLEUM_SANCTUM:
  1920. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1921. break;
  1922. case IQ_FIRST_BRAND:
  1923. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1924. break;
  1925. case IQ_SECOND_FLAME:
  1926. case IQ_SECOND_FAITH:
  1927. case IQ_SECOND_JUDGEMENT:
  1928. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1929. break;
  1930. case IQ_THIRD_PUNISH:
  1931. case IQ_THIRD_FLAME_BOMB:
  1932. case IQ_THIRD_CONSECRATION:
  1933. status_change_end(bl, SC_SECOND_BRAND);
  1934. break;
  1935. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1936. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1937. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1938. break;
  1939. case SHC_FATAL_SHADOW_CROW:
  1940. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1941. break;
  1942. case ABC_UNLUCKY_RUSH:
  1943. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case ABC_CHAIN_REACTION_SHOT:
  1946. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1947. break;
  1948. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1949. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1950. break;
  1951. case WH_SOLIDTRAP:
  1952. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1953. break;
  1954. case WH_SWIFTTRAP:
  1955. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1956. break;
  1957. case WH_FLAMETRAP:
  1958. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1959. break;
  1960. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1961. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1962. case WM_METALICSOUND:
  1963. case WM_REVERBERATION:
  1964. case TR_RHYTHMSHOOTING:
  1965. case TR_METALIC_FURY:
  1966. status_change_end(bl, SC_SOUNDBLEND);
  1967. break;
  1968. case EM_DIAMOND_STORM:
  1969. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1970. break;
  1971. case EM_LIGHTNING_LAND:
  1972. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1973. break;
  1974. case EM_VENOM_SWAMP:
  1975. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1976. break;
  1977. case EM_CONFLAGRATION:
  1978. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1979. break;
  1980. case EM_TERRA_DRIVE:
  1981. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1982. break;
  1983. case MT_RUSH_QUAKE:
  1984. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1985. break;
  1986. } //end switch skill_id
  1987. 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)
  1988. { //Pass heritage to Master for status causing effects. [Skotlex]
  1989. sd = map_id2sd(md->master_id);
  1990. src = sd?&sd->bl:src;
  1991. }
  1992. // Coma
  1993. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1994. int rate = 0;
  1995. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1996. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1997. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1998. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1999. }
  2000. if (attack_type&BF_WEAPON) {
  2001. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  2002. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  2003. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  2004. }
  2005. if (rate > 0)
  2006. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2007. }
  2008. if( attack_type&BF_WEAPON )
  2009. { // Breaking Equipment
  2010. if( sd && battle_config.equip_self_break_rate )
  2011. { // Self weapon breaking
  2012. int rate = battle_config.equip_natural_break_rate;
  2013. #ifndef RENEWAL
  2014. if( sc )
  2015. {
  2016. if(sc->getSCE(SC_OVERTHRUST))
  2017. rate += 10;
  2018. if(sc->getSCE(SC_MAXOVERTHRUST))
  2019. rate += 10;
  2020. }
  2021. #endif
  2022. if( rate )
  2023. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2024. }
  2025. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2026. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2027. // Target weapon breaking
  2028. int rate = 0;
  2029. if( sd )
  2030. rate += sd->bonus.break_weapon_rate;
  2031. if (sc) {
  2032. if (sc->getSCE(SC_MELTDOWN))
  2033. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2034. if (sc->getSCE(SC_WEAPONBREAKER))
  2035. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2036. }
  2037. if( rate )
  2038. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2039. // Target armor breaking
  2040. rate = 0;
  2041. if( sd )
  2042. rate += sd->bonus.break_armor_rate;
  2043. if( sc && sc->getSCE(SC_MELTDOWN) )
  2044. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2045. if( rate )
  2046. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2047. }
  2048. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2049. if (sd->def_set_race[tstatus->race].rate)
  2050. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2051. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2052. if (sd->mdef_set_race[tstatus->race].rate)
  2053. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2054. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2055. if (sd->norecover_state_race[tstatus->race].rate)
  2056. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2057. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2058. }
  2059. }
  2060. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2061. struct unit_data *ud = unit_bl2ud(src);
  2062. int skill;
  2063. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2064. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2065. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2066. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2067. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2068. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2069. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2070. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2071. else
  2072. skill = 0;
  2073. if ( rnd()%100 < 25 && skill ){
  2074. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2075. if (ud) {
  2076. int delay = skill_delayfix(src, skill, skill_lv);
  2077. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2078. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2079. if ( battle_config.display_status_timers )
  2080. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2081. }
  2082. }
  2083. }
  2084. }
  2085. // Autospell when attacking
  2086. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2087. {
  2088. for (const auto &it : sd->autospell) {
  2089. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2090. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2091. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2092. continue; // one or more trigger conditions were not fulfilled
  2093. int skill = it.id;
  2094. sd->state.autocast = 1;
  2095. if ( skill_isNotOk(skill, sd) ) {
  2096. sd->state.autocast = 0;
  2097. continue;
  2098. }
  2099. sd->state.autocast = 0;
  2100. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2101. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2102. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2103. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2104. if (rnd()%1000 >= rate)
  2105. continue;
  2106. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2107. e_cast_type type = skill_get_casttype(skill);
  2108. if (type == CAST_GROUND) {
  2109. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2110. continue;
  2111. }
  2112. if (battle_config.autospell_check_range &&
  2113. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2114. continue;
  2115. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2116. type = CAST_GROUND;
  2117. #ifndef RENEWAL
  2118. else if (skill == AS_SONICBLOW)
  2119. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2120. #endif
  2121. sd->state.autocast = 1;
  2122. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2123. #ifndef RENEWAL
  2124. skill_toggle_magicpower(src, skill);
  2125. #endif
  2126. switch (type) {
  2127. case CAST_GROUND:
  2128. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2129. break;
  2130. case CAST_NODAMAGE:
  2131. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2132. break;
  2133. case CAST_DAMAGE:
  2134. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2135. break;
  2136. }
  2137. sd->state.autocast = 0;
  2138. //Set canact delay. [Skotlex]
  2139. unit_data *ud = unit_bl2ud(src);
  2140. if (ud) {
  2141. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2142. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2143. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2144. if ( battle_config.display_status_timers && sd )
  2145. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2146. }
  2147. }
  2148. }
  2149. }
  2150. // Check for player and pet autobonuses when attacking
  2151. if (sd != nullptr) {
  2152. // Player
  2153. if (!sd->autobonus.empty()) {
  2154. for (auto &it : sd->autobonus) {
  2155. if (it == nullptr)
  2156. continue;
  2157. if (rnd_value(0, 1000) >= it->rate)
  2158. continue;
  2159. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2160. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2161. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2162. continue; // one or more trigger conditions were not fulfilled
  2163. pc_exeautobonus(*sd, &sd->autobonus, it);
  2164. }
  2165. }
  2166. // Pet
  2167. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2168. for (auto &it : sd->pd->autobonus) {
  2169. if (it == nullptr)
  2170. continue;
  2171. if (rnd_value(0, 1000) >= it->rate)
  2172. continue;
  2173. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2174. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2175. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2176. continue; // one or more trigger conditions were not fulfilled
  2177. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2178. }
  2179. }
  2180. }
  2181. //Polymorph
  2182. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2183. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2184. (rnd()%10000 < sd->bonus.classchange))
  2185. {
  2186. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2187. if (class_ != 0 && mobdb_checkid(class_))
  2188. mob_class_change(dstmd,class_);
  2189. }
  2190. if (sd && sc) {
  2191. struct status_change_entry *sce;
  2192. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2193. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2194. }
  2195. return 0;
  2196. }
  2197. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2198. if( sd == nullptr || !skill_id )
  2199. return 0;
  2200. for (auto &it : sd->autospell3) {
  2201. if (it.trigger_skill != skill_id)
  2202. continue;
  2203. if (it.lock)
  2204. continue; // autospell already being executed
  2205. uint16 skill = it.id;
  2206. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2207. if( skill_isNotOk(skill, sd) ) {
  2208. sd->state.autocast = 0;
  2209. continue;
  2210. }
  2211. sd->state.autocast = 0;
  2212. // DANGER DANGER: here force target actually means use yourself as target!
  2213. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2214. if( tbl == nullptr ){
  2215. continue; // No target
  2216. }
  2217. if( rnd()%1000 >= it.rate )
  2218. continue;
  2219. uint16 skill_lv = it.lv ? it.lv : 1;
  2220. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2221. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2222. e_cast_type type = skill_get_casttype(skill);
  2223. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2224. continue;
  2225. if (battle_config.autospell_check_range &&
  2226. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2227. continue;
  2228. sd->state.autocast = 1;
  2229. it.lock = true;
  2230. skill_consume_requirement(sd,skill,skill_lv,1);
  2231. switch( type ) {
  2232. case CAST_GROUND:
  2233. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2234. break;
  2235. case CAST_NODAMAGE:
  2236. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2237. break;
  2238. case CAST_DAMAGE:
  2239. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2240. break;
  2241. }
  2242. it.lock = false;
  2243. sd->state.autocast = 0;
  2244. }
  2245. // Check for player and pet autobonuses when being attacked by skill_id
  2246. if (sd != nullptr) {
  2247. // Player
  2248. if (!sd->autobonus3.empty()) {
  2249. for (auto &it : sd->autobonus3) {
  2250. if (it == nullptr)
  2251. continue;
  2252. if (rnd_value(0, 1000) >= it->rate)
  2253. continue;
  2254. if (it->atk_type != skill_id)
  2255. continue;
  2256. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2257. }
  2258. }
  2259. // Pet
  2260. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2261. for (auto &it : sd->pd->autobonus3) {
  2262. if (it == nullptr)
  2263. continue;
  2264. if (rnd_value(0, 1000) >= it->rate)
  2265. continue;
  2266. if (it->atk_type != skill_id)
  2267. continue;
  2268. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2269. }
  2270. }
  2271. }
  2272. return 1;
  2273. }
  2274. /* Splitted off from skill_additional_effect, which is never called when the
  2275. * attack skill kills the enemy. Place in this function counter status effects
  2276. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2277. * from cards) that will take effect on the source, not the target. [Skotlex]
  2278. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2279. * type of skills, so not every instance of skill_additional_effect needs a call
  2280. * to this one.
  2281. */
  2282. 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)
  2283. {
  2284. int rate;
  2285. map_session_data *sd=NULL;
  2286. map_session_data *dstsd=NULL;
  2287. nullpo_ret(src);
  2288. nullpo_ret(bl);
  2289. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2290. sd = BL_CAST(BL_PC, src);
  2291. dstsd = BL_CAST(BL_PC, bl);
  2292. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2293. for (const auto &it : dstsd->addeff_atked) {
  2294. rate = it.rate;
  2295. if (attack_type&BF_LONG)
  2296. rate += it.arrow_rate;
  2297. if (rate == 0)
  2298. continue;
  2299. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2300. // Trigger has attack type consideration.
  2301. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2302. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2303. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2304. ;
  2305. else
  2306. continue;
  2307. }
  2308. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2309. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2310. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2311. continue; //Range Failed.
  2312. }
  2313. if (it.flag&ATF_TARGET && src != bl)
  2314. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2315. if (it.flag&ATF_SELF && !status_isdead(bl))
  2316. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2317. }
  2318. }
  2319. switch(skill_id) {
  2320. case MO_EXTREMITYFIST:
  2321. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2322. break;
  2323. case GS_FULLBUSTER:
  2324. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2325. break;
  2326. case HFLI_SBR44: //[orn]
  2327. if(src->type == BL_HOM){
  2328. struct homun_data *hd = (struct homun_data *)src;
  2329. if (hd != nullptr) {
  2330. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2331. if (hd->master)
  2332. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2333. }
  2334. }
  2335. break;
  2336. case CR_GRANDCROSS:
  2337. case NPC_GRANDDARKNESS:
  2338. attack_type |= BF_WEAPON;
  2339. break;
  2340. case LG_HESPERUSLIT:
  2341. {
  2342. status_change *sc = status_get_sc(src);
  2343. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2344. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2345. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2346. }
  2347. }
  2348. break;
  2349. case SP_SPA:
  2350. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2351. break;
  2352. case SP_SHA:
  2353. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2354. break;
  2355. case SP_SWHOO:
  2356. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2357. break;
  2358. }
  2359. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2360. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2361. 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);
  2362. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2363. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2364. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2365. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2366. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2367. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2368. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2369. }
  2370. if( sd && status_isdead(bl) ) {
  2371. int sp = 0, hp = 0;
  2372. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2373. sp += sd->bonus.sp_gain_value;
  2374. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2375. hp += sd->bonus.hp_gain_value;
  2376. }
  2377. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2378. sp += sd->bonus.long_sp_gain_value;
  2379. hp += sd->bonus.long_hp_gain_value;
  2380. }
  2381. if( attack_type&BF_MAGIC ) {
  2382. sp += sd->bonus.magic_sp_gain_value;
  2383. hp += sd->bonus.magic_hp_gain_value;
  2384. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2385. status_change *sc = NULL;
  2386. if( ( sc = status_get_sc(src) ) ) {
  2387. if(sc->getSCE(SC_SPIRIT) &&
  2388. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2389. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2390. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2391. }
  2392. }
  2393. }
  2394. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2395. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2396. }
  2397. }
  2398. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2399. status_change *sc = status_get_sc(bl);
  2400. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2401. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2402. }
  2403. // Trigger counter-spells to retaliate against damage causing skills.
  2404. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2405. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2406. {
  2407. for (const auto &it : dstsd->autospell2) {
  2408. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2409. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2410. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2411. continue; // one or more trigger conditions were not fulfilled
  2412. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2413. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2414. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2415. int autospl_rate = it.rate;
  2416. //Physical range attacks only trigger autospells half of the time
  2417. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2418. autospl_rate /= 2;
  2419. dstsd->state.autocast = 1;
  2420. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2421. dstsd->state.autocast = 0;
  2422. continue;
  2423. }
  2424. dstsd->state.autocast = 0;
  2425. if (rnd()%1000 >= autospl_rate)
  2426. continue;
  2427. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2428. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2429. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2430. continue;
  2431. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2432. continue;
  2433. dstsd->state.autocast = 1;
  2434. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2435. switch (type) {
  2436. case CAST_GROUND:
  2437. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2438. break;
  2439. case CAST_NODAMAGE:
  2440. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2441. break;
  2442. case CAST_DAMAGE:
  2443. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2444. break;
  2445. }
  2446. dstsd->state.autocast = 0;
  2447. //Set canact delay. [Skotlex]
  2448. unit_data *ud = unit_bl2ud(bl);
  2449. if (ud) {
  2450. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2451. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2452. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2453. if ( battle_config.display_status_timers && dstsd )
  2454. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2455. }
  2456. }
  2457. }
  2458. }
  2459. // Check for player and pet autobonuses when attacked
  2460. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2461. // Player
  2462. if (!dstsd->autobonus2.empty()) {
  2463. for (auto &it : dstsd->autobonus2) {
  2464. if (it == nullptr)
  2465. continue;
  2466. if (rnd_value(0, 1000) >= it->rate)
  2467. continue;
  2468. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2469. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2470. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2471. continue; // one or more trigger conditions were not fulfilled
  2472. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2473. }
  2474. }
  2475. // Pet
  2476. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2477. for (auto &it : dstsd->pd->autobonus2) {
  2478. if (it == nullptr)
  2479. continue;
  2480. if (rnd_value(0, 1000) >= it->rate)
  2481. continue;
  2482. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2483. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2484. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2485. continue; // one or more trigger conditions were not fulfilled
  2486. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2487. }
  2488. }
  2489. }
  2490. return 0;
  2491. }
  2492. /*=========================================================================
  2493. Breaks equipment. On-non players causes the corresponding strip effect.
  2494. - rate goes from 0 to 10000 (100.00%)
  2495. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2496. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2497. --------------------------------------------------------------------------*/
  2498. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2499. {
  2500. status_change *src_sc = status_get_sc(src);
  2501. // Grant player skills/items the ability to "break" non-player equipment.
  2502. // WS_MELTDOWN is exempt from this check.
  2503. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2504. return 0;
  2505. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2506. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2507. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2508. status_change *sc = status_get_sc(bl);
  2509. int i;
  2510. TBL_PC *sd;
  2511. sd = BL_CAST(BL_PC, bl);
  2512. if (sc && !sc->count)
  2513. sc = NULL;
  2514. if (sd) {
  2515. if (sd->bonus.unbreakable_equip)
  2516. where &= ~sd->bonus.unbreakable_equip;
  2517. if (sd->bonus.unbreakable)
  2518. rate -= rate*sd->bonus.unbreakable/100;
  2519. if (where&EQP_WEAPON) {
  2520. switch (sd->status.weapon) {
  2521. case W_FIST: //Bare fists should not break :P
  2522. case W_1HAXE:
  2523. case W_2HAXE:
  2524. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2525. case W_2HMACE:
  2526. case W_STAFF:
  2527. case W_2HSTAFF:
  2528. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2529. case W_HUUMA:
  2530. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2531. case W_DOUBLE_DA:
  2532. case W_DOUBLE_SA:
  2533. where &= ~EQP_WEAPON;
  2534. }
  2535. }
  2536. }
  2537. if (flag&BCT_ENEMY) {
  2538. if (battle_config.equip_skill_break_rate != 100)
  2539. rate = rate*battle_config.equip_skill_break_rate/100;
  2540. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2541. if (battle_config.equip_self_break_rate != 100)
  2542. rate = rate*battle_config.equip_self_break_rate/100;
  2543. }
  2544. for (i = 0; i < 6; i++) {
  2545. if (where&where_list[i]) {
  2546. if (sc && sc->count && sc->getSCE(scdef[i]))
  2547. where&=~where_list[i];
  2548. else if (rnd()%10000 >= rate)
  2549. where&=~where_list[i];
  2550. else if (!sd) //Cause Strip effect.
  2551. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2552. }
  2553. }
  2554. if (!where) //Nothing to break.
  2555. return 0;
  2556. if (sd) {
  2557. for (i = 0; i < EQI_MAX; i++) {
  2558. short j = sd->equip_index[i];
  2559. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2560. continue;
  2561. switch(i) {
  2562. case EQI_HEAD_TOP: //Upper Head
  2563. flag = (where&EQP_HELM);
  2564. break;
  2565. case EQI_ARMOR: //Body
  2566. flag = (where&EQP_ARMOR);
  2567. break;
  2568. case EQI_HAND_R: //Left/Right hands
  2569. case EQI_HAND_L:
  2570. flag = (
  2571. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2572. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2573. break;
  2574. case EQI_SHOES:
  2575. flag = (where&EQP_SHOES);
  2576. break;
  2577. case EQI_GARMENT:
  2578. flag = (where&EQP_GARMENT);
  2579. break;
  2580. case EQI_ACC_L:
  2581. flag = (where&EQP_ACC_L);
  2582. break;
  2583. case EQI_ACC_R:
  2584. flag = (where&EQP_ACC_R);
  2585. break;
  2586. case EQI_SHADOW_ARMOR:
  2587. flag = (where&EQP_SHADOW_ARMOR);
  2588. break;
  2589. case EQI_SHADOW_WEAPON:
  2590. flag = (where&EQP_SHADOW_WEAPON);
  2591. break;
  2592. case EQI_SHADOW_SHIELD:
  2593. flag = (where&EQP_SHADOW_SHIELD);
  2594. break;
  2595. case EQI_SHADOW_SHOES:
  2596. flag = (where&EQP_SHADOW_SHOES);
  2597. break;
  2598. case EQI_SHADOW_ACC_R:
  2599. flag = (where&EQP_SHADOW_ACC_R);
  2600. break;
  2601. case EQI_SHADOW_ACC_L:
  2602. flag = (where&EQP_SHADOW_ACC_L);
  2603. break;
  2604. default:
  2605. continue;
  2606. }
  2607. if (flag) {
  2608. sd->inventory.u.items_inventory[j].attribute = 1;
  2609. pc_unequipitem(sd, j, 3);
  2610. }
  2611. }
  2612. clif_equiplist(sd);
  2613. }
  2614. return where; //Return list of pieces broken.
  2615. }
  2616. /**
  2617. * Strip equipment from a target
  2618. * @param src: Source of call
  2619. * @param target: Target to strip
  2620. * @param skill_id: Skill used
  2621. * @param skill_lv: Skill level used
  2622. * @return True on successful strip or false otherwise
  2623. */
  2624. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2625. {
  2626. nullpo_retr(false, src);
  2627. nullpo_retr(false, target);
  2628. status_change *tsc = status_get_sc(target);
  2629. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2630. return false;
  2631. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2632. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2633. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2634. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2635. int rate, time, location, mod = 100;
  2636. switch (skill_id) { // Rate
  2637. case RG_STRIPWEAPON:
  2638. case RG_STRIPARMOR:
  2639. case RG_STRIPSHIELD:
  2640. case RG_STRIPHELM:
  2641. case GC_WEAPONCRUSH:
  2642. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2643. mod = 1000;
  2644. break;
  2645. case ST_FULLSTRIP: {
  2646. int min_rate = 50 + 20 * skill_lv;
  2647. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2648. rate = max(min_rate, rate);
  2649. mod = 1000;
  2650. break;
  2651. }
  2652. case GS_DISARM:
  2653. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2654. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2655. break;
  2656. case WL_EARTHSTRAIN: {
  2657. int job_lv = 0;
  2658. if (src->type == BL_PC)
  2659. job_lv = ((TBL_PC*)src)->status.job_level;
  2660. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2661. break;
  2662. }
  2663. case SC_STRIPACCESSARY:
  2664. rate = 12 + 2 * skill_lv;
  2665. break;
  2666. case ABC_STRIP_SHADOW:
  2667. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2668. mod = 1000;
  2669. break;
  2670. default:
  2671. return false;
  2672. }
  2673. if (rnd()%mod >= rate)
  2674. return false;
  2675. switch (skill_id) { // Duration
  2676. case SC_STRIPACCESSARY:
  2677. case GS_DISARM:
  2678. time = skill_get_time(skill_id, skill_lv);
  2679. break;
  2680. case WL_EARTHSTRAIN:
  2681. case RG_STRIPWEAPON:
  2682. case RG_STRIPARMOR:
  2683. case RG_STRIPSHIELD:
  2684. case RG_STRIPHELM:
  2685. case GC_WEAPONCRUSH:
  2686. case ST_FULLSTRIP:
  2687. case ABC_STRIP_SHADOW:
  2688. if (skill_id == WL_EARTHSTRAIN)
  2689. time = skill_get_time2(skill_id, skill_lv);
  2690. else
  2691. time = skill_get_time(skill_id, skill_lv);
  2692. if (target->type == BL_PC)
  2693. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2694. else {
  2695. time += 15000;
  2696. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2697. }
  2698. break;
  2699. }
  2700. switch (skill_id) { // Location
  2701. case GC_WEAPONCRUSH:
  2702. case RG_STRIPWEAPON:
  2703. case GS_DISARM:
  2704. location = EQP_WEAPON;
  2705. break;
  2706. case RG_STRIPARMOR:
  2707. location = EQP_ARMOR;
  2708. break;
  2709. case RG_STRIPSHIELD:
  2710. location = EQP_SHIELD;
  2711. break;
  2712. case RG_STRIPHELM:
  2713. location = EQP_HELM;
  2714. break;
  2715. case ST_FULLSTRIP:
  2716. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2717. break;
  2718. case SC_STRIPACCESSARY:
  2719. location = EQP_ACC;
  2720. break;
  2721. case ABC_STRIP_SHADOW:
  2722. location = EQP_SHADOW_GEAR;
  2723. break;
  2724. }
  2725. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2726. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2727. location &=~ pos[i];
  2728. }
  2729. if (!location)
  2730. return false;
  2731. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2732. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2733. location &=~ pos[i];
  2734. }
  2735. return location ? true : false;
  2736. }
  2737. /**
  2738. * Used to knock back players, monsters, traps, etc
  2739. * @param src Object that give knock back
  2740. * @param target Object that receive knock back
  2741. * @param count Number of knock back cell requested
  2742. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2743. * @param flag
  2744. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2745. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2746. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2747. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2748. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2749. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2750. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2751. * @return Number of knocked back cells done
  2752. */
  2753. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2754. {
  2755. int dx = 0, dy = 0;
  2756. uint8 checkflag = 0;
  2757. status_change *tsc = status_get_sc(target);
  2758. enum e_unit_blown reason = UB_KNOCKABLE;
  2759. nullpo_ret(src);
  2760. nullpo_ret(target);
  2761. if (!count)
  2762. return count; // Actual knockback distance is 0.
  2763. // Create flag needed in unit_blown_immune
  2764. if(src != target)
  2765. checkflag |= 0x1; // Offensive
  2766. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2767. checkflag |= 0x2; // Knockback type
  2768. if(status_get_class_(src) == CLASS_BOSS)
  2769. checkflag |= 0x4; // Boss attack
  2770. // Get reason and check for flags
  2771. reason = unit_blown_immune(target, checkflag);
  2772. switch(reason) {
  2773. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2774. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2775. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2776. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2777. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2778. }
  2779. if (dir == -1) // <optimized>: do the computation here instead of outside
  2780. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2781. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2782. dx = -dirx[dir];
  2783. dy = -diry[dir];
  2784. }
  2785. if (tsc) {
  2786. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2787. status_change_end(target, SC_SU_STOOP);
  2788. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2789. status_change_end(target, SC_ROLLINGCUTTER);
  2790. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2791. status_change_end(target, SC_CRESCIVEBOLT);
  2792. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2793. return 0;
  2794. }
  2795. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2796. }
  2797. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2798. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2799. // In case of success returns type of reflection, otherwise 0
  2800. // 1 - Regular reflection (Maya)
  2801. // 2 - SL_KAITE reflection
  2802. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2803. {
  2804. status_change *sc = status_get_sc(bl);
  2805. map_session_data* sd = BL_CAST(BL_PC, bl);
  2806. // Deadly Projection null's all magic reflection.
  2807. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2808. return 0;
  2809. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2810. // Item-based reflection - Bypasses Boss check
  2811. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2812. return 1;
  2813. }
  2814. // Magic Mirror reflection - Bypasses Boss check
  2815. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2816. return 1;
  2817. if( status_get_class_(src) == CLASS_BOSS )
  2818. return 0;
  2819. // status-based reflection
  2820. if( !sc || sc->count == 0 )
  2821. return 0;
  2822. // Kaite reflection - Does not bypass Boss check
  2823. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2824. #ifdef RENEWAL
  2825. && type // Does not reflect AoE
  2826. #endif
  2827. ) {
  2828. // Kaite only works against non-players if they are low-level.
  2829. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2830. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2831. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2832. status_change_end(bl, SC_KAITE);
  2833. return 2;
  2834. }
  2835. return 0;
  2836. }
  2837. /**
  2838. * Checks whether a skill can be used in combos or not
  2839. * @param skill_id: Target skill
  2840. * @return 0: Skill is not a combo
  2841. * 1: Skill is a normal combo
  2842. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2843. * @author Panikon
  2844. */
  2845. int skill_is_combo(uint16 skill_id) {
  2846. switch(skill_id) {
  2847. case MO_CHAINCOMBO:
  2848. case MO_COMBOFINISH:
  2849. case CH_TIGERFIST:
  2850. case CH_CHAINCRUSH:
  2851. case MO_EXTREMITYFIST:
  2852. case TK_TURNKICK:
  2853. case TK_STORMKICK:
  2854. case TK_DOWNKICK:
  2855. case TK_COUNTER:
  2856. case TK_JUMPKICK:
  2857. case HT_POWER:
  2858. case SR_DRAGONCOMBO:
  2859. return 1;
  2860. case SR_FALLENEMPIRE:
  2861. case SR_TIGERCANNON:
  2862. case SR_GATEOFHELL:
  2863. return 2;
  2864. }
  2865. return 0;
  2866. }
  2867. /*
  2868. * Combo handler, start stop combo status
  2869. */
  2870. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2871. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2872. switch (skill_id) {
  2873. case MH_MIDNIGHT_FRENZY:
  2874. case MH_EQC:
  2875. {
  2876. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2877. short idx = hom_skill_get_index(skill_id2);
  2878. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2879. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2880. if (idx == -1)
  2881. break;
  2882. sd = hd->master;
  2883. hd->homunculus.hskill[idx].flag= flag;
  2884. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2885. }
  2886. break;
  2887. case MO_COMBOFINISH:
  2888. case CH_TIGERFIST:
  2889. case CH_CHAINCRUSH:
  2890. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2891. break;
  2892. case TK_JUMPKICK:
  2893. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2894. break;
  2895. case MO_TRIPLEATTACK:
  2896. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2897. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2898. break;
  2899. case SR_FALLENEMPIRE:
  2900. if (sd){
  2901. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2902. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2903. }
  2904. break;
  2905. }
  2906. }
  2907. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2908. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2909. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2910. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2911. struct status_change_entry *sce;
  2912. TBL_PC *sd = BL_CAST(BL_PC,src);
  2913. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2914. status_change *sc = status_get_sc(src);
  2915. if(sc == NULL) return;
  2916. //End previous combo state after skill is invoked
  2917. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2918. switch (skill_id) {
  2919. case TK_TURNKICK:
  2920. case TK_STORMKICK:
  2921. case TK_DOWNKICK:
  2922. case TK_COUNTER:
  2923. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2924. sce->val1 = skill_id; //Update combo-skill
  2925. sce->val3 = skill_id;
  2926. if( sce->timer != INVALID_TIMER )
  2927. delete_timer(sce->timer, status_change_timer);
  2928. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2929. break;
  2930. }
  2931. unit_cancel_combo(src); // Cancel combo wait
  2932. break;
  2933. default:
  2934. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2935. status_change_end(src, SC_COMBO);
  2936. }
  2937. }
  2938. //start new combo
  2939. if (sd) { //player only
  2940. switch (skill_id) {
  2941. case MO_TRIPLEATTACK:
  2942. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2943. duration = 1;
  2944. target_id = 0; // Will target current auto-target instead
  2945. }
  2946. break;
  2947. case MO_CHAINCOMBO:
  2948. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2949. duration = 1;
  2950. target_id = 0; // Will target current auto-target instead
  2951. }
  2952. break;
  2953. case MO_COMBOFINISH:
  2954. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2955. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2956. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2957. duration = 1;
  2958. target_id = 0; // Will target current auto-target instead
  2959. }
  2960. case CH_TIGERFIST:
  2961. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2962. duration = 1;
  2963. target_id = 0; // Will target current auto-target instead
  2964. }
  2965. case CH_CHAINCRUSH:
  2966. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2967. duration = 1;
  2968. target_id = 0; // Will target current auto-target instead
  2969. }
  2970. break;
  2971. case AC_DOUBLE:
  2972. if (pc_checkskill(sd, HT_POWER)) {
  2973. duration = 2000;
  2974. nodelay = 1; //Neither gives walk nor attack delay
  2975. target_id = 0; //Does not need to be used on previous target
  2976. }
  2977. break;
  2978. case SR_DRAGONCOMBO:
  2979. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2980. duration = 1;
  2981. break;
  2982. case SR_FALLENEMPIRE:
  2983. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2984. duration = 1;
  2985. break;
  2986. case SJ_PROMINENCEKICK:
  2987. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2988. duration = 1;
  2989. break;
  2990. }
  2991. }
  2992. else { //other
  2993. switch(skill_id) {
  2994. case MH_TINDER_BREAKER:
  2995. case MH_CBC:
  2996. case MH_SONIC_CRAW:
  2997. case MH_SILVERVEIN_RUSH:
  2998. if(hd->homunculus.spiritball > 0) duration = 2000;
  2999. nodelay = 1;
  3000. break;
  3001. case MH_EQC:
  3002. case MH_MIDNIGHT_FRENZY:
  3003. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3004. nodelay = 1;
  3005. break;
  3006. }
  3007. }
  3008. if (duration) { //Possible to chain
  3009. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3010. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3011. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3012. clif_combo_delay(src, duration);
  3013. }
  3014. }
  3015. /**
  3016. * Copy skill by Plagiarism or Reproduce
  3017. * @param src: The caster
  3018. * @param bl: The target
  3019. * @param skill_id: Skill that casted
  3020. * @param skill_lv: Skill level of the casted skill
  3021. */
  3022. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3023. {
  3024. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3025. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3026. return;
  3027. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3028. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3029. return;
  3030. else {
  3031. uint16 idx;
  3032. uint8 lv;
  3033. skill_id = skill_dummy2skill_id(skill_id);
  3034. //Use skill index, avoiding out-of-bound array [Cydh]
  3035. if (!(idx = skill_get_index(skill_id)))
  3036. return;
  3037. switch (skill_isCopyable(tsd,skill_id)) {
  3038. case 1: //Copied by Plagiarism
  3039. {
  3040. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3041. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3042. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3043. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3044. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3045. }
  3046. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3047. tsd->cloneskill_idx = idx;
  3048. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3049. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3050. }
  3051. break;
  3052. case 2: //Copied by Reproduce
  3053. {
  3054. status_change *tsc = status_get_sc(bl);
  3055. //Already did SC check
  3056. //Skill level copied depends on Reproduce skill that used
  3057. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3058. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3059. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3060. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3061. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3062. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3063. }
  3064. //Level dependent and limitation.
  3065. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3066. lv = min(lv,skill_get_max(skill_id));
  3067. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3068. lv = min(lv,skill_lv);
  3069. tsd->reproduceskill_idx = idx;
  3070. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3071. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3072. }
  3073. break;
  3074. default: return;
  3075. }
  3076. tsd->status.skill[idx].id = skill_id;
  3077. tsd->status.skill[idx].lv = lv;
  3078. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3079. clif_addskill(tsd,skill_id);
  3080. }
  3081. }
  3082. /**
  3083. * Knockback the target on skill_attack
  3084. * @param src is the master behind the attack
  3085. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3086. * @param target is the target to be attacked.
  3087. * @param blewcount
  3088. * @param skill_id
  3089. * @param skill_lv
  3090. * @param damage
  3091. * @param tick
  3092. * @param flag can hold a bunch of information:
  3093. */
  3094. 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) {
  3095. int8 dir = -1; // Default direction
  3096. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3097. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3098. if (!blewcount || target == dsrc || status_isdead(target))
  3099. return;
  3100. // Skill specific direction
  3101. switch (skill_id) {
  3102. case MG_FIREWALL:
  3103. case EL_FIRE_MANTLE:
  3104. dir = unit_getdir(target); // Backwards
  3105. break;
  3106. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3107. case NPC_STORMGUST2:
  3108. case WZ_STORMGUST:
  3109. if(!battle_config.stormgust_knockback)
  3110. dir = rnd()%8;
  3111. break;
  3112. case MC_CARTREVOLUTION:
  3113. if (battle_config.cart_revo_knockback)
  3114. dir = 6; // Official servers push target to the West
  3115. break;
  3116. case AC_SHOWER:
  3117. case WL_CRIMSONROCK:
  3118. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3119. dir = map_calc_dir(target, src->x, src->y);
  3120. else
  3121. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3122. break;
  3123. case HT_PHANTASMIC: // issue #1378
  3124. if (status_get_hp(target) - damage <= 0) return;
  3125. break;
  3126. }
  3127. // Blown-specific handling
  3128. switch( skill_id ) {
  3129. case SR_KNUCKLEARROW:
  3130. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3131. // Boss & Immune Knockback stay in place and don't get bonus damage
  3132. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3133. 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)
  3134. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3135. dir_ka = -1;
  3136. break;
  3137. case RL_R_TRIP:
  3138. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3139. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3140. break;
  3141. default:
  3142. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3143. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3144. TBL_SKILL *su = (TBL_SKILL*)target;
  3145. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3146. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3147. }
  3148. break;
  3149. }
  3150. clif_fixpos(target);
  3151. }
  3152. /*
  3153. * =========================================================================
  3154. * Does a skill attack with the given properties.
  3155. * @param src is the master behind the attack (player/mob/pet)
  3156. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3157. * @param bl is the target to be attacked.
  3158. * @param flag can hold a bunch of information:
  3159. * flag&1
  3160. * flag&2 - Disable re-triggered by double casting
  3161. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3162. * flag&8 - SC_COMBO state used to deal bonus damage
  3163. *
  3164. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3165. * (usually holds number of targets, or just 1 for simple splash attacks)
  3166. *
  3167. * flag&0xF000 - Values from enum e_skill_display
  3168. * flag&0x3F0000 - Values from enum e_battle_check_target
  3169. *
  3170. * flag&0x1000000 - Return 0 if damage was reflected
  3171. *-------------------------------------------------------------------------*/
  3172. 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)
  3173. {
  3174. struct Damage dmg;
  3175. struct status_data *sstatus, *tstatus;
  3176. status_change *sc, *tsc;
  3177. map_session_data *sd, *tsd;
  3178. int64 damage;
  3179. bool rmdamage = false;//magic reflected
  3180. int type;
  3181. enum e_damage_type dmg_type;
  3182. bool shadow_flag = false;
  3183. bool additional_effects = true;
  3184. if(skill_id > 0 && !skill_lv)
  3185. return 0;
  3186. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3187. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3188. nullpo_ret(bl); //Target to be attacked.
  3189. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3190. return 0;
  3191. if (src != dsrc) {
  3192. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3193. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3194. return 0;
  3195. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3196. //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]
  3197. if (!status_check_skilluse(src, bl, skill_id, 2))
  3198. return 0;
  3199. }
  3200. sd = BL_CAST(BL_PC, src);
  3201. tsd = BL_CAST(BL_PC, bl);
  3202. sstatus = status_get_status_data(src);
  3203. tstatus = status_get_status_data(bl);
  3204. sc= status_get_sc(src);
  3205. tsc= status_get_sc(bl);
  3206. if (tsc && !tsc->count)
  3207. tsc = NULL; //Don't need it.
  3208. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3209. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3210. return 0;
  3211. #ifndef RENEWAL
  3212. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3213. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3214. return 0;
  3215. #endif
  3216. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3217. //If the damage source is a unit, the damage is not delayed
  3218. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3219. dmg.amotion = 0;
  3220. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3221. // Adjusted to the new system [Skotlex]
  3222. if( src->type == BL_PET ) { // [Valaris]
  3223. struct pet_data *pd = (TBL_PET*)src;
  3224. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3225. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3226. int element = skill_get_ele(skill_id, skill_lv);
  3227. /*if (skill_id == -1) Does it ever worked?
  3228. element = sstatus->rhw.ele;*/
  3229. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3230. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3231. else
  3232. dmg.damage = pd->a_skill->damage; // Fixed damage
  3233. }
  3234. else
  3235. dmg.damage = 1*pd->a_skill->div_;
  3236. dmg.damage2 = 0;
  3237. dmg.div_= pd->a_skill->div_;
  3238. }
  3239. }
  3240. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3241. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3242. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3243. { //Magic reflection, switch caster/target
  3244. struct block_list *tbl = bl;
  3245. rmdamage = true;
  3246. bl = src;
  3247. src = tbl;
  3248. dsrc = tbl;
  3249. sd = BL_CAST(BL_PC, src);
  3250. tsd = BL_CAST(BL_PC, bl);
  3251. tsc = status_get_sc(bl);
  3252. if (tsc && !tsc->count)
  3253. tsc = NULL; //Don't need it.
  3254. /* bugreport:2564 flag&2 disables double casting trigger */
  3255. flag |= 2;
  3256. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3257. flag |= 4;
  3258. //Spirit of Wizard blocks Kaite's reflection
  3259. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3260. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3261. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3262. if (type >= 0) {
  3263. if ( tsd )
  3264. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3265. dmg.damage = dmg.damage2 = 0;
  3266. dmg.dmg_lv = ATK_MISS;
  3267. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3268. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3269. }
  3270. } else if( type != 2 ) /* Kaite bypasses */
  3271. additional_effects = false;
  3272. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3273. #if MAGIC_REFLECTION_TYPE
  3274. #ifdef RENEWAL
  3275. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3276. #else
  3277. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3278. // regardless of caster's equipment (Aegis 11.1)
  3279. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3280. #endif
  3281. short s_ele = skill_get_ele(skill_id, skill_lv);
  3282. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3283. s_ele = sstatus->rhw.ele;
  3284. else if (s_ele == ELE_ENDOWED) //Use status element
  3285. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3286. else if( s_ele == ELE_RANDOM) //Use random element
  3287. s_ele = rnd()%ELE_ALL;
  3288. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3289. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3290. struct status_data *status = status_get_status_data(bl);
  3291. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3292. per /=20; //Uses 20% SP intervals.
  3293. //SP Cost: 1% + 0.5% per every 20% SP
  3294. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3295. status_change_end(bl, SC_ENERGYCOAT);
  3296. //Reduction: 6% + 6% every 20%
  3297. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3298. }
  3299. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3300. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3301. dmg.damage = i64max(dmg.damage, 1);
  3302. }
  3303. }
  3304. #endif
  3305. }
  3306. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3307. int sp = skill_get_sp(skill_id,skill_lv);
  3308. #ifndef RENEWAL
  3309. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3310. #endif
  3311. dmg.damage = dmg.damage2 = 0;
  3312. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3313. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3314. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3315. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3316. status_heal(bl, 0, sp, 2);
  3317. }
  3318. 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) ) {
  3319. dmg.damage = dmg.damage2 = 0;
  3320. dmg.dmg_lv = ATK_MISS;
  3321. }
  3322. }
  3323. damage = dmg.damage + dmg.damage2;
  3324. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3325. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3326. sce->val3 = (int)damage;
  3327. sce->val2 = 0;
  3328. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3329. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3330. }
  3331. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3332. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3333. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3334. damage = 1;
  3335. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3336. struct block_list *nbl;
  3337. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3338. if( nbl ){ // Only one target is chosen.
  3339. damage = damage / 2; // Deflect half of the damage to a target nearby
  3340. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3341. }
  3342. }
  3343. //Skill hit type
  3344. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3345. switch( skill_id ) {
  3346. case SC_TRIANGLESHOT:
  3347. if( rnd()%100 > (1 + skill_lv) )
  3348. dmg.blewcount = 0;
  3349. break;
  3350. default:
  3351. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3352. dmg.blewcount = 0; //only pushback when it hit for other
  3353. break;
  3354. }
  3355. switch( skill_id ) {
  3356. case CR_GRANDCROSS:
  3357. case NPC_GRANDDARKNESS:
  3358. if( battle_config.gx_disptype)
  3359. dsrc = src;
  3360. if( src == bl)
  3361. dmg_type = DMG_ENDURE;
  3362. else
  3363. flag|= SD_ANIMATION;
  3364. break;
  3365. case NJ_TATAMIGAESHI: //For correct knockback.
  3366. dsrc = src;
  3367. flag|= SD_ANIMATION;
  3368. break;
  3369. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3370. int level;
  3371. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3372. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3373. }
  3374. break;
  3375. case SL_STIN:
  3376. case SL_STUN:
  3377. if (skill_lv >= 7) {
  3378. status_change *sc_cur = status_get_sc(src);
  3379. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3380. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3381. }
  3382. break;
  3383. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3384. pc_addservantball( *sd );
  3385. break;
  3386. case KN_PIERCE:
  3387. case LK_SPIRALPIERCE:
  3388. case RK_HUNDREDSPEAR:
  3389. case DK_MADNESS_CRUSHER:
  3390. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3391. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3392. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3393. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3394. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3395. clif_specialeffect(bl, 1767, AREA);
  3396. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3397. }
  3398. } else // No count status detected? Start charge count at 1.
  3399. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3400. }
  3401. break;
  3402. }
  3403. //combo handling
  3404. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3405. //Display damage.
  3406. switch( skill_id ) {
  3407. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3408. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3409. break;
  3410. //Skills that need be passed as a normal attack for the client to display correctly.
  3411. case HVAN_EXPLOSION:
  3412. case NPC_SELFDESTRUCTION:
  3413. if(src->type == BL_PC)
  3414. dmg.blewcount = 10;
  3415. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3416. // fall through
  3417. case KN_AUTOCOUNTER:
  3418. case NPC_CRITICALSLASH:
  3419. case TF_DOUBLE:
  3420. case GS_CHAINACTION:
  3421. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3422. break;
  3423. case AS_SPLASHER:
  3424. if( flag&SD_ANIMATION ) // the surrounding targets
  3425. 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
  3426. else // the central target doesn't display an animation
  3427. 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
  3428. break;
  3429. case SR_EARTHSHAKER:
  3430. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3431. break;
  3432. case WL_SOULEXPANSION:
  3433. case WL_COMET:
  3434. case NPC_COMET:
  3435. case KO_MUCHANAGE:
  3436. #ifndef RENEWAL
  3437. case NJ_HUUMA:
  3438. #endif
  3439. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3440. break;
  3441. case WL_CHAINLIGHTNING_ATK:
  3442. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3443. break;
  3444. case WL_TETRAVORTEX_FIRE:
  3445. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3446. break;
  3447. case LG_SHIELDPRESS:
  3448. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3449. break;
  3450. case NPC_EARTHQUAKE:
  3451. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3452. break;
  3453. case NPC_DARKPIERCING:
  3454. case EL_FIRE_BOMB:
  3455. case EL_FIRE_BOMB_ATK:
  3456. case EL_FIRE_WAVE:
  3457. case EL_FIRE_WAVE_ATK:
  3458. case EL_FIRE_MANTLE:
  3459. case EL_CIRCLE_OF_FIRE:
  3460. case EL_FIRE_ARROW:
  3461. case EL_ICE_NEEDLE:
  3462. case EL_WATER_SCREW:
  3463. case EL_WATER_SCREW_ATK:
  3464. case EL_WIND_SLASH:
  3465. case EL_TIDAL_WEAPON:
  3466. case EL_ROCK_CRUSHER:
  3467. case EL_ROCK_CRUSHER_ATK:
  3468. case EL_HURRICANE:
  3469. case EL_HURRICANE_ATK:
  3470. case KO_BAKURETSU:
  3471. case GN_HELLS_PLANT_ATK:
  3472. case SU_SV_ROOTTWIST_ATK:
  3473. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3474. break;
  3475. case GN_FIRE_EXPANSION_ACID:
  3476. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3477. break;
  3478. case GN_SLINGITEM_RANGEMELEEATK:
  3479. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3480. break;
  3481. case EL_STONE_RAIN:
  3482. 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);
  3483. break;
  3484. case WM_SEVERE_RAINSTORM_MELEE:
  3485. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3486. break;
  3487. case HT_CLAYMORETRAP:
  3488. case HT_BLASTMINE:
  3489. case HT_FLASHER:
  3490. case HT_FREEZINGTRAP:
  3491. case RA_CLUSTERBOMB:
  3492. case RA_FIRINGTRAP:
  3493. case RA_ICEBOUNDTRAP:
  3494. 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);
  3495. if( dsrc != src ) // avoid damage display redundancy
  3496. break;
  3497. //Fall through
  3498. case HT_LANDMINE:
  3499. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3500. break;
  3501. case WZ_SIGHTBLASTER:
  3502. //Sightblaster should never call clif_skill_damage twice
  3503. 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);
  3504. break;
  3505. case RL_R_TRIP_PLUSATK:
  3506. case RL_S_STORM:
  3507. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3508. break;
  3509. case SU_LUNATICCARROTBEAT:
  3510. case SU_LUNATICCARROTBEAT2:
  3511. case SP_CURSEEXPLOSION:
  3512. case SP_SPA:
  3513. case SP_SHA:
  3514. if (dmg.div_ < 2)
  3515. type = DMG_SPLASH;
  3516. if (!(flag&SD_ANIMATION))
  3517. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3518. // Fall through
  3519. case WM_REVERBERATION:
  3520. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3521. break;
  3522. case SJ_FALLINGSTAR_ATK:
  3523. case SJ_FALLINGSTAR_ATK2:
  3524. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3525. break;
  3526. case SJ_NOVAEXPLOSING:
  3527. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3528. break;
  3529. case DK_HACKANDSLASHER_ATK:
  3530. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3531. break;
  3532. case AG_STORM_CANNON:
  3533. case AG_CRIMSON_ARROW:
  3534. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3535. break;
  3536. case TR_ROSEBLOSSOM_ATK:
  3537. case ABC_FROM_THE_ABYSS_ATK:
  3538. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3539. break;
  3540. case TR_SOUNDBLEND:
  3541. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3543. else
  3544. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3545. break;
  3546. case AB_DUPLELIGHT_MELEE:
  3547. case AB_DUPLELIGHT_MAGIC:
  3548. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3549. default:
  3550. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3551. dmg_type = DMG_SPLASH;
  3552. if (src->type == BL_SKILL) {
  3553. TBL_SKILL *su = (TBL_SKILL*)src;
  3554. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3555. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3556. break;
  3557. }
  3558. }
  3559. 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);
  3560. break;
  3561. }
  3562. map_freeblock_lock();
  3563. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3564. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3565. skill_do_copy(src,bl,skill_id,skill_lv);
  3566. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3567. { //Skills with can't walk delay also stop normal attacking for that
  3568. //duration when the attack connects. [Skotlex]
  3569. struct unit_data *ud = unit_bl2ud(src);
  3570. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3571. ud->attackabletime = tick + type;
  3572. }
  3573. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3574. // Instant damage
  3575. if( !dmg.amotion ) {
  3576. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3577. #ifndef RENEWAL
  3578. || skill_id == HW_GRAVITATION
  3579. #endif
  3580. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3581. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3582. if( !status_isdead(bl) && additional_effects )
  3583. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3584. if( damage > 0 ) //Counter status effects [Skotlex]
  3585. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3586. }
  3587. // Blow!
  3588. if (!(flag&4))
  3589. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3590. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3591. if( dmg.amotion ) {
  3592. if( shadow_flag ) {
  3593. if( !status_isdead(bl) && additional_effects )
  3594. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3595. if( dmg.flag > ATK_BLOCK )
  3596. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3597. } else
  3598. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3599. } else {
  3600. // Trigger monster skill condition for damage skills with no amotion.
  3601. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3602. if (damage > 0)
  3603. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3604. if (skill_id > 0)
  3605. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3606. }
  3607. }
  3608. // Trigger monster skill condition for damage skills.
  3609. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3610. if (damage > 0)
  3611. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3612. if (skill_id > 0)
  3613. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3614. }
  3615. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3616. #ifndef RENEWAL
  3617. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3618. #endif
  3619. ) {
  3620. if (tsc->getSCE(SC_DEVOTION)) {
  3621. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3622. struct block_list *d_bl = map_id2bl(sce->val1);
  3623. if (d_bl && (
  3624. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3625. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3626. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3627. {
  3628. int64 devotion_damage = damage;
  3629. // Needed to check the devotion master for Rebound Shield status.
  3630. status_change *d_sc = status_get_sc(d_bl);
  3631. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3632. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3633. if (!rmdamage) {
  3634. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3635. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3636. } else {
  3637. bool isDevotRdamage = false;
  3638. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3639. isDevotRdamage = true;
  3640. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3641. // This check is only for magical skill.
  3642. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3643. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3644. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3645. }
  3646. } else {
  3647. status_change_end(bl, SC_DEVOTION);
  3648. if (!dmg.amotion)
  3649. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3650. }
  3651. }
  3652. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3653. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3654. struct block_list *e_bl = map_id2bl(sce->val1);
  3655. if (e_bl) {
  3656. if (!rmdamage) {
  3657. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3658. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3659. } else {
  3660. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3661. status_fix_damage(bl, bl, damage, 0, 0);
  3662. }
  3663. }
  3664. }
  3665. }
  3666. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3667. if( skill_id == RG_INTIMIDATE ) {
  3668. int rate = 50 + skill_lv * 5;
  3669. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3670. if(rnd()%100 < rate)
  3671. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3672. } else if( skill_id == NPC_FATALMENACE ) {
  3673. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3674. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3675. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3676. }
  3677. }
  3678. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3679. dmg.flag |= BF_WEAPON;
  3680. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3681. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3682. {
  3683. if (battle_config.left_cardfix_to_right)
  3684. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3685. else
  3686. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3687. }
  3688. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3689. status_heal(src, 0, 0, 1, 0);
  3690. if( damage > 0 ) { // Post-damage effects
  3691. switch( skill_id ) {
  3692. case GC_VENOMPRESSURE: {
  3693. status_change *ssc = status_get_sc(src);
  3694. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3695. 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));
  3696. status_change_end(src,SC_POISONINGWEAPON);
  3697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3698. }
  3699. }
  3700. break;
  3701. }
  3702. if( sd )
  3703. skill_onskillusage(sd, bl, skill_id, tick);
  3704. }
  3705. if (!(flag&2)) {
  3706. switch (skill_id) {
  3707. case MG_COLDBOLT:
  3708. case MG_FIREBOLT:
  3709. case MG_LIGHTNINGBOLT:
  3710. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3711. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3712. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3713. break;
  3714. case SU_BITE:
  3715. case SU_SCRATCH:
  3716. case SU_SV_STEMSPEAR:
  3717. case SU_SCAROFTAROU:
  3718. case SU_PICKYPECK:
  3719. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3720. 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);
  3721. break;
  3722. case ABC_DEFT_STAB:
  3723. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3724. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3725. break;
  3726. }
  3727. }
  3728. map_freeblock_unlock();
  3729. if ((flag&0x1000000) && rmdamage)
  3730. return 0; //Should return 0 when damage was reflected
  3731. return damage;
  3732. }
  3733. /*==========================================
  3734. * Sub function for recursive skill call.
  3735. * Checking bl battle flag and display damage
  3736. * then call func with source,target,skill_id,skill_lv,tick,flag
  3737. *------------------------------------------*/
  3738. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3739. int skill_area_sub(struct block_list *bl, va_list ap)
  3740. {
  3741. struct block_list *src;
  3742. uint16 skill_id,skill_lv;
  3743. int flag;
  3744. t_tick tick;
  3745. SkillFunc func;
  3746. nullpo_ret(bl);
  3747. src = va_arg(ap,struct block_list *);
  3748. skill_id = va_arg(ap,int);
  3749. skill_lv = va_arg(ap,int);
  3750. tick = va_arg(ap,t_tick);
  3751. flag = va_arg(ap,int);
  3752. func = va_arg(ap,SkillFunc);
  3753. if (flag&BCT_WOS && src == bl)
  3754. return 0;
  3755. if(battle_check_target(src,bl,flag) > 0) {
  3756. // several splash skills need this initial dummy packet to display correctly
  3757. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3758. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3759. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3760. skill_area_temp[2]++;
  3761. return func(src,bl,skill_id,skill_lv,tick,flag);
  3762. }
  3763. return 0;
  3764. }
  3765. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3766. {
  3767. struct skill_unit *unit;
  3768. uint16 skill_id,g_skill_id;
  3769. unit = (struct skill_unit *)bl;
  3770. if(bl->prev == NULL || bl->type != BL_SKILL)
  3771. return 0;
  3772. if(!unit->alive)
  3773. return 0;
  3774. skill_id = va_arg(ap,int);
  3775. g_skill_id = unit->group->skill_id;
  3776. switch (skill_id) {
  3777. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3778. if(g_skill_id == SA_LANDPROTECTOR)
  3779. break;
  3780. //Fall through
  3781. case MH_STEINWAND:
  3782. case MG_SAFETYWALL:
  3783. case SC_MAELSTROM:
  3784. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3785. return 0;
  3786. break;
  3787. case AL_WARP:
  3788. case HT_SKIDTRAP:
  3789. case MA_SKIDTRAP:
  3790. case HT_LANDMINE:
  3791. case MA_LANDMINE:
  3792. case HT_ANKLESNARE:
  3793. case HT_SHOCKWAVE:
  3794. case HT_SANDMAN:
  3795. case MA_SANDMAN:
  3796. case HT_FLASHER:
  3797. case HT_FREEZINGTRAP:
  3798. case MA_FREEZINGTRAP:
  3799. case HT_BLASTMINE:
  3800. case HT_CLAYMORETRAP:
  3801. case HT_TALKIEBOX:
  3802. #ifndef RENEWAL
  3803. case HP_BASILICA:
  3804. #endif
  3805. case RA_ELECTRICSHOCKER:
  3806. case RA_CLUSTERBOMB:
  3807. case RA_MAGENTATRAP:
  3808. case RA_COBALTTRAP:
  3809. case RA_MAIZETRAP:
  3810. case RA_VERDURETRAP:
  3811. case RA_FIRINGTRAP:
  3812. case RA_ICEBOUNDTRAP:
  3813. case SC_DIMENSIONDOOR:
  3814. case SC_BLOODYLUST:
  3815. case NPC_REVERBERATION:
  3816. case GN_THORNS_TRAP:
  3817. case RL_B_TRAP:
  3818. case SC_ESCAPE:
  3819. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3820. 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)
  3821. return 0;
  3822. break;
  3823. default: //Avoid stacking with same kind of trap. [Skotlex]
  3824. if (g_skill_id != skill_id)
  3825. return 0;
  3826. break;
  3827. }
  3828. return 1;
  3829. }
  3830. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3831. {
  3832. //Non players do not check for the skill's splash-trigger area.
  3833. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3834. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3835. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3836. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3837. return 0;
  3838. }
  3839. range += layout_type;
  3840. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3841. }
  3842. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3843. {
  3844. uint16 skill_id;
  3845. if(bl->prev == NULL)
  3846. return 0;
  3847. skill_id = va_arg(ap,int);
  3848. if( status_isdead(bl) && skill_id != AL_WARP )
  3849. return 0;
  3850. #ifndef RENEWAL
  3851. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3852. return 0;
  3853. #endif
  3854. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3855. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3856. return 1;
  3857. }
  3858. /**
  3859. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3860. * @param bl Object that casted skill
  3861. * @param x Position x of the target
  3862. * @param y Position y of the target
  3863. * @param skill_id The casted skill
  3864. * @param skill_lv The skill Lv
  3865. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3866. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3867. */
  3868. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3869. {
  3870. int range = 0, type;
  3871. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3872. if (isNearNPC)
  3873. range = skill_get_splash(skill_id,skill_lv);
  3874. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3875. if (!isNearNPC || !range) {
  3876. switch (skill_id) { // to be expanded later
  3877. case WZ_ICEWALL:
  3878. range = 2;
  3879. break;
  3880. case SC_MANHOLE:
  3881. range = 0;
  3882. break;
  3883. default: {
  3884. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3885. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3886. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3887. return 0;
  3888. }
  3889. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3890. }
  3891. break;
  3892. }
  3893. }
  3894. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3895. //Check the additional range [Cydh]
  3896. if (isNearNPC && skill_npc_range > 0)
  3897. range += skill_npc_range;
  3898. if (!isNearNPC) { //Doesn't check the NPC range
  3899. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3900. if (bl->type&battle_config.skill_nofootset)
  3901. type = BL_CHAR;
  3902. else if(bl->type == BL_MOB)
  3903. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3904. else
  3905. return 0; //Don't check
  3906. } else
  3907. type = BL_NPC;
  3908. return (!isNearNPC) ?
  3909. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3910. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3911. //isNearNPC is used to check range from NPC
  3912. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3913. }
  3914. /*==========================================
  3915. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3916. * Flag:
  3917. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3918. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3919. *------------------------------------------*/
  3920. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3921. {
  3922. struct status_data *status;
  3923. map_session_data *sd = NULL;
  3924. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3925. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3926. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3927. nullpo_retr(0, bl);
  3928. switch( bl->type )
  3929. {
  3930. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3931. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3932. }
  3933. status = status_get_status_data(bl);
  3934. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3935. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3936. if (skill == nullptr)
  3937. return 0;
  3938. // Requirements
  3939. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3940. {
  3941. itemid[i] = skill->require.itemid[i];
  3942. amount[i] = skill->require.amount[i];
  3943. }
  3944. hp = skill->require.hp[skill_lv - 1];
  3945. sp = skill->require.sp[skill_lv - 1];
  3946. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3947. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3948. state = skill->require.state;
  3949. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3950. hp += (status->max_hp * mhp) / 100;
  3951. if( hp_rate > 0 )
  3952. hp += (status->hp * hp_rate) / 100;
  3953. else
  3954. hp += (status->max_hp * (-hp_rate)) / 100;
  3955. if( sp_rate > 0 )
  3956. sp += (status->sp * sp_rate) / 100;
  3957. else
  3958. sp += (status->max_sp * (-sp_rate)) / 100;
  3959. if( !(type&2) )
  3960. {
  3961. if( hp > 0 && status->hp <= (unsigned int)hp )
  3962. {
  3963. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3964. return 0;
  3965. }
  3966. if( sp > 0 && status->sp <= (unsigned int)sp )
  3967. {
  3968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3969. return 0;
  3970. }
  3971. }
  3972. if( !type )
  3973. switch( state )
  3974. {
  3975. case ST_MOVE_ENABLE:
  3976. if( !unit_can_move(bl) )
  3977. {
  3978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3979. return 0;
  3980. }
  3981. break;
  3982. }
  3983. if( !(type&1) )
  3984. return 1;
  3985. // Check item existences
  3986. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3987. {
  3988. index[i] = -1;
  3989. if( itemid[i] == 0 ) continue; // No item
  3990. index[i] = pc_search_inventory(sd, itemid[i]);
  3991. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3992. {
  3993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3994. return 0;
  3995. }
  3996. }
  3997. // Consume items
  3998. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3999. {
  4000. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4001. }
  4002. if( type&2 )
  4003. return 1;
  4004. if( sp || hp )
  4005. status_zap(bl, hp, sp);
  4006. return 1;
  4007. }
  4008. /*==========================================
  4009. *
  4010. *------------------------------------------*/
  4011. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4012. {
  4013. switch (skill_id) {
  4014. case RL_QD_SHOT:
  4015. {
  4016. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4017. struct unit_data *ud = unit_bl2ud(src);
  4018. if (ud && ud->target == target->id)
  4019. return 1;
  4020. }
  4021. }
  4022. }
  4023. return 1;
  4024. }
  4025. /*==========================================
  4026. *
  4027. *------------------------------------------*/
  4028. static TIMER_FUNC(skill_timerskill){
  4029. struct block_list *src = map_id2bl(id),*target;
  4030. struct unit_data *ud = unit_bl2ud(src);
  4031. struct skill_timerskill *skl;
  4032. struct skill_unit *unit = NULL;
  4033. int range;
  4034. nullpo_ret(src);
  4035. nullpo_ret(ud);
  4036. skl = ud->skilltimerskill[data];
  4037. nullpo_ret(skl);
  4038. ud->skilltimerskill[data] = NULL;
  4039. do {
  4040. if(src->prev == NULL)
  4041. break; // Source not on Map
  4042. if(skl->target_id) {
  4043. target = map_id2bl(skl->target_id);
  4044. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4045. target = src; //Required since it has to warp.
  4046. if (skl->skill_id == SR_SKYNETBLOW) {
  4047. skill_area_temp[1] = 0;
  4048. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4049. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4050. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4051. break;
  4052. }
  4053. if(target == NULL)
  4054. break; // Target offline?
  4055. if(target->prev == NULL)
  4056. break; // Target not on Map
  4057. if(src->m != target->m)
  4058. break; // Different Maps
  4059. if(status_isdead(src)) {
  4060. switch(skl->skill_id) {
  4061. case WL_CHAINLIGHTNING_ATK:
  4062. case WL_TETRAVORTEX_FIRE:
  4063. case WL_TETRAVORTEX_WATER:
  4064. case WL_TETRAVORTEX_WIND:
  4065. case WL_TETRAVORTEX_GROUND:
  4066. // For SR_FLASHCOMBO
  4067. case SR_DRAGONCOMBO:
  4068. case SR_FALLENEMPIRE:
  4069. case SR_TIGERCANNON:
  4070. case NPC_DANCINGBLADE_ATK:
  4071. if (src->type != BL_PC)
  4072. continue;
  4073. break; // Exceptions
  4074. default:
  4075. continue; // Caster is Dead
  4076. }
  4077. }
  4078. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4079. break;
  4080. switch(skl->skill_id) {
  4081. case KN_AUTOCOUNTER:
  4082. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4083. break;
  4084. case RG_INTIMIDATE:
  4085. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4086. short x,y;
  4087. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4088. if (target != src && !status_isdead(target))
  4089. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4090. }
  4091. break;
  4092. case BA_FROSTJOKER:
  4093. case DC_SCREAM:
  4094. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4095. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4096. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4097. break;
  4098. case PR_LEXDIVINA:
  4099. if (src->type == BL_MOB) {
  4100. // Monsters use the default duration when casting Lex Divina
  4101. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4102. break;
  4103. }
  4104. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4105. break;
  4106. case PR_STRECOVERY:
  4107. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4108. break;
  4109. case BS_HAMMERFALL:
  4110. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4111. break;
  4112. case MER_LEXDIVINA:
  4113. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4114. break;
  4115. case WZ_WATERBALL:
  4116. {
  4117. //Get the next waterball cell to consume
  4118. struct s_skill_unit_layout *layout;
  4119. int i;
  4120. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4121. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4122. int ux = skl->x + layout->dx[i];
  4123. int uy = skl->y + layout->dy[i];
  4124. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4125. if (unit)
  4126. break;
  4127. }
  4128. } // Fall through
  4129. case WZ_JUPITEL:
  4130. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4131. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4132. // Apply canact delay here to prevent hacks (unlimited casting)
  4133. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4134. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4135. }
  4136. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4137. skill_delunit(unit); // Consume unit for next waterball
  4138. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4139. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4140. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4141. } else {
  4142. status_change *sc = status_get_sc(src);
  4143. if(sc) {
  4144. if(sc->getSCE(SC_SPIRIT) &&
  4145. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4146. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4147. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4148. }
  4149. }
  4150. break;
  4151. case NPC_DANCINGBLADE_ATK:
  4152. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4153. if (skl->type < 4) {
  4154. struct block_list *nbl = NULL;
  4155. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4156. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4157. }
  4158. break;
  4159. case WL_CHAINLIGHTNING_ATK: {
  4160. #ifndef RENEWAL
  4161. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4162. #endif
  4163. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4164. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4165. { // Remaining Chains Hit
  4166. struct block_list *nbl = NULL; // Next Target of Chain
  4167. 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.
  4168. splash_target(src), target->id); // Search for a new Target around current one...
  4169. if( nbl == NULL )
  4170. skl->x++;
  4171. else
  4172. skl->x = 0;
  4173. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4174. }
  4175. }
  4176. break;
  4177. case WL_TETRAVORTEX_FIRE:
  4178. case WL_TETRAVORTEX_WATER:
  4179. case WL_TETRAVORTEX_WIND:
  4180. case WL_TETRAVORTEX_GROUND:
  4181. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4182. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4183. if (skl->type >= 3) { // Final Hit
  4184. if (!status_isdead(target)) { // Final Status Effect
  4185. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4186. applyeffects[4] = { 0, 0, 0, 0 },
  4187. i, j = 0, k = 0;
  4188. for(i = 1; i <= 8; i = i + i) {
  4189. if (skl->x&i) {
  4190. applyeffects[j] = effects[k];
  4191. j++;
  4192. }
  4193. k++;
  4194. }
  4195. if (j) {
  4196. i = applyeffects[rnd()%j];
  4197. 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))));
  4198. }
  4199. }
  4200. }
  4201. break;
  4202. case NPC_REVERBERATION_ATK:
  4203. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4204. break;
  4205. case NPC_FATALMENACE:
  4206. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4207. break;
  4208. case SR_WINDMILL:
  4209. if( target->type == BL_PC ) {
  4210. map_session_data *tsd = NULL;
  4211. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4212. pc_setsit(tsd);
  4213. skill_sit(tsd, true);
  4214. clif_sitting(&tsd->bl);
  4215. }
  4216. }
  4217. break;
  4218. case SR_KNUCKLEARROW:
  4219. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4220. break;
  4221. case CH_PALMSTRIKE:
  4222. {
  4223. status_change* tsc = status_get_sc(target);
  4224. status_change* sc = status_get_sc(src);
  4225. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4226. ( sc && sc->option&OPTION_HIDE ) ){
  4227. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4228. break;
  4229. }
  4230. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4231. break;
  4232. }
  4233. // For SR_FLASHCOMBO
  4234. case SR_DRAGONCOMBO:
  4235. case SR_FALLENEMPIRE:
  4236. case SR_TIGERCANNON:
  4237. if( src->type == BL_PC ) {
  4238. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4239. break;
  4240. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4241. }
  4242. break;
  4243. case SU_SV_ROOTTWIST_ATK: {
  4244. status_change *tsc = status_get_sc(target);
  4245. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4246. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4247. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4248. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4249. }
  4250. }
  4251. break;
  4252. case NPC_PULSESTRIKE2:
  4253. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4254. break;
  4255. case ABC_DEFT_STAB:
  4256. case ABC_FRENZY_SHOT:
  4257. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4258. break;
  4259. default:
  4260. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4261. break;
  4262. }
  4263. }
  4264. else {
  4265. if(src->m != skl->map)
  4266. break;
  4267. switch( skl->skill_id )
  4268. {
  4269. case GN_CRAZYWEED_ATK:
  4270. {
  4271. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4272. 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);
  4273. }
  4274. case WL_EARTHSTRAIN:
  4275. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4276. break;
  4277. case RL_FIRE_RAIN: {
  4278. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4279. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4280. 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);
  4281. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4282. }
  4283. break;
  4284. case NPC_MAGMA_ERUPTION:
  4285. case NC_MAGMA_ERUPTION:
  4286. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4287. break;
  4288. }
  4289. }
  4290. } while (0);
  4291. //Free skl now that it is no longer needed.
  4292. ers_free(skill_timer_ers, skl);
  4293. return 0;
  4294. }
  4295. /*==========================================
  4296. *
  4297. *------------------------------------------*/
  4298. 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)
  4299. {
  4300. int i;
  4301. struct unit_data *ud;
  4302. nullpo_retr(1, src);
  4303. if (src->prev == NULL)
  4304. return 0;
  4305. ud = unit_bl2ud(src);
  4306. nullpo_retr(1, ud);
  4307. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4308. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4309. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4310. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4311. ud->skilltimerskill[i]->src_id = src->id;
  4312. ud->skilltimerskill[i]->target_id = target;
  4313. ud->skilltimerskill[i]->skill_id = skill_id;
  4314. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4315. ud->skilltimerskill[i]->map = src->m;
  4316. ud->skilltimerskill[i]->x = x;
  4317. ud->skilltimerskill[i]->y = y;
  4318. ud->skilltimerskill[i]->type = type;
  4319. ud->skilltimerskill[i]->flag = flag;
  4320. return 0;
  4321. }
  4322. /*==========================================
  4323. *
  4324. *------------------------------------------*/
  4325. int skill_cleartimerskill (struct block_list *src)
  4326. {
  4327. int i;
  4328. struct unit_data *ud;
  4329. nullpo_ret(src);
  4330. ud = unit_bl2ud(src);
  4331. nullpo_ret(ud);
  4332. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4333. if(ud->skilltimerskill[i]) {
  4334. switch(ud->skilltimerskill[i]->skill_id) {
  4335. case WL_TETRAVORTEX_FIRE:
  4336. case WL_TETRAVORTEX_WATER:
  4337. case WL_TETRAVORTEX_WIND:
  4338. case WL_TETRAVORTEX_GROUND:
  4339. // For SR_FLASHCOMBO
  4340. case SR_DRAGONCOMBO:
  4341. case SR_FALLENEMPIRE:
  4342. case SR_TIGERCANNON:
  4343. if (src->type != BL_PC)
  4344. break;
  4345. continue;
  4346. }
  4347. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4348. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4349. ud->skilltimerskill[i]=NULL;
  4350. }
  4351. }
  4352. return 1;
  4353. }
  4354. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4355. skill_unit *su = (skill_unit*)bl;
  4356. nullpo_ret(su);
  4357. if (bl->type != BL_SKILL)
  4358. return 0;
  4359. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4360. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4361. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4362. su->limit = DIFF_TICK(gettick(), sg->tick);
  4363. sg->unit_id = UNT_USED_TRAPS;
  4364. }
  4365. return 1;
  4366. }
  4367. /**
  4368. * Reveal hidden trap
  4369. **/
  4370. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4371. {
  4372. TBL_SKILL *su = (TBL_SKILL*)bl;
  4373. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4374. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4375. //clif_changetraplook(bl, su->group->unit_id);
  4376. su->hidden = false;
  4377. skill_getareachar_skillunit_visibilty(su, AREA);
  4378. return 1;
  4379. }
  4380. return 0;
  4381. }
  4382. /**
  4383. * Attempt to reveal trap in area
  4384. * @param src Skill caster
  4385. * @param range Affected range
  4386. * @param x
  4387. * @param y
  4388. * TODO: Remove hardcode usages for this function
  4389. **/
  4390. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4391. if (!battle_config.traps_setting)
  4392. return;
  4393. nullpo_retv(src);
  4394. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4395. }
  4396. /*========================================== [Playtester]
  4397. * Process tarot card's effects
  4398. * @param src: Source of the tarot card effect
  4399. * @param target: Target of the tartor card effect
  4400. * @param skill_id: ID of the skill used
  4401. * @param skill_lv: Level of the skill used
  4402. * @param tick: Processing tick time
  4403. * @return Card number
  4404. *------------------------------------------*/
  4405. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4406. {
  4407. int card = 0;
  4408. if (battle_config.tarotcard_equal_chance) {
  4409. //eAthena equal chances
  4410. card = rnd() % 14 + 1;
  4411. }
  4412. else {
  4413. //Official chances
  4414. int rate = rnd() % 100;
  4415. if (rate < 10) card = 1; // THE FOOL
  4416. else if (rate < 20) card = 2; // THE MAGICIAN
  4417. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4418. else if (rate < 37) card = 4; // THE CHARIOT
  4419. else if (rate < 47) card = 5; // STRENGTH
  4420. else if (rate < 62) card = 6; // THE LOVERS
  4421. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4422. else if (rate < 69) card = 8; // THE HANGED MAN
  4423. else if (rate < 74) card = 9; // DEATH
  4424. else if (rate < 82) card = 10; // TEMPERANCE
  4425. else if (rate < 83) card = 11; // THE DEVIL
  4426. else if (rate < 85) card = 12; // THE TOWER
  4427. else if (rate < 90) card = 13; // THE STAR
  4428. else card = 14; // THE SUN
  4429. }
  4430. switch (card) {
  4431. case 1: // THE FOOL - heals SP to 0
  4432. {
  4433. status_percent_damage(src, target, 0, 100, false);
  4434. break;
  4435. }
  4436. case 2: // THE MAGICIAN - matk halved
  4437. {
  4438. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4439. break;
  4440. }
  4441. case 3: // THE HIGH PRIESTESS - all buffs removed
  4442. {
  4443. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4444. break;
  4445. }
  4446. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4447. {
  4448. status_fix_damage(src, target, 1000, 0, skill_id);
  4449. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4450. if (!status_isdead(target))
  4451. {
  4452. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4453. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4454. }
  4455. break;
  4456. }
  4457. case 5: // STRENGTH - atk halved
  4458. {
  4459. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4460. break;
  4461. }
  4462. case 6: // THE LOVERS - 2000HP heal, random teleported
  4463. {
  4464. status_heal(target, 2000, 0, 0);
  4465. if (!map_flag_vs(target->m))
  4466. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4467. break;
  4468. }
  4469. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4470. {
  4471. // Recursive call
  4472. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4473. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4474. break;
  4475. }
  4476. case 8: // THE HANGED MAN - stop, freeze or stoned
  4477. {
  4478. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4479. uint8 rand_eff = rnd() % 3;
  4480. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4481. if (sc[rand_eff] == SC_STONEWAIT)
  4482. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4483. else
  4484. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4485. break;
  4486. }
  4487. case 9: // DEATH - curse, coma and poison
  4488. {
  4489. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4490. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4491. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4492. break;
  4493. }
  4494. case 10: // TEMPERANCE - confusion
  4495. {
  4496. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4497. break;
  4498. }
  4499. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4500. {
  4501. status_fix_damage(src, target, 6666, 0, skill_id);
  4502. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4503. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4504. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4505. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4506. break;
  4507. }
  4508. case 12: // THE TOWER - 4444 damage
  4509. {
  4510. status_fix_damage(src, target, 4444, 0, skill_id);
  4511. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4512. break;
  4513. }
  4514. case 13: // THE STAR - stun
  4515. {
  4516. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4517. break;
  4518. }
  4519. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4520. {
  4521. #ifdef RENEWAL
  4522. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4523. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4524. #endif
  4525. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4526. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4527. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4528. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4529. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4530. return 14; //To make sure a valid number is returned
  4531. }
  4532. }
  4533. return card;
  4534. }
  4535. /*==========================================
  4536. *
  4537. *
  4538. *------------------------------------------*/
  4539. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4540. {
  4541. map_session_data *sd = NULL;
  4542. struct status_data *tstatus;
  4543. status_change *sc, *tsc;
  4544. if (skill_id > 0 && !skill_lv) return 0;
  4545. nullpo_retr(1, src);
  4546. nullpo_retr(1, bl);
  4547. if (src->m != bl->m)
  4548. return 1;
  4549. if (bl->prev == NULL)
  4550. return 1;
  4551. sd = BL_CAST(BL_PC, src);
  4552. if (status_isdead(bl))
  4553. return 1;
  4554. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4555. { //GTB makes all targetted magic display miss with a single bolt.
  4556. sc_type sct = skill_get_sc(skill_id);
  4557. if(sct != SC_NONE)
  4558. status_change_end(bl, sct);
  4559. 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));
  4560. return 1;
  4561. }
  4562. sc = status_get_sc(src);
  4563. tsc = status_get_sc(bl);
  4564. if (sc && !sc->count)
  4565. sc = NULL; //Unneeded
  4566. if (tsc && !tsc->count)
  4567. tsc = NULL;
  4568. tstatus = status_get_status_data(bl);
  4569. map_freeblock_lock();
  4570. switch(skill_id) {
  4571. case MER_CRASH:
  4572. case SM_BASH:
  4573. case MS_BASH:
  4574. case MC_MAMMONITE:
  4575. case TF_DOUBLE:
  4576. case AC_DOUBLE:
  4577. case MA_DOUBLE:
  4578. case AS_SONICBLOW:
  4579. case KN_PIERCE:
  4580. case ML_PIERCE:
  4581. case KN_SPEARBOOMERANG:
  4582. case TF_POISON:
  4583. case TF_SPRINKLESAND:
  4584. case AC_CHARGEARROW:
  4585. case MA_CHARGEARROW:
  4586. case RG_INTIMIDATE:
  4587. case AM_ACIDTERROR:
  4588. case BA_MUSICALSTRIKE:
  4589. case DC_THROWARROW:
  4590. case BA_DISSONANCE:
  4591. case CR_HOLYCROSS:
  4592. case NPC_DARKCROSS:
  4593. case CR_SHIELDCHARGE:
  4594. case CR_SHIELDBOOMERANG:
  4595. case NPC_PIERCINGATT:
  4596. case NPC_MENTALBREAKER:
  4597. case NPC_RANGEATTACK:
  4598. case NPC_CRITICALSLASH:
  4599. case NPC_COMBOATTACK:
  4600. case NPC_GUIDEDATTACK:
  4601. case NPC_POISON:
  4602. case NPC_RANDOMATTACK:
  4603. case NPC_WATERATTACK:
  4604. case NPC_GROUNDATTACK:
  4605. case NPC_FIREATTACK:
  4606. case NPC_WINDATTACK:
  4607. case NPC_POISONATTACK:
  4608. case NPC_HOLYATTACK:
  4609. case NPC_DARKNESSATTACK:
  4610. case NPC_TELEKINESISATTACK:
  4611. case NPC_UNDEADATTACK:
  4612. case NPC_CHANGEUNDEAD:
  4613. case NPC_ARMORBRAKE:
  4614. case NPC_HELMBRAKE:
  4615. case NPC_SHIELDBRAKE:
  4616. case NPC_BLINDATTACK:
  4617. case NPC_SILENCEATTACK:
  4618. case NPC_STUNATTACK:
  4619. case NPC_PETRIFYATTACK:
  4620. case NPC_CURSEATTACK:
  4621. case NPC_SLEEPATTACK:
  4622. #ifdef RENEWAL
  4623. case CR_ACIDDEMONSTRATION:
  4624. #endif
  4625. case LK_AURABLADE:
  4626. case LK_SPIRALPIERCE:
  4627. case ML_SPIRALPIERCE:
  4628. case CG_ARROWVULCAN:
  4629. case HW_MAGICCRASHER:
  4630. case ITM_TOMAHAWK:
  4631. case CH_CHAINCRUSH:
  4632. case CH_TIGERFIST:
  4633. case PA_SHIELDCHAIN: // Shield Chain
  4634. case PA_SACRIFICE:
  4635. case WS_CARTTERMINATION: // Cart Termination
  4636. case AS_VENOMKNIFE:
  4637. case HT_PHANTASMIC:
  4638. case TK_DOWNKICK:
  4639. case TK_COUNTER:
  4640. case GS_CHAINACTION:
  4641. case GS_TRIPLEACTION:
  4642. #ifndef RENEWAL
  4643. case GS_MAGICALBULLET:
  4644. #endif
  4645. case GS_TRACKING:
  4646. case GS_PIERCINGSHOT:
  4647. case GS_RAPIDSHOWER:
  4648. case GS_DUST:
  4649. case GS_DISARM: // Added disarm. [Reddozen]
  4650. case GS_FULLBUSTER:
  4651. case NJ_SYURIKEN:
  4652. case NJ_KUNAI:
  4653. case ASC_BREAKER:
  4654. case HFLI_MOON: //[orn]
  4655. case HFLI_SBR44: //[orn]
  4656. case NPC_BLEEDING:
  4657. case NPC_BLEEDING2:
  4658. case NPC_CRITICALWOUND:
  4659. case NPC_HELLPOWER:
  4660. case RK_SONICWAVE:
  4661. case AB_DUPLELIGHT_MELEE:
  4662. case RA_AIMEDBOLT:
  4663. case NC_BOOSTKNUCKLE:
  4664. case NC_PILEBUNKER:
  4665. case NC_AXEBOOMERANG:
  4666. case NC_POWERSWING:
  4667. case NPC_MAGMA_ERUPTION:
  4668. case NC_MAGMA_ERUPTION:
  4669. case GC_WEAPONCRUSH:
  4670. case GC_VENOMPRESSURE:
  4671. case SC_TRIANGLESHOT:
  4672. case SC_FEINTBOMB:
  4673. case LG_BANISHINGPOINT:
  4674. case LG_SHIELDPRESS:
  4675. case LG_RAGEBURST:
  4676. case LG_HESPERUSLIT:
  4677. case SR_DRAGONCOMBO:
  4678. case SR_FALLENEMPIRE:
  4679. case SR_CRESCENTELBOW_AUTOSPELL:
  4680. case SR_GATEOFHELL:
  4681. case SR_GENTLETOUCH_QUIET:
  4682. case WM_SEVERE_RAINSTORM_MELEE:
  4683. case WM_GREAT_ECHO:
  4684. case GN_SLINGITEM_RANGEMELEEATK:
  4685. case KO_SETSUDAN:
  4686. case RL_MASS_SPIRAL:
  4687. case RL_BANISHING_BUSTER:
  4688. case RL_SLUGSHOT:
  4689. case RL_AM_BLAST:
  4690. case DK_SERVANTWEAPON_ATK:
  4691. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4692. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4693. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4694. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4695. case ABC_CHAIN_REACTION_SHOT_ATK:
  4696. case ABR_BATTLE_BUSTER:
  4697. case ABR_DUAL_CANNON_FIRE:
  4698. case ABR_INFINITY_BUSTER:
  4699. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4700. break;
  4701. case IG_SHIELD_SHOOTING:
  4702. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4703. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4704. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4705. break;
  4706. case DK_DRAGONIC_AURA:
  4707. case DK_STORMSLASH:
  4708. case IG_GRAND_JUDGEMENT:
  4709. case CD_EFFLIGO:
  4710. case ABC_FRENZY_SHOT:
  4711. case WH_HAWKRUSH:
  4712. case WH_HAWKBOOMERANG:
  4713. case TR_ROSEBLOSSOM:
  4714. case TR_RHYTHMSHOOTING:
  4715. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4716. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4717. if (skill_id == DK_DRAGONIC_AURA)
  4718. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4719. else if (skill_id == IG_GRAND_JUDGEMENT)
  4720. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4721. break;
  4722. case SHC_ETERNAL_SLASH:
  4723. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4724. 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));
  4725. else
  4726. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4727. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4728. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4729. break;
  4730. case SHC_SHADOW_STAB:
  4731. if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED)))
  4732. flag |= 2;// Flag to deal 2 hits.
  4733. status_change_end(src, SC_CLOAKING);
  4734. status_change_end(src, SC_CLOAKINGEXCEED);
  4735. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4736. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4737. break;
  4738. case WH_CRESCIVE_BOLT:
  4739. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4740. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4741. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4742. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4743. else
  4744. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4745. break;
  4746. case ABC_UNLUCKY_RUSH:
  4747. // Jump to the target before attacking.
  4748. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4749. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4750. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4751. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4752. break;
  4753. case MO_TRIPLEATTACK:
  4754. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4755. break;
  4756. case LK_HEADCRUSH:
  4757. if (status_get_class_(bl) == CLASS_BOSS) {
  4758. if (sd)
  4759. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4760. break;
  4761. }
  4762. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4763. break;
  4764. case LK_JOINTBEAT:
  4765. flag = 1 << rnd() % 6;
  4766. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4767. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4768. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4769. 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);
  4770. break;
  4771. case MO_COMBOFINISH:
  4772. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4773. { //Becomes a splash attack when Soul Linked.
  4774. map_foreachinshootrange(skill_area_sub, bl,
  4775. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4776. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4777. skill_castend_damage_id);
  4778. } else
  4779. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4780. break;
  4781. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4783. skill_area_temp[1] = 0;
  4784. map_foreachinshootrange(skill_attack_area, src,
  4785. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4786. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4787. break;
  4788. case KN_CHARGEATK:
  4789. {
  4790. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4791. #ifdef RENEWAL
  4792. int dist = skill_get_blewcount(skill_id, skill_lv);
  4793. #else
  4794. unsigned int dist = distance_bl(src, bl);
  4795. #endif
  4796. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4797. // teleport to target (if not on WoE grounds)
  4798. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4799. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4800. // cause damage and knockback if the path to target was a straight one
  4801. if (path) {
  4802. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4803. #ifdef RENEWAL
  4804. if (map_getmapdata(src->m)->flag[MF_PVP])
  4805. dist += 2; // Knockback is 4 on PvP maps
  4806. #endif
  4807. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4808. }
  4809. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4810. // make the caster look in the direction of the target
  4811. unit_setdir(src, (dir+4)%8);
  4812. }
  4813. }
  4814. break;
  4815. case NC_FLAMELAUNCHER:
  4816. skill_area_temp[1] = bl->id;
  4817. if (battle_config.skill_eightpath_algorithm) {
  4818. //Use official AoE algorithm
  4819. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4820. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4821. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4822. } else {
  4823. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4824. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4825. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4826. }
  4827. break;
  4828. #ifndef RENEWAL
  4829. case SN_SHARPSHOOTING:
  4830. flag |= 2; // Flag for specific mob damage formula
  4831. #endif
  4832. case MA_SHARPSHOOTING:
  4833. case NJ_KAMAITACHI:
  4834. case NPC_DARKPIERCING:
  4835. case NPC_ACIDBREATH:
  4836. case NPC_DARKNESSBREATH:
  4837. case NPC_FIREBREATH:
  4838. case NPC_ICEBREATH:
  4839. case NPC_ICEBREATH2:
  4840. case NPC_THUNDERBREATH:
  4841. case AG_STORM_CANNON:
  4842. case AG_CRIMSON_ARROW:
  4843. skill_area_temp[1] = bl->id;
  4844. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4845. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4846. if (battle_config.skill_eightpath_algorithm) {
  4847. //Use official AoE algorithm
  4848. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4849. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4850. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4851. #ifndef RENEWAL
  4852. if (skill_id == SN_SHARPSHOOTING)
  4853. flag &= ~2; // Only targets in the splash area are affected
  4854. #endif
  4855. //These skills hit at least the target if the AoE doesn't hit
  4856. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4857. }
  4858. } else {
  4859. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4860. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4861. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4862. }
  4863. if (skill_id == AG_CRIMSON_ARROW)
  4864. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4865. break;
  4866. case MO_INVESTIGATE:
  4867. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4868. status_change_end(src, SC_BLADESTOP);
  4869. break;
  4870. case RG_BACKSTAP:
  4871. {
  4872. if (!check_distance_bl(src, bl, 0)) {
  4873. #ifdef RENEWAL
  4874. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4875. short x, y;
  4876. if (dir > 0 && dir < 4)
  4877. x = -1;
  4878. else if (dir > 4)
  4879. x = 1;
  4880. else
  4881. x = 0;
  4882. if (dir > 2 && dir < 6)
  4883. y = -1;
  4884. else if (dir == 7 || dir < 2)
  4885. y = 1;
  4886. else
  4887. y = 0;
  4888. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4889. #else
  4890. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4891. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4892. #endif
  4893. status_change_end(src, SC_HIDING);
  4894. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4895. unit_setdir(bl,dir);
  4896. #ifdef RENEWAL
  4897. clif_blown(src);
  4898. #endif
  4899. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4900. }
  4901. else if (sd)
  4902. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4903. }
  4904. }
  4905. break;
  4906. case MO_FINGEROFFENSIVE:
  4907. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. if (battle_config.finger_offensive_type && sd) {
  4909. for (int i = 1; i < sd->spiritball_old; i++)
  4910. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4911. }
  4912. status_change_end(src, SC_BLADESTOP);
  4913. break;
  4914. case MO_CHAINCOMBO:
  4915. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4916. status_change_end(src, SC_BLADESTOP);
  4917. break;
  4918. #ifndef RENEWAL
  4919. case NJ_ISSEN:
  4920. #endif
  4921. case MO_EXTREMITYFIST:
  4922. {
  4923. struct block_list *mbl = bl; // For NJ_ISSEN
  4924. short x, y, i = 2; // Move 2 cells (From target)
  4925. short dir = map_calc_dir(src,bl->x,bl->y);
  4926. #ifdef RENEWAL
  4927. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4928. flag |= 1; // Give +100% damage increase
  4929. #endif
  4930. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4931. if (skill_id == MO_EXTREMITYFIST) {
  4932. status_set_sp(src, 0, 0);
  4933. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4934. status_change_end(src, SC_BLADESTOP);
  4935. #ifdef RENEWAL
  4936. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4937. #endif
  4938. } else {
  4939. status_set_hp(src, 1, 0);
  4940. status_change_end(src, SC_NEN);
  4941. status_change_end(src, SC_HIDING);
  4942. }
  4943. if (skill_id == MO_EXTREMITYFIST) {
  4944. mbl = src; // For MO_EXTREMITYFIST
  4945. i = 3; // Move 3 cells (From caster)
  4946. }
  4947. if (dir > 0 && dir < 4)
  4948. x = -i;
  4949. else if (dir > 4)
  4950. x = i;
  4951. else
  4952. x = 0;
  4953. if (dir > 2 && dir < 6)
  4954. y = -i;
  4955. else if (dir == 7 || dir < 2)
  4956. y = i;
  4957. else
  4958. y = 0;
  4959. // Ashura Strike still has slide effect in GVG
  4960. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4961. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4962. clif_blown(src);
  4963. clif_spiritball(src);
  4964. }
  4965. }
  4966. break;
  4967. case HT_POWER:
  4968. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4969. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4970. break;
  4971. case SU_PICKYPECK:
  4972. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4973. case SU_BITE:
  4974. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4975. break;
  4976. case SU_SVG_SPIRIT:
  4977. skill_area_temp[1] = bl->id;
  4978. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4979. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4980. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4981. break;
  4982. //Splash attack skills.
  4983. case AS_GRIMTOOTH:
  4984. case MC_CARTREVOLUTION:
  4985. case NPC_SPLASHATTACK:
  4986. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4987. case AS_SPLASHER:
  4988. case HT_BLITZBEAT:
  4989. case AC_SHOWER:
  4990. case MA_SHOWER:
  4991. case MG_NAPALMBEAT:
  4992. case MG_FIREBALL:
  4993. case RG_RAID:
  4994. #ifdef RENEWAL
  4995. case SN_SHARPSHOOTING:
  4996. #endif
  4997. case HW_NAPALMVULCAN:
  4998. case NJ_HUUMA:
  4999. case ASC_METEORASSAULT:
  5000. case GS_SPREADATTACK:
  5001. case NPC_PULSESTRIKE:
  5002. case NPC_PULSESTRIKE2:
  5003. case NPC_HELLJUDGEMENT:
  5004. case NPC_HELLJUDGEMENT2:
  5005. case NPC_VAMPIRE_GIFT:
  5006. case NPC_MAXPAIN_ATK:
  5007. case NPC_JACKFROST:
  5008. case NPC_REVERBERATION_ATK:
  5009. case NPC_ARROWSTORM:
  5010. case NPC_KILLING_AURA:
  5011. case NPC_IGNITIONBREAK:
  5012. case RK_IGNITIONBREAK:
  5013. case RK_HUNDREDSPEAR:
  5014. case AB_JUDEX:
  5015. case AB_ADORAMUS:
  5016. case WL_SOULEXPANSION:
  5017. case WL_CRIMSONROCK:
  5018. case WL_JACKFROST:
  5019. case RA_ARROWSTORM:
  5020. case RA_WUGDASH:
  5021. case NC_VULCANARM:
  5022. case NC_COLDSLOWER:
  5023. case NC_SELFDESTRUCTION:
  5024. case NC_AXETORNADO:
  5025. case GC_ROLLINGCUTTER:
  5026. case GC_COUNTERSLASH:
  5027. case LG_CANNONSPEAR:
  5028. case LG_OVERBRAND:
  5029. case LG_MOONSLASHER:
  5030. case LG_RAYOFGENESIS:
  5031. case NPC_RAYOFGENESIS:
  5032. case LG_EARTHDRIVE:
  5033. case SR_RAMPAGEBLASTER:
  5034. case SR_SKYNETBLOW:
  5035. case SR_WINDMILL:
  5036. case SR_RIDEINLIGHTNING:
  5037. case SO_VARETYR_SPEAR:
  5038. case SO_POISON_BUSTER:
  5039. case GN_CART_TORNADO:
  5040. case GN_CARTCANNON:
  5041. case GN_SPORE_EXPLOSION:
  5042. case GN_DEMONIC_FIRE:
  5043. case GN_FIRE_EXPANSION_ACID:
  5044. case GN_HELLS_PLANT_ATK:
  5045. case KO_HAPPOKUNAI:
  5046. case KO_HUUMARANKA:
  5047. case KO_MUCHANAGE:
  5048. case KO_BAKURETSU:
  5049. case GN_ILLUSIONDOPING:
  5050. case RL_FIREDANCE:
  5051. case RL_S_STORM:
  5052. case RL_R_TRIP:
  5053. case MH_XENO_SLASHER:
  5054. case MH_HEILIGE_PFERD:
  5055. case MH_THE_ONE_FIGHTER_RISES:
  5056. case NC_ARMSCANNON:
  5057. case SU_SCRATCH:
  5058. case SU_LUNATICCARROTBEAT:
  5059. case SU_LUNATICCARROTBEAT2:
  5060. case SJ_FULLMOONKICK:
  5061. case SJ_NEWMOONKICK:
  5062. case SJ_SOLARBURST:
  5063. case SJ_PROMINENCEKICK:
  5064. case SJ_STAREMPEROR:
  5065. case SJ_FALLINGSTAR_ATK2:
  5066. case SP_CURSEEXPLOSION:
  5067. case SP_SHA:
  5068. case SP_SWHOO:
  5069. case DK_SERVANT_W_PHANTOM:
  5070. case DK_SERVANT_W_DEMOL:
  5071. case DK_MADNESS_CRUSHER:
  5072. case DK_HACKANDSLASHER:
  5073. case AG_CRIMSON_ARROW_ATK:
  5074. case AG_DESTRUCTIVE_HURRICANE:
  5075. case AG_SOUL_VC_STRIKE:
  5076. case AG_CRYSTAL_IMPACT:
  5077. case AG_CRYSTAL_IMPACT_ATK:
  5078. case AG_ROCK_DOWN:
  5079. case AG_FROZEN_SLASH:
  5080. case IQ_OLEUM_SANCTUM:
  5081. case IQ_MASSIVE_F_BLASTER:
  5082. case IQ_EXPOSION_BLASTER:
  5083. case IQ_FIRST_BRAND:
  5084. case IQ_SECOND_FLAME:
  5085. case IQ_SECOND_FAITH:
  5086. case IQ_SECOND_JUDGEMENT:
  5087. case IQ_THIRD_PUNISH:
  5088. case IQ_THIRD_FLAME_BOMB:
  5089. case IQ_THIRD_CONSECRATION:
  5090. case IG_OVERSLASH:
  5091. case CD_ARBITRIUM_ATK:
  5092. case CD_PETITIO:
  5093. case CD_FRAMEN:
  5094. case SHC_DANCING_KNIFE:
  5095. case SHC_SAVAGE_IMPACT:
  5096. case SHC_IMPACT_CRATER:
  5097. case SHC_FATAL_SHADOW_CROW:
  5098. case MT_AXE_STOMP:
  5099. case MT_RUSH_QUAKE:
  5100. case MT_A_MACHINE:
  5101. case ABC_ABYSS_DAGGER:
  5102. case ABC_CHAIN_REACTION_SHOT:
  5103. case ABC_DEFT_STAB:
  5104. case WH_GALESTORM:
  5105. case BO_ACIDIFIED_ZONE_WATER:
  5106. case BO_ACIDIFIED_ZONE_GROUND:
  5107. case BO_ACIDIFIED_ZONE_WIND:
  5108. case BO_ACIDIFIED_ZONE_FIRE:
  5109. case TR_ROSEBLOSSOM_ATK:
  5110. case TR_METALIC_FURY:
  5111. case ABC_FROM_THE_ABYSS_ATK:
  5112. case EM_ELEMENTAL_BUSTER_FIRE:
  5113. case EM_ELEMENTAL_BUSTER_WATER:
  5114. case EM_ELEMENTAL_BUSTER_WIND:
  5115. case EM_ELEMENTAL_BUSTER_GROUND:
  5116. case EM_ELEMENTAL_BUSTER_POISON:
  5117. case EM_EL_FLAMEROCK:
  5118. case EM_EL_AGE_OF_ICE:
  5119. case EM_EL_STORM_WIND:
  5120. case EM_EL_AVALANCHE:
  5121. case EM_EL_DEADLY_POISON:
  5122. if( flag&1 ) {//Recursive invocation
  5123. int sflag = skill_area_temp[0] & 0xFFF;
  5124. int heal = 0;
  5125. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5126. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5127. break; // Under Hovering characters are immune to select trap and ground target skills.
  5128. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5129. break; // No damage should happen if the target is on Land Protector
  5130. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5131. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5132. break;
  5133. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5134. if (skill_id == ABC_DEFT_STAB && flag&2)
  5135. sflag |= 2;
  5136. if( flag&SD_LEVEL )
  5137. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5138. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5139. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5140. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5141. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5142. break;
  5143. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5144. switch (skill_id) {
  5145. case NPC_VAMPIRE_GIFT:
  5146. if (heal > 0) {
  5147. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5148. status_heal(src, heal, 0, 0);
  5149. }
  5150. break;
  5151. #ifdef RENEWAL
  5152. case SN_SHARPSHOOTING:
  5153. status_change_end(src, SC_CAMOUFLAGE);
  5154. break;
  5155. #endif
  5156. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5157. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5158. break;
  5159. }
  5160. } else {
  5161. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5162. skill_area_temp[0] = 0;
  5163. skill_area_temp[1] = bl->id;
  5164. skill_area_temp[2] = 0;
  5165. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5166. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5167. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5168. break;
  5169. }
  5170. if (skill_id == SP_SWHOO)
  5171. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5172. switch ( skill_id ) {
  5173. case LG_EARTHDRIVE:
  5174. case GN_CARTCANNON:
  5175. case SU_SCRATCH:
  5176. case DK_HACKANDSLASHER:
  5177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5178. break;
  5179. #ifdef RENEWAL
  5180. case NJ_HUUMA:
  5181. #endif
  5182. case LG_MOONSLASHER:
  5183. case MH_XENO_SLASHER:
  5184. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5185. break;
  5186. case NPC_REVERBERATION_ATK:
  5187. case NC_ARMSCANNON:
  5188. skill_area_temp[1] = 0;
  5189. starget = splash_target(src);
  5190. break;
  5191. case WL_CRIMSONROCK:
  5192. skill_area_temp[4] = bl->x;
  5193. skill_area_temp[5] = bl->y;
  5194. break;
  5195. case SU_LUNATICCARROTBEAT:
  5196. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5197. skill_id = SU_LUNATICCARROTBEAT2;
  5198. break;
  5199. case DK_SERVANT_W_PHANTOM:
  5200. // Jump to the target before attacking.
  5201. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5202. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5203. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5204. break;
  5205. case SHC_SAVAGE_IMPACT: {
  5206. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5207. skill_area_temp[0] = 2;
  5208. status_change_end( src, SC_CLOAKINGEXCEED );
  5209. }
  5210. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5211. if (bl->x != src->x || bl->y != src->y)
  5212. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5213. // Move the player 1 cell near the target, between the target and the player
  5214. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5215. clif_blown(src);
  5216. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5217. break;
  5218. }
  5219. case SHC_FATAL_SHADOW_CROW: {
  5220. uint8 dir = DIR_NORTHEAST;
  5221. if (bl->x != src->x || bl->y != src->y)
  5222. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5223. // Move the player 1 cell near the target, between the target and the player
  5224. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5225. clif_blown(src);
  5226. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5227. break;
  5228. }
  5229. case AG_CRYSTAL_IMPACT_ATK:
  5230. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5231. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5232. break;
  5233. case AG_ROCK_DOWN:
  5234. case IQ_FIRST_BRAND:
  5235. case IQ_SECOND_FLAME:
  5236. case IQ_SECOND_FAITH:
  5237. case IQ_SECOND_JUDGEMENT:
  5238. case CD_PETITIO:
  5239. case CD_FRAMEN:
  5240. case ABC_DEFT_STAB:
  5241. case ABC_CHAIN_REACTION_SHOT:
  5242. case EM_EL_FLAMEROCK:
  5243. case EM_EL_AGE_OF_ICE:
  5244. case EM_EL_STORM_WIND:
  5245. case EM_EL_AVALANCHE:
  5246. case EM_EL_DEADLY_POISON:
  5247. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5248. break;
  5249. case IQ_THIRD_PUNISH:
  5250. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5251. if (sd) {
  5252. uint8 limit = 5;
  5253. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5254. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5255. for (uint8 i = 0; i < limit; i++)
  5256. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5257. }
  5258. break;
  5259. case IQ_THIRD_FLAME_BOMB:
  5260. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5261. if (sd && sd->spiritball / 5 > 1)
  5262. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5263. break;
  5264. case IQ_THIRD_CONSECRATION:
  5265. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5266. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5267. break;
  5268. case IG_OVERSLASH:
  5269. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5270. 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);
  5271. break;
  5272. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5273. 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)
  5274. status_heal(src, 0, 0, 10, 0);
  5275. break;
  5276. case BO_ACIDIFIED_ZONE_WATER:
  5277. case BO_ACIDIFIED_ZONE_GROUND:
  5278. case BO_ACIDIFIED_ZONE_WIND:
  5279. case BO_ACIDIFIED_ZONE_FIRE:
  5280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5281. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5282. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5283. break;
  5284. case TR_METALIC_FURY:
  5285. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5286. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5287. skill_area_temp[0] = 1 + rnd()%4;
  5288. break;
  5289. case MT_RUSH_QUAKE:
  5290. // Jump to the target before attacking.
  5291. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5292. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5293. }
  5294. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5295. clif_blown( src );
  5296. // TODO: does this buff start before or after dealing damage? [Muh]
  5297. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5298. break;
  5299. }
  5300. // if skill damage should be split among targets, count them
  5301. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5302. //special case: Venom Splasher uses a different range for searching than for splashing
  5303. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5304. 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);
  5305. // recursive invocation of skill_castend_damage_id() with flag|1
  5306. 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);
  5307. if (skill_id == RA_ARROWSTORM)
  5308. status_change_end(src, SC_CAMOUFLAGE);
  5309. if( skill_id == AS_SPLASHER ) {
  5310. map_freeblock_unlock(); // Don't consume a second gemstone.
  5311. return 0;
  5312. }
  5313. }
  5314. break;
  5315. //Place units around target
  5316. case NJ_BAKUENRYU:
  5317. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5318. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5319. break;
  5320. case SM_MAGNUM:
  5321. case MS_MAGNUM:
  5322. if( flag&1 ) {
  5323. // For players, damage depends on distance, so add it to flag if it is > 1
  5324. // Cannot hit hidden targets
  5325. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5326. }
  5327. break;
  5328. #ifdef RENEWAL
  5329. case KN_BRANDISHSPEAR:
  5330. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5331. break;
  5332. #else
  5333. case KN_BRANDISHSPEAR:
  5334. #endif
  5335. case ML_BRANDISH:
  5336. //Coded apart for it needs the flag passed to the damage calculation.
  5337. if (skill_area_temp[1] != bl->id)
  5338. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5339. else
  5340. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5341. break;
  5342. #ifdef RENEWAL
  5343. case KN_BOWLINGBASH:
  5344. if (flag & 1) {
  5345. 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]);
  5346. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5347. } else {
  5348. 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);
  5349. 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);
  5350. }
  5351. break;
  5352. #else
  5353. case KN_BOWLINGBASH:
  5354. #endif
  5355. case MS_BOWLINGBASH:
  5356. {
  5357. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5358. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5359. c = (skill_lv-(flag&0xFFF)+1)/2;
  5360. // Determine the Bowling Bash area depending on configuration
  5361. if (battle_config.bowling_bash_area == 0) {
  5362. // Gutter line system
  5363. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5364. if(min_x < 0) min_x = 0;
  5365. max_x = min_x + 39;
  5366. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5367. if(min_y < 0) min_y = 0;
  5368. max_y = min_y + 39;
  5369. } else if (battle_config.bowling_bash_area == 1) {
  5370. // Gutter line system without demi gutter bug
  5371. min_x = src->x - (src->x)%40;
  5372. max_x = min_x + 39;
  5373. min_y = src->y - (src->y)%40;
  5374. max_y = min_y + 39;
  5375. } else {
  5376. // Area around caster
  5377. min_x = src->x - battle_config.bowling_bash_area;
  5378. max_x = src->x + battle_config.bowling_bash_area;
  5379. min_y = src->y - battle_config.bowling_bash_area;
  5380. max_y = src->y + battle_config.bowling_bash_area;
  5381. }
  5382. // Initialization, break checks, direction
  5383. if((flag&0xFFF) > 0) {
  5384. // Ignore monsters outside area
  5385. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5386. break;
  5387. // Ignore monsters already in list
  5388. if(idb_exists(bowling_db, bl->id))
  5389. break;
  5390. // Random direction
  5391. dir = rnd()%8;
  5392. } else {
  5393. // Create an empty list of already hit targets
  5394. db_clear(bowling_db);
  5395. // Direction is walkpath
  5396. dir = (unit_getdir(src)+4)%8;
  5397. }
  5398. // Add current target to the list of already hit targets
  5399. idb_put(bowling_db, bl->id, bl);
  5400. // Keep moving target in direction square by square
  5401. tx = bl->x;
  5402. ty = bl->y;
  5403. for(i=0;i<c;i++) {
  5404. // Target coordinates (get changed even if knockback fails)
  5405. tx -= dirx[dir];
  5406. ty -= diry[dir];
  5407. // If target cell is a wall then break
  5408. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5409. break;
  5410. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5411. int count;
  5412. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5413. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5414. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5415. (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))) {
  5416. // Recursive call
  5417. 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);
  5418. // Self-collision
  5419. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5420. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5421. break;
  5422. }
  5423. }
  5424. // Original hit or chain hit depending on flag
  5425. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5426. }
  5427. break;
  5428. case KN_SPEARSTAB:
  5429. if(flag&1) {
  5430. if (bl->id==skill_area_temp[1])
  5431. break;
  5432. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5433. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5434. } else {
  5435. int x=bl->x,y=bl->y,i,dir;
  5436. dir = map_calc_dir(bl,src->x,src->y);
  5437. skill_area_temp[1] = bl->id;
  5438. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5439. // all the enemies between the caster and the target are hit, as well as the target
  5440. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5441. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5442. for (i=0;i<4;i++) {
  5443. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5444. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5445. x += dirx[dir];
  5446. y += diry[dir];
  5447. }
  5448. }
  5449. break;
  5450. case TK_TURNKICK:
  5451. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5452. {
  5453. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5454. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5455. map_foreachinallrange(skill_area_sub,bl,
  5456. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5457. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5458. skill_castend_nodamage_id);
  5459. }
  5460. break;
  5461. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5462. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5463. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5464. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5465. break;
  5466. case PR_TURNUNDEAD:
  5467. case ALL_RESURRECTION:
  5468. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5469. break;
  5470. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5471. break;
  5472. case AL_HOLYLIGHT:
  5473. status_change_end(bl, SC_P_ALTER);
  5474. case MG_SOULSTRIKE:
  5475. case NPC_DARKSTRIKE:
  5476. case MG_COLDBOLT:
  5477. case MG_FIREBOLT:
  5478. case MG_LIGHTNINGBOLT:
  5479. case WZ_EARTHSPIKE:
  5480. case AL_HEAL:
  5481. case NPC_DARKTHUNDER:
  5482. case NPC_FIRESTORM:
  5483. case PR_ASPERSIO:
  5484. case MG_FROSTDIVER:
  5485. case WZ_SIGHTBLASTER:
  5486. case WZ_SIGHTRASHER:
  5487. #ifdef RENEWAL
  5488. case PA_PRESSURE:
  5489. #endif
  5490. case NJ_KOUENKA:
  5491. case NJ_HYOUSENSOU:
  5492. case NJ_HUUJIN:
  5493. case AB_HIGHNESSHEAL:
  5494. case AB_DUPLELIGHT_MAGIC:
  5495. case WM_METALICSOUND:
  5496. case KO_KAIHOU:
  5497. case MH_ERASER_CUTTER:
  5498. case AG_ASTRAL_STRIKE:
  5499. case AG_ASTRAL_STRIKE_ATK:
  5500. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5501. case CD_ARBITRIUM:
  5502. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5503. break;
  5504. case IG_JUDGEMENT_CROSS:
  5505. case TR_SOUNDBLEND:
  5506. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5507. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5508. break;
  5509. case AG_DEADLY_PROJECTION:
  5510. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5511. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5512. break;
  5513. case NPC_MAGICALATTACK:
  5514. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5515. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5516. break;
  5517. case HVAN_CAPRICE: //[blackhole89]
  5518. {
  5519. int ran=rnd()%4;
  5520. int sid = 0;
  5521. switch(ran)
  5522. {
  5523. case 0: sid=MG_COLDBOLT; break;
  5524. case 1: sid=MG_FIREBOLT; break;
  5525. case 2: sid=MG_LIGHTNINGBOLT; break;
  5526. case 3: sid=WZ_EARTHSPIKE; break;
  5527. }
  5528. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5529. }
  5530. break;
  5531. case WZ_WATERBALL:
  5532. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5533. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5534. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5535. break;
  5536. case WZ_JUPITEL:
  5537. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5538. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5539. break;
  5540. case PR_BENEDICTIO:
  5541. //Should attack undead and demons. [Skotlex]
  5542. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5543. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5544. break;
  5545. case SJ_NOVAEXPLOSING:
  5546. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5547. // We can end Dimension here since the cooldown code is processed before this point.
  5548. if (sc && sc->getSCE(SC_DIMENSION))
  5549. status_change_end(src, SC_DIMENSION);
  5550. else // Dimension not active? Activate the 2 second skill block penalty.
  5551. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5552. break;
  5553. case SP_SOULEXPLOSION:
  5554. 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.
  5555. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5556. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5557. if (sd)
  5558. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5559. break;
  5560. }
  5561. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5562. break;
  5563. case SL_SMA:
  5564. status_change_end(src, SC_SMA);
  5565. case SL_STIN:
  5566. case SL_STUN:
  5567. case SP_SPA:
  5568. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5569. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5571. break;
  5572. }
  5573. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5574. break;
  5575. case NPC_DARKBREATH:
  5576. clif_emotion(src,ET_ANGER);
  5577. if (rnd() % 2 == 0)
  5578. break; // 50% chance
  5579. case SN_FALCONASSAULT:
  5580. #ifndef RENEWAL
  5581. case PA_PRESSURE:
  5582. case CR_ACIDDEMONSTRATION:
  5583. #endif
  5584. case TF_THROWSTONE:
  5585. case NPC_SMOKING:
  5586. case GS_FLING:
  5587. case NJ_ZENYNAGE:
  5588. case GN_THORNS_TRAP:
  5589. case RL_B_TRAP:
  5590. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5591. break;
  5592. #ifdef RENEWAL
  5593. case NJ_ISSEN: {
  5594. short x, y;
  5595. short dir = map_calc_dir(src, bl->x, bl->y);
  5596. // Move 2 cells (From target)
  5597. if (dir > 0 && dir < 4)
  5598. x = -2;
  5599. else if (dir > 4)
  5600. x = 2;
  5601. else
  5602. x = 0;
  5603. if (dir > 2 && dir < 6)
  5604. y = -2;
  5605. else if (dir == 7 || dir < 2)
  5606. y = 2;
  5607. else
  5608. y = 0;
  5609. // Doesn't have slide effect in GVG
  5610. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5611. clif_blown(src);
  5612. clif_spiritball(src);
  5613. }
  5614. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5615. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5616. status_change_end(src, SC_NEN);
  5617. status_change_end(src, SC_HIDING);
  5618. }
  5619. break;
  5620. #endif
  5621. case RK_DRAGONBREATH_WATER:
  5622. case RK_DRAGONBREATH:
  5623. case NPC_DRAGONBREATH:
  5624. if( tsc && tsc->getSCE(SC_HIDING) )
  5625. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5626. else {
  5627. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5628. }
  5629. break;
  5630. case NPC_SELFDESTRUCTION:
  5631. if( tsc && tsc->getSCE(SC_HIDING) )
  5632. break;
  5633. case HVAN_EXPLOSION:
  5634. if (src != bl)
  5635. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5636. break;
  5637. // Celest
  5638. case PF_SOULBURN:
  5639. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5641. if (skill_lv == 5)
  5642. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5643. status_percent_damage(src, bl, 0, 100, false);
  5644. } else {
  5645. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5646. if (skill_lv == 5)
  5647. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5648. status_percent_damage(src, src, 0, 100, false);
  5649. }
  5650. break;
  5651. case NPC_BLOODDRAIN:
  5652. case NPC_ENERGYDRAIN:
  5653. {
  5654. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5655. src, src, bl, skill_id, skill_lv, tick, flag);
  5656. if (heal > 0){
  5657. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5658. status_heal(src, heal, 0, 0);
  5659. }
  5660. }
  5661. break;
  5662. case GS_BULLSEYE:
  5663. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5664. break;
  5665. case NJ_KASUMIKIRI:
  5666. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5667. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5668. break;
  5669. case NJ_KIRIKAGE:
  5670. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5671. { //You don't move on GVG grounds.
  5672. short x, y;
  5673. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5674. if (unit_movepos(src, x, y, 0, 0)) {
  5675. clif_blown(src);
  5676. }
  5677. }
  5678. status_change_end(src, SC_HIDING);
  5679. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5680. break;
  5681. case RK_PHANTOMTHRUST:
  5682. case NPC_PHANTOMTHRUST:
  5683. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5685. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5686. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5687. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5688. break;
  5689. case RK_WINDCUTTER:
  5690. case RK_STORMBLAST:
  5691. if( flag&1 )
  5692. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5693. else {
  5694. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5695. 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);
  5696. }
  5697. break;
  5698. case GC_DARKILLUSION:
  5699. {
  5700. short x, y;
  5701. short dir = map_calc_dir(src,bl->x,bl->y);
  5702. if( dir > 0 && dir < 4) x = 2;
  5703. else if( dir > 4 ) x = -2;
  5704. else x = 0;
  5705. if( dir > 2 && dir < 6 ) y = 2;
  5706. else if( dir == 7 || dir < 2 ) y = -2;
  5707. else y = 0;
  5708. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5709. clif_blown(src);
  5710. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5711. if( rnd()%100 < 4 * skill_lv )
  5712. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5713. }
  5714. }
  5715. break;
  5716. case GC_CROSSRIPPERSLASHER:
  5717. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5719. else
  5720. {
  5721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5722. }
  5723. break;
  5724. case GC_CROSSIMPACT: {
  5725. uint8 dir = DIR_NORTHEAST;
  5726. if (bl->x != src->x || bl->y != src->y)
  5727. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5728. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5729. clif_blown(src);
  5730. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5731. } else {
  5732. if (sd)
  5733. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5734. }
  5735. break;
  5736. }
  5737. case GC_PHANTOMMENACE:
  5738. if (flag&1) { // Only Hits Invisible Targets
  5739. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5740. status_change_end(bl, SC_CLOAKINGEXCEED);
  5741. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5742. }
  5743. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5744. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5745. }
  5746. break;
  5747. case GC_DARKCROW:
  5748. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5749. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5750. break;
  5751. case WL_DRAINLIFE:
  5752. {
  5753. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5754. int rate = 70 + 5 * skill_lv;
  5755. heal = heal * (5 + 5 * skill_lv) / 100;
  5756. if( bl->type == BL_SKILL )
  5757. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5758. if( heal && rnd()%100 < rate )
  5759. {
  5760. status_heal(src, heal, 0, 0);
  5761. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5762. }
  5763. }
  5764. break;
  5765. case WL_TETRAVORTEX_FIRE:
  5766. case WL_TETRAVORTEX_WATER:
  5767. case WL_TETRAVORTEX_WIND:
  5768. case WL_TETRAVORTEX_GROUND:
  5769. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5770. break;
  5771. case WL_TETRAVORTEX:
  5772. if (sd == nullptr) { // Monster usage
  5773. uint8 i = 0;
  5774. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5775. { WL_TETRAVORTEX_WIND, 4 },
  5776. { WL_TETRAVORTEX_WATER, 2 },
  5777. { WL_TETRAVORTEX_GROUND, 8 } };
  5778. for (const auto &skill : tetra_skills) {
  5779. if (skill_lv > 5) {
  5780. skill_area_temp[0] = i;
  5781. skill_area_temp[1] = skill[1];
  5782. 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);
  5783. } else
  5784. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5785. i++;
  5786. }
  5787. } else if (sc) { // No SC? No spheres
  5788. int i, k = 0;
  5789. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5790. status_change_end(src, SC_SPHERE_1);
  5791. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5792. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5793. continue;
  5794. uint16 subskill = 0;
  5795. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5796. case WLS_FIRE:
  5797. subskill = WL_TETRAVORTEX_FIRE;
  5798. k |= 1;
  5799. break;
  5800. case WLS_WIND:
  5801. subskill = WL_TETRAVORTEX_WIND;
  5802. k |= 4;
  5803. break;
  5804. case WLS_WATER:
  5805. subskill = WL_TETRAVORTEX_WATER;
  5806. k |= 2;
  5807. break;
  5808. case WLS_STONE:
  5809. subskill = WL_TETRAVORTEX_GROUND;
  5810. k |= 8;
  5811. break;
  5812. }
  5813. if (skill_lv > 5) {
  5814. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5815. skill_area_temp[1] = k;
  5816. 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);
  5817. } else
  5818. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5819. status_change_end(src, static_cast<sc_type>(i));
  5820. }
  5821. }
  5822. break;
  5823. case WL_RELEASE:
  5824. if (sc == nullptr)
  5825. break;
  5826. if (sd) {
  5827. int i;
  5828. #ifndef RENEWAL
  5829. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5830. #endif
  5831. if (skill_lv == 1) { // SpellBook
  5832. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5833. break;
  5834. bool found_spell = false;
  5835. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5836. if (sc->getSCE(i) != nullptr) {
  5837. found_spell = true;
  5838. break;
  5839. }
  5840. }
  5841. if (!found_spell)
  5842. break;
  5843. // Now extract the data from the preserved spell
  5844. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5845. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5846. uint16 point = sc->getSCE(i)->val3;
  5847. status_change_end(src, static_cast<sc_type>(i));
  5848. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5849. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5850. else // Last spell to be released
  5851. status_change_end(src, SC_FREEZE_SP);
  5852. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5853. break;
  5854. // Get the requirement for the preserved skill
  5855. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5856. switch( skill_get_casttype(pres_skill_id) )
  5857. {
  5858. case CAST_GROUND:
  5859. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5860. break;
  5861. case CAST_NODAMAGE:
  5862. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5863. break;
  5864. case CAST_DAMAGE:
  5865. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5866. break;
  5867. }
  5868. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5869. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5870. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5871. if( cooldown > 0 )
  5872. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5873. } else { // Summoned Balls
  5874. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5875. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5876. continue;
  5877. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5878. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5879. 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);
  5880. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5881. }
  5882. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5883. }
  5884. }
  5885. break;
  5886. case WL_FROSTMISTY:
  5887. // Causes Freezing status through walls.
  5888. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5889. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5890. // Doesn't deal damage through non-shootable walls.
  5891. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5892. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5893. break;
  5894. case WL_HELLINFERNO:
  5895. if (flag & 1) {
  5896. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5897. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5898. } else {
  5899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5900. 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);
  5901. }
  5902. break;
  5903. case RA_WUGSTRIKE:
  5904. if( sd && pc_isridingwug(sd) ){
  5905. short x[8]={0,-1,-1,-1,0,1,1,1};
  5906. short y[8]={1,1,0,-1,-1,-1,0,1};
  5907. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5908. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5909. clif_blown(src);
  5910. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5911. }
  5912. break;
  5913. }
  5914. case RA_WUGBITE:
  5915. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5916. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5917. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5918. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5919. break;
  5920. case RA_SENSITIVEKEEN:
  5921. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5922. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5923. status_change_end(bl, SC_CLOAKINGEXCEED);
  5924. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5925. }
  5926. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5927. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5928. } else {
  5929. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5930. std::shared_ptr<s_skill_unit_group> sg;
  5931. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5932. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5933. {
  5934. struct item item_tmp;
  5935. memset(&item_tmp,0,sizeof(item_tmp));
  5936. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5937. item_tmp.identify = 1;
  5938. if( item_tmp.nameid )
  5939. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5940. }
  5941. skill_delunit(su);
  5942. }
  5943. }
  5944. break;
  5945. case NC_INFRAREDSCAN:
  5946. if( flag&1 ) {
  5947. status_change_end(bl, SC_HIDING);
  5948. status_change_end(bl, SC_CLOAKING);
  5949. status_change_end(bl, SC_CLOAKINGEXCEED);
  5950. status_change_end(bl, SC_CAMOUFLAGE);
  5951. status_change_end(bl, SC_NEWMOON);
  5952. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5953. status_change_end(bl, SC__SHADOWFORM);
  5954. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5955. } else {
  5956. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5957. 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);
  5958. }
  5959. break;
  5960. case SC_FATALMENACE:
  5961. if( flag&1 )
  5962. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5963. else {
  5964. 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);
  5965. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5966. }
  5967. break;
  5968. case NPC_FATALMENACE: // todo should it teleport the target ?
  5969. if( flag&1 )
  5970. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5971. else {
  5972. short x, y;
  5973. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5974. // Destination area
  5975. skill_area_temp[4] = x;
  5976. skill_area_temp[5] = y;
  5977. 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);
  5978. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5979. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5980. }
  5981. break;
  5982. case LG_PINPOINTATTACK:
  5983. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5984. clif_blown(src);
  5985. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5986. break;
  5987. case SR_KNUCKLEARROW:
  5988. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5989. dir_ka = map_calc_dir(bl, src->x, src->y);
  5990. // Has slide effect
  5991. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5992. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5993. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5994. break;
  5995. case SR_HOWLINGOFLION:
  5996. status_change_end(bl, SC_SWINGDANCE);
  5997. status_change_end(bl, SC_SYMPHONYOFLOVER);
  5998. status_change_end(bl, SC_MOONLITSERENADE);
  5999. status_change_end(bl, SC_RUSHWINDMILL);
  6000. status_change_end(bl, SC_ECHOSONG);
  6001. status_change_end(bl, SC_HARMONIZE);
  6002. status_change_end(bl, SC_NETHERWORLD);
  6003. status_change_end(bl, SC_VOICEOFSIREN);
  6004. status_change_end(bl, SC_DEEPSLEEP);
  6005. status_change_end(bl, SC_SIRCLEOFNATURE);
  6006. status_change_end(bl, SC_GLOOMYDAY);
  6007. status_change_end(bl, SC_GLOOMYDAY_SK);
  6008. status_change_end(bl, SC_SONGOFMANA);
  6009. status_change_end(bl, SC_DANCEWITHWUG);
  6010. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6011. status_change_end(bl, SC_LERADSDEW);
  6012. status_change_end(bl, SC_MELODYOFSINK);
  6013. status_change_end(bl, SC_BEYONDOFWARCRY);
  6014. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6015. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6016. break;
  6017. case SR_EARTHSHAKER:
  6018. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6019. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6020. status_change_end(bl, SC_CLOAKINGEXCEED);
  6021. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6022. status_change_end(bl, SC__SHADOWFORM);
  6023. } else {
  6024. 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);
  6025. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6026. }
  6027. break;
  6028. case SR_TIGERCANNON:
  6029. if (flag & 1) {
  6030. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6031. } else if (sd) {
  6032. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6033. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6034. 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);
  6035. }
  6036. break;
  6037. case WM_REVERBERATION:
  6038. if (flag & 1)
  6039. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6040. else {
  6041. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6042. 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);
  6043. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6044. }
  6045. break;
  6046. case NPC_POISON_BUSTER:
  6047. if( tsc && tsc->getSCE(SC_POISON) ) {
  6048. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6049. status_change_end(bl, SC_POISON);
  6050. }
  6051. else if( sd )
  6052. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6053. break;
  6054. case KO_JYUMONJIKIRI: {
  6055. short x, y;
  6056. short dir = map_calc_dir(src,bl->x,bl->y);
  6057. if (dir > 0 && dir < 4)
  6058. x = 2;
  6059. else if (dir > 4)
  6060. x = -2;
  6061. else
  6062. x = 0;
  6063. if (dir > 2 && dir < 6)
  6064. y = 2;
  6065. else if (dir == 7 || dir < 2)
  6066. y = -2;
  6067. else
  6068. y = 0;
  6069. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6070. clif_blown(src);
  6071. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6072. }
  6073. }
  6074. break;
  6075. case EL_FIRE_BOMB:
  6076. case EL_FIRE_WAVE:
  6077. case EL_WATER_SCREW:
  6078. case EL_HURRICANE:
  6079. case EL_TYPOON_MIS:
  6080. if( flag&1 )
  6081. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6082. else {
  6083. int i = skill_get_splash(skill_id,skill_lv);
  6084. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6085. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6086. if( rnd()%100 < 30 )
  6087. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6088. else
  6089. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6090. }
  6091. break;
  6092. case EL_ROCK_CRUSHER:
  6093. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6094. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6095. if( rnd()%100 < 50 )
  6096. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6097. else
  6098. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6099. break;
  6100. case EL_STONE_RAIN:
  6101. if( flag&1 )
  6102. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6103. else {
  6104. int i = skill_get_splash(skill_id,skill_lv);
  6105. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6106. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6107. if( rnd()%100 < 30 )
  6108. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6109. else
  6110. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6111. }
  6112. break;
  6113. case EL_FIRE_ARROW:
  6114. case EL_ICE_NEEDLE:
  6115. case EL_WIND_SLASH:
  6116. case EL_STONE_HAMMER:
  6117. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6118. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6119. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6120. break;
  6121. case EL_TIDAL_WEAPON:
  6122. if( src->type == BL_ELEM ) {
  6123. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6124. status_change *tsc_ele = status_get_sc(&ele->bl);
  6125. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6126. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6127. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6128. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6129. status_change_end(battle_get_master(src),type);
  6130. status_change_end(src,type2);
  6131. }
  6132. if( rnd()%100 < 50 )
  6133. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6134. else {
  6135. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6136. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6137. }
  6138. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6139. }
  6140. break;
  6141. //recursive homon skill
  6142. case MH_ABSOLUTE_ZEPHYR:
  6143. case MH_TOXIN_OF_MANDARA:
  6144. case MH_BLAZING_AND_FURIOUS:
  6145. case MH_MAGMA_FLOW:
  6146. case MH_HEILIGE_STANGE:
  6147. if(flag&1){
  6148. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6149. break;//chance to not trigger atk for magma
  6150. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6151. }
  6152. else
  6153. 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);
  6154. break;
  6155. case MH_TWISTER_CUTTER:
  6156. case MH_GLANZEN_SPIES:
  6157. case MH_STAHL_HORN:
  6158. case MH_NEEDLE_OF_PARALYZE:
  6159. case MH_NEEDLE_STINGER:
  6160. case MH_SONIC_CRAW:
  6161. case MH_MIDNIGHT_FRENZY:
  6162. case MH_SILVERVEIN_RUSH:
  6163. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6164. break;
  6165. case MH_TINDER_BREAKER:
  6166. case MH_CBC:
  6167. case MH_EQC:
  6168. {
  6169. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6170. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6171. sc_type type;
  6172. if( skill_id == MH_TINDER_BREAKER ){
  6173. type = SC_TINDER_BREAKER2;
  6174. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6175. clif_blown(src);
  6176. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6177. }
  6178. }else if( skill_id == MH_CBC ){
  6179. type = SC_CBC;
  6180. }else if( skill_id == MH_EQC ){
  6181. type = SC_EQC;
  6182. }
  6183. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6184. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6185. }
  6186. break;
  6187. case RL_H_MINE:
  6188. if (!(flag&1)) {
  6189. // Direct attack
  6190. if (!sd || !sd->flicker) {
  6191. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6192. 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);
  6193. break;
  6194. }
  6195. // Triggered by RL_FLICKER
  6196. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6197. // Splash damage around it!
  6198. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6199. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6200. flag |= 1; // Don't consume requirement
  6201. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6202. status_change_end(bl, SC_H_MINE);
  6203. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6204. }
  6205. }
  6206. else
  6207. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6208. if (sd && sd->flicker)
  6209. flag |= 1; // Don't consume requirement
  6210. break;
  6211. case RL_QD_SHOT:
  6212. if (skill_area_temp[1] == bl->id)
  6213. break;
  6214. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6215. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6216. break;
  6217. case RL_D_TAIL:
  6218. case RL_HAMMER_OF_GOD:
  6219. if (flag&1)
  6220. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6221. else {
  6222. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6223. int i;
  6224. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6225. if (i < MAX_SKILL_CRIMSON_MARKER)
  6226. flag |= 8;
  6227. }
  6228. if (skill_id == RL_HAMMER_OF_GOD)
  6229. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6230. else
  6231. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6232. 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);
  6233. }
  6234. break;
  6235. case SU_SCAROFTAROU:
  6236. 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?
  6237. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6238. break;
  6239. case SU_SV_STEMSPEAR:
  6240. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6241. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6242. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6243. break;
  6244. case 0:/* no skill - basic/normal attack */
  6245. if(sd) {
  6246. if (flag & 3){
  6247. if (bl->id != skill_area_temp[1])
  6248. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6249. } else {
  6250. skill_area_temp[1] = bl->id;
  6251. map_foreachinallrange(skill_area_sub, bl,
  6252. sd->bonus.splash_range, BL_CHAR,
  6253. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6254. skill_castend_damage_id);
  6255. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6256. }
  6257. }
  6258. break;
  6259. case SJ_FALLINGSTAR_ATK:
  6260. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6261. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6262. int8 i = 0;
  6263. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6264. if (i < MAX_STELLAR_MARKS) {
  6265. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6266. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6267. }
  6268. }
  6269. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6270. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6271. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6272. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6273. }
  6274. break;
  6275. case SJ_FLASHKICK: {
  6276. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6277. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6278. // Only players and monsters can be tagged....I think??? [Rytech]
  6279. // Lets only allow players and monsters to use this skill for safety reasons.
  6280. if ((!tsd && !tmd) || !sd && !md) {
  6281. if (sd)
  6282. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6283. break;
  6284. }
  6285. // Check if the target is already tagged by another source.
  6286. 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.
  6287. // Can't tag a player that was already tagged from another source.
  6288. if (sd)
  6289. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6290. map_freeblock_unlock();
  6291. return 1;
  6292. }
  6293. if (sd) { // Tagging the target.
  6294. int i;
  6295. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6296. if (i == MAX_STELLAR_MARKS) {
  6297. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6298. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6299. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6300. map_freeblock_unlock();
  6301. return 1;
  6302. }
  6303. }
  6304. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6305. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6306. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6307. 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.
  6308. sd->stellar_mark[i] = bl->id;
  6309. // Val4 flags if the status was applied by a player or a monster.
  6310. // This will be important for other skills that work together with this one.
  6311. // 1 = Player, 2 = Monster.
  6312. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6313. // apply the status here. We can't pass this data to skill_additional_effect.
  6314. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6315. }
  6316. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6317. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6318. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6319. }
  6320. }
  6321. break;
  6322. case NPC_VENOMIMPRESS:
  6323. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6324. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6325. break;
  6326. default:
  6327. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6328. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6329. 0, abs(skill_get_num(skill_id, skill_lv)),
  6330. skill_id, skill_lv, skill_get_hit(skill_id));
  6331. map_freeblock_unlock();
  6332. return 1;
  6333. }
  6334. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6335. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6336. map_freeblock_unlock();
  6337. if( sd && !(flag&1) )
  6338. {// ensure that the skill last-cast tick is recorded
  6339. sd->canskill_tick = gettick();
  6340. if( sd->state.arrow_atk )
  6341. {// consume arrow on last invocation to this skill.
  6342. battle_consume_ammo(sd, skill_id, skill_lv);
  6343. }
  6344. // perform skill requirement consumption
  6345. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6346. }
  6347. return 0;
  6348. }
  6349. /**
  6350. * Give a song's buff/debuff or damage to all targets around
  6351. * @param target: Target
  6352. * @param ap: Argument list
  6353. * @return 1 on success or 0 otherwise
  6354. */
  6355. static int skill_apply_songs(struct block_list* target, va_list ap)
  6356. {
  6357. int flag = va_arg(ap, int);
  6358. struct block_list* src = va_arg(ap, struct block_list*);
  6359. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6360. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6361. t_tick tick = va_arg(ap, t_tick);
  6362. if (flag & BCT_WOS && src == target)
  6363. return 0;
  6364. if (battle_check_target(src, target, flag) > 0) {
  6365. switch (skill_id) {
  6366. // Attack type songs
  6367. case BA_DISSONANCE:
  6368. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6369. return 1;
  6370. case DC_UGLYDANCE:
  6371. case BD_LULLABY:
  6372. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6373. default: // Buff/Debuff type songs
  6374. if (skill_id == CG_HERMODE && src->id != target->id)
  6375. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6376. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6377. }
  6378. }
  6379. return 0;
  6380. }
  6381. /**
  6382. * Calculate a song's bonus values
  6383. * @param src: Caster
  6384. * @param skill_id: Song skill ID
  6385. * @param skill_lv: Song skill level
  6386. * @param tick: Timer tick
  6387. * @return Number of targets or 0 otherwise
  6388. */
  6389. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6390. {
  6391. nullpo_ret(src);
  6392. if (src->type != BL_PC) {
  6393. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6394. return 0;
  6395. }
  6396. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6397. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6398. return 0;
  6399. }
  6400. map_session_data* sd = BL_CAST(BL_PC, src);
  6401. int flag = BCT_PARTY;
  6402. switch (skill_id) {
  6403. case BD_ROKISWEIL:
  6404. flag = BCT_ENEMY | BCT_WOS;
  6405. break;
  6406. case BD_LULLABY:
  6407. case BD_ETERNALCHAOS:
  6408. case BA_DISSONANCE:
  6409. case DC_UGLYDANCE:
  6410. case DC_DONTFORGETME:
  6411. flag = BCT_ENEMY;
  6412. break;
  6413. case CG_HERMODE:
  6414. flag |= BCT_GUILD;
  6415. break;
  6416. }
  6417. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6418. sd->skill_id_dance = skill_id;
  6419. sd->skill_lv_dance = skill_lv;
  6420. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6421. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6422. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6423. }
  6424. /**
  6425. * Use no-damage skill from 'src' to 'bl
  6426. * @param src Caster
  6427. * @param bl Target of the skill, bl maybe same with src for self skill
  6428. * @param skill_id
  6429. * @param skill_lv
  6430. * @param tick
  6431. * @param flag Various value, &1: Recursive effect
  6432. **/
  6433. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6434. {
  6435. map_session_data *sd, *dstsd;
  6436. struct mob_data *md, *dstmd;
  6437. struct homun_data *hd;
  6438. s_mercenary_data *mer;
  6439. struct status_data *sstatus, *tstatus;
  6440. status_change *tsc;
  6441. struct status_change_entry *tsce;
  6442. int i = 0;
  6443. enum sc_type type;
  6444. if(skill_id > 0 && !skill_lv) return 0; // celest
  6445. nullpo_retr(1, src);
  6446. nullpo_retr(1, bl);
  6447. if (src->m != bl->m)
  6448. return 1;
  6449. sd = BL_CAST(BL_PC, src);
  6450. hd = BL_CAST(BL_HOM, src);
  6451. md = BL_CAST(BL_MOB, src);
  6452. mer = BL_CAST(BL_MER, src);
  6453. dstsd = BL_CAST(BL_PC, bl);
  6454. dstmd = BL_CAST(BL_MOB, bl);
  6455. if(bl->prev == NULL)
  6456. return 1;
  6457. if(status_isdead(src))
  6458. return 1;
  6459. if( src != bl && status_isdead(bl) ) {
  6460. switch( skill_id ) { // Skills that may be cast on dead targets
  6461. case NPC_WIDESOULDRAIN:
  6462. case PR_REDEMPTIO:
  6463. case ALL_RESURRECTION:
  6464. case WM_DEADHILLHERE:
  6465. case WE_ONEFOREVER:
  6466. break;
  6467. default:
  6468. return 1;
  6469. }
  6470. }
  6471. tstatus = status_get_status_data(bl);
  6472. sstatus = status_get_status_data(src);
  6473. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6474. switch (skill_id) {
  6475. case HLIF_HEAL: //[orn]
  6476. if (bl->type != BL_HOM) {
  6477. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6478. break ;
  6479. }
  6480. case AL_HEAL:
  6481. case ALL_RESURRECTION:
  6482. case PR_ASPERSIO:
  6483. case AB_HIGHNESSHEAL:
  6484. //Apparently only player casted skills can be offensive like this.
  6485. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6486. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6487. //Offensive heal does not works on non-enemies. [Skotlex]
  6488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6489. return 0;
  6490. }
  6491. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6492. }
  6493. break;
  6494. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6495. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6496. case MH_STEINWAND: {
  6497. struct block_list *s_src = battle_get_master(src);
  6498. short ret = 0;
  6499. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6500. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6501. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6502. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6503. if (hd)
  6504. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6505. return ret;
  6506. }
  6507. break;
  6508. default:
  6509. //Skill is actually ground placed.
  6510. if (src == bl && skill_get_unit_id(skill_id))
  6511. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6512. }
  6513. type = skill_get_sc(skill_id);
  6514. tsc = status_get_sc(bl);
  6515. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6516. if (src!=bl && type > SC_NONE &&
  6517. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6518. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6519. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6520. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6521. map_freeblock_lock();
  6522. switch(skill_id)
  6523. {
  6524. case HLIF_HEAL: //[orn]
  6525. case AL_HEAL:
  6526. case AB_HIGHNESSHEAL:
  6527. {
  6528. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6529. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6530. heal = 0;
  6531. if( tsc && tsc->count ) {
  6532. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6533. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6534. status_change_end(bl, SC_KAITE);
  6535. if (src == bl)
  6536. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6537. else {
  6538. bl = src;
  6539. dstsd = sd;
  6540. }
  6541. }
  6542. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6543. heal = 0; //Needed so that it actually displays 0 when healing.
  6544. }
  6545. if (skill_id == AL_HEAL)
  6546. status_change_end(bl, SC_BITESCAR);
  6547. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6548. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6549. heal = ~heal + 1;
  6550. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6551. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6552. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6553. if (heal_get_jobexp <= 0)
  6554. heal_get_jobexp = 1;
  6555. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6556. }
  6557. }
  6558. break;
  6559. case CD_REPARATIO: {
  6560. if (bl->type != BL_PC) { // Only works on players.
  6561. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6562. break;
  6563. }
  6564. int heal_amount = 0;
  6565. if (!status_isimmune(bl))
  6566. heal_amount = tstatus->max_hp;
  6567. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6568. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6569. status_heal(bl, heal_amount, 0, 0);
  6570. }
  6571. break;
  6572. case PR_REDEMPTIO:
  6573. if (sd && !(flag&1)) {
  6574. if (sd->status.party_id == 0) {
  6575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6576. break;
  6577. }
  6578. skill_area_temp[0] = 0;
  6579. party_foreachsamemap(skill_area_sub,
  6580. sd,skill_get_splash(skill_id, skill_lv),
  6581. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6582. skill_castend_nodamage_id);
  6583. if (skill_area_temp[0] == 0) {
  6584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6585. break;
  6586. }
  6587. #ifndef RENEWAL
  6588. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6589. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6590. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6591. 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);
  6592. }
  6593. status_set_sp(src, 0, 0);
  6594. #endif
  6595. status_set_hp(src, 1, 0);
  6596. break;
  6597. } else if (status_isdead(bl) && flag&1) { //Revive
  6598. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6599. skill_lv = 3; //Resurrection level 3 is used
  6600. } else //Invalid target, skip resurrection.
  6601. break;
  6602. case ALL_RESURRECTION:
  6603. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6604. { //No reviving in WoE grounds!
  6605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6606. break;
  6607. }
  6608. if (!status_isdead(bl))
  6609. break;
  6610. {
  6611. int per = 0, sper = 0;
  6612. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6613. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6614. break;
  6615. }
  6616. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6617. break;
  6618. switch(skill_lv){
  6619. case 1: per=10; break;
  6620. case 2: per=30; break;
  6621. case 3: per=50; break;
  6622. case 4: per=80; break;
  6623. }
  6624. if(dstsd && dstsd->special_state.restart_full_recover)
  6625. per = sper = 100;
  6626. if (status_revive(bl, per, sper))
  6627. {
  6628. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6629. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6630. {
  6631. t_exp exp = 0,jexp = 0;
  6632. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6633. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6634. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6635. if (exp < 1) exp = 1;
  6636. }
  6637. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6638. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6639. if (jexp < 1) jexp = 1;
  6640. }
  6641. if(exp > 0 || jexp > 0)
  6642. pc_gainexp (sd, bl, exp, jexp, 0);
  6643. }
  6644. }
  6645. }
  6646. break;
  6647. case AL_DECAGI:
  6648. case MER_DECAGI:
  6649. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6650. 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)));
  6651. break;
  6652. case AL_CRUCIS:
  6653. if (flag&1)
  6654. 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));
  6655. else {
  6656. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6657. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6658. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6659. }
  6660. break;
  6661. case SP_SOULCURSE:
  6662. if (flag&1)
  6663. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6664. else {
  6665. 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);
  6666. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6667. }
  6668. break;
  6669. case PR_LEXDIVINA:
  6670. case MER_LEXDIVINA:
  6671. if (tsce)
  6672. status_change_end(bl, type);
  6673. else
  6674. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6675. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6676. break;
  6677. case SA_ABRACADABRA:
  6678. if (abra_db.empty()) {
  6679. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6680. break;
  6681. }
  6682. else {
  6683. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6684. do {
  6685. auto abra_spell = abra_db.random();
  6686. abra_skill_id = abra_spell->skill_id;
  6687. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6688. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6689. break;
  6690. }
  6691. } while (checked++ < checked_max);
  6692. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6693. if( sd )
  6694. {// player-casted
  6695. sd->state.abra_flag = 1;
  6696. sd->skillitem = abra_skill_id;
  6697. sd->skillitemlv = abra_skill_lv;
  6698. sd->skillitem_keep_requirement = false;
  6699. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6700. }
  6701. else
  6702. {// mob-casted
  6703. struct unit_data *ud = unit_bl2ud(src);
  6704. int inf = skill_get_inf(abra_skill_id);
  6705. if (!ud) break;
  6706. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6707. if (src->type == BL_PET)
  6708. bl = (struct block_list*)((TBL_PET*)src)->master;
  6709. if (!bl) bl = src;
  6710. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6711. } else { //Assume offensive skills
  6712. int target_id = 0;
  6713. if (ud->target)
  6714. target_id = ud->target;
  6715. else switch (src->type) {
  6716. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6717. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6718. }
  6719. if (!target_id)
  6720. break;
  6721. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6722. bl = map_id2bl(target_id);
  6723. if (!bl) bl = src;
  6724. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6725. } else
  6726. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6727. }
  6728. }
  6729. }
  6730. break;
  6731. case SA_COMA:
  6732. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6733. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6734. break;
  6735. case SA_FULLRECOVERY:
  6736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6737. if (status_isimmune(bl))
  6738. break;
  6739. status_percent_heal(bl, 100, 100);
  6740. break;
  6741. case NPC_ALLHEAL:
  6742. {
  6743. int heal;
  6744. if( status_isimmune(bl) )
  6745. break;
  6746. heal = status_percent_heal(bl, 100, 0);
  6747. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6748. if( dstmd )
  6749. { // Reset Damage Logs
  6750. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6751. dstmd->tdmg = 0;
  6752. }
  6753. }
  6754. break;
  6755. case SA_SUMMONMONSTER:
  6756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6757. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6758. break;
  6759. case SA_LEVELUP:
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6761. if (sd && pc_nextbaseexp(sd))
  6762. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6763. break;
  6764. case SA_INSTANTDEATH:
  6765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6766. status_kill(src);
  6767. break;
  6768. case SA_QUESTION:
  6769. clif_emotion(src,ET_QUESTION);
  6770. case SA_GRAVITY:
  6771. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6772. break;
  6773. case SA_CLASSCHANGE:
  6774. case SA_MONOCELL:
  6775. if (dstmd)
  6776. {
  6777. int class_;
  6778. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6780. break;
  6781. }
  6782. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6783. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6784. mob_class_change(dstmd,class_);
  6785. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6786. 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 };
  6787. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6788. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6789. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6790. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6791. }
  6792. }
  6793. break;
  6794. case SA_DEATH:
  6795. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6797. break;
  6798. }
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. status_kill(bl);
  6801. break;
  6802. case SA_REVERSEORCISH:
  6803. case ALL_REVERSEORCISH:
  6804. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6805. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6806. break;
  6807. case SA_FORTUNE:
  6808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6809. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6810. break;
  6811. case SA_TAMINGMONSTER:
  6812. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6813. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6814. pet_catch_process1(sd, dstmd->mob_id);
  6815. }
  6816. break;
  6817. case CR_PROVIDENCE:
  6818. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6819. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6821. map_freeblock_unlock();
  6822. return 1;
  6823. }
  6824. }
  6825. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6826. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6827. break;
  6828. case CG_MARIONETTE:
  6829. {
  6830. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6831. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6833. map_freeblock_unlock();
  6834. return 1;
  6835. }
  6836. status_change* sc = status_get_sc(src);
  6837. if( sc && tsc )
  6838. {
  6839. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6840. {
  6841. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6842. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6843. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6844. }
  6845. else
  6846. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6847. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6848. {
  6849. status_change_end(src, SC_MARIONETTE);
  6850. status_change_end(bl, SC_MARIONETTE2);
  6851. }
  6852. else
  6853. {
  6854. if( sd )
  6855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6856. map_freeblock_unlock();
  6857. return 1;
  6858. }
  6859. }
  6860. }
  6861. break;
  6862. case RG_CLOSECONFINE:
  6863. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6864. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6865. break;
  6866. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6867. case SA_FROSTWEAPON:
  6868. case SA_LIGHTNINGLOADER:
  6869. case SA_SEISMICWEAPON:
  6870. if (dstsd && dstsd->status.weapon == W_FIST) {
  6871. if (sd)
  6872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6874. break;
  6875. }
  6876. #ifdef RENEWAL
  6877. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6878. #else
  6879. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6880. 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)))) {
  6881. if (dstsd){
  6882. short index = dstsd->equip_index[EQI_HAND_R];
  6883. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6884. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6885. }
  6886. if (sd)
  6887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6888. }
  6889. #endif
  6890. break;
  6891. case PR_ASPERSIO:
  6892. if (sd && dstmd) {
  6893. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6894. break;
  6895. }
  6896. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6897. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6898. break;
  6899. case ITEM_ENCHANTARMS:
  6900. 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)));
  6901. break;
  6902. case TK_SEVENWIND:
  6903. switch(skill_get_ele(skill_id,skill_lv)) {
  6904. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6905. case ELE_WIND : type = SC_WINDWEAPON; break;
  6906. case ELE_WATER : type = SC_WATERWEAPON; break;
  6907. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6908. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6909. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6910. case ELE_HOLY : type = SC_ASPERSIO; break;
  6911. }
  6912. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6913. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6914. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6915. break;
  6916. case NPC_MOVE_COORDINATE:
  6917. {
  6918. int16 px = bl->x, py = bl->y;
  6919. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  6920. return 0;
  6921. }
  6922. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6923. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6924. clif_blown(bl);
  6925. // If caster is not a boss, switch coordinates with the target
  6926. if (status_get_class_(src) != CLASS_BOSS) {
  6927. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  6928. return 0;
  6929. }
  6930. clif_blown(src);
  6931. }
  6932. }
  6933. break;
  6934. case NPC_IMMUNE_PROPERTY:
  6935. switch (skill_lv) {
  6936. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  6937. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  6938. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  6939. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  6940. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  6941. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  6942. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  6943. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  6944. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  6945. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  6946. }
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6948. break;
  6949. case PR_KYRIE:
  6950. case MER_KYRIE:
  6951. case SU_TUNAPARTY:
  6952. case SU_GROOMING:
  6953. case SU_CHATTERING:
  6954. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6955. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6956. break;
  6957. //Passive Magnum, should had been casted on yourself.
  6958. case SM_MAGNUM:
  6959. case MS_MAGNUM:
  6960. skill_area_temp[1] = 0;
  6961. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6962. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6963. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6964. // Initiate 20% of your damage becomes fire element.
  6965. #ifdef RENEWAL
  6966. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6967. #else
  6968. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6969. #endif
  6970. break;
  6971. case MH_BLAZING_AND_FURIOUS:
  6972. case TK_JUMPKICK:
  6973. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6974. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6975. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6976. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6977. clif_blown(src);
  6978. }
  6979. } else
  6980. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6981. break;
  6982. case PR_BENEDICTIO:
  6983. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6984. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6985. break;
  6986. case AL_INCAGI:
  6987. case AL_BLESSING:
  6988. case MER_INCAGI:
  6989. case MER_BLESSING:
  6990. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6991. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  6992. if (tstatus->hp > 1)
  6993. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6994. break;
  6995. }
  6996. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6997. break;
  6998. case CR_REFLECTSHIELD:
  6999. case MS_REFLECTSHIELD:
  7000. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7001. if (sd)
  7002. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7003. break;
  7004. }
  7005. case PR_SLOWPOISON:
  7006. case PR_LEXAETERNA:
  7007. #ifndef RENEWAL
  7008. case PR_IMPOSITIO:
  7009. case PR_SUFFRAGIUM:
  7010. #endif
  7011. case LK_BERSERK:
  7012. case MS_BERSERK:
  7013. case KN_TWOHANDQUICKEN:
  7014. case KN_ONEHAND:
  7015. case MER_QUICKEN:
  7016. case CR_SPEARQUICKEN:
  7017. case AS_POISONREACT:
  7018. #ifndef RENEWAL
  7019. case MC_LOUD:
  7020. #endif
  7021. case MG_ENERGYCOAT:
  7022. case MO_EXPLOSIONSPIRITS:
  7023. case MO_STEELBODY:
  7024. case MO_BLADESTOP:
  7025. case LK_AURABLADE:
  7026. case LK_PARRYING:
  7027. case MS_PARRYING:
  7028. case LK_CONCENTRATION:
  7029. #ifdef RENEWAL
  7030. case HP_BASILICA:
  7031. #endif
  7032. case WS_CARTBOOST:
  7033. case SN_SIGHT:
  7034. case WS_MELTDOWN:
  7035. case WS_OVERTHRUSTMAX:
  7036. case ST_REJECTSWORD:
  7037. case HW_MAGICPOWER:
  7038. case PF_MEMORIZE:
  7039. case PA_SACRIFICE:
  7040. #ifndef RENEWAL
  7041. case ASC_EDP:
  7042. #endif
  7043. case PF_DOUBLECASTING:
  7044. case SG_SUN_COMFORT:
  7045. case SG_MOON_COMFORT:
  7046. case SG_STAR_COMFORT:
  7047. case GS_MADNESSCANCEL:
  7048. case GS_ADJUSTMENT:
  7049. case GS_INCREASING:
  7050. #ifdef RENEWAL
  7051. case GS_MAGICALBULLET:
  7052. #endif
  7053. case NJ_KASUMIKIRI:
  7054. case NJ_UTSUSEMI:
  7055. case NJ_NEN:
  7056. case NPC_DEFENDER:
  7057. case NPC_MAGICMIRROR:
  7058. case ST_PRESERVE:
  7059. case NPC_KEEPING:
  7060. case NPC_WEAPONBRAKER:
  7061. case NPC_BARRIER:
  7062. case NPC_INVINCIBLE:
  7063. case NPC_INVINCIBLEOFF:
  7064. case MER_INVINCIBLEOFF2:
  7065. case RK_DEATHBOUND:
  7066. case AB_EXPIATIO:
  7067. case AB_DUPLELIGHT:
  7068. case AB_SECRAMENT:
  7069. case AB_OFFERTORIUM:
  7070. case NC_ACCELERATION:
  7071. case NC_HOVERING:
  7072. case NC_SHAPESHIFT:
  7073. case WL_MARSHOFABYSS:
  7074. case WL_RECOGNIZEDSPELL:
  7075. case GC_VENOMIMPRESS:
  7076. case SC_DEADLYINFECT:
  7077. case LG_EXEEDBREAK:
  7078. case LG_PRESTIGE:
  7079. case LG_INSPIRATION:
  7080. case SR_CRESCENTELBOW:
  7081. case SR_LIGHTNINGWALK:
  7082. case GN_CARTBOOST:
  7083. case GN_BLOOD_SUCKER:
  7084. case GN_HELLS_PLANT:
  7085. case KO_MEIKYOUSISUI:
  7086. case ALL_ODINS_POWER:
  7087. case ALL_FULL_THROTTLE:
  7088. case RA_UNLIMIT:
  7089. case WL_TELEKINESIS_INTENSE:
  7090. case RL_HEAT_BARREL:
  7091. case RL_P_ALTER:
  7092. case RL_E_CHAIN:
  7093. case SU_FRESHSHRIMP:
  7094. case SU_ARCLOUSEDASH:
  7095. case NPC_MAXPAIN:
  7096. case NPC_KILLING_AURA:
  7097. case SP_SOULREAPER:
  7098. case SJ_LIGHTOFMOON:
  7099. case SJ_LIGHTOFSTAR:
  7100. case SJ_FALLINGSTAR:
  7101. case SJ_LIGHTOFSUN:
  7102. case SJ_BOOKOFDIMENSION:
  7103. case NPC_HALLUCINATIONWALK:
  7104. case DK_CHARGINGPIERCE:
  7105. case DK_VIGOR:
  7106. case AG_CLIMAX:
  7107. case IQ_POWERFUL_FAITH:
  7108. case IQ_FIRM_FAITH:
  7109. case IQ_SINCERE_FAITH:
  7110. case IQ_FIRST_FAITH_POWER:
  7111. case IQ_JUDGE:
  7112. case IQ_THIRD_EXOR_FLAME:
  7113. case IG_REBOUND_SHIELD:
  7114. case IG_HOLY_SHIELD:
  7115. case CD_ARGUTUS_VITA:
  7116. case CD_ARGUTUS_TELUM:
  7117. case CD_PRESENS_ACIES:
  7118. case CD_RELIGIO:
  7119. case CD_BENEDICTUM:
  7120. case SHC_SHADOW_EXCEED:
  7121. case SHC_POTENT_VENOM:
  7122. case SHC_ENCHANTING_SHADOW:
  7123. case MT_D_MACHINE:
  7124. case ABC_ABYSS_SLAYER:
  7125. case WH_WIND_SIGN:
  7126. case WH_CALAMITYGALE:
  7127. case BO_RESEARCHREPORT:
  7128. case TR_MYSTIC_SYMPHONY:
  7129. case TR_KVASIR_SONATA:
  7130. case EM_SPELL_ENCHANTING:
  7131. case NPC_DAMAGE_HEAL:
  7132. case NPC_RELIEVE_ON:
  7133. case NPC_RELIEVE_OFF:
  7134. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7135. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7136. break;
  7137. case NPC_GRADUAL_GRAVITY:
  7138. 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);
  7139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7140. break;
  7141. case NPC_ALL_STAT_DOWN:
  7142. 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);
  7143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7144. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7145. break;
  7146. #ifdef RENEWAL
  7147. // EDP also give +25% WATK poison pseudo element to user.
  7148. case ASC_EDP:
  7149. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7150. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7151. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7152. break;
  7153. #endif
  7154. case LG_SHIELDSPELL:
  7155. if (skill_lv == 1)
  7156. type = SC_SHIELDSPELL_HP;
  7157. else if (skill_lv == 2)
  7158. type = SC_SHIELDSPELL_SP;
  7159. else
  7160. type = SC_SHIELDSPELL_ATK;
  7161. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7162. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7163. break;
  7164. case DK_SERVANTWEAPON:
  7165. case ABC_FROM_THE_ABYSS:
  7166. 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)));
  7167. break;
  7168. case TR_SOUNDBLEND:
  7169. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7170. 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)));
  7171. break;
  7172. case AG_VIOLENT_QUAKE:
  7173. case AG_ALL_BLOOM:
  7174. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7175. break;
  7176. case AG_DESTRUCTIVE_HURRICANE:
  7177. case AG_CRYSTAL_IMPACT:
  7178. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7179. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7180. } else {
  7181. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7182. status_change *sc = status_get_sc(src);
  7183. if (sc && sc->getSCE(SC_CLIMAX))
  7184. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7185. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7186. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7187. splash_size = 9; // 19x19
  7188. else if(skill_id == AG_CRYSTAL_IMPACT)
  7189. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7190. }
  7191. skill_area_temp[1] = 0;
  7192. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7193. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7194. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7195. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7196. 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);
  7197. else {
  7198. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7199. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7200. 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);
  7201. }
  7202. }
  7203. break;
  7204. case CD_MEDIALE_VOTUM:
  7205. case CD_DILECTIO_HEAL:
  7206. if (flag & 1) {
  7207. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7208. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7209. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7210. status_heal(bl, heal_amount, 0, 0);
  7211. } else if (sd)
  7212. 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);
  7213. } else {
  7214. if (skill_id == CD_MEDIALE_VOTUM)
  7215. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7216. else { // Dilectio Heal
  7217. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7218. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7219. }
  7220. }
  7221. break;
  7222. case CD_COMPETENTIA:
  7223. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7224. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7225. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7226. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7227. status_heal(bl, hp_amount, 0, 0);
  7228. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7229. status_heal(bl, 0, sp_amount, 0);
  7230. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7231. } else if (sd)
  7232. 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);
  7233. break;
  7234. case BO_ADVANCE_PROTECTION:
  7235. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7236. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7237. map_freeblock_unlock(); // Don't consume item requirements
  7238. return 0;
  7239. }
  7240. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7241. break;
  7242. case EM_ACTIVITY_BURN:
  7243. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7244. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7245. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7246. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7247. } else
  7248. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7249. break;
  7250. case EM_INCREASING_ACTIVITY:
  7251. if (bl->type == BL_PC) {
  7252. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7253. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7254. } else
  7255. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7256. break;
  7257. case SJ_GRAVITYCONTROL: {
  7258. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7259. if (bl->type == BL_PC)
  7260. fall_damage += dstsd->weight / 10 - tstatus->def;
  7261. else // Monster's don't have weight. Put something in its place.
  7262. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7263. fall_damage = max(1, fall_damage);
  7264. 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)));
  7265. }
  7266. break;
  7267. case NPC_HALLUCINATION:
  7268. case NPC_HELLPOWER:
  7269. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7270. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7271. break;
  7272. case KN_AUTOCOUNTER:
  7273. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7274. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7275. break;
  7276. case SO_STRIKING:
  7277. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7278. int bonus = 0;
  7279. if (dstsd) {
  7280. short index = dstsd->equip_index[EQI_HAND_R];
  7281. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7282. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7283. }
  7284. 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)));
  7285. } else if (sd)
  7286. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7287. break;
  7288. case NPC_STOP:
  7289. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7290. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7291. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7292. break;
  7293. case HP_ASSUMPTIO:
  7294. if( sd && dstmd )
  7295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7296. else
  7297. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7298. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7299. break;
  7300. case MG_SIGHT:
  7301. case MER_SIGHT:
  7302. case AL_RUWACH:
  7303. case WZ_SIGHTBLASTER:
  7304. case NPC_WIDESIGHT:
  7305. case NPC_STONESKIN:
  7306. case NPC_ANTIMAGIC:
  7307. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7308. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7309. break;
  7310. case HLIF_AVOID:
  7311. case HAMI_DEFENCE:
  7312. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7313. 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
  7314. break;
  7315. case NJ_BUNSINJYUTSU:
  7316. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7317. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7318. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7319. status_change_end(bl, SC_NEN);
  7320. break;
  7321. /* Was modified to only affect targetted char. [Skotlex]
  7322. case HP_ASSUMPTIO:
  7323. if (flag&1)
  7324. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7325. else
  7326. {
  7327. map_foreachinallrange(skill_area_sub, bl,
  7328. skill_get_splash(skill_id, skill_lv), BL_PC,
  7329. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7330. skill_castend_nodamage_id);
  7331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7332. }
  7333. break;
  7334. */
  7335. case SM_ENDURE:
  7336. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7337. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7338. break;
  7339. case AS_ENCHANTPOISON:
  7340. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7341. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7342. }else{
  7343. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7344. if( sd != nullptr ){
  7345. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7346. }
  7347. }
  7348. break;
  7349. case LK_TENSIONRELAX:
  7350. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7351. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7352. skill_get_time(skill_id,skill_lv)));
  7353. break;
  7354. case MC_CHANGECART:
  7355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7356. break;
  7357. case MC_CARTDECORATE:
  7358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7359. if( sd ) {
  7360. clif_SelectCart(sd);
  7361. }
  7362. break;
  7363. case TK_MISSION:
  7364. if (sd) {
  7365. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7366. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7368. break;
  7369. }
  7370. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7371. if (!id) {
  7372. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7373. break;
  7374. }
  7375. sd->mission_mobid = id;
  7376. sd->mission_count = 0;
  7377. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7378. clif_mission_info(sd, id, 0);
  7379. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7380. }
  7381. break;
  7382. case AC_CONCENTRATION:
  7383. {
  7384. int splash = skill_get_splash(skill_id, skill_lv);
  7385. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7386. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7387. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7388. map_foreachinallrange( status_change_timer_sub, src,
  7389. splash, BL_CHAR, src, NULL, type, tick);
  7390. }
  7391. break;
  7392. case SM_PROVOKE:
  7393. case SM_SELFPROVOKE:
  7394. case MER_PROVOKE:
  7395. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7396. map_freeblock_unlock();
  7397. return 1;
  7398. }
  7399. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7400. 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))))
  7401. {
  7402. if( sd )
  7403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7404. map_freeblock_unlock();
  7405. return 0;
  7406. }
  7407. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7408. unit_skillcastcancel(bl, 2);
  7409. if( dstmd )
  7410. {
  7411. dstmd->state.provoke_flag = src->id;
  7412. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7413. }
  7414. break;
  7415. case ML_DEVOTION:
  7416. case CR_DEVOTION:
  7417. {
  7418. int count, lv;
  7419. if( !dstsd || (!sd && !mer) )
  7420. { // Only players can be devoted
  7421. if( sd )
  7422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7423. break;
  7424. }
  7425. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7426. lv = -lv;
  7427. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7428. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7429. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7430. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7431. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7432. {
  7433. if( sd )
  7434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7435. map_freeblock_unlock();
  7436. return 1;
  7437. }
  7438. i = 0;
  7439. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7440. if( sd )
  7441. { // Player Devoting Player
  7442. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7443. if( i == count )
  7444. {
  7445. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7446. if( i == count )
  7447. { // No free slots, skill Fail
  7448. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7449. map_freeblock_unlock();
  7450. return 1;
  7451. }
  7452. }
  7453. sd->devotion[i] = bl->id;
  7454. }
  7455. else
  7456. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7457. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7458. 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)));
  7459. clif_devotion(src, NULL);
  7460. }
  7461. break;
  7462. case SP_SOULUNITY: {
  7463. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7464. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7465. if (!dstsd || !sd) { // Only put player's souls in unity.
  7466. if (sd)
  7467. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7468. break;
  7469. }
  7470. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7471. if (sd)
  7472. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7473. map_freeblock_unlock();
  7474. return 1;
  7475. }
  7476. if (sd) { // Unite player's soul with caster's soul.
  7477. i = 0;
  7478. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7479. if (i == count) {
  7480. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7481. if(i == count) { // No more free slots? Fail the skill.
  7482. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7483. map_freeblock_unlock();
  7484. return 1;
  7485. }
  7486. }
  7487. sd->united_soul[i] = bl->id;
  7488. }
  7489. 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)));
  7490. } else if (sd)
  7491. 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);
  7492. }
  7493. break;
  7494. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7495. // Only players and monsters can be marked....I think??? [Rytech]
  7496. // Lets only allow players and monsters to use this skill for safety reasons.
  7497. if ((!dstsd && !dstmd) || !sd && !md) {
  7498. if (sd)
  7499. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7500. break;
  7501. }
  7502. // Check if the target is already marked by another source.
  7503. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7504. if (sd)
  7505. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7506. map_freeblock_unlock();
  7507. return 1;
  7508. }
  7509. // Mark the target.
  7510. if( sd ){
  7511. int8 count = MAX_SERVANT_SIGN;
  7512. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7513. if (i == count) {
  7514. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7515. if (i == count) { // Max number of targets marked. Fail the skill.
  7516. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7517. map_freeblock_unlock();
  7518. return 1;
  7519. }
  7520. // Add the ID of the marked target to the player's sign list.
  7521. sd->servant_sign[i] = bl->id;
  7522. }
  7523. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7524. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7525. } else if (md) // Monster's cant track with this skill. Just give the status.
  7526. 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)));
  7527. break;
  7528. case MO_CALLSPIRITS:
  7529. if(sd) {
  7530. int limit = skill_lv;
  7531. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7532. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7534. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7535. }
  7536. break;
  7537. case CH_SOULCOLLECT:
  7538. if(sd) {
  7539. int limit = 5;
  7540. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7541. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7542. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7543. for (i = 0; i < limit; i++)
  7544. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7545. }
  7546. break;
  7547. case MO_KITRANSLATION:
  7548. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7549. //Require will define how many spiritballs will be transferred
  7550. struct s_skill_condition require;
  7551. require = skill_get_requirement(sd,skill_id,skill_lv);
  7552. pc_delspiritball(sd,require.spiritball,0);
  7553. for (i = 0; i < require.spiritball; i++)
  7554. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7555. } else {
  7556. if(sd)
  7557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7558. map_freeblock_unlock();
  7559. return 0;
  7560. }
  7561. break;
  7562. case TK_TURNKICK:
  7563. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7564. if (skill_area_temp[1] != bl->id) {
  7565. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7566. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7567. }
  7568. break;
  7569. case MO_ABSORBSPIRITS:
  7570. i = 0;
  7571. 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
  7572. ((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]
  7573. if (dstsd->spiritball > 0) {
  7574. i = dstsd->spiritball * 7;
  7575. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7576. }
  7577. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7578. i += dstsd->spiritcharm * 7;
  7579. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7580. }
  7581. } 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]
  7582. i = 2 * dstmd->level;
  7583. mob_target(dstmd,src,0);
  7584. } else {
  7585. if (sd)
  7586. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7587. break;
  7588. }
  7589. if (i) status_heal(src, 0, i, 3);
  7590. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7591. break;
  7592. case AC_MAKINGARROW:
  7593. if(sd) {
  7594. clif_arrow_create_list(sd);
  7595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7596. }
  7597. break;
  7598. case AM_PHARMACY:
  7599. if(sd) {
  7600. clif_skill_produce_mix_list(sd,skill_id,22);
  7601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7602. }
  7603. break;
  7604. case SA_CREATECON:
  7605. if(sd) {
  7606. clif_elementalconverter_list(sd);
  7607. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7608. }
  7609. break;
  7610. case BS_HAMMERFALL:
  7611. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7612. break;
  7613. case RG_RAID:
  7614. skill_area_temp[1] = 0;
  7615. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7616. map_foreachinrange(skill_area_sub, bl,
  7617. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7618. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7619. skill_castend_damage_id);
  7620. status_change_end(src, SC_HIDING);
  7621. break;
  7622. //List of self skills that give damage around caster
  7623. case ASC_METEORASSAULT:
  7624. case GS_SPREADATTACK:
  7625. case RK_WINDCUTTER:
  7626. case RK_STORMBLAST:
  7627. case NC_AXETORNADO:
  7628. case GC_COUNTERSLASH:
  7629. case SR_SKYNETBLOW:
  7630. case SR_RAMPAGEBLASTER:
  7631. case SR_HOWLINGOFLION:
  7632. case LG_CANNONSPEAR:
  7633. case LG_OVERBRAND:
  7634. case NPC_RAYOFGENESIS:
  7635. case LG_RAYOFGENESIS:
  7636. case MH_THE_ONE_FIGHTER_RISES:
  7637. case MH_HEILIGE_PFERD:
  7638. case KO_HAPPOKUNAI:
  7639. case RL_FIREDANCE:
  7640. case RL_R_TRIP:
  7641. case SJ_FULLMOONKICK:
  7642. case SJ_NEWMOONKICK:
  7643. case SJ_SOLARBURST:
  7644. case SJ_STAREMPEROR:
  7645. case SJ_FALLINGSTAR_ATK:
  7646. case DK_SERVANT_W_DEMOL:
  7647. case AG_FROZEN_SLASH:
  7648. case IQ_OLEUM_SANCTUM:
  7649. case IQ_MASSIVE_F_BLASTER:
  7650. case IQ_EXPOSION_BLASTER:
  7651. case SHC_IMPACT_CRATER:
  7652. case MT_AXE_STOMP:
  7653. case ABC_ABYSS_DAGGER:
  7654. {
  7655. status_change *sc = status_get_sc(src);
  7656. int starget = BL_CHAR|BL_SKILL;
  7657. if (skill_id == SR_HOWLINGOFLION)
  7658. starget = splash_target(src);
  7659. if (skill_id == SJ_NEWMOONKICK) {
  7660. if (tsce) {
  7661. status_change_end(bl, type);
  7662. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7663. break;
  7664. } else
  7665. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7666. }
  7667. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7668. if (sd) {
  7669. // Remove old shields if any exist.
  7670. pc_delspiritball(sd, sd->spiritball, 0);
  7671. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7672. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7673. }
  7674. status_change_end(src, SC_DIMENSION);
  7675. }
  7676. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7677. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7678. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7679. hom_addspiritball(hd, MAX_SPIRITBALL);
  7680. }
  7681. skill_area_temp[1] = 0;
  7682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7683. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7684. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7685. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7686. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7687. }
  7688. break;
  7689. case SHC_DANCING_KNIFE:
  7690. if (flag & 1) {
  7691. skill_area_temp[1] = 0;
  7692. // Note: doesn't force player to stand before attacking
  7693. 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);
  7694. } else {
  7695. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7696. }
  7697. break;
  7698. case MT_A_MACHINE:
  7699. if (flag & 1) {
  7700. skill_area_temp[1] = 0;
  7701. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7702. pc_setstand(sd, true);
  7703. skill_sit(sd, false);
  7704. }
  7705. 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);
  7706. } else {
  7707. if (dstsd) {
  7708. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7709. if (lv > battle_config.attack_machine_level_difference) {
  7710. if (sd)
  7711. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7712. map_freeblock_unlock();
  7713. return 0;
  7714. }
  7715. }
  7716. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7717. }
  7718. break;
  7719. case EM_ELEMENTAL_BUSTER: {
  7720. if (sd == nullptr)
  7721. break;
  7722. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7723. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7724. map_freeblock_unlock();
  7725. return 0;
  7726. }
  7727. uint16 buster_element;
  7728. switch (sd->ed->elemental.class_) {
  7729. case ELEMENTALID_ARDOR:
  7730. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7731. break;
  7732. case ELEMENTALID_DILUVIO:
  7733. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7734. break;
  7735. case ELEMENTALID_PROCELLA:
  7736. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7737. break;
  7738. case ELEMENTALID_TERREMOTUS:
  7739. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7740. break;
  7741. case ELEMENTALID_SERPENS:
  7742. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7743. break;
  7744. }
  7745. skill_area_temp[1] = 0;
  7746. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7747. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7748. 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);
  7749. }
  7750. break;
  7751. case NPC_IGNITIONBREAK:
  7752. case RK_IGNITIONBREAK:
  7753. skill_area_temp[1] = 0;
  7754. #if PACKETVER >= 20180207
  7755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7756. #else
  7757. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7758. #endif
  7759. 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);
  7760. break;
  7761. case SR_TIGERCANNON:
  7762. case SR_WINDMILL:
  7763. case GN_CART_TORNADO:
  7764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7765. case SR_EARTHSHAKER:
  7766. case NC_INFRAREDSCAN:
  7767. case NPC_VAMPIRE_GIFT:
  7768. case NPC_HELLJUDGEMENT:
  7769. case NPC_HELLJUDGEMENT2:
  7770. case NPC_PULSESTRIKE:
  7771. case LG_MOONSLASHER:
  7772. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7773. break;
  7774. #ifdef RENEWAL
  7775. case KN_BRANDISHSPEAR:
  7776. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7777. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7778. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7779. skill_castend_damage_id);
  7780. break;
  7781. #else
  7782. case KN_BRANDISHSPEAR:
  7783. #endif
  7784. case ML_BRANDISH:
  7785. skill_area_temp[1] = bl->id;
  7786. if(skill_lv >= 10)
  7787. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7788. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7789. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7790. skill_castend_damage_id);
  7791. if(skill_lv >= 7)
  7792. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7793. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7794. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7795. skill_castend_damage_id);
  7796. if(skill_lv >= 4)
  7797. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7798. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7799. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7800. skill_castend_damage_id);
  7801. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7802. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7803. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7804. skill_castend_damage_id);
  7805. break;
  7806. case WZ_SIGHTRASHER:
  7807. //Passive side of the attack.
  7808. status_change_end(src, SC_SIGHT);
  7809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7810. map_foreachinshootrange(skill_area_sub,src,
  7811. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7812. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7813. skill_castend_damage_id);
  7814. break;
  7815. case WZ_FROSTNOVA:
  7816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7817. skill_area_temp[1] = 0;
  7818. map_foreachinshootrange(skill_attack_area, src,
  7819. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7820. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7821. break;
  7822. case HVAN_EXPLOSION: //[orn]
  7823. case NPC_SELFDESTRUCTION:
  7824. //Self Destruction hits everyone in range (allies+enemies)
  7825. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7826. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7827. BCT_ENEMY:BCT_ALL;
  7828. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7829. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7830. map_foreachinshootrange(skill_area_sub, bl,
  7831. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7832. src, skill_id, skill_lv, tick, flag|i,
  7833. skill_castend_damage_id);
  7834. if(map_addblock(src)) {
  7835. map_freeblock_unlock();
  7836. return 1;
  7837. }
  7838. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7839. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7840. struct homun_data *hd = (struct homun_data *)src;
  7841. if (hd != nullptr) {
  7842. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7843. if (hd->master)
  7844. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7845. }
  7846. }
  7847. break;
  7848. case AL_ANGELUS:
  7849. #ifdef RENEWAL
  7850. case PR_SUFFRAGIUM:
  7851. case PR_IMPOSITIO:
  7852. #endif
  7853. case PR_MAGNIFICAT:
  7854. case PR_GLORIA:
  7855. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7856. // Animations don't play when outside visible range
  7857. if (check_distance_bl(src, bl, AREA_SIZE))
  7858. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7859. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7860. }
  7861. else if (sd)
  7862. 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);
  7863. break;
  7864. #ifdef RENEWAL
  7865. case MC_LOUD:
  7866. #endif
  7867. case SN_WINDWALK:
  7868. case CASH_BLESSING:
  7869. case CASH_INCAGI:
  7870. case CASH_ASSUMPTIO:
  7871. case WM_FRIGG_SONG:
  7872. case NV_HELPANGEL:
  7873. case IG_GUARDIAN_SHIELD:
  7874. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7875. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7876. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7877. else if (sd)
  7878. {
  7879. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7880. status_set_hp(src, 1, 0);
  7881. 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);
  7882. }
  7883. break;
  7884. case MER_MAGNIFICAT:
  7885. if( mer != NULL )
  7886. {
  7887. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7888. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7889. 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);
  7890. else if( mer->master && !(flag&1) )
  7891. 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)));
  7892. }
  7893. break;
  7894. case BS_ADRENALINE:
  7895. case BS_ADRENALINE2:
  7896. case BS_WEAPONPERFECT:
  7897. case BS_OVERTHRUST:
  7898. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7899. int weapontype = skill_get_weapontype(skill_id);
  7900. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7901. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7902. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7903. }
  7904. } else if (sd) {
  7905. party_foreachsamemap(skill_area_sub,
  7906. sd,skill_get_splash(skill_id, skill_lv),
  7907. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7908. skill_castend_nodamage_id);
  7909. }
  7910. break;
  7911. case BS_MAXIMIZE:
  7912. case NV_TRICKDEAD:
  7913. case CR_DEFENDER:
  7914. case ML_DEFENDER:
  7915. case CR_AUTOGUARD:
  7916. case ML_AUTOGUARD:
  7917. case TK_READYSTORM:
  7918. case TK_READYDOWN:
  7919. case TK_READYTURN:
  7920. case TK_READYCOUNTER:
  7921. case TK_DODGE:
  7922. case CR_SHRINK:
  7923. case SG_FUSION:
  7924. case GS_GATLINGFEVER:
  7925. case SJ_LUNARSTANCE:
  7926. case SJ_STARSTANCE:
  7927. case SJ_UNIVERSESTANCE:
  7928. case SJ_SUNSTANCE:
  7929. case SP_SOULCOLLECT:
  7930. case IG_GUARD_STANCE:
  7931. case IG_ATTACK_STANCE:
  7932. if( tsce )
  7933. {
  7934. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7935. map_freeblock_unlock();
  7936. return 0;
  7937. }
  7938. if( skill_id == SP_SOULCOLLECT ){
  7939. 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)));
  7940. }else{
  7941. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7942. }
  7943. break;
  7944. case SL_KAITE:
  7945. case SL_KAAHI:
  7946. case SL_KAIZEL:
  7947. case SL_KAUPE:
  7948. case SP_KAUTE:
  7949. if (sd) {
  7950. if (!dstsd || !(
  7951. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7952. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7953. dstsd->status.char_id == sd->status.char_id ||
  7954. dstsd->status.char_id == sd->status.partner_id ||
  7955. dstsd->status.char_id == sd->status.child ||
  7956. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7957. )) {
  7958. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7960. break;
  7961. }
  7962. }
  7963. if (skill_id == SP_KAUTE) {
  7964. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7965. if (sd)
  7966. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7967. break;
  7968. }
  7969. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7970. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7971. } else
  7972. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7973. break;
  7974. case SM_AUTOBERSERK:
  7975. case MER_AUTOBERSERK:
  7976. if( tsce )
  7977. i = status_change_end(bl, type);
  7978. else
  7979. i = sc_start(src,bl,type,100,skill_lv,60000);
  7980. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7981. break;
  7982. case TF_HIDING:
  7983. case ST_CHASEWALK:
  7984. case KO_YAMIKUMO:
  7985. if (tsce)
  7986. {
  7987. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7988. map_freeblock_unlock();
  7989. return 0;
  7990. }
  7991. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7992. break;
  7993. case TK_RUN:
  7994. if (tsce)
  7995. {
  7996. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7997. map_freeblock_unlock();
  7998. return 0;
  7999. }
  8000. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8001. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8002. clif_walkok(sd); // So aegis has to resend the walk ok.
  8003. break;
  8004. case AS_CLOAKING:
  8005. case GC_CLOAKINGEXCEED:
  8006. case LG_FORCEOFVANGUARD:
  8007. case SC_REPRODUCE:
  8008. case SC_INVISIBILITY:
  8009. case RA_CAMOUFLAGE:
  8010. if (tsce) {
  8011. i = status_change_end(bl, type);
  8012. if( i )
  8013. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8014. else if( sd )
  8015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8016. map_freeblock_unlock();
  8017. return 0;
  8018. }
  8019. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8020. if( i )
  8021. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8022. else if( sd )
  8023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8024. break;
  8025. case CG_SPECIALSINGER:
  8026. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8027. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8028. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8029. }
  8030. break;
  8031. case BD_ADAPTATION:
  8032. #ifdef RENEWAL
  8033. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8034. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8035. #else
  8036. if(tsc && tsc->getSCE(SC_DANCING)){
  8037. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8038. status_change_end(bl, SC_DANCING);
  8039. }
  8040. #endif
  8041. break;
  8042. case BA_FROSTJOKER:
  8043. case DC_SCREAM:
  8044. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8045. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8046. if (md) {
  8047. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8048. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8049. char temp[70];
  8050. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8051. clif_disp_overhead(&md->bl,temp);
  8052. }
  8053. break;
  8054. case BA_PANGVOICE:
  8055. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8056. #ifdef RENEWAL
  8057. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8058. #endif
  8059. break;
  8060. case DC_WINKCHARM:
  8061. if( dstsd ) {
  8062. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8063. #ifdef RENEWAL
  8064. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8065. #endif
  8066. } else
  8067. if( dstmd )
  8068. {
  8069. if( status_get_lv(src) > status_get_lv(bl)
  8070. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8071. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8072. 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)));
  8073. else
  8074. {
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8076. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8077. }
  8078. }
  8079. break;
  8080. #ifdef RENEWAL
  8081. case BD_LULLABY:
  8082. case BD_RICHMANKIM:
  8083. case BD_ETERNALCHAOS:
  8084. case BD_DRUMBATTLEFIELD:
  8085. case BD_RINGNIBELUNGEN:
  8086. case BD_ROKISWEIL:
  8087. case BD_INTOABYSS:
  8088. case BD_SIEGFRIED:
  8089. case BA_DISSONANCE:
  8090. case BA_POEMBRAGI:
  8091. case BA_WHISTLE:
  8092. case BA_ASSASSINCROSS:
  8093. case BA_APPLEIDUN:
  8094. case DC_UGLYDANCE:
  8095. case DC_HUMMING:
  8096. case DC_DONTFORGETME:
  8097. case DC_FORTUNEKISS:
  8098. case DC_SERVICEFORYOU:
  8099. skill_castend_song(src, skill_id, skill_lv, tick);
  8100. break;
  8101. #endif
  8102. case TF_STEAL:
  8103. if(sd) {
  8104. if(pc_steal_item(sd,bl,skill_lv))
  8105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8106. else
  8107. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8108. }
  8109. break;
  8110. case RG_STEALCOIN:
  8111. if(sd) {
  8112. if(pc_steal_coin(sd,bl))
  8113. {
  8114. dstmd->state.provoke_flag = src->id;
  8115. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8117. }
  8118. else
  8119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8120. }
  8121. break;
  8122. case MG_STONECURSE:
  8123. {
  8124. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8125. if (sd)
  8126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8127. break;
  8128. }
  8129. if(status_isimmune(bl) || !tsc)
  8130. break;
  8131. int32 brate = 0;
  8132. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8133. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8134. 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)))
  8135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8136. else if(sd) {
  8137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8138. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8139. if (skill_lv > 5)
  8140. { // not to consume items
  8141. map_freeblock_unlock();
  8142. return 0;
  8143. }
  8144. }
  8145. }
  8146. break;
  8147. case NV_FIRSTAID:
  8148. clif_skill_nodamage(src,bl,skill_id,5,1);
  8149. status_heal(bl,5,0,0);
  8150. break;
  8151. case AL_CURE:
  8152. if(status_isimmune(bl)) {
  8153. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8154. break;
  8155. }
  8156. status_change_end(bl, SC_SILENCE);
  8157. status_change_end(bl, SC_BLIND);
  8158. status_change_end(bl, SC_CONFUSION);
  8159. status_change_end(bl, SC_BITESCAR);
  8160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8161. break;
  8162. case TF_DETOXIFY:
  8163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8164. status_change_end(bl, SC_POISON);
  8165. status_change_end(bl, SC_DPOISON);
  8166. break;
  8167. case PR_STRECOVERY:
  8168. if(status_isimmune(bl)) {
  8169. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8170. break;
  8171. }
  8172. if (tsc) {
  8173. status_change_end(bl, SC_FREEZE);
  8174. status_change_end(bl, SC_STONEWAIT);
  8175. status_change_end(bl, SC_STONE);
  8176. status_change_end(bl, SC_SLEEP);
  8177. status_change_end(bl, SC_STUN);
  8178. status_change_end(bl, SC_WHITEIMPRISON);
  8179. status_change_end(bl, SC_STASIS);
  8180. status_change_end(bl, SC_NETHERWORLD);
  8181. }
  8182. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8183. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8185. if(dstmd)
  8186. mob_unlocktarget(dstmd,tick);
  8187. break;
  8188. // Mercenary Supportive Skills
  8189. case MER_BENEDICTION:
  8190. status_change_end(bl, SC_CURSE);
  8191. status_change_end(bl, SC_BLIND);
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8193. break;
  8194. case MER_COMPRESS:
  8195. status_change_end(bl, SC_BLEEDING);
  8196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8197. break;
  8198. case MER_MENTALCURE:
  8199. status_change_end(bl, SC_CONFUSION);
  8200. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8201. break;
  8202. case MER_RECUPERATE:
  8203. status_change_end(bl, SC_POISON);
  8204. status_change_end(bl, SC_DPOISON);
  8205. status_change_end(bl, SC_SILENCE);
  8206. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8207. break;
  8208. case MER_REGAIN:
  8209. status_change_end(bl, SC_SLEEP);
  8210. status_change_end(bl, SC_STUN);
  8211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8212. break;
  8213. case MER_TENDER:
  8214. status_change_end(bl, SC_FREEZE);
  8215. status_change_end(bl, SC_STONE);
  8216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8217. break;
  8218. case MER_SCAPEGOAT:
  8219. if( mer && mer->master )
  8220. {
  8221. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8222. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8223. }
  8224. break;
  8225. case MER_ESTIMATION:
  8226. if( !mer )
  8227. break;
  8228. sd = mer->master;
  8229. case WZ_ESTIMATION:
  8230. if( sd == NULL )
  8231. break;
  8232. if( dstsd )
  8233. { // Fail on Players
  8234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8235. break;
  8236. }
  8237. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8238. clif_skill_estimation(sd, bl);
  8239. if( skill_id == MER_ESTIMATION )
  8240. sd = NULL;
  8241. break;
  8242. case BS_REPAIRWEAPON:
  8243. if(sd && dstsd)
  8244. clif_item_repair_list(sd,dstsd,skill_lv);
  8245. break;
  8246. case MC_IDENTIFY:
  8247. if(sd) {
  8248. clif_item_identify_list(sd);
  8249. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8250. map_freeblock_unlock();
  8251. return 1;
  8252. }
  8253. else { // consume sp only if succeeded
  8254. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8255. status_zap(src,0,req.sp);
  8256. }
  8257. }
  8258. break;
  8259. // Weapon Refining [Celest]
  8260. case WS_WEAPONREFINE:
  8261. if(sd)
  8262. clif_item_refine_list(sd);
  8263. break;
  8264. case MC_VENDING:
  8265. if(sd)
  8266. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8267. if ( !pc_can_give_items(sd) )
  8268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8269. else {
  8270. sd->state.prevend = 1;
  8271. sd->state.workinprogress = WIP_DISABLE_ALL;
  8272. sd->vend_skill_lv = skill_lv;
  8273. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8274. if (i < MAX_CART) {
  8275. // Save the cart before opening the vending UI
  8276. sd->state.pending_vending_ui = true;
  8277. intif_storage_save(sd, &sd->cart);
  8278. }
  8279. else{
  8280. // Instantly open the vending UI
  8281. sd->state.pending_vending_ui = false;
  8282. clif_openvendingreq(sd,2+skill_lv);
  8283. }
  8284. }
  8285. }
  8286. break;
  8287. case AL_TELEPORT:
  8288. case ALL_ODINS_RECALL:
  8289. if(sd)
  8290. {
  8291. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8292. clif_skill_teleportmessage(sd,0);
  8293. break;
  8294. }
  8295. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8296. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8297. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8298. break;
  8299. }
  8300. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8301. sd->hd->blockskill.clear();
  8302. sd->hd->blockskill.shrink_to_fit();
  8303. }
  8304. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8305. {
  8306. if( skill_lv == 1 )
  8307. pc_randomwarp(sd,CLR_TELEPORT);
  8308. else
  8309. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8310. break;
  8311. }
  8312. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8313. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8314. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8315. else
  8316. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8317. } else
  8318. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8319. break;
  8320. case NPC_EXPULSION:
  8321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8322. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8323. break;
  8324. case AL_HOLYWATER:
  8325. if(sd) {
  8326. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, nullptr)) {
  8327. struct skill_unit* su;
  8328. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8329. skill_delunit(su);
  8330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8331. }
  8332. else
  8333. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8334. }
  8335. break;
  8336. case TF_PICKSTONE:
  8337. if(sd) {
  8338. unsigned char eflag;
  8339. struct item item_tmp;
  8340. struct block_list tbl;
  8341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8342. memset(&item_tmp,0,sizeof(item_tmp));
  8343. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8344. item_tmp.nameid = ITEMID_STONE;
  8345. item_tmp.identify = 1;
  8346. tbl.id = 0;
  8347. // Commented because of duplicate animation [Lemongrass]
  8348. // At the moment this displays the pickup animation a second time
  8349. // If this is required in older clients, we need to add a version check here
  8350. //clif_takeitem(&sd->bl,&tbl);
  8351. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8352. if(eflag) {
  8353. clif_additem(sd,0,0,eflag);
  8354. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8355. }
  8356. }
  8357. break;
  8358. case ASC_CDP:
  8359. if(sd) {
  8360. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, nullptr)) //Produce a Poison Bottle.
  8361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8362. else
  8363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8364. }
  8365. break;
  8366. case RG_STRIPWEAPON:
  8367. case RG_STRIPSHIELD:
  8368. case RG_STRIPARMOR:
  8369. case RG_STRIPHELM:
  8370. case ST_FULLSTRIP:
  8371. case GC_WEAPONCRUSH:
  8372. case SC_STRIPACCESSARY:
  8373. case ABC_STRIP_SHADOW: {
  8374. bool i;
  8375. //Special message when trying to use strip on FCP [Jobbie]
  8376. 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))
  8377. {
  8378. clif_gospel_info(sd, 0x28);
  8379. break;
  8380. }
  8381. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8382. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8383. //Nothing stripped.
  8384. if( sd && !i )
  8385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8386. break;
  8387. }
  8388. case AM_BERSERKPITCHER:
  8389. case AM_POTIONPITCHER:
  8390. {
  8391. int j,hp = 0,sp = 0;
  8392. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8393. map_freeblock_unlock();
  8394. return 1;
  8395. }
  8396. if( sd ) {
  8397. int x,bonus=100;
  8398. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8399. x = skill_lv%11 - 1;
  8400. j = pc_search_inventory(sd, require.itemid[x]);
  8401. if (j < 0 || require.itemid[x] <= 0) {
  8402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8403. map_freeblock_unlock();
  8404. return 1;
  8405. }
  8406. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8408. map_freeblock_unlock();
  8409. return 1;
  8410. }
  8411. if( skill_id == AM_BERSERKPITCHER ) {
  8412. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8414. map_freeblock_unlock();
  8415. return 1;
  8416. }
  8417. }
  8418. potion_flag = 1;
  8419. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8420. potion_target = bl->id;
  8421. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8422. potion_flag = potion_target = 0;
  8423. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8424. bonus += sd->status.base_level;
  8425. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8426. hp = tstatus->max_hp * potion_per_hp / 100;
  8427. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8428. if( dstsd ) {
  8429. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8430. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8431. }
  8432. } else {
  8433. if( potion_hp > 0 ) {
  8434. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8435. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8436. if( dstsd )
  8437. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8438. }
  8439. if( potion_sp > 0 ) {
  8440. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8441. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8442. if( dstsd )
  8443. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8444. }
  8445. }
  8446. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8447. hp += hp * bonus / 100;
  8448. }
  8449. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8450. sp += sp * bonus / 100;
  8451. }
  8452. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8453. hp += hp * j / 100;
  8454. sp += sp * j / 100;
  8455. }
  8456. } else {
  8457. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8458. switch (skill_lv) {
  8459. case 1: hp = 45; break;
  8460. case 2: hp = 105; break;
  8461. case 3: hp = 175; break;
  8462. default: hp = 325; break;
  8463. }
  8464. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8465. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8466. if( dstsd )
  8467. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8468. }
  8469. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8470. hp += hp * j / 100;
  8471. sp += sp * j / 100;
  8472. }
  8473. // Final heal increased by HPlus.
  8474. // Is this the right place for this??? [Rytech]
  8475. // Can HPlus also affect SP recovery???
  8476. if (sd && sstatus->hplus > 0) {
  8477. hp += hp * sstatus->hplus / 100;
  8478. sp += sp * sstatus->hplus / 100;
  8479. }
  8480. if (tsc && tsc->count) {
  8481. uint8 penalty = 0;
  8482. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8483. hp += hp / 10;
  8484. sp += sp / 10;
  8485. }
  8486. if (tsc->getSCE(SC_CRITICALWOUND))
  8487. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8488. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8489. penalty += 20;
  8490. if (tsc->getSCE(SC_NORECOVER_STATE))
  8491. penalty = 100;
  8492. if (penalty > 0) {
  8493. hp -= hp * penalty / 100;
  8494. sp -= sp * penalty / 100;
  8495. }
  8496. }
  8497. #ifdef RENEWAL
  8498. if (bl->type == BL_HOM)
  8499. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8500. #endif
  8501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8502. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8503. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8504. if( sp > 0 )
  8505. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8506. if (tsc) {
  8507. #ifdef RENEWAL
  8508. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8509. sp = 0;
  8510. #endif
  8511. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8512. hp = 0;
  8513. sp = 0;
  8514. }
  8515. }
  8516. status_heal(bl,hp,sp,0);
  8517. }
  8518. break;
  8519. case AM_CP_WEAPON:
  8520. case AM_CP_SHIELD:
  8521. case AM_CP_ARMOR:
  8522. case AM_CP_HELM:
  8523. {
  8524. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8525. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8527. map_freeblock_unlock(); // Don't consume item requirements
  8528. return 0;
  8529. }
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8531. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8532. }
  8533. break;
  8534. case AM_TWILIGHT1:
  8535. if (sd) {
  8536. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8537. //Prepare 200 White Potions.
  8538. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, nullptr))
  8539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8540. }
  8541. break;
  8542. case AM_TWILIGHT2:
  8543. if (sd) {
  8544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8545. //Prepare 200 Slim White Potions.
  8546. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, nullptr))
  8547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8548. }
  8549. break;
  8550. case AM_TWILIGHT3:
  8551. if (sd) {
  8552. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8553. std::shared_ptr<s_skill_produce_db_entry> produce_alcohol = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100);
  8554. std::shared_ptr<s_skill_produce_db_entry> produce_acid = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50);
  8555. std::shared_ptr<s_skill_produce_db_entry> produce_fire = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50);
  8556. if( ebottle >= 0 )
  8557. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8558. //check if you can produce all three, if not, then fail:
  8559. if (produce_alcohol == nullptr //100 Alcohol
  8560. || produce_acid == nullptr //50 Acid Bottle
  8561. || produce_fire == nullptr //50 Flame Bottle
  8562. || ebottle < 200 //200 empty bottle are required at total.
  8563. ) {
  8564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8565. break;
  8566. }
  8567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8568. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, produce_alcohol);
  8569. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, produce_acid);
  8570. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, produce_fire);
  8571. }
  8572. break;
  8573. case SA_DISPELL:
  8574. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8575. 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))
  8576. break; // Outside PvP it should only affect party members and no skill fail message
  8577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8578. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8579. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8580. || rnd()%100 >= 50+10*skill_lv)
  8581. {
  8582. if (sd)
  8583. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8584. break;
  8585. }
  8586. if(status_isimmune(bl))
  8587. break;
  8588. //Remove bonus_script by Dispell
  8589. if (dstsd)
  8590. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8591. if(!tsc || !tsc->count)
  8592. break;
  8593. //Statuses that can't be Dispelled
  8594. for (const auto &it : status_db) {
  8595. sc_type status = static_cast<sc_type>(it.first);
  8596. if (!tsc->getSCE(status))
  8597. continue;
  8598. if (it.second->flag[SCF_NODISPELL])
  8599. continue;
  8600. switch (status) {
  8601. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8602. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8603. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8604. case SC_FORTUNE: case SC_SERVICE4U:
  8605. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8606. continue; //If in song area don't end it, even if config enabled
  8607. break;
  8608. case SC_ASSUMPTIO:
  8609. if( bl->type == BL_MOB )
  8610. continue;
  8611. break;
  8612. }
  8613. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8614. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8615. status_change_end(bl, status);
  8616. }
  8617. break;
  8618. }
  8619. //Affect all targets on splash area.
  8620. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8621. src, skill_id, skill_lv, tick, flag|1,
  8622. skill_castend_damage_id);
  8623. break;
  8624. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8625. {
  8626. 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
  8627. #ifdef RENEWAL
  8628. |BLOWN_DONT_SEND_PACKET
  8629. #endif
  8630. ));
  8631. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8632. #ifdef RENEWAL
  8633. if(blew_count > 0)
  8634. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8635. #else
  8636. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8637. #endif
  8638. }
  8639. break;
  8640. case TK_HIGHJUMP:
  8641. {
  8642. int x,y, dir = unit_getdir(src);
  8643. struct map_data *mapdata = &map[src->m];
  8644. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8645. if( mapdata->flag[MF_NOTELEPORT] &&
  8646. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8647. ) {
  8648. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8649. break;
  8650. } else if(dir%2) {
  8651. //Diagonal
  8652. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8653. y = src->y + diry[dir]*(skill_lv*4)/3;
  8654. } else {
  8655. x = src->x + dirx[dir]*skill_lv*2;
  8656. y = src->y + diry[dir]*skill_lv*2;
  8657. }
  8658. int x1 = x + dirx[dir];
  8659. int y1 = y + diry[dir];
  8660. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8661. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8662. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8663. unit_movepos(src, x, y, 1, 0))
  8664. clif_blown(src);
  8665. }
  8666. break;
  8667. case SA_CASTCANCEL:
  8668. case SO_SPELLFIST:
  8669. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8670. unit_skillcastcancel(src,1);
  8671. if(sd) {
  8672. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8673. if( skill_id == SO_SPELLFIST ){
  8674. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8675. sd->skill_id_old = sd->skill_lv_old = 0;
  8676. break;
  8677. }
  8678. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8679. if(sp < 0) sp = 0;
  8680. status_zap(src, 0, sp);
  8681. }
  8682. break;
  8683. case SA_SPELLBREAKER:
  8684. {
  8685. int sp;
  8686. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8687. sp = skill_get_sp(skill_id,skill_lv);
  8688. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8689. if(sp < 1) sp = 1;
  8690. status_heal(bl,0,sp,2);
  8691. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8692. } else {
  8693. struct unit_data *ud = unit_bl2ud(bl);
  8694. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8695. if (!ud || ud->skilltimer == INVALID_TIMER)
  8696. break; //Nothing to cancel.
  8697. bl_skill_id = ud->skill_id;
  8698. bl_skill_lv = ud->skill_lv;
  8699. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8700. if (rnd()%100 < 90)
  8701. {
  8702. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8703. break;
  8704. }
  8705. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8706. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8708. unit_skillcastcancel(bl,0);
  8709. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8710. status_zap(bl, hp, sp);
  8711. if (hp && skill_lv >= 5)
  8712. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8713. else
  8714. hp = 0;
  8715. if (sp) //Recover some of the SP used
  8716. sp = sp*(25*(skill_lv-1))/100;
  8717. if(hp || sp)
  8718. status_heal(src, hp, sp, 2);
  8719. }
  8720. }
  8721. break;
  8722. case SA_MAGICROD:
  8723. #ifdef RENEWAL
  8724. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8725. #endif
  8726. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8727. break;
  8728. case SA_AUTOSPELL:
  8729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8730. if (sd) {
  8731. sd->state.workinprogress = WIP_DISABLE_ALL;
  8732. clif_autospell(sd,skill_lv);
  8733. } else {
  8734. int maxlv=1,spellid=0;
  8735. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8736. if(skill_lv >= 10) {
  8737. spellid = MG_FROSTDIVER;
  8738. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8739. // maxlv = 10;
  8740. // else
  8741. maxlv = skill_lv - 9;
  8742. }
  8743. else if(skill_lv >=8) {
  8744. spellid = MG_FIREBALL;
  8745. maxlv = skill_lv - 7;
  8746. }
  8747. else if(skill_lv >=5) {
  8748. spellid = MG_SOULSTRIKE;
  8749. maxlv = skill_lv - 4;
  8750. }
  8751. else if(skill_lv >=2) {
  8752. int i_rnd = rnd()%3;
  8753. spellid = spellarray[i_rnd];
  8754. maxlv = skill_lv - 1;
  8755. }
  8756. else if(skill_lv > 0) {
  8757. spellid = MG_NAPALMBEAT;
  8758. maxlv = 3;
  8759. }
  8760. if(spellid > 0)
  8761. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8762. skill_get_time(SA_AUTOSPELL,skill_lv));
  8763. }
  8764. break;
  8765. case BS_GREED:
  8766. if(sd){
  8767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8768. map_foreachinallrange(skill_greed,bl,
  8769. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8770. }
  8771. break;
  8772. case SA_ELEMENTWATER:
  8773. case SA_ELEMENTFIRE:
  8774. case SA_ELEMENTGROUND:
  8775. case SA_ELEMENTWIND:
  8776. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8777. break;
  8778. case NPC_ATTRICHANGE:
  8779. case NPC_CHANGEWATER:
  8780. case NPC_CHANGEGROUND:
  8781. case NPC_CHANGEFIRE:
  8782. case NPC_CHANGEWIND:
  8783. case NPC_CHANGEPOISON:
  8784. case NPC_CHANGEHOLY:
  8785. case NPC_CHANGEDARKNESS:
  8786. case NPC_CHANGETELEKINESIS:
  8787. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8788. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8789. skill_get_time(skill_id, skill_lv)));
  8790. break;
  8791. case NPC_PROVOCATION:
  8792. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8793. if (md) mob_unlocktarget(md, tick);
  8794. break;
  8795. case NPC_REBIRTH:
  8796. if( md && md->state.rebirth )
  8797. break; // only works once
  8798. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8799. break;
  8800. case NPC_DARKBLESSING:
  8801. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8802. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8803. break;
  8804. case NPC_LICK:
  8805. status_zap(bl, 0, 100);
  8806. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8807. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8808. break;
  8809. case NPC_SUICIDE:
  8810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8811. status_kill(src); //When suiciding, neither exp nor drops is given.
  8812. break;
  8813. case NPC_SUMMONSLAVE:
  8814. case NPC_SUMMONMONSTER:
  8815. case NPC_DEATHSUMMON:
  8816. if(md && md->skill_idx >= 0)
  8817. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8818. break;
  8819. case NPC_CALLSLAVE:
  8820. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8821. break;
  8822. case NPC_RANDOMMOVE:
  8823. if (md) {
  8824. md->next_walktime = tick - 1;
  8825. if (md->special_state.ai == AI_SPHERE)
  8826. unit_escape(&md->bl, bl, 7, 2);
  8827. else
  8828. mob_randomwalk(md,tick);
  8829. }
  8830. break;
  8831. case NPC_SPEEDUP:
  8832. {
  8833. // or does it increase casting rate? just a guess xD
  8834. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8835. if (i_type > SC_ASPDPOTION3)
  8836. i_type = SC_ASPDPOTION3;
  8837. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8838. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8839. }
  8840. break;
  8841. case NPC_REVENGE:
  8842. // not really needed... but adding here anyway ^^
  8843. if (md && md->master_id > 0) {
  8844. struct block_list *mbl, *tbl;
  8845. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8846. (tbl = battle_gettargeted(mbl)) == NULL)
  8847. break;
  8848. md->state.provoke_flag = tbl->id;
  8849. mob_target(md, tbl, sstatus->rhw.range);
  8850. }
  8851. break;
  8852. case NPC_RUN:
  8853. if (md) {
  8854. block_list* tbl = map_id2bl(md->target_id);
  8855. if (tbl) {
  8856. mob_unlocktarget(md, tick);
  8857. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8858. }
  8859. }
  8860. break;
  8861. case NPC_TRANSFORMATION:
  8862. case NPC_METAMORPHOSIS:
  8863. if(md && md->skill_idx >= 0) {
  8864. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8865. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8866. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8867. if (class_) mob_class_change(md, class_);
  8868. }
  8869. break;
  8870. case NPC_EMOTION_ON:
  8871. case NPC_EMOTION:
  8872. //val[0] is the emotion to use.
  8873. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8874. //val[1] 'sets' the mode
  8875. //val[2] adds to the current mode
  8876. //val[3] removes from the current mode
  8877. //val[4] if set, asks to delete the previous mode change.
  8878. if(md && md->skill_idx >= 0 && tsc)
  8879. {
  8880. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8881. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8882. status_change_end(bl, type);
  8883. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8884. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8885. mob_unlocktarget(md,tick);
  8886. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8887. sc_start4(src,src, type, 100, skill_lv,
  8888. md->db->skill[md->skill_idx]->val[1],
  8889. md->db->skill[md->skill_idx]->val[2],
  8890. md->db->skill[md->skill_idx]->val[3],
  8891. skill_get_time(skill_id, skill_lv));
  8892. //Reset aggressive state depending on resulting mode
  8893. if (!battle_config.npc_emotion_behavior)
  8894. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8895. }
  8896. break;
  8897. case NPC_POWERUP:
  8898. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8899. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8900. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8901. break;
  8902. case NPC_AGIUP:
  8903. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8904. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8905. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8906. break;
  8907. case NPC_INVISIBLE:
  8908. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8909. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8910. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8911. break;
  8912. case NPC_SIEGEMODE:
  8913. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8915. break;
  8916. case WE_MALE: {
  8917. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8918. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8919. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8920. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8921. }
  8922. }
  8923. break;
  8924. case WE_FEMALE: {
  8925. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8926. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8927. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8928. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8929. }
  8930. }
  8931. break;
  8932. // parent-baby skills
  8933. case WE_BABY:
  8934. if(sd){
  8935. map_session_data *f_sd = pc_get_father(sd);
  8936. map_session_data *m_sd = pc_get_mother(sd);
  8937. if( (!f_sd && !m_sd) // if neither was found
  8938. || (sd->status.party_id != 0 && //not in same party
  8939. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8940. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8941. ))
  8942. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8943. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8944. ) {
  8945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8946. map_freeblock_unlock();
  8947. return 0;
  8948. }
  8949. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8950. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8951. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8952. }
  8953. break;
  8954. case WE_CALLALLFAMILY:
  8955. if (sd) {
  8956. map_session_data *p_sd = pc_get_partner(sd);
  8957. map_session_data *c_sd = pc_get_child(sd);
  8958. if (!p_sd && !c_sd) { // Fail if no family members are found
  8959. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8960. map_freeblock_unlock();
  8961. return 1;
  8962. }
  8963. // Partner must be on the same map and in same party
  8964. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8965. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8966. // Child must be on the same map and in same party as the parent casting
  8967. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8968. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8969. }
  8970. break;
  8971. case WE_ONEFOREVER:
  8972. if (sd) {
  8973. map_session_data *p_sd = pc_get_partner(sd);
  8974. map_session_data *c_sd = pc_get_child(sd);
  8975. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8976. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8977. map_freeblock_unlock();
  8978. return 1;
  8979. }
  8980. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8981. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8982. break;
  8983. }
  8984. if (status_isdead(bl)) {
  8985. int per = 30, sper = 0;
  8986. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8987. break;
  8988. if (tsc && tsc->getSCE(SC_HELLPOWER))
  8989. break;
  8990. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8991. break;
  8992. if (dstsd->special_state.restart_full_recover)
  8993. per = sper = 100;
  8994. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8995. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8996. }
  8997. }
  8998. break;
  8999. case WE_CHEERUP:
  9000. if (sd) {
  9001. map_session_data *f_sd = pc_get_father(sd);
  9002. map_session_data *m_sd = pc_get_mother(sd);
  9003. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9004. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9005. map_freeblock_unlock();
  9006. return 1;
  9007. }
  9008. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9009. if (dstsd == f_sd || dstsd == m_sd)
  9010. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9011. } else
  9012. 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);
  9013. }
  9014. break;
  9015. case PF_HPCONVERSION:
  9016. {
  9017. int hp, sp;
  9018. hp = sstatus->max_hp/10;
  9019. sp = hp * 10 * skill_lv / 100;
  9020. if (!status_charge(src,hp,0)) {
  9021. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9022. break;
  9023. }
  9024. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9025. status_heal(bl,0,sp,2);
  9026. }
  9027. break;
  9028. case MA_REMOVETRAP:
  9029. case HT_REMOVETRAP:
  9030. {
  9031. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9032. std::shared_ptr<s_skill_unit_group> sg;
  9033. std::shared_ptr<s_skill_db> skill_group;
  9034. // Mercenaries can remove any trap
  9035. // Players can only remove their own traps or traps on Vs maps.
  9036. 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] )
  9037. {
  9038. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9039. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9040. { // prevent picking up expired traps
  9041. if( battle_config.skill_removetrap_type )
  9042. { // get back all items used to deploy the trap
  9043. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9044. {
  9045. if( skill_group->require.itemid[i] > 0 )
  9046. {
  9047. int flag2;
  9048. struct item item_tmp;
  9049. memset(&item_tmp,0,sizeof(item_tmp));
  9050. item_tmp.nameid = skill_group->require.itemid[i];
  9051. item_tmp.identify = 1;
  9052. item_tmp.amount = skill_group->require.amount[i];
  9053. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9054. clif_additem(sd,0,0,flag2);
  9055. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9056. }
  9057. }
  9058. }
  9059. }
  9060. else
  9061. { // get back 1 trap
  9062. struct item item_tmp;
  9063. memset(&item_tmp,0,sizeof(item_tmp));
  9064. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9065. item_tmp.identify = 1;
  9066. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9067. {
  9068. clif_additem(sd,0,0,flag);
  9069. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9070. }
  9071. }
  9072. }
  9073. skill_delunit(su);
  9074. }else if(sd)
  9075. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9076. }
  9077. break;
  9078. case HT_SPRINGTRAP:
  9079. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9080. {
  9081. struct skill_unit *su=NULL;
  9082. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9083. switch(su->group->unit_id){
  9084. case UNT_ANKLESNARE: // ankle snare
  9085. if (su->group->val2 != 0)
  9086. // if it is already trapping something don't spring it,
  9087. // remove trap should be used instead
  9088. break;
  9089. // otherwise fallthrough to below
  9090. case UNT_BLASTMINE:
  9091. case UNT_SKIDTRAP:
  9092. case UNT_LANDMINE:
  9093. case UNT_SHOCKWAVE:
  9094. case UNT_SANDMAN:
  9095. case UNT_FLASHER:
  9096. case UNT_FREEZINGTRAP:
  9097. case UNT_CLAYMORETRAP:
  9098. case UNT_TALKIEBOX:
  9099. su->group->unit_id = UNT_USED_TRAPS;
  9100. clif_changetraplook(bl, UNT_USED_TRAPS);
  9101. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9102. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9103. }
  9104. }
  9105. }
  9106. break;
  9107. case BD_ENCORE:
  9108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9109. if(sd)
  9110. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9111. break;
  9112. case TR_RETROSPECTION:
  9113. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9114. if (sd)
  9115. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9116. break;
  9117. case AS_SPLASHER:
  9118. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9119. // Renewal dropped the 3/4 hp requirement
  9120. #ifndef RENEWAL
  9121. || tstatus-> hp > tstatus->max_hp*3/4
  9122. #endif
  9123. ) {
  9124. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9125. map_freeblock_unlock();
  9126. return 1;
  9127. }
  9128. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9129. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9130. #ifndef RENEWAL
  9131. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9132. #endif
  9133. break;
  9134. case PF_MINDBREAKER:
  9135. {
  9136. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9137. map_freeblock_unlock();
  9138. return 1;
  9139. }
  9140. if (tsce)
  9141. { //HelloKitty2 (?) explained that this silently fails when target is
  9142. //already inflicted. [Skotlex]
  9143. map_freeblock_unlock();
  9144. return 1;
  9145. }
  9146. //Has a 55% + skill_lv*5% success chance.
  9147. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9148. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9149. {
  9150. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9151. map_freeblock_unlock();
  9152. return 0;
  9153. }
  9154. unit_skillcastcancel(bl,0);
  9155. if (dstmd)
  9156. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9157. }
  9158. break;
  9159. case PF_SOULCHANGE:
  9160. {
  9161. unsigned int sp1 = 0, sp2 = 0;
  9162. if (dstmd) {
  9163. if (dstmd->state.soul_change_flag) {
  9164. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9165. break;
  9166. }
  9167. dstmd->state.soul_change_flag = 1;
  9168. sp2 = sstatus->max_sp * 3 /100;
  9169. status_heal(src, 0, sp2, 2);
  9170. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9171. break;
  9172. }
  9173. sp1 = sstatus->sp;
  9174. sp2 = tstatus->sp;
  9175. #ifdef RENEWAL
  9176. sp1 = sp1 / 2;
  9177. sp2 = sp2 / 2;
  9178. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9179. sp1 = tstatus->sp;
  9180. #endif
  9181. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9182. sp1 = tstatus->sp;
  9183. status_set_sp(src, sp2, 3);
  9184. status_set_sp(bl, sp1, 3);
  9185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9186. }
  9187. break;
  9188. // Slim Pitcher
  9189. case CR_SLIMPITCHER:
  9190. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9191. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9192. break;
  9193. if (potion_hp || potion_sp) {
  9194. int hp = potion_hp, sp = potion_sp;
  9195. hp = hp * (100 + (tstatus->vit * 2))/100;
  9196. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9197. if (dstsd) {
  9198. if (hp)
  9199. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9200. if (sp)
  9201. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9202. }
  9203. if (tsc && tsc->count) {
  9204. uint8 penalty = 0;
  9205. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9206. hp += hp / 10;
  9207. sp += sp / 10;
  9208. }
  9209. if (tsc->getSCE(SC_CRITICALWOUND))
  9210. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9211. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9212. penalty += 20;
  9213. if (tsc->getSCE(SC_NORECOVER_STATE))
  9214. penalty = 100;
  9215. if (penalty > 0) {
  9216. hp -= hp * penalty / 100;
  9217. sp -= sp * penalty / 100;
  9218. }
  9219. }
  9220. if(hp > 0)
  9221. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9222. if(sp > 0)
  9223. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9224. status_heal(bl,hp,sp,0);
  9225. }
  9226. break;
  9227. // Full Chemical Protection
  9228. case CR_FULLPROTECTION:
  9229. {
  9230. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9231. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9232. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9233. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9234. continue;
  9235. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9236. s++;
  9237. }
  9238. if( sd && !s ){
  9239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9240. map_freeblock_unlock(); // Don't consume item requirements
  9241. return 0;
  9242. }
  9243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9244. }
  9245. break;
  9246. case RG_CLEANER: //AppleGirl
  9247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9248. break;
  9249. #ifndef RENEWAL
  9250. case CG_LONGINGFREEDOM:
  9251. {
  9252. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9253. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9254. {
  9255. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9256. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9257. }
  9258. }
  9259. break;
  9260. #endif
  9261. case CG_TAROTCARD:
  9262. {
  9263. int card = -1;
  9264. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9265. //Target currently has the SUN tarot card effect and is immune to any other effect
  9266. map_freeblock_unlock();
  9267. return 0;
  9268. }
  9269. if( rnd() % 100 > skill_lv * 8 ||
  9270. #ifndef RENEWAL
  9271. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9272. #endif
  9273. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9274. if( sd )
  9275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9276. map_freeblock_unlock();
  9277. return 0;
  9278. }
  9279. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9280. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9281. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9283. }
  9284. break;
  9285. case SL_ALCHEMIST:
  9286. case SL_ASSASIN:
  9287. case SL_BARDDANCER:
  9288. case SL_BLACKSMITH:
  9289. case SL_CRUSADER:
  9290. case SL_HUNTER:
  9291. case SL_KNIGHT:
  9292. case SL_MONK:
  9293. case SL_PRIEST:
  9294. case SL_ROGUE:
  9295. case SL_SAGE:
  9296. case SL_SOULLINKER:
  9297. case SL_STAR:
  9298. case SL_SUPERNOVICE:
  9299. case SL_WIZARD:
  9300. case SL_HIGH:
  9301. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9302. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9303. // 1% chance to erase death count on successful cast
  9304. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9305. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9306. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9307. status_calc_pc( dstsd, SCO_NONE );
  9308. }
  9309. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9310. }else{
  9311. if( sd ){
  9312. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9313. }
  9314. }
  9315. break;
  9316. case SP_SOULGOLEM:
  9317. case SP_SOULSHADOW:
  9318. case SP_SOULFALCON:
  9319. case SP_SOULFAIRY:
  9320. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9321. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9322. }else{
  9323. if( sd ){
  9324. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9325. }
  9326. }
  9327. break;
  9328. case SP_SOULREVOLVE:
  9329. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9330. if (sd)
  9331. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9332. break;
  9333. }
  9334. status_heal(bl, 0, 50*skill_lv, 2);
  9335. status_change_end(bl, SC_SPIRIT);
  9336. status_change_end(bl, SC_SOULGOLEM);
  9337. status_change_end(bl, SC_SOULSHADOW);
  9338. status_change_end(bl, SC_SOULFALCON);
  9339. status_change_end(bl, SC_SOULFAIRY);
  9340. break;
  9341. case SL_SWOO:
  9342. if (tsce) {
  9343. if(sd)
  9344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9345. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9346. status_change_end(bl, SC_SWOO);
  9347. break;
  9348. }
  9349. case SL_SKA: // [marquis007]
  9350. case SL_SKE:
  9351. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9352. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9353. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9354. break;
  9355. }
  9356. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9357. if (skill_id == SL_SKE)
  9358. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9359. break;
  9360. // New guild skills [Celest]
  9361. case GD_BATTLEORDER:
  9362. case GD_REGENERATION:
  9363. case GD_RESTORE:
  9364. case GD_EMERGENCY_MOVE:
  9365. if(flag&1) {
  9366. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9367. if( skill_id == GD_RESTORE )
  9368. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9369. else
  9370. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9371. }
  9372. } else if (status_get_guild_id(src)) {
  9373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9374. map_foreachinallrange(skill_area_sub, src,
  9375. skill_get_splash(skill_id, skill_lv), BL_PC,
  9376. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9377. skill_castend_nodamage_id);
  9378. if (sd)
  9379. #ifdef RENEWAL
  9380. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9381. #else
  9382. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9383. #endif
  9384. }
  9385. break;
  9386. case GD_EMERGENCYCALL:
  9387. case GD_ITEMEMERGENCYCALL:
  9388. {
  9389. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9390. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9391. uint8 j = 0, calls = 0, called = 0;
  9392. struct guild *g;
  9393. // i don't know if it actually summons in a circle, but oh well. ;P
  9394. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9395. if (!g)
  9396. break;
  9397. if (skill_id == GD_ITEMEMERGENCYCALL)
  9398. switch (skill_lv) {
  9399. case 1: calls = 7; break;
  9400. case 2: calls = 12; break;
  9401. case 3: calls = 20; break;
  9402. default: calls = 0; break;
  9403. }
  9404. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9405. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9406. if (j > 8)
  9407. j = 0;
  9408. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9409. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9410. continue;
  9411. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9412. continue;
  9413. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9414. dx[j] = dy[j] = 0;
  9415. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9416. called++;
  9417. }
  9418. }
  9419. if (sd)
  9420. #ifdef RENEWAL
  9421. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9422. #else
  9423. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9424. #endif
  9425. }
  9426. break;
  9427. case GD_CHARGESHOUT_FLAG:
  9428. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9429. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9430. if (md) {
  9431. sd->guild->chargeshout_flag_id = md->bl.id;
  9432. md->master_id = src->id;
  9433. if (md->deletetimer != INVALID_TIMER)
  9434. delete_timer(md->deletetimer, mob_timer_delete);
  9435. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9436. mob_spawn(md);
  9437. }
  9438. }
  9439. break;
  9440. case GD_CHARGESHOUT_BEATING:
  9441. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9442. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9443. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9444. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9445. else
  9446. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9447. } else
  9448. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9449. break;
  9450. case SG_FEEL:
  9451. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9452. if (sd) {
  9453. if(!sd->feel_map[skill_lv-1].index)
  9454. clif_feel_req(sd->fd,sd, skill_lv);
  9455. else
  9456. clif_feel_info(sd, skill_lv-1, 1);
  9457. }
  9458. break;
  9459. case SG_HATE:
  9460. if (sd) {
  9461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9462. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9464. }
  9465. break;
  9466. case SJ_DOCUMENT:
  9467. if (sd) {
  9468. switch (skill_lv) {
  9469. case 1:
  9470. pc_resetfeel(sd);
  9471. break;
  9472. case 2:
  9473. pc_resethate(sd);
  9474. break;
  9475. case 3:
  9476. pc_resetfeel(sd);
  9477. pc_resethate(sd);
  9478. break;
  9479. }
  9480. }
  9481. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9482. break;
  9483. case GS_GLITTERING:
  9484. if(sd) {
  9485. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9486. if(rnd()%100 < (20+10*skill_lv))
  9487. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9488. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9489. pc_delspiritball(sd,1,0);
  9490. }
  9491. break;
  9492. case GS_CRACKER:
  9493. /* per official standards, this skill works on players and mobs. */
  9494. if (sd && (dstsd || dstmd))
  9495. {
  9496. i =65 -5*distance_bl(src,bl); //Base rate
  9497. if (i < 30) i = 30;
  9498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9499. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9500. }
  9501. break;
  9502. case AM_CALLHOMUN: //[orn]
  9503. if (sd && !hom_call(sd))
  9504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9505. #ifdef RENEWAL
  9506. else if (sd && hom_is_active(sd->hd))
  9507. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9508. #endif
  9509. break;
  9510. case AM_REST:
  9511. if (sd) {
  9512. if (hom_vaporize(sd,HOM_ST_REST))
  9513. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9514. else
  9515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9516. }
  9517. break;
  9518. case HAMI_CASTLE: //[orn]
  9519. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9520. int x = src->x, y = src->y;
  9521. if (hd)
  9522. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9523. // Move source
  9524. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9525. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9526. clif_blown(src);
  9527. // Move target
  9528. if (unit_movepos(bl,x,y,0,0)) {
  9529. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9530. clif_blown(bl);
  9531. }
  9532. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9533. }
  9534. }
  9535. else if (hd && hd->master) // Failed
  9536. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9537. else if (sd)
  9538. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9539. break;
  9540. case HVAN_CHAOTIC: //[orn]
  9541. {
  9542. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9543. int r = rnd()%100;
  9544. i = (skill_lv-1)%5;
  9545. if(r<per[i][0]) //Self
  9546. bl = src;
  9547. else if(r<per[i][1]) //Master
  9548. bl = battle_get_master(src);
  9549. else //Enemy
  9550. bl = map_id2bl(battle_gettarget(src));
  9551. if (!bl) bl = src;
  9552. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9553. //Eh? why double skill packet?
  9554. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9555. clif_skill_nodamage(src,bl,skill_id,i,1);
  9556. status_heal(bl, i, 0, 0);
  9557. }
  9558. break;
  9559. //Homun single-target support skills [orn]
  9560. case HAMI_BLOODLUST:
  9561. case HFLI_FLEET:
  9562. case HFLI_SPEED:
  9563. case HLIF_CHANGE:
  9564. case MH_ANGRIFFS_MODUS:
  9565. case MH_GOLDENE_FERSE:
  9566. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9567. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9568. if (hd)
  9569. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9570. break;
  9571. case NPC_DRAGONFEAR:
  9572. if (flag&1) {
  9573. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9574. int j;
  9575. j = i = rnd()%ARRAYLENGTH(sc);
  9576. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9577. i++;
  9578. if ( i == ARRAYLENGTH(sc) )
  9579. i = 0;
  9580. if (i == j)
  9581. break;
  9582. }
  9583. break;
  9584. }
  9585. case NPC_WIDEBLEEDING:
  9586. case NPC_WIDEBLEEDING2:
  9587. case NPC_WIDECONFUSE:
  9588. case NPC_WIDECONFUSE2:
  9589. case NPC_WIDECURSE:
  9590. case NPC_WIDECURSE2:
  9591. case NPC_WIDEFREEZE:
  9592. case NPC_WIDEFREEZE2:
  9593. case NPC_WIDESLEEP:
  9594. case NPC_WIDESLEEP2:
  9595. case NPC_WIDESILENCE:
  9596. case NPC_WIDESILENCE2:
  9597. case NPC_WIDESTONE:
  9598. case NPC_WIDESTONE2:
  9599. case NPC_WIDESTUN:
  9600. case NPC_WIDESTUN2:
  9601. case NPC_SLOWCAST:
  9602. case NPC_WIDEHELLDIGNITY:
  9603. case NPC_WIDEHEALTHFEAR:
  9604. case NPC_WIDEBODYBURNNING:
  9605. case NPC_WIDEFROSTMISTY:
  9606. case NPC_WIDECOLD:
  9607. case NPC_WIDE_DEEP_SLEEP:
  9608. case NPC_WIDESIREN:
  9609. case NPC_WIDEWEB:
  9610. if (flag&1){
  9611. switch ( type ) {
  9612. case SC_BURNING:
  9613. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9614. break;
  9615. case SC_STONEWAIT:
  9616. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9617. break;
  9618. default:
  9619. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9620. }
  9621. }
  9622. else {
  9623. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9624. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9625. map_foreachinallrange(skill_area_sub, bl,
  9626. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9627. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9628. skill_castend_nodamage_id);
  9629. }
  9630. break;
  9631. case NPC_WIDESOULDRAIN:
  9632. if (flag&1)
  9633. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9634. else {
  9635. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9637. map_foreachinallrange(skill_area_sub, bl,
  9638. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9639. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9640. skill_castend_nodamage_id);
  9641. }
  9642. break;
  9643. case NPC_FIRESTORM: {
  9644. int sflag = flag;
  9645. if( skill_lv > 1 )
  9646. sflag |= 4;
  9647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9648. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9649. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9650. }
  9651. break;
  9652. case ALL_PARTYFLEE:
  9653. if( sd && !(flag&1) ) {
  9654. if( !sd->status.party_id ) {
  9655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9656. break;
  9657. }
  9658. 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);
  9659. } else
  9660. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9661. break;
  9662. case NPC_TALK:
  9663. case ALL_WEWISH:
  9664. case ALL_CATCRY:
  9665. case ALL_DREAM_SUMMERNIGHT:
  9666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9667. break;
  9668. case ALL_BUYING_STORE:
  9669. if( sd )
  9670. {// players only, skill allows 5 buying slots
  9671. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9672. }
  9673. break;
  9674. case RK_ENCHANTBLADE:
  9675. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9676. 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)));
  9677. break;
  9678. case RK_DRAGONHOWLING:
  9679. if( flag&1)
  9680. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9681. else
  9682. {
  9683. skill_area_temp[2] = 0;
  9684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9685. map_foreachinallrange(skill_area_sub, src,
  9686. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9687. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9688. skill_castend_nodamage_id);
  9689. }
  9690. break;
  9691. case LG_EARTHDRIVE: {
  9692. int dummy = 1;
  9693. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9694. i = skill_get_splash(skill_id,skill_lv);
  9695. 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);
  9696. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9697. }
  9698. break;
  9699. case RK_LUXANIMA:
  9700. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9701. case RK_GIANTGROWTH:
  9702. case RK_STONEHARDSKIN:
  9703. case RK_VITALITYACTIVATION:
  9704. case RK_ABUNDANCE:
  9705. case RK_CRUSHSTRIKE:
  9706. case RK_REFRESH:
  9707. case RK_MILLENNIUMSHIELD:
  9708. if (sd) {
  9709. uint8 rune_level = 1; // RK_GIANTGROWTH
  9710. if (skill_id == RK_VITALITYACTIVATION)
  9711. rune_level = 2;
  9712. else if (skill_id == RK_STONEHARDSKIN)
  9713. rune_level = 4;
  9714. else if (skill_id == RK_ABUNDANCE)
  9715. rune_level = 6;
  9716. else if (skill_id == RK_CRUSHSTRIKE)
  9717. rune_level = 7;
  9718. else if (skill_id == RK_REFRESH)
  9719. rune_level = 8;
  9720. else if (skill_id == RK_MILLENNIUMSHIELD)
  9721. rune_level = 9;
  9722. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9723. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9724. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9725. else if (skill_id == RK_STONEHARDSKIN)
  9726. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9727. } else
  9728. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9729. }
  9730. break;
  9731. case NPC_MILLENNIUMSHIELD:
  9732. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9733. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9734. break;
  9735. case RK_FIGHTINGSPIRIT: {
  9736. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9737. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9738. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9739. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9740. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9741. break;
  9742. }
  9743. case GC_ROLLINGCUTTER:
  9744. {
  9745. short count = 1;
  9746. skill_area_temp[2] = 0;
  9747. 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);
  9748. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9749. { // Every time the skill is casted the status change is reseted adding a counter.
  9750. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9751. if( count > 10 )
  9752. count = 10; // Max coounter
  9753. status_change_end(bl, SC_ROLLINGCUTTER);
  9754. }
  9755. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9756. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9757. }
  9758. break;
  9759. case GC_WEAPONBLOCKING:
  9760. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9761. status_change_end(bl, SC_WEAPONBLOCKING);
  9762. else
  9763. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9765. break;
  9766. case GC_CREATENEWPOISON:
  9767. if( sd )
  9768. {
  9769. clif_skill_produce_mix_list(sd,skill_id,25);
  9770. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9771. }
  9772. break;
  9773. case GC_POISONINGWEAPON:
  9774. if( sd ) {
  9775. clif_poison_list(sd,skill_lv);
  9776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9777. }
  9778. break;
  9779. case GC_ANTIDOTE:
  9780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9781. if( tsc )
  9782. {
  9783. status_change_end(bl, SC_PARALYSE);
  9784. status_change_end(bl, SC_PYREXIA);
  9785. status_change_end(bl, SC_DEATHHURT);
  9786. status_change_end(bl, SC_LEECHESEND);
  9787. status_change_end(bl, SC_VENOMBLEED);
  9788. status_change_end(bl, SC_MAGICMUSHROOM);
  9789. status_change_end(bl, SC_TOXIN);
  9790. status_change_end(bl, SC_OBLIVIONCURSE);
  9791. }
  9792. break;
  9793. case GC_PHANTOMMENACE:
  9794. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9796. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9797. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9798. break;
  9799. case GC_HALLUCINATIONWALK:
  9800. {
  9801. int heal = status_get_max_hp(bl) / 10;
  9802. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9803. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9804. break;
  9805. }
  9806. if( !status_charge(bl,heal,0) )
  9807. {
  9808. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9809. break;
  9810. }
  9811. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9812. }
  9813. break;
  9814. case AB_ANCILLA:
  9815. if( sd ) {
  9816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9817. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, nullptr);
  9818. }
  9819. break;
  9820. case AB_CLEMENTIA:
  9821. case AB_CANTO:
  9822. {
  9823. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9824. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9825. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9826. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9827. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9828. else if( sd )
  9829. 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);
  9830. }
  9831. break;
  9832. case AB_PRAEFATIO:
  9833. case AB_RENOVATIO:
  9834. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9835. if (skill_id == AB_PRAEFATIO)
  9836. 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)));
  9837. else
  9838. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9839. } else if( sd )
  9840. 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);
  9841. break;
  9842. case AB_CHEAL:
  9843. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9844. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9845. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9846. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9847. if( partycount > 1 )
  9848. i += (i / 100) * (partycount * 10) / 4;
  9849. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9850. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9851. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9852. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9853. i = ~i + 1;
  9854. status_heal(bl, i, 0, 0);
  9855. }
  9856. } else if( sd )
  9857. 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);
  9858. break;
  9859. case NPC_CHEAL:
  9860. if( flag&1 ) {
  9861. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9862. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9863. if (status_isimmune(bl))
  9864. i = 0;
  9865. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9866. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9867. i = ~i + 1;
  9868. status_heal(bl, i, 0, 0);
  9869. }
  9870. }
  9871. else {
  9872. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9873. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9874. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9875. }
  9876. break;
  9877. case AB_ORATIO:
  9878. if( flag&1 )
  9879. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9880. else {
  9881. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9882. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9883. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9884. }
  9885. break;
  9886. case AB_LAUDAAGNUS:
  9887. if( flag&1 || !sd || !sd->status.party_id ) {
  9888. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9889. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9890. // Success Chance: (60 + 10 * Skill Level) %
  9891. if( rnd()%100 > 60+10*skill_lv ) break;
  9892. status_change_end(bl, SC_FREEZE);
  9893. status_change_end(bl, SC_STONE);
  9894. status_change_end(bl, SC_BLIND);
  9895. status_change_end(bl, SC_BURNING);
  9896. status_change_end(bl, SC_FREEZING);
  9897. status_change_end(bl, SC_CRYSTALIZE);
  9898. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9899. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9900. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9901. } else if( sd )
  9902. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9903. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9904. break;
  9905. case AB_LAUDARAMUS:
  9906. if( flag&1 || !sd || !sd->status.party_id ) {
  9907. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9908. // Success Chance: (60 + 10 * Skill Level) %
  9909. if( rnd()%100 > 60+10*skill_lv ) break;
  9910. status_change_end(bl, SC_SLEEP);
  9911. status_change_end(bl, SC_STUN);
  9912. status_change_end(bl, SC_MANDRAGORA);
  9913. status_change_end(bl, SC_SILENCE);
  9914. status_change_end(bl, SC_DEEPSLEEP);
  9915. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9916. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9917. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9918. } else if( sd )
  9919. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9920. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9921. break;
  9922. case AB_CLEARANCE:
  9923. 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]
  9924. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9925. break;
  9926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9927. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9928. if (sd)
  9929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9930. break;
  9931. }
  9932. if(status_isimmune(bl))
  9933. break;
  9934. //Remove bonus_script by Clearance
  9935. if (dstsd)
  9936. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9937. if(!tsc || !tsc->count)
  9938. break;
  9939. //Statuses change that can't be removed by Cleareance
  9940. for (const auto &it : status_db) {
  9941. sc_type status = static_cast<sc_type>(it.first);
  9942. if (!tsc->getSCE(status))
  9943. continue;
  9944. if (it.second->flag[SCF_NOCLEARANCE])
  9945. continue;
  9946. switch (status) {
  9947. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9948. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9949. case SC_FORTUNE: case SC_SERVICE4U:
  9950. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9951. continue; //If in song area don't end it, even if config enabled
  9952. break;
  9953. case SC_ASSUMPTIO:
  9954. if (bl->type == BL_MOB)
  9955. continue;
  9956. break;
  9957. }
  9958. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9959. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9960. status_change_end(bl,status);
  9961. }
  9962. break;
  9963. }
  9964. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9965. break;
  9966. case AB_SILENTIUM:
  9967. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9968. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9969. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9970. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9971. break;
  9972. case WL_STASIS:
  9973. if (flag&1)
  9974. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9975. else {
  9976. struct map_data *mapdata = map_getmapdata(src->m);
  9977. 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);
  9978. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9979. }
  9980. break;
  9981. case NPC_DANCINGBLADE:
  9982. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9983. break;
  9984. case WL_CHAINLIGHTNING:
  9985. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9986. break;
  9987. case WL_WHITEIMPRISON:
  9988. 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.
  9989. {
  9990. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9991. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9992. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9993. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9994. if( sd )
  9995. skill_blockpc_start(sd,skill_id,4000);
  9996. if( !(tsc && tsc->getSCE(type)) ){
  9997. 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));
  9998. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9999. if( !i )
  10000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10001. }
  10002. }else
  10003. if( sd )
  10004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  10005. break;
  10006. case NPC_JACKFROST:
  10007. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10008. 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);
  10009. break;
  10010. case WL_SIENNAEXECRATE:
  10011. if( status_isimmune(bl) || !tsc )
  10012. break;
  10013. if( flag&1 ) {
  10014. if( bl->id == skill_area_temp[1] )
  10015. break; // Already work on this target
  10016. 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));
  10017. } else {
  10018. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10019. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10020. if( rnd()%100 < rate ) { // Success on First Target
  10021. 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)) ) {
  10022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10023. skill_area_temp[1] = bl->id;
  10024. 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);
  10025. }
  10026. // Doesn't send failure packet if it fails on defense.
  10027. }
  10028. else if( sd ) // Failure on Rate
  10029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10030. }
  10031. break;
  10032. case WL_SUMMONFB:
  10033. case WL_SUMMONBL:
  10034. case WL_SUMMONWB:
  10035. case WL_SUMMONSTONE:
  10036. {
  10037. status_change *sc = status_get_sc(src);
  10038. if (sc == nullptr)
  10039. break;
  10040. e_wl_spheres element;
  10041. switch (skill_id) { // Set val2. The SC element for this ball
  10042. case WL_SUMMONFB:
  10043. element = WLS_FIRE;
  10044. break;
  10045. case WL_SUMMONBL:
  10046. element = WLS_WIND;
  10047. break;
  10048. case WL_SUMMONWB:
  10049. element = WLS_WATER;
  10050. break;
  10051. case WL_SUMMONSTONE:
  10052. element = WLS_STONE;
  10053. break;
  10054. }
  10055. if (skill_lv == 1) {
  10056. sc_type sphere = SC_NONE;
  10057. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10058. if (sc->getSCE(i) == nullptr) {
  10059. sphere = static_cast<sc_type>(i); // Take the free SC
  10060. break;
  10061. }
  10062. }
  10063. if (sphere == SC_NONE) {
  10064. if (sd) // No free slots to put SC
  10065. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10066. break;
  10067. }
  10068. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10069. } else {
  10070. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10071. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10072. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10073. }
  10074. }
  10075. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10076. }
  10077. break;
  10078. case WL_READING_SB_READING:
  10079. if (sd) {
  10080. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10081. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10082. break;
  10083. }
  10084. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10085. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10086. }
  10087. break;
  10088. case RA_FEARBREEZE:
  10089. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10090. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10091. break;
  10092. case RA_WUGMASTERY:
  10093. if( sd ) {
  10094. if( !pc_iswug(sd) )
  10095. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10096. else
  10097. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10099. }
  10100. break;
  10101. case RA_WUGRIDER:
  10102. if( sd ) {
  10103. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10104. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10105. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10106. } else if( pc_isridingwug(sd) ) {
  10107. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10108. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10109. }
  10110. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10111. }
  10112. break;
  10113. case RA_WUGDASH:
  10114. if( tsce ) {
  10115. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10116. map_freeblock_unlock();
  10117. return 0;
  10118. }
  10119. if( sd && pc_isridingwug(sd) ) {
  10120. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10121. clif_walkok(sd);
  10122. }
  10123. break;
  10124. case RA_SENSITIVEKEEN:
  10125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10126. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10127. 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);
  10128. break;
  10129. case NC_F_SIDESLIDE:
  10130. case NC_B_SIDESLIDE:
  10131. {
  10132. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10133. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10134. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10135. }
  10136. break;
  10137. case NC_SELFDESTRUCTION:
  10138. if( sd ) {
  10139. if( pc_ismadogear(sd) )
  10140. pc_setmadogear(sd, false);
  10141. skill_area_temp[1] = 0;
  10142. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10143. 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);
  10144. status_set_sp(src, 0, 0);
  10145. skill_clear_unitgroup(src);
  10146. }
  10147. break;
  10148. case NC_EMERGENCYCOOL:
  10149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10150. if (sd) {
  10151. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10152. int16 limit[] = { -45, -75, -105 };
  10153. i = 0;
  10154. for (const auto &reqItem : req.eqItem) {
  10155. if (pc_search_inventory(sd, reqItem) != -1)
  10156. break;
  10157. i++;
  10158. }
  10159. pc_overheat(*sd, limit[min(i, 2)]);
  10160. }
  10161. break;
  10162. case NC_ANALYZE:
  10163. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10164. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10165. break;
  10166. case NC_MAGNETICFIELD:
  10167. if (flag & 1) {
  10168. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10169. } else {
  10170. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10171. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10172. 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);
  10173. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10174. }
  10175. break;
  10176. case NC_REPAIR:
  10177. if( sd ) {
  10178. int heal, hp = 0;
  10179. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10180. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10181. break;
  10182. }
  10183. switch(skill_lv) {
  10184. case 1: hp = 4; break;
  10185. case 2: hp = 7; break;
  10186. case 3: hp = 13; break;
  10187. case 4: hp = 17; break;
  10188. case 5: default: hp = 23; break;
  10189. }
  10190. heal = dstsd->status.max_hp * hp / 100;
  10191. status_heal(bl,heal,0,2);
  10192. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10193. }
  10194. break;
  10195. case NC_DISJOINT:
  10196. {
  10197. if( bl->type != BL_MOB ) break;
  10198. md = map_id2md(bl->id);
  10199. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10200. status_kill(bl);
  10201. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10202. }
  10203. break;
  10204. case SC_AUTOSHADOWSPELL:
  10205. if( sd ) {
  10206. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10207. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10208. {
  10209. 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]
  10210. clif_autoshadowspell_list(sd);
  10211. clif_skill_nodamage(src,bl,skill_id,1,1);
  10212. }
  10213. else
  10214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10215. }
  10216. break;
  10217. case SC_SHADOWFORM:
  10218. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10219. 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))) )
  10220. dstsd->shadowform_id = src->id;
  10221. }
  10222. else if( sd )
  10223. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10224. break;
  10225. case SC_BODYPAINT:
  10226. if( flag&1 ) {
  10227. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10228. status_change_end(bl,SC_HIDING);
  10229. status_change_end(bl,SC_CLOAKING);
  10230. status_change_end(bl,SC_CLOAKINGEXCEED);
  10231. status_change_end(bl,SC_CAMOUFLAGE);
  10232. status_change_end(bl,SC_NEWMOON);
  10233. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10234. status_change_end(bl, SC__SHADOWFORM);
  10235. }
  10236. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10237. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10238. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10239. } else {
  10240. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10241. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10242. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10243. }
  10244. break;
  10245. case SC_ENERVATION:
  10246. case SC_GROOMY:
  10247. case SC_LAZINESS:
  10248. case SC_UNLUCKY:
  10249. case SC_WEAKNESS:
  10250. if( !(tsc && tsc->getSCE(type)) ) {
  10251. int rate;
  10252. if (status_get_class_(bl) == CLASS_BOSS)
  10253. break;
  10254. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10255. - (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));
  10256. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10257. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10258. } else if( sd )
  10259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10260. break;
  10261. case SC_IGNORANCE:
  10262. if( !(tsc && tsc->getSCE(type)) ) {
  10263. int rate;
  10264. if (status_get_class_(bl) == CLASS_BOSS)
  10265. break;
  10266. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10267. - (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));
  10268. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10269. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10270. int sp = 100 * skill_lv;
  10271. if( dstmd )
  10272. sp = dstmd->level;
  10273. if( !dstmd )
  10274. status_zap(bl, 0, sp);
  10275. status_heal(src, 0, sp / 2, 3);
  10276. } else if( sd )
  10277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10278. } else if( sd )
  10279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10280. break;
  10281. case LG_TRAMPLE:
  10282. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10283. if (rnd()%100 < (25 + 25 * skill_lv))
  10284. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10285. status_change_end(bl, SC_SV_ROOTTWIST);
  10286. break;
  10287. case LG_REFLECTDAMAGE:
  10288. if( tsc && tsc->getSCE(type) )
  10289. status_change_end(bl,type);
  10290. else
  10291. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10293. break;
  10294. case LG_PIETY:
  10295. if( flag&1 )
  10296. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10297. else {
  10298. skill_area_temp[2] = 0;
  10299. 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);
  10300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10301. }
  10302. break;
  10303. case SR_CURSEDCIRCLE:
  10304. if( flag&1 ) {
  10305. if( status_get_class_(bl) == CLASS_BOSS )
  10306. break;
  10307. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10308. if( bl->type == BL_MOB )
  10309. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10310. clif_bladestop(src, bl->id, 1);
  10311. map_freeblock_unlock();
  10312. return 1;
  10313. }
  10314. } else {
  10315. int count = 0;
  10316. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10317. 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
  10318. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10319. if( sd ) pc_delspiritball(sd, count, 0);
  10320. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10321. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10322. }
  10323. break;
  10324. case NPC_SR_CURSEDCIRCLE:
  10325. if( flag&1 ) {
  10326. if( status_get_class_(bl) == CLASS_BOSS )
  10327. break;
  10328. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10329. if( bl->type == BL_MOB )
  10330. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10331. clif_bladestop(src, bl->id, 1);
  10332. map_freeblock_unlock();
  10333. return 1;
  10334. }
  10335. } else {
  10336. int count = 0;
  10337. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10338. 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
  10339. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10340. if( sd ) pc_delspiritball(sd, count, 0);
  10341. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10342. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10343. }
  10344. break;
  10345. case SR_RAISINGDRAGON:
  10346. if( sd ) {
  10347. short max = 5 + skill_lv;
  10348. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10349. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10350. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10351. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10352. }
  10353. break;
  10354. case SR_ASSIMILATEPOWER:
  10355. if (flag&1) {
  10356. i = 0;
  10357. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10358. if (dstsd->spiritball > 0) {
  10359. i = dstsd->spiritball;
  10360. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10361. }
  10362. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10363. i += dstsd->spiritcharm;
  10364. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10365. }
  10366. }
  10367. if (i)
  10368. status_percent_heal(src, 0, i);
  10369. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10370. } else {
  10371. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10372. 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);
  10373. }
  10374. break;
  10375. case SR_POWERVELOCITY:
  10376. if( !dstsd )
  10377. break;
  10378. if( sd && dstsd->spiritball <= 5 ) {
  10379. for(i = 0; i <= 5; i++) {
  10380. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10381. pc_delspiritball(sd, sd->spiritball, 0);
  10382. }
  10383. }
  10384. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10385. break;
  10386. case SR_GENTLETOUCH_CURE:
  10387. {
  10388. unsigned int heal;
  10389. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10390. heal = 0;
  10391. else {
  10392. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10393. status_heal(bl, heal, 0, 0);
  10394. }
  10395. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10396. status_change_end(bl, SC_STONE);
  10397. status_change_end(bl, SC_FREEZE);
  10398. status_change_end(bl, SC_STUN);
  10399. status_change_end(bl, SC_POISON);
  10400. status_change_end(bl, SC_SILENCE);
  10401. status_change_end(bl, SC_BLIND);
  10402. status_change_end(bl, SC_HALLUCINATION);
  10403. }
  10404. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10405. }
  10406. break;
  10407. case SR_GENTLETOUCH_ENERGYGAIN:
  10408. case SR_GENTLETOUCH_CHANGE:
  10409. case SR_GENTLETOUCH_REVITALIZE:
  10410. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10411. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10412. break;
  10413. case SR_FLASHCOMBO: {
  10414. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10415. const int delay[] = { 0, 750, 1250 };
  10416. if (sd) // Disable attacking/acting/moving for skill's duration.
  10417. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10418. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10419. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10420. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10421. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10422. }
  10423. break;
  10424. case WA_SWING_DANCE:
  10425. case WA_MOONLIT_SERENADE:
  10426. case WA_SYMPHONY_OF_LOVER:
  10427. case MI_RUSH_WINDMILL:
  10428. case MI_ECHOSONG:
  10429. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10431. 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));
  10432. } else if( sd ) {
  10433. 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);
  10434. 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));
  10435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10436. }
  10437. break;
  10438. case MI_HARMONIZE:
  10439. if( src != bl )
  10440. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10441. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10442. break;
  10443. case WM_DEADHILLHERE:
  10444. if( bl->type == BL_PC ) {
  10445. if( !status_isdead(bl) )
  10446. break;
  10447. int heal = tstatus->sp;
  10448. if( heal <= 0 )
  10449. heal = 1;
  10450. tstatus->hp = heal;
  10451. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10453. pc_revive((TBL_PC*)bl,heal,0);
  10454. clif_resurrection(bl,1);
  10455. }
  10456. break;
  10457. case WM_VOICEOFSIREN:
  10458. if (flag&1)
  10459. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10460. else {
  10461. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10462. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10463. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10464. 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);
  10465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10466. }
  10467. break;
  10468. case WM_GLOOMYDAY:
  10469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10470. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10471. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10472. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10473. { // !TODO: Which skills aren't boosted anymore?
  10474. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10475. break;
  10476. }
  10477. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10478. break;
  10479. case WM_SATURDAY_NIGHT_FEVER:
  10480. if( flag&1 ) {
  10481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10482. } else if (sd) {
  10483. 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?
  10484. 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);
  10485. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10486. }
  10487. }
  10488. break;
  10489. case WM_SIRCLEOFNATURE:
  10490. case WM_SONG_OF_MANA:
  10491. case WM_DANCE_WITH_WUG:
  10492. case WM_LERADS_DEW:
  10493. case WM_UNLIMITED_HUMMING_VOICE:
  10494. if( flag&1 ) { // These affect to to all party members near the caster.
  10495. status_change *sc = status_get_sc(src);
  10496. if( sc && sc->getSCE(type) ) {
  10497. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10498. }
  10499. } else if( sd ) {
  10500. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10501. 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);
  10502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10503. }
  10504. break;
  10505. case WM_MELODYOFSINK:
  10506. if( flag&1 ) {
  10507. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10508. } else { // These affect to all targets around the caster.
  10509. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10510. 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);
  10511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10512. }
  10513. }
  10514. break;
  10515. case WM_BEYOND_OF_WARCRY:
  10516. if( flag&1 ) {
  10517. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10518. } else { // These affect to all targets around the caster.
  10519. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10520. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10521. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10522. }
  10523. }
  10524. break;
  10525. case WM_SOUND_OF_DESTRUCTION:
  10526. if (flag&1) {
  10527. 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
  10528. } else {
  10529. 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);
  10530. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10531. }
  10532. break;
  10533. case WM_RANDOMIZESPELL:
  10534. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10535. status_change_end(bl, SC_SONGOFMANA);
  10536. status_change_end(bl, SC_DANCEWITHWUG);
  10537. status_change_end(bl, SC_LERADSDEW);
  10538. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10539. status_change_end(bl, SC_BEYONDOFWARCRY);
  10540. status_change_end(bl, SC_MELODYOFSINK);
  10541. status_change_end(bl, SC_BEYONDOFWARCRY);
  10542. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10543. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10544. }
  10545. break;
  10546. case RETURN_TO_ELDICASTES:
  10547. case ALL_GUARDIAN_RECALL:
  10548. case ECLAGE_RECALL:
  10549. case ALL_PRONTERA_RECALL:
  10550. if( sd )
  10551. {
  10552. short x=0, y=0; // Destiny position.
  10553. unsigned short mapindex=0;
  10554. switch(skill_id){
  10555. default:
  10556. case RETURN_TO_ELDICASTES:
  10557. x = 198;
  10558. y = 187;
  10559. mapindex = mapindex_name2id(MAP_DICASTES);
  10560. break;
  10561. case ALL_GUARDIAN_RECALL:
  10562. x = 44;
  10563. y = 151;
  10564. mapindex = mapindex_name2id(MAP_MORA);
  10565. break;
  10566. case ECLAGE_RECALL:
  10567. x = 47;
  10568. y = 31;
  10569. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10570. break;
  10571. case ALL_PRONTERA_RECALL:
  10572. if(skill_lv == 1) {
  10573. x = 115;
  10574. y = 72;
  10575. }
  10576. else if(skill_lv == 2) {
  10577. x = 159;
  10578. y = 192;
  10579. }
  10580. mapindex = mapindex_name2id(MAP_PRONTERA);
  10581. break;
  10582. }
  10583. if(!mapindex)
  10584. { //Given map not found?
  10585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10586. map_freeblock_unlock();
  10587. return 0;
  10588. }
  10589. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10590. }
  10591. break;
  10592. case ECL_SNOWFLIP:
  10593. case ECL_PEONYMAMY:
  10594. case ECL_SADAGUI:
  10595. case ECL_SEQUOIADUST:
  10596. switch(skill_id){
  10597. case ECL_SNOWFLIP:
  10598. status_change_end(bl, SC_SLEEP);
  10599. status_change_end(bl, SC_BLEEDING);
  10600. status_change_end(bl, SC_BURNING);
  10601. status_change_end(bl, SC_DEEPSLEEP);
  10602. break;
  10603. case ECL_PEONYMAMY:
  10604. status_change_end(bl, SC_FREEZE);
  10605. status_change_end(bl, SC_FREEZING);
  10606. status_change_end(bl, SC_CRYSTALIZE);
  10607. break;
  10608. case ECL_SADAGUI:
  10609. status_change_end(bl, SC_STUN);
  10610. status_change_end(bl, SC_CONFUSION);
  10611. status_change_end(bl, SC_HALLUCINATION);
  10612. status_change_end(bl, SC_FEAR);
  10613. break;
  10614. case ECL_SEQUOIADUST:
  10615. status_change_end(bl, SC_STONE);
  10616. status_change_end(bl, SC_POISON);
  10617. status_change_end(bl, SC_CURSE);
  10618. status_change_end(bl, SC_BLIND);
  10619. status_change_end(bl, SC_ORCISH);
  10620. status_change_end(bl, SC_DECREASEAGI);
  10621. break;
  10622. }
  10623. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10624. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10625. break;
  10626. case GM_SANDMAN:
  10627. if( tsc ) {
  10628. if( tsc->opt1 == OPT1_SLEEP )
  10629. tsc->opt1 = 0;
  10630. else
  10631. tsc->opt1 = OPT1_SLEEP;
  10632. clif_changeoption(bl);
  10633. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10634. }
  10635. break;
  10636. case SO_ARRULLO:
  10637. {
  10638. 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;
  10639. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10640. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10641. }
  10642. break;
  10643. case WM_LULLABY_DEEPSLEEP:
  10644. if (flag&1) {
  10645. 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);
  10646. 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
  10647. sc_start(src, bl, type, rate, skill_lv, duration);
  10648. } else {
  10649. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10650. 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);
  10651. }
  10652. break;
  10653. case SO_SUMMON_AGNI:
  10654. case SO_SUMMON_AQUA:
  10655. case SO_SUMMON_VENTUS:
  10656. case SO_SUMMON_TERA:
  10657. if( sd ) {
  10658. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10659. // Remove previous elemental first.
  10660. if( sd->ed )
  10661. elemental_delete(sd->ed);
  10662. // Summoning the new one.
  10663. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10665. break;
  10666. }
  10667. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10668. }
  10669. break;
  10670. case SO_EL_CONTROL:
  10671. if( sd ) {
  10672. int mode;
  10673. if( !sd->ed ) break;
  10674. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10675. elemental_delete(sd->ed);
  10676. break;
  10677. }
  10678. switch( skill_lv ) {// Select mode bassed on skill level used.
  10679. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10680. case 2: mode = EL_MODE_ASSIST; break;
  10681. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10682. }
  10683. if( !elemental_change_mode(sd->ed,mode) ) {
  10684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10685. break;
  10686. }
  10687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10688. }
  10689. break;
  10690. case SO_EL_ACTION:
  10691. if( sd ) {
  10692. int duration = 3000;
  10693. if( !sd->ed )
  10694. break;
  10695. switch(sd->ed->db->class_) {
  10696. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10697. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10698. duration = 6000;
  10699. break;
  10700. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10701. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10702. duration = 9000;
  10703. break;
  10704. }
  10705. sd->skill_id_old = skill_id;
  10706. elemental_action(sd->ed, bl, tick);
  10707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10708. skill_blockpc_start(sd, skill_id, duration);
  10709. }
  10710. break;
  10711. case SO_EL_CURE:
  10712. if( sd ) {
  10713. s_elemental_data *ed = sd->ed;
  10714. int s_hp, s_sp;
  10715. if( !ed )
  10716. break;
  10717. s_hp = sd->battle_status.hp * 10 / 100;
  10718. s_sp = sd->battle_status.sp * 10 / 100;
  10719. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10721. break;
  10722. }
  10723. status_heal(&ed->bl,s_hp,s_sp,3);
  10724. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10725. }
  10726. break;
  10727. case GN_CHANGEMATERIAL:
  10728. case SO_EL_ANALYSIS:
  10729. if( sd ) {
  10730. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10731. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10732. }
  10733. break;
  10734. case NPC_MANDRAGORA:
  10735. case GN_MANDRAGORA:
  10736. if( flag&1 ) {
  10737. int rate;
  10738. if (skill_id == NPC_MANDRAGORA)
  10739. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10740. else
  10741. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10742. if (rate < 10)
  10743. rate = 10;
  10744. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10745. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10746. if (rnd()%100 < rate) {
  10747. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10748. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10749. }
  10750. } else {
  10751. 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);
  10752. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10753. }
  10754. break;
  10755. case GN_SLINGITEM:
  10756. if( sd ) {
  10757. i = sd->equip_index[EQI_AMMO];
  10758. if( i < 0 )
  10759. break; // No ammo.
  10760. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10761. if( ammo_id == 0 )
  10762. break;
  10763. sd->itemid = ammo_id;
  10764. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10765. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10766. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10767. 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);
  10768. else
  10769. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10770. } else //Otherwise, it fails, shows animation and removes items.
  10771. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10772. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10773. switch (ammo_id) {
  10774. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10775. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10776. status_percent_heal(bl, 1, 0);
  10777. break;
  10778. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10779. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10780. status_percent_heal(bl, 2, 0);
  10781. break;
  10782. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10783. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10784. status_percent_heal(bl, 5, 0);
  10785. break;
  10786. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10787. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10788. status_percent_heal(bl, 0, 2);
  10789. break;
  10790. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10791. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10792. status_percent_heal(bl, 0, 4);
  10793. break;
  10794. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10795. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10796. status_percent_heal(bl, 0, 8);
  10797. break;
  10798. default:
  10799. if (dstsd)
  10800. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10801. break;
  10802. }
  10803. }
  10804. }
  10805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10807. break;
  10808. case GN_MIX_COOKING:
  10809. case GN_MAKEBOMB:
  10810. case GN_S_PHARMACY:
  10811. if( sd ) {
  10812. int qty = 1;
  10813. sd->skill_id_old = skill_id;
  10814. sd->skill_lv_old = skill_lv;
  10815. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10816. qty = 10;
  10817. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10819. }
  10820. break;
  10821. case EL_CIRCLE_OF_FIRE:
  10822. case EL_PYROTECHNIC:
  10823. case EL_HEATER:
  10824. case EL_TROPIC:
  10825. case EL_AQUAPLAY:
  10826. case EL_COOLER:
  10827. case EL_CHILLY_AIR:
  10828. case EL_GUST:
  10829. case EL_BLAST:
  10830. case EL_WILD_STORM:
  10831. case EL_PETROLOGY:
  10832. case EL_CURSED_SOIL:
  10833. case EL_UPHEAVAL:
  10834. case EL_FIRE_CLOAK:
  10835. case EL_WATER_DROP:
  10836. case EL_WIND_CURTAIN:
  10837. case EL_SOLID_SKIN:
  10838. case EL_STONE_SHIELD:
  10839. case EL_WIND_STEP:
  10840. case EM_EL_FLAMETECHNIC:
  10841. case EM_EL_FLAMEARMOR:
  10842. case EM_EL_COLD_FORCE:
  10843. case EM_EL_CRYSTAL_ARMOR:
  10844. case EM_EL_GRACE_BREEZE:
  10845. case EM_EL_EYES_OF_STORM:
  10846. case EM_EL_EARTH_CARE:
  10847. case EM_EL_STRONG_PROTECTION:
  10848. case EM_EL_DEEP_POISONING:
  10849. case EM_EL_POISON_SHIELD:
  10850. {
  10851. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10852. if( ele ) {
  10853. sc_type type2 = (sc_type)(type-1);
  10854. status_change *sc = status_get_sc(&ele->bl);
  10855. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10856. status_change_end(src,type);
  10857. status_change_end(bl,type2);
  10858. } else {
  10859. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10860. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10861. 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);
  10862. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10863. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10864. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10865. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10866. }
  10867. }
  10868. }
  10869. break;
  10870. case EL_FIRE_MANTLE:
  10871. case EL_WATER_BARRIER:
  10872. case EL_ZEPHYR:
  10873. case EL_POWER_OF_GAIA:
  10874. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10875. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10876. break;
  10877. case EL_WATER_SCREEN: {
  10878. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10879. if( ele ) {
  10880. status_change *sc = status_get_sc(&ele->bl);
  10881. sc_type type2 = (sc_type)(type-1);
  10882. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10883. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10884. status_change_end(bl,type);
  10885. status_change_end(src,type2);
  10886. } else {
  10887. // This not heals at the end.
  10888. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10889. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10890. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10891. }
  10892. }
  10893. }
  10894. break;
  10895. case KO_KAHU_ENTEN:
  10896. case KO_HYOUHU_HUBUKI:
  10897. case KO_KAZEHU_SEIRAN:
  10898. case KO_DOHU_KOUKAI:
  10899. if (sd) {
  10900. int ele_type = skill_get_ele(skill_id,skill_lv);
  10901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10902. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10903. }
  10904. break;
  10905. case KO_ZANZOU:
  10906. if(sd){
  10907. struct mob_data *md2;
  10908. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10909. if( md2 )
  10910. {
  10911. md2->master_id = src->id;
  10912. md2->special_state.ai = AI_ZANZOU;
  10913. if( md2->deletetimer != INVALID_TIMER )
  10914. delete_timer(md2->deletetimer, mob_timer_delete);
  10915. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10916. mob_spawn( md2 );
  10917. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10919. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10920. }
  10921. }
  10922. break;
  10923. case KO_KYOUGAKU:
  10924. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10925. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10926. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10927. }else if( sd )
  10928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10929. break;
  10930. case KO_JYUSATSU:
  10931. if( dstsd && tsc && !tsc->getSCE(type) &&
  10932. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10933. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10934. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10935. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10936. if( status_get_lv(bl) <= status_get_lv(src) )
  10937. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10938. }else if( sd )
  10939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10940. break;
  10941. case KO_GENWAKU:
  10942. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10943. int x = src->x, y = src->y;
  10944. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10946. break;
  10947. }
  10948. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10949. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10950. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10951. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10952. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10953. clif_blown(src);
  10954. if (!unit_blown_immune(bl, 0x1)) {
  10955. unit_movepos(bl,x,y,0,0);
  10956. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10957. clif_sitting(bl); //Avoid sitting sync problem
  10958. clif_blown(bl);
  10959. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10960. }
  10961. }
  10962. }
  10963. break;
  10964. case OB_AKAITSUKI:
  10965. case OB_OBOROGENSOU:
  10966. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10967. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10969. break;
  10970. }
  10971. case KO_IZAYOI:
  10972. case OB_ZANGETSU:
  10973. case KG_KYOMU:
  10974. case KG_KAGEMUSYA:
  10975. case SP_SOULDIVISION:
  10976. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10977. if (bl->type != BL_PC) {
  10978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10979. break;
  10980. }
  10981. }
  10982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10983. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10984. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10985. break;
  10986. case KG_KAGEHUMI:
  10987. if( flag&1 ){
  10988. if (bl->type != BL_PC)
  10989. break;
  10990. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  10991. status_change_end(bl, SC_HIDING);
  10992. status_change_end(bl, SC_CLOAKING);
  10993. status_change_end(bl, SC_CLOAKINGEXCEED);
  10994. status_change_end(bl, SC_CAMOUFLAGE);
  10995. status_change_end(bl, SC_NEWMOON);
  10996. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10997. status_change_end(bl, SC__SHADOWFORM);
  10998. status_change_end(bl, SC_MARIONETTE);
  10999. status_change_end(bl, SC_HARMONIZE);
  11000. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11001. }
  11002. }else{
  11003. 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);
  11004. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11005. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11006. }
  11007. break;
  11008. case MH_SILENT_BREEZE:
  11009. {
  11010. int heal = 5 * status_get_lv(&hd->bl) +
  11011. #ifdef RENEWAL
  11012. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11013. #else
  11014. status_base_matk_min(&hd->battle_status);
  11015. #endif
  11016. //Silences the homunculus and target
  11017. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11018. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11019. //Recover the target's HP
  11020. status_heal(bl,heal,0,3);
  11021. //Removes these SC from target
  11022. if (tsc) {
  11023. const enum sc_type scs[] = {
  11024. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11025. };
  11026. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11027. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11028. }
  11029. if (hd)
  11030. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11031. }
  11032. break;
  11033. case MH_OVERED_BOOST:
  11034. if (hd && battle_get_master(src)) {
  11035. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11036. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11037. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11038. }
  11039. break;
  11040. case MH_GRANITIC_ARMOR:
  11041. case MH_PYROCLASTIC:
  11042. if(hd) {
  11043. struct block_list *s_bl = battle_get_master(src);
  11044. 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
  11045. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11046. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11047. }
  11048. break;
  11049. case MH_LIGHT_OF_REGENE: //self
  11050. if(hd) {
  11051. struct block_list *s_bl = battle_get_master(src);
  11052. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11053. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11054. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11055. }
  11056. break;
  11057. case MH_STYLE_CHANGE:
  11058. if(hd){
  11059. struct status_change_entry *sce;
  11060. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11061. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11062. else sce->val1 = MH_MD_FIGHTING;
  11063. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11064. // char output[128];
  11065. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11066. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11067. //}
  11068. }
  11069. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11070. }
  11071. break;
  11072. case MH_GOLDENE_TONE:
  11073. case MH_TEMPERING: {
  11074. block_list* master_bl = battle_get_master(src);
  11075. if (master_bl != nullptr){
  11076. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11077. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11078. }
  11079. if (hd)
  11080. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11081. } break;
  11082. case MH_PAIN_KILLER:
  11083. bl = battle_get_master(src);
  11084. if (bl != nullptr)
  11085. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11086. if (hd)
  11087. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11088. break;
  11089. case MH_MAGMA_FLOW:
  11090. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11091. if (hd)
  11092. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11093. break;
  11094. case MH_SUMMON_LEGION: {
  11095. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11096. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11097. struct mob_data *sum_md;
  11098. int i_slave,c=0;
  11099. int maxcount = qty[skill_lv-1];
  11100. 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);
  11101. if(c >= maxcount) {
  11102. map_freeblock_unlock();
  11103. return 0; //max qty already spawned
  11104. }
  11105. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11106. 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);
  11107. if (sum_md) {
  11108. sum_md->master_id = src->id;
  11109. sum_md->special_state.ai = AI_LEGION;
  11110. if (sum_md->deletetimer != INVALID_TIMER)
  11111. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11112. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11113. mob_spawn(sum_md); //Now it is ready for spawning.
  11114. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11115. }
  11116. }
  11117. if (hd)
  11118. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11119. }
  11120. break;
  11121. case RL_RICHS_COIN:
  11122. if (sd) {
  11123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11124. for (i = 0; i < 10; i++)
  11125. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11126. }
  11127. break;
  11128. case RL_C_MARKER:
  11129. if (sd) {
  11130. // If marked by someone else remove it
  11131. if (tsce && tsce->val2 != src->id)
  11132. status_change_end(bl, type);
  11133. // Check if marked before
  11134. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11135. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11136. // Find empty slot
  11137. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11138. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11140. break;
  11141. }
  11142. }
  11143. sd->c_marker[i] = bl->id;
  11144. 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);
  11145. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11146. }
  11147. // If mob casts this, at least SC_C_MARKER as debuff
  11148. else {
  11149. 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);
  11150. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11151. }
  11152. break;
  11153. case RL_QD_SHOT:
  11154. if (sd) {
  11155. skill_area_temp[1] = bl->id;
  11156. // Check surrounding
  11157. 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);
  11158. if (skill_area_temp[0])
  11159. 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);
  11160. // Main target always receives damage
  11161. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11162. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11163. } else {
  11164. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11165. 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);
  11166. }
  11167. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11168. skill_area_temp[0] = 0;
  11169. skill_area_temp[1] = 0;
  11170. break;
  11171. case RL_FLICKER:
  11172. if (sd) {
  11173. sd->flicker = true;
  11174. skill_area_temp[1] = 0;
  11175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11176. // Detonate RL_B_TRAP
  11177. if (pc_checkskill(sd, RL_B_TRAP))
  11178. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11179. // Detonate RL_H_MINE
  11180. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11181. 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);
  11182. sd->flicker = false;
  11183. }
  11184. break;
  11185. case SO_ELEMENTAL_SHIELD:
  11186. if (!sd || sd->status.party_id == 0 || flag&1) {
  11187. if (sd && sd->status.party_id == 0) {
  11188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11189. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11190. elemental_delete(sd->ed);
  11191. }
  11192. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11193. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11194. }
  11195. else {
  11196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11197. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11198. elemental_delete(sd->ed);
  11199. 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);
  11200. }
  11201. break;
  11202. case SU_HIDE:
  11203. if (tsce) {
  11204. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11205. status_change_end(bl, type);
  11206. map_freeblock_unlock();
  11207. return 0;
  11208. }
  11209. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11210. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11211. break;
  11212. case SU_STOOP:
  11213. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11214. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11215. break;
  11216. case SU_SV_ROOTTWIST:
  11217. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11218. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11219. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11220. break;
  11221. }
  11222. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11223. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11224. else {
  11225. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11226. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11227. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11228. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11229. }
  11230. break;
  11231. case SU_TUNABELLY:
  11232. {
  11233. unsigned int heal = 0;
  11234. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11235. heal = 0;
  11236. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11237. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11238. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11239. status_heal(bl, heal, 0, 0);
  11240. }
  11241. break;
  11242. case SU_BUNCHOFSHRIMP:
  11243. case SU_HISS:
  11244. case SU_PURRING:
  11245. case SU_MEOWMEOW:
  11246. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11247. int duration = skill_get_time(skill_id, skill_lv);
  11248. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11249. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11250. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11251. } else if (sd) {
  11252. 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);
  11253. }
  11254. break;
  11255. case SU_SHRIMPARTY:
  11256. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11257. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11258. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11259. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11260. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11261. }
  11262. } else if (sd)
  11263. 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);
  11264. break;
  11265. case SU_POWEROFFLOCK:
  11266. if (flag&1) {
  11267. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11268. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11269. } else {
  11270. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11271. if (battle_config.skill_wall_check)
  11272. 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);
  11273. else
  11274. 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);
  11275. }
  11276. break;
  11277. case ALL_EQSWITCH:
  11278. if( sd ){
  11279. clif_equipswitch_reply( sd, false );
  11280. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11281. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11282. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11283. }
  11284. }
  11285. }
  11286. break;
  11287. case AB_VITUPERATUM:
  11288. if (flag&1)
  11289. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11290. else {
  11291. 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);
  11292. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11293. }
  11294. break;
  11295. case AB_CONVENIO:
  11296. if (sd) {
  11297. party_data *p = party_search(sd->status.party_id);
  11298. int i = 0, count = 0;
  11299. // Only usable in party
  11300. if (p == nullptr) {
  11301. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11302. break;
  11303. }
  11304. // Only usable as party leader.
  11305. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11306. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11307. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11308. break;
  11309. }
  11310. // Do the teleport part
  11311. for (i = 0; i < MAX_PARTY; ++i) {
  11312. map_session_data *pl_sd = p->data[i].sd;
  11313. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11314. sd->bl.m != pl_sd->bl.m)
  11315. continue;
  11316. // Respect /call configuration
  11317. if( pl_sd->status.disable_call ){
  11318. continue;
  11319. }
  11320. 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))) {
  11321. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11322. count++;
  11323. }
  11324. }
  11325. if (!count)
  11326. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11327. }
  11328. break;
  11329. case NPC_PULSESTRIKE2:
  11330. for (int i = 0; i < 3; i++)
  11331. 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);
  11332. break;
  11333. case BO_THE_WHOLE_PROTECTION:
  11334. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11335. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11336. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11337. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11338. continue;
  11339. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11340. }
  11341. } else if (sd) {
  11342. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11343. 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);
  11344. }
  11345. break;
  11346. case TR_MUSICAL_INTERLUDE:
  11347. case TR_JAWAII_SERENADE:
  11348. case TR_PRON_MARCH:
  11349. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11350. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11351. else if (sd) {
  11352. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11353. sd->skill_id_song = skill_id;
  11354. sd->skill_lv_song = skill_lv;
  11355. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11356. flag |= 2;
  11357. 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);
  11358. }
  11359. break;
  11360. case TR_GEF_NOCTURN:
  11361. case TR_AIN_RHAPSODY:
  11362. if (flag & 1)
  11363. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11364. else if (sd) {
  11365. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11366. sd->skill_id_song = skill_id;
  11367. sd->skill_lv_song = skill_lv;
  11368. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11369. flag |= 2;
  11370. 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);
  11371. }
  11372. break;
  11373. case TR_ROKI_CAPRICCIO:
  11374. case TR_NIPELHEIM_REQUIEM:
  11375. if (flag & 1) { // Need official success chances.
  11376. uint16 success_chance = 5 * skill_lv;
  11377. if (flag & 2)
  11378. success_chance *= 2;
  11379. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11380. if (skill_id == TR_ROKI_CAPRICCIO) {
  11381. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11382. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11383. } else { // TR_NIPELHEIM_REQUIEM
  11384. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11385. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11386. }
  11387. } else if (sd) {
  11388. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11389. sd->skill_id_song = skill_id;
  11390. sd->skill_lv_song = skill_lv;
  11391. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11392. flag |= 2;
  11393. 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);
  11394. }
  11395. break;
  11396. case ABR_NET_REPAIR:
  11397. case ABR_NET_SUPPORT:
  11398. if (flag & 1) {
  11399. int heal_amount;
  11400. if (skill_id == ABR_NET_REPAIR) {
  11401. heal_amount = tstatus->max_hp * 10 / 100;
  11402. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11403. status_heal(bl, heal_amount, 0, 0);
  11404. } else { // ABR_NET_SUPPORT
  11405. heal_amount = tstatus->max_sp * 3 / 100;
  11406. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11407. status_heal(bl, 0, heal_amount, 0);
  11408. }
  11409. } else {
  11410. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11411. 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);
  11412. }
  11413. break;
  11414. case WH_HAWK_M:
  11415. if (sd) {
  11416. if (!pc_isfalcon(sd))
  11417. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11418. else
  11419. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11421. }
  11422. break;
  11423. case EM_SUMMON_ELEMENTAL_ARDOR:
  11424. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11425. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11426. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11427. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11428. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11429. if (sd == nullptr)
  11430. break;
  11431. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11432. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11433. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11434. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11435. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11436. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11437. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11438. // Remove the old elemental before summoning the super one.
  11439. elemental_delete(sd->ed);
  11440. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11441. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11442. break;
  11443. } else // Elemental summoned. Buff the player with the bonus.
  11444. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11445. } else {
  11446. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11447. break;
  11448. }
  11449. }
  11450. break;
  11451. case EM_ELEMENTAL_VEIL:
  11452. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11453. if (sd == nullptr)
  11454. break;
  11455. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11456. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11457. else
  11458. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11459. break;
  11460. case MT_M_MACHINE:
  11461. case BO_BIONIC_PHARMACY:
  11462. if (sd) {
  11463. sd->skill_id_old = skill_id;
  11464. sd->skill_lv_old = skill_lv;
  11465. if (skill_id == MT_M_MACHINE)
  11466. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11467. else // BO_BIONIC_PHARMACY
  11468. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11469. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11470. }
  11471. break;
  11472. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11473. case MT_SUMMON_ABR_DUAL_CANNON:
  11474. case MT_SUMMON_ABR_MOTHER_NET:
  11475. case MT_SUMMON_ABR_INFINITY: {
  11476. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11477. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11478. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11479. 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);
  11480. if (md) {
  11481. md->master_id = src->id;
  11482. md->special_state.ai = AI_ABR;
  11483. if (md->deletetimer != INVALID_TIMER)
  11484. delete_timer(md->deletetimer, mob_timer_delete);
  11485. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11486. mob_spawn(md);
  11487. }
  11488. }
  11489. break;
  11490. case BO_WOODENWARRIOR:
  11491. case BO_WOODEN_FAIRY:
  11492. case BO_CREEPER:
  11493. 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.
  11494. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11495. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11496. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11497. 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);
  11498. if (md) {
  11499. md->master_id = src->id;
  11500. md->special_state.ai = AI_BIONIC;
  11501. if (md->deletetimer != INVALID_TIMER)
  11502. delete_timer(md->deletetimer, mob_timer_delete);
  11503. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11504. mob_spawn(md);
  11505. }
  11506. }
  11507. break;
  11508. #ifdef RENEWAL
  11509. case CG_HERMODE:
  11510. skill_castend_song(src, skill_id, skill_lv, tick);
  11511. break;
  11512. #endif
  11513. case NPC_LEASH:
  11514. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11515. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11516. return 0;
  11517. }
  11518. clif_blown( bl );
  11519. break;
  11520. case NPC_WIDELEASH:
  11521. if( flag & 1 ){
  11522. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11523. return 0;
  11524. }
  11525. clif_blown( bl );
  11526. }else{
  11527. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11528. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11529. 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 );
  11530. }
  11531. break;
  11532. default: {
  11533. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11534. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11536. map_freeblock_unlock();
  11537. return 1;
  11538. }
  11539. }
  11540. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11541. status_change *sc = status_get_sc(src);
  11542. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11543. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11544. }
  11545. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11546. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11547. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11548. }
  11549. if( sd && !(flag&1) )
  11550. {// ensure that the skill last-cast tick is recorded
  11551. sd->canskill_tick = gettick();
  11552. if( sd->state.arrow_atk )
  11553. {// consume arrow on last invocation to this skill.
  11554. battle_consume_ammo(sd, skill_id, skill_lv);
  11555. }
  11556. skill_onskillusage(sd, bl, skill_id, tick);
  11557. // perform skill requirement consumption
  11558. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11559. }
  11560. map_freeblock_unlock();
  11561. return 0;
  11562. }
  11563. /**
  11564. * Checking that causing skill failed
  11565. * @param src Caster
  11566. * @param target Target
  11567. * @param skill_id
  11568. * @param skill_lv
  11569. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11570. **/
  11571. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11572. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11573. int inf = skill->inf;
  11574. status_change *tsc = status_get_sc(target);
  11575. 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)
  11576. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11577. switch (skill_id) {
  11578. case AL_HEAL:
  11579. case AL_INCAGI:
  11580. case AL_DECAGI:
  11581. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11582. case AB_RENOVATIO:
  11583. case AB_HIGHNESSHEAL:
  11584. if (tsc && tsc->option&OPTION_MADOGEAR)
  11585. return USESKILL_FAIL_TOTARGET;
  11586. break;
  11587. case RG_BACKSTAP:
  11588. {
  11589. #ifndef RENEWAL
  11590. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11591. if (map_check_dir(dir, t_dir))
  11592. return USESKILL_FAIL_MAX;
  11593. #endif
  11594. if (check_distance_bl(src, target, 0))
  11595. return USESKILL_FAIL_MAX;
  11596. }
  11597. break;
  11598. case PR_TURNUNDEAD:
  11599. {
  11600. struct status_data *tstatus = status_get_status_data(target);
  11601. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11602. return USESKILL_FAIL_MAX;
  11603. }
  11604. break;
  11605. case PR_LEXDIVINA:
  11606. case MER_LEXDIVINA:
  11607. {
  11608. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11609. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11610. return USESKILL_FAIL_LEVEL;
  11611. else
  11612. return -1; //Works on silenced allies
  11613. }
  11614. break;
  11615. case RA_WUGSTRIKE:
  11616. // Check if path can be reached
  11617. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11618. return USESKILL_FAIL_MAX;
  11619. break;
  11620. case MG_NAPALMBEAT:
  11621. case MG_FIREBALL:
  11622. case HT_BLITZBEAT:
  11623. case AS_GRIMTOOTH:
  11624. case MO_COMBOFINISH:
  11625. case NC_VULCANARM:
  11626. case SR_TIGERCANNON:
  11627. // These can damage traps, but can't target traps directly
  11628. if (target->type == BL_SKILL) {
  11629. TBL_SKILL *su = (TBL_SKILL*)target;
  11630. if (!su || !su->group)
  11631. return USESKILL_FAIL_MAX;
  11632. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11633. return USESKILL_FAIL_MAX;
  11634. }
  11635. break;
  11636. case IQ_SECOND_FLAME:
  11637. case IQ_SECOND_FAITH:
  11638. case IQ_SECOND_JUDGEMENT:
  11639. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11640. return USESKILL_FAIL_LEVEL;
  11641. break;
  11642. case IQ_THIRD_PUNISH:
  11643. case IQ_THIRD_FLAME_BOMB:
  11644. case IQ_THIRD_CONSECRATION:
  11645. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11646. return USESKILL_FAIL_LEVEL;
  11647. break;
  11648. }
  11649. if (inf&INF_ATTACK_SKILL ||
  11650. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11651. ) // Casted through combo.
  11652. inf = BCT_ENEMY; //Offensive skill.
  11653. else if (skill->inf2[INF2_NOTARGETENEMY])
  11654. inf = BCT_NOENEMY;
  11655. else
  11656. inf = 0;
  11657. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11658. inf |=
  11659. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11660. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11661. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11662. inf &= ~BCT_NEUTRAL;
  11663. }
  11664. switch (skill_id) {
  11665. // Cannot be casted to Emperium
  11666. case WZ_ESTIMATION:
  11667. case SL_SKE:
  11668. case SL_SKA:
  11669. case RK_PHANTOMTHRUST:
  11670. case NPC_PHANTOMTHRUST:
  11671. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11672. return USESKILL_FAIL_MAX;
  11673. break;
  11674. }
  11675. if (inf && battle_check_target(src, target, inf) <= 0) {
  11676. switch(skill_id) {
  11677. case RK_PHANTOMTHRUST:
  11678. case NPC_PHANTOMTHRUST:
  11679. case AB_CLEARANCE:
  11680. return USESKILL_FAIL_TOTARGET;
  11681. default:
  11682. return USESKILL_FAIL_LEVEL;
  11683. }
  11684. }
  11685. // Fogwall makes all offensive-type targetted skills fail at 75%
  11686. // Jump Kick can still fail even though you can jump to friendly targets.
  11687. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11688. return USESKILL_FAIL_LEVEL;
  11689. return -1;
  11690. }
  11691. TIMER_FUNC( skill_keep_using ){
  11692. map_session_data* sd = map_id2sd( id );
  11693. if( sd && sd->skill_keep_using.skill_id ){
  11694. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11695. sd->skill_keep_using.tid = INVALID_TIMER;
  11696. }
  11697. return 0;
  11698. }
  11699. /**
  11700. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11701. * @param tid
  11702. * @param tick
  11703. * @param data
  11704. **/
  11705. TIMER_FUNC(skill_castend_id){
  11706. struct block_list *target, *src;
  11707. map_session_data *sd;
  11708. struct mob_data *md;
  11709. struct unit_data *ud;
  11710. status_change *sc = NULL;
  11711. int flag = 0;
  11712. src = map_id2bl(id);
  11713. if( src == NULL )
  11714. {
  11715. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11716. return 0;// not found
  11717. }
  11718. ud = unit_bl2ud(src);
  11719. if( ud == NULL )
  11720. {
  11721. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11722. return 0;// ???
  11723. }
  11724. sd = BL_CAST(BL_PC, src);
  11725. md = BL_CAST(BL_MOB, src);
  11726. if( src->prev == NULL ) {
  11727. ud->skilltimer = INVALID_TIMER;
  11728. return 0;
  11729. }
  11730. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11731. if( ud->skilltimer != tid ) {
  11732. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11733. ud->skilltimer = INVALID_TIMER;
  11734. return 0;
  11735. }
  11736. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11737. {// restore original walk speed
  11738. ud->skilltimer = INVALID_TIMER;
  11739. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11740. } else
  11741. ud->skilltimer = INVALID_TIMER;
  11742. }
  11743. if (ud->skilltarget == id)
  11744. target = src;
  11745. else
  11746. target = map_id2bl(ud->skilltarget);
  11747. // Use a do so that you can break out of it when the skill fails.
  11748. do {
  11749. bool fail = false;
  11750. int8 res = USESKILL_FAIL_LEVEL;
  11751. if (!target || target->prev == NULL)
  11752. break;
  11753. if (src->m != target->m || status_isdead(src))
  11754. break;
  11755. //These should become skill_castend_pos
  11756. switch (ud->skill_id) {
  11757. case WE_CALLPARTNER:
  11758. if (sd) {
  11759. map_session_data *p_sd = pc_get_partner(sd);
  11760. if (p_sd && p_sd->state.autotrade) {
  11761. fail = true;
  11762. break;
  11763. } else
  11764. clif_callpartner(*sd);
  11765. }
  11766. break;
  11767. case WE_CALLPARENT:
  11768. if (sd) {
  11769. map_session_data *f_sd = pc_get_father(sd);
  11770. map_session_data *m_sd = pc_get_mother(sd);
  11771. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11772. fail = true;
  11773. break;
  11774. }
  11775. }
  11776. break;
  11777. case WE_CALLBABY:
  11778. if (sd) {
  11779. map_session_data *c_sd = pc_get_child(sd);
  11780. if (c_sd && c_sd->state.autotrade) {
  11781. fail = true;
  11782. break;
  11783. }
  11784. }
  11785. break;
  11786. case AM_RESURRECTHOMUN:
  11787. case PF_SPIDERWEB:
  11788. {
  11789. //Find a random spot to place the skill. [Skotlex]
  11790. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11791. ud->skillx = target->x + splash;
  11792. ud->skilly = target->y + splash;
  11793. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11794. ud->skillx = target->x;
  11795. ud->skilly = target->y;
  11796. }
  11797. ud->skilltimer = tid;
  11798. return skill_castend_pos(tid,tick,id,data);
  11799. }
  11800. case GN_WALLOFTHORN:
  11801. case SC_ESCAPE:
  11802. case WL_FROSTMISTY:
  11803. case SU_CN_POWDERING:
  11804. case AG_RAIN_OF_CRYSTAL:
  11805. ud->skillx = target->x;
  11806. ud->skilly = target->y;
  11807. ud->skilltimer = tid;
  11808. return skill_castend_pos(tid,tick,id,data);
  11809. }
  11810. // Failing
  11811. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11812. if (sd && res != USESKILL_FAIL_MAX)
  11813. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11814. break;
  11815. }
  11816. //Avoid doing double checks for instant-cast skills.
  11817. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11818. break;
  11819. if(md) {
  11820. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11821. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11822. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11823. }
  11824. if (src != target && battle_config.skill_add_range &&
  11825. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11826. {
  11827. if (sd) {
  11828. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11829. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11830. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11831. }
  11832. break;
  11833. }
  11834. #ifdef OFFICIAL_WALKPATH
  11835. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11836. {
  11837. if (sd) {
  11838. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11839. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11840. }
  11841. break;
  11842. }
  11843. #endif
  11844. if( sd )
  11845. {
  11846. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11847. break;
  11848. else {
  11849. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11850. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11851. // Give AP
  11852. if (add_ap > 0) {
  11853. switch (ud->skill_id) {
  11854. case TR_ROSEBLOSSOM:
  11855. case TR_RHYTHMSHOOTING:
  11856. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11857. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11858. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11859. break;
  11860. case TR_GEF_NOCTURN:
  11861. case TR_ROKI_CAPRICCIO:
  11862. case TR_AIN_RHAPSODY:
  11863. case TR_MUSICAL_INTERLUDE:
  11864. case TR_JAWAII_SERENADE:
  11865. case TR_NIPELHEIM_REQUIEM:
  11866. case TR_PRON_MARCH:
  11867. if (sd->skill_id_old == TR_RETROSPECTION) {
  11868. add_ap += add_ap * 50 / 100;
  11869. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11870. }
  11871. break;
  11872. }
  11873. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11874. }
  11875. 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) {
  11876. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11877. break; // Show a skill fail message (Damage type consumes requirements)
  11878. }
  11879. }
  11880. }
  11881. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11882. break;
  11883. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11884. ud->state.running = 0;
  11885. status_change_end(src, SC_RUN);
  11886. flag = 1;
  11887. }
  11888. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11889. unit_stop_walking(src,1);
  11890. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11891. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11892. if (sd) { //Cooldown application
  11893. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11894. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11895. }
  11896. if( battle_config.display_status_timers && sd )
  11897. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11898. if( sd )
  11899. {
  11900. switch( ud->skill_id )
  11901. {
  11902. case GS_DESPERADO:
  11903. case RL_FIREDANCE:
  11904. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11905. break;
  11906. case KN_BRANDISHSPEAR:
  11907. case CR_GRANDCROSS: {
  11908. sc_type type;
  11909. if (ud->skill_id == KN_BRANDISHSPEAR)
  11910. type = SC_STRIPWEAPON;
  11911. else
  11912. type = SC_STRIPSHIELD;
  11913. if ((sc = status_get_sc(src)) && sc->getSCE(type)) {
  11914. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11915. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11916. break;
  11917. }
  11918. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11919. break;
  11920. }
  11921. }
  11922. }
  11923. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11924. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11925. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11926. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11927. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11928. map_freeblock_lock();
  11929. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11930. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11931. else
  11932. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11933. 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) ){
  11934. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11935. }
  11936. sc = status_get_sc(src);
  11937. if(sc && sc->count) {
  11938. if (ud->skill_id != RA_CAMOUFLAGE)
  11939. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11940. if(sc->getSCE(SC_SPIRIT) &&
  11941. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  11942. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  11943. ud->skill_id != WZ_WATERBALL)
  11944. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  11945. #ifndef RENEWAL
  11946. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11947. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11948. #endif
  11949. }
  11950. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11951. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11952. if (ud->skilltimer == INVALID_TIMER) {
  11953. if(md) md->skill_idx = -1;
  11954. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11955. ud->skill_lv = ud->skilltarget = 0;
  11956. }
  11957. map_freeblock_unlock();
  11958. return 1;
  11959. } while(0);
  11960. //Skill failed.
  11961. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  11962. { //When Asura fails... (except when it fails from Wall of Fog)
  11963. //Consume SP/spheres
  11964. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11965. status_set_sp(src, 0, 0);
  11966. sc = &sd->sc;
  11967. if (sc->count)
  11968. { //End states
  11969. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11970. status_change_end(src, SC_BLADESTOP);
  11971. #ifdef RENEWAL
  11972. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11973. #endif
  11974. }
  11975. if( target && target->m == src->m ) { //Move character to target anyway.
  11976. short x, y;
  11977. short dir = map_calc_dir(src,target->x,target->y);
  11978. //Move 3 cells (From Caster)
  11979. if( dir > 0 && dir < 4 )
  11980. x = -3;
  11981. else if( dir > 4 )
  11982. x = 3;
  11983. else
  11984. x = 0;
  11985. if( dir > 2 && dir < 6 )
  11986. y = -3;
  11987. else if( dir == 7 || dir < 2 )
  11988. y = 3;
  11989. else
  11990. y = 0;
  11991. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11992. clif_blown(src);
  11993. clif_spiritball(src);
  11994. }
  11995. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11996. }
  11997. }
  11998. ud->skill_id = ud->skilltarget = 0;
  11999. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12000. ud->canact_tick = tick;
  12001. //You can't place a skill failed packet here because it would be
  12002. //sent in ALL cases, even cases where skill_check_condition fails
  12003. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12004. if (sd) {
  12005. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12006. if (sd->skill_keep_using.skill_id > 0) {
  12007. sd->skill_keep_using.skill_id = 0;
  12008. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12009. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12010. sd->skill_keep_using.tid = INVALID_TIMER;
  12011. }
  12012. }
  12013. } else if (md)
  12014. md->skill_idx = -1;
  12015. return 0;
  12016. }
  12017. /*==========================================
  12018. *
  12019. *------------------------------------------*/
  12020. TIMER_FUNC(skill_castend_pos){
  12021. struct block_list* src = map_id2bl(id);
  12022. map_session_data *sd;
  12023. struct unit_data *ud = unit_bl2ud(src);
  12024. struct mob_data *md;
  12025. nullpo_ret(ud);
  12026. sd = BL_CAST(BL_PC , src);
  12027. md = BL_CAST(BL_MOB, src);
  12028. if( src->prev == NULL ) {
  12029. ud->skilltimer = INVALID_TIMER;
  12030. return 0;
  12031. }
  12032. if( ud->skilltimer != tid )
  12033. {
  12034. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12035. ud->skilltimer = INVALID_TIMER;
  12036. return 0;
  12037. }
  12038. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12039. {// restore original walk speed
  12040. ud->skilltimer = INVALID_TIMER;
  12041. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12042. } else
  12043. ud->skilltimer = INVALID_TIMER;
  12044. do {
  12045. if( status_isdead(src) )
  12046. break;
  12047. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12048. break;
  12049. if(tid != INVALID_TIMER)
  12050. { //Avoid double checks on instant cast skills. [Skotlex]
  12051. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  12052. break;
  12053. if (battle_config.skill_add_range &&
  12054. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12055. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12056. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12057. break;
  12058. }
  12059. }
  12060. if( sd )
  12061. {
  12062. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12063. break;
  12064. else {
  12065. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12066. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12067. // Give AP
  12068. if (add_ap > 0) {
  12069. switch (ud->skill_id) {
  12070. case WH_DEEPBLINDTRAP:
  12071. case WH_SOLIDTRAP:
  12072. case WH_SWIFTTRAP:
  12073. case WH_FLAMETRAP:
  12074. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12075. add_ap += 1;
  12076. break;
  12077. }
  12078. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12079. }
  12080. }
  12081. }
  12082. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12083. break;
  12084. if(md) {
  12085. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12086. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12087. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12088. }
  12089. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12090. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12091. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12092. if (ud->walktimer != INVALID_TIMER)
  12093. unit_stop_walking(src,1);
  12094. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12095. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12096. if (sd) { //Cooldown application
  12097. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12098. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12099. }
  12100. if( battle_config.display_status_timers && sd )
  12101. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12102. // if( sd )
  12103. // {
  12104. // switch( ud->skill_id )
  12105. // {
  12106. // case ????:
  12107. // sd->canequip_tick = tick + ????;
  12108. // break;
  12109. // }
  12110. // }
  12111. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12112. map_freeblock_lock();
  12113. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12114. if (ud->skill_id != RA_CAMOUFLAGE)
  12115. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12116. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12117. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12118. if (ud->skilltimer == INVALID_TIMER) {
  12119. if (md) md->skill_idx = -1;
  12120. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12121. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12122. }
  12123. map_freeblock_unlock();
  12124. return 1;
  12125. } while(0);
  12126. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12127. ud->canact_tick = tick;
  12128. ud->skill_id = ud->skill_lv = 0;
  12129. if(sd)
  12130. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12131. else if(md)
  12132. md->skill_idx = -1;
  12133. return 0;
  12134. }
  12135. /* skill count without self */
  12136. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12137. struct block_list* src = va_arg(ap, struct block_list*);
  12138. if( src->id != bl->id ) {
  12139. return 1;
  12140. }
  12141. return 0;
  12142. }
  12143. /*==========================================
  12144. *
  12145. *------------------------------------------*/
  12146. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12147. {
  12148. map_session_data* sd;
  12149. status_change* sc;
  12150. struct status_change_entry *sce;
  12151. std::shared_ptr<s_skill_unit_group> sg;
  12152. enum sc_type type;
  12153. int i;
  12154. //if(skill_lv <= 0) return 0;
  12155. if(skill_id > 0 && !skill_lv) return 0; // celest
  12156. nullpo_ret(src);
  12157. if(status_isdead(src))
  12158. return 0;
  12159. sd = BL_CAST(BL_PC, src);
  12160. sc = status_get_sc(src);
  12161. type = skill_get_sc(skill_id);
  12162. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12163. switch (skill_id) { //Skill effect.
  12164. case WZ_METEOR:
  12165. case WZ_ICEWALL:
  12166. case MO_BODYRELOCATION:
  12167. case CR_CULTIVATION:
  12168. case HW_GANBANTEIN:
  12169. case LG_EARTHDRIVE:
  12170. case SC_ESCAPE:
  12171. case SU_CN_METEOR:
  12172. case NPC_RAINOFMETEOR:
  12173. break; //Effect is displayed on respective switch case.
  12174. default:
  12175. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12176. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12177. else
  12178. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12179. }
  12180. switch(skill_id)
  12181. {
  12182. case PR_BENEDICTIO:
  12183. skill_area_temp[1] = src->id;
  12184. i = skill_get_splash(skill_id, skill_lv);
  12185. map_foreachinallarea(skill_area_sub,
  12186. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12187. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12188. skill_castend_nodamage_id);
  12189. map_foreachinallarea(skill_area_sub,
  12190. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12191. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12192. skill_castend_damage_id);
  12193. break;
  12194. case BS_HAMMERFALL:
  12195. i = skill_get_splash(skill_id, skill_lv);
  12196. map_foreachinallarea(skill_area_sub,
  12197. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12198. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12199. skill_castend_nodamage_id);
  12200. break;
  12201. case HT_DETECTING:
  12202. i = skill_get_splash(skill_id, skill_lv);
  12203. map_foreachinallarea( status_change_timer_sub,
  12204. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12205. src,NULL,SC_SIGHT,tick);
  12206. skill_reveal_trap_inarea(src, i, x, y);
  12207. break;
  12208. case SR_RIDEINLIGHTNING:
  12209. i = skill_get_splash(skill_id, skill_lv);
  12210. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12211. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12212. break;
  12213. case NPC_LEX_AETERNA:
  12214. i = skill_get_splash(skill_id, skill_lv);
  12215. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12216. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12217. break;
  12218. case SA_VOLCANO:
  12219. case SA_DELUGE:
  12220. case SA_VIOLENTGALE:
  12221. { //Does not consumes if the skill is already active. [Skotlex]
  12222. std::shared_ptr<s_skill_unit_group> sg2;
  12223. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12224. {
  12225. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12226. {
  12227. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12228. return 0; // not to consume items
  12229. }
  12230. else
  12231. sg2->limit = 0; //Disable it.
  12232. }
  12233. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12234. break;
  12235. }
  12236. // Skill Unit Setting
  12237. case MG_SAFETYWALL: {
  12238. int dummy = 1;
  12239. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12240. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12241. return 0; // Don't consume gems if cast on Land Protector
  12242. }
  12243. }
  12244. case MG_FIREWALL:
  12245. case MG_THUNDERSTORM:
  12246. case AL_PNEUMA:
  12247. case WZ_FIREPILLAR:
  12248. case WZ_QUAGMIRE:
  12249. case WZ_VERMILION:
  12250. case WZ_STORMGUST:
  12251. case WZ_HEAVENDRIVE:
  12252. case NPC_GROUNDDRIVE:
  12253. case PR_SANCTUARY:
  12254. case PR_MAGNUS:
  12255. case CR_GRANDCROSS:
  12256. case NPC_GRANDDARKNESS:
  12257. case HT_SKIDTRAP:
  12258. case MA_SKIDTRAP:
  12259. case HT_LANDMINE:
  12260. case MA_LANDMINE:
  12261. case HT_ANKLESNARE:
  12262. case HT_SHOCKWAVE:
  12263. case HT_SANDMAN:
  12264. case MA_SANDMAN:
  12265. case HT_FLASHER:
  12266. case HT_FREEZINGTRAP:
  12267. case MA_FREEZINGTRAP:
  12268. case HT_BLASTMINE:
  12269. case HT_CLAYMORETRAP:
  12270. case AS_VENOMDUST:
  12271. case AM_DEMONSTRATION:
  12272. case PF_FOGWALL:
  12273. case PF_SPIDERWEB:
  12274. case HT_TALKIEBOX:
  12275. case WE_CALLPARTNER:
  12276. case WE_CALLPARENT:
  12277. case WE_CALLBABY:
  12278. case SA_LANDPROTECTOR:
  12279. #ifndef RENEWAL
  12280. case BD_LULLABY:
  12281. case BD_RICHMANKIM:
  12282. case BD_ETERNALCHAOS:
  12283. case BD_DRUMBATTLEFIELD:
  12284. case BD_RINGNIBELUNGEN:
  12285. case BD_ROKISWEIL:
  12286. case BD_INTOABYSS:
  12287. case BD_SIEGFRIED:
  12288. case BA_DISSONANCE:
  12289. case BA_POEMBRAGI:
  12290. case BA_WHISTLE:
  12291. case BA_ASSASSINCROSS:
  12292. case BA_APPLEIDUN:
  12293. case DC_UGLYDANCE:
  12294. case DC_HUMMING:
  12295. case DC_DONTFORGETME:
  12296. case DC_FORTUNEKISS:
  12297. case DC_SERVICEFORYOU:
  12298. #endif
  12299. case CG_MOONLIT:
  12300. case GS_DESPERADO:
  12301. case NJ_KAENSIN:
  12302. case NJ_BAKUENRYU:
  12303. case NJ_SUITON:
  12304. case NJ_HYOUSYOURAKU:
  12305. case NJ_RAIGEKISAI:
  12306. case NJ_KAMAITACHI:
  12307. #ifdef RENEWAL
  12308. case HW_GRAVITATION:
  12309. #endif
  12310. case NPC_EVILLAND:
  12311. case NPC_VENOMFOG:
  12312. case NPC_COMET:
  12313. case NPC_WIDESUCK:
  12314. case NPC_ICEMINE:
  12315. case NPC_FLAMECROSS:
  12316. case NPC_HELLBURNING:
  12317. case NPC_REVERBERATION:
  12318. case WL_COMET:
  12319. case RA_ELECTRICSHOCKER:
  12320. case RA_CLUSTERBOMB:
  12321. case RA_MAGENTATRAP:
  12322. case RA_COBALTTRAP:
  12323. case RA_MAIZETRAP:
  12324. case RA_VERDURETRAP:
  12325. case RA_FIRINGTRAP:
  12326. case RA_ICEBOUNDTRAP:
  12327. case SC_MANHOLE:
  12328. case SC_DIMENSIONDOOR:
  12329. case SC_CHAOSPANIC:
  12330. case SC_MAELSTROM:
  12331. case SC_BLOODYLUST:
  12332. case WM_POEMOFNETHERWORLD:
  12333. case SO_PSYCHIC_WAVE:
  12334. case NPC_PSYCHIC_WAVE:
  12335. case SO_VACUUM_EXTREME:
  12336. case GN_THORNS_TRAP:
  12337. case SO_EARTHGRAVE:
  12338. case SO_DIAMONDDUST:
  12339. case SO_FIRE_INSIGNIA:
  12340. case SO_WATER_INSIGNIA:
  12341. case SO_WIND_INSIGNIA:
  12342. case SO_EARTH_INSIGNIA:
  12343. case KO_ZENKAI:
  12344. case MH_LAVA_SLIDE:
  12345. case MH_VOLCANIC_ASH:
  12346. case MH_BLAST_FORGE:
  12347. case MH_POISON_MIST:
  12348. case MH_STEINWAND:
  12349. case MH_XENO_SLASHER:
  12350. case LG_KINGS_GRACE:
  12351. case SJ_BOOKOFCREATINGSTAR:
  12352. case RL_B_TRAP:
  12353. case NPC_STORMGUST2:
  12354. case AG_RAIN_OF_CRYSTAL:
  12355. case AG_MYSTERY_ILLUSION:
  12356. case AG_STRANTUM_TREMOR:
  12357. case AG_TORNADO_STORM:
  12358. case AG_FLORAL_FLARE_ROAD:
  12359. case IG_CROSS_RAIN:
  12360. case CD_PNEUMATICUS_PROCELLA:
  12361. case ABC_ABYSS_STRIKE:
  12362. case ABC_ABYSS_SQUARE:
  12363. case WH_DEEPBLINDTRAP:
  12364. case WH_SOLIDTRAP:
  12365. case WH_SWIFTTRAP:
  12366. case WH_FLAMETRAP:
  12367. case BO_ACIDIFIED_ZONE_WATER:
  12368. case BO_ACIDIFIED_ZONE_GROUND:
  12369. case BO_ACIDIFIED_ZONE_WIND:
  12370. case BO_ACIDIFIED_ZONE_FIRE:
  12371. case EM_DIAMOND_STORM:
  12372. case EM_LIGHTNING_LAND:
  12373. case EM_VENOM_SWAMP:
  12374. case EM_CONFLAGRATION:
  12375. case EM_TERRA_DRIVE:
  12376. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12377. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12378. case GN_WALLOFTHORN:
  12379. case GN_DEMONIC_FIRE:
  12380. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12381. break;
  12382. case WZ_ICEWALL:
  12383. flag|=1;
  12384. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12385. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12386. break;
  12387. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12388. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12389. flag|=1;
  12390. break;
  12391. case NPC_EARTHQUAKE:
  12392. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12393. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12394. break;
  12395. #ifndef RENEWAL
  12396. case HP_BASILICA:
  12397. if( sc->getSCE(SC_BASILICA) ) {
  12398. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12399. return 0;
  12400. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12401. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12402. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12403. return 0;
  12404. }
  12405. skill_clear_unitgroup(src);
  12406. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12407. flag|=1;
  12408. }
  12409. break;
  12410. #endif
  12411. #ifndef RENEWAL
  12412. case CG_HERMODE:
  12413. skill_clear_unitgroup(src);
  12414. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12415. sc_start4(src,src,SC_DANCING,100,
  12416. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12417. flag|=1;
  12418. #endif
  12419. break;
  12420. case RG_CLEANER: // [Valaris]
  12421. i = skill_get_splash(skill_id, skill_lv);
  12422. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12423. break;
  12424. case SO_WARMER:
  12425. case SO_CLOUD_KILL:
  12426. case NPC_CLOUD_KILL:
  12427. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12428. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12429. break;
  12430. case SU_CN_POWDERING:
  12431. case SU_NYANGGRASS:
  12432. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12433. if (skill_id == SU_CN_POWDERING)
  12434. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12435. else
  12436. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12437. }
  12438. flag |= 1;
  12439. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12440. break;
  12441. case SU_CN_METEOR:
  12442. if (sd) {
  12443. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12444. skill_id = SU_CN_METEOR2;
  12445. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12446. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12447. }
  12448. // Fall through
  12449. case WZ_METEOR:
  12450. {
  12451. int area = skill_get_splash(skill_id, skill_lv);
  12452. short tmpx = 0, tmpy = 0;
  12453. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12454. // Creates a random Cell in the Splash Area
  12455. tmpx = x - area + rnd() % (area * 2 + 1);
  12456. tmpy = y - area + rnd() % (area * 2 + 1);
  12457. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12458. }
  12459. }
  12460. break;
  12461. case AL_WARP:
  12462. if(sd)
  12463. {
  12464. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12465. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12466. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12467. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12468. );
  12469. }
  12470. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12471. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12472. return 0; // not to consume item.
  12473. case MO_BODYRELOCATION:
  12474. if (unit_movepos(src, x, y, 2, 1)) {
  12475. #if PACKETVER >= 20111005
  12476. clif_snap(src, src->x, src->y);
  12477. #else
  12478. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12479. #endif
  12480. if (sd)
  12481. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12482. }
  12483. break;
  12484. case NJ_SHADOWJUMP:
  12485. 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.
  12486. clif_blown(src);
  12487. status_change_end(src, SC_HIDING);
  12488. break;
  12489. case AM_SPHEREMINE:
  12490. case AM_CANNIBALIZE:
  12491. {
  12492. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12493. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12494. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12495. struct mob_data *md;
  12496. // Correct info, don't change any of this! [celest]
  12497. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12498. if (md) {
  12499. md->master_id = src->id;
  12500. md->special_state.ai = ai;
  12501. if( md->deletetimer != INVALID_TIMER )
  12502. delete_timer(md->deletetimer, mob_timer_delete);
  12503. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12504. mob_spawn (md); //Now it is ready for spawning.
  12505. }
  12506. }
  12507. break;
  12508. // Slim Pitcher [Celest]
  12509. case CR_SLIMPITCHER:
  12510. if (sd) {
  12511. int i_lv = 0, j = 0;
  12512. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12513. i_lv = skill_lv%11 - 1;
  12514. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12515. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12516. {
  12517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12518. return 1;
  12519. }
  12520. potion_flag = 1;
  12521. potion_hp = 0;
  12522. potion_sp = 0;
  12523. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12524. potion_flag = 0;
  12525. //Apply skill bonuses
  12526. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12527. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12528. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12529. + pc_skillheal_bonus(sd, skill_id);
  12530. potion_hp = potion_hp * (100+i_lv)/100;
  12531. potion_sp = potion_sp * (100+i_lv)/100;
  12532. // Final heal increased by HPlus.
  12533. // Is this the right place for this??? [Rytech]
  12534. // Can HPlus also affect SP recovery???
  12535. status_data *sstatus = status_get_status_data(src);
  12536. if (sstatus && sstatus->hplus > 0) {
  12537. potion_hp += potion_hp * sstatus->hplus / 100;
  12538. potion_sp += potion_sp * sstatus->hplus / 100;
  12539. }
  12540. if(potion_hp > 0 || potion_sp > 0) {
  12541. i_lv = skill_get_splash(skill_id, skill_lv);
  12542. map_foreachinallarea(skill_area_sub,
  12543. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12544. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12545. skill_castend_nodamage_id);
  12546. }
  12547. } else {
  12548. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12549. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12550. potion_flag = 1;
  12551. potion_hp = 0;
  12552. potion_sp = 0;
  12553. run_script(item->script,0,src->id,0);
  12554. potion_flag = 0;
  12555. potion_hp = potion_hp * (100+id)/100;
  12556. potion_sp = potion_sp * (100+id)/100;
  12557. if(potion_hp > 0 || potion_sp > 0) {
  12558. id = skill_get_splash(skill_id, skill_lv);
  12559. map_foreachinallarea(skill_area_sub,
  12560. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12561. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12562. skill_castend_nodamage_id);
  12563. }
  12564. }
  12565. break;
  12566. case HW_GANBANTEIN:
  12567. if (rnd()%100 < 80) {
  12568. int dummy = 1;
  12569. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12570. i = skill_get_splash(skill_id, skill_lv);
  12571. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12572. } else {
  12573. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12574. return 1;
  12575. }
  12576. break;
  12577. #ifndef RENEWAL
  12578. case HW_GRAVITATION:
  12579. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12580. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12581. flag|=1;
  12582. break;
  12583. #endif
  12584. // Plant Cultivation [Celest]
  12585. case CR_CULTIVATION:
  12586. if (sd) {
  12587. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12588. {
  12589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12590. return 1;
  12591. }
  12592. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12593. if (rnd()%100 < 50) {
  12594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12595. } else {
  12596. TBL_MOB* md = NULL;
  12597. int t, mob_id;
  12598. if (skill_lv == 1)
  12599. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12600. else {
  12601. int rand_val = rnd() % 100;
  12602. if (rand_val < 30)
  12603. mob_id = MOBID_GREEN_PLANT;
  12604. else if (rand_val < 55)
  12605. mob_id = MOBID_RED_PLANT;
  12606. else if (rand_val < 80)
  12607. mob_id = MOBID_YELLOW_PLANT;
  12608. else if (rand_val < 90)
  12609. mob_id = MOBID_WHITE_PLANT;
  12610. else if (rand_val < 98)
  12611. mob_id = MOBID_BLUE_PLANT;
  12612. else
  12613. mob_id = MOBID_SHINING_PLANT;
  12614. }
  12615. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12616. if (!md)
  12617. break;
  12618. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12619. {
  12620. if( md->deletetimer != INVALID_TIMER )
  12621. delete_timer(md->deletetimer, mob_timer_delete);
  12622. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12623. }
  12624. mob_spawn(md);
  12625. }
  12626. }
  12627. break;
  12628. case SG_SUN_WARM:
  12629. case SG_MOON_WARM:
  12630. case SG_STAR_WARM:
  12631. skill_clear_unitgroup(src);
  12632. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12633. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12634. flag|=1;
  12635. break;
  12636. case PA_GOSPEL:
  12637. if (sce && sce->val4 == BCT_SELF)
  12638. {
  12639. status_change_end(src, SC_GOSPEL);
  12640. return 0;
  12641. }
  12642. else
  12643. {
  12644. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12645. if (!sg) break;
  12646. if (sce)
  12647. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12648. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12649. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12650. }
  12651. break;
  12652. case NJ_TATAMIGAESHI:
  12653. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12654. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12655. break;
  12656. case AM_RESURRECTHOMUN: //[orn]
  12657. if (sd)
  12658. {
  12659. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12660. {
  12661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12662. break;
  12663. }
  12664. }
  12665. break;
  12666. case AC_SHOWER:
  12667. status_change_end(src, SC_CAMOUFLAGE);
  12668. case MA_SHOWER:
  12669. case NC_COLDSLOWER:
  12670. case RK_DRAGONBREATH:
  12671. case RK_DRAGONBREATH_WATER:
  12672. case NPC_DRAGONBREATH:
  12673. case WL_FROSTMISTY:
  12674. case RL_HAMMER_OF_GOD:
  12675. // Cast center might be relevant later (e.g. for knockback direction)
  12676. skill_area_temp[4] = x;
  12677. skill_area_temp[5] = y;
  12678. i = skill_get_splash(skill_id,skill_lv);
  12679. 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);
  12680. break;
  12681. case SO_ARRULLO:
  12682. i = skill_get_splash(skill_id,skill_lv);
  12683. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12684. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12685. break;
  12686. case GC_POISONSMOKE:
  12687. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12688. if( sd )
  12689. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12690. return 0;
  12691. }
  12692. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12693. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12694. break;
  12695. case AB_EPICLESIS:
  12696. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12697. i = skill_get_splash(skill_id, skill_lv);
  12698. 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);
  12699. }
  12700. break;
  12701. case WL_EARTHSTRAIN:
  12702. {
  12703. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12704. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12705. for( w = 1; w <= wave; w++ )
  12706. {
  12707. switch( dir ){
  12708. case 0: case 1: case 7: sy = y + w; break;
  12709. case 3: case 4: case 5: sy = y - w; break;
  12710. case 2: sx = x - w; break;
  12711. case 6: sx = x + w; break;
  12712. }
  12713. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12714. }
  12715. }
  12716. break;
  12717. case RA_DETONATOR:
  12718. i = skill_get_splash(skill_id, skill_lv);
  12719. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12720. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12721. break;
  12722. case NC_NEUTRALBARRIER:
  12723. case NC_STEALTHFIELD:
  12724. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12725. skill_clear_unitgroup(src);
  12726. return 0;
  12727. }
  12728. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12729. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12730. 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));
  12731. }
  12732. break;
  12733. case NC_SILVERSNIPER:
  12734. {
  12735. struct mob_data *md;
  12736. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12737. if( md ) {
  12738. md->master_id = src->id;
  12739. md->special_state.ai = AI_FAW;
  12740. if( md->deletetimer != INVALID_TIMER )
  12741. delete_timer(md->deletetimer, mob_timer_delete);
  12742. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12743. mob_spawn(md);
  12744. }
  12745. }
  12746. break;
  12747. case NC_MAGICDECOY:
  12748. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12749. break;
  12750. case SC_FEINTBOMB: {
  12751. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12752. if( group == nullptr || group->unit == nullptr ) {
  12753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12754. return 1;
  12755. }
  12756. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12757. 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
  12758. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12759. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12760. }
  12761. break;
  12762. case SC_ESCAPE:
  12763. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12764. 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
  12765. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12766. flag |= 1;
  12767. break;
  12768. case LG_BANDING:
  12769. if( sc && sc->getSCE(SC_BANDING) )
  12770. status_change_end(src,SC_BANDING);
  12771. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12772. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12773. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12774. break;
  12775. case WM_DOMINION_IMPULSE:
  12776. i = skill_get_splash(skill_id, skill_lv);
  12777. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12778. break;
  12779. case WM_GREAT_ECHO:
  12780. i = skill_get_splash(skill_id,skill_lv);
  12781. 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);
  12782. break;
  12783. case WM_SEVERE_RAINSTORM:
  12784. flag |= 1;
  12785. if (sd)
  12786. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12787. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12788. break;
  12789. case GN_CRAZYWEED: {
  12790. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12791. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12792. int x1 = x - area + rnd()%(area * 2 + 1);
  12793. int y1 = y - area + rnd()%(area * 2 + 1);
  12794. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12795. }
  12796. }
  12797. break;
  12798. case GN_FIRE_EXPANSION: {
  12799. struct unit_data* ud = unit_bl2ud(src);
  12800. if (!ud) break;
  12801. 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; };
  12802. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12803. if (it != ud->skillunits.end()) {
  12804. auto* unit_group = it->get();
  12805. skill_unit* su = unit_group->unit;
  12806. switch (skill_lv) {
  12807. case 1: {
  12808. // TODO:
  12809. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12810. skill_delunit(su);
  12811. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12812. flag |= 1;
  12813. }
  12814. break;
  12815. case 2:
  12816. 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);
  12817. if (su != NULL)
  12818. skill_delunit(su);
  12819. break;
  12820. case 3:
  12821. skill_delunit(su);
  12822. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12823. flag |= 1;
  12824. break;
  12825. case 4:
  12826. skill_delunit(su);
  12827. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12828. flag |= 1;
  12829. break;
  12830. case 5: {
  12831. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12832. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12833. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12834. 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);
  12835. if (su != NULL)
  12836. skill_delunit(su);
  12837. }
  12838. break;
  12839. }
  12840. }
  12841. }
  12842. break;
  12843. case SO_FIREWALK:
  12844. case SO_ELECTRICWALK:
  12845. case NPC_FIREWALK:
  12846. case NPC_ELECTRICWALK:
  12847. if( sc && sc->getSCE(type) )
  12848. status_change_end(src,type);
  12849. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12850. break;
  12851. case KO_MAKIBISHI:
  12852. for( i = 0; i < (skill_lv+2); i++ ) {
  12853. x = src->x - 1 + rnd()%3;
  12854. y = src->y - 1 + rnd()%3;
  12855. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12856. }
  12857. break;
  12858. case KO_MUCHANAGE: {
  12859. struct status_data *sstatus;
  12860. int rate = 0;
  12861. sstatus = status_get_status_data(src);
  12862. i = skill_get_splash(skill_id,skill_lv);
  12863. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12864. if( rate < 0 )
  12865. rate = 0;
  12866. 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);
  12867. if( rnd()%100 < rate )
  12868. 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);
  12869. }
  12870. break;
  12871. case RL_FALLEN_ANGEL:
  12872. if (unit_movepos(src,x,y,1,1)) {
  12873. clif_snap(src, src->x, src->y);
  12874. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12875. } else {
  12876. if (sd)
  12877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12878. }
  12879. break;
  12880. case RL_FIRE_RAIN: {
  12881. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12882. int sx = x = src->x, sy = y = src->y;
  12883. for (w = 0; w <= wave; w++) {
  12884. switch (dir) {
  12885. case DIR_NORTH:
  12886. case DIR_NORTHWEST:
  12887. case DIR_NORTHEAST:
  12888. sy = y + w;
  12889. break;
  12890. case DIR_WEST:
  12891. sx = x - w;
  12892. break;
  12893. case DIR_SOUTHWEST:
  12894. case DIR_SOUTH:
  12895. case DIR_SOUTHEAST:
  12896. sy = y - w;
  12897. break;
  12898. case DIR_EAST:
  12899. sx = x + w;
  12900. break;
  12901. }
  12902. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12903. }
  12904. }
  12905. break;
  12906. case NPC_MAGMA_ERUPTION:
  12907. case NC_MAGMA_ERUPTION:
  12908. // 1st, AoE 'slam' damage
  12909. i = skill_get_splash(skill_id, skill_lv);
  12910. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12911. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12912. // 2nd, AoE 'eruption' unit
  12913. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12914. break;
  12915. case SU_LOPE:
  12916. {
  12917. uint8 dir = map_calc_dir(src, x, y);
  12918. // Fails on noteleport maps, except for GvG and BG maps
  12919. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12920. x = src->x;
  12921. y = src->y;
  12922. }
  12923. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12924. 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))
  12925. clif_blown(src);
  12926. }
  12927. break;
  12928. case AG_ASTRAL_STRIKE:
  12929. i = skill_get_splash(skill_id, skill_lv);
  12930. 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);
  12931. flag |= 1;
  12932. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12933. break;
  12934. case AG_VIOLENT_QUAKE:
  12935. case AG_ALL_BLOOM: {
  12936. int area = skill_get_splash(skill_id, skill_lv);
  12937. int unit_time = skill_get_time(skill_id, skill_lv);
  12938. int unit_interval = skill_get_unit_interval(skill_id);
  12939. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12940. // Grab Climax's effect level if active.
  12941. // This affects the behavior of certain skills in certain ways.
  12942. if (sc && sc->getSCE(SC_CLIMAX))
  12943. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  12944. if (skill_id == AG_VIOLENT_QUAKE) {
  12945. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12946. // Fixes rising rocks spawn area to 7x7.
  12947. if (climax_lv == 5)
  12948. area = 3;
  12949. } else { // AG_ALL_BLOOM
  12950. sub_skill = AG_ALL_BLOOM_ATK;
  12951. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12952. unit_time /= 2;
  12953. unit_interval /= 2;
  12954. }
  12955. }
  12956. // Displays the earthquake / flower garden.
  12957. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12958. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12959. i = skill_get_splash(skill_id, skill_lv);
  12960. 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);
  12961. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12962. tmpx = x - area + rnd() % (area * 2 + 1);
  12963. tmpy = y - area + rnd() % (area * 2 + 1);
  12964. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12965. 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.
  12966. tmpx = x - area + rnd() % (area * 2 + 1);
  12967. tmpy = y - area + rnd() % (area * 2 + 1);
  12968. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12969. }
  12970. }
  12971. // One final attack the size of the flower garden is dealt after
  12972. // all rose buds explode if Climax level 5 is active.
  12973. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12974. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12975. }
  12976. break;
  12977. case NPC_RAINOFMETEOR:
  12978. {
  12979. int area = skill_get_splash(skill_id, skill_lv);
  12980. short tmpx = 0, tmpy = 0;
  12981. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  12982. // Casts a double meteor in the first interval.
  12983. if (i == 1) {
  12984. // The first meteor is at the center
  12985. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  12986. // The second meteor is near the first
  12987. tmpx = x - 1 + rnd()%3;
  12988. tmpy = y - 1 + rnd()%3;
  12989. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  12990. }
  12991. else { // Casts 1 meteor per interval in the splash area
  12992. tmpx = x - area + rnd()%(area * 2 + 1);
  12993. tmpy = y - area + rnd()%(area * 2 + 1);
  12994. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  12995. }
  12996. }
  12997. }
  12998. break;
  12999. default:
  13000. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13001. return 1;
  13002. }
  13003. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13004. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13005. if( sd )
  13006. {// ensure that the skill last-cast tick is recorded
  13007. sd->canskill_tick = gettick();
  13008. if( sd->state.arrow_atk && !(flag&1) )
  13009. {// consume arrow if this is a ground skill
  13010. battle_consume_ammo(sd, skill_id, skill_lv);
  13011. }
  13012. skill_onskillusage(sd, NULL, skill_id, tick);
  13013. // perform skill requirement consumption
  13014. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13015. }
  13016. return 0;
  13017. }
  13018. /*==========================================
  13019. *
  13020. *------------------------------------------*/
  13021. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13022. {
  13023. nullpo_ret(sd);
  13024. //Simplify skill_failed code.
  13025. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13026. if(skill_id != sd->menuskill_id)
  13027. return 0;
  13028. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  13029. skill_failed(sd);
  13030. return 0;
  13031. }
  13032. if( sd->sc.cant.cast ) {
  13033. skill_failed(sd);
  13034. return 0;
  13035. }
  13036. pc_stop_attack(sd);
  13037. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13038. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13039. if(strcmp(mapname,"cancel")==0) {
  13040. skill_failed(sd);
  13041. return 0;
  13042. }
  13043. switch(skill_id)
  13044. {
  13045. case AL_TELEPORT:
  13046. case ALL_ODINS_RECALL:
  13047. //The storage window is closed automatically by the client when there's
  13048. //any kind of map change, so we need to restore it automatically
  13049. //bugreport:8027
  13050. if(strcmp(mapname,"Random") == 0)
  13051. pc_randomwarp(sd,CLR_TELEPORT);
  13052. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13053. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13054. clif_refresh_storagewindow(sd);
  13055. break;
  13056. case AL_WARP:
  13057. {
  13058. const struct s_point_str *p[4];
  13059. std::shared_ptr<s_skill_unit_group> group;
  13060. int i, lv, wx, wy;
  13061. int maxcount=0;
  13062. int x,y;
  13063. unsigned short mapindex;
  13064. mapindex = mapindex_name2id((char*)mapname);
  13065. if(!mapindex) { //Given map not found?
  13066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13067. skill_failed(sd);
  13068. return 0;
  13069. }
  13070. p[0] = &sd->status.save_point;
  13071. p[1] = &sd->status.memo_point[0];
  13072. p[2] = &sd->status.memo_point[1];
  13073. p[3] = &sd->status.memo_point[2];
  13074. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13075. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13076. if (maxcount == 0) {
  13077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13078. skill_failed(sd);
  13079. return 0;
  13080. }
  13081. }
  13082. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13083. wx = sd->menuskill_val>>16;
  13084. wy = sd->menuskill_val&0xffff;
  13085. if( lv <= 0 ) return 0;
  13086. if( lv > 4 ) lv = 4; // crash prevention
  13087. // check if the chosen map exists in the memo list
  13088. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13089. if( i < lv ) {
  13090. x=p[i]->x;
  13091. y=p[i]->y;
  13092. } else {
  13093. skill_failed(sd);
  13094. return 0;
  13095. }
  13096. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13097. { // This checks versus skill_id/skill_lv...
  13098. skill_failed(sd);
  13099. return 0;
  13100. }
  13101. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13102. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13103. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13104. skill_failed(sd);
  13105. return 0;
  13106. }
  13107. group->val1 = (group->val1<<16)|(short)0;
  13108. // record the destination coordinates
  13109. group->val2 = (x<<16)|y;
  13110. group->val3 = mapindex;
  13111. }
  13112. break;
  13113. }
  13114. sd->menuskill_id = sd->menuskill_val = 0;
  13115. return 0;
  13116. #undef skill_failed
  13117. }
  13118. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13119. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13120. {
  13121. struct skill_unit* target = (struct skill_unit*)bl;
  13122. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13123. int flag = va_arg(ap, int);
  13124. if (src == target)
  13125. return 0;
  13126. if (!target->group || !(target->group->state.song_dance&0x1))
  13127. return 0;
  13128. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13129. return 0;
  13130. if (flag) //Set dissonance
  13131. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13132. else //Remove dissonance
  13133. target->val2 &= ~(1 << UF_ENSEMBLE);
  13134. skill_getareachar_skillunit_visibilty(target, AREA);
  13135. return 1;
  13136. }
  13137. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13138. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13139. //When 1, this unit has been positioned, so start the cancel effect.
  13140. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13141. {
  13142. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13143. return 0;
  13144. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13145. return 0; //Nothing to remove, this unit is not overlapped.
  13146. if (unit->val1 != unit->group->skill_id)
  13147. { //Reset state
  13148. unit->val1 = unit->group->skill_id;
  13149. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13150. }
  13151. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13152. }
  13153. /**
  13154. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13155. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13156. * @param flag 0 Convert
  13157. * @param flag 1 Revert
  13158. * @return true success
  13159. * @TODO: This should be completely removed later and rewritten
  13160. * The entire execution of the overlapping songs instances is dirty and hacked together
  13161. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13162. */
  13163. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13164. {
  13165. static int prevflag = 1; // by default the backup is empty
  13166. static s_skill_unit_group backup;
  13167. std::shared_ptr<s_skill_unit_group> group;
  13168. if( unit == nullptr || (group = unit->group) == nullptr )
  13169. return false;
  13170. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13171. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13172. return false;
  13173. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13174. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13175. flag ? "read an empty backup" : "write to a full backup",
  13176. group->skill_id, group->skill_lv, group->src_id);
  13177. return false;
  13178. }
  13179. prevflag = flag;
  13180. if (!flag) { //Transform
  13181. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13182. // backup
  13183. backup.skill_id = group->skill_id;
  13184. backup.skill_lv = group->skill_lv;
  13185. backup.unit_id = group->unit_id;
  13186. backup.target_flag = group->target_flag;
  13187. backup.bl_flag = group->bl_flag;
  13188. backup.interval = group->interval;
  13189. // replace
  13190. group->skill_id = skill_id;
  13191. group->skill_lv = 1;
  13192. group->unit_id = skill_get_unit_id(skill_id);
  13193. group->target_flag = skill_get_unit_target(skill_id);
  13194. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13195. group->interval = skill_get_unit_interval(skill_id);
  13196. } else { //Restore
  13197. group->skill_id = backup.skill_id;
  13198. group->skill_lv = backup.skill_lv;
  13199. group->unit_id = backup.unit_id;
  13200. group->target_flag = backup.target_flag;
  13201. group->bl_flag = backup.bl_flag;
  13202. group->interval = backup.interval;
  13203. }
  13204. return true;
  13205. }
  13206. /**
  13207. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13208. * @param src Object that triggers the skill
  13209. * @param skill_id Skill ID
  13210. * @param skill_lv Skill level of used skill
  13211. * @param x Position x
  13212. * @param y Position y
  13213. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13214. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13215. * @return s_skill_unit_group
  13216. */
  13217. 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)
  13218. {
  13219. std::shared_ptr<s_skill_unit_group> group;
  13220. int i, val1 = 0, val2 = 0, val3 = 0;
  13221. t_tick limit;
  13222. int link_group_id = 0;
  13223. int target, interval, range;
  13224. t_itemid req_item = 0;
  13225. struct s_skill_unit_layout *layout;
  13226. map_session_data *sd;
  13227. struct status_data *status;
  13228. status_change *sc;
  13229. int active_flag = 1;
  13230. int subunt = 0;
  13231. bool hidden = false;
  13232. struct map_data *mapdata;
  13233. nullpo_retr(nullptr, src);
  13234. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13235. mapdata = map_getmapdata(src->m);
  13236. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13237. range = skill_get_unit_range(skill_id,skill_lv);
  13238. interval = skill->unit_interval;
  13239. target = skill_get_unit_target(skill_id);
  13240. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13241. sd = BL_CAST(BL_PC, src);
  13242. status = status_get_status_data(src);
  13243. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13244. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13245. switch( skill_id ) {
  13246. case MH_STEINWAND:
  13247. val2 = 4 + skill_lv;
  13248. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13249. break;
  13250. case MG_SAFETYWALL:
  13251. val2 = skill_lv + 1;
  13252. #ifdef RENEWAL
  13253. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13254. #endif
  13255. break;
  13256. case MG_FIREWALL:
  13257. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13258. limit = limit*3/2;
  13259. val2 = 4+skill_lv;
  13260. break;
  13261. case AL_WARP:
  13262. val1=skill_lv+6;
  13263. if(!(flag&1))
  13264. limit=2000;
  13265. else // previous implementation (not used anymore)
  13266. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13267. if( src->type != BL_SKILL ) return nullptr;
  13268. group = ((TBL_SKILL*)src)->group;
  13269. src = map_id2bl(group->src_id);
  13270. if( !src ) return nullptr;
  13271. val2 = group->val2; //Copy the (x,y) position you warp to
  13272. val3 = group->val3; //as well as the mapindex to warp to.
  13273. }
  13274. break;
  13275. #ifndef RENEWAL
  13276. case HP_BASILICA:
  13277. val1 = src->id; // Store caster id.
  13278. break;
  13279. #endif
  13280. case PR_SANCTUARY:
  13281. case NPC_EVILLAND:
  13282. val1=skill_lv+3;
  13283. break;
  13284. case WZ_METEOR:
  13285. case SU_CN_METEOR:
  13286. case SU_CN_METEOR2:
  13287. case NPC_RAINOFMETEOR:
  13288. limit = flag;
  13289. flag = 0; // Flag should not influence anything else for these skills
  13290. break;
  13291. case WZ_FIREPILLAR:
  13292. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13293. return nullptr;
  13294. if((flag&1)!=0)
  13295. limit=1000;
  13296. val1=skill_lv+2;
  13297. break;
  13298. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13299. case AM_DEMONSTRATION:
  13300. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13301. target = BCT_ALL;
  13302. break;
  13303. case HT_SKIDTRAP:
  13304. case MA_SKIDTRAP:
  13305. //Save position of caster
  13306. val1 = ((src->x)<<16)|(src->y);
  13307. case HT_ANKLESNARE:
  13308. case HT_SHOCKWAVE:
  13309. case HT_SANDMAN:
  13310. case MA_SANDMAN:
  13311. case HT_CLAYMORETRAP:
  13312. case HT_LANDMINE:
  13313. case MA_LANDMINE:
  13314. case HT_FLASHER:
  13315. case HT_FREEZINGTRAP:
  13316. case MA_FREEZINGTRAP:
  13317. case HT_BLASTMINE:
  13318. case RA_ELECTRICSHOCKER:
  13319. case RA_CLUSTERBOMB:
  13320. case RA_MAGENTATRAP:
  13321. case RA_COBALTTRAP:
  13322. case RA_MAIZETRAP:
  13323. case RA_VERDURETRAP:
  13324. case RA_FIRINGTRAP:
  13325. case RA_ICEBOUNDTRAP:
  13326. case RL_B_TRAP:
  13327. case SC_ESCAPE:
  13328. {
  13329. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13330. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13331. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13332. req_item = req.itemid[i];
  13333. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13334. break;
  13335. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13336. target = BCT_ALL;
  13337. }
  13338. break;
  13339. case SA_LANDPROTECTOR:
  13340. case SA_VOLCANO:
  13341. case SA_DELUGE:
  13342. case SA_VIOLENTGALE:
  13343. case SC_CHAOSPANIC:
  13344. {
  13345. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13346. if (old_sg != nullptr)
  13347. { //HelloKitty confirmed that these are interchangeable,
  13348. //so you can change element and not consume gemstones.
  13349. if ((
  13350. old_sg->skill_id == SA_VOLCANO ||
  13351. old_sg->skill_id == SA_DELUGE ||
  13352. old_sg->skill_id == SA_VIOLENTGALE
  13353. ) && old_sg->limit > 0)
  13354. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13355. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13356. if (limit < 0) //This can happen...
  13357. limit = skill_get_time(skill_id,skill_lv);
  13358. }
  13359. skill_clear_group(src,1);
  13360. }
  13361. break;
  13362. }
  13363. case BA_WHISTLE:
  13364. val1 = skill_lv + status->agi / 10; // Flee increase
  13365. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13366. if (sd) {
  13367. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13368. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13369. }
  13370. break;
  13371. case DC_HUMMING:
  13372. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13373. if (sd)
  13374. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13375. break;
  13376. case BA_POEMBRAGI:
  13377. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13378. //For some reason at level 10 the base delay reduction is 50%.
  13379. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13380. if (sd) {
  13381. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13382. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13383. }
  13384. break;
  13385. case DC_DONTFORGETME:
  13386. #ifdef RENEWAL
  13387. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13388. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13389. #else
  13390. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13391. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13392. #endif
  13393. if (sd) {
  13394. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13395. #ifdef RENEWAL
  13396. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13397. #else
  13398. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13399. #endif
  13400. }
  13401. val1 *= 10; //Because 10 is actually 1% aspd
  13402. break;
  13403. case DC_SERVICEFORYOU:
  13404. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13405. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13406. if (sd) {
  13407. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13408. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13409. }
  13410. break;
  13411. case BA_ASSASSINCROSS:
  13412. if (sd)
  13413. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13414. val1 += 5 + skill_lv + (status->agi / 20);
  13415. val1 *= 10; // ASPD works with 1000 as 100%
  13416. break;
  13417. case DC_FORTUNEKISS:
  13418. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13419. val1 *= 10; //Because every 10 crit is an actual cri point.
  13420. if (sd)
  13421. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13422. break;
  13423. case BD_DRUMBATTLEFIELD:
  13424. val1 = (skill_lv+1)*25; //Atk increase
  13425. val2 = (skill_lv+1)*2; //Def increase
  13426. break;
  13427. case BD_RINGNIBELUNGEN:
  13428. val1 = (skill_lv+2)*25; //Atk increase
  13429. break;
  13430. case BD_RICHMANKIM:
  13431. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13432. break;
  13433. case BD_SIEGFRIED:
  13434. val1 = 55 + skill_lv*5; //Elemental Resistance
  13435. val2 = skill_lv*10; //Status ailment resistance
  13436. break;
  13437. case WE_CALLPARTNER:
  13438. if (sd) val1 = sd->status.partner_id;
  13439. break;
  13440. case WE_CALLPARENT:
  13441. if (sd) {
  13442. val1 = sd->status.father;
  13443. val2 = sd->status.mother;
  13444. }
  13445. break;
  13446. case WE_CALLBABY:
  13447. if (sd) val1 = sd->status.child;
  13448. break;
  13449. case NJ_KAENSIN:
  13450. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13451. val2 = (skill_lv+1)/2 + 4;
  13452. break;
  13453. case NJ_SUITON:
  13454. skill_clear_group(src, 1);
  13455. break;
  13456. case GS_GROUNDDRIFT:
  13457. {
  13458. // Ground Drift Element is decided when it's placed.
  13459. int ele = skill_get_ele(skill_id, skill_lv);
  13460. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13461. if (ele == ELE_RANDOM)
  13462. val1 = element[rnd()%5]; // Use random from available unit visual?
  13463. else if (ele == ELE_ENDOWED)
  13464. val1 = status_get_attack_sc_element(src,sc);
  13465. else if (ele == ELE_WEAPON) {
  13466. val1 = status->rhw.ele;
  13467. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13468. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13469. }
  13470. switch (val1) {
  13471. case ELE_FIRE:
  13472. subunt++;
  13473. case ELE_WATER:
  13474. subunt++;
  13475. case ELE_POISON:
  13476. subunt++;
  13477. case ELE_DARK:
  13478. subunt++;
  13479. case ELE_WIND:
  13480. break;
  13481. default:
  13482. subunt = rnd()%5;
  13483. break;
  13484. }
  13485. break;
  13486. }
  13487. case GC_POISONSMOKE:
  13488. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13489. return nullptr;
  13490. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13491. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13492. limit = skill_get_time(skill_id, skill_lv);
  13493. break;
  13494. case NPC_COMET:
  13495. case WL_COMET:
  13496. if (sc) {
  13497. sc->comet_x = x;
  13498. sc->comet_y = y;
  13499. }
  13500. break;
  13501. case GD_LEADERSHIP:
  13502. case GD_GLORYWOUNDS:
  13503. case GD_SOULCOLD:
  13504. case GD_HAWKEYES:
  13505. limit = 1000000;//it doesn't matter
  13506. break;
  13507. case LG_BANDING:
  13508. limit = -1;
  13509. break;
  13510. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13511. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13512. target = BCT_ALL;
  13513. case WM_SEVERE_RAINSTORM:
  13514. case SO_WATER_INSIGNIA:
  13515. case SO_FIRE_INSIGNIA:
  13516. case SO_WIND_INSIGNIA:
  13517. case SO_EARTH_INSIGNIA:
  13518. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13519. return nullptr;
  13520. break;
  13521. case SO_CLOUD_KILL:
  13522. case NPC_CLOUD_KILL:
  13523. skill_clear_group(src, 4);
  13524. break;
  13525. case SO_WARMER:
  13526. skill_clear_group(src, 8);
  13527. break;
  13528. case SO_FIREWALK:
  13529. case SO_ELECTRICWALK:
  13530. limit = skill_get_time2(skill_id, skill_lv);
  13531. break;
  13532. case GN_WALLOFTHORN:
  13533. // Turns to Firewall
  13534. if( flag&1 )
  13535. limit = 3000;
  13536. val3 = (x<<16)|y;
  13537. break;
  13538. case GN_DEMONIC_FIRE:
  13539. if (flag) { // Fire Expansion level 1
  13540. limit = flag + 10000;
  13541. flag = 0;
  13542. }
  13543. break;
  13544. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13545. case GN_FIRE_EXPANSION_TEAR_GAS:
  13546. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13547. break;
  13548. case KO_ZENKAI:
  13549. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13550. val1 = sd->spiritcharm;
  13551. val2 = sd->spiritcharm_type;
  13552. limit = 6000 * val1;
  13553. subunt = sd->spiritcharm_type - 1;
  13554. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13555. }
  13556. break;
  13557. #ifndef RENEWAL
  13558. case HW_GRAVITATION:
  13559. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13560. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13561. break;
  13562. #endif
  13563. case SO_VACUUM_EXTREME:
  13564. // Coordinates
  13565. val1 = x;
  13566. val2 = y;
  13567. val3 = 0; // Suck target at n seconds.
  13568. break;
  13569. case MH_POISON_MIST:
  13570. case MH_BLAST_FORGE:
  13571. case MH_LAVA_SLIDE:
  13572. skill_clear_group(src, 1);
  13573. break;
  13574. case MH_VOLCANIC_ASH:
  13575. if (!map_flag_vs(src->m))
  13576. target = BCT_ENEMY;
  13577. break;
  13578. case AG_VIOLENT_QUAKE:
  13579. case AG_ALL_BLOOM:
  13580. if (sc && sc->getSCE(SC_CLIMAX)) {
  13581. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13582. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13583. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13584. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13585. }
  13586. break;
  13587. case AG_VIOLENT_QUAKE_ATK:
  13588. case AG_ALL_BLOOM_ATK:
  13589. case AG_ALL_BLOOM_ATK2:
  13590. limit = flag;
  13591. flag = 0;
  13592. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13593. range = 4; // Rising rocks splash is increased to 9x9.
  13594. break;
  13595. case WH_DEEPBLINDTRAP:
  13596. case WH_SOLIDTRAP:
  13597. case WH_SWIFTTRAP:
  13598. case WH_FLAMETRAP:
  13599. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13600. break;
  13601. }
  13602. // Init skill unit group
  13603. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13604. if (group == nullptr)
  13605. return nullptr;
  13606. group->val1 = val1;
  13607. group->val2 = val2;
  13608. group->val3 = val3;
  13609. group->link_group_id = link_group_id;
  13610. group->target_flag = target;
  13611. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13612. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13613. 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
  13614. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13615. group->item_id = req_item;
  13616. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13617. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13618. active_flag = 0;
  13619. // Put message for Talkie Box & Graffiti
  13620. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13621. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13622. if (sd)
  13623. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13624. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13625. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13626. }
  13627. // Dance skill
  13628. if (group->state.song_dance) {
  13629. if(sd) {
  13630. sd->skill_id_dance = skill_id;
  13631. sd->skill_lv_dance = skill_lv;
  13632. }
  13633. if (
  13634. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13635. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13636. )
  13637. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13638. }
  13639. // Set skill unit
  13640. limit = group->limit;
  13641. for( i = 0; i < layout->count; i++ ) {
  13642. struct skill_unit *unit;
  13643. int ux = x + layout->dx[i];
  13644. int uy = y + layout->dy[i];
  13645. int unit_val1 = skill_lv;
  13646. int unit_val2 = 0;
  13647. int alive = 1;
  13648. // are the coordinates out of range?
  13649. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13650. continue;
  13651. }
  13652. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13653. continue; // don't place skill units on walls (except for songs/dances/encores)
  13654. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13655. continue; // no path between cell and caster
  13656. switch( skill_id ) {
  13657. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13658. case HT_LANDMINE:
  13659. case MA_LANDMINE:
  13660. case HT_ANKLESNARE:
  13661. case HT_SHOCKWAVE:
  13662. case HT_SANDMAN:
  13663. case MA_SANDMAN:
  13664. case HT_FLASHER:
  13665. case HT_FREEZINGTRAP:
  13666. case MA_FREEZINGTRAP:
  13667. case HT_SKIDTRAP:
  13668. case MA_SKIDTRAP:
  13669. case HT_CLAYMORETRAP:
  13670. case HT_BLASTMINE:
  13671. case SC_ESCAPE:
  13672. unit_val1 = 3500;
  13673. break;
  13674. case MG_FIREWALL:
  13675. case NJ_KAENSIN:
  13676. unit_val2 = group->val2;
  13677. break;
  13678. case CR_GRANDCROSS:
  13679. case NPC_GRANDDARKNESS:
  13680. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13681. break;
  13682. case WZ_ICEWALL:
  13683. unit_val1 = 200 + 200*skill_lv;
  13684. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13685. break;
  13686. case WZ_WATERBALL:
  13687. //Check if there are cells that can be turned into waterball units
  13688. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13689. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13690. break; //Turn water, deluge or suiton into waterball cell
  13691. continue;
  13692. case GS_DESPERADO:
  13693. unit_val1 = abs(layout->dx[i]);
  13694. unit_val2 = abs(layout->dy[i]);
  13695. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13696. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13697. if (unit_val1) unit_val1--;
  13698. unit_val1 = 36 -12*unit_val1;
  13699. } else //Diagonal edges
  13700. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13701. if (unit_val1 < 1) unit_val1 = 1;
  13702. unit_val2 = 0;
  13703. break;
  13704. case NPC_REVERBERATION:
  13705. unit_val1 = 1 + skill_lv;
  13706. break;
  13707. case WM_POEMOFNETHERWORLD:
  13708. unit_val1 = 1 + skill_lv;
  13709. break;
  13710. case GN_WALLOFTHORN:
  13711. if (flag&1) // Turned become Firewall
  13712. break;
  13713. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13714. unit_val2 = 20; // Max hits
  13715. break;
  13716. case RL_B_TRAP:
  13717. unit_val1 = 3500;
  13718. unit_val2 = 0;
  13719. break;
  13720. default:
  13721. if (group->state.song_dance&0x1)
  13722. 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
  13723. break;
  13724. }
  13725. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13726. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13727. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13728. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13729. // Check active cell to failing or remove current unit
  13730. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13731. if( !alive )
  13732. continue;
  13733. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13734. unit->limit = limit;
  13735. unit->range = range;
  13736. if (skill_id == PF_FOGWALL && alive == 2)
  13737. { //Double duration of cells on top of Deluge/Suiton
  13738. unit->limit *= 2;
  13739. group->limit = unit->limit;
  13740. }
  13741. // Execute on all targets standing on this cell
  13742. if (range == 0 && active_flag)
  13743. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13744. }
  13745. if (!group->alive_count)
  13746. { //No cells? Something that was blocked completely by Land Protector?
  13747. skill_delunitgroup(group);
  13748. return nullptr;
  13749. }
  13750. //success, unit created.
  13751. switch( skill_id ) {
  13752. case NJ_TATAMIGAESHI: //Store number of tiles.
  13753. group->val1 = group->alive_count;
  13754. break;
  13755. }
  13756. return group;
  13757. }
  13758. /*==========================================
  13759. *
  13760. *------------------------------------------*/
  13761. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13762. {
  13763. skill_unit_onplace(unit, bl, tick);
  13764. }
  13765. /**
  13766. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13767. * while skill unit initialized or moved (such by knock back).
  13768. * As a follow of skill_unit_effect flag &1
  13769. * @param unit
  13770. * @param bl Target
  13771. * @param tick
  13772. */
  13773. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13774. {
  13775. struct block_list *ss; // Actual source that cast the skill unit
  13776. status_change *sc;
  13777. struct status_change_entry *sce;
  13778. struct status_data *tstatus;
  13779. enum sc_type type;
  13780. uint16 skill_id;
  13781. nullpo_ret(unit);
  13782. nullpo_ret(bl);
  13783. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13784. return 0;
  13785. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13786. if (sg == nullptr)
  13787. return 0;
  13788. nullpo_ret(ss = map_id2bl(sg->src_id));
  13789. tstatus = status_get_status_data(bl);
  13790. 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) ||
  13791. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13792. return 0; //AoE skills are ineffective. [Skotlex]
  13793. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13794. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13795. return 0; //Songs don't work in Basilica
  13796. sc = status_get_sc(bl);
  13797. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13798. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13799. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13800. status_change_end(bl, SC_VACUUM_EXTREME);
  13801. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13802. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13803. type = skill_get_sc(sg->skill_id);
  13804. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13805. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13806. switch (sg->unit_id) {
  13807. case UNT_SPIDERWEB:
  13808. if (sc) {
  13809. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13810. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13811. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13812. const struct TimerData* td;
  13813. struct map_data *mapdata = map_getmapdata(bl->m);
  13814. if (mapdata_flag_vs(mapdata))
  13815. sec /= 2;
  13816. if (sc->getSCE(type)) {
  13817. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13818. //Already triple affected, immune
  13819. sg->limit = DIFF_TICK(tick, sg->tick);
  13820. break;
  13821. }
  13822. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13823. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13824. sec *= (sc->getSCE(type)->val1 + 1);
  13825. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13826. sec *= (sc->getSCE(type)->val1 + 1);
  13827. //Add group id to status change
  13828. if (sc->getSCE(type)->val2 == 0)
  13829. sc->getSCE(type)->val2 = sg->group_id;
  13830. else if (sc->getSCE(type)->val3 == 0)
  13831. sc->getSCE(type)->val3 = sg->group_id;
  13832. else if (sc->getSCE(type)->val4 == 0)
  13833. sc->getSCE(type)->val4 = sg->group_id;
  13834. //Overwrite status change with new duration
  13835. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13836. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13837. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13838. }
  13839. else {
  13840. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13841. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13842. if (td)
  13843. sec = DIFF_TICK(td->tick, tick);
  13844. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13845. clif_fixpos(bl);
  13846. }
  13847. else
  13848. sec = 3000; //Couldn't trap it?
  13849. }
  13850. sg->val2 = bl->id;
  13851. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13852. }
  13853. break;
  13854. case UNT_SAFETYWALL:
  13855. if (!sce)
  13856. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13857. break;
  13858. case UNT_BLOODYLUST:
  13859. if (sg->src_id == bl->id)
  13860. break; //Does not affect the caster.
  13861. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13862. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13863. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13864. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13865. break;
  13866. case UNT_PNEUMA:
  13867. if (!sce)
  13868. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13869. break;
  13870. case UNT_CHAOSPANIC:
  13871. 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);
  13872. break;
  13873. case UNT_WARP_WAITING: {
  13874. int working = sg->val1&0xffff;
  13875. if(bl->type==BL_PC && !working){
  13876. map_session_data *sd = (map_session_data *)bl;
  13877. if((!sd->chatID || battle_config.chat_warpportal)
  13878. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13879. {
  13880. int x = sg->val2>>16;
  13881. int y = sg->val2&0xffff;
  13882. int count = sg->val1>>16;
  13883. unsigned short m = sg->val3;
  13884. if( --count <= 0 )
  13885. skill_delunitgroup(sg);
  13886. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13887. working = 1;/* we break it because officials break it, lovely stuff. */
  13888. sg->val1 = (count<<16)|working;
  13889. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13890. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13891. }
  13892. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13893. int16 m = map_mapindex2mapid(sg->val3);
  13894. if (m < 0) break; //Map not available on this map-server.
  13895. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13896. }
  13897. }
  13898. break;
  13899. case UNT_QUAGMIRE:
  13900. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13901. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13902. break;
  13903. case UNT_VOLCANO:
  13904. case UNT_DELUGE:
  13905. case UNT_VIOLENTGALE:
  13906. case UNT_FIRE_INSIGNIA:
  13907. case UNT_WATER_INSIGNIA:
  13908. case UNT_WIND_INSIGNIA:
  13909. case UNT_EARTH_INSIGNIA:
  13910. if(!sce)
  13911. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13912. break;
  13913. case UNT_WATER_BARRIER:
  13914. case UNT_ZEPHYR:
  13915. case UNT_POWER_OF_GAIA:
  13916. if (bl->id == ss->id)
  13917. break; // Doesn't affect the Elemental
  13918. if (!sce)
  13919. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13920. break;
  13921. case UNT_SUITON:
  13922. if(!sce)
  13923. sc_start4(ss, bl,type,100,sg->skill_lv,
  13924. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13925. 0,0,sg->limit);
  13926. break;
  13927. case UNT_HERMODE:
  13928. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13929. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  13930. case UNT_RICHMANKIM:
  13931. case UNT_ETERNALCHAOS:
  13932. case UNT_DRUMBATTLEFIELD:
  13933. case UNT_RINGNIBELUNGEN:
  13934. case UNT_ROKISWEIL:
  13935. case UNT_INTOABYSS:
  13936. case UNT_SIEGFRIED:
  13937. //Needed to check when a dancer/bard leaves their ensemble area.
  13938. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13939. return skill_id;
  13940. if (!sce)
  13941. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13942. break;
  13943. case UNT_WHISTLE:
  13944. case UNT_ASSASSINCROSS:
  13945. case UNT_POEMBRAGI:
  13946. case UNT_APPLEIDUN:
  13947. case UNT_HUMMING:
  13948. case UNT_DONTFORGETME:
  13949. case UNT_FORTUNEKISS:
  13950. case UNT_SERVICEFORYOU:
  13951. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13952. return 0;
  13953. if (!sc) return 0;
  13954. if (!sce)
  13955. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13956. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13957. sce->val4 = 0; //remove the mark that we stepped out
  13958. delete_timer(sce->timer, status_change_timer);
  13959. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13960. }
  13961. break;
  13962. case UNT_FOGWALL:
  13963. if (!sce)
  13964. {
  13965. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13966. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13967. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13968. }
  13969. break;
  13970. #ifndef RENEWAL
  13971. case UNT_GRAVITATION:
  13972. if (!sce)
  13973. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13974. break;
  13975. case UNT_BASILICA:
  13976. {
  13977. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13978. if (i > 0) {
  13979. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13980. break;
  13981. }
  13982. if (!sce && i <= 0)
  13983. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13984. }
  13985. break;
  13986. #endif
  13987. case UNT_MOONLIT:
  13988. //Knockback out of area if affected char isn't in Moonlit effect
  13989. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  13990. break;
  13991. if (ss == bl) //Also needed to prevent infinite loop crash.
  13992. break;
  13993. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13994. break;
  13995. case UNT_REVERBERATION:
  13996. if (sg->src_id == bl->id)
  13997. break; //Does not affect the caster.
  13998. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13999. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14000. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14001. sg->unit_id = UNT_USED_TRAPS;
  14002. break;
  14003. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14004. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14005. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14006. break;
  14007. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14008. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14009. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14010. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14011. break;
  14012. case UNT_VOLCANIC_ASH:
  14013. if (!sce)
  14014. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14015. break;
  14016. case UNT_KINGS_GRACE:
  14017. if (!sce) {
  14018. int state = 0;
  14019. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14020. state |= BCT_GUILD;
  14021. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14022. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14023. }
  14024. break;
  14025. case UNT_STEALTHFIELD:
  14026. if( bl->id == sg->src_id )
  14027. break; // Doesn't work on self (video shows that)
  14028. if (!sce)
  14029. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14030. break;
  14031. case UNT_NEUTRALBARRIER:
  14032. if (!sce)
  14033. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14034. break;
  14035. case UNT_WARMER:
  14036. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14037. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14038. break;
  14039. case UNT_CATNIPPOWDER:
  14040. if (sg->src_id == bl->id)
  14041. break; // Does not affect the caster or Boss.
  14042. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14043. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14044. break;
  14045. case UNT_NYANGGRASS:
  14046. if (!sce)
  14047. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14048. break;
  14049. case UNT_CREATINGSTAR:
  14050. if (!sce)
  14051. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14052. break;
  14053. case UNT_GD_LEADERSHIP:
  14054. case UNT_GD_GLORYWOUNDS:
  14055. case UNT_GD_SOULCOLD:
  14056. case UNT_GD_HAWKEYES:
  14057. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14058. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14059. break;
  14060. }
  14061. return skill_id;
  14062. }
  14063. /**
  14064. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14065. * @param unit Skill unit
  14066. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14067. * @param tick
  14068. */
  14069. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14070. {
  14071. struct block_list *ss;
  14072. TBL_PC* tsd;
  14073. struct status_data *tstatus;
  14074. status_change *sc, *tsc;
  14075. struct skill_unit_group_tickset *ts;
  14076. enum sc_type type;
  14077. uint16 skill_id;
  14078. t_tick diff = 0;
  14079. nullpo_ret(unit);
  14080. nullpo_ret(bl);
  14081. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  14082. return 0;
  14083. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14084. if (sg == nullptr)
  14085. return 0;
  14086. nullpo_ret(ss = map_id2bl(sg->src_id));
  14087. tsd = BL_CAST(BL_PC, bl);
  14088. tsc = status_get_sc(bl);
  14089. sc = status_get_sc(ss);
  14090. tstatus = status_get_status_data(bl);
  14091. type = skill_get_sc(sg->skill_id);
  14092. skill_id = sg->skill_id;
  14093. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14094. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14095. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14096. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14097. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14098. if (sg->interval == -1) {
  14099. switch (sg->unit_id) {
  14100. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14101. case UNT_FIREPILLAR_ACTIVE:
  14102. case UNT_ELECTRICSHOCKER:
  14103. case UNT_MANHOLE:
  14104. return 0;
  14105. default:
  14106. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14107. return 0;
  14108. }
  14109. }
  14110. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14111. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14112. diff = DIFF_TICK(tick,ts->tick);
  14113. if (diff < 0)
  14114. return 0;
  14115. ts->tick = tick+sg->interval;
  14116. }
  14117. // Wall of Thorn damaged by Fire element unit [Cydh]
  14118. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14119. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14120. struct skill_unit *su = (struct skill_unit *)bl;
  14121. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14122. 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);
  14123. su->group->limit = sg->limit = 0;
  14124. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14125. return skill_id;
  14126. }
  14127. }
  14128. switch (sg->unit_id) {
  14129. // Units that deals simple attack
  14130. case UNT_GRAVITATION:
  14131. case UNT_EARTHSTRAIN:
  14132. case UNT_FIREWALK:
  14133. case UNT_ELECTRICWALK:
  14134. case UNT_PSYCHIC_WAVE:
  14135. case UNT_LAVA_SLIDE:
  14136. case UNT_MAKIBISHI:
  14137. case UNT_VENOMFOG:
  14138. case UNT_ICEMINE:
  14139. case UNT_FLAMECROSS:
  14140. case UNT_HELLBURNING:
  14141. case UNT_RAIN_OF_CRYSTAL:
  14142. case UNT_MYSTERY_ILLUSION:
  14143. case UNT_STRANTUM_TREMOR:
  14144. case UNT_TORNADO_STORM:
  14145. case UNT_FLORAL_FLARE_ROAD:
  14146. case UNT_CROSS_RAIN:
  14147. case UNT_PNEUMATICUS_PROCELLA:
  14148. case UNT_LIGHTNING_LAND:
  14149. case UNT_VENOM_SWAMP:
  14150. case UNT_CONFLAGRATION:
  14151. case UNT_DEEPBLINDTRAP:
  14152. case UNT_SOLIDTRAP:
  14153. case UNT_SWIFTTRAP:
  14154. case UNT_FLAMETRAP:
  14155. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14156. break;
  14157. case UNT_DUMMYSKILL:
  14158. switch (sg->skill_id) {
  14159. case SG_SUN_WARM: //SG skills [Komurka]
  14160. case SG_MOON_WARM:
  14161. case SG_STAR_WARM: {
  14162. int count = 0;
  14163. const int x = bl->x, y = bl->y;
  14164. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14165. do {
  14166. if( bl->type == BL_PC )
  14167. status_zap(bl, 0, 15); // sp damage to players
  14168. else // mobs
  14169. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14170. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14171. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14172. } else { //should end when out of sp.
  14173. sg->limit = DIFF_TICK(tick,sg->tick);
  14174. break;
  14175. }
  14176. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14177. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14178. }
  14179. break;
  14180. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14181. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14182. if (tsc)
  14183. tsc->sg_counter++; //SG hit counter.
  14184. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14185. tsc->sg_counter=0; //Attack absorbed.
  14186. break;
  14187. #endif
  14188. case GS_DESPERADO:
  14189. if (rnd()%100 < unit->val1)
  14190. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14191. break;
  14192. case NPC_COMET:
  14193. case WL_COMET:
  14194. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14195. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14196. break;
  14197. case NPC_WIDESUCK: {
  14198. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14199. if (heal > 0) {
  14200. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14201. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14202. status_heal(ss,heal,0,0);
  14203. }
  14204. }
  14205. break;
  14206. case CR_GRANDCROSS:
  14207. case NPC_GRANDDARKNESS:
  14208. if(!battle_config.gx_allhit)
  14209. unit->val1--;
  14210. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14211. break;
  14212. default:
  14213. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14214. }
  14215. break;
  14216. case UNT_FIREWALL:
  14217. case UNT_KAEN: {
  14218. int count = 0;
  14219. const int x = bl->x, y = bl->y;
  14220. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14221. break;
  14222. //Take into account these hit more times than the timer interval can handle.
  14223. do
  14224. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14225. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14226. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14227. if (unit->val2 <= 0)
  14228. skill_delunit(unit);
  14229. }
  14230. break;
  14231. case UNT_SANCTUARY:
  14232. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14233. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14234. 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) )
  14235. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14236. } else {
  14237. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14238. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14239. #ifdef RENEWAL
  14240. if (md && md->mob_id == MOBID_EMPERIUM)
  14241. break;
  14242. #endif
  14243. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14244. break;
  14245. if( tstatus->hp >= tstatus->max_hp )
  14246. break;
  14247. if( status_isimmune(bl) )
  14248. heal = 0;
  14249. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14250. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14251. heal = ~heal + 1;
  14252. status_heal(bl, heal, 0, 0);
  14253. }
  14254. break;
  14255. case UNT_EVILLAND:
  14256. //Will heal demon and undead element monsters, but not players.
  14257. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14258. { //Damage enemies
  14259. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14260. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14261. } else {
  14262. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14263. if (tstatus->hp >= tstatus->max_hp)
  14264. break;
  14265. if (status_isimmune(bl))
  14266. heal = 0;
  14267. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14268. status_heal(bl, heal, 0, 0);
  14269. }
  14270. break;
  14271. case UNT_MAGNUS:
  14272. #ifndef RENEWAL
  14273. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14274. break;
  14275. #endif
  14276. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14277. break;
  14278. case UNT_FIREPILLAR_WAITING:
  14279. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14280. skill_delunit(unit);
  14281. break;
  14282. case UNT_SKIDTRAP: {
  14283. //Knockback away from position of user during placement [Playtester]
  14284. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14285. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14286. sg->unit_id = UNT_USED_TRAPS;
  14287. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14288. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14289. //Target will be stopped for 3 seconds
  14290. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14291. }
  14292. break;
  14293. case UNT_ANKLESNARE:
  14294. case UNT_MANHOLE:
  14295. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14296. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14297. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14298. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14299. if( td )
  14300. sec = DIFF_TICK(td->tick, tick);
  14301. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14302. || !unit_blown_immune(bl,0x1) )
  14303. {
  14304. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14305. clif_fixpos(bl);
  14306. }
  14307. sg->val2 = bl->id;
  14308. } else
  14309. sec = 3000; //Couldn't trap it?
  14310. if (sg->unit_id == UNT_ANKLESNARE) {
  14311. clif_skillunit_update(&unit->bl);
  14312. /**
  14313. * If you're snared from a trap that was invisible this makes the trap be
  14314. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14315. * bugreport:3961
  14316. **/
  14317. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14318. }
  14319. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14320. sg->interval = -1;
  14321. unit->range = 0;
  14322. }
  14323. break;
  14324. case UNT_EARTHQUAKE:
  14325. sg->val1++; // Hit count
  14326. 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));
  14327. break;
  14328. case UNT_ELECTRICSHOCKER:
  14329. if( bl->id != ss->id ) {
  14330. 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) ) {
  14331. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14332. clif_fixpos(bl);
  14333. }
  14334. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14335. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14336. }
  14337. break;
  14338. case UNT_VENOMDUST:
  14339. if(tsc && !tsc->getSCE(type))
  14340. 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);
  14341. break;
  14342. case UNT_LANDMINE:
  14343. //Land Mine only hits single target
  14344. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14345. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14346. sg->limit = 1500;
  14347. break;
  14348. case UNT_MAGENTATRAP:
  14349. case UNT_COBALTTRAP:
  14350. case UNT_MAIZETRAP:
  14351. case UNT_VERDURETRAP:
  14352. if( bl->type == BL_PC )// it won't work on players
  14353. break;
  14354. case UNT_FIRINGTRAP:
  14355. case UNT_ICEBOUNDTRAP:
  14356. case UNT_CLUSTERBOMB:
  14357. if( bl->id == ss->id )// it won't trigger on caster
  14358. break;
  14359. case UNT_BLASTMINE:
  14360. case UNT_SHOCKWAVE:
  14361. case UNT_SANDMAN:
  14362. case UNT_FLASHER:
  14363. case UNT_FREEZINGTRAP:
  14364. case UNT_FIREPILLAR_ACTIVE:
  14365. case UNT_CLAYMORETRAP:
  14366. {
  14367. int bl_flag = sg->bl_flag;
  14368. if (tsc && tsc->getSCE(SC__MANHOLE))
  14369. break;
  14370. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14371. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14372. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14373. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14374. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14375. sg->limit = DIFF_TICK(tick, sg->tick) +
  14376. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14377. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14378. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14379. }
  14380. break;
  14381. case UNT_TALKIEBOX:
  14382. if (sg->src_id == bl->id)
  14383. break;
  14384. if (sg->val2 == 0) {
  14385. clif_talkiebox(&unit->bl, sg->valstr);
  14386. sg->unit_id = UNT_USED_TRAPS;
  14387. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14388. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14389. sg->val2 = -1;
  14390. }
  14391. break;
  14392. case UNT_LULLABY:
  14393. if (ss->id == bl->id)
  14394. break;
  14395. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14396. break;
  14397. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14398. if (ss->id != bl->id)
  14399. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14400. break;
  14401. case UNT_DISSONANCE:
  14402. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14403. break;
  14404. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14405. int heal;
  14406. #ifdef RENEWAL
  14407. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14408. if (md && md->mob_id == MOBID_EMPERIUM)
  14409. break;
  14410. #endif
  14411. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14412. break; // affects self only when soullinked
  14413. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14414. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14415. heal = ~heal + 1;
  14416. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14417. status_heal(bl, heal, 0, 0);
  14418. }
  14419. break;
  14420. case UNT_TATAMIGAESHI:
  14421. case UNT_DEMONSTRATION:
  14422. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14423. break;
  14424. case UNT_GOSPEL:
  14425. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14426. break;
  14427. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14428. { // Support Effect only on party, not guild
  14429. int heal;
  14430. int i = rnd() % 13; // Positive buff count
  14431. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14432. switch (i)
  14433. {
  14434. case 0: // Heal 1000~9999 HP
  14435. heal = rnd() % 9000 + 1000;
  14436. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14437. status_heal(bl, heal, 0, 0);
  14438. break;
  14439. case 1: // End all negative status
  14440. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14441. if (tsd) clif_gospel_info(tsd, 0x15);
  14442. break;
  14443. case 2: // Immunity to all status
  14444. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14445. if (tsd) clif_gospel_info(tsd, 0x16);
  14446. break;
  14447. case 3: // MaxHP +100%
  14448. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14449. if (tsd) clif_gospel_info(tsd, 0x17);
  14450. break;
  14451. case 4: // MaxSP +100%
  14452. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14453. if (tsd) clif_gospel_info(tsd, 0x18);
  14454. break;
  14455. case 5: // All stats +20
  14456. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14457. if (tsd) clif_gospel_info(tsd, 0x19);
  14458. break;
  14459. case 6: // Level 10 Blessing
  14460. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14461. break;
  14462. case 7: // Level 10 Increase AGI
  14463. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14464. break;
  14465. case 8: // Enchant weapon with Holy element
  14466. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14467. if (tsd) clif_gospel_info(tsd, 0x1c);
  14468. break;
  14469. case 9: // Enchant armor with Holy element
  14470. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14471. if (tsd) clif_gospel_info(tsd, 0x1d);
  14472. break;
  14473. case 10: // DEF +25%
  14474. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14475. if (tsd) clif_gospel_info(tsd, 0x1e);
  14476. break;
  14477. case 11: // ATK +100%
  14478. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14479. if (tsd) clif_gospel_info(tsd, 0x1f);
  14480. break;
  14481. case 12: // HIT/Flee +50
  14482. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14483. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14484. if (tsd) clif_gospel_info(tsd, 0x20);
  14485. break;
  14486. }
  14487. }
  14488. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14489. { // Offensive Effect
  14490. int i = rnd() % 10; // Negative buff count
  14491. switch (i)
  14492. {
  14493. case 0: // Deal 3000~7999 damage reduced by DEF
  14494. case 1: // Deal 1500~5499 damage unreducable
  14495. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14496. break;
  14497. case 2: // Curse
  14498. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14499. break;
  14500. case 3: // Blind
  14501. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14502. break;
  14503. case 4: // Poison
  14504. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14505. break;
  14506. case 5: // Level 10 Provoke
  14507. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14508. break;
  14509. case 6: // DEF -100%
  14510. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14511. break;
  14512. case 7: // ATK -100%
  14513. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14514. break;
  14515. case 8: // Flee -100%
  14516. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14517. break;
  14518. case 9: // Speed/ASPD -25%
  14519. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14520. break;
  14521. }
  14522. }
  14523. break;
  14524. #ifndef RENEWAL
  14525. case UNT_BASILICA:
  14526. {
  14527. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14528. if (i > 0) {
  14529. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14530. break;
  14531. }
  14532. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14533. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14534. }
  14535. break;
  14536. #endif
  14537. case UNT_GROUNDDRIFT_WIND:
  14538. case UNT_GROUNDDRIFT_DARK:
  14539. case UNT_GROUNDDRIFT_POISON:
  14540. case UNT_GROUNDDRIFT_WATER:
  14541. case UNT_GROUNDDRIFT_FIRE:
  14542. map_foreachinrange(skill_trap_splash,&unit->bl,
  14543. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14544. &unit->bl,tick);
  14545. sg->unit_id = UNT_USED_TRAPS;
  14546. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14547. sg->limit=DIFF_TICK(tick,sg->tick);
  14548. break;
  14549. case UNT_POISONSMOKE:
  14550. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14551. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14552. break;
  14553. case UNT_EPICLESIS:
  14554. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14555. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14556. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14557. int hp, sp;
  14558. switch( sg->skill_lv ) {
  14559. case 1: case 2: hp = 3; sp = 2; break;
  14560. case 3: case 4: hp = 4; sp = 3; break;
  14561. case 5: default: hp = 5; sp = 4; break;
  14562. }
  14563. hp = tstatus->max_hp * hp / 100;
  14564. sp = tstatus->max_sp * sp / 100;
  14565. if (tstatus->hp < tstatus->max_hp)
  14566. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14567. if (tstatus->sp < tstatus->max_sp)
  14568. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14569. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14570. hp = ~hp + 1;
  14571. status_heal(bl, hp, sp, 3);
  14572. }
  14573. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14574. // Doesn't remove Invisibility or Chase Walk.
  14575. status_change_end(bl,SC_HIDING);
  14576. status_change_end(bl,SC_CLOAKING);
  14577. status_change_end(bl,SC_CLOAKINGEXCEED);
  14578. status_change_end(bl,SC_CAMOUFLAGE);
  14579. status_change_end(bl,SC_NEWMOON);
  14580. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14581. status_change_end(bl, SC__SHADOWFORM);
  14582. }
  14583. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14584. }
  14585. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14586. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14587. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14588. break;
  14589. case UNT_DIMENSIONDOOR:
  14590. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14591. pc_randomwarp(tsd,CLR_TELEPORT);
  14592. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14593. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14594. break;
  14595. case UNT_REVERBERATION:
  14596. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14597. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14598. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14599. sg->unit_id = UNT_USED_TRAPS;
  14600. break;
  14601. case UNT_SEVERE_RAINSTORM:
  14602. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14603. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14604. break;
  14605. case UNT_NETHERWORLD:
  14606. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14607. if (!(tsc && tsc->getSCE(type))) {
  14608. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14609. sg->limit = DIFF_TICK(tick,sg->tick);
  14610. sg->unit_id = UNT_USED_TRAPS;
  14611. }
  14612. }
  14613. break;
  14614. case UNT_THORNS_TRAP:
  14615. if( tsc ) {
  14616. if( !sg->val2 ) {
  14617. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14618. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14619. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14620. if( td )
  14621. sec = DIFF_TICK(td->tick, tick);
  14622. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14623. clif_fixpos(bl);
  14624. sg->val2 = bl->id;
  14625. } else
  14626. sec = 3000; // Couldn't trap it?
  14627. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14628. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14629. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14630. }
  14631. break;
  14632. case UNT_WALLOFTHORN:
  14633. if (unit->val2-- <= 0) // Max hit reached
  14634. break;
  14635. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14636. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14637. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14638. 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);
  14639. break;
  14640. case UNT_DEMONIC_FIRE:
  14641. switch( sg->val2 ) {
  14642. case 1:
  14643. default:
  14644. 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));
  14645. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14646. break;
  14647. }
  14648. break;
  14649. case UNT_ZEPHYR:
  14650. if (ss == bl)
  14651. break; // Doesn't affect the Elemental
  14652. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14653. break;
  14654. case UNT_CLOUD_KILL:
  14655. if (tsc && !tsc->getSCE(type))
  14656. 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);
  14657. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14658. break;
  14659. case UNT_VACUUM_EXTREME:
  14660. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14661. (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)
  14662. return 0;
  14663. // Apply effect and suck targets one-by-one each n seconds
  14664. 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)));
  14665. break;
  14666. case UNT_BANDING:
  14667. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14668. 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));
  14669. break;
  14670. case UNT_FIRE_MANTLE:
  14671. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14672. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14673. break;
  14674. case UNT_ZENKAI_WATER:
  14675. case UNT_ZENKAI_LAND:
  14676. case UNT_ZENKAI_FIRE:
  14677. case UNT_ZENKAI_WIND:
  14678. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14679. switch( sg->unit_id ) {
  14680. case UNT_ZENKAI_WATER:
  14681. switch (rnd()%2 + 1) {
  14682. case 1:
  14683. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14684. break;
  14685. case 2:
  14686. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14687. break;
  14688. }
  14689. break;
  14690. case UNT_ZENKAI_LAND:
  14691. switch (rnd()%2 + 1) {
  14692. case 1:
  14693. 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));
  14694. break;
  14695. case 2:
  14696. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14697. break;
  14698. }
  14699. break;
  14700. case UNT_ZENKAI_FIRE:
  14701. 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));
  14702. break;
  14703. case UNT_ZENKAI_WIND:
  14704. switch (rnd()%3 + 1) {
  14705. case 1:
  14706. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14707. break;
  14708. case 2:
  14709. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14710. break;
  14711. case 3:
  14712. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14713. break;
  14714. }
  14715. break;
  14716. }
  14717. } else
  14718. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14719. break;
  14720. case UNT_POISON_MIST:
  14721. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14722. 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);
  14723. break;
  14724. case UNT_CHAOSPANIC:
  14725. if (tsc && tsc->getSCE(type))
  14726. break;
  14727. 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);
  14728. break;
  14729. case UNT_B_TRAP:
  14730. if (tsc && tsc->getSCE(type))
  14731. break;
  14732. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14733. unit->val2++; // Mark as ever been used
  14734. break;
  14735. case UNT_FIRE_RAIN:
  14736. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14737. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14738. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14739. break;
  14740. case UNT_MAGMA_ERUPTION:
  14741. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14742. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14743. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14744. else
  14745. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14746. break;
  14747. case UNT_ACIDIFIED_ZONE_WATER:
  14748. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14749. break;
  14750. case UNT_ACIDIFIED_ZONE_GROUND:
  14751. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14752. break;
  14753. case UNT_ACIDIFIED_ZONE_WIND:
  14754. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14755. break;
  14756. case UNT_ACIDIFIED_ZONE_FIRE:
  14757. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14758. break;
  14759. case UNT_ASTRAL_STRIKE:
  14760. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14761. break;
  14762. case UNT_ABYSS_SQUARE: {
  14763. short flag = 0;
  14764. // Check to see if the caster is in the AoE.
  14765. if (distance_bl(ss, &unit->bl) <= unit->range)
  14766. flag |= 2; // If yes, skill hits twice.
  14767. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14768. }
  14769. break;
  14770. }
  14771. if (bl->type == BL_MOB && ss != bl)
  14772. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14773. return skill_id;
  14774. }
  14775. /**
  14776. * Triggered when a char steps out of a skill unit
  14777. * @param src Skill unit from char moved out
  14778. * @param bl Char
  14779. * @param tick
  14780. */
  14781. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14782. {
  14783. status_change *sc;
  14784. struct status_change_entry *sce;
  14785. enum sc_type type;
  14786. nullpo_ret(src);
  14787. nullpo_ret(bl);
  14788. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14789. if (sg == nullptr)
  14790. return 0;
  14791. sc = status_get_sc(bl);
  14792. type = skill_get_sc(sg->skill_id);
  14793. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14794. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14795. return 0;
  14796. switch(sg->unit_id){
  14797. case UNT_SAFETYWALL:
  14798. case UNT_PNEUMA:
  14799. case UNT_EPICLESIS://Arch Bishop
  14800. if (sce)
  14801. status_change_end(bl, type);
  14802. break;
  14803. #ifndef RENEWAL
  14804. case UNT_BASILICA:
  14805. if (sce && sce->val4 != bl->id)
  14806. status_change_end(bl, type);
  14807. break;
  14808. #endif
  14809. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14810. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14811. status_change_end(bl, type);
  14812. break;
  14813. case UNT_DISSONANCE:
  14814. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14815. {
  14816. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14817. if(skill_get_inf2(i, INF2_ISSONG)) {
  14818. type = skill_get_sc(i);
  14819. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14820. if(sce)
  14821. return i;
  14822. }
  14823. }
  14824. }
  14825. case UNT_WHISTLE:
  14826. case UNT_ASSASSINCROSS:
  14827. case UNT_POEMBRAGI:
  14828. case UNT_APPLEIDUN:
  14829. case UNT_HUMMING:
  14830. case UNT_DONTFORGETME:
  14831. case UNT_FORTUNEKISS:
  14832. case UNT_SERVICEFORYOU:
  14833. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14834. return -1;
  14835. }
  14836. return sg->skill_id;
  14837. }
  14838. /**
  14839. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14840. * @param skill_id Skill ID
  14841. * @param bl A char
  14842. * @param tick
  14843. */
  14844. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14845. {
  14846. status_change *sc;
  14847. struct status_change_entry *sce;
  14848. enum sc_type type;
  14849. sc = status_get_sc(bl);
  14850. if (sc && !sc->count)
  14851. sc = NULL;
  14852. type = skill_get_sc(skill_id);
  14853. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14854. switch (skill_id)
  14855. {
  14856. case WZ_QUAGMIRE:
  14857. if (bl->type==BL_MOB)
  14858. break;
  14859. if (sce)
  14860. status_change_end(bl, type);
  14861. break;
  14862. case BD_LULLABY:
  14863. case BD_RICHMANKIM:
  14864. case BD_ETERNALCHAOS:
  14865. case BD_DRUMBATTLEFIELD:
  14866. case BD_RINGNIBELUNGEN:
  14867. case BD_ROKISWEIL:
  14868. case BD_INTOABYSS:
  14869. case BD_SIEGFRIED:
  14870. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14871. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14872. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14873. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14874. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14875. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14876. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14877. status_change_end(bl, SC_DANCING);
  14878. }
  14879. case MH_STEINWAND:
  14880. case MG_SAFETYWALL:
  14881. case AL_PNEUMA:
  14882. case SA_VOLCANO:
  14883. case SA_DELUGE:
  14884. case SA_VIOLENTGALE:
  14885. case CG_HERMODE:
  14886. #ifndef RENEWAL
  14887. case HW_GRAVITATION:
  14888. case HP_BASILICA:
  14889. #endif
  14890. case NJ_SUITON:
  14891. case SC_MAELSTROM:
  14892. case EL_WATER_BARRIER:
  14893. case EL_ZEPHYR:
  14894. case EL_POWER_OF_GAIA:
  14895. case SO_WARMER:
  14896. case SO_FIRE_INSIGNIA:
  14897. case SO_WATER_INSIGNIA:
  14898. case SO_WIND_INSIGNIA:
  14899. case SO_EARTH_INSIGNIA:
  14900. case SJ_BOOKOFCREATINGSTAR:
  14901. case SC_BLOODYLUST:
  14902. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14903. case GN_FIRE_EXPANSION_TEAR_GAS:
  14904. case LG_KINGS_GRACE:
  14905. case NC_STEALTHFIELD:
  14906. case NC_NEUTRALBARRIER:
  14907. case SU_NYANGGRASS:
  14908. if (sce)
  14909. status_change_end(bl, type);
  14910. break;
  14911. case BA_DISSONANCE:
  14912. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14913. {
  14914. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14915. if(skill_get_inf2(i, INF2_ISSONG)){
  14916. type = skill_get_sc(i);
  14917. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14918. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14919. delete_timer(sce->timer, status_change_timer);
  14920. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14921. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14922. }
  14923. }
  14924. }
  14925. }
  14926. break;
  14927. case BA_POEMBRAGI:
  14928. case BA_WHISTLE:
  14929. case BA_ASSASSINCROSS:
  14930. case BA_APPLEIDUN:
  14931. case DC_HUMMING:
  14932. case DC_DONTFORGETME:
  14933. case DC_FORTUNEKISS:
  14934. case DC_SERVICEFORYOU:
  14935. if (sce)
  14936. {
  14937. delete_timer(sce->timer, status_change_timer);
  14938. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14939. //not possible on our current implementation.
  14940. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14941. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14942. }
  14943. break;
  14944. case PF_FOGWALL:
  14945. if (sce)
  14946. {
  14947. status_change_end(bl, type);
  14948. if ((sce=sc->getSCE(SC_BLIND)))
  14949. {
  14950. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14951. status_change_end(bl, SC_BLIND);
  14952. else {
  14953. delete_timer(sce->timer, status_change_timer);
  14954. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14955. }
  14956. }
  14957. }
  14958. break;
  14959. case GD_LEADERSHIP:
  14960. case GD_GLORYWOUNDS:
  14961. case GD_SOULCOLD:
  14962. case GD_HAWKEYES:
  14963. if( !(sce && sce->val4) )
  14964. status_change_end(bl, type);
  14965. break;
  14966. }
  14967. return skill_id;
  14968. }
  14969. /*==========================================
  14970. * Invoked when a unit cell has been placed/removed/deleted.
  14971. * flag values:
  14972. * flag&1: Invoke onplace function (otherwise invoke onout)
  14973. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14974. * flag&8: Recursive
  14975. *------------------------------------------*/
  14976. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14977. {
  14978. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14979. t_tick tick = va_arg(ap,t_tick);
  14980. unsigned int flag = va_arg(ap,unsigned int);
  14981. uint16 skill_id;
  14982. bool dissonance = false;
  14983. bool isTarget = false;
  14984. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14985. return 0;
  14986. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14987. if (group == nullptr)
  14988. return 0;
  14989. if( !(flag&8) ) {
  14990. dissonance = skill_dance_switch(unit, 0);
  14991. //Target-type check.
  14992. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14993. }
  14994. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14995. skill_id = group->skill_id;
  14996. if( isTarget ){
  14997. if( flag&1 )
  14998. skill_unit_onplace(unit,bl,tick);
  14999. else {
  15000. if( skill_unit_onout(unit,bl,tick) == -1 )
  15001. return 0; // Don't let a Bard/Dancer update their own song timer
  15002. }
  15003. if( flag&4 )
  15004. skill_unit_onleft(skill_id, bl, tick);
  15005. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15006. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15007. if( dissonance ) {
  15008. skill_dance_switch(unit, 1);
  15009. //we placed a dissonance, let's update
  15010. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15011. }
  15012. return 0;
  15013. }
  15014. /**
  15015. * Check skill unit while receiving damage
  15016. * @param unit Skill unit
  15017. * @param damage Received damage
  15018. * @return Damage
  15019. */
  15020. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15021. {
  15022. nullpo_ret(unit);
  15023. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15024. if (sg == nullptr)
  15025. return 0;
  15026. switch( sg->unit_id ) {
  15027. case UNT_BLASTMINE:
  15028. case UNT_SKIDTRAP:
  15029. case UNT_LANDMINE:
  15030. case UNT_SHOCKWAVE:
  15031. case UNT_SANDMAN:
  15032. case UNT_FLASHER:
  15033. case UNT_CLAYMORETRAP:
  15034. case UNT_FREEZINGTRAP:
  15035. case UNT_ANKLESNARE:
  15036. case UNT_ICEWALL:
  15037. case UNT_WALLOFTHORN:
  15038. case UNT_REVERBERATION:
  15039. case UNT_NETHERWORLD:
  15040. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15041. break;
  15042. default:
  15043. damage = 0;
  15044. break;
  15045. }
  15046. return damage;
  15047. }
  15048. /**
  15049. * Check char condition around the skill caster
  15050. * @param bl Char around area
  15051. * @param *c Counter for 'valid' condition found
  15052. * @param *p_sd Stores 'rid' of char found
  15053. * @param skill_id Skill ID
  15054. * @param skill_lv Level of used skill
  15055. */
  15056. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15057. {
  15058. int *c, skill_id;
  15059. struct block_list *src;
  15060. map_session_data *sd;
  15061. map_session_data *tsd;
  15062. int *p_sd; //Contains the list of characters found.
  15063. nullpo_ret(bl);
  15064. nullpo_ret(tsd=(map_session_data*)bl);
  15065. nullpo_ret(src=va_arg(ap,struct block_list *));
  15066. nullpo_ret(sd=(map_session_data*)src);
  15067. c=va_arg(ap,int *);
  15068. p_sd = va_arg(ap, int *);
  15069. skill_id = va_arg(ap,int);
  15070. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15071. if (skill_id == PR_BENEDICTIO) {
  15072. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15073. return 0;
  15074. }
  15075. else if (is_chorus) {
  15076. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15077. return 0;
  15078. }
  15079. else if (*c >= 1) // Check for one companion for all other cases.
  15080. return 0;
  15081. if (bl == src)
  15082. return 0;
  15083. if(pc_isdead(tsd))
  15084. return 0;
  15085. if (tsd->sc.cant.cast)
  15086. return 0;
  15087. if( is_chorus ) {
  15088. if( tsd->status.party_id && sd->status.party_id &&
  15089. tsd->status.party_id == sd->status.party_id &&
  15090. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15091. p_sd[(*c)++] = tsd->bl.id;
  15092. return 1;
  15093. } else {
  15094. switch(skill_id) {
  15095. case PR_BENEDICTIO: {
  15096. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15097. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15098. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15099. && sd->status.sp >= 10)
  15100. p_sd[(*c)++]=tsd->bl.id;
  15101. return 1;
  15102. }
  15103. case AB_ADORAMUS:
  15104. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15105. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15106. p_sd[(*c)++] = tsd->bl.id;
  15107. return 1;
  15108. case TR_GEF_NOCTURN:
  15109. case TR_ROKI_CAPRICCIO:
  15110. case TR_AIN_RHAPSODY:
  15111. case TR_MUSICAL_INTERLUDE:
  15112. case TR_JAWAII_SERENADE:
  15113. case TR_NIPELHEIM_REQUIEM:
  15114. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15115. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15116. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15117. p_sd[(*c)++] = tsd->bl.id;
  15118. return 1;
  15119. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15120. {
  15121. uint16 skill_lv;
  15122. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15123. return 0;
  15124. if (sd->status.sex != tsd->status.sex &&
  15125. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15126. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15127. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15128. sd->status.party_id && tsd->status.party_id &&
  15129. sd->status.party_id == tsd->status.party_id &&
  15130. !tsd->sc.getSCE(SC_DANCING))
  15131. {
  15132. p_sd[(*c)++]=tsd->bl.id;
  15133. return skill_lv;
  15134. }
  15135. }
  15136. break;
  15137. }
  15138. }
  15139. return 0;
  15140. }
  15141. /**
  15142. * Checks and stores partners for ensemble skills [Skotlex]
  15143. * Max partners is 2.
  15144. * @param sd Caster
  15145. * @param skill_id
  15146. * @param skill_lv
  15147. * @param range Area range to check
  15148. * @param cast_flag Special handle
  15149. */
  15150. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15151. {
  15152. static int c=0;
  15153. static int p_sd[MAX_PARTY];
  15154. int i;
  15155. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15156. if (!sd)
  15157. return 0;
  15158. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15159. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15160. if (cast_flag) { //Execute the skill on the partners.
  15161. map_session_data* tsd;
  15162. switch (skill_id) {
  15163. case PR_BENEDICTIO:
  15164. case WM_GREAT_ECHO:
  15165. for (i = 0; i < c; i++) {
  15166. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15167. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15168. }
  15169. return c;
  15170. case AB_ADORAMUS:
  15171. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15172. i = 2 * (*skill_lv);
  15173. status_charge(&tsd->bl, 0, i);
  15174. }
  15175. break;
  15176. default:
  15177. if( is_chorus )
  15178. break;//Chorus skills are not to be parsed as ensembles
  15179. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15180. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15181. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15182. 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);
  15183. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15184. tsd->skill_id_dance = skill_id;
  15185. tsd->skill_lv_dance = *skill_lv;
  15186. #ifdef RENEWAL
  15187. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15188. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15189. #endif
  15190. }
  15191. }
  15192. return c;
  15193. }
  15194. }
  15195. //Else: new search for partners.
  15196. c = 0;
  15197. memset (p_sd, 0, sizeof(p_sd));
  15198. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15199. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15200. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15201. *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.
  15202. return c;
  15203. }
  15204. /**
  15205. * Sub function to count how many spawned mob is around.
  15206. * Some skills check with matched AI.
  15207. * @param rid Source ID
  15208. * @param mob_class Monster ID
  15209. * @param skill_id Used skill
  15210. * @param *c Counter for found monster
  15211. */
  15212. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15213. {
  15214. int *c,src_id,mob_class,skill;
  15215. uint16 ai;
  15216. struct mob_data *md;
  15217. md=(struct mob_data*)bl;
  15218. src_id=va_arg(ap,int);
  15219. mob_class=va_arg(ap,int);
  15220. skill=va_arg(ap,int);
  15221. c=va_arg(ap,int *);
  15222. switch (skill) {
  15223. case AM_SPHEREMINE:
  15224. ai = AI_SPHERE;
  15225. break;
  15226. case AM_CANNIBALIZE:
  15227. ai = AI_FLORA;
  15228. break;
  15229. case KO_ZANZOU:
  15230. ai = AI_ZANZOU;
  15231. break;
  15232. case MH_SUMMON_LEGION:
  15233. ai = AI_LEGION;
  15234. break;
  15235. case NC_SILVERSNIPER:
  15236. case NC_MAGICDECOY:
  15237. ai = AI_FAW;
  15238. break;
  15239. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15240. case MT_SUMMON_ABR_DUAL_CANNON:
  15241. case MT_SUMMON_ABR_MOTHER_NET:
  15242. case MT_SUMMON_ABR_INFINITY:
  15243. ai = AI_ABR;
  15244. break;
  15245. case BO_WOODENWARRIOR:
  15246. case BO_WOODEN_FAIRY:
  15247. case BO_CREEPER:
  15248. case BO_HELLTREE:
  15249. ai = AI_BIONIC;
  15250. break;
  15251. default:
  15252. ai = AI_FLORA;
  15253. break;
  15254. }
  15255. if( md->master_id != src_id || md->special_state.ai != ai)
  15256. return 0; //Non alchemist summoned mobs have nothing to do here.
  15257. if(md->mob_id==mob_class)
  15258. (*c)++;
  15259. return 1;
  15260. }
  15261. /**
  15262. * Determines if a given skill should be made to consume ammo
  15263. * when used by the player. [Skotlex]
  15264. * @param sd Player
  15265. * @param skill_id Skill ID
  15266. * @return True if skill is need ammo; False otherwise.
  15267. */
  15268. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15269. {
  15270. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15271. return (
  15272. battle_config.arrow_decrement == 2 &&
  15273. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15274. skill_id != HT_PHANTASMIC &&
  15275. skill->skill_type == BF_WEAPON &&
  15276. !skill->nk[NK_NODAMAGE] &&
  15277. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15278. );
  15279. }
  15280. /**
  15281. * Check SC required to cast a skill
  15282. * @param sc
  15283. * @param skill_id
  15284. * @return True if condition is met, False otherwise
  15285. **/
  15286. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15287. if (require == nullptr || require->status.empty())
  15288. return true;
  15289. nullpo_ret(sd);
  15290. status_change *sc = &sd->sc;
  15291. if (sc == nullptr) {
  15292. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15293. return false;
  15294. }
  15295. // May have multiple requirements
  15296. for (const auto &reqStatus : require->status) {
  15297. if (reqStatus == SC_NONE)
  15298. continue;
  15299. useskill_fail_cause cause;
  15300. switch (reqStatus) {
  15301. // Official fail message
  15302. case SC_PUSH_CART:
  15303. cause = USESKILL_FAIL_CART;
  15304. break;
  15305. case SC_POISONINGWEAPON:
  15306. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15307. break;
  15308. case SC_WEAPONBLOCK_ON:
  15309. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15310. break;
  15311. default:
  15312. cause = USESKILL_FAIL_LEVEL;
  15313. break;
  15314. }
  15315. if (!sc->getSCE(reqStatus)) {
  15316. clif_skill_fail(sd, skill_id, cause, 0);
  15317. return false;
  15318. }
  15319. }
  15320. return true;
  15321. }
  15322. /**
  15323. * Check skill condition when cast begin
  15324. * For ammo, only check if the skill need ammo
  15325. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15326. * @param sd Player who uses skill
  15327. * @param skill_id ID of used skill
  15328. * @param skill_lv Level of used skill
  15329. * @return true: All condition passed, false: Failed
  15330. */
  15331. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15332. {
  15333. struct status_data *status;
  15334. status_change *sc;
  15335. struct s_skill_condition require;
  15336. int i;
  15337. nullpo_retr(false,sd);
  15338. if (sd->chatID)
  15339. return false;
  15340. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15341. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15342. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15343. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15344. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15345. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15346. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15347. return true;
  15348. }
  15349. switch( sd->menuskill_id ) {
  15350. case AM_PHARMACY:
  15351. switch( skill_id ) {
  15352. case AM_PHARMACY:
  15353. case AC_MAKINGARROW:
  15354. case BS_REPAIRWEAPON:
  15355. case AM_TWILIGHT1:
  15356. case AM_TWILIGHT2:
  15357. case AM_TWILIGHT3:
  15358. return false;
  15359. }
  15360. break;
  15361. case GN_MIX_COOKING:
  15362. case GN_MAKEBOMB:
  15363. case GN_S_PHARMACY:
  15364. case GN_CHANGEMATERIAL:
  15365. case MT_M_MACHINE:
  15366. case BO_BIONIC_PHARMACY:
  15367. if( sd->menuskill_id != skill_id )
  15368. return false;
  15369. break;
  15370. }
  15371. status = &sd->battle_status;
  15372. sc = &sd->sc;
  15373. if( !sc->count )
  15374. sc = NULL;
  15375. if( sd->skillitem == skill_id )
  15376. {
  15377. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15378. sd->state.abra_flag = 0;
  15379. else
  15380. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15381. if( (i = sd->itemindex) == -1 ||
  15382. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15383. sd->inventory_data[i] == NULL ||
  15384. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15385. sd->inventory.u.items_inventory[i].amount < 1
  15386. )
  15387. { //Something went wrong, item exploit?
  15388. sd->itemid = 0;
  15389. sd->itemindex = -1;
  15390. return false;
  15391. }
  15392. //Consume
  15393. sd->itemid = 0;
  15394. sd->itemindex = -1;
  15395. 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]
  15396. ; //Do not consume item.
  15397. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15398. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15399. }
  15400. if(!sd->skillitem_keep_requirement)
  15401. return true;
  15402. }
  15403. if( pc_is90overweight(sd) ) {
  15404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15405. return false;
  15406. }
  15407. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15408. return false;
  15409. //Checks if disabling skill - in which case no SP requirements are necessary
  15410. if( sc && skill_disable_check(*sc,skill_id))
  15411. return true;
  15412. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15413. // Check the skills that can be used while mounted on a warg
  15414. if( pc_isridingwug(sd) ) {
  15415. if(!inf2[INF2_ALLOWONWARG])
  15416. return false; // in official there is no message.
  15417. }
  15418. if( pc_ismadogear(sd) ) {
  15419. // Skills that are unusable when Mado is equipped. [Jobbie]
  15420. if(!inf2[INF2_ALLOWONMADO]){
  15421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15422. return false;
  15423. }
  15424. }
  15425. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15426. // return false;
  15427. require = skill_get_requirement(sd,skill_id,skill_lv);
  15428. //Can only update state when weapon/arrow info is checked.
  15429. sd->state.arrow_atk = require.ammo?1:0;
  15430. // perform skill-group checks
  15431. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15432. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15434. return false;
  15435. }
  15436. }
  15437. else if(inf2[INF2_ISENSEMBLE]) {
  15438. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15440. return false;
  15441. }
  15442. }
  15443. // perform skill-specific checks (and actions)
  15444. switch( skill_id ) {
  15445. case RG_GRAFFITI:
  15446. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15448. return false;
  15449. }
  15450. break;
  15451. case SO_SPELLFIST:
  15452. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15454. return false;
  15455. }
  15456. case SA_CASTCANCEL:
  15457. if(sd->ud.skilltimer == INVALID_TIMER) {
  15458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15459. return false;
  15460. }
  15461. break;
  15462. case AS_CLOAKING:
  15463. {
  15464. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15465. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15466. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15467. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15468. int di;
  15469. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15470. if( di == 8 ) {
  15471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15472. return false;
  15473. }
  15474. }
  15475. break;
  15476. }
  15477. case AL_WARP:
  15478. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15479. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15480. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15481. return false;
  15482. }
  15483. break;
  15484. case AL_HOLYWATER:
  15485. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15487. return false;
  15488. }
  15489. break;
  15490. case MO_CALLSPIRITS:
  15491. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15492. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15493. if(sd->spiritball >= skill_lv) {
  15494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15495. return false;
  15496. }
  15497. break;
  15498. case MO_FINGEROFFENSIVE:
  15499. case GS_FLING:
  15500. case SR_RIDEINLIGHTNING:
  15501. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15502. sd->spiritball_old = require.spiritball = sd->spiritball;
  15503. else
  15504. sd->spiritball_old = require.spiritball;
  15505. break;
  15506. case MO_CHAINCOMBO:
  15507. if(!sc)
  15508. return false;
  15509. if(sc->getSCE(SC_BLADESTOP))
  15510. break;
  15511. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15512. break;
  15513. return false;
  15514. case MO_COMBOFINISH:
  15515. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15516. return false;
  15517. break;
  15518. case CH_TIGERFIST:
  15519. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15520. return false;
  15521. break;
  15522. case CH_CHAINCRUSH:
  15523. if(!(sc && sc->getSCE(SC_COMBO)))
  15524. return false;
  15525. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15526. return false;
  15527. break;
  15528. case SJ_SOLARBURST:
  15529. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15530. return 0;
  15531. break;
  15532. case MO_EXTREMITYFIST:
  15533. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15534. // return false;
  15535. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15536. break;
  15537. if( sc && sc->getSCE(SC_COMBO) ) {
  15538. switch(sc->getSCE(SC_COMBO)->val1) {
  15539. case MO_COMBOFINISH:
  15540. case CH_TIGERFIST:
  15541. case CH_CHAINCRUSH:
  15542. break;
  15543. default:
  15544. return false;
  15545. }
  15546. }
  15547. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15549. return false;
  15550. }
  15551. #ifdef RENEWAL
  15552. sd->spiritball_old = sd->spiritball;
  15553. #endif
  15554. break;
  15555. case TK_MISSION:
  15556. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15558. return false;
  15559. }
  15560. break;
  15561. case ASC_EDP:
  15562. #ifdef RENEWAL
  15563. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15564. #else
  15565. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15566. #endif
  15567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15568. return false;
  15569. }
  15570. break;
  15571. case TK_READYCOUNTER:
  15572. case TK_READYDOWN:
  15573. case TK_READYSTORM:
  15574. case TK_READYTURN:
  15575. case TK_JUMPKICK:
  15576. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15578. return false;
  15579. }
  15580. break;
  15581. case TK_TURNKICK:
  15582. case TK_STORMKICK:
  15583. case TK_DOWNKICK:
  15584. case TK_COUNTER:
  15585. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15586. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15587. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15588. return false; //Combo needs to be ready
  15589. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15590. //Do not repeat a kick.
  15591. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15592. break;
  15593. status_change_end(&sd->bl, SC_COMBO);
  15594. return false;
  15595. }
  15596. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15597. unit_cancel_combo(&sd->bl);
  15598. return false;
  15599. }
  15600. break; //Combo ready.
  15601. #ifndef RENEWAL
  15602. case BD_ADAPTATION:
  15603. {
  15604. int time;
  15605. if(!(sc && sc->getSCE(SC_DANCING))) {
  15606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15607. return false;
  15608. }
  15609. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15610. if (skill_get_time(
  15611. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15612. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15613. - time < skill_get_time2(skill_id,skill_lv))
  15614. {
  15615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15616. return false;
  15617. }
  15618. }
  15619. break;
  15620. #endif
  15621. case PR_BENEDICTIO:
  15622. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15624. return false;
  15625. }
  15626. break;
  15627. case SL_SMA:
  15628. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15629. return false;
  15630. break;
  15631. case HT_POWER:
  15632. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15633. return false;
  15634. break;
  15635. #ifndef RENEWAL
  15636. case CG_HERMODE:
  15637. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15639. return false;
  15640. }
  15641. break;
  15642. #endif
  15643. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15644. {
  15645. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15646. int size = range*2+1;
  15647. for (s=0;s<size*size;s++) {
  15648. int x = sd->bl.x+(s%size-range);
  15649. int y = sd->bl.y+(s/size-range);
  15650. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15652. return false;
  15653. }
  15654. }
  15655. }
  15656. break;
  15657. #ifndef RENEWAL
  15658. case PR_REDEMPTIO:
  15659. {
  15660. t_exp exp = pc_nextbaseexp(sd);
  15661. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15662. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15664. return false;
  15665. }
  15666. break;
  15667. }
  15668. case HP_BASILICA:
  15669. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15670. if( sd ) {
  15671. // When castbegin, needs 7x7 clear area
  15672. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15673. int size = range*2+1;
  15674. for( s=0;s<size*size;s++ ) {
  15675. int x = sd->bl.x+(s%size-range);
  15676. int y = sd->bl.y+(s/size-range);
  15677. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15678. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15679. return false;
  15680. }
  15681. }
  15682. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15683. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15684. return false;
  15685. }
  15686. }
  15687. }
  15688. break;
  15689. #endif
  15690. case AM_TWILIGHT2:
  15691. case AM_TWILIGHT3:
  15692. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15694. return false;
  15695. }
  15696. break;
  15697. case SG_SUN_WARM:
  15698. case SG_MOON_WARM:
  15699. case SG_STAR_WARM:
  15700. if (sc && sc->getSCE(SC_MIRACLE))
  15701. break;
  15702. i = skill_id-SG_SUN_WARM;
  15703. if (sd->bl.m == sd->feel_map[i].m)
  15704. break;
  15705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15706. return false;
  15707. break;
  15708. case SG_SUN_COMFORT:
  15709. case SG_MOON_COMFORT:
  15710. case SG_STAR_COMFORT:
  15711. if (sc && sc->getSCE(SC_MIRACLE))
  15712. break;
  15713. i = skill_id-SG_SUN_COMFORT;
  15714. if (sd->bl.m == sd->feel_map[i].m &&
  15715. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15716. break;
  15717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15718. return false;
  15719. case SG_FUSION:
  15720. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15721. break;
  15722. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15723. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15724. if( require.sp > 0 ) {
  15725. if (status->sp < (unsigned int)require.sp)
  15726. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15727. else
  15728. status_zap(&sd->bl, 0, require.sp);
  15729. }
  15730. return false;
  15731. case GD_BATTLEORDER:
  15732. case GD_REGENERATION:
  15733. case GD_RESTORE:
  15734. case GD_CHARGESHOUT_FLAG:
  15735. case GD_CHARGESHOUT_BEATING:
  15736. case GD_EMERGENCY_MOVE:
  15737. if (!map_flag_gvg2(sd->bl.m)) {
  15738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15739. return false;
  15740. }
  15741. case GD_EMERGENCYCALL:
  15742. case GD_ITEMEMERGENCYCALL:
  15743. // other checks were already done in skill_isNotOk()
  15744. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15745. return false;
  15746. break;
  15747. case GS_GLITTERING:
  15748. case RL_RICHS_COIN:
  15749. if(sd->spiritball >= 10) {
  15750. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15751. return false;
  15752. }
  15753. break;
  15754. case NJ_ISSEN:
  15755. #ifdef RENEWAL
  15756. if (status->hp < (status->hp/100)) {
  15757. #else
  15758. if (status->hp < 2) {
  15759. #endif
  15760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15761. return false;
  15762. }
  15763. case NJ_BUNSINJYUTSU:
  15764. if (!(sc && sc->getSCE(SC_NEN))) {
  15765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15766. return false;
  15767. }
  15768. break;
  15769. case NJ_ZENYNAGE:
  15770. case KO_MUCHANAGE:
  15771. if(sd->status.zeny < require.zeny) {
  15772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15773. return false;
  15774. }
  15775. break;
  15776. case PF_HPCONVERSION:
  15777. if (status->sp == status->max_sp)
  15778. return false; //Unusable when at full SP.
  15779. break;
  15780. case SP_KAUTE: // Fail if below 30% MaxHP.
  15781. if (status->hp < 30 * status->max_hp / 100) {
  15782. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15783. return false;
  15784. }
  15785. break;
  15786. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15787. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15789. return false;
  15790. }
  15791. break;
  15792. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15793. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15795. return false;
  15796. }
  15797. break;
  15798. case AB_ANCILLA: {
  15799. int count = 0;
  15800. for( i = 0; i < MAX_INVENTORY; i++ )
  15801. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15802. count += sd->inventory.u.items_inventory[i].amount;
  15803. if( count >= 3 ) {
  15804. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15805. return false;
  15806. }
  15807. }
  15808. break;
  15809. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15810. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15811. && sd->special_state.no_gemstone == 0
  15812. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15814. return false;
  15815. }
  15816. break;
  15817. case WL_SUMMONFB:
  15818. case WL_SUMMONBL:
  15819. case WL_SUMMONWB:
  15820. case WL_SUMMONSTONE:
  15821. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15822. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15823. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15825. return false;
  15826. }
  15827. }
  15828. break;
  15829. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15830. case WL_RELEASE: {
  15831. int active_spheres = 0, req_spheres = 0;
  15832. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15833. if (sc && sc->getSCE(i))
  15834. active_spheres++;
  15835. }
  15836. // Cast requirement
  15837. if (skill_id == WL_TETRAVORTEX)
  15838. req_spheres = 4;
  15839. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15840. req_spheres = 1;
  15841. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15842. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15843. return false;
  15844. }
  15845. }
  15846. break;
  15847. case GC_HALLUCINATIONWALK:
  15848. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15850. return false;
  15851. }
  15852. break;
  15853. case NPC_HALLUCINATIONWALK:
  15854. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15855. return false;
  15856. }
  15857. break;
  15858. case RA_WUGMASTERY:
  15859. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15861. return false;
  15862. }
  15863. break;
  15864. case RA_WUGSTRIKE:
  15865. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15867. return false;
  15868. }
  15869. break;
  15870. case RA_WUGRIDER:
  15871. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15873. return false;
  15874. }
  15875. break;
  15876. case RA_WUGDASH:
  15877. if(!pc_isridingwug(sd)) {
  15878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15879. return false;
  15880. }
  15881. else {
  15882. int16 sx = sd->bl.x;
  15883. int16 sy = sd->bl.y;
  15884. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15885. switch (dir) {
  15886. case 0: case 8: sy++; break;
  15887. case 1: sx--; sy++; break;
  15888. case 2: sx--; break;
  15889. case 3: sx--; sy--; break;
  15890. case 4: sy--; break;
  15891. case 5: sx++; sy--; break;
  15892. case 6: sx++; break;
  15893. case 7: sx++; sy++; break;
  15894. }
  15895. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15896. return false;
  15897. }
  15898. }
  15899. break;
  15900. case LG_RAYOFGENESIS:
  15901. case LG_BANDING:
  15902. if( sc && sc->getSCE(SC_INSPIRATION) )
  15903. return true; // Don't check for partner.
  15904. break;
  15905. case LG_PRESTIGE:
  15906. if( sc && sc->getSCE(SC_INSPIRATION) )
  15907. return true; // Don't check for partner.
  15908. if( sc && sc->getSCE(SC_BANDING) ) {
  15909. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15910. return false;
  15911. }
  15912. break;
  15913. case LG_RAGEBURST:
  15914. if( sd->spiritball == 0 ) {
  15915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15916. return false;
  15917. }
  15918. sd->spiritball_old = require.spiritball = sd->spiritball;
  15919. break;
  15920. case SR_FALLENEMPIRE:
  15921. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  15922. return false;
  15923. break;
  15924. case SR_CRESCENTELBOW:
  15925. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  15926. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15927. return false;
  15928. }
  15929. break;
  15930. case SR_CURSEDCIRCLE:
  15931. if (map_flag_gvg2(sd->bl.m)) {
  15932. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15933. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15934. char output[128];
  15935. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15936. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15937. return false;
  15938. }
  15939. }
  15940. if( sd->spiritball > 0 )
  15941. sd->spiritball_old = require.spiritball = sd->spiritball;
  15942. else {
  15943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15944. return false;
  15945. }
  15946. break;
  15947. case SR_GATEOFHELL:
  15948. if( sd->spiritball > 0 )
  15949. sd->spiritball_old = require.spiritball;
  15950. break;
  15951. case SC_MANHOLE:
  15952. case SC_DIMENSIONDOOR:
  15953. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  15954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15955. return false;
  15956. }
  15957. break;
  15958. case SC_FEINTBOMB:
  15959. 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) ) {
  15960. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15961. return false;
  15962. }
  15963. break;
  15964. case WM_GREAT_ECHO: {
  15965. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15966. if (count > 0)
  15967. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15968. }
  15969. break;
  15970. case SO_FIREWALK:
  15971. case SO_ELECTRICWALK:
  15972. case NPC_FIREWALK:
  15973. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15974. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  15975. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  15976. if( sd )
  15977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15978. return false;
  15979. }
  15980. break;
  15981. case SO_EL_CONTROL:
  15982. if( !sd->status.ele_id || !sd->ed ) {
  15983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15984. return false;
  15985. }
  15986. break;
  15987. case KO_JYUMONJIKIRI:
  15988. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15989. return true;
  15990. else {
  15991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15992. return false;
  15993. }
  15994. break;
  15995. case KO_KAHU_ENTEN:
  15996. case KO_HYOUHU_HUBUKI:
  15997. case KO_KAZEHU_SEIRAN:
  15998. case KO_DOHU_KOUKAI:
  15999. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  16000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  16001. return false;
  16002. }
  16003. break;
  16004. case KO_KAIHOU:
  16005. case KO_ZENKAI:
  16006. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  16007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  16008. return false;
  16009. }
  16010. break;
  16011. case SJ_FULLMOONKICK:
  16012. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16013. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16014. return false;
  16015. }
  16016. break;
  16017. case SJ_STAREMPEROR:
  16018. case SJ_NOVAEXPLOSING:
  16019. case SJ_GRAVITYCONTROL:
  16020. case SJ_BOOKOFDIMENSION:
  16021. case SJ_BOOKOFCREATINGSTAR:
  16022. case SP_SOULDIVISION:
  16023. case SP_SOULEXPLOSION:
  16024. if (!map_flag_vs(sd->bl.m)) {
  16025. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16026. return false;
  16027. }
  16028. break;
  16029. case SP_SWHOO:
  16030. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16031. return false;
  16032. break;
  16033. case DK_SERVANT_W_PHANTOM:
  16034. case DK_SERVANT_W_DEMOL:
  16035. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  16036. sd->servantball_old = require.spiritball = sd->servantball;
  16037. else
  16038. sd->servantball_old = require.spiritball;
  16039. break;
  16040. case IQ_SECOND_FAITH:
  16041. case IQ_THIRD_PUNISH:
  16042. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16043. return false;
  16044. break;
  16045. case IQ_SECOND_JUDGEMENT:
  16046. case IQ_THIRD_CONSECRATION:
  16047. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16048. return false;
  16049. break;
  16050. case IQ_SECOND_FLAME:
  16051. case IQ_THIRD_FLAME_BOMB:
  16052. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16053. return false;
  16054. break;
  16055. }
  16056. /* check state required */
  16057. switch (require.state) {
  16058. case ST_HIDDEN:
  16059. if(!pc_ishiding(sd)) {
  16060. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16061. return false;
  16062. }
  16063. break;
  16064. case ST_RIDING:
  16065. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  16066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16067. return false;
  16068. }
  16069. break;
  16070. case ST_FALCON:
  16071. if(!pc_isfalcon(sd)) {
  16072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16073. return false;
  16074. }
  16075. break;
  16076. case ST_CART:
  16077. if(!pc_iscarton(sd)) {
  16078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  16079. return false;
  16080. }
  16081. break;
  16082. case ST_SHIELD:
  16083. if(sd->status.shield <= 0) {
  16084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16085. return false;
  16086. }
  16087. break;
  16088. case ST_RECOVER_WEIGHT_RATE:
  16089. #ifdef RENEWAL
  16090. if(pc_is70overweight(sd)) {
  16091. #else
  16092. if(pc_is50overweight(sd)) {
  16093. #endif
  16094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16095. return false;
  16096. }
  16097. break;
  16098. case ST_MOVE_ENABLE:
  16099. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16100. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16101. if (!unit_can_move(&sd->bl)) {
  16102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16103. return false;
  16104. }
  16105. break;
  16106. case ST_WATER:
  16107. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16108. break;
  16109. 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))
  16110. break;
  16111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16112. return false;
  16113. case ST_RIDINGDRAGON:
  16114. if( !pc_isridingdragon(sd) ) {
  16115. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16116. return false;
  16117. }
  16118. break;
  16119. case ST_WUG:
  16120. if( !pc_iswug(sd) ) {
  16121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16122. return false;
  16123. }
  16124. break;
  16125. case ST_RIDINGWUG:
  16126. if( !pc_isridingwug(sd) ) {
  16127. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16128. return false;
  16129. }
  16130. break;
  16131. case ST_MADO:
  16132. if( !pc_ismadogear(sd) ) {
  16133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16134. return false;
  16135. }
  16136. break;
  16137. case ST_ELEMENTALSPIRIT:
  16138. case ST_ELEMENTALSPIRIT2:
  16139. if(!sd->ed) {
  16140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16141. return false;
  16142. }
  16143. break;
  16144. case ST_PECO:
  16145. if(!pc_isriding(sd)) {
  16146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16147. return false;
  16148. }
  16149. break;
  16150. case ST_SUNSTANCE:
  16151. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16152. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16153. return false;
  16154. }
  16155. break;
  16156. case ST_MOONSTANCE:
  16157. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16158. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16159. return false;
  16160. }
  16161. break;
  16162. case ST_STARSTANCE:
  16163. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16164. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16165. return false;
  16166. }
  16167. break;
  16168. case ST_UNIVERSESTANCE:
  16169. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16170. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16171. return false;
  16172. }
  16173. break;
  16174. }
  16175. /* check the status required */
  16176. if (!require.status.empty()) {
  16177. switch (skill_id) {
  16178. // Being checked later in skill_check_condition_castend()
  16179. case WZ_SIGHTRASHER:
  16180. break;
  16181. default:
  16182. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16183. return false;
  16184. break;
  16185. }
  16186. }
  16187. // Check for equipped item(s)
  16188. if (!require.eqItem.empty()) {
  16189. size_t count = require.eqItem.size();
  16190. for (const auto &it : require.eqItem) {
  16191. t_itemid reqeqit = it;
  16192. if (!reqeqit)
  16193. break; // Skill has no required item(s); get out of here
  16194. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16195. case NC_PILEBUNKER:
  16196. case RL_P_ALTER:
  16197. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16198. count--;
  16199. if (!count) {
  16200. if( skill_id == RL_P_ALTER ){
  16201. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16202. }else{
  16203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16204. }
  16205. return false;
  16206. } else
  16207. continue;
  16208. }
  16209. break;
  16210. case NC_ACCELERATION:
  16211. case NC_SELFDESTRUCTION:
  16212. case NC_SHAPESHIFT:
  16213. case NC_EMERGENCYCOOL:
  16214. case NC_MAGNETICFIELD:
  16215. case NC_NEUTRALBARRIER:
  16216. case NC_STEALTHFIELD:
  16217. if (pc_search_inventory(sd, reqeqit) == -1) {
  16218. count--;
  16219. if (!count) {
  16220. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16221. return false;
  16222. } else
  16223. continue;
  16224. }
  16225. break;
  16226. default:
  16227. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16228. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16229. return false;
  16230. }
  16231. break;
  16232. }
  16233. }
  16234. }
  16235. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16236. //mhp is the max-hp-requirement, that is,
  16237. //you must have this % or less of HP to cast it.
  16238. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16239. return false;
  16240. }
  16241. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16242. switch(skill_id) {
  16243. case RA_AIMEDBOLT:
  16244. break;
  16245. default:
  16246. switch((unsigned int)log2(require.weapon)) {
  16247. case W_REVOLVER:
  16248. clif_msg(sd, SKILL_NEED_REVOLVER);
  16249. break;
  16250. case W_RIFLE:
  16251. clif_msg(sd, SKILL_NEED_RIFLE);
  16252. break;
  16253. case W_GATLING:
  16254. clif_msg(sd, SKILL_NEED_GATLING);
  16255. break;
  16256. case W_SHOTGUN:
  16257. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16258. break;
  16259. case W_GRENADE:
  16260. clif_msg(sd, SKILL_NEED_GRENADE);
  16261. break;
  16262. default:
  16263. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16264. break;
  16265. }
  16266. return false;
  16267. }
  16268. }
  16269. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16271. return false;
  16272. }
  16273. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16275. return false;
  16276. }
  16277. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16279. return false;
  16280. }
  16281. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16282. switch (skill_id) { // Skills that require soul spheres.
  16283. case SP_SOULGOLEM:
  16284. case SP_SOULSHADOW:
  16285. case SP_SOULFALCON:
  16286. case SP_SOULFAIRY:
  16287. case SP_SOULCURSE:
  16288. case SP_SPA:
  16289. case SP_SHA:
  16290. case SP_SWHOO:
  16291. case SP_SOULUNITY:
  16292. case SP_SOULDIVISION:
  16293. case SP_SOULREAPER:
  16294. case SP_SOULEXPLOSION:
  16295. case SP_KAUTE:
  16296. if (sd->soulball < require.spiritball) {
  16297. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16298. return false;
  16299. }
  16300. break;
  16301. // Skills that requires servants.
  16302. case DK_SERVANT_W_SIGN:
  16303. case DK_SERVANT_W_PHANTOM:
  16304. case DK_SERVANT_W_DEMOL:
  16305. if (sd->servantball < require.spiritball) {
  16306. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16307. return false;
  16308. }
  16309. break;
  16310. default: // Skills that require spirit/coin spheres.
  16311. if (sd->spiritball < require.spiritball) {
  16312. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16313. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16314. else
  16315. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16316. return false;
  16317. }
  16318. break;
  16319. }
  16320. }
  16321. return true;
  16322. }
  16323. /**
  16324. * Check skill condition when cast end.
  16325. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16326. * @param sd Player who uses skill
  16327. * @param skill_id ID of used skill
  16328. * @param skill_lv Level of used skill
  16329. * @return true: All condition passed, false: Failed
  16330. */
  16331. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16332. {
  16333. struct s_skill_condition require;
  16334. struct status_data *status;
  16335. int i;
  16336. short index[MAX_SKILL_ITEM_REQUIRE];
  16337. nullpo_retr(false,sd);
  16338. if( sd->chatID )
  16339. return false;
  16340. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16341. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16342. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16343. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16344. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16345. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16346. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16347. return true;
  16348. }
  16349. switch( sd->menuskill_id ) { // Cast start or cast end??
  16350. case AM_PHARMACY:
  16351. switch( skill_id ) {
  16352. case AM_PHARMACY:
  16353. case AC_MAKINGARROW:
  16354. case BS_REPAIRWEAPON:
  16355. case AM_TWILIGHT1:
  16356. case AM_TWILIGHT2:
  16357. case AM_TWILIGHT3:
  16358. return false;
  16359. }
  16360. break;
  16361. case GN_MIX_COOKING:
  16362. case GN_MAKEBOMB:
  16363. case GN_S_PHARMACY:
  16364. case GN_CHANGEMATERIAL:
  16365. case MT_M_MACHINE:
  16366. case BO_BIONIC_PHARMACY:
  16367. if( sd->menuskill_id != skill_id )
  16368. return false;
  16369. break;
  16370. }
  16371. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16372. return true;
  16373. if( pc_is90overweight(sd) ) {
  16374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16375. return false;
  16376. }
  16377. // perform skill-specific checks (and actions)
  16378. switch( skill_id ) {
  16379. case PR_BENEDICTIO:
  16380. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16381. break;
  16382. case AM_CANNIBALIZE:
  16383. case AM_SPHEREMINE: {
  16384. int c=0;
  16385. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16386. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16387. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16388. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16389. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16390. if(c >= maxcount ||
  16391. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16392. { //Fails when: exceed max limit. There are other plant types already out.
  16393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16394. return false;
  16395. }
  16396. }
  16397. break;
  16398. }
  16399. case NC_SILVERSNIPER:
  16400. case NC_MAGICDECOY: {
  16401. int c = 0;
  16402. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16403. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16404. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16405. if( skill_id == NC_MAGICDECOY ) {
  16406. int j;
  16407. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16408. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16409. } else
  16410. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16411. if( c >= maxcount ) {
  16412. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16413. return false;
  16414. }
  16415. }
  16416. }
  16417. break;
  16418. case KO_ZANZOU: {
  16419. int c = 0;
  16420. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16421. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16422. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16423. return false;
  16424. }
  16425. }
  16426. break;
  16427. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16428. case MT_SUMMON_ABR_DUAL_CANNON:
  16429. case MT_SUMMON_ABR_MOTHER_NET:
  16430. case MT_SUMMON_ABR_INFINITY: {
  16431. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16432. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16433. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16434. 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);
  16435. if (c >= maxcount) {
  16436. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16437. return false;
  16438. }
  16439. }
  16440. break;
  16441. }
  16442. case BO_WOODENWARRIOR:
  16443. case BO_WOODEN_FAIRY:
  16444. case BO_CREEPER:
  16445. case BO_HELLTREE: {
  16446. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16447. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16448. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16449. 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);
  16450. if (c >= maxcount) {
  16451. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16452. return false;
  16453. }
  16454. }
  16455. break;
  16456. }
  16457. #ifdef RENEWAL
  16458. case ASC_EDP:
  16459. if(sd) {
  16460. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16461. if (item_edp < 0) {
  16462. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16463. return false;
  16464. } else
  16465. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16466. }
  16467. break;
  16468. #endif
  16469. }
  16470. status = &sd->battle_status;
  16471. require = skill_get_requirement(sd,skill_id,skill_lv);
  16472. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16474. return false;
  16475. }
  16476. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16478. return false;
  16479. }
  16480. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16481. uint8 extra_ammo = 0;
  16482. #ifdef RENEWAL
  16483. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16484. case WM_SEVERE_RAINSTORM:
  16485. case RL_FIREDANCE:
  16486. case RL_R_TRIP:
  16487. case RL_FIRE_RAIN:
  16488. extra_ammo = 1;
  16489. break;
  16490. default:
  16491. break;
  16492. }
  16493. #endif
  16494. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16495. clif_arrow_fail(sd,0);
  16496. return false;
  16497. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16498. char e_msg[100];
  16499. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16501. return false;
  16502. }
  16503. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16505. return false;
  16506. }
  16507. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16508. skill_get_desc(skill_id),
  16509. require.ammo_qty,
  16510. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16511. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16512. return false;
  16513. }
  16514. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16515. //which is the closest we have to wrong ammo type. [Skotlex]
  16516. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16517. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16518. return false;
  16519. }
  16520. }
  16521. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16522. if( !require.itemid[i] )
  16523. continue;
  16524. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16525. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16526. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16528. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16530. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16532. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16534. else if( require.itemid[i] == ITEMID_ANCILLA )
  16535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16536. else
  16537. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16538. return false;
  16539. }
  16540. }
  16541. /* check the status required */
  16542. if (!require.status.empty()) {
  16543. switch (skill_id) {
  16544. case WZ_SIGHTRASHER:
  16545. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16546. return false;
  16547. break;
  16548. default:
  16549. break;
  16550. }
  16551. }
  16552. return true;
  16553. }
  16554. /** Consume skill requirement
  16555. * @param sd Player who uses the skill
  16556. * @param skill_id ID of used skill
  16557. * @param skill_lv Level of used skill
  16558. * @param type Consume type
  16559. * type&1: consume the others (before skill was used);
  16560. * type&2: consume items (after skill was used)
  16561. */
  16562. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16563. {
  16564. struct s_skill_condition require;
  16565. nullpo_retv(sd);
  16566. require = skill_get_requirement(sd,skill_id,skill_lv);
  16567. if( type&1 ) {
  16568. switch( skill_id ) {
  16569. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16570. case MC_IDENTIFY:
  16571. require.sp = 0;
  16572. break;
  16573. case MO_KITRANSLATION:
  16574. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16575. require.spiritball = 0;
  16576. //Fall through
  16577. default:
  16578. if(sd->state.autocast)
  16579. require.sp = 0;
  16580. break;
  16581. }
  16582. if(require.hp || require.sp || require.ap)
  16583. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16584. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16585. switch (skill_id) { // Skills that require soul spheres.
  16586. case SP_SOULGOLEM:
  16587. case SP_SOULSHADOW:
  16588. case SP_SOULFALCON:
  16589. case SP_SOULFAIRY:
  16590. case SP_SOULCURSE:
  16591. case SP_SPA:
  16592. case SP_SHA:
  16593. case SP_SWHOO:
  16594. case SP_SOULUNITY:
  16595. case SP_SOULDIVISION:
  16596. case SP_SOULREAPER:
  16597. case SP_SOULEXPLOSION:
  16598. case SP_KAUTE:
  16599. pc_delsoulball(sd, require.spiritball, false);
  16600. break;
  16601. // Skills that require servants.
  16602. // Note: We don't update the servants display here
  16603. // since using these skills auto trigger an animation
  16604. // with them in unique ways that makes them vanish.
  16605. case DK_SERVANT_W_SIGN:
  16606. case DK_SERVANT_W_PHANTOM:
  16607. case DK_SERVANT_W_DEMOL:
  16608. pc_delservantball( *sd, require.spiritball );
  16609. break;
  16610. default: // Skills that require spirit/coin spheres.
  16611. pc_delspiritball(sd, require.spiritball, 0);
  16612. break;
  16613. }
  16614. }
  16615. else if(require.spiritball == -1) {
  16616. sd->spiritball_old = sd->spiritball;
  16617. pc_delspiritball(sd,sd->spiritball,0);
  16618. }
  16619. if(require.zeny > 0)
  16620. {
  16621. if( skill_id == NJ_ZENYNAGE )
  16622. require.zeny = 0; //Zeny is reduced on skill_attack.
  16623. if( sd->status.zeny < require.zeny )
  16624. require.zeny = sd->status.zeny;
  16625. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16626. }
  16627. }
  16628. if( type&2 ) {
  16629. status_change *sc = &sd->sc;
  16630. int n,i;
  16631. if( !sc->count )
  16632. sc = NULL;
  16633. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16634. {
  16635. if( !require.itemid[i] )
  16636. continue;
  16637. 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 )
  16638. continue; //Gemstones are checked, but not substracted from inventory.
  16639. switch( skill_id ){
  16640. case SA_SEISMICWEAPON:
  16641. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16642. continue;
  16643. break;
  16644. case SA_FLAMELAUNCHER:
  16645. case SA_VOLCANO:
  16646. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16647. continue;
  16648. break;
  16649. case SA_FROSTWEAPON:
  16650. case SA_DELUGE:
  16651. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16652. continue;
  16653. break;
  16654. case SA_LIGHTNINGLOADER:
  16655. case SA_VIOLENTGALE:
  16656. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16657. continue;
  16658. break;
  16659. }
  16660. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16661. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16662. }
  16663. }
  16664. }
  16665. /**
  16666. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16667. * @param sd Player's that will be checked
  16668. * @param skill_id Skill that's being used
  16669. * @param skill_lv Skill level of used skill
  16670. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16671. */
  16672. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16673. {
  16674. struct s_skill_condition req;
  16675. struct status_data *status;
  16676. status_change *sc;
  16677. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16678. memset(&req,0,sizeof(req));
  16679. if( !sd )
  16680. return req;
  16681. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16682. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16683. sc = &sd->sc;
  16684. if( !sc->count )
  16685. sc = NULL;
  16686. //Checks if disabling skill - in which case no SP requirements are necessary
  16687. if( sc && skill_disable_check(*sc,skill_id) )
  16688. return req;
  16689. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16690. status = &sd->battle_status;
  16691. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16692. req.hp = skill->require.hp[skill_lv - 1];
  16693. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16694. if(hp_rate > 0)
  16695. req.hp += (status->hp * hp_rate)/100;
  16696. else
  16697. req.hp += (status->max_hp * (-hp_rate))/100;
  16698. req.sp = skill->require.sp[skill_lv-1];
  16699. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16700. req.sp /= 2;
  16701. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16702. req.sp -= req.sp * 30 / 100;
  16703. sp_rate = skill->require.sp_rate[skill_lv-1];
  16704. if(sp_rate > 0)
  16705. req.sp += (status->sp * sp_rate)/100;
  16706. else
  16707. req.sp += (status->max_sp * (-sp_rate))/100;
  16708. if( sd->dsprate != 100 )
  16709. req.sp = req.sp * sd->dsprate / 100;
  16710. for (auto &it : sd->skillusesprate) {
  16711. if (it.id == skill_id) {
  16712. sp_skill_rate_bonus -= it.val;
  16713. break;
  16714. }
  16715. }
  16716. for (auto &it : sd->skillusesp) {
  16717. if (it.id == skill_id) {
  16718. req.sp -= it.val;
  16719. break;
  16720. }
  16721. }
  16722. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16723. req.sp += req.sp * 30 / 100;
  16724. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16725. if( sc ) {
  16726. if( sc->getSCE(SC__LAZINESS) )
  16727. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16728. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16729. req.sp += req.sp / 4;
  16730. if( sc->getSCE(SC_OFFERTORIUM))
  16731. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16732. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16733. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16734. #ifdef RENEWAL
  16735. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16736. req.sp -= req.sp * 20 / 100;
  16737. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16738. req.sp -= req.sp * 30 / 100;
  16739. #endif
  16740. if (sc->getSCE(SC_GLOOMYDAY))
  16741. req.sp += req.sp * (skill_lv * 10) / 100;
  16742. if (sc->getSCE(SC_CRESCIVEBOLT))
  16743. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16744. }
  16745. req.ap = skill->require.ap[skill_lv - 1];
  16746. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16747. if (ap_rate > 0)
  16748. req.ap += (status->ap * ap_rate) / 100;
  16749. else
  16750. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16751. req.zeny = skill->require.zeny[skill_lv-1];
  16752. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16753. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16754. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16755. else
  16756. req.zeny += 1000;
  16757. }
  16758. req.spiritball = skill->require.spiritball[skill_lv-1];
  16759. req.state = skill->require.state;
  16760. req.mhp = skill->require.mhp[skill_lv-1];
  16761. req.weapon = skill->require.weapon;
  16762. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16763. if (req.ammo_qty)
  16764. req.ammo = skill->require.ammo;
  16765. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16766. { //Assume this skill is using the weapon, therefore it requires arrows.
  16767. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16768. req.ammo_qty = 1;
  16769. }
  16770. req.status = skill->require.status;
  16771. req.eqItem = skill->require.eqItem;
  16772. // Level dependence flag is determined based on the ItemCost Level label
  16773. bool level_dependent = skill->require.itemid_level_dependent;
  16774. switch( skill_id ) {
  16775. /* Skill level-dependent checks */
  16776. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16777. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16778. req.itemid[1] = skill->require.itemid[skill->max];
  16779. req.amount[1] = skill->require.amount[skill->max];
  16780. // Fall through
  16781. /* Normal skill requirements and gemstone checks */
  16782. default:
  16783. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16784. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16785. if (!level_dependent) {
  16786. switch( skill_id ) {
  16787. case AM_POTIONPITCHER:
  16788. case CR_SLIMPITCHER:
  16789. case CR_CULTIVATION:
  16790. if (i != skill_lv%11 - 1)
  16791. continue;
  16792. break;
  16793. #ifdef RENEWAL
  16794. case AM_CALLHOMUN:
  16795. // Player has no homunculus, only requires first item
  16796. if (i > 0 && sd->hd == nullptr) {
  16797. i = MAX_SKILL_ITEM_REQUIRE;
  16798. continue;
  16799. }
  16800. // Recalling from Rest state has a different consume item (stored as second item)
  16801. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16802. req.itemid[0] = skill->require.itemid[1];
  16803. req.amount[0] = skill->require.amount[1];
  16804. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16805. skill_area_temp[0] = 0;
  16806. i = MAX_SKILL_ITEM_REQUIRE;
  16807. continue;
  16808. }
  16809. break;
  16810. #else
  16811. case AM_CALLHOMUN:
  16812. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16813. continue;
  16814. break;
  16815. #endif
  16816. case AB_ADORAMUS:
  16817. 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)) )
  16818. continue;
  16819. break;
  16820. }
  16821. req.itemid[i] = skill->require.itemid[i];
  16822. req.amount[i] = skill->require.amount[i];
  16823. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16824. int16 itIndex;
  16825. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16826. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16827. req.itemid[i] = ITEMID_TRAP;
  16828. else
  16829. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16830. req.amount[i] = 1;
  16831. }
  16832. break;
  16833. }
  16834. }
  16835. else {
  16836. // Process level_dependent requirement
  16837. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  16838. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16839. req.amount[0] = skill->require.amount[skill_lv - 1];
  16840. }
  16841. }
  16842. // Check requirement for gemstone.
  16843. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16844. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16845. req.itemid[i] = req.amount[i] = 0;
  16846. else {
  16847. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16848. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16849. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16850. req.itemid[i] = req.amount[i] = 0;
  16851. else if( --req.amount[i] < 1 )
  16852. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16853. }
  16854. }
  16855. }
  16856. // Check requirement for Magic Gear Fuel
  16857. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16858. req.itemid[i] = req.amount[i] = 0;
  16859. }
  16860. break;
  16861. }
  16862. // Check for cost reductions due to skills & SCs
  16863. switch(skill_id) {
  16864. case MC_MAMMONITE:
  16865. #ifdef RENEWAL
  16866. case WS_CARTTERMINATION:
  16867. #endif
  16868. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16869. #ifdef RENEWAL
  16870. req.zeny -= req.zeny*20/100;
  16871. #else
  16872. req.zeny -= req.zeny*10/100;
  16873. #endif
  16874. break;
  16875. case AL_HOLYLIGHT:
  16876. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16877. req.sp *= 5;
  16878. break;
  16879. case SL_SMA:
  16880. case SL_STUN:
  16881. case SL_STIN:
  16882. {
  16883. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16884. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16885. break;
  16886. if(sd->status.base_level>=90)
  16887. req.sp -= req.sp*7*kaina_lv/100;
  16888. else if(sd->status.base_level>=80)
  16889. req.sp -= req.sp*5*kaina_lv/100;
  16890. else if(sd->status.base_level>=70)
  16891. req.sp -= req.sp*3*kaina_lv/100;
  16892. }
  16893. break;
  16894. case MO_CHAINCOMBO:
  16895. case MO_COMBOFINISH:
  16896. case CH_TIGERFIST:
  16897. case CH_CHAINCRUSH:
  16898. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16899. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16900. break;
  16901. case MO_BODYRELOCATION:
  16902. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16903. req.spiritball = 0;
  16904. break;
  16905. case MO_EXTREMITYFIST:
  16906. if( sc ) {
  16907. if( sc->getSCE(SC_BLADESTOP) )
  16908. req.spiritball--;
  16909. else if( sc->getSCE(SC_COMBO) ) {
  16910. #ifndef RENEWAL
  16911. switch( sc->getSCE(SC_COMBO)->val1 ) {
  16912. case MO_COMBOFINISH:
  16913. req.spiritball = 4;
  16914. break;
  16915. case CH_TIGERFIST:
  16916. req.spiritball = 3;
  16917. break;
  16918. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16919. req.spiritball = sd->spiritball?sd->spiritball:1;
  16920. break;
  16921. }
  16922. #else
  16923. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16924. #endif
  16925. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  16926. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16927. }
  16928. break;
  16929. case LG_RAGEBURST:
  16930. req.spiritball = sd->spiritball?sd->spiritball:1;
  16931. break;
  16932. case SR_FALLENEMPIRE:
  16933. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16934. req.spiritball = 0;
  16935. break;
  16936. case SR_TIGERCANNON:
  16937. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  16938. req.spiritball = 0;
  16939. break;
  16940. case SR_RAMPAGEBLASTER:
  16941. case SR_RIDEINLIGHTNING:
  16942. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  16943. req.spiritball = 0;
  16944. break;
  16945. case SR_GATEOFHELL:
  16946. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  16947. req.sp -= req.sp * 10 / 100;
  16948. break;
  16949. case SR_FLASHCOMBO:
  16950. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16951. req.spiritball = 0;
  16952. break;
  16953. case SO_SUMMON_AGNI:
  16954. case SO_SUMMON_AQUA:
  16955. case SO_SUMMON_VENTUS:
  16956. case SO_SUMMON_TERA: {
  16957. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16958. if( spirit_sympathy )
  16959. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16960. }
  16961. break;
  16962. case NPC_PSYCHIC_WAVE:
  16963. case SO_PSYCHIC_WAVE:
  16964. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  16965. req.sp += req.sp / 2; // 1.5x SP cost
  16966. break;
  16967. }
  16968. //Check if player is using the copied skill [Cydh]
  16969. uint16 idx = skill_get_index(skill_id);
  16970. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16971. uint16 req_opt = skill->copyable.req_opt;
  16972. if (req_opt & SKILL_REQ_HPCOST)
  16973. req.hp = 0;
  16974. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16975. req.mhp = 0;
  16976. if (req_opt & SKILL_REQ_SPCOST)
  16977. req.sp = 0;
  16978. if (req_opt & SKILL_REQ_HPRATECOST)
  16979. req.hp_rate = 0;
  16980. if (req_opt & SKILL_REQ_SPRATECOST)
  16981. req.sp_rate = 0;
  16982. if (req_opt & SKILL_REQ_ZENYCOST)
  16983. req.zeny = 0;
  16984. if (req_opt & SKILL_REQ_WEAPON)
  16985. req.weapon = 0;
  16986. if (req_opt & SKILL_REQ_AMMO) {
  16987. req.ammo = 0;
  16988. req.ammo_qty = 0;
  16989. }
  16990. if (req_opt & SKILL_REQ_STATE)
  16991. req.state = ST_NONE;
  16992. if (req_opt & SKILL_REQ_STATUS) {
  16993. req.status.clear();
  16994. req.status.shrink_to_fit();
  16995. }
  16996. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16997. req.spiritball = 0;
  16998. if (req_opt & SKILL_REQ_ITEMCOST) {
  16999. memset(req.itemid, 0, sizeof(req.itemid));
  17000. memset(req.amount, 0, sizeof(req.amount));
  17001. }
  17002. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17003. req.eqItem.clear();
  17004. req.eqItem.shrink_to_fit();
  17005. }
  17006. if (req_opt & SKILL_REQ_APCOST)
  17007. req.ap = 0;
  17008. if (req_opt & SKILL_REQ_APRATECOST)
  17009. req.ap_rate = 0;
  17010. }
  17011. return req;
  17012. }
  17013. /*==========================================
  17014. * Does cast-time reductions based on dex, item bonuses and config setting
  17015. *------------------------------------------*/
  17016. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17017. nullpo_ret(bl);
  17018. double time = skill_get_cast(skill_id, skill_lv);
  17019. #ifndef RENEWAL_CAST
  17020. {
  17021. map_session_data *sd = BL_CAST(BL_PC, bl);
  17022. status_change *sc = status_get_sc(bl);
  17023. int reduce_cast_rate = 0;
  17024. uint8 flag = skill_get_castnodex(skill_id);
  17025. // Calculate base cast time (reduced by dex)
  17026. if (!(flag&1)) {
  17027. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17028. if (scale > 0) // not instant cast
  17029. time = time * (float)scale / battle_config.castrate_dex_scale;
  17030. else
  17031. return 0; // instant cast
  17032. }
  17033. // Calculate cast time reduced by item/card bonuses
  17034. if (sd) {
  17035. if (!(flag&4)) {
  17036. if (sd->castrate != 100)
  17037. reduce_cast_rate += 100 - sd->castrate;
  17038. if (sd->bonus.add_varcast != 0)
  17039. time += sd->bonus.add_varcast; // bonus bVariableCast
  17040. }
  17041. // Skill-specific reductions work regardless of flag
  17042. for (const auto &it : sd->skillcastrate) {
  17043. if (it.id == skill_id) {
  17044. time += time * it.val / 100;
  17045. break;
  17046. }
  17047. }
  17048. for (const auto &it : sd->skillvarcast) {
  17049. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17050. time += it.val;
  17051. break;
  17052. }
  17053. }
  17054. }
  17055. // These cast time reductions are processed even if the skill fails
  17056. if (sc && sc->count) {
  17057. // Magic Strings stacks additively with item bonuses
  17058. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17059. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17060. // Foresight halves the cast time, it does not stack additively
  17061. if (sc->getSCE(SC_MEMORIZE)) {
  17062. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17063. if(!(flag&2))
  17064. time -= time * 50 / 100;
  17065. // Foresight counter gets reduced even if the skill is not affected by it
  17066. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17067. status_change_end(bl, SC_MEMORIZE);
  17068. }
  17069. }
  17070. }
  17071. time = time * (1 - (float)reduce_cast_rate / 100);
  17072. }
  17073. #endif
  17074. // config cast time multiplier
  17075. if (battle_config.cast_rate != 100)
  17076. time = time * battle_config.cast_rate / 100;
  17077. // return final cast time
  17078. time = max((int)time, 0);
  17079. //ShowInfo("Castime castfix = %f\n",time);
  17080. return (int)time;
  17081. }
  17082. #ifndef RENEWAL_CAST
  17083. /**
  17084. * Get the skill cast time for Pre-Re cast
  17085. * @param bl: The caster
  17086. * @param time: Cast time before Status Change addition or reduction
  17087. * @return time: Modified castime after status change addition or reduction
  17088. */
  17089. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17090. {
  17091. if (time < 0)
  17092. return 0;
  17093. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17094. return (int)time;
  17095. status_change *sc = status_get_sc(bl);
  17096. if (sc && sc->count) {
  17097. if (!(flag&2)) {
  17098. if (sc->getSCE(SC_SLOWCAST))
  17099. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17100. if (sc->getSCE(SC_PARALYSIS))
  17101. time += sc->getSCE(SC_PARALYSIS)->val3;
  17102. if (sc->getSCE(SC_IZAYOI))
  17103. time -= time * 50 / 100;
  17104. if (sc->getSCE(SC_2011RWC_SCROLL))
  17105. time -= time * 5 / 100;
  17106. }
  17107. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17108. if(!(flag&2))
  17109. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17110. //Suffragium ends even if the skill is not affected by it
  17111. status_change_end(bl, SC_SUFFRAGIUM);
  17112. }
  17113. }
  17114. time = std::max(time, 0.0);
  17115. //ShowInfo("Castime castfix_sc = %f\n",time);
  17116. return (int)time;
  17117. }
  17118. #else
  17119. /**
  17120. * Get the skill cast time for RENEWAL_CAST.
  17121. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17122. * Additive value:
  17123. * Variable CastTime : time += value
  17124. * Fixed CastTime : fixed += value
  17125. * Multipicative value
  17126. * Variable CastTime : VARCAST_REDUCTION(value)
  17127. * Fixed CastTime : FIXEDCASTRATE2(value)
  17128. * @param bl: The caster
  17129. * @param time: Cast time without reduction
  17130. * @param skill_id: Skill ID of the casted skill
  17131. * @param skill_lv: Skill level of the casted skill
  17132. * @return time: Modified castime after status and bonus addition or reduction
  17133. */
  17134. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17135. {
  17136. nullpo_ret(bl);
  17137. if (time < 0)
  17138. return 0;
  17139. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17140. return (int)time;
  17141. status_change *sc = status_get_sc(bl);
  17142. map_session_data *sd = BL_CAST(BL_PC, bl);
  17143. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17144. uint8 flag = skill_get_castnodex(skill_id);
  17145. if (fixed < 0) {
  17146. if (battle_config.default_fixed_castrate > 0) {
  17147. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17148. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17149. } else
  17150. fixed = 0;
  17151. }
  17152. // Additive Variable Cast bonus adjustments by items
  17153. if (sd && !(flag&4)) {
  17154. if (sd->bonus.varcastrate != 0)
  17155. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17156. if (sd->bonus.fixcastrate != 0)
  17157. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17158. if (sd->bonus.add_varcast != 0)
  17159. time += sd->bonus.add_varcast; // bonus bVariableCast
  17160. if (sd->bonus.add_fixcast != 0)
  17161. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17162. for (const auto &it : sd->skillfixcast) {
  17163. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17164. fixed += it.val;
  17165. break;
  17166. }
  17167. }
  17168. for (const auto &it : sd->skillvarcast) {
  17169. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17170. time += it.val;
  17171. break;
  17172. }
  17173. }
  17174. for (const auto &it : sd->skillcastrate) {
  17175. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17176. reduce_cast_rate += it.val;
  17177. break;
  17178. }
  17179. }
  17180. for (const auto &it : sd->skillfixcastrate) {
  17181. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17182. fixcast_r = max(fixcast_r, it.val);
  17183. break;
  17184. }
  17185. }
  17186. }
  17187. // Adjusted by active statuses
  17188. if (sc && sc->count && !(flag&2)) {
  17189. // Multiplicative Variable CastTime values
  17190. if (sc->getSCE(SC_SLOWCAST))
  17191. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17192. if (sc->getSCE(SC__LAZINESS))
  17193. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17194. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17195. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17196. #ifndef RENEWAL
  17197. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17198. #endif
  17199. }
  17200. if (sc->getSCE(SC_MEMORIZE)) {
  17201. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17202. reduce_cast_rate += 50;
  17203. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17204. status_change_end(bl, SC_MEMORIZE);
  17205. }
  17206. }
  17207. if (sc->getSCE(SC_POEMBRAGI))
  17208. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17209. if (sc->getSCE(SC_IZAYOI))
  17210. VARCAST_REDUCTION(50);
  17211. 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)
  17212. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17213. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17214. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17215. if (sc->getSCE(SC_SOULFAIRY))
  17216. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17217. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17218. VARCAST_REDUCTION(80);
  17219. // Multiplicative Fixed CastTime values
  17220. if (sc->getSCE(SC_SECRAMENT))
  17221. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17222. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17223. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17224. if (sc->getSCE(SC_DANCEWITHWUG))
  17225. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17226. if (sc->getSCE(SC_HEAT_BARREL))
  17227. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17228. if (sc->getSCE(SC_FREEZING))
  17229. fixcast_r -= 50;
  17230. if (sc->getSCE(SC_SWINGDANCE))
  17231. fixcast_r = max(fixcast_r, skill_lv * 6);
  17232. // Additive Fixed CastTime values
  17233. if (sc->getSCE(SC_MANDRAGORA))
  17234. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17235. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17236. fixed -= 1000;
  17237. if (sc->getSCE(SC_IZAYOI))
  17238. fixed = 0;
  17239. if (sc->getSCE(SC_GLOOMYDAY))
  17240. fixed += skill_lv * 500;
  17241. if (sc->getSCE(SC_2011RWC_SCROLL))
  17242. VARCAST_REDUCTION(5);
  17243. }
  17244. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17245. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17246. if (varcast_r < 0)
  17247. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17248. // Apply Variable CastTime calculation by INT & DEX
  17249. if (!(flag&1))
  17250. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17251. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17252. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17253. return (int)time;
  17254. }
  17255. #endif
  17256. /*==========================================
  17257. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17258. *------------------------------------------*/
  17259. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17260. {
  17261. nullpo_ret(bl);
  17262. if (skill_id == SA_ABRACADABRA)
  17263. return 0; //Will use picked skill's delay.
  17264. if (bl->type&battle_config.no_skill_delay)
  17265. return battle_config.min_skill_delay_limit;
  17266. int delaynodex = skill_get_delaynodex(skill_id);
  17267. double time = skill_get_delay(skill_id, skill_lv);
  17268. if (time < 0)
  17269. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17270. status_change* sc = status_get_sc(bl);
  17271. // Delay reductions
  17272. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17273. case MO_TRIPLEATTACK:
  17274. case MO_CHAINCOMBO:
  17275. case MO_COMBOFINISH:
  17276. case CH_TIGERFIST:
  17277. case CH_CHAINCRUSH:
  17278. case SR_DRAGONCOMBO:
  17279. case SR_FALLENEMPIRE:
  17280. case SJ_PROMINENCEKICK:
  17281. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17282. if (time == 0)
  17283. time = 1000;
  17284. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17285. break;
  17286. #ifndef RENEWAL
  17287. case HP_BASILICA:
  17288. if (sc && !sc->getSCE(SC_BASILICA))
  17289. time = 0; // There is no Delay on Basilica creation, only on cancel
  17290. break;
  17291. #endif
  17292. default:
  17293. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17294. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17295. if (scale > 0)
  17296. time = time * scale / battle_config.castrate_dex_scale;
  17297. else //To be capped later to minimum.
  17298. time = 0;
  17299. }
  17300. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17301. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17302. if (scale > 0)
  17303. time = time * scale / battle_config.castrate_dex_scale;
  17304. else //To be capped later to minimum.
  17305. time = 0;
  17306. }
  17307. }
  17308. if (sc && sc->count) {
  17309. if (sc->getSCE(SC_SPIRIT)) {
  17310. switch (skill_id) {
  17311. case CR_SHIELDBOOMERANG:
  17312. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17313. time /= 2;
  17314. break;
  17315. case AS_SONICBLOW:
  17316. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17317. time /= 2;
  17318. break;
  17319. }
  17320. }
  17321. }
  17322. int delay = 0;
  17323. if (!(delaynodex&2)) {
  17324. if (sc && sc->count) {
  17325. if (sc->getSCE(SC_POEMBRAGI))
  17326. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17327. 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)
  17328. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17329. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17330. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17331. }
  17332. }
  17333. if (!(delaynodex&4) && bl->type == BL_PC) {
  17334. map_session_data* sd = (map_session_data*)bl;
  17335. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17336. delay += sd->bonus.delayrate;
  17337. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17338. if (it.id == skill_id) {
  17339. time += it.val;
  17340. break;
  17341. }
  17342. }
  17343. }
  17344. if (delay != 0)
  17345. time = time * (1 - (float)min(delay, 100) / 100);
  17346. if (battle_config.delay_rate != 100)
  17347. time = time * battle_config.delay_rate / 100;
  17348. //ShowInfo("Delay delayfix = %f\n",time);
  17349. return max((int)time,0);
  17350. }
  17351. /*==========================================
  17352. * Weapon Repair [Celest/DracoRPG]
  17353. *------------------------------------------*/
  17354. void skill_repairweapon(map_session_data *sd, int idx) {
  17355. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17356. ITEMID_IRON_ORE,
  17357. ITEMID_IRON,
  17358. ITEMID_STEEL,
  17359. ITEMID_ORIDECON_STONE,
  17360. #ifdef RENEWAL
  17361. 0
  17362. #endif
  17363. };
  17364. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17365. ITEMID_STEEL,
  17366. #ifdef RENEWAL
  17367. 0
  17368. #endif
  17369. };
  17370. t_itemid material = 0;
  17371. struct item *item;
  17372. map_session_data *target_sd;
  17373. nullpo_retv(sd);
  17374. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17375. return;
  17376. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17377. return;
  17378. if( idx < 0 || idx >= MAX_INVENTORY )
  17379. return; //Invalid index??
  17380. item = &target_sd->inventory.u.items_inventory[idx];
  17381. if( !item->nameid || !item->attribute )
  17382. return; //Again invalid item....
  17383. if (itemdb_ishatched_egg(item))
  17384. return;
  17385. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17386. clif_item_repaireffect(sd, idx, 1);
  17387. return;
  17388. }
  17389. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17390. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17391. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17392. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17393. }
  17394. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17395. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17396. return;
  17397. }
  17398. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17399. item->attribute = 0;/* clear broken state */
  17400. clif_equiplist(target_sd);
  17401. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17402. clif_item_repaireffect(sd,idx,0);
  17403. if( sd != target_sd )
  17404. clif_item_repaireffect(target_sd,idx,0);
  17405. }
  17406. /*==========================================
  17407. * Item Appraisal
  17408. *------------------------------------------*/
  17409. void skill_identify(map_session_data *sd, int idx)
  17410. {
  17411. int flag=1;
  17412. nullpo_retv(sd);
  17413. sd->state.workinprogress = WIP_DISABLE_NONE;
  17414. if(idx >= 0 && idx < MAX_INVENTORY) {
  17415. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17416. flag=0;
  17417. sd->inventory.u.items_inventory[idx].identify = 1;
  17418. }
  17419. }
  17420. clif_item_identified(sd,idx,flag);
  17421. }
  17422. /*==========================================
  17423. * Weapon Refine [Celest]
  17424. *------------------------------------------*/
  17425. void skill_weaponrefine(map_session_data *sd, int idx)
  17426. {
  17427. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17428. ITEMID_PHRACON,
  17429. ITEMID_EMVERETARCON,
  17430. ITEMID_ORIDECON,
  17431. ITEMID_ORIDECON,
  17432. #ifdef RENEWAL
  17433. 0
  17434. #endif
  17435. };
  17436. nullpo_retv(sd);
  17437. if (idx >= 0 && idx < MAX_INVENTORY)
  17438. {
  17439. struct item *item;
  17440. struct item_data *ditem = sd->inventory_data[idx];
  17441. item = &sd->inventory.u.items_inventory[idx];
  17442. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17443. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17444. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17445. return;
  17446. }
  17447. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17448. clif_upgrademessage(sd, 2, item->nameid);
  17449. return;
  17450. }
  17451. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17452. if( i < 0 ) {
  17453. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17454. return;
  17455. }
  17456. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17457. if( info == nullptr ){
  17458. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17459. return;
  17460. }
  17461. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17462. if( cost == nullptr ){
  17463. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17464. return;
  17465. }
  17466. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17467. 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 );
  17468. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17469. return;
  17470. }
  17471. int per = ( cost->chance / 100 );
  17472. if( sd->class_&JOBL_THIRD )
  17473. per += 10;
  17474. else
  17475. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17476. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17477. if (per > rnd() % 100) {
  17478. int ep=0;
  17479. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17480. item->refine++;
  17481. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17482. if(item->equip) {
  17483. ep = item->equip;
  17484. pc_unequipitem(sd,idx,3);
  17485. }
  17486. clif_delitem(sd,idx,1,3);
  17487. clif_upgrademessage(sd, 0, item->nameid);
  17488. clif_inventorylist(sd);
  17489. clif_refine(sd->fd,0,idx,item->refine);
  17490. if( ditem->type == IT_WEAPON ){
  17491. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17492. }
  17493. if (ep)
  17494. pc_equipitem(sd,idx,ep);
  17495. clif_misceffect(&sd->bl,3);
  17496. if(item->refine == 10 &&
  17497. item->card[0] == CARD0_FORGE &&
  17498. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17499. { // Fame point system [DracoRPG]
  17500. switch(ditem->weapon_level){
  17501. case 1:
  17502. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17503. break;
  17504. case 2:
  17505. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17506. break;
  17507. case 3:
  17508. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17509. break;
  17510. }
  17511. }
  17512. } else {
  17513. item->refine = 0;
  17514. if(item->equip)
  17515. pc_unequipitem(sd,idx,3);
  17516. clif_upgrademessage(sd, 1, item->nameid);
  17517. clif_refine(sd->fd,1,idx,item->refine);
  17518. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17519. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17520. clif_misceffect(&sd->bl,2);
  17521. clif_emotion(&sd->bl, ET_HUK);
  17522. }
  17523. }
  17524. }
  17525. }
  17526. /*==========================================
  17527. *
  17528. *------------------------------------------*/
  17529. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17530. {
  17531. nullpo_ret(sd);
  17532. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17533. return 0;
  17534. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17535. uint16 maxlv = 1;
  17536. if (skill_lv == 0 || lv == 0)
  17537. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17538. #ifdef RENEWAL
  17539. 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)
  17540. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17541. else
  17542. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17543. #else
  17544. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17545. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17546. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17547. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17548. else if(skill_lv==2) maxlv=1;
  17549. else if(skill_lv==3) maxlv=2;
  17550. else if(skill_lv>=4) maxlv=3;
  17551. }
  17552. else if(skill_id==MG_SOULSTRIKE){
  17553. if(skill_lv==5) maxlv=1;
  17554. else if(skill_lv==6) maxlv=2;
  17555. else if(skill_lv>=7) maxlv=3;
  17556. }
  17557. else if(skill_id==MG_FIREBALL){
  17558. if(skill_lv==8) maxlv=1;
  17559. else if(skill_lv>=9) maxlv=2;
  17560. }
  17561. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17562. else return 0;
  17563. #endif
  17564. maxlv = min(lv, maxlv);
  17565. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17566. skill_get_time(SA_AUTOSPELL,skill_lv));
  17567. return 0;
  17568. }
  17569. /**
  17570. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17571. * @param bl: Player object
  17572. * @param ap: va_arg list
  17573. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17574. */
  17575. static int skill_sit_count(struct block_list *bl, va_list ap)
  17576. {
  17577. map_session_data *sd = (map_session_data*)bl;
  17578. int flag = va_arg(ap, int);
  17579. if (!pc_issit(sd))
  17580. return 0;
  17581. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17582. return 1;
  17583. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17584. return 1;
  17585. return 0;
  17586. }
  17587. /**
  17588. * Triggered when a player sits down to activate bonus states.
  17589. * @param bl: Player object
  17590. * @param ap: va_arg list
  17591. * @return 0
  17592. */
  17593. static int skill_sit_in(struct block_list *bl, va_list ap)
  17594. {
  17595. map_session_data *sd = (map_session_data*)bl;
  17596. int flag = va_arg(ap, int);
  17597. if (!pc_issit(sd))
  17598. return 0;
  17599. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17600. sd->state.gangsterparadise = 1;
  17601. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17602. sd->state.rest = 1;
  17603. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17604. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17605. }
  17606. return 0;
  17607. }
  17608. /**
  17609. * Triggered when a player stands up to deactivate bonus states.
  17610. * @param bl: Player object
  17611. * @param ap: va_arg list
  17612. * @return 0
  17613. */
  17614. static int skill_sit_out(struct block_list *bl, va_list ap)
  17615. {
  17616. map_session_data *sd = (map_session_data*)bl;
  17617. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17618. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17619. return 0;
  17620. if (flag&1 && sd->state.gangsterparadise)
  17621. sd->state.gangsterparadise = 0;
  17622. if (flag&2 && sd->state.rest) {
  17623. sd->state.rest = 0;
  17624. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17625. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17626. }
  17627. return 0;
  17628. }
  17629. /**
  17630. * Toggle Sit icon and player bonuses when sitting/standing.
  17631. * @param sd: Player data
  17632. * @param sitting: True when sitting or false when standing
  17633. * @return 0
  17634. */
  17635. int skill_sit(map_session_data *sd, bool sitting)
  17636. {
  17637. int flag = 0, range = 0, lv;
  17638. nullpo_ret(sd);
  17639. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17640. flag |= 1;
  17641. range = skill_get_splash(RG_GANGSTER, lv);
  17642. }
  17643. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17644. flag |= 2;
  17645. range = skill_get_splash(TK_HPTIME, lv);
  17646. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17647. flag |= 2;
  17648. range = skill_get_splash(TK_SPTIME, lv);
  17649. }
  17650. if (sitting)
  17651. clif_status_load(&sd->bl, EFST_SIT, 1);
  17652. else
  17653. clif_status_load(&sd->bl, EFST_SIT, 0);
  17654. if (!flag) // No need to count area if no skills are learned.
  17655. return 0;
  17656. if (sitting) {
  17657. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17658. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17659. } else
  17660. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17661. return 0;
  17662. }
  17663. /*==========================================
  17664. * Do Forstjoke/Scream effect
  17665. *------------------------------------------*/
  17666. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17667. {
  17668. struct block_list *src;
  17669. uint16 skill_id,skill_lv;
  17670. t_tick tick;
  17671. nullpo_ret(bl);
  17672. nullpo_ret(src = va_arg(ap,struct block_list*));
  17673. skill_id = va_arg(ap,int);
  17674. skill_lv = va_arg(ap,int);
  17675. if(!skill_lv)
  17676. return 0;
  17677. tick = va_arg(ap,t_tick);
  17678. if (src == bl || status_isdead(bl))
  17679. return 0;
  17680. if (bl->type == BL_PC) {
  17681. map_session_data *sd = (map_session_data *)bl;
  17682. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17683. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17684. }
  17685. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17686. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17687. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17688. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17689. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17690. return 0;
  17691. }
  17692. /**
  17693. * Set map cell flag as skill unit effect
  17694. * @param src Skill unit
  17695. * @param skill_id
  17696. * @param skill_lv
  17697. * @param cell Cell type cell_t
  17698. * @param flag 0/1
  17699. */
  17700. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17701. {
  17702. int range = skill_get_unit_range(skill_id,skill_lv);
  17703. int x, y;
  17704. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17705. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17706. map_setcell(src->bl.m, x, y, cell, flag);
  17707. }
  17708. /**
  17709. * Do skill attack area (such splash effect) around the 'first' target.
  17710. * First target will skip skill condition, always receive damage. But,
  17711. * around it, still need target/condition validation by
  17712. * battle_check_target and status_check_skilluse
  17713. * @param bl
  17714. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17715. */
  17716. int skill_attack_area(struct block_list *bl, va_list ap)
  17717. {
  17718. struct block_list *src,*dsrc;
  17719. int atk_type,skill_id,skill_lv,flag,type;
  17720. t_tick tick;
  17721. if(status_isdead(bl))
  17722. return 0;
  17723. atk_type = va_arg(ap,int);
  17724. src = va_arg(ap,struct block_list*);
  17725. dsrc = va_arg(ap,struct block_list*);
  17726. skill_id = va_arg(ap,int);
  17727. skill_lv = va_arg(ap,int);
  17728. tick = va_arg(ap,t_tick);
  17729. flag = va_arg(ap,int);
  17730. type = va_arg(ap,int);
  17731. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17732. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17733. }
  17734. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17735. !status_check_skilluse(NULL, bl, skill_id, 2))
  17736. return 0;
  17737. switch (skill_id) {
  17738. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17739. if (src->x == bl->x && src->y == bl->y)
  17740. return 0; //Does not hit current cell
  17741. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17742. return 0;
  17743. //Fall through
  17744. case NPC_ACIDBREATH:
  17745. case NPC_DARKNESSBREATH:
  17746. case NPC_FIREBREATH:
  17747. case NPC_ICEBREATH:
  17748. case NPC_ICEBREATH2:
  17749. case NPC_THUNDERBREATH:
  17750. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17751. default:
  17752. //Area-splash, disable skill animation.
  17753. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17754. }
  17755. }
  17756. /**
  17757. * Clear skill unit group
  17758. * @param bl: Unit to check
  17759. * @param flag: Skill group to clear
  17760. */
  17761. int skill_clear_group(block_list *bl, uint8 flag)
  17762. {
  17763. nullpo_ret(bl);
  17764. unit_data *ud = unit_bl2ud(bl);
  17765. if (ud == nullptr)
  17766. return 0;
  17767. size_t count = 0;
  17768. bool deleted = false;
  17769. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17770. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17771. switch ((*it)->skill_id) {
  17772. case SA_DELUGE:
  17773. case SA_VOLCANO:
  17774. case SA_VIOLENTGALE:
  17775. case SA_LANDPROTECTOR:
  17776. case NJ_SUITON:
  17777. case NJ_KAENSIN:
  17778. case SC_CHAOSPANIC:
  17779. case MH_POISON_MIST:
  17780. case MH_LAVA_SLIDE:
  17781. if (flag & 1) {
  17782. skill_delunitgroup(*it);
  17783. count++;
  17784. deleted = true;
  17785. }
  17786. break;
  17787. case SO_CLOUD_KILL:
  17788. case NPC_CLOUD_KILL:
  17789. if (flag & 4) {
  17790. skill_delunitgroup(*it);
  17791. count++;
  17792. deleted = true;
  17793. }
  17794. break;
  17795. case SO_WARMER:
  17796. if (flag & 8) {
  17797. skill_delunitgroup(*it);
  17798. count++;
  17799. deleted = true;
  17800. }
  17801. break;
  17802. default:
  17803. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17804. skill_delunitgroup(*it);
  17805. count++;
  17806. deleted = true;
  17807. }
  17808. break;
  17809. }
  17810. }
  17811. return static_cast<int>(count);
  17812. }
  17813. /**
  17814. * Returns the first element field found [Skotlex]
  17815. * @param bl
  17816. * @return s_skill_unit_group
  17817. */
  17818. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17819. {
  17820. nullpo_ret(bl);
  17821. unit_data *ud = unit_bl2ud(bl);
  17822. if (ud == nullptr)
  17823. return nullptr;
  17824. for (const auto su : ud->skillunits) {
  17825. switch (su->skill_id) {
  17826. case SA_DELUGE:
  17827. case SA_VOLCANO:
  17828. case SA_VIOLENTGALE:
  17829. case SA_LANDPROTECTOR:
  17830. case NJ_SUITON:
  17831. case SO_CLOUD_KILL:
  17832. case NPC_CLOUD_KILL:
  17833. case SO_WARMER:
  17834. case SC_CHAOSPANIC:
  17835. case MH_POISON_MIST:
  17836. case MH_LAVA_SLIDE:
  17837. return su;
  17838. }
  17839. }
  17840. return nullptr;
  17841. }
  17842. /// Graffiti cleaner [Valaris]
  17843. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17844. {
  17845. struct skill_unit *unit = NULL;
  17846. int remove = va_arg(ap, int);
  17847. nullpo_retr(0, bl);
  17848. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17849. return 0;
  17850. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17851. if (remove == 1)
  17852. skill_delunit(unit);
  17853. return 1;
  17854. }
  17855. return 0;
  17856. }
  17857. /// Greed effect
  17858. int skill_greed(struct block_list *bl, va_list ap)
  17859. {
  17860. struct block_list *src;
  17861. map_session_data *sd = NULL;
  17862. struct flooritem_data *fitem = NULL;
  17863. nullpo_ret(bl);
  17864. nullpo_ret(src = va_arg(ap, struct block_list *));
  17865. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17866. pc_takeitem(sd, fitem);
  17867. return 0;
  17868. }
  17869. /// Ranger's Detonator [Jobbie/3CeAM]
  17870. int skill_detonator(struct block_list *bl, va_list ap)
  17871. {
  17872. nullpo_ret(bl);
  17873. if (bl->type != BL_SKILL)
  17874. return 0;
  17875. block_list *src = va_arg(ap, block_list *);
  17876. skill_unit *unit = (skill_unit *)bl;
  17877. if (unit == nullptr)
  17878. return 0;
  17879. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17880. if (group == nullptr || group->src_id != src->id)
  17881. return 0;
  17882. int unit_id = group->unit_id;
  17883. switch( unit_id )
  17884. { //List of Hunter and Ranger Traps that can be detonate.
  17885. case UNT_BLASTMINE:
  17886. case UNT_SANDMAN:
  17887. case UNT_CLAYMORETRAP:
  17888. case UNT_TALKIEBOX:
  17889. case UNT_CLUSTERBOMB:
  17890. case UNT_FIRINGTRAP:
  17891. case UNT_ICEBOUNDTRAP:
  17892. switch(unit_id) {
  17893. case UNT_TALKIEBOX:
  17894. clif_talkiebox(bl,group->valstr);
  17895. group->val2 = -1;
  17896. break;
  17897. case UNT_CLAYMORETRAP:
  17898. case UNT_FIRINGTRAP:
  17899. case UNT_ICEBOUNDTRAP:
  17900. 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);
  17901. break;
  17902. default:
  17903. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17904. break;
  17905. }
  17906. if (unit->group == nullptr)
  17907. return 0;
  17908. clif_changetraplook(bl, UNT_USED_TRAPS);
  17909. group->unit_id = UNT_USED_TRAPS;
  17910. group->limit = DIFF_TICK(gettick(),group->tick) +
  17911. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17912. break;
  17913. }
  17914. return 0;
  17915. }
  17916. /**
  17917. * Calculate Royal Guard's Banding bonus
  17918. * @param sd: Player data
  17919. * @return Number of Royal Guard
  17920. */
  17921. int skill_banding_count(map_session_data *sd)
  17922. {
  17923. nullpo_ret(sd);
  17924. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17925. }
  17926. /**
  17927. * Rebellion's Bind Trap explosion
  17928. * @author [Cydh]
  17929. */
  17930. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17931. struct skill_unit *su = NULL;
  17932. struct block_list *src = NULL;
  17933. nullpo_ret(bl);
  17934. src = va_arg(ap,struct block_list *);
  17935. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17936. return 0;
  17937. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17938. return 0;
  17939. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17940. clif_changetraplook(bl, UNT_USED_TRAPS);
  17941. su->group->unit_id = UNT_USED_TRAPS;
  17942. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17943. return 1;
  17944. }
  17945. /*==========================================
  17946. * Check new skill unit cell when overlapping in other skill unit cell.
  17947. * Catched skill in cell value pushed to *unit pointer.
  17948. * Set (*alive) to 0 will ends 'new unit' check
  17949. *------------------------------------------*/
  17950. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17951. {
  17952. uint16 skill_id;
  17953. int *alive;
  17954. struct skill_unit *unit;
  17955. skill_id = va_arg(ap,int);
  17956. alive = va_arg(ap,int *);
  17957. unit = (struct skill_unit *)bl;
  17958. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17959. return 0;
  17960. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17961. return 0;
  17962. switch (skill_id) {
  17963. case SA_LANDPROTECTOR: {
  17964. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17965. (*alive) = 0;
  17966. skill_delunit(unit);
  17967. return 1;
  17968. }
  17969. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17970. //It deletes everything except traps and barriers
  17971. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17972. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17973. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17974. skill_delunitgroup(unit->group);
  17975. } else
  17976. skill_delunit(unit);
  17977. return 1;
  17978. }
  17979. }
  17980. break;
  17981. case GN_CRAZYWEED_ATK:
  17982. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17983. break;
  17984. case HW_GANBANTEIN:
  17985. case LG_EARTHDRIVE:
  17986. // Officially songs/dances are removed
  17987. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17988. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17989. skill_delunitgroup(unit->group);
  17990. } else
  17991. skill_delunit(unit);
  17992. return 1;
  17993. case SA_VOLCANO:
  17994. case SA_DELUGE:
  17995. case SA_VIOLENTGALE:
  17996. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17997. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17998. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17999. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18000. {
  18001. (*alive) = 0;
  18002. return 1;
  18003. }
  18004. /*
  18005. switch (unit->group->skill_id)
  18006. { //These cannot override each other.
  18007. case SA_VOLCANO:
  18008. case SA_DELUGE:
  18009. case SA_VIOLENTGALE:
  18010. (*alive) = 0;
  18011. return 1;
  18012. }
  18013. */
  18014. break;
  18015. case PF_FOGWALL:
  18016. switch(unit->group->skill_id) {
  18017. case SA_VOLCANO: //Can't be placed on top of these
  18018. case SA_VIOLENTGALE:
  18019. (*alive) = 0;
  18020. return 1;
  18021. case SA_DELUGE:
  18022. case NJ_SUITON:
  18023. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18024. (*alive) = 2;
  18025. break;
  18026. }
  18027. break;
  18028. case WZ_WATERBALL:
  18029. switch (unit->group->skill_id) {
  18030. case SA_DELUGE:
  18031. case NJ_SUITON:
  18032. //Consumes deluge/suiton
  18033. skill_delunit(unit);
  18034. return 1;
  18035. }
  18036. break;
  18037. case WZ_ICEWALL:
  18038. #ifndef RENEWAL
  18039. case HP_BASILICA:
  18040. case HW_GRAVITATION:
  18041. #endif
  18042. //These can't be placed on top of themselves (duration can't be refreshed)
  18043. if (unit->group->skill_id == skill_id)
  18044. {
  18045. (*alive) = 0;
  18046. return 1;
  18047. }
  18048. break;
  18049. case RL_FIRE_RAIN: {
  18050. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18051. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18052. if (uf[UF_RANGEDSINGLEUNIT]) {
  18053. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18054. skill_delunitgroup(unit->group);
  18055. } else
  18056. skill_delunit(unit);
  18057. return 1;
  18058. }
  18059. }
  18060. break;
  18061. }
  18062. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18063. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18064. (*alive) = 0;
  18065. return 1;
  18066. }
  18067. return 0;
  18068. }
  18069. /*==========================================
  18070. * Splash effect for skill unit 'trap type'.
  18071. * Chance triggered when damaged, timeout, or char step on it.
  18072. *------------------------------------------*/
  18073. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18074. {
  18075. struct block_list *src = va_arg(ap,struct block_list *);
  18076. struct skill_unit *unit = NULL;
  18077. t_tick tick = va_arg(ap,t_tick);
  18078. struct block_list *ss; //Skill src bl
  18079. nullpo_ret(src);
  18080. unit = (struct skill_unit *)src;
  18081. if (!unit || !unit->alive || bl->prev == NULL)
  18082. return 0;
  18083. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18084. if (sg == nullptr)
  18085. return 0;
  18086. nullpo_ret(ss = map_id2bl(sg->src_id));
  18087. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18088. return 0;
  18089. switch (sg->unit_id) {
  18090. case UNT_B_TRAP:
  18091. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18092. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18093. break;
  18094. case UNT_SHOCKWAVE:
  18095. case UNT_SANDMAN:
  18096. case UNT_FLASHER:
  18097. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18098. break;
  18099. case UNT_GROUNDDRIFT_WIND:
  18100. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18101. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18102. break;
  18103. case UNT_GROUNDDRIFT_DARK:
  18104. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18105. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18106. break;
  18107. case UNT_GROUNDDRIFT_POISON:
  18108. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18109. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18110. break;
  18111. case UNT_GROUNDDRIFT_WATER:
  18112. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18113. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18114. break;
  18115. case UNT_GROUNDDRIFT_FIRE:
  18116. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18117. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18118. break;
  18119. case UNT_ELECTRICSHOCKER:
  18120. if (bl->id != ss->id) {
  18121. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18122. break;
  18123. 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)) {
  18124. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18125. clif_fixpos(bl);
  18126. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18127. }
  18128. }
  18129. break;
  18130. case UNT_MAGENTATRAP:
  18131. case UNT_COBALTTRAP:
  18132. case UNT_MAIZETRAP:
  18133. case UNT_VERDURETRAP:
  18134. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18135. struct status_data *status = status_get_status_data(bl);
  18136. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18137. status->ele_lv = (unsigned char)sg->skill_lv;
  18138. }
  18139. break;
  18140. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18141. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18142. break;
  18143. case UNT_FIRINGTRAP:
  18144. case UNT_ICEBOUNDTRAP:
  18145. if( src->id == bl->id ) break;
  18146. if( bl->type == BL_SKILL ) {
  18147. struct skill_unit *su = (struct skill_unit *)bl;
  18148. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18149. break;
  18150. }
  18151. case UNT_CLUSTERBOMB:
  18152. if( ss != bl )
  18153. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18154. break;
  18155. case UNT_CLAYMORETRAP:
  18156. if( src->id == bl->id ) break;
  18157. if( bl->type == BL_SKILL ) {
  18158. struct skill_unit *su = (struct skill_unit *)bl;
  18159. if (!su)
  18160. return 0;
  18161. switch(su->group->unit_id) {
  18162. case UNT_CLAYMORETRAP:
  18163. case UNT_LANDMINE:
  18164. case UNT_BLASTMINE:
  18165. case UNT_SHOCKWAVE:
  18166. case UNT_SANDMAN:
  18167. case UNT_FLASHER:
  18168. case UNT_FREEZINGTRAP:
  18169. case UNT_FIRINGTRAP:
  18170. case UNT_ICEBOUNDTRAP:
  18171. clif_changetraplook(bl, UNT_USED_TRAPS);
  18172. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18173. su->group->unit_id = UNT_USED_TRAPS;
  18174. break;
  18175. }
  18176. }
  18177. default: {
  18178. int split_count = 0;
  18179. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18180. 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));
  18181. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18182. }
  18183. break;
  18184. }
  18185. return 1;
  18186. }
  18187. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18188. {
  18189. uint16 skill_id, skill_lv;
  18190. struct skill_unit *unit;
  18191. nullpo_ret(bl);
  18192. skill_id = va_arg(ap,int);
  18193. skill_lv = va_arg(ap,int);
  18194. unit = (struct skill_unit *)bl;
  18195. if( unit == NULL || unit->group == NULL )
  18196. return 0;
  18197. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18198. return 0;
  18199. if( unit->group->skill_id == SC_MAELSTROM ) {
  18200. struct block_list *src;
  18201. if( (src = map_id2bl(unit->group->src_id)) ){
  18202. int sp = unit->group->skill_lv * skill_lv;
  18203. if( src->type == BL_PC )
  18204. sp += ((TBL_PC*)src)->status.job_level / 5;
  18205. status_heal(src, 0, sp/2, 1);
  18206. }
  18207. }
  18208. return 0;
  18209. }
  18210. /**
  18211. * Check cloaking condition
  18212. * @param bl
  18213. * @param sce
  18214. * @return True if near wall; False otherwise
  18215. */
  18216. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18217. {
  18218. bool wall = true;
  18219. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18220. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18221. { //Check for walls.
  18222. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18223. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18224. int i;
  18225. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18226. if( i == 8 )
  18227. wall = false;
  18228. }
  18229. if( sce ) {
  18230. if( !wall ) {
  18231. if( sce->val1 < 3 ) //End cloaking.
  18232. status_change_end(bl, SC_CLOAKING);
  18233. else if( sce->val4&1 ) { //Remove wall bonus
  18234. sce->val4&=~1;
  18235. status_calc_bl(bl, { SCB_SPEED });
  18236. }
  18237. } else {
  18238. if( !(sce->val4&1) ) { //Add wall speed bonus
  18239. sce->val4|=1;
  18240. status_calc_bl(bl, { SCB_SPEED });
  18241. }
  18242. }
  18243. }
  18244. return wall;
  18245. }
  18246. /** Check Shadow Form on the target
  18247. * @param bl: Target
  18248. * @param damage: Damage amount
  18249. * @param hit
  18250. * @return true - in Shadow Form state; false - otherwise
  18251. */
  18252. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18253. {
  18254. status_change *sc;
  18255. nullpo_retr(false,bl);
  18256. if (!damage)
  18257. return false;
  18258. sc = status_get_sc(bl);
  18259. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18260. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18261. if( !src || src->m != bl->m ) {
  18262. status_change_end(bl, SC__SHADOWFORM);
  18263. return false;
  18264. }
  18265. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18266. if( src->type == BL_PC )
  18267. ((TBL_PC*)src)->shadowform_id = 0;
  18268. status_change_end(bl, SC__SHADOWFORM);
  18269. return false;
  18270. }
  18271. 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);
  18272. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18273. status_change_end(bl, SC__SHADOWFORM);
  18274. if( src->type == BL_PC )
  18275. ((TBL_PC*)src)->shadowform_id = 0;
  18276. }
  18277. return true;
  18278. }
  18279. return false;
  18280. }
  18281. /**
  18282. * Check camouflage condition
  18283. * @param bl
  18284. * @param sce
  18285. * @return True if near wall; False otherwise
  18286. * @TODO: Seems wrong
  18287. */
  18288. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18289. {
  18290. bool wall = true;
  18291. if( bl->type == BL_PC ) { //Check for walls.
  18292. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18293. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18294. int i;
  18295. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18296. if( i == 8 )
  18297. wall = false;
  18298. }
  18299. if( sce ) {
  18300. if( !wall && sce->val1 < 3 ) //End camouflage.
  18301. status_change_end(bl, SC_CAMOUFLAGE);
  18302. status_calc_bl(bl, { SCB_SPEED });
  18303. }
  18304. return wall;
  18305. }
  18306. /**
  18307. * Process skill unit visibilty for single BL in area
  18308. * @param bl
  18309. * @param ap
  18310. * @author [Cydh]
  18311. **/
  18312. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18313. struct skill_unit *su = NULL;
  18314. struct block_list *src = NULL;
  18315. unsigned int party1 = 0;
  18316. bool visible = true;
  18317. nullpo_ret(bl);
  18318. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18319. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18320. party1 = va_arg(ap, unsigned int);
  18321. if (src != bl) {
  18322. unsigned int party2 = status_get_party_id(bl);
  18323. if (!party1 || !party2 || party1 != party2)
  18324. visible = false;
  18325. }
  18326. clif_getareachar_skillunit(bl, su, SELF, visible);
  18327. return 1;
  18328. }
  18329. /**
  18330. * Check for skill unit visibilty in area on
  18331. * - skill first placement
  18332. * - skill moved (knocked back, moved dance)
  18333. * @param su Skill unit
  18334. * @param target Affected target for this visibility @see enum send_target
  18335. * @author [Cydh]
  18336. **/
  18337. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18338. nullpo_retv(su);
  18339. if (!su->hidden) // It's not hidden, just do this!
  18340. clif_getareachar_skillunit(&su->bl, su, target, true);
  18341. else {
  18342. struct block_list *src = battle_get_master(&su->bl);
  18343. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18344. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18345. }
  18346. }
  18347. /**
  18348. * Check for skill unit visibilty on single BL on insight/spawn action
  18349. * @param su Skill unit
  18350. * @param bl Block list
  18351. * @author [Cydh]
  18352. **/
  18353. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18354. bool visible = true;
  18355. struct block_list *src = NULL;
  18356. nullpo_retv(bl);
  18357. nullpo_retv(su);
  18358. nullpo_retv((src = battle_get_master(&su->bl)));
  18359. if (su->hidden && src != bl) {
  18360. unsigned int party1 = status_get_party_id(src);
  18361. unsigned int party2 = status_get_party_id(bl);
  18362. if (!party1 || !party2 || party1 != party2)
  18363. visible = false;
  18364. }
  18365. clif_getareachar_skillunit(bl, su, SELF, visible);
  18366. }
  18367. /**
  18368. * Initialize new skill unit for skill unit group.
  18369. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18370. * @param group Skill unit group
  18371. * @param idx
  18372. * @param x
  18373. * @param y
  18374. * @param val1
  18375. * @param val2
  18376. */
  18377. 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)
  18378. {
  18379. if (group == nullptr || group->unit == nullptr)
  18380. return nullptr;
  18381. skill_unit *unit = &group->unit[idx];
  18382. if (unit == nullptr)
  18383. return nullptr;
  18384. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18385. return unit;
  18386. if(!unit->alive)
  18387. group->alive_count++;
  18388. unit->bl.id = map_get_new_object_id();
  18389. unit->bl.type = BL_SKILL;
  18390. unit->bl.m = group->map;
  18391. unit->bl.x = x;
  18392. unit->bl.y = y;
  18393. unit->group = group;
  18394. unit->alive = 1;
  18395. unit->val1 = val1;
  18396. unit->val2 = val2;
  18397. unit->hidden = hidden;
  18398. // Stores new skill unit
  18399. idb_put(skillunit_db, unit->bl.id, unit);
  18400. map_addiddb(&unit->bl);
  18401. if(map_addblock(&unit->bl))
  18402. return NULL;
  18403. // Perform oninit actions
  18404. switch (group->skill_id) {
  18405. case WZ_ICEWALL:
  18406. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18407. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18408. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18409. break;
  18410. case SA_LANDPROTECTOR:
  18411. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18412. break;
  18413. #ifndef RENEWAL
  18414. case HP_BASILICA:
  18415. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18416. break;
  18417. #endif
  18418. case SC_MAELSTROM:
  18419. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18420. break;
  18421. default:
  18422. if (group->state.song_dance&0x1) //Check for dissonance.
  18423. skill_dance_overlap(unit, 1);
  18424. break;
  18425. }
  18426. skill_getareachar_skillunit_visibilty(unit, AREA);
  18427. return unit;
  18428. }
  18429. /**
  18430. * Remove unit
  18431. * @param unit
  18432. */
  18433. int skill_delunit(struct skill_unit* unit)
  18434. {
  18435. nullpo_ret(unit);
  18436. if( !unit->alive )
  18437. return 0;
  18438. unit->alive = 0;
  18439. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18440. if (group == nullptr)
  18441. return 0;
  18442. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18443. skill_dance_overlap(unit, 0);
  18444. // invoke onout event
  18445. if( !unit->range )
  18446. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18447. // perform ondelete actions
  18448. switch (group->skill_id) {
  18449. case HT_ANKLESNARE:
  18450. case SC_ESCAPE:
  18451. {
  18452. struct block_list* target = map_id2bl(group->val2);
  18453. if( target )
  18454. status_change_end(target, SC_ANKLE);
  18455. }
  18456. break;
  18457. case WZ_ICEWALL:
  18458. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18459. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18460. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18461. break;
  18462. case SA_LANDPROTECTOR:
  18463. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18464. break;
  18465. #ifndef RENEWAL
  18466. case HP_BASILICA:
  18467. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18468. break;
  18469. #endif
  18470. case RA_ELECTRICSHOCKER: {
  18471. struct block_list* target = map_id2bl(group->val2);
  18472. if( target )
  18473. status_change_end(target, SC_ELECTRICSHOCKER);
  18474. }
  18475. break;
  18476. case SC_MAELSTROM:
  18477. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18478. break;
  18479. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18480. if( group->val2 ) { // Someone Traped
  18481. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18482. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18483. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18484. }
  18485. break;
  18486. }
  18487. clif_skill_delunit(unit);
  18488. unit->group=NULL;
  18489. map_delblock(&unit->bl); // don't free yet
  18490. map_deliddb(&unit->bl);
  18491. idb_remove(skillunit_db, unit->bl.id);
  18492. if(--group->alive_count==0)
  18493. skill_delunitgroup(group);
  18494. return 0;
  18495. }
  18496. 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*
  18497. /// Returns the target s_skill_unit_group or nullptr if not found.
  18498. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18499. return util::umap_find(skillunit_group_db, group_id);
  18500. }
  18501. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18502. /**
  18503. * Returns a new group_id that isn't being used in skillunit_group_db.
  18504. * Fatal error if nothing is available.
  18505. */
  18506. static int skill_get_new_group_id(void)
  18507. {
  18508. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18509. return skill_unit_group_newid++;// available
  18510. {// find next id
  18511. int base_id = skill_unit_group_newid;
  18512. while( base_id != ++skill_unit_group_newid )
  18513. {
  18514. if( skill_unit_group_newid < MAX_SKILL )
  18515. skill_unit_group_newid = MAX_SKILL;
  18516. if( skill_id2group(skill_unit_group_newid) == NULL )
  18517. return skill_unit_group_newid++;// available
  18518. }
  18519. // full loop, nothing available
  18520. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18521. exit(1);
  18522. }
  18523. }
  18524. /**
  18525. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18526. * @param src Object that cast the skill
  18527. * @param count How many 'cells' used that needed. Related with skill layout
  18528. * @param skill_id ID of used skill
  18529. * @param skill_lv Skill level of used skill
  18530. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18531. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18532. * @param interval Time interval
  18533. * @return s_skill_unit_group
  18534. */
  18535. 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)
  18536. {
  18537. nullpo_retr(nullptr, src);
  18538. unit_data *ud = unit_bl2ud(src);
  18539. nullpo_retr(nullptr, ud);
  18540. if (skill_id == 0 || skill_lv == 0)
  18541. return 0;
  18542. auto group = std::make_shared<s_skill_unit_group>();
  18543. group->src_id = src->id;
  18544. group->party_id = status_get_party_id(src);
  18545. group->guild_id = status_get_guild_id(src);
  18546. group->bg_id = bg_team_get_id(src);
  18547. group->group_id = skill_get_new_group_id();
  18548. group->link_group_id = 0;
  18549. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18550. group->unit_count = count;
  18551. group->alive_count = 0;
  18552. group->val1 = 0;
  18553. group->val2 = 0;
  18554. group->val3 = 0;
  18555. group->skill_id = skill_id;
  18556. group->skill_lv = skill_lv;
  18557. group->unit_id = unit_id;
  18558. group->map = src->m;
  18559. group->limit = limit;
  18560. group->interval = interval;
  18561. group->tick = gettick();
  18562. group->valstr = nullptr;
  18563. ud->skillunits.push_back(group);
  18564. // Stores this new group
  18565. skillunit_group_db.insert({ group->group_id, group });
  18566. return group;
  18567. }
  18568. /**
  18569. * Remove skill unit group
  18570. * @param group
  18571. * @param file
  18572. * @param line
  18573. * @param *func
  18574. */
  18575. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18576. {
  18577. struct block_list* src;
  18578. struct unit_data *ud;
  18579. short i;
  18580. int link_group_id;
  18581. if( group == nullptr ) {
  18582. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18583. return 0;
  18584. }
  18585. src = map_id2bl(group->src_id);
  18586. ud = unit_bl2ud(src);
  18587. if (!src || !ud) {
  18588. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18589. return 0;
  18590. }
  18591. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18592. switch( group->skill_id ) {
  18593. case BA_DISSONANCE:
  18594. case BA_POEMBRAGI:
  18595. case BA_WHISTLE:
  18596. case BA_ASSASSINCROSS:
  18597. case BA_APPLEIDUN:
  18598. case DC_UGLYDANCE:
  18599. case DC_HUMMING:
  18600. case DC_DONTFORGETME:
  18601. case DC_FORTUNEKISS:
  18602. case DC_SERVICEFORYOU:
  18603. case NC_NEUTRALBARRIER:
  18604. case NC_STEALTHFIELD:
  18605. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18606. break;
  18607. }
  18608. }
  18609. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18610. status_change* sc = status_get_sc(src);
  18611. if (sc && sc->getSCE(SC_DANCING)) {
  18612. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18613. status_change_end(src, SC_DANCING);
  18614. }
  18615. }
  18616. // End SC from the master when the skill group is deleted
  18617. i = SC_NONE;
  18618. switch (group->unit_id) {
  18619. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18620. #ifndef RENEWAL
  18621. case UNT_BASILICA: i = SC_BASILICA; break;
  18622. #endif
  18623. }
  18624. if (i != SC_NONE) {
  18625. status_change *sc = status_get_sc(src);
  18626. if (sc && sc->getSCE(i)) {
  18627. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18628. status_change_end(src, (sc_type)i);
  18629. }
  18630. }
  18631. switch( group->skill_id ) {
  18632. case PF_SPIDERWEB:
  18633. {
  18634. struct block_list* target = map_id2bl(group->val2);
  18635. status_change *sc;
  18636. bool removed = true;
  18637. //Clear group id from status change
  18638. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18639. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18640. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18641. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18642. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18643. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18644. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18645. else //Group was already removed in status_change_end, don't call it again!
  18646. removed = false;
  18647. //The last group was cleared, end status change
  18648. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18649. status_change_end(target, SC_SPIDERWEB);
  18650. }
  18651. }
  18652. break;
  18653. case SG_SUN_WARM:
  18654. case SG_MOON_WARM:
  18655. case SG_STAR_WARM: {
  18656. status_change *sc = status_get_sc(src);
  18657. if (sc && sc->getSCE(SC_WARM)) {
  18658. sc->getSCE(SC_WARM)->val4 = 0;
  18659. status_change_end(src, SC_WARM);
  18660. }
  18661. }
  18662. break;
  18663. case LG_BANDING: {
  18664. status_change *sc = status_get_sc(src);
  18665. if (sc && sc->getSCE(SC_BANDING)) {
  18666. sc->getSCE(SC_BANDING)->val4 = 0;
  18667. status_change_end(src, SC_BANDING);
  18668. }
  18669. }
  18670. break;
  18671. case NC_NEUTRALBARRIER:
  18672. {
  18673. status_change *sc = NULL;
  18674. if( (sc = status_get_sc(src)) != NULL ) {
  18675. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18676. {
  18677. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18678. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18679. }
  18680. status_change_end(src,SC_NEUTRALBARRIER);
  18681. }
  18682. }
  18683. break;
  18684. case NC_STEALTHFIELD:
  18685. {
  18686. status_change *sc = NULL;
  18687. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18688. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18689. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18690. }
  18691. }
  18692. break;
  18693. }
  18694. if (src->type==BL_PC && group->state.ammo_consume)
  18695. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18696. group->alive_count=0;
  18697. // remove all unit cells
  18698. if(group->unit != NULL)
  18699. for( int j = 0; j < group->unit_count; j++ )
  18700. skill_delunit(&group->unit[j]);
  18701. // clear Talkie-box string
  18702. if( group->valstr != NULL ) {
  18703. aFree(group->valstr);
  18704. group->valstr = NULL;
  18705. }
  18706. link_group_id = group->link_group_id;
  18707. if (skillunit_group_db.erase(group->group_id) != 1)
  18708. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18709. util::vector_erase_if_exists(ud->skillunits, group);
  18710. if(link_group_id) {
  18711. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18712. if(group_cur)
  18713. skill_delunitgroup(group_cur);
  18714. }
  18715. return 1;
  18716. }
  18717. /**
  18718. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18719. * @param src
  18720. */
  18721. void skill_clear_unitgroup(struct block_list *src)
  18722. {
  18723. nullpo_retv(src);
  18724. unit_data *ud = unit_bl2ud(src);
  18725. nullpo_retv(ud);
  18726. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18727. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18728. skill_delunitgroup(*it);
  18729. }
  18730. }
  18731. /**
  18732. * Search tickset for skill unit in skill unit group
  18733. * @param bl Block List for skill_unit
  18734. * @param group Skill unit group
  18735. * @param tick
  18736. * @return skill_unit_group_tickset if found
  18737. */
  18738. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18739. {
  18740. int i, j = -1, s, id;
  18741. struct unit_data *ud;
  18742. struct skill_unit_group_tickset *set;
  18743. nullpo_ret(bl);
  18744. if (group->interval == -1)
  18745. return NULL;
  18746. ud = unit_bl2ud(bl);
  18747. if (!ud)
  18748. return NULL;
  18749. set = ud->skillunittick;
  18750. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18751. id = s = group->skill_id;
  18752. else
  18753. id = s = group->group_id;
  18754. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18755. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18756. if (set[k].id == id)
  18757. return &set[k];
  18758. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18759. j=k;
  18760. }
  18761. if (j == -1) {
  18762. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18763. j = id % MAX_SKILLUNITGROUPTICKSET;
  18764. }
  18765. set[j].id = id;
  18766. set[j].tick = tick;
  18767. return &set[j];
  18768. }
  18769. /*==========================================
  18770. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18771. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18772. *------------------------------------------*/
  18773. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18774. {
  18775. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18776. t_tick tick = va_arg(ap,t_tick);
  18777. nullpo_ret(unit);
  18778. if( !unit->alive || bl->prev == NULL )
  18779. return 0;
  18780. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18781. if (group == nullptr)
  18782. return 0;
  18783. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18784. 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)) )
  18785. return 0; //AoE skills are ineffective. [Skotlex]
  18786. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18787. return 0;
  18788. skill_unit_onplace_timer(unit,bl,tick);
  18789. return 1;
  18790. }
  18791. /**
  18792. * @see DBApply
  18793. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18794. */
  18795. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18796. {
  18797. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18798. t_tick tick = va_arg(ap,t_tick);
  18799. bool dissonance;
  18800. struct block_list* bl = &unit->bl;
  18801. nullpo_ret(unit);
  18802. if( !unit->alive )
  18803. return 0;
  18804. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18805. if (group == nullptr)
  18806. return 0;
  18807. // Check for expiration
  18808. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18809. {// skill unit expired (inlined from skill_unit_onlimit())
  18810. switch( group->unit_id ) {
  18811. case UNT_ICEWALL:
  18812. unit->val1 -= 50; // icewall loses 50 hp every second
  18813. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18814. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18815. if( unit->val1 <= 0 )
  18816. skill_delunit(unit);
  18817. break;
  18818. case UNT_BLASTMINE:
  18819. #ifdef RENEWAL
  18820. case UNT_CLAYMORETRAP:
  18821. #endif
  18822. case UNT_GROUNDDRIFT_WIND:
  18823. case UNT_GROUNDDRIFT_DARK:
  18824. case UNT_GROUNDDRIFT_POISON:
  18825. case UNT_GROUNDDRIFT_WATER:
  18826. case UNT_GROUNDDRIFT_FIRE:
  18827. group->unit_id = UNT_USED_TRAPS;
  18828. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18829. group->limit=DIFF_TICK(tick+1500,group->tick);
  18830. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18831. break;
  18832. case UNT_ANKLESNARE:
  18833. case UNT_ELECTRICSHOCKER:
  18834. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18835. skill_delunit(unit);
  18836. break;
  18837. }
  18838. case UNT_SKIDTRAP:
  18839. case UNT_LANDMINE:
  18840. case UNT_SHOCKWAVE:
  18841. case UNT_SANDMAN:
  18842. case UNT_FLASHER:
  18843. case UNT_FREEZINGTRAP:
  18844. #ifndef RENEWAL
  18845. case UNT_CLAYMORETRAP:
  18846. #endif
  18847. case UNT_TALKIEBOX:
  18848. case UNT_CLUSTERBOMB:
  18849. case UNT_MAGENTATRAP:
  18850. case UNT_COBALTTRAP:
  18851. case UNT_MAIZETRAP:
  18852. case UNT_VERDURETRAP:
  18853. case UNT_FIRINGTRAP:
  18854. case UNT_ICEBOUNDTRAP:
  18855. {
  18856. struct block_list* src;
  18857. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18858. { // revert unit back into a trap
  18859. struct item item_tmp;
  18860. memset(&item_tmp,0,sizeof(item_tmp));
  18861. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18862. item_tmp.identify = 1;
  18863. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18864. }
  18865. skill_delunit(unit);
  18866. }
  18867. break;
  18868. case UNT_WARP_ACTIVE:
  18869. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18870. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18871. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18872. // restart timers
  18873. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18874. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18875. // apply effect to all units standing on it
  18876. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18877. break;
  18878. case UNT_CALLFAMILY:
  18879. {
  18880. map_session_data *sd = NULL;
  18881. if(group->val1) {
  18882. sd = map_charid2sd(group->val1);
  18883. group->val1 = 0;
  18884. 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)))
  18885. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18886. }
  18887. if(group->val2) {
  18888. sd = map_charid2sd(group->val2);
  18889. group->val2 = 0;
  18890. 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)))
  18891. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18892. }
  18893. skill_delunit(unit);
  18894. }
  18895. break;
  18896. case UNT_REVERBERATION:
  18897. case UNT_NETHERWORLD:
  18898. if( unit->val1 <= 0 ) { // If it was deactivated.
  18899. skill_delunit(unit);
  18900. break;
  18901. }
  18902. clif_changetraplook(bl,UNT_USED_TRAPS);
  18903. if (group->unit_id == UNT_REVERBERATION)
  18904. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18905. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18906. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18907. group->unit_id = UNT_USED_TRAPS;
  18908. break;
  18909. case UNT_FEINTBOMB: {
  18910. struct block_list *src = map_id2bl(group->src_id);
  18911. if (src)
  18912. 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);
  18913. skill_delunit(unit);
  18914. }
  18915. break;
  18916. case UNT_BANDING:
  18917. {
  18918. struct block_list *src = map_id2bl(group->src_id);
  18919. status_change *sc;
  18920. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  18921. skill_delunit(unit);
  18922. break;
  18923. }
  18924. // This unit isn't removed while SC_BANDING is active.
  18925. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18926. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18927. }
  18928. break;
  18929. case UNT_B_TRAP:
  18930. {
  18931. struct block_list* src;
  18932. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18933. struct item item_tmp;
  18934. memset(&item_tmp, 0, sizeof(item_tmp));
  18935. item_tmp.nameid = group->item_id;
  18936. item_tmp.identify = 1;
  18937. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18938. }
  18939. skill_delunit(unit);
  18940. }
  18941. break;
  18942. default:
  18943. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18944. 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)) {
  18945. // Deal damage before expiration
  18946. break;
  18947. }
  18948. skill_delunit(unit);
  18949. break;
  18950. }
  18951. } else {// skill unit is still active
  18952. switch( group->unit_id ) {
  18953. case UNT_BLASTMINE:
  18954. case UNT_SKIDTRAP:
  18955. case UNT_LANDMINE:
  18956. case UNT_SHOCKWAVE:
  18957. case UNT_SANDMAN:
  18958. case UNT_FLASHER:
  18959. case UNT_CLAYMORETRAP:
  18960. case UNT_FREEZINGTRAP:
  18961. case UNT_TALKIEBOX:
  18962. case UNT_ANKLESNARE:
  18963. case UNT_B_TRAP:
  18964. if( unit->val1 <= 0 ) {
  18965. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18966. skill_delunit(unit);
  18967. else {
  18968. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18969. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18970. group->unit_id = UNT_USED_TRAPS;
  18971. }
  18972. }
  18973. break;
  18974. case UNT_REVERBERATION:
  18975. case UNT_NETHERWORLD:
  18976. if (unit->val1 <= 0) {
  18977. clif_changetraplook(bl,UNT_USED_TRAPS);
  18978. if (group->unit_id == UNT_REVERBERATION)
  18979. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18980. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18981. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18982. group->unit_id = UNT_USED_TRAPS;
  18983. }
  18984. break;
  18985. case UNT_WALLOFTHORN:
  18986. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18987. skill_delunitgroup(group);
  18988. break;
  18989. }
  18990. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18991. skill_delunit(unit);
  18992. break;
  18993. case UNT_SANCTUARY:
  18994. if (group->val1 <= 0) {
  18995. skill_delunitgroup(group);
  18996. }
  18997. break;
  18998. default:
  18999. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19000. 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) {
  19001. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19002. // Unit will expire the next interval, start dropping Meteor
  19003. block_list *src = map_id2bl(group->src_id);
  19004. if (src != nullptr) {
  19005. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19006. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19007. else
  19008. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19009. group->val2 = 1;
  19010. }
  19011. }
  19012. // No damage until expiration
  19013. return 0;
  19014. }
  19015. break;
  19016. }
  19017. }
  19018. //Don't continue if unit or even group is expired and has been deleted.
  19019. if( !group || !unit->alive )
  19020. return 0;
  19021. dissonance = skill_dance_switch(unit, 0);
  19022. if( unit->range >= 0 && group->interval != -1 )
  19023. {
  19024. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19025. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19026. group->unit_id = UNT_USED_TRAPS;
  19027. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19028. unit->range = -1; //Disable processed cell.
  19029. if (--group->val1 <= 0) { // number of live cells
  19030. //All tiles were processed, disable skill.
  19031. group->target_flag=BCT_NOONE;
  19032. group->bl_flag= BL_NUL;
  19033. }
  19034. }
  19035. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19036. 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 ||
  19037. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19038. skill_delunit(unit);
  19039. return 0;
  19040. }
  19041. }
  19042. if( dissonance )
  19043. skill_dance_switch(unit, 1);
  19044. return 0;
  19045. }
  19046. /*==========================================
  19047. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19048. *------------------------------------------*/
  19049. TIMER_FUNC(skill_unit_timer){
  19050. map_freeblock_lock();
  19051. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19052. map_freeblock_unlock();
  19053. return 0;
  19054. }
  19055. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  19056. /*==========================================
  19057. * flag :
  19058. * 1 : store that skill_unit in array
  19059. * 2 : clear that skill_unit
  19060. * 4 : call_on_left
  19061. *------------------------------------------*/
  19062. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19063. {
  19064. struct skill_unit* unit = (struct skill_unit *)bl;
  19065. struct block_list* target = va_arg(ap,struct block_list*);
  19066. t_tick tick = va_arg(ap,t_tick);
  19067. int flag = va_arg(ap,int);
  19068. bool dissonance;
  19069. uint16 skill_id;
  19070. int i;
  19071. nullpo_ret(unit);
  19072. nullpo_ret(target);
  19073. if( !unit->alive || target->prev == NULL )
  19074. return 0;
  19075. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19076. if (group == nullptr)
  19077. return 0;
  19078. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19079. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19080. dissonance = skill_dance_switch(unit, 0);
  19081. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19082. skill_id = group->skill_id;
  19083. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19084. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19085. if( dissonance ) {
  19086. skill_dance_switch(unit, 1);
  19087. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19088. }
  19089. return 0;
  19090. }
  19091. //Target-type check.
  19092. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19093. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19094. if( flag&1 ) {
  19095. if( flag&2 ) { //Clear this skill id.
  19096. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  19097. if( i < ARRAYLENGTH(skill_unit_temp) )
  19098. skill_unit_temp[i] = 0;
  19099. }
  19100. } else {
  19101. if( flag&2 ) { //Store this skill id.
  19102. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19103. if( i < ARRAYLENGTH(skill_unit_temp) )
  19104. skill_unit_temp[i] = skill_id;
  19105. else
  19106. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19107. }
  19108. }
  19109. if( flag&4 )
  19110. skill_unit_onleft(skill_id,target,tick);
  19111. }
  19112. if( dissonance )
  19113. skill_dance_switch(unit, 1);
  19114. return 0;
  19115. } else {
  19116. if( flag&1 ) {
  19117. int result = skill_unit_onplace(unit,target,tick);
  19118. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  19119. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  19120. if( i < ARRAYLENGTH(skill_unit_temp) )
  19121. skill_unit_temp[i] = 0;
  19122. }
  19123. } else {
  19124. int result = skill_unit_onout(unit,target,tick);
  19125. if( flag&2 && result ) { //Store this unit id.
  19126. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19127. if( i < ARRAYLENGTH(skill_unit_temp) )
  19128. skill_unit_temp[i] = skill_id;
  19129. else
  19130. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19131. }
  19132. }
  19133. //TODO: Normally, this is dangerous since the unit and group could be freed
  19134. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19135. //cells do not get deleted within them. [Skotlex]
  19136. if( dissonance )
  19137. skill_dance_switch(unit, 1);
  19138. if( flag&4 )
  19139. skill_unit_onleft(skill_id,target,tick);
  19140. return 1;
  19141. }
  19142. }
  19143. /*==========================================
  19144. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19145. * Flag values:
  19146. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19147. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19148. * units to figure out when they have left a group.
  19149. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19150. *------------------------------------------*/
  19151. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19152. {
  19153. nullpo_ret(bl);
  19154. if( bl->prev == NULL )
  19155. return 0;
  19156. if( flag&2 && !(flag&1) ) //Onout, clear data
  19157. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  19158. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19159. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19160. int i;
  19161. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  19162. if( skill_unit_temp[i] )
  19163. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  19164. }
  19165. return 0;
  19166. }
  19167. /*==========================================
  19168. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19169. * @param bl Skill unit
  19170. * @param m Map
  19171. * @param dx
  19172. * @param dy
  19173. *------------------------------------------*/
  19174. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19175. t_tick tick = gettick();
  19176. struct skill_unit *su;
  19177. if (bl->type != BL_SKILL)
  19178. return;
  19179. if (!(su = (struct skill_unit *)bl))
  19180. return;
  19181. if (!su->alive)
  19182. return;
  19183. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19184. return; //Ensembles may not be moved around.
  19185. if (!bl->prev) {
  19186. bl->x = dx;
  19187. bl->y = dy;
  19188. return;
  19189. }
  19190. map_moveblock(bl, dx, dy, tick);
  19191. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19192. skill_getareachar_skillunit_visibilty(su, AREA);
  19193. return;
  19194. }
  19195. /**
  19196. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19197. * @param group Skill Group
  19198. * @param m Map
  19199. * @param dx
  19200. * @param dy
  19201. */
  19202. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19203. {
  19204. int i, j;
  19205. t_tick tick = gettick();
  19206. int *m_flag;
  19207. struct skill_unit *unit1;
  19208. struct skill_unit *unit2;
  19209. if (group == NULL)
  19210. return;
  19211. if (group->unit_count <= 0)
  19212. return;
  19213. if (group->unit == NULL)
  19214. return;
  19215. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19216. return; //Ensembles may not be moved around.
  19217. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19218. // m_flag
  19219. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19220. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19221. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19222. // 3: Both 1+2.
  19223. for(i = 0; i < group->unit_count; i++) {
  19224. unit1 =& group->unit[i];
  19225. if (!unit1->alive || unit1->bl.m != m)
  19226. continue;
  19227. for(j = 0; j < group->unit_count; j++) {
  19228. unit2 = &group->unit[j];
  19229. if (!unit2->alive)
  19230. continue;
  19231. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19232. m_flag[i] |= 0x1;
  19233. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19234. m_flag[i] |= 0x2;
  19235. }
  19236. }
  19237. j = 0;
  19238. for (i = 0; i < group->unit_count; i++) {
  19239. unit1 = &group->unit[i];
  19240. if (!unit1->alive)
  19241. continue;
  19242. if (!(m_flag[i]&0x2)) {
  19243. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19244. skill_dance_overlap(unit1, 0);
  19245. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19246. }
  19247. //Move Cell using "smart" criteria (avoid useless moving around)
  19248. switch(m_flag[i]) {
  19249. case 0:
  19250. //Cell moves independently, safely move it.
  19251. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19252. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19253. break;
  19254. case 1:
  19255. //Cell moves unto another cell, look for a replacement cell that won't collide
  19256. //and has no cell moving into it (flag == 2)
  19257. for(; j < group->unit_count; j++) {
  19258. int dx2, dy2;
  19259. if(m_flag[j] != 2 || !group->unit[j].alive)
  19260. continue;
  19261. //Move to where this cell would had moved.
  19262. unit2 = &group->unit[j];
  19263. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19264. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19265. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19266. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19267. j++; //Skip this cell as we have used it.
  19268. break;
  19269. }
  19270. break;
  19271. case 2:
  19272. case 3:
  19273. break; //Don't move the cell as a cell will end on this tile anyway.
  19274. }
  19275. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19276. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19277. skill_dance_overlap(unit1, 1);
  19278. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19279. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19280. }
  19281. }
  19282. aFree(m_flag);
  19283. }
  19284. /**
  19285. * Checking product requirement in player's inventory.
  19286. * Checking if player has the item or not, the amount, and the weight limit.
  19287. * @param sd Player
  19288. * @param nameid Product requested
  19289. * @param trigger Trigger criteria to match will 'ItemLv'
  19290. * @param qty Amount of item will be created
  19291. * @return nullptr If failed or s_skill_produce_db_entry on success
  19292. */
  19293. std::shared_ptr<s_skill_produce_db_entry> skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19294. {
  19295. if (sd == nullptr)
  19296. return nullptr;
  19297. if (!nameid || !item_db.exists(nameid))
  19298. return nullptr;
  19299. std::shared_ptr<s_skill_produce_db_entry> produce = nullptr;
  19300. for (const auto &itemlvit : skill_produce_db) {
  19301. for (const auto &datait : itemlvit.second->data) {
  19302. if (datait.second->nameid != nameid)
  19303. continue;
  19304. if (datait.second->req_skill > 0 && pc_checkskill(sd, datait.second->req_skill) < datait.second->req_skill_lv)
  19305. continue; // must iterate again to check other skills that produce it. [malufett]
  19306. if (datait.second->req_skill > 0 && sd->menuskill_id > 0 && sd->menuskill_id != datait.second->req_skill)
  19307. continue; // special case
  19308. produce = datait.second;
  19309. break;
  19310. }
  19311. if (produce != nullptr)
  19312. break;
  19313. }
  19314. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19315. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19316. return nullptr;
  19317. }
  19318. if (produce == nullptr)
  19319. return nullptr;
  19320. // Cannot carry the produced stuff
  19321. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19322. return nullptr;
  19323. // Matching the requested produce list
  19324. if (trigger >= 0) {
  19325. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19326. if (produce->itemlv != trigger)
  19327. return nullptr;
  19328. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19329. if (produce->itemlv <= 10 || produce->itemlv > 20)
  19330. return nullptr;
  19331. } else { // Weapon (itemlv must be higher or equal)
  19332. if (produce->itemlv > trigger)
  19333. return nullptr;
  19334. }
  19335. }
  19336. if (produce->materials.empty())
  19337. return produce;
  19338. // Check on player's inventory
  19339. for (const auto &it : produce->materials) {
  19340. if (!item_db.exists(it.first))
  19341. return nullptr;
  19342. if (it.second == 0) {
  19343. if (pc_search_inventory(sd, it.first) < 0)
  19344. return nullptr;
  19345. } else {
  19346. unsigned short idx, amt;
  19347. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19348. if (sd->inventory.u.items_inventory[idx].nameid == it.first)
  19349. amt += sd->inventory.u.items_inventory[idx].amount;
  19350. if (amt < qty * it.second)
  19351. return nullptr;
  19352. }
  19353. }
  19354. return produce;
  19355. }
  19356. /**
  19357. * Attempt to produce an item
  19358. * @param sd Player
  19359. * @param skill_id Skill used
  19360. * @param nameid Requested product
  19361. * @param slot1
  19362. * @param slot2
  19363. * @param slot3
  19364. * @param qty Amount of requested item
  19365. * @param s_skill_produce_db_entry. (Optional. Assumed the requirements are complete, checked somewhere)
  19366. * @return True is success, False if failed
  19367. */
  19368. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, std::shared_ptr<s_skill_produce_db_entry> produce)
  19369. {
  19370. nullpo_ret(sd);
  19371. if (!item_db.exists(nameid))
  19372. return false;
  19373. int i, sc, ele, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19374. int num = -1; // exclude the recipe
  19375. struct status_data *status = status_get_status_data(&sd->bl);
  19376. if( sd->skill_id_old == skill_id )
  19377. skill_lv = sd->skill_lv_old;
  19378. if (produce == nullptr) {
  19379. produce = skill_can_produce_mix(sd,nameid,-1, qty);
  19380. if( produce == nullptr )
  19381. return false;
  19382. }
  19383. if (qty < 1)
  19384. qty = 1;
  19385. if (!skill_id) //A skill can be specified for some override cases.
  19386. skill_id = produce->req_skill;
  19387. if( skill_id == GC_RESEARCHNEWPOISON )
  19388. skill_id = GC_CREATENEWPOISON;
  19389. int slot[3];
  19390. slot[0] = slot1;
  19391. slot[1] = slot2;
  19392. slot[2] = slot3;
  19393. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19394. short j;
  19395. if (slot[i] <= 0)
  19396. continue;
  19397. j = pc_search_inventory(sd,slot[i]);
  19398. if (j < 0)
  19399. continue;
  19400. if (slot[i] == ITEMID_STAR_CRUMB) {
  19401. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19402. sc++;
  19403. }
  19404. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19405. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19406. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19407. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19408. }
  19409. }
  19410. for (const auto &mat : produce->materials) {
  19411. short x, j;
  19412. t_itemid id = mat.first;
  19413. if (!item_db.exists(id))
  19414. continue;
  19415. num++;
  19416. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * mat.second;
  19417. do {
  19418. int y = 0;
  19419. j = pc_search_inventory(sd,id);
  19420. if (j >= 0) {
  19421. y = sd->inventory.u.items_inventory[j].amount;
  19422. if (y > x)
  19423. y = x;
  19424. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19425. } else {
  19426. ShowError("skill_produce_mix: material item error\n");
  19427. return false;
  19428. }
  19429. x -= y;
  19430. } while( j >= 0 && x > 0 );
  19431. }
  19432. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19433. wlv = itemdb_wlv(nameid);
  19434. else
  19435. wlv = 0;
  19436. if (!equip) {
  19437. switch (skill_id) {
  19438. case BS_IRON:
  19439. case BS_STEEL:
  19440. case BS_ENCHANTEDSTONE:
  19441. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19442. i = pc_checkskill(sd,skill_id);
  19443. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19444. switch (nameid) {
  19445. case ITEMID_IRON:
  19446. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19447. break;
  19448. case ITEMID_STEEL:
  19449. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19450. break;
  19451. case ITEMID_STAR_CRUMB:
  19452. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19453. break;
  19454. default: // Enchanted Stones
  19455. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19456. break;
  19457. }
  19458. break;
  19459. case ASC_CDP:
  19460. make_per = (2000 + 40*status->dex + 20*status->luk);
  19461. break;
  19462. case AL_HOLYWATER:
  19463. case AB_ANCILLA:
  19464. make_per = 100000; //100% success
  19465. break;
  19466. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19467. case AM_TWILIGHT1:
  19468. case AM_TWILIGHT2:
  19469. case AM_TWILIGHT3:
  19470. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19471. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19472. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19473. if (hom_is_active(sd->hd)) {//Player got a homun
  19474. int skill;
  19475. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19476. make_per += skill*100; //+1% bonus per level
  19477. }
  19478. switch(nameid){
  19479. case ITEMID_RED_POTION:
  19480. case ITEMID_YELLOW_POTION:
  19481. case ITEMID_WHITE_POTION:
  19482. make_per += (1+rnd()%100)*10 + 2000;
  19483. break;
  19484. case ITEMID_ALCOHOL:
  19485. make_per += (1+rnd()%100)*10 + 1000;
  19486. break;
  19487. case ITEMID_FIRE_BOTTLE:
  19488. case ITEMID_ACID_BOTTLE:
  19489. case ITEMID_MAN_EATER_BOTTLE:
  19490. case ITEMID_MINI_BOTTLE:
  19491. make_per += (1+rnd()%100)*10;
  19492. break;
  19493. case ITEMID_YELLOW_SLIM_POTION:
  19494. make_per -= (1+rnd()%50)*10;
  19495. break;
  19496. case ITEMID_WHITE_SLIM_POTION:
  19497. case ITEMID_COATING_BOTTLE:
  19498. make_per -= (1+rnd()%100)*10;
  19499. break;
  19500. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19501. case ITEMID_BLUE_POTION:
  19502. case ITEMID_RED_SLIM_POTION:
  19503. case ITEMID_ANODYNE:
  19504. case ITEMID_ALOEBERA:
  19505. default:
  19506. break;
  19507. }
  19508. if (battle_config.pp_rate != 100)
  19509. make_per = make_per * battle_config.pp_rate / 100;
  19510. break;
  19511. case SA_CREATECON: // Elemental Converter Creation
  19512. make_per = 100000; // should be 100% success rate
  19513. break;
  19514. case RK_RUNEMASTERY: {
  19515. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19516. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19517. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19518. int D = 0;
  19519. switch (nameid) { //rune rank it_diff 9 craftable rune
  19520. case ITEMID_BERKANA:
  19521. D = -2000;
  19522. break; //Rank S
  19523. case ITEMID_NAUTHIZ:
  19524. case ITEMID_URUZ:
  19525. D = -1500;
  19526. break; //Rank A
  19527. case ITEMID_ISA:
  19528. case ITEMID_WYRD:
  19529. D = -1000;
  19530. break; //Rank B
  19531. case ITEMID_RAIDO:
  19532. case ITEMID_THURISAZ:
  19533. case ITEMID_HAGALAZ:
  19534. case ITEMID_OTHILA:
  19535. D = -500;
  19536. break; //Rank C
  19537. default:
  19538. D = -1500;
  19539. break; //not specified =-15%
  19540. }
  19541. make_per = A + B + C + D;
  19542. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19543. if (runemastery_skill_lv > 9)
  19544. qty = 2 + rnd() % 5; // 2~6
  19545. else if (runemastery_skill_lv > 4)
  19546. qty = 2 + rnd() % 3; // 2~4
  19547. else
  19548. qty = 2;
  19549. }
  19550. break;
  19551. case GC_CREATENEWPOISON:
  19552. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19553. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19554. break;
  19555. case GN_CHANGEMATERIAL:
  19556. make_per = produce->baserate * 10;
  19557. break;
  19558. case GN_S_PHARMACY:
  19559. {
  19560. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19561. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19562. switch (nameid) { // Item difficulty factor
  19563. case ITEMID_HP_INCREASE_POTION_SMALL:
  19564. case ITEMID_SP_INCREASE_POTION_SMALL:
  19565. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19566. difficulty += 10;
  19567. break;
  19568. case ITEMID_BOMB_MUSHROOM_SPORE:
  19569. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19570. difficulty += 15;
  19571. break;
  19572. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19573. case ITEMID_SP_INCREASE_POTION_LARGE:
  19574. case ITEMID_VITATA500:
  19575. difficulty += 20;
  19576. break;
  19577. case ITEMID_SEED_OF_HORNY_PLANT:
  19578. case ITEMID_BLOODSUCK_PLANT_SEED:
  19579. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19580. difficulty += 30;
  19581. break;
  19582. case ITEMID_HP_INCREASE_POTION_LARGE:
  19583. case ITEMID_CURE_FREE:
  19584. difficulty += 40;
  19585. break;
  19586. }
  19587. 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) +
  19588. 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))
  19589. make_per -= difficulty;
  19590. qty = production_count[skill_lv - 1];
  19591. // Determine quantity from difficulty
  19592. if (make_per < 1)
  19593. qty -= 6;
  19594. else if (make_per < 100)
  19595. qty -= 5;
  19596. else if (make_per < 300)
  19597. qty -= 4;
  19598. else if (make_per < 400)
  19599. qty -= 3;
  19600. make_per = 100000; // Adjust success back to 100% for crafting
  19601. }
  19602. break;
  19603. case GN_MAKEBOMB:
  19604. case GN_MIX_COOKING:
  19605. {
  19606. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19607. switch (nameid) { // Item difficulty factor
  19608. // GN_MAKEBOMB
  19609. case ITEMID_APPLE_BOMB:
  19610. difficulty += 5;
  19611. break;
  19612. case ITEMID_COCONUT_BOMB:
  19613. case ITEMID_MELON_BOMB:
  19614. difficulty += 10;
  19615. break;
  19616. case ITEMID_PINEAPPLE_BOMB:
  19617. difficulty += 15;
  19618. break;
  19619. case ITEMID_BANANA_BOMB:
  19620. difficulty += 20;
  19621. break;
  19622. // GN_MIX_COOKING
  19623. case ITEMID_SAVAGE_FULL_ROAST:
  19624. case ITEMID_COCKTAIL_WARG_BLOOD:
  19625. case ITEMID_MINOR_STEW:
  19626. case ITEMID_SIROMA_ICED_TEA:
  19627. case ITEMID_DROSERA_HERB_SALAD:
  19628. case ITEMID_PETITE_TAIL_NOODLES:
  19629. difficulty += 15;
  19630. break;
  19631. }
  19632. 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)
  19633. if (skill_lv > 1) {
  19634. make_per -= difficulty;
  19635. // Determine quantity from difficulty
  19636. if (make_per >= 30)
  19637. qty = 10 + rnd() % 2;
  19638. else if (make_per >= 10)
  19639. qty = 10;
  19640. else if (make_per >= -10)
  19641. qty = 8;
  19642. else if (make_per >= -30)
  19643. qty = 5;
  19644. else
  19645. qty = 0;
  19646. } else {
  19647. if (make_per < difficulty)
  19648. qty = 0;
  19649. }
  19650. make_per = 100000; // Adjust success back to 100% for crafting
  19651. }
  19652. break;
  19653. case MT_M_MACHINE:
  19654. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19655. if (skill_id == MT_M_MACHINE)
  19656. qty = 7 + skill_lv;
  19657. else // BO_BIONIC_PHARMACY
  19658. qty = 10 + skill_lv;
  19659. make_per = 100000;
  19660. break;
  19661. default:
  19662. if (sd->menuskill_id == AM_PHARMACY &&
  19663. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19664. { //Assume Cooking Dish
  19665. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19666. make_per = 10000; //100% Success
  19667. else
  19668. make_per = 1200 * (sd->menuskill_val - 10)
  19669. + 20 * (sd->status.base_level + 1)
  19670. + 20 * (status->dex + 1)
  19671. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19672. - 400 * (produce->itemlv - 11 + 1)
  19673. - 10 * (100 - status->luk + 1)
  19674. - 500 * (num - 1)
  19675. - 100 * (rnd()%4 + 1);
  19676. break;
  19677. }
  19678. make_per = 5000;
  19679. break;
  19680. }
  19681. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19682. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19683. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19684. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19685. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19686. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19687. if( wlv >= 3 ){
  19688. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19689. }
  19690. // Element Stone: -20%
  19691. if( ele ){
  19692. make_per -= 2000;
  19693. }
  19694. // Star Crumb: -15% each
  19695. make_per -= sc * 1500;
  19696. // Weapon level malus: -0/-10/-20/-30
  19697. if( wlv > 1 ){
  19698. make_per -= ( wlv * 1000 );
  19699. }
  19700. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19701. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19702. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19703. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19704. if (battle_config.wp_rate != 100)
  19705. make_per = make_per * battle_config.wp_rate / 100;
  19706. }
  19707. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19708. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19709. if (make_per < 1) make_per = 1;
  19710. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19711. struct item tmp_item;
  19712. memset(&tmp_item,0,sizeof(tmp_item));
  19713. tmp_item.nameid = nameid;
  19714. tmp_item.amount = 1;
  19715. tmp_item.identify = 1;
  19716. if (equip) {
  19717. tmp_item.card[0] = CARD0_FORGE;
  19718. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19719. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19720. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19721. } else {
  19722. //Flag is only used on the end, so it can be used here. [Skotlex]
  19723. switch (skill_id) {
  19724. case BS_DAGGER:
  19725. case BS_SWORD:
  19726. case BS_TWOHANDSWORD:
  19727. case BS_AXE:
  19728. case BS_MACE:
  19729. case BS_KNUCKLE:
  19730. case BS_SPEAR:
  19731. flag = battle_config.produce_item_name_input&0x1;
  19732. break;
  19733. case AM_PHARMACY:
  19734. case AM_TWILIGHT1:
  19735. case AM_TWILIGHT2:
  19736. case AM_TWILIGHT3:
  19737. flag = battle_config.produce_item_name_input&0x2;
  19738. break;
  19739. case AL_HOLYWATER:
  19740. case AB_ANCILLA:
  19741. flag = battle_config.produce_item_name_input&0x8;
  19742. break;
  19743. case ASC_CDP:
  19744. flag = battle_config.produce_item_name_input&0x10;
  19745. break;
  19746. default:
  19747. flag = battle_config.produce_item_name_input&0x80;
  19748. break;
  19749. }
  19750. if (flag) {
  19751. tmp_item.card[0] = CARD0_CREATE;
  19752. tmp_item.card[1] = 0;
  19753. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19754. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19755. }
  19756. }
  19757. // if(log_config.produce > 0)
  19758. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19759. //TODO update PICKLOG
  19760. if (equip) {
  19761. clif_produceeffect(sd,0,nameid);
  19762. clif_misceffect(&sd->bl,3);
  19763. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19764. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19765. } else {
  19766. int fame = 0;
  19767. tmp_item.amount = 0;
  19768. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19769. 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) {
  19770. tmp_item.amount = qty;
  19771. break;
  19772. }
  19773. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19774. tmp_item.amount++;
  19775. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19776. continue;
  19777. if (skill_id != AM_PHARMACY &&
  19778. skill_id != AM_TWILIGHT1 &&
  19779. skill_id != AM_TWILIGHT2 &&
  19780. skill_id != AM_TWILIGHT3)
  19781. continue;
  19782. //Add fame as needed.
  19783. switch(++sd->potion_success_counter) {
  19784. case 3:
  19785. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19786. break;
  19787. case 5:
  19788. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19789. break;
  19790. case 7:
  19791. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19792. break;
  19793. case 10:
  19794. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19795. sd->potion_success_counter = 0;
  19796. break;
  19797. }
  19798. } else //Failure
  19799. sd->potion_success_counter = 0;
  19800. }
  19801. if (fame)
  19802. pc_addfame(*sd, fame);
  19803. //Visual effects and the like.
  19804. switch (skill_id) {
  19805. case AM_PHARMACY:
  19806. case AM_TWILIGHT1:
  19807. case AM_TWILIGHT2:
  19808. case AM_TWILIGHT3:
  19809. case ASC_CDP:
  19810. case GC_CREATENEWPOISON:
  19811. clif_produceeffect(sd,2,nameid);
  19812. clif_misceffect(&sd->bl,5);
  19813. break;
  19814. case BS_IRON:
  19815. case BS_STEEL:
  19816. case BS_ENCHANTEDSTONE:
  19817. clif_produceeffect(sd,0,nameid);
  19818. clif_misceffect(&sd->bl,3);
  19819. break;
  19820. default: //Those that don't require a skill?
  19821. if (produce->itemlv > 10 && produce->itemlv <= 20) { //Cooking items.
  19822. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19823. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (produce->itemlv - 11) / 2 ) ) * 5);
  19824. }
  19825. break;
  19826. }
  19827. }
  19828. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19829. bool is_produce_success = false;
  19830. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19831. if (!produce->qty.empty()) {
  19832. for (const auto &qtyit : produce->qty) {
  19833. if (rnd()%1000 < qtyit.second){
  19834. uint16 total_qty = qty * qtyit.first;
  19835. tmp_item.amount = (isStackable ? total_qty : 1);
  19836. for ( int l = 0; l < total_qty; l += tmp_item.amount ) {
  19837. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19838. clif_additem(sd,0,0,flag);
  19839. if( battle_config.skill_drop_items_full ){
  19840. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19841. }
  19842. }
  19843. }
  19844. is_produce_success = true;
  19845. }
  19846. }
  19847. }
  19848. if (is_produce_success) {
  19849. clif_produceeffect(sd,6,nameid);
  19850. clif_misceffect(&sd->bl,5);
  19851. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19852. return true;
  19853. }
  19854. } else if (tmp_item.amount) { //Success
  19855. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19856. clif_additem(sd,0,0,flag);
  19857. if( battle_config.skill_drop_items_full ){
  19858. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19859. }
  19860. }
  19861. switch (skill_id) {
  19862. case RK_RUNEMASTERY:
  19863. clif_produceeffect(sd, 4, nameid);
  19864. clif_misceffect(&sd->bl, 5);
  19865. break;
  19866. case GN_MIX_COOKING:
  19867. case GN_MAKEBOMB:
  19868. case GN_S_PHARMACY:
  19869. clif_produceeffect(sd, 6, nameid);
  19870. clif_misceffect(&sd->bl, 5);
  19871. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19872. break;
  19873. case MT_M_MACHINE:
  19874. clif_produceeffect(sd, 0, nameid);
  19875. clif_misceffect(&sd->bl, 3);
  19876. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19877. break;
  19878. case BO_BIONIC_PHARMACY:
  19879. clif_produceeffect(sd, 2, nameid);
  19880. clif_misceffect(&sd->bl, 5);
  19881. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19882. break;
  19883. }
  19884. return true;
  19885. }
  19886. }
  19887. //Failure
  19888. // if(log_config.produce)
  19889. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19890. //TODO update PICKLOG
  19891. if (equip) {
  19892. clif_produceeffect(sd,1,nameid);
  19893. clif_misceffect(&sd->bl,2);
  19894. } else {
  19895. switch (skill_id) {
  19896. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19897. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19898. case AM_PHARMACY:
  19899. case AM_TWILIGHT1:
  19900. case AM_TWILIGHT2:
  19901. case AM_TWILIGHT3:
  19902. case GC_CREATENEWPOISON:
  19903. clif_produceeffect(sd,3,nameid);
  19904. clif_misceffect(&sd->bl,6);
  19905. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19906. break;
  19907. case BS_IRON:
  19908. case BS_STEEL:
  19909. case BS_ENCHANTEDSTONE:
  19910. clif_produceeffect(sd,1,nameid);
  19911. clif_misceffect(&sd->bl,2);
  19912. break;
  19913. case RK_RUNEMASTERY:
  19914. clif_produceeffect(sd,5,nameid);
  19915. clif_misceffect(&sd->bl,6);
  19916. break;
  19917. case GN_MIX_COOKING:
  19918. if (qty == 0) {
  19919. item tmp_item;
  19920. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19921. int rate = rnd() % 1000 + 1;
  19922. memset(&tmp_item, 0, sizeof(tmp_item));
  19923. if (rate < 500)
  19924. i = 0;
  19925. else if (rate < 750)
  19926. i = 1;
  19927. else if (rate < 850)
  19928. i = 2;
  19929. else if (rate < 950)
  19930. i = 3;
  19931. else
  19932. i = 4;
  19933. tmp_item.nameid = compensation[i];
  19934. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19935. tmp_item.identify = 1;
  19936. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19937. clif_additem(sd,0,0,flag);
  19938. if( battle_config.skill_drop_items_full ){
  19939. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19940. }
  19941. }
  19942. clif_produceeffect(sd,7,nameid);
  19943. clif_misceffect(&sd->bl,6);
  19944. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19945. }
  19946. break;
  19947. case GN_MAKEBOMB:
  19948. case GN_S_PHARMACY:
  19949. case GN_CHANGEMATERIAL:
  19950. clif_produceeffect(sd,7,nameid);
  19951. clif_misceffect(&sd->bl,6);
  19952. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19953. break;
  19954. case MT_M_MACHINE:
  19955. clif_produceeffect(sd, 1, nameid);
  19956. clif_misceffect(&sd->bl, 2);
  19957. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19958. break;
  19959. case BO_BIONIC_PHARMACY:
  19960. clif_produceeffect(sd, 3, nameid);
  19961. clif_misceffect(&sd->bl, 6);
  19962. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19963. break;
  19964. default:
  19965. if (produce->itemlv > 10 && produce->itemlv <= 20 ) { //Cooking items.
  19966. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19967. // todo: What in the world is this calculation
  19968. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((produce->itemlv - 11) / 2) ) - ( ( ( 1 << ((produce->itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19969. }
  19970. break;
  19971. }
  19972. }
  19973. return false;
  19974. }
  19975. /**
  19976. * Attempt to create arrow by specified material
  19977. * @param sd Player
  19978. * @param nameid Item ID of material
  19979. * @return True if created, False is failed
  19980. */
  19981. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  19982. {
  19983. nullpo_ret(sd);
  19984. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19985. return false;
  19986. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19987. for (const auto &it : skill_arrow_db) {
  19988. if (nameid == it.second->nameid) {
  19989. arrow = it.second;
  19990. break;
  19991. }
  19992. }
  19993. short j;
  19994. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19995. return false;
  19996. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19997. for (const auto &it : arrow->created) {
  19998. char flag = 0;
  19999. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20000. continue;
  20001. struct item tmp_item = { 0 };
  20002. tmp_item.identify = 1;
  20003. tmp_item.nameid = it.first;
  20004. tmp_item.amount = it.second;
  20005. if (battle_config.produce_item_name_input&0x4) {
  20006. tmp_item.card[0] = CARD0_CREATE;
  20007. tmp_item.card[1] = 0;
  20008. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20009. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20010. }
  20011. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20012. clif_additem(sd,0,0,flag);
  20013. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20014. }
  20015. }
  20016. return true;
  20017. }
  20018. /**
  20019. * Enchant weapon with poison
  20020. * @param sd Player
  20021. * @nameid Item ID of poison type
  20022. */
  20023. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  20024. {
  20025. nullpo_ret(sd);
  20026. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20027. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20028. return 0;
  20029. }
  20030. sc_type type;
  20031. int chance;
  20032. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20033. char output[CHAT_SIZE_MAX];
  20034. const char *msg;
  20035. switch( nameid ) {
  20036. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20037. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20038. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20039. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20040. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20041. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20042. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20043. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20044. default:
  20045. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20046. return 0;
  20047. }
  20048. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20049. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  20050. 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
  20051. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  20052. 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
  20053. sprintf(output, msg_txt(sd,721), msg);
  20054. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  20055. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20056. clif_msg(sd,msg);
  20057. #endif*/
  20058. return 0;
  20059. }
  20060. /**
  20061. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20062. * @param bl: Object
  20063. * @param skill_id: Skill invoking to determine if Magic type
  20064. */
  20065. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20066. {
  20067. status_change *sc = status_get_sc(bl);
  20068. // non-offensive and non-magic skills do not affect the status
  20069. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20070. return;
  20071. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20072. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20073. status_change_end(bl, SC_MAGICPOWER);
  20074. } else {
  20075. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20076. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20077. if(bl->type == BL_PC){// update current display.
  20078. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  20079. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  20080. }
  20081. }
  20082. }
  20083. }
  20084. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  20085. int x, y, i, class_, skill;
  20086. struct mob_data *md;
  20087. nullpo_ret(sd);
  20088. skill = sd->menuskill_val;
  20089. 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) ) {
  20090. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20091. return 0;
  20092. }
  20093. // Spawn Position
  20094. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20095. x = sd->sc.comet_x;
  20096. y = sd->sc.comet_y;
  20097. sd->sc.comet_x = 0;
  20098. sd->sc.comet_y = 0;
  20099. sd->menuskill_val = 0;
  20100. // Item picked decides the mob class
  20101. switch(nameid) {
  20102. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20103. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20104. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20105. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20106. default:
  20107. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20108. return 0;
  20109. }
  20110. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20111. if( md ) {
  20112. struct unit_data *ud = unit_bl2ud(&md->bl);
  20113. md->master_id = sd->bl.id;
  20114. md->special_state.ai = AI_FAW;
  20115. if(ud) {
  20116. ud->skill_id = NC_MAGICDECOY;
  20117. ud->skill_lv = skill;
  20118. }
  20119. if( md->deletetimer != INVALID_TIMER )
  20120. delete_timer(md->deletetimer, mob_timer_delete);
  20121. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20122. mob_spawn(md);
  20123. }
  20124. return 0;
  20125. }
  20126. /**
  20127. * Process Warlock Spellbooks
  20128. * @param sd: Player data
  20129. * @param nameid: Spellbook item used
  20130. */
  20131. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20132. if (reading_spellbook_db.empty())
  20133. return;
  20134. status_change *sc = status_get_sc(&sd.bl);
  20135. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20136. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20137. break;
  20138. if (i == SC_MAXSPELLBOOK) {
  20139. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20140. return;
  20141. }
  20142. }
  20143. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20144. if (spell == nullptr)
  20145. return;
  20146. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20147. if (skill_lv == 0) { // Caster hasn't learned the skill
  20148. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20149. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20150. return;
  20151. }
  20152. uint16 points = spell->points;
  20153. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20154. 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) {
  20155. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20156. return;
  20157. }
  20158. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20159. if (!sc->getSCE(i)) {
  20160. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20161. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20162. break;
  20163. }
  20164. }
  20165. } else {
  20166. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20167. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20168. }
  20169. // Reading Spell Book SP cost same as the sealed spell.
  20170. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20171. }
  20172. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20173. int lv, prob, aslvl = 0;
  20174. uint16 id, sk_idx = 0;
  20175. nullpo_ret(sd);
  20176. if (sd->sc.getSCE(SC_STOP)) {
  20177. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20178. status_change_end(&sd->bl,SC_STOP);
  20179. }
  20180. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20181. return 0;
  20182. 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 ) {
  20183. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20184. return 0;
  20185. }
  20186. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20187. lv = min(lv,sd->status.skill[sk_idx].lv);
  20188. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20189. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20190. return 0;
  20191. }
  20192. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20193. int i;
  20194. nullpo_ret(sd);
  20195. nullpo_ret(item_list);
  20196. if( n <= 0 )
  20197. return 1;
  20198. for( i = 0; i < n; i++ ) {
  20199. t_itemid nameid, product;
  20200. int add_amount, del_amount, idx;
  20201. struct item tmp_item;
  20202. idx = item_list[i*2+0]-2;
  20203. if( idx < 0 || idx >= MAX_INVENTORY ){
  20204. return 1;
  20205. }
  20206. del_amount = item_list[i*2+1];
  20207. if( skill_lv == 2 )
  20208. del_amount -= (del_amount % 10);
  20209. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20210. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20211. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20212. return 1;
  20213. }
  20214. switch( nameid ) {
  20215. // Level 1
  20216. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20217. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20218. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20219. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20220. // Level 2
  20221. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20222. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20223. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20224. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20225. default:
  20226. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20227. return 1;
  20228. }
  20229. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20230. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20231. return 1;
  20232. }
  20233. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20234. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20235. return 1;
  20236. }
  20237. memset(&tmp_item,0,sizeof(tmp_item));
  20238. tmp_item.nameid = product;
  20239. tmp_item.amount = add_amount;
  20240. tmp_item.identify = 1;
  20241. if( tmp_item.amount ) {
  20242. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20243. if( flag != 0 ) {
  20244. clif_additem(sd,0,0,flag);
  20245. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20246. }
  20247. }
  20248. }
  20249. return 0;
  20250. }
  20251. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20252. int k, c, qty = 0, amount;
  20253. t_itemid nameid;
  20254. nullpo_ret(sd);
  20255. nullpo_ret(item_list);
  20256. uint16 item_lv = 26;
  20257. std::shared_ptr<s_skill_produce_db> produce = skill_produce_db.find(item_lv);
  20258. if (produce == nullptr || produce->data.empty())
  20259. return 0;
  20260. // Search for objects that can be created.
  20261. for (const auto &datait : produce->data) {
  20262. std::shared_ptr<s_skill_produce_db_entry> data = datait.second;
  20263. if (!item_db.exists(data->nameid))
  20264. return 0;
  20265. if (data->materials.empty())
  20266. return 0;
  20267. qty = 0;
  20268. do {
  20269. c = 0;
  20270. // Verification of overlap between the objects required and the list submitted.
  20271. for (const auto &mat : data->materials) {
  20272. for( k = 0; k < n; k++ ) {
  20273. int idx = item_list[k*2]-2;
  20274. if( idx < 0 || idx >= MAX_INVENTORY ){
  20275. return 0;
  20276. }
  20277. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20278. amount = item_list[k*2+1];
  20279. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20280. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20281. return 0;
  20282. }
  20283. if (nameid == mat.first && (amount - qty * mat.second) >= mat.second && (amount - qty * mat.second) % mat.second == 0) // must be in exact amount
  20284. c++; // match
  20285. }
  20286. }
  20287. qty++;
  20288. } while(n == data->materials.size() && c == n);
  20289. qty--;
  20290. if ( qty > 0 ) {
  20291. skill_produce_mix(sd,GN_CHANGEMATERIAL,datait.second->nameid,0,0,0,qty, datait.second);
  20292. return 1;
  20293. }
  20294. }
  20295. if( qty == 0)
  20296. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20297. return 0;
  20298. }
  20299. /**
  20300. * For Royal Guard's LG_TRAMPLE
  20301. */
  20302. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20303. {
  20304. skill_unit *su = (struct skill_unit *)bl;
  20305. nullpo_ret(su);
  20306. std::shared_ptr<s_skill_unit_group> sg;
  20307. t_tick tick = va_arg(ap, t_tick);
  20308. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20309. switch( sg->unit_id ) {
  20310. case UNT_CLAYMORETRAP:
  20311. case UNT_FIRINGTRAP:
  20312. case UNT_ICEBOUNDTRAP:
  20313. 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);
  20314. break;
  20315. case UNT_LANDMINE:
  20316. case UNT_BLASTMINE:
  20317. case UNT_SHOCKWAVE:
  20318. case UNT_SANDMAN:
  20319. case UNT_FLASHER:
  20320. case UNT_FREEZINGTRAP:
  20321. case UNT_CLUSTERBOMB:
  20322. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20323. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20324. else
  20325. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20326. break;
  20327. }
  20328. // Traps aren't recovered.
  20329. skill_delunit(su);
  20330. }
  20331. return 0;
  20332. }
  20333. /*==========================================
  20334. *
  20335. *------------------------------------------*/
  20336. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20337. int i;
  20338. nullpo_retr(-1, sd);
  20339. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20340. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20341. }
  20342. TIMER_FUNC(skill_blockpc_end){
  20343. map_session_data *sd = map_id2sd(id);
  20344. int i = (int)data;
  20345. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20346. return 0;
  20347. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20348. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20349. return 0;
  20350. }
  20351. aFree(sd->scd[i]);
  20352. sd->scd[i] = NULL;
  20353. return 1;
  20354. }
  20355. /**
  20356. * Flags a singular skill as being blocked from persistent usage.
  20357. * @param sd the player the skill delay affects
  20358. * @param skill_id the skill which should be delayed
  20359. * @param tick the length of time the delay should last
  20360. * @param load whether this assignment is being loaded upon player login
  20361. * @return 0 if successful, -1 otherwise
  20362. */
  20363. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20364. int i;
  20365. nullpo_retr(-1, sd);
  20366. if (!skill_id || tick < 1)
  20367. return -1;
  20368. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20369. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20370. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20371. aFree(sd->scd[i]);
  20372. sd->scd[i] = NULL;
  20373. }
  20374. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20375. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20376. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20377. sd->scd[i]->skill_id = skill_id;
  20378. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20379. if (battle_config.display_status_timers)
  20380. clif_skill_cooldown(sd, skill_id, tick);
  20381. return 1;
  20382. } else {
  20383. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20384. return 0;
  20385. }
  20386. }
  20387. int skill_blockpc_clear(map_session_data *sd) {
  20388. int i;
  20389. nullpo_ret(sd);
  20390. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20391. if (!sd->scd[i])
  20392. continue;
  20393. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20394. aFree(sd->scd[i]);
  20395. sd->scd[i] = NULL;
  20396. }
  20397. return 1;
  20398. }
  20399. TIMER_FUNC(skill_blockhomun_end){
  20400. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20401. if (hd) {
  20402. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20403. if (skill != hd->blockskill.end())
  20404. hd->blockskill.erase(skill);
  20405. }
  20406. return 1;
  20407. }
  20408. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20409. {
  20410. nullpo_retr(-1, hd);
  20411. if (!skill_db.exists(skill_id))
  20412. return -1;
  20413. auto skill = util::vector_get(hd->blockskill, skill_id);
  20414. if (tick < 1 && skill != hd->blockskill.end()) {
  20415. hd->blockskill.erase(skill);
  20416. return -1;
  20417. }
  20418. hd->blockskill.push_back(skill_id);
  20419. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20420. }
  20421. TIMER_FUNC(skill_blockmerc_end){
  20422. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20423. if (md) {
  20424. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20425. if (skill != md->blockskill.end())
  20426. md->blockskill.erase(skill);
  20427. }
  20428. return 1;
  20429. }
  20430. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20431. {
  20432. nullpo_retr(-1, md);
  20433. if (!skill_db.exists(skill_id))
  20434. return -1;
  20435. auto skill = util::vector_get(md->blockskill, skill_id);
  20436. if (tick < 1 && skill != md->blockskill.end()) {
  20437. md->blockskill.erase(skill);
  20438. return -1;
  20439. }
  20440. md->blockskill.push_back(skill_id);
  20441. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20442. }
  20443. /**
  20444. * Adds a new skill unit entry for this player to recast after map load
  20445. * @param sd: Player
  20446. * @param skill_id: Skill ID to save
  20447. * @param skill_lv: Skill level to save
  20448. */
  20449. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20450. {
  20451. struct skill_usave *sus = NULL;
  20452. if (idb_exists(skillusave_db,sd->status.char_id))
  20453. idb_remove(skillusave_db,sd->status.char_id);
  20454. CREATE(sus, struct skill_usave, 1);
  20455. idb_put(skillusave_db, sd->status.char_id, sus);
  20456. sus->skill_id = skill_id;
  20457. sus->skill_lv = skill_lv;
  20458. }
  20459. /**
  20460. * Loads saved skill unit entries for this player after map load
  20461. * @param sd: Player
  20462. */
  20463. void skill_usave_trigger(map_session_data *sd)
  20464. {
  20465. skill_usave *sus;
  20466. std::shared_ptr<s_skill_unit_group> group;
  20467. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20468. return;
  20469. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20470. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20471. 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));
  20472. idb_remove(skillusave_db, sd->status.char_id);
  20473. }
  20474. /*
  20475. *
  20476. */
  20477. int skill_split_str (char *str, char **val, int num)
  20478. {
  20479. int i;
  20480. for( i = 0; i < num && str; i++ ) {
  20481. val[i] = str;
  20482. str = strchr(str,',');
  20483. if( str )
  20484. *str++ = 0;
  20485. }
  20486. return i;
  20487. }
  20488. /*
  20489. *
  20490. */
  20491. void skill_init_unit_layout (void) {
  20492. int i,j,pos = 0;
  20493. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20494. // standard square layouts go first
  20495. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20496. int size = i*2+1;
  20497. skill_unit_layout[i].count = size*size;
  20498. for (j=0; j<size*size; j++) {
  20499. skill_unit_layout[i].dx[j] = (j%size-i);
  20500. skill_unit_layout[i].dy[j] = (j/size-i);
  20501. }
  20502. }
  20503. // afterwards add special ones
  20504. pos = i;
  20505. for (const auto &it : skill_db) {
  20506. std::shared_ptr<s_skill_db> skill = it.second;
  20507. uint16 skill_id = skill->nameid;
  20508. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20509. continue;
  20510. if( skill_id == EL_FIRE_MANTLE ) {
  20511. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20512. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20513. skill_unit_layout[pos].count = 8;
  20514. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20515. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20516. } else {
  20517. switch (skill_id) {
  20518. case MG_FIREWALL:
  20519. case WZ_ICEWALL:
  20520. case WL_EARTHSTRAIN:
  20521. case RL_FIRE_RAIN:
  20522. // these will be handled later
  20523. break;
  20524. case PR_SANCTUARY:
  20525. case NPC_EVILLAND: {
  20526. static const int dx[] = {
  20527. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20528. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20529. static const int dy[]={
  20530. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20531. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20532. skill_unit_layout[pos].count = 21;
  20533. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20534. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20535. }
  20536. break;
  20537. case PR_MAGNUS: {
  20538. static const int dx[] = {
  20539. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20540. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20541. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20542. static const int dy[] = {
  20543. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20544. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20545. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20546. skill_unit_layout[pos].count = 33;
  20547. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20548. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20549. }
  20550. break;
  20551. case AS_VENOMDUST: {
  20552. static const int dx[] = {-1, 0, 0, 0, 1};
  20553. static const int dy[] = { 0,-1, 0, 1, 0};
  20554. skill_unit_layout[pos].count = 5;
  20555. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20556. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20557. }
  20558. break;
  20559. case CR_GRANDCROSS:
  20560. case NPC_GRANDDARKNESS: {
  20561. static const int dx[] = {
  20562. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20563. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20564. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20565. static const int dy[] = {
  20566. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20567. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20568. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20569. skill_unit_layout[pos].count = 29;
  20570. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20571. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20572. }
  20573. break;
  20574. case PF_FOGWALL: {
  20575. static const int dx[] = {
  20576. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20577. static const int dy[] = {
  20578. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20579. skill_unit_layout[pos].count = 15;
  20580. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20581. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20582. }
  20583. break;
  20584. case PA_GOSPEL: {
  20585. static const int dx[] = {
  20586. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20587. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20588. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20589. -1, 0, 1};
  20590. static const int dy[] = {
  20591. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20592. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20593. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20594. 3, 3, 3};
  20595. skill_unit_layout[pos].count = 33;
  20596. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20597. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20598. }
  20599. break;
  20600. case NJ_KAENSIN: {
  20601. 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};
  20602. 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};
  20603. skill_unit_layout[pos].count = 24;
  20604. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20605. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20606. }
  20607. break;
  20608. case NJ_TATAMIGAESHI: {
  20609. //Level 1 (count 4, cross of 3x3)
  20610. static const int dx1[] = {-1, 1, 0, 0};
  20611. static const int dy1[] = { 0, 0,-1, 1};
  20612. //Level 2-3 (count 8, cross of 5x5)
  20613. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20614. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20615. //Level 4-5 (count 12, cross of 7x7
  20616. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20617. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20618. //lv1
  20619. j = 0;
  20620. skill_unit_layout[pos].count = 4;
  20621. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20622. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20623. skill->unit_layout_type[j] = pos;
  20624. //lv2/3
  20625. j++;
  20626. pos++;
  20627. skill_unit_layout[pos].count = 8;
  20628. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20629. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20630. skill->unit_layout_type[j] = pos;
  20631. skill->unit_layout_type[++j] = pos;
  20632. //lv4/5
  20633. j++;
  20634. pos++;
  20635. skill_unit_layout[pos].count = 12;
  20636. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20637. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20638. skill->unit_layout_type[j] = pos;
  20639. skill->unit_layout_type[++j] = pos;
  20640. //Fill in the rest using lv 5.
  20641. for (;j<MAX_SKILL_LEVEL;j++)
  20642. skill->unit_layout_type[j] = pos;
  20643. //Skip, this way the check below will fail and continue to the next skill.
  20644. pos++;
  20645. }
  20646. break;
  20647. case GN_WALLOFTHORN: {
  20648. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20649. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20650. skill_unit_layout[pos].count = 16;
  20651. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20652. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20653. }
  20654. break;
  20655. case NPC_FLAMECROSS: {
  20656. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20657. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20658. skill_unit_layout[pos].count = 8;
  20659. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20660. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20661. }
  20662. break;
  20663. default:
  20664. ShowError("unknown unit layout at skill %d\n",i);
  20665. break;
  20666. }
  20667. }
  20668. if (!skill_unit_layout[pos].count)
  20669. continue;
  20670. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20671. skill->unit_layout_type[j] = pos;
  20672. pos++;
  20673. }
  20674. // firewall and icewall have 8 layouts (direction-dependent)
  20675. firewall_unit_pos = pos;
  20676. for (i=0;i<8;i++) {
  20677. if (i&1) {
  20678. skill_unit_layout[pos].count = 5;
  20679. if (i&0x2) {
  20680. int dx[] = {-1,-1, 0, 0, 1};
  20681. int dy[] = { 1, 0, 0,-1,-1};
  20682. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20683. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20684. } else {
  20685. int dx[] = { 1, 1 ,0, 0,-1};
  20686. int dy[] = { 1, 0, 0,-1,-1};
  20687. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20688. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20689. }
  20690. } else {
  20691. skill_unit_layout[pos].count = 3;
  20692. if (i%4==0) {
  20693. int dx[] = {-1, 0, 1};
  20694. int dy[] = { 0, 0, 0};
  20695. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20696. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20697. } else {
  20698. int dx[] = { 0, 0, 0};
  20699. int dy[] = {-1, 0, 1};
  20700. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20701. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20702. }
  20703. }
  20704. pos++;
  20705. }
  20706. icewall_unit_pos = pos;
  20707. for (i=0;i<8;i++) {
  20708. skill_unit_layout[pos].count = 5;
  20709. if (i&1) {
  20710. if (i&0x2) {
  20711. int dx[] = {-2,-1, 0, 1, 2};
  20712. int dy[] = { 2, 1, 0,-1,-2};
  20713. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20714. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20715. } else {
  20716. int dx[] = { 2, 1 ,0,-1,-2};
  20717. int dy[] = { 2, 1, 0,-1,-2};
  20718. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20719. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20720. }
  20721. } else {
  20722. if (i%4==0) {
  20723. int dx[] = {-2,-1, 0, 1, 2};
  20724. int dy[] = { 0, 0, 0, 0, 0};
  20725. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20726. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20727. } else {
  20728. int dx[] = { 0, 0, 0, 0, 0};
  20729. int dy[] = {-2,-1, 0, 1, 2};
  20730. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20731. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20732. }
  20733. }
  20734. pos++;
  20735. }
  20736. earthstrain_unit_pos = pos;
  20737. for( i = 0; i < 8; i++ )
  20738. { // For each Direction
  20739. skill_unit_layout[pos].count = 15;
  20740. switch( i )
  20741. {
  20742. case 0: case 1: case 3: case 4: case 5: case 7:
  20743. {
  20744. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20745. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20746. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20747. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20748. }
  20749. break;
  20750. case 2:
  20751. case 6:
  20752. {
  20753. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20754. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20755. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20756. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20757. }
  20758. break;
  20759. }
  20760. pos++;
  20761. }
  20762. firerain_unit_pos = pos;
  20763. for( i = 0; i < 8; i++ ) {
  20764. skill_unit_layout[pos].count = 3;
  20765. switch( i ) {
  20766. case 0: case 1: case 3: case 4: case 5: case 7:
  20767. {
  20768. static const int dx[] = {-1, 0, 1};
  20769. static const int dy[] = { 0, 0, 0};
  20770. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20771. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20772. }
  20773. break;
  20774. case 2:
  20775. case 6:
  20776. {
  20777. static const int dx[] = { 0, 0, 0};
  20778. static const int dy[] = {-1, 0, 1};
  20779. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20780. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20781. }
  20782. break;
  20783. }
  20784. pos++;
  20785. }
  20786. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20787. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20788. }
  20789. void skill_init_nounit_layout (void) {
  20790. int i, pos = 0;
  20791. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20792. for( i = 0; i < 8; i++ ) {
  20793. if( i&1 ) {
  20794. skill_nounit_layout[pos].count = 33;
  20795. if( i&2 ) {
  20796. if( i&4 ) { // 7
  20797. 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};
  20798. 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};
  20799. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20800. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20801. } else { // 3
  20802. 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};
  20803. 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};
  20804. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20805. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20806. }
  20807. } else {
  20808. if( i&4 ) { // 5
  20809. 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};
  20810. 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};
  20811. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20812. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20813. } else { // 1
  20814. 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};
  20815. 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};
  20816. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20817. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20818. }
  20819. }
  20820. } else {
  20821. skill_nounit_layout[pos].count = 21;
  20822. if( i&2 ) {
  20823. if( i&4 ) { // 6
  20824. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20825. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20826. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20827. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20828. } else { // 2
  20829. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20830. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20831. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20832. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20833. }
  20834. } else {
  20835. if( i&4 ) { // 4
  20836. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20837. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20838. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20839. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20840. } else { // 0
  20841. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20842. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20843. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20844. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20845. }
  20846. }
  20847. }
  20848. pos++;
  20849. }
  20850. for( i = 0; i < 8; i++ ) {
  20851. if( i&1 ) {
  20852. skill_nounit_layout[pos].count = 74;
  20853. if( i&2 ) {
  20854. if( i&4 ) { // 7
  20855. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20856. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20857. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20858. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20859. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20860. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20861. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20862. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20863. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20864. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20865. } else { // 3
  20866. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20867. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20868. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20869. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20870. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20871. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20872. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20873. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20874. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20875. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20876. }
  20877. } else {
  20878. if( i&4 ) { // 5
  20879. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20880. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20881. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20882. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20883. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20884. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20885. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20886. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20887. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20888. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20889. } else { // 1
  20890. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20891. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20892. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20893. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20894. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20895. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20896. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20897. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20898. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20899. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20900. }
  20901. }
  20902. } else {
  20903. skill_nounit_layout[pos].count = 44;
  20904. if( i&2 ) {
  20905. if( i&4 ) { // 6
  20906. 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};
  20907. 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};
  20908. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20909. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20910. } else { // 2
  20911. 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};
  20912. 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};
  20913. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20914. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20915. }
  20916. } else {
  20917. if( i&4 ) { // 4
  20918. 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};
  20919. 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};
  20920. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20921. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20922. } else { // 0
  20923. 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};
  20924. 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};
  20925. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20926. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20927. }
  20928. }
  20929. }
  20930. pos++;
  20931. }
  20932. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20933. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20934. }
  20935. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20936. status_change *sc = status_get_sc(bl);
  20937. if( !sc || !bl || !skill_id )
  20938. return 0; // Can do it
  20939. switch (type) {
  20940. case SC_ANKLE:
  20941. if (skill_id == AL_TELEPORT)
  20942. return 1;
  20943. break;
  20944. case SC_STASIS:
  20945. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20946. return 1; // Can't do it.
  20947. break;
  20948. case SC_KAGEHUMI:
  20949. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20950. return 1;
  20951. case SC_BITE:
  20952. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20953. return 1;
  20954. break;
  20955. }
  20956. return 0;
  20957. }
  20958. /**
  20959. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20960. * @param sc: Status changes active on target
  20961. * @param skill_id: Skill to toggle
  20962. * @return True on success or false otherwise
  20963. */
  20964. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20965. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20966. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20967. return false;
  20968. if (skill->inf2[INF2_TOGGLEABLE]) {
  20969. if (sc.getSCE(skill->sc))
  20970. return true;
  20971. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20972. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  20973. return true;
  20974. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  20975. return true;
  20976. }
  20977. return false;
  20978. }
  20979. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20980. int type = 0;
  20981. switch( skill_id ) {
  20982. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20983. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20984. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20985. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20986. }
  20987. type += skill_lv - 1;
  20988. return type;
  20989. }
  20990. /**
  20991. * Check before do `unit_movepos` call
  20992. * @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
  20993. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20994. **/
  20995. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20996. status_change *sc;
  20997. nullpo_retr(false, bl);
  20998. struct map_data *mapdata = map_getmapdata(bl->m);
  20999. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  21000. return false;
  21001. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21002. return false;
  21003. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21004. return false;
  21005. sc = status_get_sc(bl);
  21006. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21007. return false;
  21008. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21009. }
  21010. /**
  21011. * Get skill duration after adjustments by skill_duration mapflag
  21012. * @param mapdata: Source map data
  21013. * @param skill_id: Skill ID
  21014. * @param skill_lv: Skill level
  21015. * @return Adjusted skill duration
  21016. */
  21017. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21018. int time = 0;
  21019. if (!(time = skill_get_time(skill_id, skill_lv)))
  21020. return 0;
  21021. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21022. return time / 100 * mapdata->skill_duration[skill_id];
  21023. return time;
  21024. }
  21025. const std::string SkillDatabase::getDefaultLocation() {
  21026. return std::string(db_path) + "/skill_db.yml";
  21027. }
  21028. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21029. int32 value;
  21030. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21031. if (!skNode.is_seq()) {
  21032. if (!this->asInt32(node, nodeName, value))
  21033. return false;
  21034. for (size_t i = 0; i < S; i++)
  21035. arr[i] = value;
  21036. } else {
  21037. uint16 max_level = 0;
  21038. for (const auto& it : skNode) {
  21039. uint16 skill_lv;
  21040. if (!this->asUInt16(it, "Level", skill_lv))
  21041. continue;
  21042. if (skill_lv > MAX_SKILL_LEVEL) {
  21043. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21044. return false;
  21045. }
  21046. if (!this->asInt32(it, subNodeName, value))
  21047. continue;
  21048. arr[skill_lv - 1] = value;
  21049. max_level = max(max_level, skill_lv);
  21050. }
  21051. size_t i = max_level, j;
  21052. // Check for linear change with increasing steps until we reach half of the data acquired.
  21053. for (size_t step = 1; step <= i / 2; step++) {
  21054. int diff = arr[i - 1] - arr[i - step - 1];
  21055. for (j = i - 1; j >= step; j--) {
  21056. if ((arr[j] - arr[j - step]) != diff)
  21057. break;
  21058. }
  21059. if (j >= step) // No match, try next step.
  21060. continue;
  21061. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21062. arr[i] = arr[i - step] + diff;
  21063. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21064. arr[i] = 1;
  21065. diff = 0;
  21066. step = 1;
  21067. }
  21068. }
  21069. return true;
  21070. }
  21071. // Unable to determine linear trend, fill remaining array values with last value
  21072. for (; i < S; i++)
  21073. arr[i] = arr[max_level - 1];
  21074. }
  21075. return true;
  21076. }
  21077. /**
  21078. * Reads and parses an entry from the skill_db.
  21079. * @param node: YAML node containing the entry.
  21080. * @return count of successfully parsed rows
  21081. */
  21082. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21083. uint16 skill_id;
  21084. if (!this->asUInt16(node, "Id", skill_id))
  21085. return 0;
  21086. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21087. bool exists = skill != nullptr;
  21088. if (!exists) {
  21089. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21090. return 0;
  21091. skill = std::make_shared<s_skill_db>();
  21092. skill->nameid = skill_id;
  21093. }
  21094. if (this->nodeExists(node, "Name")) {
  21095. std::string name;
  21096. if (!this->asString(node, "Name", name))
  21097. return 0;
  21098. name.resize(SKILL_NAME_LENGTH);
  21099. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21100. }
  21101. if (this->nodeExists(node, "Description")) {
  21102. std::string name;
  21103. if (!this->asString(node, "Description", name))
  21104. return 0;
  21105. name.resize(SKILL_DESC_LENGTH);
  21106. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21107. }
  21108. if (this->nodeExists(node, "MaxLevel")) {
  21109. uint16 skill_lv;
  21110. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21111. return 0;
  21112. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21113. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21114. return 0;
  21115. }
  21116. skill->max = skill_lv;
  21117. }
  21118. if (this->nodeExists(node, "Type")) {
  21119. std::string type;
  21120. if (!this->asString(node, "Type", type))
  21121. return 0;
  21122. std::string type_constant = "BF_" + type;
  21123. int64 constant;
  21124. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21125. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21126. return 0;
  21127. }
  21128. if (constant < BF_NONE || constant > BF_MISC) {
  21129. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21130. return 0;
  21131. }
  21132. skill->skill_type = static_cast<e_battle_flag>(constant);
  21133. } else {
  21134. if (!exists)
  21135. skill->skill_type = BF_NONE;
  21136. }
  21137. if (this->nodeExists(node, "TargetType")) {
  21138. std::string inf;
  21139. if (!this->asString(node, "TargetType", inf))
  21140. return 0;
  21141. std::string inf_constant = "INF_" + inf + "_SKILL";
  21142. int64 constant;
  21143. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21144. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21145. return 0;
  21146. }
  21147. skill->inf = static_cast<uint16>(constant);
  21148. }
  21149. if (this->nodeExists(node, "DamageFlags")) {
  21150. const auto& damageNode = node["DamageFlags"];
  21151. for (const auto& it : damageNode) {
  21152. std::string nk;
  21153. c4::from_chars(it.key(), &nk);
  21154. std::string nk_constant = "NK_" + nk;
  21155. int64 constant;
  21156. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21157. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21158. return 0;
  21159. }
  21160. bool active;
  21161. if (!this->asBool(damageNode, nk, active))
  21162. return 0;
  21163. if (active)
  21164. skill->nk.set(static_cast<uint8>(constant));
  21165. else
  21166. skill->nk.reset(static_cast<uint8>(constant));
  21167. }
  21168. }
  21169. if (this->nodeExists(node, "Flags")) {
  21170. const auto& infoNode = node["Flags"];
  21171. for (const auto& it : infoNode) {
  21172. std::string inf2;
  21173. c4::from_chars(it.key(), &inf2);
  21174. std::string inf2_constant = "INF2_" + inf2;
  21175. int64 constant;
  21176. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21177. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21178. continue;
  21179. }
  21180. bool active;
  21181. if (!this->asBool(infoNode, inf2, active))
  21182. return 0;
  21183. if (active)
  21184. skill->inf2.set(static_cast<uint8>(constant));
  21185. else
  21186. skill->inf2.reset(static_cast<uint8>(constant));
  21187. }
  21188. }
  21189. if (this->nodeExists(node, "Range")) {
  21190. if (!this->parseNode("Range", "Size", node, skill->range))
  21191. return 0;
  21192. } else {
  21193. if (!exists)
  21194. memset(skill->range, 0, sizeof(skill->range));
  21195. }
  21196. if (this->nodeExists(node, "Hit")) {
  21197. std::string hit;
  21198. if (!this->asString(node, "Hit", hit))
  21199. return 0;
  21200. std::string hit_constant = "DMG_" + hit;
  21201. int64 constant;
  21202. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21203. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21204. return 0;
  21205. }
  21206. skill->hit = static_cast<e_damage_type>(constant);
  21207. } else {
  21208. if (!exists)
  21209. skill->hit = DMG_NORMAL;
  21210. }
  21211. if (this->nodeExists(node, "HitCount")) {
  21212. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21213. return 0;
  21214. } else {
  21215. if (!exists)
  21216. memset(skill->num, 0, sizeof(skill->num));
  21217. }
  21218. if (this->nodeExists(node, "Element")) {
  21219. const auto elementNode = node["Element"];
  21220. std::string element;
  21221. if (!elementNode.is_seq()) {
  21222. if (!this->asString(node, "Element", element))
  21223. return 0;
  21224. std::string element_constant = "ELE_" + element;
  21225. int64 constant;
  21226. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21227. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21228. return 0;
  21229. }
  21230. if (constant == ELE_NONE) {
  21231. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21232. return 0;
  21233. }
  21234. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21235. } else {
  21236. for (const auto& it : elementNode) {
  21237. uint16 skill_lv;
  21238. if (!this->asUInt16(it, "Level", skill_lv))
  21239. continue;
  21240. if (skill_lv > MAX_SKILL_LEVEL) {
  21241. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21242. return false;
  21243. }
  21244. if (!this->asString(it, "Element", element))
  21245. continue;
  21246. std::string element_constant = "ELE_" + element;
  21247. int64 constant;
  21248. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21249. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21250. return 0;
  21251. }
  21252. if (constant == ELE_NONE) {
  21253. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21254. return 0;
  21255. }
  21256. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21257. }
  21258. }
  21259. } else {
  21260. if (!exists)
  21261. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21262. }
  21263. if (this->nodeExists(node, "SplashArea")) {
  21264. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21265. return 0;
  21266. } else {
  21267. if (!exists)
  21268. memset(skill->splash, 0, sizeof(skill->splash));
  21269. }
  21270. if (this->nodeExists(node, "ActiveInstance")) {
  21271. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21272. return 0;
  21273. } else {
  21274. if (!exists)
  21275. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21276. }
  21277. if (this->nodeExists(node, "Knockback")) {
  21278. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21279. return 0;
  21280. } else {
  21281. if (!exists)
  21282. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21283. }
  21284. if (this->nodeExists(node, "CopyFlags")) {
  21285. const auto& copyNode = node["CopyFlags"];
  21286. if (this->nodeExists(copyNode, "Skill")) {
  21287. const auto& copyskillNode = copyNode["Skill"];
  21288. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21289. bool active;
  21290. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21291. return 0;
  21292. if (active)
  21293. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21294. else
  21295. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21296. }
  21297. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21298. bool active;
  21299. if (!this->asBool(copyskillNode, "Reproduce", active))
  21300. return 0;
  21301. if (active)
  21302. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21303. else
  21304. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21305. }
  21306. } else {
  21307. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21308. return 0;
  21309. }
  21310. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21311. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21312. for (const auto& it : copyreqNode) {
  21313. std::string req;
  21314. c4::from_chars(it.key(), &req);
  21315. std::string req_constant = "SKILL_REQ_" + req;
  21316. int64 constant;
  21317. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21318. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21319. return 0;
  21320. }
  21321. skill->copyable.req_opt |= constant;
  21322. }
  21323. } else {
  21324. if (!exists)
  21325. skill->copyable.req_opt = 0;
  21326. }
  21327. }
  21328. if (this->nodeExists(node, "NoNearNpc")) {
  21329. const auto& npcNode = node["NoNearNpc"];
  21330. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21331. uint16 range;
  21332. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21333. return 0;
  21334. skill->unit_nonearnpc_range = range;
  21335. } else {
  21336. if (!exists)
  21337. skill->unit_nonearnpc_range = 0;
  21338. }
  21339. if (this->nodeExists(npcNode, "Type")) {
  21340. const auto& npctypeNode = npcNode["Type"];
  21341. for (const auto& it : npctypeNode) {
  21342. std::string type;
  21343. c4::from_chars(it.key(), &type);
  21344. std::string type_constant = "SKILL_NONEAR_" + type;
  21345. int64 constant;
  21346. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21347. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21348. return 0;
  21349. }
  21350. bool active;
  21351. if (!this->asBool(npctypeNode, type, active))
  21352. return 0;
  21353. if (active)
  21354. skill->unit_nonearnpc_type |= constant;
  21355. else
  21356. skill->unit_nonearnpc_type &= ~constant;
  21357. }
  21358. } else {
  21359. if (!exists)
  21360. skill->unit_nonearnpc_type = 0;
  21361. }
  21362. }
  21363. if (this->nodeExists(node, "CastCancel")) {
  21364. bool active;
  21365. if (!this->asBool(node, "CastCancel", active))
  21366. return 0;
  21367. skill->castcancel = active;
  21368. } else {
  21369. if (!exists)
  21370. skill->castcancel = false;
  21371. }
  21372. if (this->nodeExists(node, "CastDefenseReduction")) {
  21373. uint16 reduction;
  21374. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21375. return 0;
  21376. skill->cast_def_rate = reduction;
  21377. } else {
  21378. if (!exists)
  21379. skill->cast_def_rate = 0;
  21380. }
  21381. if (this->nodeExists(node, "CastTime")) {
  21382. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21383. return 0;
  21384. } else {
  21385. if (!exists)
  21386. memset(skill->cast, 0, sizeof(skill->cast));
  21387. }
  21388. if (this->nodeExists(node, "AfterCastActDelay")) {
  21389. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21390. return 0;
  21391. } else {
  21392. if (!exists)
  21393. memset(skill->delay, 0, sizeof(skill->delay));
  21394. }
  21395. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21396. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21397. return 0;
  21398. } else {
  21399. if (!exists)
  21400. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21401. }
  21402. if (this->nodeExists(node, "Duration1")) {
  21403. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21404. return 0;
  21405. } else {
  21406. if (!exists)
  21407. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21408. }
  21409. if (this->nodeExists(node, "Duration2")) {
  21410. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21411. return 0;
  21412. } else {
  21413. if (!exists)
  21414. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21415. }
  21416. if (this->nodeExists(node, "Cooldown")) {
  21417. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21418. return 0;
  21419. } else {
  21420. if (!exists)
  21421. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21422. }
  21423. #ifdef RENEWAL_CAST
  21424. if (this->nodeExists(node, "FixedCastTime")) {
  21425. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21426. return 0;
  21427. } else {
  21428. if (!exists)
  21429. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21430. }
  21431. #endif
  21432. if (this->nodeExists(node, "CastTimeFlags")) {
  21433. const auto& castNode = node["CastTimeFlags"];
  21434. for (const auto& it : castNode) {
  21435. std::string flag;
  21436. c4::from_chars(it.key(), &flag);
  21437. std::string flag_constant = "SKILL_CAST_" + flag;
  21438. int64 constant;
  21439. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21440. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21441. return 0;
  21442. }
  21443. bool active;
  21444. if (!this->asBool(castNode, flag, active))
  21445. return 0;
  21446. if (active)
  21447. skill->castnodex |= constant;
  21448. else
  21449. skill->castnodex &= ~constant;
  21450. }
  21451. }
  21452. if (this->nodeExists(node, "CastDelayFlags")) {
  21453. const auto& castNode = node["CastDelayFlags"];
  21454. for (const auto& it : castNode) {
  21455. std::string flag;
  21456. c4::from_chars(it.key(), &flag);
  21457. std::string flag_constant = "SKILL_CAST_" + flag;
  21458. int64 constant;
  21459. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21460. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21461. return 0;
  21462. }
  21463. bool active;
  21464. if (!this->asBool(castNode, flag, active))
  21465. return 0;
  21466. if (active)
  21467. skill->delaynodex |= constant;
  21468. else
  21469. skill->delaynodex &= ~constant;
  21470. }
  21471. }
  21472. if (this->nodeExists(node, "Requires")) {
  21473. const auto& requireNode = node["Requires"];
  21474. if (this->nodeExists(requireNode, "HpCost")) {
  21475. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21476. return 0;
  21477. } else {
  21478. if (!exists)
  21479. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21480. }
  21481. if (this->nodeExists(requireNode, "SpCost")) {
  21482. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21483. return 0;
  21484. } else {
  21485. if (!exists)
  21486. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21487. }
  21488. if (this->nodeExists(requireNode, "ApCost")) {
  21489. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21490. return 0;
  21491. } else {
  21492. if (!exists)
  21493. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21494. }
  21495. if (this->nodeExists(requireNode, "HpRateCost")) {
  21496. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21497. return 0;
  21498. } else {
  21499. if (!exists)
  21500. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21501. }
  21502. if (this->nodeExists(requireNode, "SpRateCost")) {
  21503. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21504. return 0;
  21505. } else {
  21506. if (!exists)
  21507. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21508. }
  21509. if (this->nodeExists(requireNode, "ApRateCost")) {
  21510. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21511. return 0;
  21512. } else {
  21513. if (!exists)
  21514. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21515. }
  21516. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21517. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21518. return 0;
  21519. } else {
  21520. if (!exists)
  21521. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21522. }
  21523. if (this->nodeExists(requireNode, "ZenyCost")) {
  21524. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21525. return 0;
  21526. } else {
  21527. if (!exists)
  21528. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21529. }
  21530. if (this->nodeExists(requireNode, "Weapon")) {
  21531. const auto& weaponNode = requireNode["Weapon"];
  21532. if (this->nodeExists(weaponNode, "All")) {
  21533. bool active;
  21534. if (!this->asBool(weaponNode, "All", active))
  21535. return 0;
  21536. if (active)
  21537. skill->require.weapon = 0;
  21538. } else {
  21539. for (const auto& it : weaponNode) {
  21540. std::string weapon;
  21541. c4::from_chars(it.key(), &weapon);
  21542. std::string weapon_constant = "W_" + weapon;
  21543. int64 constant;
  21544. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21545. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21546. return 0;
  21547. }
  21548. bool active;
  21549. if (!this->asBool(weaponNode, weapon, active))
  21550. return 0;
  21551. if (active)
  21552. skill->require.weapon |= 1 << constant;
  21553. else
  21554. skill->require.weapon &= ~(1 << constant);
  21555. }
  21556. }
  21557. } else {
  21558. if (!exists)
  21559. skill->require.weapon = 0;
  21560. }
  21561. if (this->nodeExists(requireNode, "Ammo")) {
  21562. const auto& ammoNode = requireNode["Ammo"];
  21563. if (this->nodeExists(ammoNode, "None")) {
  21564. bool active;
  21565. if (!this->asBool(ammoNode, "None", active))
  21566. return 0;
  21567. if (active)
  21568. skill->require.ammo = 0;
  21569. } else {
  21570. for (const auto& it : ammoNode) {
  21571. std::string ammo;
  21572. c4::from_chars(it.key(), &ammo);
  21573. std::string ammo_constant = "AMMO_" + ammo;
  21574. int64 constant;
  21575. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21576. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21577. return 0;
  21578. }
  21579. bool active;
  21580. if (!this->asBool(ammoNode, ammo, active))
  21581. return 0;
  21582. if (active)
  21583. skill->require.ammo |= 1 << constant;
  21584. else
  21585. skill->require.ammo &= ~(1 << constant);
  21586. }
  21587. }
  21588. } else {
  21589. if (!exists)
  21590. skill->require.ammo = 0;
  21591. }
  21592. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21593. if (skill->require.ammo == 0) {
  21594. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21595. return 0;
  21596. }
  21597. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21598. return 0;
  21599. } else {
  21600. if (!exists)
  21601. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21602. }
  21603. if (this->nodeExists(requireNode, "State")) {
  21604. std::string state;
  21605. if (!this->asString(requireNode, "State", state))
  21606. return 0;
  21607. std::string state_constant = "ST_" + state;
  21608. int64 constant;
  21609. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21610. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21611. return 0;
  21612. }
  21613. skill->require.state = static_cast<int32>(constant);
  21614. }
  21615. if (this->nodeExists(requireNode, "Status")) {
  21616. const auto& statusNode = requireNode["Status"];
  21617. for (const auto& it : statusNode) {
  21618. std::string status;
  21619. c4::from_chars(it.key(), &status);
  21620. std::string status_constant = "SC_" + status;
  21621. int64 constant;
  21622. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21623. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21624. return 0;
  21625. }
  21626. bool active;
  21627. if (!this->asBool(statusNode, status, active))
  21628. return 0;
  21629. auto status_exists = util::vector_get(skill->require.status, constant);
  21630. if (active && status_exists == skill->require.status.end())
  21631. skill->require.status.push_back(static_cast<sc_type>(constant));
  21632. else if (!active && status_exists != skill->require.status.end())
  21633. skill->require.status.erase(status_exists);
  21634. }
  21635. }
  21636. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21637. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21638. return 0;
  21639. } else {
  21640. if (!exists)
  21641. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21642. }
  21643. if (this->nodeExists(requireNode, "ItemCost")) {
  21644. const auto itemNode = requireNode["ItemCost"];
  21645. int32 count = 0;
  21646. for (const auto& it : itemNode) {
  21647. std::string item_name;
  21648. if (!this->asString(it, "Item", item_name))
  21649. continue;
  21650. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21651. if (item == nullptr) {
  21652. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21653. return 0;
  21654. }
  21655. int32 amount;
  21656. if (!this->asInt32(it, "Amount", amount))
  21657. continue;
  21658. if (this->nodeExists(it, "Level")) {
  21659. uint16 cost_level;
  21660. if (!this->asUInt16(it, "Level", cost_level))
  21661. continue;
  21662. if (cost_level < 1 || cost_level > skill->max) {
  21663. 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);
  21664. return 0;
  21665. }
  21666. count = cost_level - 1;
  21667. if (!skill->require.itemid_level_dependent)
  21668. skill->require.itemid_level_dependent = true;
  21669. }
  21670. skill->require.itemid[count] = item->nameid;
  21671. skill->require.amount[count] = amount;
  21672. count++;
  21673. }
  21674. }
  21675. if (this->nodeExists(requireNode, "Equipment")) {
  21676. const auto& equipNode = requireNode["Equipment"];
  21677. for (const auto& it : equipNode) {
  21678. std::string item_name;
  21679. c4::from_chars(it.key(), &item_name);
  21680. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21681. if (item == nullptr) {
  21682. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21683. return 0;
  21684. }
  21685. bool active;
  21686. if (!this->asBool(equipNode, item_name, active))
  21687. return 0;
  21688. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21689. if (active && equip_exists == skill->require.eqItem.end())
  21690. skill->require.eqItem.push_back(item->nameid);
  21691. else if (!active && equip_exists != skill->require.eqItem.end())
  21692. skill->require.eqItem.erase(equip_exists);
  21693. }
  21694. }
  21695. }
  21696. if (this->nodeExists(node, "GiveAp")) {
  21697. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21698. return 0;
  21699. } else {
  21700. if (!exists)
  21701. memset(skill->giveap, 0, sizeof(skill->giveap));
  21702. }
  21703. if (this->nodeExists(node, "Unit")) {
  21704. const auto& unitNode = node["Unit"];
  21705. if (this->nodeExists(unitNode, "Id")) {
  21706. std::string unit;
  21707. if (!this->asString(unitNode, "Id", unit))
  21708. return 0;
  21709. std::string unit_constant = "UNT_" + unit;
  21710. int64 constant;
  21711. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21712. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21713. return 0;
  21714. }
  21715. skill->unit_id = static_cast<uint16>(constant);
  21716. } else {
  21717. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21718. return 0;
  21719. }
  21720. if (this->nodeExists(unitNode, "AlternateId")) {
  21721. std::string unit;
  21722. if (!this->asString(unitNode, "AlternateId", unit))
  21723. return 0;
  21724. std::string unit_constant = "UNT_" + unit;
  21725. int64 constant;
  21726. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21727. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21728. return 0;
  21729. }
  21730. skill->unit_id2 = static_cast<uint16>(constant);
  21731. } else {
  21732. if (!exists)
  21733. skill->unit_id2 = 0;
  21734. }
  21735. if (this->nodeExists(unitNode, "Layout")) {
  21736. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21737. return 0;
  21738. } else {
  21739. if (!exists)
  21740. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21741. }
  21742. if (this->nodeExists(unitNode, "Range")) {
  21743. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21744. return 0;
  21745. } else {
  21746. if (!exists)
  21747. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21748. }
  21749. if (this->nodeExists(unitNode, "Interval")) {
  21750. int16 interval;
  21751. if (!this->asInt16(unitNode, "Interval", interval))
  21752. return 0;
  21753. skill->unit_interval = interval;
  21754. } else {
  21755. if (!exists)
  21756. skill->unit_interval = 0;
  21757. }
  21758. if (this->nodeExists(unitNode, "Target")) {
  21759. std::string target;
  21760. if (!this->asString(unitNode, "Target", target))
  21761. return 0;
  21762. std::string target_constant = "BCT_" + target;
  21763. int64 constant;
  21764. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21765. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21766. return 0;
  21767. }
  21768. skill->unit_target = static_cast<int32>(constant);
  21769. } else {
  21770. if (!exists)
  21771. skill->unit_target = BCT_ALL;
  21772. }
  21773. if (this->nodeExists(unitNode, "Flag")) {
  21774. const auto& flagNode = unitNode["Flag"];
  21775. for (const auto& it : flagNode) {
  21776. std::string flag;
  21777. c4::from_chars(it.key(), &flag);
  21778. std::string flag_constant = "UF_" + flag;
  21779. int64 constant;
  21780. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21781. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21782. return 0;
  21783. }
  21784. bool active;
  21785. if (!this->asBool(flagNode, flag, active))
  21786. return 0;
  21787. if (active)
  21788. skill->unit_flag.set(static_cast<uint8>(constant));
  21789. else
  21790. skill->unit_flag.reset(static_cast<uint8>(constant));
  21791. }
  21792. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21793. skill->unit_target = BCT_NOENEMY;
  21794. // By default, target just characters.
  21795. skill->unit_target |= BL_CHAR;
  21796. if (skill->unit_flag[UF_NOPC])
  21797. skill->unit_target &= ~BL_PC;
  21798. if (skill->unit_flag[UF_NOMOB])
  21799. skill->unit_target &= ~BL_MOB;
  21800. if (skill->unit_flag[UF_SKILL])
  21801. skill->unit_target |= BL_SKILL;
  21802. } else {
  21803. if (!exists){
  21804. skill->unit_flag = UF_NONE;
  21805. // By default, target just characters.
  21806. skill->unit_target |= BL_CHAR;
  21807. }
  21808. }
  21809. }
  21810. if (this->nodeExists(node, "Status")) {
  21811. std::string status;
  21812. if (!this->asString(node, "Status", status))
  21813. return 0;
  21814. std::string status_constant = "SC_" + status;
  21815. int64 constant;
  21816. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21817. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21818. return 0;
  21819. }
  21820. if (constant < SC_NONE || constant >= SC_MAX) {
  21821. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21822. constant = SC_NONE;
  21823. }
  21824. skill->sc = static_cast<sc_type>(constant);
  21825. } else {
  21826. if (!exists)
  21827. skill->sc = SC_NONE;
  21828. }
  21829. if (!exists) {
  21830. this->put(skill_id, skill);
  21831. this->skilldb_id2idx[skill_id] = this->skill_num;
  21832. this->skill_num++;
  21833. }
  21834. return 1;
  21835. }
  21836. void SkillDatabase::clear() {
  21837. TypesafeCachedYamlDatabase::clear();
  21838. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21839. this->skill_num = 1;
  21840. }
  21841. void SkillDatabase::loadingFinished(){
  21842. if( this->skill_num > MAX_SKILL ){
  21843. 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 );
  21844. }
  21845. TypesafeCachedYamlDatabase::loadingFinished();
  21846. }
  21847. /**
  21848. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21849. * @param skill_id
  21850. * @param silent If Skill is undefined, show error message!
  21851. * @return Skill Index or 0 if not found/unset
  21852. **/
  21853. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21854. uint16 idx = this->skilldb_id2idx[skill_id];
  21855. if( idx == 0 && skill_id != 0 && !silent ){
  21856. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21857. }
  21858. return idx;
  21859. }
  21860. SkillDatabase skill_db;
  21861. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21862. return std::string(db_path) + "/spellbook_db.yml";
  21863. }
  21864. /**
  21865. * Reads and parses an entry from the spellbook_db.
  21866. * @param node: YAML node containing the entry.
  21867. * @return count of successfully parsed rows
  21868. */
  21869. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21870. std::string skill_name;
  21871. if (!this->asString(node, "Skill", skill_name))
  21872. return 0;
  21873. uint16 skill_id = skill_name2id(skill_name.c_str());
  21874. if (skill_id == 0) {
  21875. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21876. return 0;
  21877. }
  21878. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21879. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21880. return 0;
  21881. }
  21882. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21883. bool exists = spell != nullptr;
  21884. if (!exists) {
  21885. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21886. return 0;
  21887. spell = std::make_shared<s_skill_spellbook_db>();
  21888. spell->skill_id = skill_id;
  21889. }
  21890. if (this->nodeExists(node, "Book")) {
  21891. std::string book_name;
  21892. if (!this->asString(node, "Book", book_name))
  21893. return 0;
  21894. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21895. if (item == nullptr) {
  21896. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21897. return 0;
  21898. }
  21899. spell->nameid = item->nameid;
  21900. }
  21901. if (this->nodeExists(node, "PreservePoints")) {
  21902. uint16 points;
  21903. if (!this->asUInt16(node, "PreservePoints", points))
  21904. return 0;
  21905. spell->points = points;
  21906. }
  21907. if (!exists)
  21908. this->put(skill_id, spell);
  21909. return 1;
  21910. }
  21911. /**
  21912. * Check if the specified item is available in the spellbook_db or not
  21913. * @param nameid: Book Item ID
  21914. * @return Spell data or nullptr otherwise
  21915. */
  21916. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21917. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21918. return nullptr;
  21919. for (const auto &spell : reading_spellbook_db) {
  21920. if (spell.second->nameid == nameid)
  21921. return spell.second;
  21922. }
  21923. return nullptr;
  21924. }
  21925. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21926. return std::string(db_path) + "/magicmushroom_db.yml";
  21927. }
  21928. /**
  21929. * Reads and parses an entry from the magicmushroom_db.
  21930. * @param node: YAML node containing the entry.
  21931. * @return count of successfully parsed rows
  21932. */
  21933. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21934. std::string skill_name;
  21935. if (!this->asString(node, "Skill", skill_name))
  21936. return 0;
  21937. uint16 skill_id = skill_name2id(skill_name.c_str());
  21938. if (!skill_id) {
  21939. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21940. return 0;
  21941. }
  21942. if (!skill_get_inf(skill_id)) {
  21943. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21944. return 0;
  21945. }
  21946. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21947. bool exists = mushroom != nullptr;
  21948. if (!exists) {
  21949. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21950. mushroom->skill_id = skill_id;
  21951. this->put(skill_id, mushroom);
  21952. }
  21953. return 1;
  21954. }
  21955. /** Reads skill no cast db
  21956. * Structure: SkillID,Flag
  21957. */
  21958. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21959. {
  21960. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21961. if (!skill)
  21962. return false;
  21963. skill->nocast |= atoi(split[1]);
  21964. return true;
  21965. }
  21966. bool SkillProduceDatabase::addItemConsumed(const ryml::NodeRef& node, std::shared_ptr<s_skill_produce_db_entry> &entry, bool isConsumed) {
  21967. for (const auto &it : node) {
  21968. if (this->nodeExists(it, "Clear")) {
  21969. std::string item_name;
  21970. if (!this->asString(it, "Clear", item_name))
  21971. return 0;
  21972. std::shared_ptr<item_data> item = item_db.search_aegisname(item_name.c_str());
  21973. if (item == nullptr) {
  21974. this->invalidWarning(it["Clear"], "Item %s does not exist.\n", item_name.c_str());
  21975. return 0;
  21976. }
  21977. if (entry->materials.erase(item->nameid) == 0)
  21978. this->invalidWarning(it["Clear"], "Item %s was not defined.\n", item_name.c_str());
  21979. continue;
  21980. }
  21981. std::string item_name;
  21982. if (!this->asString(it, "Item", item_name))
  21983. return 0;
  21984. std::shared_ptr<item_data> item = item_db.search_aegisname(item_name.c_str());
  21985. if (item == nullptr) {
  21986. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21987. return 0;
  21988. }
  21989. uint16 amount;
  21990. if (!isConsumed)
  21991. amount = 0;
  21992. else {
  21993. if (!this->asUInt16Rate(it, "Amount", amount, MAX_AMOUNT))
  21994. return 0;
  21995. }
  21996. entry->materials[item->nameid] = amount;
  21997. }
  21998. return 1;
  21999. }
  22000. const std::string SkillProduceDatabase::getDefaultLocation() {
  22001. return std::string(db_path) + "/produce_db.yml";
  22002. }
  22003. /**
  22004. * Reads and parses an entry from the produce_db.
  22005. * @param node: YAML node containing the entry.
  22006. * @return count of successfully parsed rows
  22007. */
  22008. uint64 SkillProduceDatabase::parseBodyNode(const ryml::NodeRef &node) {
  22009. uint16 itemlv;
  22010. if (!this->asUInt16(node, "ItemLevel", itemlv))
  22011. return 0;
  22012. std::shared_ptr<s_skill_produce_db> produce = this->find(itemlv);
  22013. bool exists = produce != nullptr;
  22014. if (!exists) {
  22015. if (!this->nodesExist(node, { "Recipe" }))
  22016. return 0;
  22017. produce = std::make_shared<s_skill_produce_db>();
  22018. produce->itemlv = itemlv;
  22019. }
  22020. t_itemid nameid;
  22021. const ryml::NodeRef &subNode = node["Recipe"];
  22022. for (const auto &subit : subNode) {
  22023. std::string produced_name;
  22024. if (this->nodeExists(subit, "Clear")) {
  22025. if (!this->asString(subit, "Clear", produced_name))
  22026. return 0;
  22027. std::shared_ptr<item_data> item = item_db.search_aegisname(produced_name.c_str());
  22028. if (item == nullptr) {
  22029. this->invalidWarning(subit["Clear"], "Item %s does not exist.\n", produced_name.c_str());
  22030. return 0;
  22031. }
  22032. nameid = item->nameid;
  22033. if (produce->data.erase(nameid) == 0)
  22034. this->invalidWarning(subit["Clear"], "Item %s was not defined.\n", produced_name.c_str());
  22035. continue;
  22036. }
  22037. if (!this->asString(subit, "Product", produced_name))
  22038. return 0;
  22039. std::shared_ptr<item_data> item = item_db.search_aegisname(produced_name.c_str());
  22040. if (item == nullptr) {
  22041. this->invalidWarning(subit["Product"], "Item %s does not exist.\n", produced_name.c_str());
  22042. return 0;
  22043. }
  22044. nameid = item->nameid;
  22045. bool id_exists = produce->data.count(nameid) != 0;
  22046. std::shared_ptr<s_skill_produce_db_entry> entry;
  22047. if (id_exists)
  22048. entry = produce->data[nameid];
  22049. else {
  22050. entry = std::make_shared<s_skill_produce_db_entry>();
  22051. entry->nameid = nameid;
  22052. }
  22053. entry->itemlv = itemlv;
  22054. if (this->nodeExists(subit, "BaseRate")) { // note: BaseRate is only used for skill changematerial (itemlv 26)
  22055. uint16 baserate;
  22056. if (!this->asUInt16Rate(subit, "BaseRate", baserate, 1000))
  22057. return 0;
  22058. entry->baserate = baserate;
  22059. } else {
  22060. if (!id_exists) {
  22061. entry->baserate = 1000;
  22062. }
  22063. }
  22064. if (this->nodeExists(subit, "Make")) { // note: Quantity is only used for skill changematerial (itemlv 26)
  22065. const ryml::NodeRef &QuantityNode = subit["Make"];
  22066. for (const auto &Quantityit : QuantityNode) {
  22067. uint16 amount;
  22068. if (!this->asUInt16Rate(Quantityit, "Amount", amount, MAX_AMOUNT))
  22069. return 0;
  22070. uint16 rate;
  22071. if (this->nodeExists(Quantityit, "Rate")) {
  22072. if (!this->asUInt16(Quantityit, "Rate", rate))
  22073. return 0;
  22074. if (rate == 0) {
  22075. if (entry->qty.erase(amount) == 0)
  22076. this->invalidWarning(Quantityit["Rate"], "Amount %hu was not defined.\n", amount);
  22077. continue;
  22078. }
  22079. if (rate > 1000) {
  22080. this->invalidWarning(Quantityit["Rate"], "Rate %hu can't be higher than 1000, capping.\n", rate);
  22081. rate = 1000;
  22082. }
  22083. } else {
  22084. rate = 1000;
  22085. }
  22086. entry->qty[amount] = rate;
  22087. }
  22088. }
  22089. if (this->nodeExists(subit, "SkillName")) {
  22090. std::string skill_name;
  22091. if (!this->asString(subit, "SkillName", skill_name))
  22092. return 0;
  22093. uint16 skill_id = skill_name2id(skill_name.c_str());
  22094. if (!skill_id) {
  22095. this->invalidWarning(subit["SkillName"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22096. return 0;
  22097. }
  22098. entry->req_skill = skill_id;
  22099. }
  22100. if (this->nodeExists(subit, "SkillLevel")) {
  22101. uint16 skill_lv;
  22102. if (!this->asUInt16(subit, "SkillLevel", skill_lv))
  22103. return 0;
  22104. entry->req_skill_lv = static_cast<uint8>(skill_lv);
  22105. } else {
  22106. if (!id_exists) {
  22107. entry->req_skill_lv = 1;
  22108. }
  22109. }
  22110. if (this->nodeExists(subit, "Consumed")) {
  22111. if (!this->addItemConsumed(subit["Consumed"], entry, true))
  22112. return 0;
  22113. }
  22114. if (this->nodeExists(subit, "NotConsumed")) {
  22115. if (!this->addItemConsumed(subit["NotConsumed"], entry, false))
  22116. return 0;
  22117. }
  22118. if (!id_exists) {
  22119. produce->data.insert({ nameid, entry });
  22120. this->total_id++;
  22121. }
  22122. }
  22123. if (!exists)
  22124. this->put(itemlv, produce);
  22125. return 1;
  22126. }
  22127. const std::string SkillArrowDatabase::getDefaultLocation() {
  22128. return std::string(db_path) + "/create_arrow_db.yml";
  22129. }
  22130. /**
  22131. * Reads and parses an entry from the create_arrow_db.
  22132. * @param node: YAML node containing the entry.
  22133. * @return count of successfully parsed rows
  22134. */
  22135. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22136. std::string source_name;
  22137. if (!this->asString(node, "Source", source_name))
  22138. return 0;
  22139. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22140. if (item == nullptr) {
  22141. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22142. return 0;
  22143. }
  22144. t_itemid nameid = item->nameid;
  22145. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22146. bool exists = arrow != nullptr;
  22147. if (!exists) {
  22148. arrow = std::make_shared<s_skill_arrow_db>();
  22149. arrow->nameid = nameid;
  22150. }
  22151. const auto& MakeNode = node["Make"];
  22152. for (const auto &it : MakeNode) {
  22153. std::string item_name;
  22154. if (!this->asString(it, "Item", item_name))
  22155. return 0;
  22156. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22157. if (item == nullptr) {
  22158. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22159. return 0;
  22160. }
  22161. uint16 amount;
  22162. if (!this->asUInt16(it, "Amount", amount))
  22163. return 0;
  22164. if (amount == 0) {
  22165. if (arrow->created.erase(item->nameid) == 0)
  22166. 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());
  22167. continue;
  22168. }
  22169. if (amount > MAX_AMOUNT) {
  22170. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22171. continue;
  22172. }
  22173. arrow->created[item->nameid] = amount;
  22174. }
  22175. if (!exists)
  22176. this->put(nameid, arrow);
  22177. return 1;
  22178. }
  22179. const std::string AbraDatabase::getDefaultLocation() {
  22180. return std::string(db_path) + "/abra_db.yml";
  22181. }
  22182. /**
  22183. * Reads and parses an entry from the abra_db.
  22184. * @param node: YAML node containing the entry.
  22185. * @return count of successfully parsed rows
  22186. */
  22187. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22188. std::string skill_name;
  22189. if (!this->asString(node, "Skill", skill_name))
  22190. return 0;
  22191. uint16 skill_id = skill_name2id(skill_name.c_str());
  22192. if (!skill_id) {
  22193. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22194. return 0;
  22195. }
  22196. if (!skill_get_inf(skill_id)) {
  22197. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22198. return 0;
  22199. }
  22200. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22201. bool exists = abra != nullptr;
  22202. if (!exists) {
  22203. abra = std::make_shared<s_skill_abra_db>();
  22204. abra->skill_id = skill_id;
  22205. }
  22206. if (this->nodeExists(node, "Probability")) {
  22207. const auto& probNode = node["Probability"];
  22208. uint16 probability;
  22209. if (!probNode.is_seq()) {
  22210. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22211. return 0;
  22212. abra->per.fill(probability);
  22213. } else {
  22214. abra->per.fill(0);
  22215. for (const auto& it : probNode) {
  22216. uint16 skill_lv;
  22217. if (!this->asUInt16(it, "Level", skill_lv))
  22218. continue;
  22219. if (skill_lv > MAX_SKILL_LEVEL) {
  22220. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22221. return 0;
  22222. }
  22223. if (!this->asUInt16Rate(it, "Probability", probability))
  22224. continue;
  22225. abra->per[skill_lv - 1] = probability;
  22226. }
  22227. }
  22228. } else {
  22229. if (!exists)
  22230. abra->per.fill(500);
  22231. }
  22232. if (!exists)
  22233. this->put(skill_id, abra);
  22234. return 1;
  22235. }
  22236. /**
  22237. * Reads skill damage adjustment
  22238. * @author [Lilith]
  22239. */
  22240. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  22241. {
  22242. int64 caster_tmp;
  22243. uint16 id;
  22244. int caster, value;
  22245. char *result;
  22246. trim(split[0]);
  22247. if (ISDIGIT(split[0][0])) {
  22248. value = strtol(split[0], &result, 10);
  22249. if (*result) {
  22250. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22251. return false;
  22252. }
  22253. id = value;
  22254. } else
  22255. id = skill_name2id(split[0]);
  22256. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22257. if (!skill)
  22258. return false;
  22259. skill->damage = {};
  22260. trim(split[1]);
  22261. if (ISDIGIT(split[1][0])) {
  22262. value = strtol(split[1], &result, 10);
  22263. if (*result) {
  22264. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22265. return false;
  22266. }
  22267. caster = value;
  22268. } else { // Try to parse caster as constant
  22269. if (!script_get_constant(split[1], &caster_tmp)) {
  22270. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22271. return false;
  22272. }
  22273. caster = static_cast<uint16>(caster_tmp);
  22274. }
  22275. skill->damage.caster |= caster;
  22276. value = strtol(split[2], &result, 10);
  22277. if (*result) {
  22278. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22279. return false;
  22280. }
  22281. skill->damage.map |= value;
  22282. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22283. value = strtol(split[offset], &result, 10);
  22284. if (*result && *result != ' ') {
  22285. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22286. value = 0;
  22287. }
  22288. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22289. }
  22290. return true;
  22291. }
  22292. /** Reads skill database files */
  22293. static void skill_readdb(void) {
  22294. int i;
  22295. const char* dbsubpath[] = {
  22296. "",
  22297. "/" DBIMPORT,
  22298. //add other path here
  22299. };
  22300. skill_db.load();
  22301. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22302. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22303. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22304. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22305. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22306. if (i == 0) {
  22307. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22308. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22309. } else {
  22310. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22311. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22312. }
  22313. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22314. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22315. aFree(dbsubpath1);
  22316. aFree(dbsubpath2);
  22317. }
  22318. abra_db.load();
  22319. magic_mushroom_db.load();
  22320. reading_spellbook_db.load();
  22321. skill_arrow_db.load();
  22322. skill_produce_db.load();
  22323. skill_init_unit_layout();
  22324. skill_init_nounit_layout();
  22325. }
  22326. void skill_reload (void) {
  22327. skill_db.clear();
  22328. abra_db.clear();
  22329. magic_mushroom_db.clear();
  22330. reading_spellbook_db.clear();
  22331. skill_arrow_db.clear();
  22332. skill_produce_db.clear();
  22333. skill_readdb();
  22334. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22335. s_mapiterator *iter = mapit_getallusers();
  22336. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22337. pc_validate_skill(sd);
  22338. clif_skillinfoblock(sd);
  22339. }
  22340. mapit_free(iter);
  22341. }
  22342. /*==========================================
  22343. *
  22344. *------------------------------------------*/
  22345. void do_init_skill(void)
  22346. {
  22347. skill_readdb();
  22348. skillunit_db = idb_alloc(DB_OPT_BASE);
  22349. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22350. bowling_db = idb_alloc(DB_OPT_BASE);
  22351. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22352. ers_chunk_size(skill_timer_ers, 150);
  22353. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22354. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22355. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22356. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22357. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22358. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22359. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22360. }
  22361. void do_final_skill(void)
  22362. {
  22363. skill_db.clear();
  22364. abra_db.clear();
  22365. magic_mushroom_db.clear();
  22366. reading_spellbook_db.clear();
  22367. skill_arrow_db.clear();
  22368. skill_produce_db.clear();
  22369. db_destroy(skillunit_db);
  22370. db_destroy(skillusave_db);
  22371. db_destroy(bowling_db);
  22372. ers_destroy(skill_timer_ers);
  22373. }