skill.cpp 817 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 <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. status_data* status = status_get_status_data(*src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg_color(&sd, MSI_IMPOSSIBLE_SKILL_AREA, color_table[COLOR_CYAN]); // This skill cannot be used within this area.
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id)) {
  904. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  905. return true;
  906. }
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  949. return true;
  950. }
  951. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  959. return true;
  960. }
  961. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  969. return true;
  970. }
  971. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  979. return true;
  980. }
  981. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  982. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  990. return true;
  991. }
  992. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  993. if (skill_id != MH_BLAZING_AND_FURIOUS)
  994. hom_delspiritball(hd, spiritball, 1);
  995. }
  996. //Use master's criteria.
  997. return skill_isNotOk( skill_id, *sd );
  998. }
  999. /**
  1000. * Check if the mercenary skill is ok to be processed
  1001. * After checking from Homunculus side, also check the master condition
  1002. * @param skill_id: Skill ID that casted
  1003. * @param md: Mercenary who casted
  1004. * @return true: Skill cannot be used, false: otherwise
  1005. */
  1006. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1007. map_session_data* sd = md.master;
  1008. if (sd == nullptr)
  1009. return true;
  1010. if (util::vector_exists(md.blockskill, skill_id)) {
  1011. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  1012. return true;
  1013. }
  1014. if( md.master != nullptr ){
  1015. return skill_isNotOk( skill_id, *md.master );
  1016. }else{
  1017. return true;
  1018. }
  1019. }
  1020. /**
  1021. * Check if the skill can be casted near NPC or not
  1022. * @param src Object who casted
  1023. * @param skill_id Skill ID that casted
  1024. * @param skill_lv Skill Lv
  1025. * @param pos_x Position x of the target
  1026. * @param pos_y Position y of the target
  1027. * @return true: Skill cannot be used, false: otherwise
  1028. * @author [Cydh]
  1029. */
  1030. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1031. if (!src)
  1032. return false;
  1033. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1034. return false;
  1035. //if self skill
  1036. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1037. pos_x = src->x;
  1038. pos_y = src->y;
  1039. }
  1040. if (pos_x <= 0) pos_x = src->x;
  1041. if (pos_y <= 0) pos_y = src->y;
  1042. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1043. }
  1044. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1045. {
  1046. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1047. uint8 dir;
  1048. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1049. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1050. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1051. }
  1052. nullpo_retr(nullptr, src);
  1053. //Monsters sometimes deploy more units on level 10
  1054. if (src->type == BL_MOB && skill_lv >= 10) {
  1055. if (skill_id == WZ_WATERBALL)
  1056. pos = 4; //9x9 Area
  1057. }
  1058. if (pos != -1) // simple single-definition layout
  1059. return &skill_unit_layout[pos];
  1060. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1061. if (skill_id == MG_FIREWALL)
  1062. return &skill_unit_layout [firewall_unit_pos + dir];
  1063. else if (skill_id == WZ_ICEWALL)
  1064. return &skill_unit_layout [icewall_unit_pos + dir];
  1065. else if( skill_id == WL_EARTHSTRAIN )
  1066. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1067. else if( skill_id == RL_FIRE_RAIN )
  1068. return &skill_unit_layout[firerain_unit_pos + dir];
  1069. else if( skill_id == GN_WALLOFTHORN )
  1070. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1071. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1072. return &skill_unit_layout[0]; // default 1x1 layout
  1073. }
  1074. /** Stores temporary values.
  1075. * Common usages:
  1076. * [0] holds number of targets in area
  1077. * [1] holds the id of the original target
  1078. * [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)
  1079. */
  1080. static int skill_area_temp[8];
  1081. /*==========================================
  1082. * Add effect to skill when hit succesfully target
  1083. *------------------------------------------*/
  1084. 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 ){
  1085. nullpo_ret(src);
  1086. nullpo_ret(bl);
  1087. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1088. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1089. return 0;
  1090. map_session_data* sd = BL_CAST( BL_PC, src );
  1091. mob_data* md = BL_CAST( BL_MOB, src );
  1092. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1093. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1094. status_change* sc = status_get_sc( src );
  1095. status_change* tsc = status_get_sc( bl );
  1096. status_data* sstatus = status_get_status_data(*src);
  1097. status_data* tstatus = status_get_status_data(*bl);
  1098. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1099. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1100. // Chance to trigger Taekwon kicks
  1101. if (sc->getSCE(SC_READYSTORM) &&
  1102. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1103. 0, 2, 0,
  1104. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1105. ; //Stance triggered
  1106. else if (sc->getSCE(SC_READYDOWN) &&
  1107. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1108. 0, 2, 0,
  1109. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1110. ; //Stance triggered
  1111. else if (sc->getSCE(SC_READYTURN) &&
  1112. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1113. 0, 2, 0,
  1114. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1115. ; //Stance triggered
  1116. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1117. int rate = 20;
  1118. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1119. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1120. status_change_end(src, SC_SKILLRATE_UP);
  1121. }
  1122. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1123. 0, 2, 0,
  1124. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1125. ; //Stance triggered
  1126. }
  1127. }
  1128. if (!tsc) //skill additional effect is about adding effects to the target...
  1129. //So if the target can't be inflicted with statuses, this is pointless.
  1130. return 0;
  1131. if( sd )
  1132. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1133. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1134. #ifndef RENEWAL
  1135. && skill_id != ASC_BREAKER
  1136. #endif
  1137. ) {
  1138. // Trigger status effects
  1139. for (const auto &it : sd->addeff) {
  1140. int rate = it.rate;
  1141. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1142. rate += it.arrow_rate;
  1143. if( !rate )
  1144. continue;
  1145. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1146. // Trigger has attack type consideration.
  1147. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1148. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1149. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1150. ;
  1151. else
  1152. continue;
  1153. }
  1154. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1155. // Trigger has range consideration.
  1156. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1157. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1158. continue; //Range Failed.
  1159. }
  1160. if (it.flag&ATF_TARGET)
  1161. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1162. if (it.flag&ATF_SELF)
  1163. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1164. }
  1165. }
  1166. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1167. if (sc != nullptr) {
  1168. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1169. unit_data *ud = unit_bl2ud(bl);
  1170. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1171. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1172. }
  1173. }
  1174. if( skill_id ) {
  1175. // Trigger status effects on skills
  1176. for (const auto &it : sd->addeff_onskill) {
  1177. if (skill_id != it.skill_id || !it.rate)
  1178. continue;
  1179. if (it.target&ATF_TARGET)
  1180. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1181. if (it.target&ATF_SELF)
  1182. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1183. }
  1184. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1185. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1186. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1187. #ifdef RENEWAL
  1188. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1189. #else
  1190. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1191. #endif
  1192. clif_emotion(bl,ET_HUK);
  1193. }
  1194. }
  1195. }
  1196. if( dmg_lv < ATK_DEF ) // no damage, return;
  1197. return 0;
  1198. switch(skill_id) {
  1199. case 0:
  1200. { // Normal attacks (no skill used)
  1201. if( attack_type&BF_SKILL )
  1202. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1203. if(sd) {
  1204. int skill;
  1205. // Automatic trigger of Blitz Beat
  1206. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1207. int rate;
  1208. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1209. rate = 5;
  1210. else
  1211. rate = (sd->status.job_level + 9) / 10;
  1212. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1213. }
  1214. // Automatic trigger of Warg Strike
  1215. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1216. int rate = sstatus->luk * 10 / 3 + 1;
  1217. if (pc_isfalcon(sd))
  1218. rate = rate / 3;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1221. }
  1222. // Automatic trigger of Hawk Rush
  1223. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1224. int rate = sstatus->con * 10 / 3 + 1;
  1225. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1226. if (rnd() % 1000 <= rate)
  1227. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1228. }
  1229. // Gank
  1230. if(dstmd && sd->status.weapon != W_BOW &&
  1231. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1232. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1233. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1234. clif_skill_nodamage(src,*bl,TF_STEAL,skill);
  1235. else
  1236. clif_skill_fail( *sd, RG_SNATCHER );
  1237. }
  1238. }
  1239. if (sc) {
  1240. struct status_change_entry *sce;
  1241. // Enchant Poison gives a chance to poison attacked enemies
  1242. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1243. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1245. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1246. if((sce=sc->getSCE(SC_EDP)))
  1247. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1248. skill_get_time2(ASC_EDP,sce->val1));
  1249. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1250. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1251. }
  1252. }
  1253. break;
  1254. case SM_BASH:
  1255. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1256. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1257. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1258. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1259. }
  1260. break;
  1261. case MER_CRASH:
  1262. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1263. break;
  1264. case AS_VENOMKNIFE:
  1265. case AS_SPLASHER:
  1266. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1267. break;
  1268. case TF_POISON:
  1269. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1270. clif_skill_fail( *sd, skill_id );
  1271. break;
  1272. case AS_SONICBLOW:
  1273. case HN_MEGA_SONIC_BLOW:
  1274. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1275. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1276. else
  1277. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1278. break;
  1279. case AS_GRIMTOOTH:
  1280. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1281. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1282. break;
  1283. case WZ_FIREPILLAR:
  1284. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1285. break;
  1286. case MG_FROSTDIVER:
  1287. 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)
  1288. clif_skill_fail( *sd, skill_id );
  1289. break;
  1290. case WZ_FROSTNOVA:
  1291. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1292. break;
  1293. case WZ_STORMGUST:
  1294. // Storm Gust counter was dropped in renewal
  1295. #ifdef RENEWAL
  1296. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. #else
  1298. //On third hit, there is a 150% to freeze the target
  1299. if(tsc->sg_counter >= 3 &&
  1300. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1301. tsc->sg_counter = 0;
  1302. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1303. else if( tsc->sg_counter > 250 )
  1304. tsc->sg_counter = 0;
  1305. #endif
  1306. break;
  1307. case NPC_STORMGUST2:
  1308. if (skill_lv == 1)
  1309. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1310. else if (skill_lv == 2)
  1311. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1312. else
  1313. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case WZ_METEOR:
  1316. case HN_METEOR_STORM_BUSTER:
  1317. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case WZ_VERMILION:
  1320. #ifdef RENEWAL
  1321. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. #else
  1323. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1324. #endif
  1325. break;
  1326. case WZ_HEAVENDRIVE:
  1327. status_change_end(bl, SC_SV_ROOTTWIST);
  1328. break;
  1329. case HT_FREEZINGTRAP:
  1330. case MA_FREEZINGTRAP:
  1331. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_FLASHER:
  1334. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1335. break;
  1336. case HT_LANDMINE:
  1337. case MA_LANDMINE:
  1338. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case HT_SHOCKWAVE:
  1341. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1342. break;
  1343. case HT_SANDMAN:
  1344. case MA_SANDMAN:
  1345. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case TF_SPRINKLESAND:
  1348. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1349. break;
  1350. case TF_THROWSTONE:
  1351. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1352. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1353. break;
  1354. case NPC_DARKCROSS:
  1355. case CR_HOLYCROSS:
  1356. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case NPC_GRANDDARKNESS:
  1359. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1360. break;
  1361. case CR_GRANDCROSS:
  1362. //Chance to cause blind status vs demon and undead element, but not against players
  1363. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1364. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. case AM_ACIDTERROR:
  1367. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1368. #ifdef RENEWAL
  1369. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1370. #else
  1371. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1372. #endif
  1373. clif_emotion(bl,ET_HUK);
  1374. break;
  1375. case AM_DEMONSTRATION:
  1376. #ifdef RENEWAL
  1377. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1378. #else
  1379. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1380. #endif
  1381. break;
  1382. case CR_SHIELDCHARGE:
  1383. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1384. break;
  1385. #ifndef RENEWAL
  1386. case PA_PRESSURE:
  1387. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1388. [[fallthrough]];
  1389. case HW_GRAVITATION:
  1390. //Pressure and Gravitation can trigger physical autospells
  1391. attack_type |= BF_NORMAL;
  1392. attack_type |= BF_WEAPON;
  1393. break;
  1394. #endif
  1395. case RG_RAID:
  1396. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1397. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1398. #ifdef RENEWAL
  1399. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1400. break;
  1401. case RG_BACKSTAP:
  1402. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1403. #endif
  1404. break;
  1405. case BA_FROSTJOKER:
  1406. case DC_SCREAM:
  1407. {
  1408. int rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1409. int duration = skill_get_time2(skill_id, skill_lv);
  1410. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1411. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1412. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1413. rate /= 4;
  1414. duration = skill_get_time(skill_id, skill_lv);
  1415. }
  1416. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1417. }
  1418. break;
  1419. case BD_LULLABY:
  1420. 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);
  1421. break;
  1422. #ifdef RENEWAL
  1423. case DC_UGLYDANCE:
  1424. // !TODO: How does caster's DEX/AGI play a role?
  1425. status_zap( bl, 0, 2 * skill_lv + 10 );
  1426. break;
  1427. #else
  1428. case DC_UGLYDANCE: {
  1429. int rate = 5 + 5 * skill_lv;
  1430. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1431. if( skill > 0 ){
  1432. rate += 5 + skill;
  1433. }
  1434. status_zap( bl, 0, rate );
  1435. } break;
  1436. #endif
  1437. case SL_STUN:
  1438. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1439. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1440. break;
  1441. case NPC_PETRIFYATTACK:
  1442. 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));
  1443. break;
  1444. case NPC_CURSEATTACK:
  1445. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_SLEEPATTACK:
  1448. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1449. break;
  1450. case NPC_BLINDATTACK:
  1451. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_POISON:
  1454. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1455. break;
  1456. case NPC_SILENCEATTACK:
  1457. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1458. break;
  1459. case NPC_STUNATTACK:
  1460. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1461. break;
  1462. case NPC_BLEEDING:
  1463. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1464. break;
  1465. case NPC_BLEEDING2:
  1466. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1467. break;
  1468. case NPC_CHANGEUNDEAD:
  1469. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1470. break;
  1471. case NPC_ACIDBREATH:
  1472. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NPC_ICEBREATH:
  1475. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case NPC_ICEBREATH2:
  1478. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1479. break;
  1480. case NPC_MENTALBREAKER:
  1481. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1482. //equal to Matk*skLevel.
  1483. int rate = sstatus->matk_min;
  1484. if (rate < sstatus->matk_max)
  1485. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1486. rate*=skill_lv;
  1487. status_zap(bl, 0, rate);
  1488. break;
  1489. }
  1490. // Equipment breaking monster skills [Celest]
  1491. case NPC_ARMORBRAKE:
  1492. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1493. break;
  1494. case NPC_HELMBRAKE:
  1495. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1496. break;
  1497. case NPC_SHIELDBRAKE:
  1498. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1499. break;
  1500. case CH_TIGERFIST: {
  1501. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1502. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1503. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1504. basetime /= 5;
  1505. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1506. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1507. }
  1508. break;
  1509. case LK_SPIRALPIERCE:
  1510. case ML_SPIRALPIERCE:
  1511. case HN_SPIRAL_PIERCE_MAX:
  1512. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1513. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1514. break;
  1515. case ST_REJECTSWORD:
  1516. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1517. break;
  1518. case PF_FOGWALL:
  1519. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1520. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1521. break;
  1522. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1523. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1524. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1525. break;
  1526. case ASC_METEORASSAULT:
  1527. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1528. switch(rnd()%3) {
  1529. case 0:
  1530. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1531. break;
  1532. case 1:
  1533. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1534. break;
  1535. default:
  1536. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1537. }
  1538. break;
  1539. case HW_NAPALMVULCAN:
  1540. case HN_NAPALM_VULCAN_STRIKE:
  1541. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1542. break;
  1543. case WS_CARTTERMINATION: // Cart termination
  1544. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1545. break;
  1546. case CR_ACIDDEMONSTRATION:
  1547. case GN_FIRE_EXPANSION_ACID:
  1548. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1549. break;
  1550. case TK_DOWNKICK:
  1551. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case TK_JUMPKICK:
  1554. // debuff the following statuses
  1555. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1556. status_change_end(bl, SC_SPIRIT);
  1557. status_change_end(bl, SC_ADRENALINE2);
  1558. status_change_end(bl, SC_KAITE);
  1559. status_change_end(bl, SC_KAAHI);
  1560. status_change_end(bl, SC_ONEHAND);
  1561. status_change_end(bl, SC_ASPDPOTION2);
  1562. // New soul links confirmed to not dispell with this skill
  1563. // but thats likely a bug since soul links can't stack and
  1564. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1565. status_change_end(bl, SC_SOULGOLEM);
  1566. status_change_end(bl, SC_SOULSHADOW);
  1567. status_change_end(bl, SC_SOULFALCON);
  1568. status_change_end(bl, SC_SOULFAIRY);
  1569. }
  1570. break;
  1571. case TK_TURNKICK:
  1572. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1573. if(attack_type&BF_MISC) //70% base stun chance...
  1574. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case GS_BULLSEYE: //0.1% coma rate.
  1577. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1578. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1579. break;
  1580. case GS_PIERCINGSHOT:
  1581. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1582. break;
  1583. case NJ_HYOUSYOURAKU:
  1584. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1585. break;
  1586. case GS_FLING:
  1587. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1588. break;
  1589. case GS_DISARM:
  1590. skill_strip_equip(src, bl, skill_id, skill_lv);
  1591. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  1592. break;
  1593. case NPC_EVILLAND:
  1594. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1595. break;
  1596. case NPC_HELLJUDGEMENT:
  1597. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1598. break;
  1599. case NPC_HELLJUDGEMENT2:
  1600. switch(rnd()%6) {
  1601. case 0:
  1602. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1603. break;
  1604. case 1:
  1605. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1606. break;
  1607. case 2:
  1608. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1609. break;
  1610. case 3:
  1611. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1612. break;
  1613. case 4:
  1614. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1615. break;
  1616. default:
  1617. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1618. break;
  1619. }
  1620. break;
  1621. case NPC_CRITICALWOUND:
  1622. case NPC_WIDECRITICALWOUND:
  1623. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1624. break;
  1625. case NPC_FIRESTORM:
  1626. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1627. break;
  1628. case RK_DRAGONBREATH:
  1629. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1630. break;
  1631. case RK_DRAGONBREATH_WATER:
  1632. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1633. break;
  1634. case NPC_DRAGONBREATH:
  1635. if (skill_lv > 5)
  1636. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1637. else
  1638. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1639. break;
  1640. case AB_ADORAMUS:
  1641. 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));
  1642. break;
  1643. case WL_COMET:
  1644. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1645. break;
  1646. case NPC_COMET:
  1647. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1648. break;
  1649. case NPC_JACKFROST:
  1650. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1651. break;
  1652. case RA_WUGBITE: {
  1653. 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);
  1654. if (wug_rate < 50)
  1655. wug_rate = 50;
  1656. 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))) );
  1657. }
  1658. break;
  1659. case RA_SENSITIVEKEEN:
  1660. if( rnd()%100 < 8 * skill_lv )
  1661. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1662. break;
  1663. case RA_FIRINGTRAP:
  1664. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1665. break;
  1666. case RA_ICEBOUNDTRAP:
  1667. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1668. break;
  1669. case NC_PILEBUNKER:
  1670. if( rnd()%100 < 25 + 15*skill_lv ) {
  1671. status_change_end(bl, SC_KYRIE);
  1672. status_change_end(bl, SC_ASSUMPTIO);
  1673. status_change_end(bl, SC_STEELBODY);
  1674. status_change_end(bl, SC_GT_CHANGE);
  1675. status_change_end(bl, SC_GT_REVITALIZE);
  1676. status_change_end(bl, SC_AUTOGUARD);
  1677. status_change_end(bl, SC_REFLECTDAMAGE);
  1678. status_change_end(bl, SC_DEFENDER);
  1679. status_change_end(bl, SC_PRESTIGE);
  1680. status_change_end(bl, SC_BANDING);
  1681. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1682. }
  1683. break;
  1684. case NC_FLAMELAUNCHER:
  1685. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1686. break;
  1687. case NC_COLDSLOWER:
  1688. // Status chances are applied officially through a check
  1689. // The skill first trys to give the frozen status to targets that are hit
  1690. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1691. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1692. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1693. break;
  1694. case NC_POWERSWING:
  1695. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1696. break;
  1697. case GC_WEAPONCRUSH:
  1698. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1699. break;
  1700. case LG_PINPOINTATTACK: {
  1701. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1702. switch( skill_lv ) {
  1703. case 1:
  1704. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1705. break;
  1706. case 2:
  1707. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1708. break;
  1709. case 3:
  1710. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1711. break;
  1712. case 4:
  1713. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1714. break;
  1715. case 5:
  1716. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1717. break;
  1718. }
  1719. } break;
  1720. case LG_MOONSLASHER:
  1721. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1722. break;
  1723. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1724. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1725. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1726. break;
  1727. case NPC_RAYOFGENESIS:
  1728. if (skill_lv < 8)
  1729. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1730. else
  1731. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1732. break;
  1733. case LG_HESPERUSLIT:
  1734. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1735. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1736. break;
  1737. case SR_DRAGONCOMBO:
  1738. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1739. break;
  1740. case SR_WINDMILL:
  1741. if( dstsd )
  1742. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1743. else if( dstmd )
  1744. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1745. break;
  1746. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1747. 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));
  1748. break;
  1749. case SR_EARTHSHAKER:
  1750. if (dstmd != nullptr && dstmd->guardian_data == nullptr) // Target is a mob (boss included) and not a guardian type. [Atemo]
  1751. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1752. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1753. status_change_end(bl, SC_SV_ROOTTWIST);
  1754. break;
  1755. case SO_EARTHGRAVE:
  1756. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1757. break;
  1758. case SO_DIAMONDDUST: {
  1759. int rate = 5 + 5 * skill_lv;
  1760. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1761. rate += (sd ? sd->status.job_level / 5 : 0);
  1762. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1763. } break;
  1764. case SO_VARETYR_SPEAR:
  1765. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1766. break;
  1767. case SO_POISON_BUSTER:
  1768. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1769. break;
  1770. case GN_SPORE_EXPLOSION:
  1771. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1772. break;
  1773. case GN_SLINGITEM_RANGEMELEEATK:
  1774. if( sd ) {
  1775. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1776. case ITEMID_COCONUT_BOMB:
  1777. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1778. 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);
  1779. break;
  1780. case ITEMID_MELON_BOMB:
  1781. 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);
  1782. break;
  1783. case ITEMID_BANANA_BOMB:
  1784. {
  1785. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1786. 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);
  1787. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1788. break;
  1789. }
  1790. }
  1791. sd->itemid = 0;
  1792. }
  1793. break;
  1794. case GN_HELLS_PLANT_ATK:
  1795. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1796. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1797. break;
  1798. case EL_WIND_SLASH: // Non confirmed rate.
  1799. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1800. break;
  1801. case EL_STONE_HAMMER:
  1802. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1803. break;
  1804. case EL_ROCK_CRUSHER:
  1805. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1806. break;
  1807. case EL_ROCK_CRUSHER_ATK:
  1808. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1809. break;
  1810. case EL_TYPOON_MIS:
  1811. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1812. break;
  1813. case KO_JYUMONJIKIRI:
  1814. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1815. break;
  1816. case SP_SOULEXPLOSION:
  1817. case KO_SETSUDAN: // Remove soul link when hit.
  1818. status_change_end(bl, SC_SPIRIT);
  1819. status_change_end(bl, SC_SOULGOLEM);
  1820. status_change_end(bl, SC_SOULSHADOW);
  1821. status_change_end(bl, SC_SOULFALCON);
  1822. status_change_end(bl, SC_SOULFAIRY);
  1823. break;
  1824. case KO_MAKIBISHI:
  1825. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1826. break;
  1827. case MH_EQC:
  1828. {
  1829. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1830. if (hd) {
  1831. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1832. status_change_end(bl, SC_TINDER_BREAKER2);
  1833. }
  1834. }
  1835. break;
  1836. case MH_STAHL_HORN:
  1837. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1838. break;
  1839. case MH_NEEDLE_OF_PARALYZE:
  1840. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1841. break;
  1842. case MH_TOXIN_OF_MANDARA:
  1843. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1844. break;
  1845. case MH_XENO_SLASHER:
  1846. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1847. break;
  1848. case NPC_MAGMA_ERUPTION:
  1849. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1850. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1851. break;
  1852. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1853. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1854. break;
  1855. case GN_ILLUSIONDOPING:
  1856. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1857. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1858. break;
  1859. case RL_MASS_SPIRAL:
  1860. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1861. break;
  1862. case RL_SLUGSHOT:
  1863. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1864. break;
  1865. case RL_BANISHING_BUSTER: {
  1866. if (!tsc || !tsc->count)
  1867. break;
  1868. if (status_isimmune(bl))
  1869. break;
  1870. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1871. if (sd)
  1872. clif_skill_fail( *sd, skill_id );
  1873. break;
  1874. }
  1875. uint16 n = skill_lv;
  1876. for (const auto &it : status_db) {
  1877. sc_type status = static_cast<sc_type>(it.first);
  1878. if (n <= 0)
  1879. break;
  1880. if (!tsc->getSCE(status))
  1881. continue;
  1882. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1883. continue;
  1884. switch (status) {
  1885. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1886. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1887. case SC_FORTUNE: case SC_SERVICE4U:
  1888. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1889. continue; //If in song area don't end it, even if config enabled
  1890. break;
  1891. case SC_ASSUMPTIO:
  1892. if( bl->type == BL_MOB )
  1893. continue;
  1894. break;
  1895. }
  1896. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1897. tsc->getSCE(status)->val2 = 0;
  1898. status_change_end(bl,status);
  1899. n--;
  1900. }
  1901. //Remove bonus_script by Banishing Buster
  1902. if (dstsd)
  1903. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1904. }
  1905. break;
  1906. case RL_S_STORM:
  1907. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1908. 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
  1909. break;
  1910. case RL_AM_BLAST:
  1911. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1912. break;
  1913. case SU_SCRATCH:
  1914. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1915. break;
  1916. case SU_SV_STEMSPEAR:
  1917. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1918. break;
  1919. case SU_CN_METEOR2:
  1920. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1921. break;
  1922. case SU_SCAROFTAROU:
  1923. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1924. break;
  1925. case SU_LUNATICCARROTBEAT2:
  1926. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1927. break;
  1928. case SJ_FULLMOONKICK:
  1929. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1930. break;
  1931. case SJ_STAREMPEROR:
  1932. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1933. break;
  1934. case SP_CURSEEXPLOSION:
  1935. status_change_end(bl, SC_SOULCURSE);
  1936. break;
  1937. case SP_SHA:
  1938. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1939. break;
  1940. case DK_SERVANT_W_PHANTOM:
  1941. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1942. break;
  1943. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1944. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1945. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1946. break;
  1947. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1948. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1949. break;
  1950. case IQ_OLEUM_SANCTUM:
  1951. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1952. break;
  1953. case IQ_FIRST_BRAND:
  1954. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1955. break;
  1956. case IQ_SECOND_FLAME:
  1957. case IQ_SECOND_FAITH:
  1958. case IQ_SECOND_JUDGEMENT:
  1959. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1960. break;
  1961. case IQ_THIRD_PUNISH:
  1962. case IQ_THIRD_FLAME_BOMB:
  1963. case IQ_THIRD_CONSECRATION:
  1964. status_change_end(bl, SC_SECOND_BRAND);
  1965. break;
  1966. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1967. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1968. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1969. break;
  1970. case SHC_FATAL_SHADOW_CROW:
  1971. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1972. break;
  1973. case ABC_UNLUCKY_RUSH:
  1974. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1975. break;
  1976. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1977. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1978. [[fallthrough]];
  1979. case WM_METALICSOUND:
  1980. case WM_REVERBERATION:
  1981. status_change_end(bl, SC_SOUNDBLEND);
  1982. break;
  1983. case EM_DIAMOND_STORM:
  1984. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1985. break;
  1986. case EM_LIGHTNING_LAND:
  1987. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1988. break;
  1989. case EM_VENOM_SWAMP:
  1990. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1991. break;
  1992. case EM_CONFLAGRATION:
  1993. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1994. break;
  1995. case EM_TERRA_DRIVE:
  1996. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1997. break;
  1998. case MT_RUSH_QUAKE:
  1999. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  2000. break;
  2001. case HN_SHIELD_CHAIN_RUSH:
  2002. case HN_JACK_FROST_NOVA:
  2003. case HN_GROUND_GRAVITATION:
  2004. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  2005. break;
  2006. } //end switch skill_id
  2007. 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)
  2008. { //Pass heritage to Master for status causing effects. [Skotlex]
  2009. sd = map_id2sd(md->master_id);
  2010. src = sd?&sd->bl:src;
  2011. }
  2012. if( attack_type&BF_WEAPON )
  2013. { // Breaking Equipment
  2014. if( sd && battle_config.equip_self_break_rate )
  2015. { // Self weapon breaking
  2016. int rate = battle_config.equip_natural_break_rate;
  2017. #ifndef RENEWAL
  2018. if( sc )
  2019. {
  2020. if(sc->getSCE(SC_OVERTHRUST))
  2021. rate += 10;
  2022. if(sc->getSCE(SC_MAXOVERTHRUST))
  2023. rate += 10;
  2024. }
  2025. #endif
  2026. if( rate )
  2027. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2028. }
  2029. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2030. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2031. // Target weapon breaking
  2032. int rate = 0;
  2033. if( sd )
  2034. rate += sd->bonus.break_weapon_rate;
  2035. if (sc) {
  2036. if (sc->getSCE(SC_MELTDOWN))
  2037. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2038. if (sc->getSCE(SC_WEAPONBREAKER))
  2039. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2040. }
  2041. if( rate )
  2042. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2043. // Target armor breaking
  2044. rate = 0;
  2045. if( sd )
  2046. rate += sd->bonus.break_armor_rate;
  2047. if( sc && sc->getSCE(SC_MELTDOWN) )
  2048. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2049. if( rate )
  2050. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2051. }
  2052. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2053. if (sd->def_set_race[tstatus->race].rate)
  2054. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2055. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2056. if (sd->mdef_set_race[tstatus->race].rate)
  2057. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2058. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2059. if (sd->norecover_state_race[tstatus->race].rate)
  2060. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2061. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2062. }
  2063. }
  2064. if( sd && sd->ed && sc && !status_isdead(*bl) && !skill_id ) {
  2065. struct unit_data *ud = unit_bl2ud(src);
  2066. int skill;
  2067. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2068. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2069. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2070. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2071. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2072. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2073. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2074. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2075. else
  2076. skill = 0;
  2077. if ( rnd()%100 < 25 && skill ){
  2078. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2079. if (ud) {
  2080. int delay = skill_delayfix(src, skill, skill_lv);
  2081. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2082. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2083. if ( battle_config.display_status_timers )
  2084. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2085. }
  2086. }
  2087. }
  2088. }
  2089. // Autospell when attacking
  2090. if( sd && !status_isdead(*bl) && !sd->autospell.empty() )
  2091. {
  2092. for (const auto &it : sd->autospell) {
  2093. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2094. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2095. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2096. continue; // one or more trigger conditions were not fulfilled
  2097. int skill = it.id;
  2098. sd->state.autocast = 1;
  2099. if ( skill_isNotOk(skill, *sd) ) {
  2100. sd->state.autocast = 0;
  2101. continue;
  2102. }
  2103. sd->state.autocast = 0;
  2104. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2105. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2106. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2107. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2108. if (rnd()%1000 >= rate)
  2109. continue;
  2110. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2111. e_cast_type type = skill_get_casttype(skill);
  2112. if (type == CAST_GROUND) {
  2113. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2114. continue;
  2115. }
  2116. if (battle_config.autospell_check_range &&
  2117. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2118. continue;
  2119. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2120. type = CAST_GROUND;
  2121. #ifndef RENEWAL
  2122. else if (skill == AS_SONICBLOW)
  2123. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2124. #endif
  2125. sd->state.autocast = 1;
  2126. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2127. #ifndef RENEWAL
  2128. skill_toggle_magicpower(src, skill);
  2129. #endif
  2130. switch (type) {
  2131. case CAST_GROUND:
  2132. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2133. break;
  2134. case CAST_NODAMAGE:
  2135. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2136. break;
  2137. case CAST_DAMAGE:
  2138. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2139. break;
  2140. }
  2141. sd->state.autocast = 0;
  2142. //Set canact delay. [Skotlex]
  2143. unit_data *ud = unit_bl2ud(src);
  2144. if (ud) {
  2145. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2146. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2147. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2148. if ( battle_config.display_status_timers && sd )
  2149. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2150. }
  2151. }
  2152. }
  2153. }
  2154. // Check for player and pet autobonuses when attacking
  2155. if (sd != nullptr) {
  2156. // Player
  2157. if (!sd->autobonus.empty()) {
  2158. for (auto &it : sd->autobonus) {
  2159. if (it == nullptr)
  2160. continue;
  2161. if (rnd_value(0, 1000) >= it->rate)
  2162. continue;
  2163. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2164. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2165. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2166. continue; // one or more trigger conditions were not fulfilled
  2167. pc_exeautobonus(*sd, &sd->autobonus, it);
  2168. }
  2169. }
  2170. // Pet
  2171. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2172. for (auto &it : sd->pd->autobonus) {
  2173. if (it == nullptr)
  2174. continue;
  2175. if (rnd_value(0, 1000) >= it->rate)
  2176. continue;
  2177. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2178. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2179. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2180. continue; // one or more trigger conditions were not fulfilled
  2181. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2182. }
  2183. }
  2184. }
  2185. //Polymorph
  2186. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2187. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2188. (rnd()%10000 < sd->bonus.classchange))
  2189. {
  2190. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2191. if (class_ != 0 && mobdb_checkid(class_))
  2192. mob_class_change(dstmd,class_);
  2193. }
  2194. if (sd && sc) {
  2195. struct status_change_entry *sce;
  2196. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2197. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2198. }
  2199. return 0;
  2200. }
  2201. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2202. if( sd == nullptr || !skill_id )
  2203. return 0;
  2204. for (auto &it : sd->autospell3) {
  2205. if (it.trigger_skill != skill_id)
  2206. continue;
  2207. if (it.lock)
  2208. continue; // autospell already being executed
  2209. uint16 skill = it.id;
  2210. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2211. if( skill_isNotOk(skill, *sd) ) {
  2212. sd->state.autocast = 0;
  2213. continue;
  2214. }
  2215. sd->state.autocast = 0;
  2216. // DANGER DANGER: here force target actually means use yourself as target!
  2217. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2218. if( tbl == nullptr ){
  2219. continue; // No target
  2220. }
  2221. if( rnd()%1000 >= it.rate )
  2222. continue;
  2223. uint16 skill_lv = it.lv ? it.lv : 1;
  2224. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2225. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2226. e_cast_type type = skill_get_casttype(skill);
  2227. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2228. continue;
  2229. if (battle_config.autospell_check_range &&
  2230. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2231. continue;
  2232. sd->state.autocast = 1;
  2233. it.lock = true;
  2234. skill_consume_requirement(sd,skill,skill_lv,1);
  2235. switch( type ) {
  2236. case CAST_GROUND:
  2237. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2238. break;
  2239. case CAST_NODAMAGE:
  2240. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2241. break;
  2242. case CAST_DAMAGE:
  2243. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2244. break;
  2245. }
  2246. it.lock = false;
  2247. sd->state.autocast = 0;
  2248. }
  2249. // Check for player and pet autobonuses when being attacked by skill_id
  2250. if (sd != nullptr) {
  2251. // Player
  2252. if (!sd->autobonus3.empty()) {
  2253. for (auto &it : sd->autobonus3) {
  2254. if (it == nullptr)
  2255. continue;
  2256. if (rnd_value(0, 1000) >= it->rate)
  2257. continue;
  2258. if (it->atk_type != skill_id)
  2259. continue;
  2260. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2261. }
  2262. }
  2263. // Pet
  2264. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2265. for (auto &it : sd->pd->autobonus3) {
  2266. if (it == nullptr)
  2267. continue;
  2268. if (rnd_value(0, 1000) >= it->rate)
  2269. continue;
  2270. if (it->atk_type != skill_id)
  2271. continue;
  2272. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2273. }
  2274. }
  2275. }
  2276. return 1;
  2277. }
  2278. /* Splitted off from skill_additional_effect, which is never called when the
  2279. * attack skill kills the enemy. Place in this function counter status effects
  2280. * when using skills that will take effect on the source, not the target. [Skotlex]
  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=nullptr;
  2286. map_session_data *dstsd=nullptr;
  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 GS_FULLBUSTER:
  2321. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2322. break;
  2323. case HFLI_SBR44: //[orn]
  2324. if(src->type == BL_HOM){
  2325. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2326. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2327. clif_send_homdata( hd, SP_INTIMATE );
  2328. }
  2329. break;
  2330. case CR_GRANDCROSS:
  2331. if (src == bl) {
  2332. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2333. attack_type |= BF_WEAPON;
  2334. attack_type &= ~BF_MAGIC;
  2335. }
  2336. break;
  2337. case LG_HESPERUSLIT:
  2338. {
  2339. status_change *sc = status_get_sc(src);
  2340. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2341. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2342. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2343. }
  2344. }
  2345. break;
  2346. case SP_SPA:
  2347. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2348. break;
  2349. case SP_SHA:
  2350. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2351. break;
  2352. case SP_SWHOO:
  2353. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2354. break;
  2355. }
  2356. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2357. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2358. // 0.005% chance per sg_miracle_skill_ratio
  2359. // Chance is further reduced if agi is above 46
  2360. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int)sd->battle_status.agi))
  2361. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2362. }
  2363. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(*bl) &&
  2364. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2365. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2366. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2367. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2368. clif_skill_nodamage(src,*bl,HW_SOULDRAIN,rate);
  2369. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2370. }
  2371. if( sd && status_isdead(*bl) ) {
  2372. int sp = 0, hp = 0;
  2373. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2374. sp += sd->bonus.sp_gain_value;
  2375. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2376. hp += sd->bonus.hp_gain_value;
  2377. }
  2378. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2379. sp += sd->bonus.long_sp_gain_value;
  2380. hp += sd->bonus.long_hp_gain_value;
  2381. }
  2382. if( attack_type&BF_MAGIC ) {
  2383. sp += sd->bonus.magic_sp_gain_value;
  2384. hp += sd->bonus.magic_hp_gain_value;
  2385. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2386. status_change *sc = nullptr;
  2387. if( ( sc = status_get_sc(src) ) ) {
  2388. if(sc->getSCE(SC_SPIRIT) &&
  2389. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2390. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2391. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2392. }
  2393. }
  2394. }
  2395. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2396. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2397. }
  2398. }
  2399. if (dstsd && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2400. status_change *sc = status_get_sc(bl);
  2401. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2402. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2403. }
  2404. // Trigger counter-spells to retaliate against damage causing skills.
  2405. if(dstsd && !status_isdead(*bl) && !dstsd->autospell2.empty() &&
  2406. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2407. {
  2408. for (const auto &it : dstsd->autospell2) {
  2409. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2410. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2411. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2412. continue; // one or more trigger conditions were not fulfilled
  2413. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2414. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2415. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2416. int autospl_rate = it.rate;
  2417. //Physical range attacks only trigger autospells half of the time
  2418. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2419. autospl_rate /= 2;
  2420. dstsd->state.autocast = 1;
  2421. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2422. dstsd->state.autocast = 0;
  2423. continue;
  2424. }
  2425. dstsd->state.autocast = 0;
  2426. if (rnd()%1000 >= autospl_rate)
  2427. continue;
  2428. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2429. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2430. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2431. continue;
  2432. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2433. continue;
  2434. dstsd->state.autocast = 1;
  2435. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2436. switch (type) {
  2437. case CAST_GROUND:
  2438. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2439. break;
  2440. case CAST_NODAMAGE:
  2441. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2442. break;
  2443. case CAST_DAMAGE:
  2444. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2445. break;
  2446. }
  2447. dstsd->state.autocast = 0;
  2448. //Set canact delay. [Skotlex]
  2449. unit_data *ud = unit_bl2ud(bl);
  2450. if (ud) {
  2451. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2452. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2453. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2454. if ( battle_config.display_status_timers && dstsd )
  2455. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2456. }
  2457. }
  2458. }
  2459. }
  2460. // Check for player and pet autobonuses when attacked
  2461. if (dstsd != nullptr && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2462. // Player
  2463. if (!dstsd->autobonus2.empty()) {
  2464. for (auto &it : dstsd->autobonus2) {
  2465. if (it == nullptr)
  2466. continue;
  2467. if (rnd_value(0, 1000) >= it->rate)
  2468. continue;
  2469. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2470. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2471. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2472. continue; // one or more trigger conditions were not fulfilled
  2473. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2474. }
  2475. }
  2476. // Pet
  2477. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2478. for (auto &it : dstsd->pd->autobonus2) {
  2479. if (it == nullptr)
  2480. continue;
  2481. if (rnd_value(0, 1000) >= it->rate)
  2482. continue;
  2483. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2484. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2485. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2486. continue; // one or more trigger conditions were not fulfilled
  2487. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2488. }
  2489. }
  2490. }
  2491. return 0;
  2492. }
  2493. /*=========================================================================
  2494. Breaks equipment. On-non players causes the corresponding strip effect.
  2495. - rate goes from 0 to 10000 (100.00%)
  2496. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2497. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2498. --------------------------------------------------------------------------*/
  2499. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2500. {
  2501. status_change *src_sc = status_get_sc(src);
  2502. // Grant player skills/items the ability to "break" non-player equipment.
  2503. // WS_MELTDOWN is exempt from this check.
  2504. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2505. return 0;
  2506. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2507. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2508. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2509. status_change *sc = status_get_sc(bl);
  2510. int i;
  2511. TBL_PC *sd;
  2512. sd = BL_CAST(BL_PC, bl);
  2513. if (sc && !sc->count)
  2514. sc = nullptr;
  2515. if (sd) {
  2516. if (sd->bonus.unbreakable_equip)
  2517. where &= ~sd->bonus.unbreakable_equip;
  2518. if (sd->bonus.unbreakable)
  2519. rate -= rate*sd->bonus.unbreakable/100;
  2520. if (where&EQP_WEAPON) {
  2521. switch (sd->status.weapon) {
  2522. case W_FIST: //Bare fists should not break :P
  2523. case W_1HAXE:
  2524. case W_2HAXE:
  2525. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2526. case W_2HMACE:
  2527. case W_STAFF:
  2528. case W_2HSTAFF:
  2529. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2530. case W_HUUMA:
  2531. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2532. case W_DOUBLE_DA:
  2533. case W_DOUBLE_SA:
  2534. where &= ~EQP_WEAPON;
  2535. }
  2536. }
  2537. }
  2538. if (flag&BCT_ENEMY) {
  2539. if (battle_config.equip_skill_break_rate != 100)
  2540. rate = rate*battle_config.equip_skill_break_rate/100;
  2541. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2542. if (battle_config.equip_self_break_rate != 100)
  2543. rate = rate*battle_config.equip_self_break_rate/100;
  2544. }
  2545. for (i = 0; i < 6; i++) {
  2546. if (where&where_list[i]) {
  2547. if (sc && sc->count && sc->getSCE(scdef[i]))
  2548. where&=~where_list[i];
  2549. else if (rnd()%10000 >= rate)
  2550. where&=~where_list[i];
  2551. else if (!sd) //Cause Strip effect.
  2552. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2553. }
  2554. }
  2555. if (!where) //Nothing to break.
  2556. return 0;
  2557. if (sd) {
  2558. for (i = 0; i < EQI_MAX; i++) {
  2559. short j = sd->equip_index[i];
  2560. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2561. continue;
  2562. switch(i) {
  2563. case EQI_HEAD_TOP: //Upper Head
  2564. flag = (where&EQP_HELM);
  2565. break;
  2566. case EQI_ARMOR: //Body
  2567. flag = (where&EQP_ARMOR);
  2568. break;
  2569. case EQI_HAND_R: //Left/Right hands
  2570. case EQI_HAND_L:
  2571. flag = (
  2572. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2573. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2574. break;
  2575. case EQI_SHOES:
  2576. flag = (where&EQP_SHOES);
  2577. break;
  2578. case EQI_GARMENT:
  2579. flag = (where&EQP_GARMENT);
  2580. break;
  2581. case EQI_ACC_L:
  2582. flag = (where&EQP_ACC_L);
  2583. break;
  2584. case EQI_ACC_R:
  2585. flag = (where&EQP_ACC_R);
  2586. break;
  2587. case EQI_SHADOW_ARMOR:
  2588. flag = (where&EQP_SHADOW_ARMOR);
  2589. break;
  2590. case EQI_SHADOW_WEAPON:
  2591. flag = (where&EQP_SHADOW_WEAPON);
  2592. break;
  2593. case EQI_SHADOW_SHIELD:
  2594. flag = (where&EQP_SHADOW_SHIELD);
  2595. break;
  2596. case EQI_SHADOW_SHOES:
  2597. flag = (where&EQP_SHADOW_SHOES);
  2598. break;
  2599. case EQI_SHADOW_ACC_R:
  2600. flag = (where&EQP_SHADOW_ACC_R);
  2601. break;
  2602. case EQI_SHADOW_ACC_L:
  2603. flag = (where&EQP_SHADOW_ACC_L);
  2604. break;
  2605. default:
  2606. continue;
  2607. }
  2608. if (flag) {
  2609. sd->inventory.u.items_inventory[j].attribute = 1;
  2610. pc_unequipitem(sd, j, 3);
  2611. }
  2612. }
  2613. clif_equiplist(sd);
  2614. }
  2615. return where; //Return list of pieces broken.
  2616. }
  2617. /**
  2618. * Strip equipment from a target
  2619. * @param src: Source of call
  2620. * @param target: Target to strip
  2621. * @param skill_id: Skill used
  2622. * @param skill_lv: Skill level used
  2623. * @return True on successful strip or false otherwise
  2624. */
  2625. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2626. {
  2627. nullpo_retr(false, src);
  2628. nullpo_retr(false, target);
  2629. status_change *tsc = status_get_sc(target);
  2630. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2631. return false;
  2632. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2633. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2634. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2635. status_data* sstatus = status_get_status_data(*src);
  2636. status_data* tstatus = status_get_status_data(*target);
  2637. int rate, time, location, mod = 100;
  2638. switch (skill_id) { // Rate
  2639. case RG_STRIPWEAPON:
  2640. case RG_STRIPARMOR:
  2641. case RG_STRIPSHIELD:
  2642. case RG_STRIPHELM:
  2643. case GC_WEAPONCRUSH:
  2644. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2645. mod = 1000;
  2646. break;
  2647. case ST_FULLSTRIP: {
  2648. int min_rate = 50 + 20 * skill_lv;
  2649. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2650. rate = max(min_rate, rate);
  2651. mod = 1000;
  2652. break;
  2653. }
  2654. case GS_DISARM:
  2655. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2656. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2657. break;
  2658. case WL_EARTHSTRAIN: {
  2659. int job_lv = 0;
  2660. if (src->type == BL_PC)
  2661. job_lv = ((TBL_PC*)src)->status.job_level;
  2662. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2663. break;
  2664. }
  2665. case SC_STRIPACCESSARY:
  2666. rate = 12 + 2 * skill_lv;
  2667. break;
  2668. case ABC_STRIP_SHADOW:
  2669. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2670. mod = 1000;
  2671. break;
  2672. default:
  2673. return false;
  2674. }
  2675. if (rnd()%mod >= rate)
  2676. return false;
  2677. switch (skill_id) { // Duration
  2678. case SC_STRIPACCESSARY:
  2679. case GS_DISARM:
  2680. time = skill_get_time(skill_id, skill_lv);
  2681. break;
  2682. case WL_EARTHSTRAIN:
  2683. case RG_STRIPWEAPON:
  2684. case RG_STRIPARMOR:
  2685. case RG_STRIPSHIELD:
  2686. case RG_STRIPHELM:
  2687. case GC_WEAPONCRUSH:
  2688. case ST_FULLSTRIP:
  2689. case ABC_STRIP_SHADOW:
  2690. if (skill_id == WL_EARTHSTRAIN)
  2691. time = skill_get_time2(skill_id, skill_lv);
  2692. else
  2693. time = skill_get_time(skill_id, skill_lv);
  2694. if (target->type == BL_PC)
  2695. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2696. else {
  2697. time += 15000;
  2698. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2699. }
  2700. break;
  2701. }
  2702. switch (skill_id) { // Location
  2703. case GC_WEAPONCRUSH:
  2704. case RG_STRIPWEAPON:
  2705. case GS_DISARM:
  2706. location = EQP_WEAPON;
  2707. break;
  2708. case RG_STRIPARMOR:
  2709. location = EQP_ARMOR;
  2710. break;
  2711. case RG_STRIPSHIELD:
  2712. location = EQP_SHIELD;
  2713. break;
  2714. case RG_STRIPHELM:
  2715. location = EQP_HELM;
  2716. break;
  2717. case ST_FULLSTRIP:
  2718. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2719. break;
  2720. case SC_STRIPACCESSARY:
  2721. location = EQP_ACC;
  2722. break;
  2723. case ABC_STRIP_SHADOW:
  2724. location = EQP_SHADOW_GEAR;
  2725. break;
  2726. }
  2727. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2728. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2729. location &=~ pos[i];
  2730. }
  2731. if (!location)
  2732. return false;
  2733. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2734. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2735. location &=~ pos[i];
  2736. }
  2737. return location ? true : false;
  2738. }
  2739. /**
  2740. * Used to knock back players, monsters, traps, etc
  2741. * @param src Object that give knock back
  2742. * @param target Object that receive knock back
  2743. * @param count Number of knock back cell requested
  2744. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2745. * @param flag
  2746. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2747. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2748. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2749. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2750. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2751. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2752. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2753. * @return Number of knocked back cells done
  2754. */
  2755. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2756. {
  2757. int dx = 0, dy = 0;
  2758. uint8 checkflag = 0;
  2759. status_change *tsc = status_get_sc(target);
  2760. enum e_unit_blown reason = UB_KNOCKABLE;
  2761. nullpo_ret(src);
  2762. nullpo_ret(target);
  2763. if (!count)
  2764. return count; // Actual knockback distance is 0.
  2765. // Create flag needed in unit_blown_immune
  2766. if(src != target)
  2767. checkflag |= 0x1; // Offensive
  2768. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2769. checkflag |= 0x2; // Knockback type
  2770. if(status_get_class_(src) == CLASS_BOSS)
  2771. checkflag |= 0x4; // Boss attack
  2772. // Get reason and check for flags
  2773. reason = unit_blown_immune(target, checkflag);
  2774. switch(reason) {
  2775. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2776. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2777. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2778. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2779. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2780. }
  2781. if (dir == -1) // <optimized>: do the computation here instead of outside
  2782. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2783. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2784. dx = -dirx[dir];
  2785. dy = -diry[dir];
  2786. }
  2787. if (tsc) {
  2788. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2789. status_change_end(target, SC_SU_STOOP);
  2790. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2791. status_change_end(target, SC_ROLLINGCUTTER);
  2792. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2793. status_change_end(target, SC_CRESCIVEBOLT);
  2794. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2795. return 0;
  2796. }
  2797. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2798. }
  2799. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2800. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2801. // In case of success returns type of reflection, otherwise 0
  2802. // 1 - Regular reflection (Maya)
  2803. // 2 - SL_KAITE reflection
  2804. // 3 - NPC_MAGICMIRROR reflection
  2805. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2806. {
  2807. status_change *sc = status_get_sc(bl);
  2808. map_session_data* sd = BL_CAST(BL_PC, bl);
  2809. // Deadly Projection null's all magic reflection.
  2810. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2811. return 0;
  2812. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2813. // Item-based reflection - Bypasses Boss check
  2814. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2815. return 1;
  2816. // Magic Mirror reflection - Bypasses Boss check
  2817. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2818. return 3;
  2819. }
  2820. if( status_get_class_(src) == CLASS_BOSS )
  2821. return 0;
  2822. // status-based reflection
  2823. if( !sc || sc->count == 0 )
  2824. return 0;
  2825. // Kaite reflection - Does not bypass Boss check
  2826. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2827. #ifdef RENEWAL
  2828. && type // Does not reflect AoE
  2829. #endif
  2830. ) {
  2831. // Kaite only works against non-players if they are low-level.
  2832. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2833. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2834. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2835. status_change_end(bl, SC_KAITE);
  2836. return 2;
  2837. }
  2838. return 0;
  2839. }
  2840. /**
  2841. * Checks whether a skill can be used in combos or not
  2842. * @param skill_id: Target skill
  2843. * @return 0: Skill is not a combo
  2844. * 1: Skill is a normal combo
  2845. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2846. * @author Panikon
  2847. */
  2848. int skill_is_combo(uint16 skill_id) {
  2849. switch(skill_id) {
  2850. case MO_CHAINCOMBO:
  2851. case MO_COMBOFINISH:
  2852. case CH_TIGERFIST:
  2853. case CH_CHAINCRUSH:
  2854. case MO_EXTREMITYFIST:
  2855. case TK_TURNKICK:
  2856. case TK_STORMKICK:
  2857. case TK_DOWNKICK:
  2858. case TK_COUNTER:
  2859. case TK_JUMPKICK:
  2860. case HT_POWER:
  2861. case SR_DRAGONCOMBO:
  2862. return 1;
  2863. case SR_FALLENEMPIRE:
  2864. case SR_TIGERCANNON:
  2865. case SR_GATEOFHELL:
  2866. return 2;
  2867. }
  2868. return 0;
  2869. }
  2870. /*
  2871. * Combo handler, start stop combo status
  2872. */
  2873. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2874. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2875. switch (skill_id) {
  2876. case MH_MIDNIGHT_FRENZY:
  2877. case MH_EQC:
  2878. {
  2879. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2880. short idx = hom_skill_get_index(skill_id2);
  2881. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2882. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2883. if (idx == -1)
  2884. break;
  2885. hd->homunculus.hskill[idx].flag= flag;
  2886. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2887. }
  2888. break;
  2889. case MO_COMBOFINISH:
  2890. case CH_TIGERFIST:
  2891. case CH_CHAINCRUSH:
  2892. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2893. break;
  2894. case TK_JUMPKICK:
  2895. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2896. break;
  2897. case MO_TRIPLEATTACK:
  2898. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2899. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2900. break;
  2901. case SR_FALLENEMPIRE:
  2902. if (sd){
  2903. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2904. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2905. }
  2906. break;
  2907. }
  2908. }
  2909. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2910. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2911. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2912. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2913. struct status_change_entry *sce;
  2914. TBL_PC *sd = BL_CAST(BL_PC,src);
  2915. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2916. status_change *sc = status_get_sc(src);
  2917. if(sc == nullptr) return;
  2918. //End previous combo state after skill is invoked
  2919. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2920. switch (skill_id) {
  2921. case TK_TURNKICK:
  2922. case TK_STORMKICK:
  2923. case TK_DOWNKICK:
  2924. case TK_COUNTER:
  2925. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2926. sce->val1 = skill_id; //Update combo-skill
  2927. sce->val3 = skill_id;
  2928. if( sce->timer != INVALID_TIMER )
  2929. delete_timer(sce->timer, status_change_timer);
  2930. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2931. break;
  2932. }
  2933. unit_cancel_combo(src); // Cancel combo wait
  2934. break;
  2935. default:
  2936. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2937. status_change_end(src, SC_COMBO);
  2938. }
  2939. }
  2940. //start new combo
  2941. if (sd) { //player only
  2942. switch (skill_id) {
  2943. case MO_TRIPLEATTACK:
  2944. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2945. duration = 1;
  2946. target_id = 0; // Will target current auto-target instead
  2947. }
  2948. break;
  2949. case MO_CHAINCOMBO:
  2950. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2951. duration = 1;
  2952. target_id = 0; // Will target current auto-target instead
  2953. }
  2954. break;
  2955. case MO_COMBOFINISH:
  2956. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2957. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2958. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2959. duration = 1;
  2960. target_id = 0; // Will target current auto-target instead
  2961. }
  2962. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2963. case CH_TIGERFIST:
  2964. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2965. duration = 1;
  2966. target_id = 0; // Will target current auto-target instead
  2967. }
  2968. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2969. case CH_CHAINCRUSH:
  2970. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2971. duration = 1;
  2972. target_id = 0; // Will target current auto-target instead
  2973. }
  2974. break;
  2975. case AC_DOUBLE:
  2976. if (pc_checkskill(sd, HT_POWER)) {
  2977. duration = 2000;
  2978. nodelay = 1; //Neither gives walk nor attack delay
  2979. target_id = 0; //Does not need to be used on previous target
  2980. }
  2981. break;
  2982. case SR_DRAGONCOMBO:
  2983. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2984. duration = 1;
  2985. break;
  2986. case SR_FALLENEMPIRE:
  2987. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2988. duration = 1;
  2989. break;
  2990. case SJ_PROMINENCEKICK:
  2991. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2992. duration = 1;
  2993. break;
  2994. }
  2995. }
  2996. else { //other
  2997. switch(skill_id) {
  2998. case MH_TINDER_BREAKER:
  2999. case MH_CBC:
  3000. case MH_SONIC_CRAW:
  3001. case MH_SILVERVEIN_RUSH:
  3002. if(hd->homunculus.spiritball > 0) duration = 2000;
  3003. nodelay = 1;
  3004. break;
  3005. case MH_EQC:
  3006. case MH_MIDNIGHT_FRENZY:
  3007. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3008. nodelay = 1;
  3009. break;
  3010. }
  3011. }
  3012. if (duration) { //Possible to chain
  3013. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3014. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3015. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3016. clif_combo_delay(src, duration);
  3017. }
  3018. }
  3019. /**
  3020. * Copy skill by Plagiarism or Reproduce
  3021. * @param src: The caster
  3022. * @param bl: The target
  3023. * @param skill_id: Skill that casted
  3024. * @param skill_lv: Skill level of the casted skill
  3025. */
  3026. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3027. {
  3028. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3029. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3030. return;
  3031. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3032. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3033. return;
  3034. else {
  3035. uint16 idx;
  3036. uint8 lv;
  3037. skill_id = skill_dummy2skill_id(skill_id);
  3038. //Use skill index, avoiding out-of-bound array [Cydh]
  3039. if (!(idx = skill_get_index(skill_id)))
  3040. return;
  3041. switch (skill_isCopyable(tsd,skill_id)) {
  3042. case 1: //Copied by Plagiarism
  3043. {
  3044. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3045. clif_deleteskill(*tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3046. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3047. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3048. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3049. }
  3050. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3051. tsd->cloneskill_idx = idx;
  3052. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3053. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3054. }
  3055. break;
  3056. case 2: //Copied by Reproduce
  3057. {
  3058. status_change *tsc = status_get_sc(bl);
  3059. //Already did SC check
  3060. //Skill level copied depends on Reproduce skill that used
  3061. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3062. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3063. clif_deleteskill(*tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3064. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3065. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3066. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3067. }
  3068. //Level dependent and limitation.
  3069. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3070. lv = min(lv,skill_get_max(skill_id));
  3071. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3072. lv = min(lv,skill_lv);
  3073. tsd->reproduceskill_idx = idx;
  3074. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3075. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3076. }
  3077. break;
  3078. default: return;
  3079. }
  3080. tsd->status.skill[idx].id = skill_id;
  3081. tsd->status.skill[idx].lv = lv;
  3082. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3083. clif_addskill(tsd,skill_id);
  3084. }
  3085. }
  3086. /**
  3087. * Knockback the target on skill_attack
  3088. * @param src is the master behind the attack
  3089. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3090. * @param target is the target to be attacked.
  3091. * @param blewcount
  3092. * @param skill_id
  3093. * @param skill_lv
  3094. * @param damage
  3095. * @param tick
  3096. * @param flag can hold a bunch of information:
  3097. */
  3098. 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) {
  3099. int8 dir = -1; // Default direction
  3100. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3101. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3102. if (!blewcount || target == dsrc || status_isdead(*target))
  3103. return;
  3104. // Skill specific direction
  3105. switch (skill_id) {
  3106. case MG_FIREWALL:
  3107. case EL_FIRE_MANTLE:
  3108. dir = unit_getdir(target); // Backwards
  3109. break;
  3110. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3111. case NPC_STORMGUST2:
  3112. case WZ_STORMGUST:
  3113. if(!battle_config.stormgust_knockback)
  3114. dir = rnd()%8;
  3115. break;
  3116. case MC_CARTREVOLUTION:
  3117. if (battle_config.cart_revo_knockback)
  3118. dir = 6; // Official servers push target to the West
  3119. break;
  3120. case AC_SHOWER:
  3121. case WL_CRIMSONROCK:
  3122. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3123. dir = map_calc_dir(target, src->x, src->y);
  3124. else
  3125. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3126. break;
  3127. case HT_PHANTASMIC: // issue #1378
  3128. if (status_get_hp(target) - damage <= 0) return;
  3129. break;
  3130. }
  3131. // Blown-specific handling
  3132. switch( skill_id ) {
  3133. case SR_KNUCKLEARROW:
  3134. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3135. // Boss & Immune Knockback stay in place and don't get bonus damage
  3136. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3137. 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)
  3138. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3139. dir_ka = -1;
  3140. break;
  3141. case RL_R_TRIP:
  3142. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3143. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3144. break;
  3145. default:
  3146. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3147. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3148. TBL_SKILL *su = (TBL_SKILL*)target;
  3149. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3150. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3151. }
  3152. break;
  3153. }
  3154. clif_fixpos( *target );
  3155. }
  3156. /*
  3157. * =========================================================================
  3158. * Does a skill attack with the given properties.
  3159. * @param src is the master behind the attack (player/mob/pet)
  3160. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3161. * @param bl is the target to be attacked.
  3162. * @param flag can hold a bunch of information:
  3163. * flag&1
  3164. * flag&2 - Disable re-triggered by double casting
  3165. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3166. * flag&8 - SC_COMBO state used to deal bonus damage
  3167. *
  3168. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3169. * (usually holds number of targets, or just 1 for simple splash attacks)
  3170. *
  3171. * flag&0xF000 - Values from enum e_skill_display
  3172. * flag&0x3F0000 - Values from enum e_battle_check_target
  3173. *
  3174. * flag&0x1000000 - Return 0 if damage was reflected
  3175. *-------------------------------------------------------------------------*/
  3176. 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)
  3177. {
  3178. struct Damage dmg;
  3179. status_change *sc, *tsc;
  3180. map_session_data *sd, *tsd;
  3181. int64 damage;
  3182. bool rmdamage = false;//magic reflected
  3183. int type;
  3184. enum e_damage_type dmg_type;
  3185. bool shadow_flag = false;
  3186. bool additional_effects = true;
  3187. if(skill_id > 0 && !skill_lv)
  3188. return 0;
  3189. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3190. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3191. nullpo_ret(bl); //Target to be attacked.
  3192. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3193. return 0;
  3194. if (src != dsrc) {
  3195. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3196. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3197. return 0;
  3198. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3199. //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]
  3200. if (!status_check_skilluse(src, bl, skill_id, 2))
  3201. return 0;
  3202. }
  3203. sd = BL_CAST(BL_PC, src);
  3204. tsd = BL_CAST(BL_PC, bl);
  3205. status_data* sstatus = status_get_status_data(*src);
  3206. status_data* tstatus = status_get_status_data(*bl);
  3207. sc= status_get_sc(src);
  3208. tsc= status_get_sc(bl);
  3209. if (tsc && !tsc->count)
  3210. tsc = nullptr; //Don't need it.
  3211. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3212. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3213. return 0;
  3214. #ifndef RENEWAL
  3215. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3216. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3217. return 0;
  3218. #endif
  3219. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3220. //If the damage source is a unit, the damage is not delayed
  3221. if (src != dsrc)
  3222. dmg.amotion = 0;
  3223. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3224. // Adjusted to the new system [Skotlex]
  3225. if( src->type == BL_PET ) { // [Valaris]
  3226. struct pet_data *pd = (TBL_PET*)src;
  3227. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3228. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3229. int element = skill_get_ele(skill_id, skill_lv);
  3230. /*if (skill_id == -1) Does it ever worked?
  3231. element = sstatus->rhw.ele;*/
  3232. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3233. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3234. else
  3235. dmg.damage = pd->a_skill->damage; // Fixed damage
  3236. }
  3237. else
  3238. dmg.damage = 1*pd->a_skill->div_;
  3239. dmg.damage2 = 0;
  3240. dmg.div_= pd->a_skill->div_;
  3241. }
  3242. }
  3243. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3244. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3245. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3246. { //Magic reflection, switch caster/target
  3247. struct block_list *tbl = bl;
  3248. rmdamage = true;
  3249. bl = src;
  3250. src = tbl;
  3251. dsrc = tbl;
  3252. sd = BL_CAST(BL_PC, src);
  3253. tsd = BL_CAST(BL_PC, bl);
  3254. tsc = status_get_sc(bl);
  3255. if (tsc && !tsc->count)
  3256. tsc = nullptr; //Don't need it.
  3257. /* bugreport:2564 flag&2 disables double casting trigger */
  3258. flag |= 2;
  3259. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3260. flag |= 4;
  3261. //Spirit of Wizard blocks Kaite's reflection
  3262. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3263. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3264. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3265. if (type >= 0) {
  3266. if ( tsd )
  3267. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3268. dmg.damage = dmg.damage2 = 0;
  3269. dmg.dmg_lv = ATK_MISS;
  3270. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3271. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3272. }
  3273. }
  3274. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3275. #if MAGIC_REFLECTION_TYPE
  3276. #ifdef RENEWAL
  3277. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3278. #else
  3279. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3280. // regardless of caster's equipment (Aegis 11.1)
  3281. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3282. #endif
  3283. short s_ele = skill_get_ele(skill_id, skill_lv);
  3284. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3285. s_ele = sstatus->rhw.ele;
  3286. else if (s_ele == ELE_ENDOWED) //Use status element
  3287. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3288. else if( s_ele == ELE_RANDOM) //Use random element
  3289. s_ele = rnd()%ELE_ALL;
  3290. if(type == 3)
  3291. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3292. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3293. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3294. status_data* status = status_get_status_data(*bl);
  3295. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3296. per /=20; //Uses 20% SP intervals.
  3297. //SP Cost: 1% + 0.5% per every 20% SP
  3298. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3299. status_change_end(bl, SC_ENERGYCOAT);
  3300. //Reduction: 6% + 6% every 20%
  3301. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3302. }
  3303. int64 reduce = 0;
  3304. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3305. reduce += tsd->bonus.reduce_damage_return;
  3306. }
  3307. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3308. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3309. }
  3310. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3311. reduce += 100;
  3312. if (dmg.damage > 0) {
  3313. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3314. dmg.damage = i64max(dmg.damage, dmg.div_);
  3315. }
  3316. }
  3317. #endif
  3318. }
  3319. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3320. int sp = skill_get_sp(skill_id,skill_lv);
  3321. #ifndef RENEWAL
  3322. clif_skill_nodamage(bl,*bl,SA_MAGICROD,skill_lv);
  3323. #endif
  3324. dmg.damage = dmg.damage2 = 0;
  3325. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3326. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3327. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3328. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3329. status_heal(bl, 0, sp, 2);
  3330. }
  3331. 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) ) {
  3332. dmg.damage = dmg.damage2 = 0;
  3333. dmg.dmg_lv = ATK_MISS;
  3334. }
  3335. }
  3336. damage = dmg.damage + dmg.damage2;
  3337. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3338. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3339. sce->val3 = (int)damage;
  3340. sce->val2 = 0;
  3341. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3342. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3343. }
  3344. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3345. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3346. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3347. damage = 1;
  3348. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3349. struct block_list *nbl;
  3350. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3351. if( nbl ){ // Only one target is chosen.
  3352. damage = damage / 2; // Deflect half of the damage to a target nearby
  3353. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3354. }
  3355. }
  3356. //Skill hit type
  3357. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3358. switch( skill_id ) {
  3359. case SC_TRIANGLESHOT:
  3360. if( rnd()%100 > (1 + skill_lv) )
  3361. dmg.blewcount = 0;
  3362. break;
  3363. default:
  3364. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3365. dmg.blewcount = 0; //only pushback when it hit for other
  3366. break;
  3367. }
  3368. switch( skill_id ) {
  3369. case CR_GRANDCROSS:
  3370. case NPC_GRANDDARKNESS:
  3371. if( battle_config.gx_disptype)
  3372. dsrc = src;
  3373. if( src == bl)
  3374. dmg_type = DMG_ENDURE;
  3375. else
  3376. flag|= SD_ANIMATION;
  3377. break;
  3378. case NJ_TATAMIGAESHI: //For correct knockback.
  3379. dsrc = src;
  3380. flag|= SD_ANIMATION;
  3381. break;
  3382. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3383. int level;
  3384. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3385. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3386. }
  3387. break;
  3388. case SL_STIN:
  3389. case SL_STUN:
  3390. if (skill_lv >= 7) {
  3391. status_change *sc_cur = status_get_sc(src);
  3392. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3393. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3394. }
  3395. break;
  3396. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3397. pc_addservantball( *sd );
  3398. break;
  3399. case KN_PIERCE:
  3400. case LK_SPIRALPIERCE:
  3401. case RK_HUNDREDSPEAR:
  3402. case DK_MADNESS_CRUSHER:
  3403. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3404. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3405. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3406. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3407. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3408. clif_specialeffect(bl, 1767, AREA);
  3409. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3410. }
  3411. } else // No count status detected? Start charge count at 1.
  3412. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3413. }
  3414. break;
  3415. }
  3416. //combo handling
  3417. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3418. //Display damage.
  3419. switch( skill_id ) {
  3420. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3421. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3422. break;
  3423. //Skills that need be passed as a normal attack for the client to display correctly.
  3424. case NPC_SELFDESTRUCTION:
  3425. if(src->type == BL_PC)
  3426. dmg.blewcount = 10;
  3427. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3428. [[fallthrough]];
  3429. case HVAN_EXPLOSION:
  3430. case KN_AUTOCOUNTER:
  3431. case NPC_CRITICALSLASH:
  3432. case TF_DOUBLE:
  3433. case GS_CHAINACTION:
  3434. dmg.dmotion = clif_damage(*src,*bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3435. break;
  3436. case AS_SPLASHER:
  3437. if( flag&SD_ANIMATION ) // the surrounding targets
  3438. 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
  3439. else // the central target doesn't display an animation
  3440. 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
  3441. break;
  3442. case SR_EARTHSHAKER:
  3443. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3444. break;
  3445. case WL_SOULEXPANSION:
  3446. case WL_COMET:
  3447. case NPC_COMET:
  3448. case KO_MUCHANAGE:
  3449. #ifndef RENEWAL
  3450. case NJ_HUUMA:
  3451. #endif
  3452. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3453. break;
  3454. case WL_CHAINLIGHTNING_ATK:
  3455. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3456. break;
  3457. case WL_TETRAVORTEX_FIRE:
  3458. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3459. break;
  3460. case LG_SHIELDPRESS:
  3461. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3462. break;
  3463. case NPC_EARTHQUAKE:
  3464. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3465. break;
  3466. case NPC_DARKPIERCING:
  3467. case EL_FIRE_BOMB:
  3468. case EL_FIRE_BOMB_ATK:
  3469. case EL_FIRE_WAVE:
  3470. case EL_FIRE_WAVE_ATK:
  3471. case EL_FIRE_MANTLE:
  3472. case EL_CIRCLE_OF_FIRE:
  3473. case EL_FIRE_ARROW:
  3474. case EL_ICE_NEEDLE:
  3475. case EL_WATER_SCREW:
  3476. case EL_WATER_SCREW_ATK:
  3477. case EL_WIND_SLASH:
  3478. case EL_TIDAL_WEAPON:
  3479. case EL_ROCK_CRUSHER:
  3480. case EL_ROCK_CRUSHER_ATK:
  3481. case EL_HURRICANE:
  3482. case EL_HURRICANE_ATK:
  3483. case KO_BAKURETSU:
  3484. case GN_HELLS_PLANT_ATK:
  3485. case SU_SV_ROOTTWIST_ATK:
  3486. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3487. break;
  3488. case GN_FIRE_EXPANSION_ACID:
  3489. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3490. break;
  3491. case GN_SLINGITEM_RANGEMELEEATK:
  3492. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3493. break;
  3494. case EL_STONE_RAIN:
  3495. 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);
  3496. break;
  3497. case WM_SEVERE_RAINSTORM_MELEE:
  3498. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3499. break;
  3500. case HT_CLAYMORETRAP:
  3501. case HT_BLASTMINE:
  3502. case HT_FLASHER:
  3503. case HT_FREEZINGTRAP:
  3504. case RA_CLUSTERBOMB:
  3505. case RA_FIRINGTRAP:
  3506. case RA_ICEBOUNDTRAP:
  3507. 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);
  3508. if( dsrc != src ) // avoid damage display redundancy
  3509. break;
  3510. [[fallthrough]];
  3511. case HT_LANDMINE:
  3512. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3513. break;
  3514. case WZ_SIGHTBLASTER:
  3515. //Sightblaster should never call clif_skill_damage twice
  3516. 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);
  3517. break;
  3518. case RL_R_TRIP_PLUSATK:
  3519. case RL_S_STORM:
  3520. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3521. break;
  3522. case SU_LUNATICCARROTBEAT:
  3523. case SU_LUNATICCARROTBEAT2:
  3524. case SP_CURSEEXPLOSION:
  3525. case SP_SPA:
  3526. case SP_SHA:
  3527. if (dmg.div_ < 2)
  3528. type = DMG_SPLASH;
  3529. if (!(flag&SD_ANIMATION))
  3530. clif_skill_nodamage(dsrc, *bl, skill_id, skill_lv);
  3531. [[fallthrough]];
  3532. case WM_REVERBERATION:
  3533. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3534. break;
  3535. case SJ_FALLINGSTAR_ATK:
  3536. case SJ_FALLINGSTAR_ATK2:
  3537. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3538. break;
  3539. case SJ_NOVAEXPLOSING:
  3540. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3541. break;
  3542. case DK_HACKANDSLASHER_ATK:
  3543. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3544. break;
  3545. case AG_STORM_CANNON:
  3546. case AG_CRIMSON_ARROW:
  3547. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3548. break;
  3549. case TR_ROSEBLOSSOM_ATK:
  3550. case ABC_FROM_THE_ABYSS_ATK:
  3551. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3552. break;
  3553. case TR_SOUNDBLEND:
  3554. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3555. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3556. else
  3557. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3558. break;
  3559. case AB_DUPLELIGHT_MELEE:
  3560. case AB_DUPLELIGHT_MAGIC:
  3561. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3562. [[fallthrough]];
  3563. default:
  3564. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3565. dmg_type = DMG_SPLASH;
  3566. if (src->type == BL_SKILL) {
  3567. TBL_SKILL *su = (TBL_SKILL*)src;
  3568. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3569. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3570. break;
  3571. }
  3572. }
  3573. 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);
  3574. break;
  3575. }
  3576. map_freeblock_lock();
  3577. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3578. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3579. skill_do_copy(src,bl,skill_id,skill_lv);
  3580. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3581. { //Skills with can't walk delay also stop normal attacking for that
  3582. //duration when the attack connects. [Skotlex]
  3583. struct unit_data *ud = unit_bl2ud(src);
  3584. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3585. ud->attackabletime = tick + type;
  3586. }
  3587. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3588. // Instant damage
  3589. if( !dmg.amotion ) {
  3590. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3591. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3592. #ifndef RENEWAL
  3593. || skill_id == HW_GRAVITATION
  3594. #endif
  3595. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3596. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3597. if( !status_isdead(*bl) && additional_effects )
  3598. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3599. if( damage > 0 ) //Counter status effects [Skotlex]
  3600. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3601. }
  3602. // Blow!
  3603. if (!(flag&4))
  3604. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3605. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3606. if( dmg.amotion ) {
  3607. if( shadow_flag ) {
  3608. if( !status_isdead(*bl) && additional_effects )
  3609. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3610. if( dmg.flag > ATK_BLOCK )
  3611. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3612. } else
  3613. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3614. } else {
  3615. // Trigger monster skill condition for damage skills with no amotion.
  3616. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3617. if (damage > 0)
  3618. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3619. if (skill_id > 0)
  3620. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3621. }
  3622. }
  3623. // Trigger monster skill condition for damage skills.
  3624. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3625. if (damage > 0)
  3626. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3627. if (skill_id > 0)
  3628. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3629. }
  3630. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3631. #ifndef RENEWAL
  3632. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3633. #endif
  3634. ) {
  3635. if (tsc->getSCE(SC_DEVOTION)) {
  3636. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3637. struct block_list *d_bl = map_id2bl(sce->val1);
  3638. if (d_bl && (
  3639. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3640. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3641. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3642. {
  3643. int64 devotion_damage = damage;
  3644. // Needed to check the devotion master for Rebound Shield status.
  3645. status_change *d_sc = status_get_sc(d_bl);
  3646. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3647. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3648. if (!rmdamage) {
  3649. clif_damage(*d_bl, *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3650. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3651. } else {
  3652. bool isDevotRdamage = false;
  3653. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3654. isDevotRdamage = true;
  3655. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3656. // This check is only for magical skill.
  3657. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3658. clif_damage(*bl, (!isDevotRdamage) ? *bl : *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3659. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3660. }
  3661. } else {
  3662. status_change_end(bl, SC_DEVOTION);
  3663. if (!dmg.amotion)
  3664. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3665. }
  3666. }
  3667. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3668. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3669. struct block_list *e_bl = map_id2bl(sce->val1);
  3670. if (e_bl) {
  3671. if (!rmdamage) {
  3672. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3673. battle_fix_damage(src, e_bl, damage, 0, 0);
  3674. } else {
  3675. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3676. battle_fix_damage(bl, bl, damage, 0, 0);
  3677. }
  3678. }
  3679. }
  3680. }
  3681. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3682. if( skill_id == RG_INTIMIDATE ) {
  3683. int rate = 50 + skill_lv * 5;
  3684. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3685. if(rnd()%100 < rate)
  3686. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3687. } else if( skill_id == NPC_FATALMENACE ) {
  3688. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3689. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3690. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3691. }
  3692. }
  3693. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3694. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3695. {
  3696. if (battle_config.left_cardfix_to_right)
  3697. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3698. else
  3699. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3700. }
  3701. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3702. status_heal(src, 0, 0, 1, 0);
  3703. if( damage > 0 ) { // Post-damage effects
  3704. switch( skill_id ) {
  3705. case GC_VENOMPRESSURE: {
  3706. status_change *ssc = status_get_sc(src);
  3707. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3708. 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));
  3709. status_change_end(src,SC_POISONINGWEAPON);
  3710. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  3711. }
  3712. }
  3713. break;
  3714. }
  3715. if( sd )
  3716. skill_onskillusage(sd, bl, skill_id, tick);
  3717. }
  3718. if (!(flag&2)) {
  3719. switch (skill_id) {
  3720. case MG_COLDBOLT:
  3721. case MG_FIREBOLT:
  3722. case MG_LIGHTNINGBOLT:
  3723. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3724. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3725. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3726. break;
  3727. case SU_BITE:
  3728. case SU_SCRATCH:
  3729. case SU_SV_STEMSPEAR:
  3730. case SU_SCAROFTAROU:
  3731. case SU_PICKYPECK:
  3732. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3733. 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);
  3734. break;
  3735. }
  3736. }
  3737. map_freeblock_unlock();
  3738. if ((flag&0x1000000) && rmdamage)
  3739. return 0; //Should return 0 when damage was reflected
  3740. return damage;
  3741. }
  3742. /*==========================================
  3743. * Sub function for recursive skill call.
  3744. * Checking bl battle flag and display damage
  3745. * then call func with source,target,skill_id,skill_lv,tick,flag
  3746. *------------------------------------------*/
  3747. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3748. int skill_area_sub(struct block_list *bl, va_list ap)
  3749. {
  3750. struct block_list *src;
  3751. uint16 skill_id,skill_lv;
  3752. int flag;
  3753. t_tick tick;
  3754. SkillFunc func;
  3755. nullpo_ret(bl);
  3756. src = va_arg(ap,struct block_list *);
  3757. skill_id = va_arg(ap,int);
  3758. skill_lv = va_arg(ap,int);
  3759. tick = va_arg(ap,t_tick);
  3760. flag = va_arg(ap,int);
  3761. func = va_arg(ap,SkillFunc);
  3762. if (flag&BCT_WOS && src == bl)
  3763. return 0;
  3764. if(battle_check_target(src,bl,flag) > 0) {
  3765. // several splash skills need this initial dummy packet to display correctly
  3766. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3767. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3768. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3769. skill_area_temp[2]++;
  3770. return func(src,bl,skill_id,skill_lv,tick,flag);
  3771. }
  3772. return 0;
  3773. }
  3774. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3775. {
  3776. struct skill_unit *unit;
  3777. uint16 skill_id,g_skill_id;
  3778. unit = (struct skill_unit *)bl;
  3779. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3780. return 0;
  3781. if(!unit->alive)
  3782. return 0;
  3783. skill_id = va_arg(ap,int);
  3784. g_skill_id = unit->group->skill_id;
  3785. switch (skill_id) {
  3786. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3787. if(g_skill_id == SA_LANDPROTECTOR)
  3788. break;
  3789. [[fallthrough]];
  3790. case MH_STEINWAND:
  3791. case MG_SAFETYWALL:
  3792. case SC_MAELSTROM:
  3793. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3794. return 0;
  3795. break;
  3796. case AL_WARP:
  3797. case HT_SKIDTRAP:
  3798. case MA_SKIDTRAP:
  3799. case HT_LANDMINE:
  3800. case MA_LANDMINE:
  3801. case HT_ANKLESNARE:
  3802. case HT_SHOCKWAVE:
  3803. case HT_SANDMAN:
  3804. case MA_SANDMAN:
  3805. case HT_FLASHER:
  3806. case HT_FREEZINGTRAP:
  3807. case MA_FREEZINGTRAP:
  3808. case HT_BLASTMINE:
  3809. case HT_CLAYMORETRAP:
  3810. case HT_TALKIEBOX:
  3811. #ifndef RENEWAL
  3812. case HP_BASILICA:
  3813. #endif
  3814. case RA_ELECTRICSHOCKER:
  3815. case RA_CLUSTERBOMB:
  3816. case RA_MAGENTATRAP:
  3817. case RA_COBALTTRAP:
  3818. case RA_MAIZETRAP:
  3819. case RA_VERDURETRAP:
  3820. case RA_FIRINGTRAP:
  3821. case RA_ICEBOUNDTRAP:
  3822. case SC_DIMENSIONDOOR:
  3823. case SC_BLOODYLUST:
  3824. case NPC_REVERBERATION:
  3825. case GN_THORNS_TRAP:
  3826. case RL_B_TRAP:
  3827. case SC_ESCAPE:
  3828. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3829. 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)
  3830. return 0;
  3831. break;
  3832. default: //Avoid stacking with same kind of trap. [Skotlex]
  3833. if (g_skill_id != skill_id)
  3834. return 0;
  3835. break;
  3836. }
  3837. return 1;
  3838. }
  3839. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3840. {
  3841. //Non players do not check for the skill's splash-trigger area.
  3842. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3843. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3844. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3845. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3846. return 0;
  3847. }
  3848. range += layout_type;
  3849. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3850. }
  3851. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3852. {
  3853. uint16 skill_id;
  3854. if(bl->prev == nullptr)
  3855. return 0;
  3856. skill_id = va_arg(ap,int);
  3857. if( status_isdead(*bl) && skill_id != AL_WARP )
  3858. return 0;
  3859. #ifndef RENEWAL
  3860. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3861. return 0;
  3862. #endif
  3863. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3864. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3865. return 1;
  3866. }
  3867. /**
  3868. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3869. * @param bl Object that casted skill
  3870. * @param x Position x of the target
  3871. * @param y Position y of the target
  3872. * @param skill_id The casted skill
  3873. * @param skill_lv The skill Lv
  3874. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3875. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3876. */
  3877. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3878. {
  3879. int range = 0, type;
  3880. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3881. if (isNearNPC)
  3882. range = skill_get_splash(skill_id,skill_lv);
  3883. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3884. if (!isNearNPC || !range) {
  3885. switch (skill_id) { // to be expanded later
  3886. case WZ_ICEWALL:
  3887. range = 2;
  3888. break;
  3889. case SC_MANHOLE:
  3890. range = 0;
  3891. break;
  3892. default: {
  3893. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3894. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3895. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3896. return 0;
  3897. }
  3898. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3899. }
  3900. break;
  3901. }
  3902. }
  3903. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3904. //Check the additional range [Cydh]
  3905. if (isNearNPC && skill_npc_range > 0)
  3906. range += skill_npc_range;
  3907. if (!isNearNPC) { //Doesn't check the NPC range
  3908. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3909. if (bl->type&battle_config.skill_nofootset)
  3910. type = BL_CHAR;
  3911. else if(bl->type == BL_MOB)
  3912. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3913. else
  3914. return 0; //Don't check
  3915. } else
  3916. type = BL_NPC;
  3917. return (!isNearNPC) ?
  3918. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3919. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3920. //isNearNPC is used to check range from NPC
  3921. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3922. }
  3923. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3924. * @param bl Object from which HP/SP/AP are consumed
  3925. * @param skill_id ID of used skill
  3926. * @param hp Original HP requirement to use skill
  3927. * @param sp Original SP requirement to use skill
  3928. * @param ap Original AP requirement to use skill
  3929. */
  3930. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3931. {
  3932. nullpo_retv(bl);
  3933. switch (skill_id) {
  3934. //Skills that require HP but do not consume them
  3935. case SM_MAGNUM:
  3936. case MS_MAGNUM:
  3937. hp = 0;
  3938. break;
  3939. }
  3940. status_zap(bl, hp, sp, ap);
  3941. }
  3942. /*==========================================
  3943. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3944. * Flag:
  3945. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3946. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3947. *------------------------------------------*/
  3948. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3949. {
  3950. map_session_data *sd = nullptr;
  3951. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3952. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3953. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3954. nullpo_retr(0, bl);
  3955. switch( bl->type )
  3956. {
  3957. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3958. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3959. }
  3960. if( sd == nullptr ){
  3961. return 0;
  3962. }
  3963. status_data* status = status_get_status_data(*bl);
  3964. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3965. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3966. if (skill == nullptr)
  3967. return 0;
  3968. // Requirements
  3969. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3970. {
  3971. itemid[i] = skill->require.itemid[i];
  3972. amount[i] = skill->require.amount[i];
  3973. }
  3974. hp = skill->require.hp[skill_lv - 1];
  3975. sp = skill->require.sp[skill_lv - 1];
  3976. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3977. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3978. state = skill->require.state;
  3979. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3980. hp += (status->max_hp * mhp) / 100;
  3981. if( hp_rate > 0 )
  3982. hp += (status->hp * hp_rate) / 100;
  3983. else
  3984. hp += (status->max_hp * (-hp_rate)) / 100;
  3985. if( sp_rate > 0 )
  3986. sp += (status->sp * sp_rate) / 100;
  3987. else
  3988. sp += (status->max_sp * (-sp_rate)) / 100;
  3989. if( !(type&2) )
  3990. {
  3991. if( hp > 0 && status->hp <= (unsigned int)hp )
  3992. {
  3993. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3994. return 0;
  3995. }
  3996. if( sp > 0 && status->sp <= (unsigned int)sp )
  3997. {
  3998. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3999. return 0;
  4000. }
  4001. }
  4002. if( !type )
  4003. switch( state )
  4004. {
  4005. case ST_MOVE_ENABLE:
  4006. if( !unit_can_move(bl) )
  4007. {
  4008. clif_skill_fail( *sd, skill_id );
  4009. return 0;
  4010. }
  4011. break;
  4012. }
  4013. if( !(type&1) )
  4014. return 1;
  4015. // Check item existences
  4016. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4017. {
  4018. index[i] = -1;
  4019. if( itemid[i] == 0 ) continue; // No item
  4020. index[i] = pc_search_inventory(sd, itemid[i]);
  4021. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4022. {
  4023. clif_skill_fail( *sd, skill_id );
  4024. return 0;
  4025. }
  4026. }
  4027. // Consume items
  4028. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4029. {
  4030. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4031. }
  4032. if( type&2 )
  4033. return 1;
  4034. if( sp || hp )
  4035. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4036. return 1;
  4037. }
  4038. /*==========================================
  4039. *
  4040. *------------------------------------------*/
  4041. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4042. {
  4043. switch (skill_id) {
  4044. case RL_QD_SHOT:
  4045. {
  4046. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4047. struct unit_data *ud = unit_bl2ud(src);
  4048. if (ud && ud->target == target->id)
  4049. return 1;
  4050. }
  4051. }
  4052. }
  4053. return 1;
  4054. }
  4055. /*==========================================
  4056. *
  4057. *------------------------------------------*/
  4058. static TIMER_FUNC(skill_timerskill){
  4059. struct block_list *src = map_id2bl(id),*target;
  4060. struct unit_data *ud = unit_bl2ud(src);
  4061. struct skill_timerskill *skl;
  4062. struct skill_unit *unit = nullptr;
  4063. int range;
  4064. nullpo_ret(src);
  4065. nullpo_ret(ud);
  4066. skl = ud->skilltimerskill[data];
  4067. nullpo_ret(skl);
  4068. ud->skilltimerskill[data] = nullptr;
  4069. do {
  4070. if(src->prev == nullptr)
  4071. break; // Source not on Map
  4072. if(skl->target_id) {
  4073. target = map_id2bl(skl->target_id);
  4074. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4075. target = src; //Required since it has to warp.
  4076. if (skl->skill_id == SR_SKYNETBLOW) {
  4077. skill_area_temp[1] = 0;
  4078. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4079. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4080. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4081. break;
  4082. }
  4083. if(target == nullptr)
  4084. break; // Target offline?
  4085. if(target->prev == nullptr)
  4086. break; // Target not on Map
  4087. if(src->m != target->m)
  4088. break; // Different Maps
  4089. if(status_isdead(*src)) {
  4090. switch(skl->skill_id) {
  4091. case WL_CHAINLIGHTNING_ATK:
  4092. case WL_TETRAVORTEX_FIRE:
  4093. case WL_TETRAVORTEX_WATER:
  4094. case WL_TETRAVORTEX_WIND:
  4095. case WL_TETRAVORTEX_GROUND:
  4096. // For SR_FLASHCOMBO
  4097. case SR_DRAGONCOMBO:
  4098. case SR_FALLENEMPIRE:
  4099. case SR_TIGERCANNON:
  4100. case NPC_DANCINGBLADE_ATK:
  4101. if (src->type != BL_PC)
  4102. continue;
  4103. break; // Exceptions
  4104. default:
  4105. continue; // Caster is Dead
  4106. }
  4107. }
  4108. if(status_isdead(*target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4109. break;
  4110. switch(skl->skill_id) {
  4111. case KN_AUTOCOUNTER:
  4112. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4113. break;
  4114. case RG_INTIMIDATE:
  4115. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4116. short x,y;
  4117. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4118. if (target != src && !status_isdead(*target))
  4119. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4120. }
  4121. break;
  4122. case BA_FROSTJOKER:
  4123. case DC_SCREAM:
  4124. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4125. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4126. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4127. break;
  4128. case PR_LEXDIVINA:
  4129. if (src->type == BL_MOB) {
  4130. // Monsters use the default duration when casting Lex Divina
  4131. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4132. break;
  4133. }
  4134. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4135. break;
  4136. case PR_STRECOVERY:
  4137. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4138. break;
  4139. case BS_HAMMERFALL:
  4140. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4141. break;
  4142. case MER_LEXDIVINA:
  4143. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4144. break;
  4145. case WZ_WATERBALL:
  4146. {
  4147. //Get the next waterball cell to consume
  4148. struct s_skill_unit_layout *layout;
  4149. int i;
  4150. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4151. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4152. int ux = skl->x + layout->dx[i];
  4153. int uy = skl->y + layout->dy[i];
  4154. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4155. if (unit)
  4156. break;
  4157. }
  4158. }
  4159. [[fallthrough]];
  4160. case WZ_JUPITEL:
  4161. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4162. if (skl->type > 0 && !status_isdead(*target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4163. // Apply canact delay here to prevent hacks (unlimited casting)
  4164. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4165. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4166. }
  4167. if (unit && !status_isdead(*target) && !status_isdead(*src)) {
  4168. skill_delunit(unit); // Consume unit for next waterball
  4169. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4170. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4171. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4172. } else {
  4173. status_change *sc = status_get_sc(src);
  4174. if(sc) {
  4175. if(sc->getSCE(SC_SPIRIT) &&
  4176. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4177. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4178. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4179. }
  4180. }
  4181. break;
  4182. case NPC_DANCINGBLADE_ATK:
  4183. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4184. if (skl->type < 4) {
  4185. struct block_list *nbl = nullptr;
  4186. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4187. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4188. }
  4189. break;
  4190. case WL_CHAINLIGHTNING_ATK: {
  4191. #ifndef RENEWAL
  4192. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4193. #endif
  4194. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4195. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4196. { // Remaining Chains Hit
  4197. struct block_list *nbl = nullptr; // Next Target of Chain
  4198. 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.
  4199. splash_target(src), target->id); // Search for a new Target around current one...
  4200. if( nbl == nullptr )
  4201. skl->x++;
  4202. else
  4203. skl->x = 0;
  4204. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4205. }
  4206. }
  4207. break;
  4208. case WL_TETRAVORTEX_FIRE:
  4209. case WL_TETRAVORTEX_WATER:
  4210. case WL_TETRAVORTEX_WIND:
  4211. case WL_TETRAVORTEX_GROUND:
  4212. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4213. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4214. if (skl->type >= 3) { // Final Hit
  4215. if (!status_isdead(*target)) { // Final Status Effect
  4216. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4217. applyeffects[4] = { 0, 0, 0, 0 },
  4218. i, j = 0, k = 0;
  4219. for(i = 1; i <= 8; i = i + i) {
  4220. if (skl->x&i) {
  4221. applyeffects[j] = effects[k];
  4222. j++;
  4223. }
  4224. k++;
  4225. }
  4226. if (j) {
  4227. i = applyeffects[rnd()%j];
  4228. 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))));
  4229. }
  4230. }
  4231. }
  4232. break;
  4233. case NPC_REVERBERATION_ATK:
  4234. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4235. break;
  4236. case NPC_FATALMENACE:
  4237. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4238. break;
  4239. case SR_WINDMILL:
  4240. if( target->type == BL_PC ) {
  4241. map_session_data *tsd = nullptr;
  4242. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4243. pc_setsit(tsd);
  4244. skill_sit(tsd, true);
  4245. clif_sitting(tsd->bl);
  4246. }
  4247. }
  4248. break;
  4249. case SR_KNUCKLEARROW:
  4250. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4251. break;
  4252. case CH_PALMSTRIKE:
  4253. {
  4254. status_change* tsc = status_get_sc(target);
  4255. status_change* sc = status_get_sc(src);
  4256. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4257. ( sc && sc->option&OPTION_HIDE ) ){
  4258. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4259. break;
  4260. }
  4261. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4262. break;
  4263. }
  4264. // For SR_FLASHCOMBO
  4265. case SR_DRAGONCOMBO:
  4266. case SR_FALLENEMPIRE:
  4267. case SR_TIGERCANNON:
  4268. if( src->type == BL_PC ) {
  4269. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4270. break;
  4271. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4272. }
  4273. break;
  4274. case SU_SV_ROOTTWIST_ATK: {
  4275. status_change *tsc = status_get_sc(target);
  4276. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4277. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4278. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4279. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4280. }
  4281. }
  4282. break;
  4283. case NPC_PULSESTRIKE2:
  4284. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4285. break;
  4286. case ABC_DEFT_STAB:
  4287. case ABC_FRENZY_SHOT:
  4288. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4289. break;
  4290. case HVAN_EXPLOSION:
  4291. status_kill(src);
  4292. break;
  4293. default:
  4294. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4295. break;
  4296. }
  4297. }
  4298. else {
  4299. if(src->m != skl->map)
  4300. break;
  4301. switch( skl->skill_id )
  4302. {
  4303. case GN_CRAZYWEED_ATK:
  4304. {
  4305. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4306. 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);
  4307. }
  4308. [[fallthrough]];
  4309. case WL_EARTHSTRAIN:
  4310. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4311. break;
  4312. case RL_FIRE_RAIN: {
  4313. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4314. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4315. 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);
  4316. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4317. }
  4318. break;
  4319. case NPC_MAGMA_ERUPTION:
  4320. case NC_MAGMA_ERUPTION:
  4321. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4322. break;
  4323. case HN_METEOR_STORM_BUSTER: {
  4324. int16 area = 4;
  4325. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4326. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4327. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4328. return 0;
  4329. }
  4330. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4331. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4332. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4333. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4334. }
  4335. break;
  4336. case NW_HASTY_FIRE_IN_THE_HOLE:
  4337. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4338. break;
  4339. case NW_GRENADES_DROPPING: {
  4340. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4341. short tmpx = 0, tmpy = 0;
  4342. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4343. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4344. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4345. }
  4346. break;
  4347. case NW_MISSION_BOMBARD: {
  4348. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4349. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4350. short tmpx = 0, tmpy = 0;
  4351. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4352. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4353. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4354. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4355. }
  4356. break;
  4357. }
  4358. }
  4359. } while (0);
  4360. //Free skl now that it is no longer needed.
  4361. ers_free(skill_timer_ers, skl);
  4362. return 0;
  4363. }
  4364. /*==========================================
  4365. *
  4366. *------------------------------------------*/
  4367. 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)
  4368. {
  4369. int i;
  4370. struct unit_data *ud;
  4371. nullpo_retr(1, src);
  4372. if (src->prev == nullptr)
  4373. return 0;
  4374. ud = unit_bl2ud(src);
  4375. nullpo_retr(1, ud);
  4376. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4377. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4378. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4379. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4380. ud->skilltimerskill[i]->src_id = src->id;
  4381. ud->skilltimerskill[i]->target_id = target;
  4382. ud->skilltimerskill[i]->skill_id = skill_id;
  4383. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4384. ud->skilltimerskill[i]->map = src->m;
  4385. ud->skilltimerskill[i]->x = x;
  4386. ud->skilltimerskill[i]->y = y;
  4387. ud->skilltimerskill[i]->type = type;
  4388. ud->skilltimerskill[i]->flag = flag;
  4389. return 0;
  4390. }
  4391. /*==========================================
  4392. *
  4393. *------------------------------------------*/
  4394. int skill_cleartimerskill (struct block_list *src)
  4395. {
  4396. int i;
  4397. struct unit_data *ud;
  4398. nullpo_ret(src);
  4399. ud = unit_bl2ud(src);
  4400. nullpo_ret(ud);
  4401. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4402. if(ud->skilltimerskill[i]) {
  4403. switch(ud->skilltimerskill[i]->skill_id) {
  4404. case WL_TETRAVORTEX_FIRE:
  4405. case WL_TETRAVORTEX_WATER:
  4406. case WL_TETRAVORTEX_WIND:
  4407. case WL_TETRAVORTEX_GROUND:
  4408. // For SR_FLASHCOMBO
  4409. case SR_DRAGONCOMBO:
  4410. case SR_FALLENEMPIRE:
  4411. case SR_TIGERCANNON:
  4412. if (src->type != BL_PC)
  4413. break;
  4414. continue;
  4415. }
  4416. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4417. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4418. ud->skilltimerskill[i]=nullptr;
  4419. }
  4420. }
  4421. return 1;
  4422. }
  4423. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4424. skill_unit *su = (skill_unit*)bl;
  4425. nullpo_ret(su);
  4426. if (bl->type != BL_SKILL)
  4427. return 0;
  4428. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4429. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4430. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4431. su->limit = DIFF_TICK(gettick(), sg->tick);
  4432. sg->unit_id = UNT_USED_TRAPS;
  4433. }
  4434. return 1;
  4435. }
  4436. /**
  4437. * Reveal hidden trap
  4438. **/
  4439. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4440. {
  4441. TBL_SKILL *su = (TBL_SKILL*)bl;
  4442. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4443. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4444. //clif_changetraplook(bl, su->group->unit_id);
  4445. su->hidden = false;
  4446. skill_getareachar_skillunit_visibilty(su, AREA);
  4447. return 1;
  4448. }
  4449. return 0;
  4450. }
  4451. /**
  4452. * Attempt to reveal trap in area
  4453. * @param src Skill caster
  4454. * @param range Affected range
  4455. * @param x
  4456. * @param y
  4457. * TODO: Remove hardcode usages for this function
  4458. **/
  4459. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4460. if (!battle_config.traps_setting)
  4461. return;
  4462. nullpo_retv(src);
  4463. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4464. }
  4465. /*========================================== [Playtester]
  4466. * Process tarot card's effects
  4467. * @param src: Source of the tarot card effect
  4468. * @param target: Target of the tartor card effect
  4469. * @param skill_id: ID of the skill used
  4470. * @param skill_lv: Level of the skill used
  4471. * @param tick: Processing tick time
  4472. * @return Card number
  4473. *------------------------------------------*/
  4474. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4475. {
  4476. int card = 0;
  4477. if (battle_config.tarotcard_equal_chance) {
  4478. //eAthena equal chances
  4479. card = rnd() % 14 + 1;
  4480. }
  4481. else {
  4482. //Official chances
  4483. int rate = rnd() % 100;
  4484. if (rate < 10) card = 1; // THE FOOL
  4485. else if (rate < 20) card = 2; // THE MAGICIAN
  4486. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4487. else if (rate < 37) card = 4; // THE CHARIOT
  4488. else if (rate < 47) card = 5; // STRENGTH
  4489. else if (rate < 62) card = 6; // THE LOVERS
  4490. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4491. else if (rate < 69) card = 8; // THE HANGED MAN
  4492. else if (rate < 74) card = 9; // DEATH
  4493. else if (rate < 82) card = 10; // TEMPERANCE
  4494. else if (rate < 83) card = 11; // THE DEVIL
  4495. else if (rate < 85) card = 12; // THE TOWER
  4496. else if (rate < 90) card = 13; // THE STAR
  4497. else card = 14; // THE SUN
  4498. }
  4499. switch (card) {
  4500. case 1: // THE FOOL - heals SP to 0
  4501. {
  4502. status_percent_damage(src, target, 0, 100, false);
  4503. break;
  4504. }
  4505. case 2: // THE MAGICIAN - matk halved
  4506. {
  4507. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4508. break;
  4509. }
  4510. case 3: // THE HIGH PRIESTESS - all buffs removed
  4511. {
  4512. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4513. break;
  4514. }
  4515. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4516. {
  4517. battle_fix_damage(src, target, 1000, 0, skill_id);
  4518. clif_damage(*src, *target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4519. if (!status_isdead(*target))
  4520. {
  4521. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4522. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4523. }
  4524. break;
  4525. }
  4526. case 5: // STRENGTH - atk halved
  4527. {
  4528. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4529. break;
  4530. }
  4531. case 6: // THE LOVERS - 2000HP heal, random teleported
  4532. {
  4533. status_heal(target, 2000, 0, 0);
  4534. if (!map_flag_vs(target->m))
  4535. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4536. break;
  4537. }
  4538. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4539. {
  4540. // Recursive call
  4541. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4542. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4543. break;
  4544. }
  4545. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4546. {
  4547. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4548. uint8 rand_eff = rnd() % 3;
  4549. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4550. if (sc[rand_eff] == SC_STONEWAIT)
  4551. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4552. else
  4553. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4554. break;
  4555. }
  4556. case 9: // DEATH - curse, coma and poison
  4557. {
  4558. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4559. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4560. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4561. break;
  4562. }
  4563. case 10: // TEMPERANCE - confusion
  4564. {
  4565. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4566. break;
  4567. }
  4568. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4569. {
  4570. battle_fix_damage(src, target, 6666, 0, skill_id);
  4571. clif_damage(*src, *target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4572. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4573. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4574. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4575. break;
  4576. }
  4577. case 12: // THE TOWER - 4444 damage
  4578. {
  4579. battle_fix_damage(src, target, 4444, 0, skill_id);
  4580. clif_damage(*src, *target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4581. break;
  4582. }
  4583. case 13: // THE STAR - stun
  4584. {
  4585. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4586. break;
  4587. }
  4588. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4589. {
  4590. #ifdef RENEWAL
  4591. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4592. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4593. #endif
  4594. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4595. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4596. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4597. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4598. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4599. return 14; //To make sure a valid number is returned
  4600. }
  4601. }
  4602. return card;
  4603. }
  4604. /*==========================================
  4605. *
  4606. *
  4607. *------------------------------------------*/
  4608. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4609. {
  4610. map_session_data *sd = nullptr;
  4611. status_change *sc, *tsc;
  4612. if (skill_id > 0 && !skill_lv) return 0;
  4613. nullpo_retr(1, src);
  4614. nullpo_retr(1, bl);
  4615. if (src->m != bl->m)
  4616. return 1;
  4617. if (bl->prev == nullptr)
  4618. return 1;
  4619. sd = BL_CAST(BL_PC, src);
  4620. if (status_isdead(*bl))
  4621. return 1;
  4622. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4623. { //GTB makes all targetted magic display miss with a single bolt.
  4624. sc_type sct = skill_get_sc(skill_id);
  4625. if(sct != SC_NONE)
  4626. status_change_end(bl, sct);
  4627. 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));
  4628. return 1;
  4629. }
  4630. sc = status_get_sc(src);
  4631. tsc = status_get_sc(bl);
  4632. if (sc && !sc->count)
  4633. sc = nullptr; //Unneeded
  4634. if (tsc && !tsc->count)
  4635. tsc = nullptr;
  4636. status_data* tstatus = status_get_status_data(*bl);
  4637. map_freeblock_lock();
  4638. switch(skill_id) {
  4639. case MER_CRASH:
  4640. case SM_BASH:
  4641. case MS_BASH:
  4642. case MC_MAMMONITE:
  4643. case TF_DOUBLE:
  4644. case AC_DOUBLE:
  4645. case MA_DOUBLE:
  4646. case AS_SONICBLOW:
  4647. case KN_PIERCE:
  4648. case ML_PIERCE:
  4649. case KN_SPEARBOOMERANG:
  4650. case TF_POISON:
  4651. case TF_SPRINKLESAND:
  4652. case AC_CHARGEARROW:
  4653. case MA_CHARGEARROW:
  4654. case RG_INTIMIDATE:
  4655. case AM_ACIDTERROR:
  4656. case BA_MUSICALSTRIKE:
  4657. case DC_THROWARROW:
  4658. case BA_DISSONANCE:
  4659. case CR_HOLYCROSS:
  4660. case NPC_DARKCROSS:
  4661. case CR_SHIELDCHARGE:
  4662. case CR_SHIELDBOOMERANG:
  4663. case NPC_PIERCINGATT:
  4664. case NPC_MENTALBREAKER:
  4665. case NPC_RANGEATTACK:
  4666. case NPC_CRITICALSLASH:
  4667. case NPC_COMBOATTACK:
  4668. case NPC_GUIDEDATTACK:
  4669. case NPC_POISON:
  4670. case NPC_RANDOMATTACK:
  4671. case NPC_WATERATTACK:
  4672. case NPC_GROUNDATTACK:
  4673. case NPC_FIREATTACK:
  4674. case NPC_WINDATTACK:
  4675. case NPC_POISONATTACK:
  4676. case NPC_HOLYATTACK:
  4677. case NPC_DARKNESSATTACK:
  4678. case NPC_TELEKINESISATTACK:
  4679. case NPC_UNDEADATTACK:
  4680. case NPC_CHANGEUNDEAD:
  4681. case NPC_ARMORBRAKE:
  4682. case NPC_HELMBRAKE:
  4683. case NPC_SHIELDBRAKE:
  4684. case NPC_BLINDATTACK:
  4685. case NPC_SILENCEATTACK:
  4686. case NPC_STUNATTACK:
  4687. case NPC_PETRIFYATTACK:
  4688. case NPC_CURSEATTACK:
  4689. case NPC_SLEEPATTACK:
  4690. #ifdef RENEWAL
  4691. case CR_ACIDDEMONSTRATION:
  4692. #endif
  4693. case LK_AURABLADE:
  4694. case LK_SPIRALPIERCE:
  4695. case ML_SPIRALPIERCE:
  4696. case CG_ARROWVULCAN:
  4697. case HW_MAGICCRASHER:
  4698. case ITM_TOMAHAWK:
  4699. case CH_CHAINCRUSH:
  4700. case CH_TIGERFIST:
  4701. case PA_SHIELDCHAIN: // Shield Chain
  4702. case PA_SACRIFICE:
  4703. case WS_CARTTERMINATION: // Cart Termination
  4704. case AS_VENOMKNIFE:
  4705. case HT_PHANTASMIC:
  4706. case TK_DOWNKICK:
  4707. case TK_COUNTER:
  4708. case GS_CHAINACTION:
  4709. case GS_TRIPLEACTION:
  4710. #ifndef RENEWAL
  4711. case GS_MAGICALBULLET:
  4712. #endif
  4713. case GS_TRACKING:
  4714. case GS_PIERCINGSHOT:
  4715. case GS_RAPIDSHOWER:
  4716. case GS_DUST:
  4717. case GS_DISARM: // Added disarm. [Reddozen]
  4718. case GS_FULLBUSTER:
  4719. case NJ_SYURIKEN:
  4720. case NJ_KUNAI:
  4721. case ASC_BREAKER:
  4722. case HFLI_MOON: //[orn]
  4723. case HFLI_SBR44: //[orn]
  4724. case NPC_BLEEDING:
  4725. case NPC_BLEEDING2:
  4726. case NPC_CRITICALWOUND:
  4727. case NPC_HELLPOWER:
  4728. case RK_SONICWAVE:
  4729. case AB_DUPLELIGHT_MELEE:
  4730. case RA_AIMEDBOLT:
  4731. case NC_BOOSTKNUCKLE:
  4732. case NC_PILEBUNKER:
  4733. case NC_AXEBOOMERANG:
  4734. case NC_POWERSWING:
  4735. case NPC_MAGMA_ERUPTION:
  4736. case NC_MAGMA_ERUPTION:
  4737. case GC_WEAPONCRUSH:
  4738. case GC_VENOMPRESSURE:
  4739. case SC_TRIANGLESHOT:
  4740. case SC_FEINTBOMB:
  4741. case LG_BANISHINGPOINT:
  4742. case LG_SHIELDPRESS:
  4743. case LG_RAGEBURST:
  4744. case LG_HESPERUSLIT:
  4745. case SR_DRAGONCOMBO:
  4746. case SR_FALLENEMPIRE:
  4747. case SR_CRESCENTELBOW_AUTOSPELL:
  4748. case SR_GATEOFHELL:
  4749. case SR_GENTLETOUCH_QUIET:
  4750. case WM_SEVERE_RAINSTORM_MELEE:
  4751. case WM_GREAT_ECHO:
  4752. case GN_SLINGITEM_RANGEMELEEATK:
  4753. case KO_SETSUDAN:
  4754. case RL_MASS_SPIRAL:
  4755. case RL_BANISHING_BUSTER:
  4756. case RL_SLUGSHOT:
  4757. case RL_AM_BLAST:
  4758. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4759. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4760. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4761. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4762. case ABC_CHAIN_REACTION_SHOT_ATK:
  4763. case ABR_BATTLE_BUSTER:
  4764. case ABR_DUAL_CANNON_FIRE:
  4765. case ABR_INFINITY_BUSTER:
  4766. case MT_TRIPLE_LASER:
  4767. case NW_MISSION_BOMBARD:
  4768. case NW_HASTY_FIRE_IN_THE_HOLE:
  4769. case NW_BASIC_GRENADE:
  4770. case NW_WILD_FIRE:
  4771. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4772. break;
  4773. case DK_DRAGONIC_AURA:
  4774. case DK_STORMSLASH:
  4775. case CD_EFFLIGO:
  4776. case ABC_FRENZY_SHOT:
  4777. case WH_HAWKRUSH:
  4778. case WH_HAWKBOOMERANG:
  4779. case TR_ROSEBLOSSOM:
  4780. case TR_RHYTHMSHOOTING:
  4781. case HN_MEGA_SONIC_BLOW:
  4782. case HN_SPIRAL_PIERCE_MAX:
  4783. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4784. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4785. if (skill_id == DK_DRAGONIC_AURA)
  4786. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4787. break;
  4788. case SHC_ETERNAL_SLASH:
  4789. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4790. 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));
  4791. else
  4792. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4793. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4794. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4795. break;
  4796. case SHC_SHADOW_STAB:
  4797. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4798. flag |= SKILL_ALTDMG_FLAG;
  4799. status_change_end(src, SC_CLOAKING);
  4800. status_change_end(src, SC_CLOAKINGEXCEED);
  4801. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4802. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4803. break;
  4804. case WH_CRESCIVE_BOLT:
  4805. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4806. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4807. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4808. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4809. else
  4810. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4811. break;
  4812. case ABC_UNLUCKY_RUSH:
  4813. // Jump to the target before attacking.
  4814. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4815. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4816. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4817. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4818. break;
  4819. case MO_TRIPLEATTACK:
  4820. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4821. break;
  4822. case LK_HEADCRUSH:
  4823. if (status_get_class_(bl) == CLASS_BOSS) {
  4824. if (sd)
  4825. clif_skill_fail( *sd, skill_id );
  4826. break;
  4827. }
  4828. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4829. break;
  4830. case LK_JOINTBEAT:
  4831. flag = 1 << rnd() % 6;
  4832. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4833. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4834. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4835. 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);
  4836. break;
  4837. case MO_COMBOFINISH:
  4838. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4839. { //Becomes a splash attack when Soul Linked.
  4840. map_foreachinshootrange(skill_area_sub, bl,
  4841. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4842. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4843. skill_castend_damage_id);
  4844. } else
  4845. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4846. break;
  4847. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4848. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  4849. skill_area_temp[1] = 0;
  4850. map_foreachinshootrange(skill_attack_area, src,
  4851. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4852. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4853. break;
  4854. case KN_CHARGEATK:
  4855. {
  4856. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4857. #ifdef RENEWAL
  4858. int dist = skill_get_blewcount(skill_id, skill_lv);
  4859. #else
  4860. unsigned int dist = distance_bl(src, bl);
  4861. #endif
  4862. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4863. // teleport to target (if not on WoE grounds)
  4864. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4865. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4866. // cause damage and knockback if the path to target was a straight one
  4867. if (path) {
  4868. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4869. #ifdef RENEWAL
  4870. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4871. dist += 2; // Knockback is 4 on PvP maps
  4872. #endif
  4873. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4874. }
  4875. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4876. // make the caster look in the direction of the target
  4877. unit_setdir(src, (dir+4)%8);
  4878. }
  4879. }
  4880. break;
  4881. case NC_FLAMELAUNCHER:
  4882. skill_area_temp[1] = bl->id;
  4883. if (battle_config.skill_eightpath_algorithm) {
  4884. //Use official AoE algorithm
  4885. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4886. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4887. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4888. } else {
  4889. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4890. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4891. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4892. }
  4893. break;
  4894. #ifndef RENEWAL
  4895. case SN_SHARPSHOOTING:
  4896. flag |= 2; // Flag for specific mob damage formula
  4897. [[fallthrough]];
  4898. #endif
  4899. case MA_SHARPSHOOTING:
  4900. case NJ_KAMAITACHI:
  4901. case NPC_DARKPIERCING:
  4902. case NPC_ACIDBREATH:
  4903. case NPC_DARKNESSBREATH:
  4904. case NPC_FIREBREATH:
  4905. case NPC_ICEBREATH:
  4906. case NPC_ICEBREATH2:
  4907. case NPC_THUNDERBREATH:
  4908. case AG_STORM_CANNON:
  4909. case AG_CRIMSON_ARROW:
  4910. skill_area_temp[1] = bl->id;
  4911. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4912. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4913. if (battle_config.skill_eightpath_algorithm) {
  4914. //Use official AoE algorithm
  4915. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4916. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4917. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4918. #ifndef RENEWAL
  4919. if (skill_id == SN_SHARPSHOOTING)
  4920. flag &= ~2; // Only targets in the splash area are affected
  4921. #endif
  4922. //These skills hit at least the target if the AoE doesn't hit
  4923. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4924. }
  4925. } else {
  4926. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4927. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4928. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4929. }
  4930. if (skill_id == AG_CRIMSON_ARROW)
  4931. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4932. break;
  4933. case MO_INVESTIGATE:
  4934. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4935. status_change_end(src, SC_BLADESTOP);
  4936. break;
  4937. case RG_BACKSTAP:
  4938. {
  4939. if (!check_distance_bl(src, bl, 0)) {
  4940. #ifdef RENEWAL
  4941. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4942. short x, y;
  4943. if (dir > 0 && dir < 4)
  4944. x = -1;
  4945. else if (dir > 4)
  4946. x = 1;
  4947. else
  4948. x = 0;
  4949. if (dir > 2 && dir < 6)
  4950. y = -1;
  4951. else if (dir == 7 || dir < 2)
  4952. y = 1;
  4953. else
  4954. y = 0;
  4955. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4956. #else
  4957. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4958. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4959. #endif
  4960. status_change_end(src, SC_HIDING);
  4961. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4962. unit_setdir(bl,dir);
  4963. #ifdef RENEWAL
  4964. clif_blown(src);
  4965. #endif
  4966. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4967. }
  4968. else if (sd)
  4969. clif_skill_fail( *sd, skill_id );
  4970. }
  4971. }
  4972. break;
  4973. case MO_FINGEROFFENSIVE:
  4974. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4975. if (battle_config.finger_offensive_type && sd) {
  4976. for (int i = 1; i < sd->spiritball_old; i++)
  4977. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4978. }
  4979. status_change_end(src, SC_BLADESTOP);
  4980. break;
  4981. case MO_CHAINCOMBO:
  4982. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4983. status_change_end(src, SC_BLADESTOP);
  4984. break;
  4985. #ifndef RENEWAL
  4986. case NJ_ISSEN:
  4987. #endif
  4988. case MO_EXTREMITYFIST:
  4989. {
  4990. struct block_list *mbl = bl; // For NJ_ISSEN
  4991. short x, y, i = 2; // Move 2 cells (From target)
  4992. short dir = map_calc_dir(src,bl->x,bl->y);
  4993. #ifdef RENEWAL
  4994. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4995. flag |= 1; // Give +100% damage increase
  4996. #endif
  4997. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4998. if (skill_id == MO_EXTREMITYFIST) {
  4999. status_set_sp(src, 0, 0);
  5000. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5001. status_change_end(src, SC_EXPLOSIONSPIRITS);
  5002. status_change_end(src, SC_BLADESTOP);
  5003. } else {
  5004. status_set_hp(src, 1, 0);
  5005. status_change_end(src, SC_NEN);
  5006. status_change_end(src, SC_HIDING);
  5007. }
  5008. if (skill_id == MO_EXTREMITYFIST) {
  5009. mbl = src; // For MO_EXTREMITYFIST
  5010. i = 3; // Move 3 cells (From caster)
  5011. }
  5012. if (dir > 0 && dir < 4)
  5013. x = -i;
  5014. else if (dir > 4)
  5015. x = i;
  5016. else
  5017. x = 0;
  5018. if (dir > 2 && dir < 6)
  5019. y = -i;
  5020. else if (dir == 7 || dir < 2)
  5021. y = i;
  5022. else
  5023. y = 0;
  5024. // Ashura Strike still has slide effect in GVG
  5025. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5026. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5027. clif_blown(src);
  5028. clif_spiritball(src);
  5029. }
  5030. }
  5031. break;
  5032. case HT_POWER:
  5033. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5034. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5035. break;
  5036. case SU_PICKYPECK:
  5037. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5038. [[fallthrough]];
  5039. case SU_BITE:
  5040. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5041. break;
  5042. case SU_SVG_SPIRIT:
  5043. skill_area_temp[1] = bl->id;
  5044. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5045. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5046. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5047. break;
  5048. //Splash attack skills.
  5049. case AS_GRIMTOOTH:
  5050. case MC_CARTREVOLUTION:
  5051. case NPC_SPLASHATTACK:
  5052. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5053. [[fallthrough]];
  5054. case AS_SPLASHER:
  5055. case HT_BLITZBEAT:
  5056. case AC_SHOWER:
  5057. case MA_SHOWER:
  5058. case MG_NAPALMBEAT:
  5059. case MG_FIREBALL:
  5060. case RG_RAID:
  5061. #ifdef RENEWAL
  5062. case SN_SHARPSHOOTING:
  5063. #endif
  5064. case HW_NAPALMVULCAN:
  5065. case NJ_HUUMA:
  5066. case ASC_METEORASSAULT:
  5067. case GS_SPREADATTACK:
  5068. case NPC_PULSESTRIKE:
  5069. case NPC_PULSESTRIKE2:
  5070. case NPC_HELLJUDGEMENT:
  5071. case NPC_HELLJUDGEMENT2:
  5072. case NPC_VAMPIRE_GIFT:
  5073. case NPC_MAXPAIN_ATK:
  5074. case NPC_JACKFROST:
  5075. case NPC_REVERBERATION_ATK:
  5076. case NPC_ARROWSTORM:
  5077. case NPC_KILLING_AURA:
  5078. case NPC_IGNITIONBREAK:
  5079. case RK_IGNITIONBREAK:
  5080. case RK_HUNDREDSPEAR:
  5081. case AB_JUDEX:
  5082. case AB_ADORAMUS:
  5083. case WL_SOULEXPANSION:
  5084. case WL_CRIMSONROCK:
  5085. case WL_JACKFROST:
  5086. case RA_ARROWSTORM:
  5087. case RA_WUGDASH:
  5088. case NC_VULCANARM:
  5089. case NC_COLDSLOWER:
  5090. case NC_SELFDESTRUCTION:
  5091. case NC_AXETORNADO:
  5092. case GC_ROLLINGCUTTER:
  5093. case GC_COUNTERSLASH:
  5094. case LG_CANNONSPEAR:
  5095. case LG_OVERBRAND:
  5096. case LG_MOONSLASHER:
  5097. case LG_RAYOFGENESIS:
  5098. case NPC_RAYOFGENESIS:
  5099. case LG_EARTHDRIVE:
  5100. case SR_RAMPAGEBLASTER:
  5101. case SR_SKYNETBLOW:
  5102. case SR_WINDMILL:
  5103. case SR_RIDEINLIGHTNING:
  5104. case SO_VARETYR_SPEAR:
  5105. case SO_POISON_BUSTER:
  5106. case GN_CART_TORNADO:
  5107. case GN_CARTCANNON:
  5108. case GN_SPORE_EXPLOSION:
  5109. case GN_DEMONIC_FIRE:
  5110. case GN_FIRE_EXPANSION_ACID:
  5111. case GN_HELLS_PLANT_ATK:
  5112. case KO_HAPPOKUNAI:
  5113. case KO_HUUMARANKA:
  5114. case KO_MUCHANAGE:
  5115. case KO_BAKURETSU:
  5116. case GN_ILLUSIONDOPING:
  5117. case RL_FIREDANCE:
  5118. case RL_S_STORM:
  5119. case RL_R_TRIP:
  5120. case MH_XENO_SLASHER:
  5121. case MH_HEILIGE_PFERD:
  5122. case MH_THE_ONE_FIGHTER_RISES:
  5123. case NC_ARMSCANNON:
  5124. case SU_SCRATCH:
  5125. case SU_LUNATICCARROTBEAT:
  5126. case SU_LUNATICCARROTBEAT2:
  5127. case SJ_FULLMOONKICK:
  5128. case SJ_NEWMOONKICK:
  5129. case SJ_SOLARBURST:
  5130. case SJ_PROMINENCEKICK:
  5131. case SJ_STAREMPEROR:
  5132. case SJ_FALLINGSTAR_ATK2:
  5133. case SP_CURSEEXPLOSION:
  5134. case SP_SHA:
  5135. case SP_SWHOO:
  5136. case DK_SERVANTWEAPON_ATK:
  5137. case DK_SERVANT_W_PHANTOM:
  5138. case DK_SERVANT_W_DEMOL:
  5139. case DK_MADNESS_CRUSHER:
  5140. case DK_HACKANDSLASHER:
  5141. case DK_DRAGONIC_BREATH:
  5142. case AG_CRIMSON_ARROW_ATK:
  5143. case AG_DESTRUCTIVE_HURRICANE:
  5144. case AG_SOUL_VC_STRIKE:
  5145. case AG_CRYSTAL_IMPACT:
  5146. case AG_CRYSTAL_IMPACT_ATK:
  5147. case AG_ROCK_DOWN:
  5148. case AG_FROZEN_SLASH:
  5149. case IQ_OLEUM_SANCTUM:
  5150. case IQ_MASSIVE_F_BLASTER:
  5151. case IQ_EXPOSION_BLASTER:
  5152. case IQ_FIRST_BRAND:
  5153. case IQ_SECOND_FLAME:
  5154. case IQ_SECOND_FAITH:
  5155. case IQ_SECOND_JUDGEMENT:
  5156. case IQ_THIRD_PUNISH:
  5157. case IQ_THIRD_FLAME_BOMB:
  5158. case IQ_THIRD_CONSECRATION:
  5159. case IG_OVERSLASH:
  5160. case CD_ARBITRIUM_ATK:
  5161. case CD_PETITIO:
  5162. case CD_FRAMEN:
  5163. case SHC_DANCING_KNIFE:
  5164. case SHC_SAVAGE_IMPACT:
  5165. case SHC_IMPACT_CRATER:
  5166. case SHC_FATAL_SHADOW_CROW:
  5167. case MT_AXE_STOMP:
  5168. case MT_MIGHTY_SMASH:
  5169. case MT_RUSH_QUAKE:
  5170. case MT_A_MACHINE:
  5171. case MT_SPARK_BLASTER:
  5172. case ABC_ABYSS_DAGGER:
  5173. case ABC_CHAIN_REACTION_SHOT:
  5174. case ABC_DEFT_STAB:
  5175. case WH_GALESTORM:
  5176. case BO_ACIDIFIED_ZONE_WATER:
  5177. case BO_ACIDIFIED_ZONE_GROUND:
  5178. case BO_ACIDIFIED_ZONE_WIND:
  5179. case BO_ACIDIFIED_ZONE_FIRE:
  5180. case TR_ROSEBLOSSOM_ATK:
  5181. case ABC_FROM_THE_ABYSS_ATK:
  5182. case EM_ELEMENTAL_BUSTER_FIRE:
  5183. case EM_ELEMENTAL_BUSTER_WATER:
  5184. case EM_ELEMENTAL_BUSTER_WIND:
  5185. case EM_ELEMENTAL_BUSTER_GROUND:
  5186. case EM_ELEMENTAL_BUSTER_POISON:
  5187. case EM_EL_FLAMEROCK:
  5188. case EM_EL_AGE_OF_ICE:
  5189. case EM_EL_STORM_WIND:
  5190. case EM_EL_AVALANCHE:
  5191. case EM_EL_DEADLY_POISON:
  5192. case BO_EXPLOSIVE_POWDER:
  5193. case BO_MAYHEMIC_THORNS:
  5194. case NPC_WIDECRITICALWOUND:
  5195. case IG_SHIELD_SHOOTING:
  5196. case TR_METALIC_FURY:
  5197. case IG_GRAND_JUDGEMENT:
  5198. case HN_JUPITEL_THUNDER_STORM:
  5199. if( flag&1 ) {//Recursive invocation
  5200. int sflag = skill_area_temp[0] & 0xFFF;
  5201. int heal = 0;
  5202. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5203. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5204. break; // Under Hovering characters are immune to select trap and ground target skills.
  5205. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5206. break; // No damage should happen if the target is on Land Protector
  5207. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5208. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5209. break;
  5210. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5211. if (skill_id == ABC_DEFT_STAB && flag&2)
  5212. sflag |= 2;
  5213. if( flag&SD_LEVEL )
  5214. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5215. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5216. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5217. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5218. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5219. break;
  5220. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5221. switch (skill_id) {
  5222. case NPC_VAMPIRE_GIFT:
  5223. if (heal > 0) {
  5224. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5225. status_heal(src, heal, 0, 0);
  5226. }
  5227. break;
  5228. #ifdef RENEWAL
  5229. case SN_SHARPSHOOTING:
  5230. status_change_end(src, SC_CAMOUFLAGE);
  5231. break;
  5232. #endif
  5233. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5234. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5235. break;
  5236. }
  5237. } else {
  5238. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5239. skill_area_temp[0] = 0;
  5240. skill_area_temp[1] = bl->id;
  5241. skill_area_temp[2] = 0;
  5242. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5243. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5244. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5245. break;
  5246. }
  5247. if (skill_id == SP_SWHOO)
  5248. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5249. switch ( skill_id ) {
  5250. case LG_EARTHDRIVE:
  5251. case GN_CARTCANNON:
  5252. case SU_SCRATCH:
  5253. case BO_MAYHEMIC_THORNS:
  5254. case DK_DRAGONIC_BREATH:
  5255. case DK_HACKANDSLASHER:
  5256. case MT_SPARK_BLASTER:
  5257. case HN_JUPITEL_THUNDER_STORM:
  5258. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5259. break;
  5260. #ifdef RENEWAL
  5261. case NJ_HUUMA:
  5262. #endif
  5263. case LG_MOONSLASHER:
  5264. case MH_XENO_SLASHER:
  5265. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5266. break;
  5267. case NPC_REVERBERATION_ATK:
  5268. case NC_ARMSCANNON:
  5269. skill_area_temp[1] = 0;
  5270. starget = splash_target(src);
  5271. break;
  5272. case WL_CRIMSONROCK:
  5273. skill_area_temp[4] = bl->x;
  5274. skill_area_temp[5] = bl->y;
  5275. break;
  5276. case SU_LUNATICCARROTBEAT:
  5277. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5278. skill_id = SU_LUNATICCARROTBEAT2;
  5279. break;
  5280. case DK_SERVANT_W_PHANTOM:
  5281. // Jump to the target before attacking.
  5282. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5283. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5284. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation on servants.
  5285. break;
  5286. case SHC_SAVAGE_IMPACT: {
  5287. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5288. skill_area_temp[0] = 2;
  5289. status_change_end( src, SC_CLOAKINGEXCEED );
  5290. }
  5291. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5292. if (bl->x != src->x || bl->y != src->y)
  5293. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5294. // Move the player 1 cell near the target, between the target and the player
  5295. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5296. clif_blown(src);
  5297. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5298. break;
  5299. }
  5300. case SHC_FATAL_SHADOW_CROW: {
  5301. uint8 dir = DIR_NORTHEAST;
  5302. if (bl->x != src->x || bl->y != src->y)
  5303. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5304. // Move the player 1 cell near the target, between the target and the player
  5305. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5306. clif_blown(src);
  5307. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation
  5308. break;
  5309. }
  5310. case AG_CRYSTAL_IMPACT_ATK:
  5311. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5312. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5313. break;
  5314. case AG_ROCK_DOWN:
  5315. case IQ_FIRST_BRAND:
  5316. case IQ_SECOND_FLAME:
  5317. case IQ_SECOND_FAITH:
  5318. case IQ_SECOND_JUDGEMENT:
  5319. case CD_PETITIO:
  5320. case CD_FRAMEN:
  5321. case ABC_DEFT_STAB:
  5322. case EM_EL_FLAMEROCK:
  5323. case EM_EL_AGE_OF_ICE:
  5324. case EM_EL_STORM_WIND:
  5325. case EM_EL_AVALANCHE:
  5326. case EM_EL_DEADLY_POISON:
  5327. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5328. break;
  5329. case ABC_CHAIN_REACTION_SHOT:
  5330. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5331. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5332. break;
  5333. case IQ_THIRD_PUNISH:
  5334. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5335. if (sd) {
  5336. uint8 limit = 5;
  5337. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5338. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5339. for (uint8 i = 0; i < limit; i++)
  5340. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5341. }
  5342. break;
  5343. case IQ_THIRD_FLAME_BOMB:
  5344. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5345. if (sd && sd->spiritball / 5 > 1)
  5346. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5347. break;
  5348. case IQ_THIRD_CONSECRATION:
  5349. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5350. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5351. break;
  5352. case IG_OVERSLASH:
  5353. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5354. 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);
  5355. break;
  5356. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5357. 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)
  5358. status_heal(src, 0, 0, 10, 0);
  5359. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5360. break;
  5361. case BO_ACIDIFIED_ZONE_WATER:
  5362. case BO_ACIDIFIED_ZONE_GROUND:
  5363. case BO_ACIDIFIED_ZONE_WIND:
  5364. case BO_ACIDIFIED_ZONE_FIRE:
  5365. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5366. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5367. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5368. break;
  5369. case MT_RUSH_QUAKE:
  5370. // Jump to the target before attacking.
  5371. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5372. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5373. }
  5374. clif_skill_nodamage( src, *bl, skill_id, skill_lv); // Trigger animation
  5375. clif_blown( src );
  5376. // TODO: does this buff start before or after dealing damage? [Muh]
  5377. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5378. break;
  5379. case IG_SHIELD_SHOOTING:
  5380. case IG_GRAND_JUDGEMENT:
  5381. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5382. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5383. break;
  5384. }
  5385. // if skill damage should be split among targets, count them
  5386. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5387. //special case: Venom Splasher uses a different range for searching than for splashing
  5388. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5389. 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);
  5390. // recursive invocation of skill_castend_damage_id() with flag|1
  5391. 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);
  5392. if (skill_id == RA_ARROWSTORM)
  5393. status_change_end(src, SC_CAMOUFLAGE);
  5394. if( skill_id == AS_SPLASHER ) {
  5395. map_freeblock_unlock(); // Don't consume a second gemstone.
  5396. return 0;
  5397. }
  5398. }
  5399. break;
  5400. case NW_THE_VIGILANTE_AT_NIGHT:
  5401. if (flag & 1)
  5402. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5403. break;
  5404. case NW_SPIRAL_SHOOTING:
  5405. if (flag & 1) {
  5406. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5407. } else {
  5408. int splash = skill_get_splash(skill_id, skill_lv);
  5409. if (sd && sd->weapontype1 == W_GRENADE)
  5410. splash += 2;
  5411. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5412. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5413. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5414. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5415. }
  5416. break;
  5417. //Place units around target
  5418. case NJ_BAKUENRYU:
  5419. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5420. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5421. break;
  5422. case SM_MAGNUM:
  5423. case MS_MAGNUM:
  5424. if( flag&1 ) {
  5425. // For players, damage depends on distance, so add it to flag if it is > 1
  5426. // Cannot hit hidden targets
  5427. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5428. }
  5429. break;
  5430. #ifdef RENEWAL
  5431. case KN_BRANDISHSPEAR:
  5432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5433. break;
  5434. #else
  5435. case KN_BRANDISHSPEAR:
  5436. #endif
  5437. case ML_BRANDISH:
  5438. //Coded apart for it needs the flag passed to the damage calculation.
  5439. if (skill_area_temp[1] != bl->id)
  5440. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5441. else
  5442. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5443. break;
  5444. #ifdef RENEWAL
  5445. case KN_BOWLINGBASH:
  5446. if (flag & 1) {
  5447. 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]);
  5448. } else {
  5449. 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);
  5450. 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);
  5451. }
  5452. break;
  5453. #else
  5454. case KN_BOWLINGBASH:
  5455. #endif
  5456. case MS_BOWLINGBASH:
  5457. {
  5458. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5459. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5460. c = (skill_lv-(flag&0xFFF)+1)/2;
  5461. // Determine the Bowling Bash area depending on configuration
  5462. if (battle_config.bowling_bash_area == 0) {
  5463. // Gutter line system
  5464. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5465. if(min_x < 0) min_x = 0;
  5466. max_x = min_x + 39;
  5467. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5468. if(min_y < 0) min_y = 0;
  5469. max_y = min_y + 39;
  5470. } else if (battle_config.bowling_bash_area == 1) {
  5471. // Gutter line system without demi gutter bug
  5472. min_x = src->x - (src->x)%40;
  5473. max_x = min_x + 39;
  5474. min_y = src->y - (src->y)%40;
  5475. max_y = min_y + 39;
  5476. } else {
  5477. // Area around caster
  5478. min_x = src->x - battle_config.bowling_bash_area;
  5479. max_x = src->x + battle_config.bowling_bash_area;
  5480. min_y = src->y - battle_config.bowling_bash_area;
  5481. max_y = src->y + battle_config.bowling_bash_area;
  5482. }
  5483. // Initialization, break checks, direction
  5484. if((flag&0xFFF) > 0) {
  5485. // Ignore monsters outside area
  5486. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5487. break;
  5488. // Ignore monsters already in list
  5489. if(idb_exists(bowling_db, bl->id))
  5490. break;
  5491. // Random direction
  5492. dir = rnd()%8;
  5493. } else {
  5494. // Create an empty list of already hit targets
  5495. db_clear(bowling_db);
  5496. // Direction is walkpath
  5497. dir = (unit_getdir(src)+4)%8;
  5498. }
  5499. // Add current target to the list of already hit targets
  5500. idb_put(bowling_db, bl->id, bl);
  5501. // Keep moving target in direction square by square
  5502. tx = bl->x;
  5503. ty = bl->y;
  5504. for(i=0;i<c;i++) {
  5505. // Target coordinates (get changed even if knockback fails)
  5506. tx -= dirx[dir];
  5507. ty -= diry[dir];
  5508. // If target cell is a wall then break
  5509. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5510. break;
  5511. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5512. int count;
  5513. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5514. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5515. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5516. (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))) {
  5517. // Recursive call
  5518. 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);
  5519. // Self-collision
  5520. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5521. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5522. break;
  5523. }
  5524. }
  5525. // Original hit or chain hit depending on flag
  5526. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5527. }
  5528. break;
  5529. case KN_SPEARSTAB:
  5530. if(flag&1) {
  5531. if (bl->id==skill_area_temp[1])
  5532. break;
  5533. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5534. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5535. } else {
  5536. int x=bl->x,y=bl->y,i,dir;
  5537. dir = map_calc_dir(bl,src->x,src->y);
  5538. skill_area_temp[1] = bl->id;
  5539. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5540. // all the enemies between the caster and the target are hit, as well as the target
  5541. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5542. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5543. for (i=0;i<4;i++) {
  5544. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5545. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5546. x += dirx[dir];
  5547. y += diry[dir];
  5548. }
  5549. }
  5550. break;
  5551. case TK_TURNKICK:
  5552. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5553. {
  5554. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5555. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5556. map_foreachinallrange(skill_area_sub,bl,
  5557. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5558. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5559. skill_castend_nodamage_id);
  5560. }
  5561. break;
  5562. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5563. // clif_skill_nodamage(src,*bl,skill_id,skill_lv,false); //Can't make this one display the correct attack animation delay :/
  5564. clif_damage(*src,*bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5565. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5566. break;
  5567. case PR_TURNUNDEAD:
  5568. case ALL_RESURRECTION:
  5569. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5570. break;
  5571. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5572. break;
  5573. case AL_HOLYLIGHT:
  5574. status_change_end(bl, SC_P_ALTER);
  5575. [[fallthrough]];
  5576. case MG_SOULSTRIKE:
  5577. case NPC_DARKSTRIKE:
  5578. case MG_COLDBOLT:
  5579. case MG_FIREBOLT:
  5580. case MG_LIGHTNINGBOLT:
  5581. case WZ_EARTHSPIKE:
  5582. case AL_HEAL:
  5583. case NPC_DARKTHUNDER:
  5584. case NPC_FIRESTORM:
  5585. case PR_ASPERSIO:
  5586. case MG_FROSTDIVER:
  5587. case WZ_SIGHTBLASTER:
  5588. case WZ_SIGHTRASHER:
  5589. #ifdef RENEWAL
  5590. case PA_PRESSURE:
  5591. #endif
  5592. case NJ_KOUENKA:
  5593. case NJ_HYOUSENSOU:
  5594. case NJ_HUUJIN:
  5595. case AB_HIGHNESSHEAL:
  5596. case AB_DUPLELIGHT_MAGIC:
  5597. case WM_METALICSOUND:
  5598. case KO_KAIHOU:
  5599. case MH_ERASER_CUTTER:
  5600. case AG_ASTRAL_STRIKE:
  5601. case AG_ASTRAL_STRIKE_ATK:
  5602. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5603. case CD_ARBITRIUM:
  5604. case HN_METEOR_STORM_BUSTER:
  5605. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5606. break;
  5607. case IG_JUDGEMENT_CROSS:
  5608. case TR_SOUNDBLEND:
  5609. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5610. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5611. break;
  5612. case AG_DEADLY_PROJECTION:
  5613. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5614. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5615. break;
  5616. case NPC_MAGICALATTACK:
  5617. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5618. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5619. break;
  5620. case HVAN_CAPRICE:
  5621. {
  5622. static const std::array<e_skill, 4> subskills = { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE };
  5623. e_skill subskill_id = subskills.at(rnd() % subskills.size());
  5624. skill_attack(skill_get_type(subskill_id), src, src, bl, subskill_id, skill_lv, tick, flag);
  5625. }
  5626. break;
  5627. case WZ_WATERBALL:
  5628. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5629. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5630. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5631. break;
  5632. case WZ_JUPITEL:
  5633. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5634. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5635. break;
  5636. case PR_BENEDICTIO:
  5637. //Should attack undead and demons. [Skotlex]
  5638. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5639. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5640. break;
  5641. case SJ_NOVAEXPLOSING:
  5642. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5643. // We can end Dimension here since the cooldown code is processed before this point.
  5644. if (sc && sc->getSCE(SC_DIMENSION))
  5645. status_change_end(src, SC_DIMENSION);
  5646. else // Dimension not active? Activate the 2 second skill block penalty.
  5647. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5648. break;
  5649. case SP_SOULEXPLOSION:
  5650. 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.
  5651. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5652. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5653. if (sd)
  5654. clif_skill_fail( *sd, skill_id );
  5655. break;
  5656. }
  5657. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5658. break;
  5659. case SL_SMA:
  5660. status_change_end(src, SC_SMA);
  5661. [[fallthrough]];
  5662. case SL_STIN:
  5663. case SL_STUN:
  5664. case SP_SPA:
  5665. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5666. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5667. clif_skill_fail( *sd, skill_id );
  5668. break;
  5669. }
  5670. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5671. break;
  5672. case NPC_DARKBREATH:
  5673. clif_emotion(src,ET_ANGER);
  5674. if (rnd() % 2 == 0)
  5675. break; // 50% chance
  5676. [[fallthrough]];
  5677. case SN_FALCONASSAULT:
  5678. #ifndef RENEWAL
  5679. case PA_PRESSURE:
  5680. case CR_ACIDDEMONSTRATION:
  5681. #endif
  5682. case TF_THROWSTONE:
  5683. case NPC_SMOKING:
  5684. case GS_FLING:
  5685. case NJ_ZENYNAGE:
  5686. case GN_THORNS_TRAP:
  5687. case RL_B_TRAP:
  5688. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5689. break;
  5690. #ifdef RENEWAL
  5691. case NJ_ISSEN: {
  5692. short x, y;
  5693. short dir = map_calc_dir(src, bl->x, bl->y);
  5694. // Move 2 cells (From target)
  5695. if (dir > 0 && dir < 4)
  5696. x = -2;
  5697. else if (dir > 4)
  5698. x = 2;
  5699. else
  5700. x = 0;
  5701. if (dir > 2 && dir < 6)
  5702. y = -2;
  5703. else if (dir == 7 || dir < 2)
  5704. y = 2;
  5705. else
  5706. y = 0;
  5707. // Doesn't have slide effect in GVG
  5708. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5709. clif_blown(src);
  5710. clif_spiritball(src);
  5711. }
  5712. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5713. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5714. status_change_end(src, SC_NEN);
  5715. status_change_end(src, SC_HIDING);
  5716. }
  5717. break;
  5718. #endif
  5719. case RK_DRAGONBREATH_WATER:
  5720. case RK_DRAGONBREATH:
  5721. case NPC_DRAGONBREATH:
  5722. if( tsc && tsc->getSCE(SC_HIDING) )
  5723. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  5724. else {
  5725. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5726. }
  5727. break;
  5728. case NPC_SELFDESTRUCTION:
  5729. if( tsc && tsc->getSCE(SC_HIDING) )
  5730. break;
  5731. [[fallthrough]];
  5732. case HVAN_EXPLOSION:
  5733. if (src != bl)
  5734. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5735. break;
  5736. // Celest
  5737. case PF_SOULBURN:
  5738. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5739. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5740. if (skill_lv == 5)
  5741. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5742. status_percent_damage(src, bl, 0, 100, false);
  5743. } else {
  5744. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  5745. if (skill_lv == 5)
  5746. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5747. status_percent_damage(src, src, 0, 100, false);
  5748. }
  5749. break;
  5750. case NPC_BLOODDRAIN:
  5751. case NPC_ENERGYDRAIN:
  5752. {
  5753. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5754. src, src, bl, skill_id, skill_lv, tick, flag);
  5755. if (heal > 0){
  5756. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5757. status_heal(src, heal, 0, 0);
  5758. }
  5759. }
  5760. break;
  5761. case GS_BULLSEYE:
  5762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5763. break;
  5764. case NJ_KASUMIKIRI:
  5765. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5766. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5767. break;
  5768. case NJ_KIRIKAGE:
  5769. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5770. { //You don't move on GVG grounds.
  5771. short x, y;
  5772. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5773. if (unit_movepos(src, x, y, 0, 0)) {
  5774. clif_blown(src);
  5775. }
  5776. }
  5777. status_change_end(src, SC_HIDING);
  5778. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5779. break;
  5780. case RK_PHANTOMTHRUST:
  5781. case NPC_PHANTOMTHRUST:
  5782. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5783. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5784. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5785. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5786. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5787. break;
  5788. case RK_WINDCUTTER:
  5789. case RK_STORMBLAST:
  5790. if( flag&1 )
  5791. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5792. else {
  5793. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5794. 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);
  5795. }
  5796. break;
  5797. case GC_DARKILLUSION:
  5798. {
  5799. short x, y;
  5800. short dir = map_calc_dir(src,bl->x,bl->y);
  5801. if( dir > 0 && dir < 4) x = 2;
  5802. else if( dir > 4 ) x = -2;
  5803. else x = 0;
  5804. if( dir > 2 && dir < 6 ) y = 2;
  5805. else if( dir == 7 || dir < 2 ) y = -2;
  5806. else y = 0;
  5807. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5808. clif_blown(src);
  5809. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5810. if( rnd()%100 < 4 * skill_lv )
  5811. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5812. }
  5813. }
  5814. break;
  5815. case GC_CROSSRIPPERSLASHER:
  5816. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5817. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5818. else
  5819. {
  5820. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5821. }
  5822. break;
  5823. case GC_CROSSIMPACT: {
  5824. uint8 dir = DIR_NORTHEAST;
  5825. if (bl->x != src->x || bl->y != src->y)
  5826. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5827. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5828. clif_blown(src);
  5829. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5830. } else {
  5831. if (sd)
  5832. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5833. }
  5834. break;
  5835. }
  5836. case GC_PHANTOMMENACE:
  5837. if (flag&1) { // Only Hits Invisible Targets
  5838. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5839. status_change_end(bl, SC_CLOAKINGEXCEED);
  5840. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5841. }
  5842. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5843. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5844. }
  5845. break;
  5846. case GC_DARKCROW:
  5847. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5848. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5849. break;
  5850. case WL_DRAINLIFE:
  5851. {
  5852. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5853. int rate = 70 + 5 * skill_lv;
  5854. heal = heal * (5 + 5 * skill_lv) / 100;
  5855. if( bl->type == BL_SKILL )
  5856. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5857. if( heal && rnd()%100 < rate )
  5858. {
  5859. status_heal(src, heal, 0, 0);
  5860. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5861. }
  5862. }
  5863. break;
  5864. case WL_TETRAVORTEX_FIRE:
  5865. case WL_TETRAVORTEX_WATER:
  5866. case WL_TETRAVORTEX_WIND:
  5867. case WL_TETRAVORTEX_GROUND:
  5868. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5869. break;
  5870. case WL_TETRAVORTEX:
  5871. if (sd == nullptr) { // Monster usage
  5872. uint8 i = 0;
  5873. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5874. { WL_TETRAVORTEX_WIND, 4 },
  5875. { WL_TETRAVORTEX_WATER, 2 },
  5876. { WL_TETRAVORTEX_GROUND, 8 } };
  5877. for (const auto &skill : tetra_skills) {
  5878. if (skill_lv > 5) {
  5879. skill_area_temp[0] = i;
  5880. skill_area_temp[1] = skill[1];
  5881. 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);
  5882. } else
  5883. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5884. i++;
  5885. }
  5886. } else if (sc) { // No SC? No spheres
  5887. int i, k = 0;
  5888. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5889. status_change_end(src, SC_SPHERE_1);
  5890. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5891. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5892. continue;
  5893. uint16 subskill = 0;
  5894. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5895. case WLS_FIRE:
  5896. subskill = WL_TETRAVORTEX_FIRE;
  5897. k |= 1;
  5898. break;
  5899. case WLS_WIND:
  5900. subskill = WL_TETRAVORTEX_WIND;
  5901. k |= 4;
  5902. break;
  5903. case WLS_WATER:
  5904. subskill = WL_TETRAVORTEX_WATER;
  5905. k |= 2;
  5906. break;
  5907. case WLS_STONE:
  5908. subskill = WL_TETRAVORTEX_GROUND;
  5909. k |= 8;
  5910. break;
  5911. }
  5912. if (skill_lv > 5) {
  5913. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5914. skill_area_temp[1] = k;
  5915. 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);
  5916. } else
  5917. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5918. status_change_end(src, static_cast<sc_type>(i));
  5919. }
  5920. }
  5921. break;
  5922. case WL_RELEASE:
  5923. if (sc == nullptr)
  5924. break;
  5925. if (sd) {
  5926. int i;
  5927. #ifndef RENEWAL
  5928. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5929. #endif
  5930. if (skill_lv == 1) { // SpellBook
  5931. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5932. break;
  5933. bool found_spell = false;
  5934. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5935. if (sc->getSCE(i) != nullptr) {
  5936. found_spell = true;
  5937. break;
  5938. }
  5939. }
  5940. if (!found_spell)
  5941. break;
  5942. // Now extract the data from the preserved spell
  5943. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5944. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5945. uint16 point = sc->getSCE(i)->val3;
  5946. status_change_end(src, static_cast<sc_type>(i));
  5947. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5948. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5949. else // Last spell to be released
  5950. status_change_end(src, SC_FREEZE_SP);
  5951. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5952. break;
  5953. // Get the requirement for the preserved skill
  5954. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5955. switch( skill_get_casttype(pres_skill_id) )
  5956. {
  5957. case CAST_GROUND:
  5958. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5959. break;
  5960. case CAST_NODAMAGE:
  5961. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5962. break;
  5963. case CAST_DAMAGE:
  5964. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5965. break;
  5966. }
  5967. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5968. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5969. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5970. if( cooldown > 0 )
  5971. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5972. } else { // Summoned Balls
  5973. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5974. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5975. continue;
  5976. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5977. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5978. 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);
  5979. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5980. }
  5981. clif_skill_nodamage(src, *bl, skill_id, 0);
  5982. }
  5983. }
  5984. break;
  5985. case WL_FROSTMISTY:
  5986. // Causes Freezing status through walls.
  5987. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5988. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5989. // Doesn't deal damage through non-shootable walls.
  5990. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5991. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5992. break;
  5993. case WL_HELLINFERNO:
  5994. if (flag & 1) {
  5995. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5996. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5997. } else {
  5998. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5999. 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);
  6000. }
  6001. break;
  6002. case RA_WUGSTRIKE:
  6003. if( sd && pc_isridingwug(sd) ){
  6004. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6005. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6006. clif_blown(src);
  6007. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6008. }
  6009. break;
  6010. }
  6011. [[fallthrough]];
  6012. case RA_WUGBITE:
  6013. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6014. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6015. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6016. clif_skill_fail( *sd, skill_id );
  6017. break;
  6018. case RA_SENSITIVEKEEN:
  6019. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6020. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6021. status_change_end(bl, SC_CLOAKINGEXCEED);
  6022. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6023. }
  6024. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6025. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6026. } else {
  6027. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6028. std::shared_ptr<s_skill_unit_group> sg;
  6029. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6030. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6031. {
  6032. struct item item_tmp;
  6033. memset(&item_tmp,0,sizeof(item_tmp));
  6034. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6035. item_tmp.identify = 1;
  6036. if( item_tmp.nameid )
  6037. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6038. }
  6039. skill_delunit(su);
  6040. }
  6041. }
  6042. break;
  6043. case NC_INFRAREDSCAN:
  6044. if( flag&1 ) {
  6045. status_change_end(bl, SC_HIDING);
  6046. status_change_end(bl, SC_CLOAKING);
  6047. status_change_end(bl, SC_CLOAKINGEXCEED);
  6048. status_change_end(bl, SC_CAMOUFLAGE);
  6049. status_change_end(bl, SC_NEWMOON);
  6050. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6051. status_change_end(bl, SC__SHADOWFORM);
  6052. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6053. } else {
  6054. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6055. 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);
  6056. }
  6057. break;
  6058. case SC_FATALMENACE:
  6059. if( flag&1 )
  6060. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6061. else {
  6062. 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);
  6063. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6064. }
  6065. break;
  6066. case NPC_FATALMENACE: // todo should it teleport the target ?
  6067. if( flag&1 )
  6068. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6069. else {
  6070. short x, y;
  6071. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6072. // Destination area
  6073. skill_area_temp[4] = x;
  6074. skill_area_temp[5] = y;
  6075. 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);
  6076. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6077. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6078. }
  6079. break;
  6080. case LG_PINPOINTATTACK:
  6081. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6082. clif_blown(src);
  6083. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6084. break;
  6085. case SR_KNUCKLEARROW:
  6086. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6087. dir_ka = map_calc_dir(bl, src->x, src->y);
  6088. // Has slide effect
  6089. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6090. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6091. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6092. break;
  6093. case SR_HOWLINGOFLION:
  6094. status_change_end(bl, SC_SWINGDANCE);
  6095. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6096. status_change_end(bl, SC_MOONLITSERENADE);
  6097. status_change_end(bl, SC_RUSHWINDMILL);
  6098. status_change_end(bl, SC_ECHOSONG);
  6099. status_change_end(bl, SC_HARMONIZE);
  6100. status_change_end(bl, SC_NETHERWORLD);
  6101. status_change_end(bl, SC_VOICEOFSIREN);
  6102. status_change_end(bl, SC_DEEPSLEEP);
  6103. status_change_end(bl, SC_SIRCLEOFNATURE);
  6104. status_change_end(bl, SC_GLOOMYDAY);
  6105. status_change_end(bl, SC_GLOOMYDAY_SK);
  6106. status_change_end(bl, SC_SONGOFMANA);
  6107. status_change_end(bl, SC_DANCEWITHWUG);
  6108. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6109. status_change_end(bl, SC_LERADSDEW);
  6110. status_change_end(bl, SC_MELODYOFSINK);
  6111. status_change_end(bl, SC_BEYONDOFWARCRY);
  6112. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6113. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6114. break;
  6115. case SR_EARTHSHAKER:
  6116. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6117. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6118. status_change_end(bl, SC_CLOAKINGEXCEED);
  6119. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6120. status_change_end(bl, SC__SHADOWFORM);
  6121. } else {
  6122. 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);
  6123. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6124. }
  6125. break;
  6126. case SR_TIGERCANNON:
  6127. if (flag & 1) {
  6128. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6129. } else if (sd) {
  6130. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6131. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6132. 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);
  6133. }
  6134. break;
  6135. case WM_REVERBERATION:
  6136. if (flag & 1)
  6137. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6138. else {
  6139. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6140. 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);
  6141. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6142. }
  6143. break;
  6144. case NPC_POISON_BUSTER:
  6145. if( tsc && tsc->getSCE(SC_POISON) ) {
  6146. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6147. status_change_end(bl, SC_POISON);
  6148. }
  6149. else if( sd )
  6150. clif_skill_fail( *sd, skill_id );
  6151. break;
  6152. case KO_JYUMONJIKIRI: {
  6153. short x, y;
  6154. short dir = map_calc_dir(src,bl->x,bl->y);
  6155. if (dir > 0 && dir < 4)
  6156. x = 2;
  6157. else if (dir > 4)
  6158. x = -2;
  6159. else
  6160. x = 0;
  6161. if (dir > 2 && dir < 6)
  6162. y = 2;
  6163. else if (dir == 7 || dir < 2)
  6164. y = -2;
  6165. else
  6166. y = 0;
  6167. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6168. clif_blown(src);
  6169. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6170. }
  6171. }
  6172. break;
  6173. case EL_FIRE_BOMB:
  6174. case EL_FIRE_WAVE:
  6175. case EL_WATER_SCREW:
  6176. case EL_HURRICANE:
  6177. case EL_TYPOON_MIS:
  6178. if( flag&1 )
  6179. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6180. else {
  6181. int i = skill_get_splash(skill_id,skill_lv);
  6182. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6183. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6184. if( rnd()%100 < 30 )
  6185. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6186. else
  6187. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6188. }
  6189. break;
  6190. case EL_ROCK_CRUSHER:
  6191. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6192. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6193. if( rnd()%100 < 50 )
  6194. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6195. else
  6196. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6197. break;
  6198. case EL_STONE_RAIN:
  6199. if( flag&1 )
  6200. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6201. else {
  6202. int i = skill_get_splash(skill_id,skill_lv);
  6203. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6204. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6205. if( rnd()%100 < 30 )
  6206. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6207. else
  6208. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6209. }
  6210. break;
  6211. case EL_FIRE_ARROW:
  6212. case EL_ICE_NEEDLE:
  6213. case EL_WIND_SLASH:
  6214. case EL_STONE_HAMMER:
  6215. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6216. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6217. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6218. break;
  6219. case EL_TIDAL_WEAPON:
  6220. if( src->type == BL_ELEM ) {
  6221. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6222. status_change *tsc_ele = status_get_sc(&ele->bl);
  6223. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6224. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6225. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6226. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6227. status_change_end(battle_get_master(src),type);
  6228. status_change_end(src,type2);
  6229. }
  6230. if( rnd()%100 < 50 )
  6231. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6232. else {
  6233. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6234. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6235. }
  6236. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6237. }
  6238. break;
  6239. //recursive homon skill
  6240. case MH_ABSOLUTE_ZEPHYR:
  6241. case MH_TOXIN_OF_MANDARA:
  6242. case MH_BLAZING_AND_FURIOUS:
  6243. case MH_MAGMA_FLOW:
  6244. case MH_HEILIGE_STANGE:
  6245. if(flag&1){
  6246. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6247. break;//chance to not trigger atk for magma
  6248. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6249. }
  6250. else
  6251. 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);
  6252. break;
  6253. case MH_TWISTER_CUTTER:
  6254. case MH_GLANZEN_SPIES:
  6255. case MH_STAHL_HORN:
  6256. case MH_NEEDLE_OF_PARALYZE:
  6257. case MH_NEEDLE_STINGER:
  6258. case MH_SONIC_CRAW:
  6259. case MH_MIDNIGHT_FRENZY:
  6260. case MH_SILVERVEIN_RUSH:
  6261. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6262. break;
  6263. case MH_TINDER_BREAKER:
  6264. case MH_CBC:
  6265. case MH_EQC:
  6266. {
  6267. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6268. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6269. sc_type type;
  6270. if( skill_id == MH_TINDER_BREAKER ){
  6271. type = SC_TINDER_BREAKER2;
  6272. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6273. clif_blown(src);
  6274. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6275. }
  6276. }else if( skill_id == MH_CBC ){
  6277. type = SC_CBC;
  6278. }else if( skill_id == MH_EQC ){
  6279. type = SC_EQC;
  6280. }
  6281. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6282. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6283. }
  6284. break;
  6285. case RL_H_MINE:
  6286. if (!(flag&1)) {
  6287. // Direct attack
  6288. if (!sd || !sd->flicker) {
  6289. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6290. 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);
  6291. break;
  6292. }
  6293. // Triggered by RL_FLICKER
  6294. if (sd && sd->flicker) {
  6295. // Splash damage around it!
  6296. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6297. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6298. flag |= 1; // Don't consume requirement
  6299. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6300. status_change_end(bl, SC_H_MINE);
  6301. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6302. }
  6303. }
  6304. }
  6305. else
  6306. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6307. if (sd && sd->flicker)
  6308. flag |= 1; // Don't consume requirement
  6309. break;
  6310. case RL_QD_SHOT:
  6311. if (skill_area_temp[1] == bl->id)
  6312. break;
  6313. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6314. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6315. break;
  6316. case RL_D_TAIL:
  6317. case RL_HAMMER_OF_GOD:
  6318. if (flag&1)
  6319. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6320. else {
  6321. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6322. int i;
  6323. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6324. if (i < MAX_SKILL_CRIMSON_MARKER)
  6325. flag |= 8;
  6326. }
  6327. if (skill_id == RL_HAMMER_OF_GOD)
  6328. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6329. else
  6330. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6331. 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);
  6332. }
  6333. break;
  6334. case SU_SCAROFTAROU:
  6335. 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?
  6336. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6337. break;
  6338. case SU_SV_STEMSPEAR:
  6339. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6340. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6341. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6342. break;
  6343. case 0:/* no skill - basic/normal attack */
  6344. if(sd) {
  6345. if (flag & 3){
  6346. if (bl->id != skill_area_temp[1])
  6347. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6348. } else {
  6349. skill_area_temp[1] = bl->id;
  6350. map_foreachinallrange(skill_area_sub, bl,
  6351. sd->bonus.splash_range, BL_CHAR,
  6352. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6353. skill_castend_damage_id);
  6354. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6355. }
  6356. }
  6357. break;
  6358. case SJ_FALLINGSTAR_ATK:
  6359. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6360. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6361. int8 i = 0;
  6362. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6363. if (i < MAX_STELLAR_MARKS) {
  6364. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6365. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6366. }
  6367. }
  6368. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6369. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6370. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6371. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6372. }
  6373. break;
  6374. case SJ_FLASHKICK: {
  6375. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6376. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6377. // Only players and monsters can be tagged....I think??? [Rytech]
  6378. // Lets only allow players and monsters to use this skill for safety reasons.
  6379. if ((!tsd && !tmd) || !sd && !md) {
  6380. if (sd)
  6381. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6382. break;
  6383. }
  6384. // Check if the target is already tagged by another source.
  6385. 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.
  6386. // Can't tag a player that was already tagged from another source.
  6387. if (sd)
  6388. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6389. map_freeblock_unlock();
  6390. return 1;
  6391. }
  6392. if (sd) { // Tagging the target.
  6393. int i;
  6394. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6395. if (i == MAX_STELLAR_MARKS) {
  6396. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6397. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6398. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6399. map_freeblock_unlock();
  6400. return 1;
  6401. }
  6402. }
  6403. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6404. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6405. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6406. 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.
  6407. sd->stellar_mark[i] = bl->id;
  6408. // Val4 flags if the status was applied by a player or a monster.
  6409. // This will be important for other skills that work together with this one.
  6410. // 1 = Player, 2 = Monster.
  6411. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6412. // apply the status here. We can't pass this data to skill_additional_effect.
  6413. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6414. }
  6415. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6416. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6417. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6418. }
  6419. }
  6420. break;
  6421. case NPC_VENOMIMPRESS:
  6422. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6423. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6424. break;
  6425. case HN_DOUBLEBOWLINGBASH:
  6426. if (flag & 1) {
  6427. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6428. } else {
  6429. int splash = skill_get_splash(skill_id, skill_lv);
  6430. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6431. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6432. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6433. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6434. }
  6435. break;
  6436. case HN_SHIELD_CHAIN_RUSH:
  6437. if (flag & 1) {
  6438. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6439. } else {
  6440. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6441. 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);
  6442. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6443. }
  6444. break;
  6445. case HN_JACK_FROST_NOVA:
  6446. case HN_HELLS_DRIVE:
  6447. case HN_GROUND_GRAVITATION:
  6448. if (flag & 1)
  6449. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6450. break;
  6451. case HN_NAPALM_VULCAN_STRIKE:
  6452. if (flag & 1) {
  6453. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6454. } else {
  6455. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6456. 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);
  6457. }
  6458. break;
  6459. case NW_MAGAZINE_FOR_ONE:
  6460. case NW_ONLY_ONE_BULLET:
  6461. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6462. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6463. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6464. break;
  6465. default:
  6466. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6467. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6468. 0, abs(skill_get_num(skill_id, skill_lv)),
  6469. skill_id, skill_lv, skill_get_hit(skill_id));
  6470. map_freeblock_unlock();
  6471. return 1;
  6472. }
  6473. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6474. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6475. map_freeblock_unlock();
  6476. if( sd && !(flag&1) )
  6477. {// ensure that the skill last-cast tick is recorded
  6478. sd->canskill_tick = gettick();
  6479. if( sd->state.arrow_atk )
  6480. {// consume arrow on last invocation to this skill.
  6481. battle_consume_ammo(sd, skill_id, skill_lv);
  6482. }
  6483. // perform skill requirement consumption
  6484. if (!(flag&SKILL_NOCONSUME_REQ))
  6485. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6486. }
  6487. return 0;
  6488. }
  6489. /**
  6490. * Give a song's buff/debuff or damage to all targets around
  6491. * @param target: Target
  6492. * @param ap: Argument list
  6493. * @return 1 on success or 0 otherwise
  6494. */
  6495. static int skill_apply_songs(struct block_list* target, va_list ap)
  6496. {
  6497. int flag = va_arg(ap, int);
  6498. struct block_list* src = va_arg(ap, struct block_list*);
  6499. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6500. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6501. t_tick tick = va_arg(ap, t_tick);
  6502. if (flag & BCT_WOS && src == target)
  6503. return 0;
  6504. if (battle_check_target(src, target, flag) > 0) {
  6505. switch (skill_id) {
  6506. // Attack type songs
  6507. case BA_DISSONANCE:
  6508. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6509. return 1;
  6510. case DC_UGLYDANCE:
  6511. case BD_LULLABY:
  6512. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6513. default: // Buff/Debuff type songs
  6514. if (skill_id == CG_HERMODE && src->id != target->id)
  6515. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6516. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6517. }
  6518. }
  6519. return 0;
  6520. }
  6521. /**
  6522. * Calculate a song's bonus values
  6523. * @param src: Caster
  6524. * @param skill_id: Song skill ID
  6525. * @param skill_lv: Song skill level
  6526. * @param tick: Timer tick
  6527. * @return Number of targets or 0 otherwise
  6528. */
  6529. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6530. {
  6531. nullpo_ret(src);
  6532. if (src->type != BL_PC) {
  6533. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6534. return 0;
  6535. }
  6536. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6537. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6538. return 0;
  6539. }
  6540. map_session_data* sd = BL_CAST(BL_PC, src);
  6541. int flag = BCT_PARTY;
  6542. switch (skill_id) {
  6543. case BD_ROKISWEIL:
  6544. flag = BCT_ENEMY | BCT_WOS;
  6545. break;
  6546. case BD_LULLABY:
  6547. case BD_ETERNALCHAOS:
  6548. case BA_DISSONANCE:
  6549. case DC_UGLYDANCE:
  6550. case DC_DONTFORGETME:
  6551. flag = BCT_ENEMY;
  6552. break;
  6553. case CG_HERMODE:
  6554. flag |= BCT_GUILD;
  6555. break;
  6556. }
  6557. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  6558. sd->skill_id_dance = skill_id;
  6559. sd->skill_lv_dance = skill_lv;
  6560. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6561. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6562. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6563. }
  6564. /**
  6565. * Use no-damage skill from 'src' to 'bl
  6566. * @param src Caster
  6567. * @param bl Target of the skill, bl maybe same with src for self skill
  6568. * @param skill_id
  6569. * @param skill_lv
  6570. * @param tick
  6571. * @param flag Various value, &1: Recursive effect
  6572. **/
  6573. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6574. {
  6575. map_session_data *sd, *dstsd;
  6576. struct mob_data *md, *dstmd;
  6577. struct homun_data *hd;
  6578. s_mercenary_data *mer;
  6579. status_change *tsc;
  6580. struct status_change_entry *tsce;
  6581. int i = 0;
  6582. enum sc_type type;
  6583. if(skill_id > 0 && !skill_lv) return 0; // celest
  6584. nullpo_retr(1, src);
  6585. nullpo_retr(1, bl);
  6586. if (src->m != bl->m)
  6587. return 1;
  6588. sd = BL_CAST(BL_PC, src);
  6589. hd = BL_CAST(BL_HOM, src);
  6590. md = BL_CAST(BL_MOB, src);
  6591. mer = BL_CAST(BL_MER, src);
  6592. dstsd = BL_CAST(BL_PC, bl);
  6593. dstmd = BL_CAST(BL_MOB, bl);
  6594. if(bl->prev == nullptr)
  6595. return 1;
  6596. if(status_isdead(*src))
  6597. return 1;
  6598. if( src != bl && status_isdead(*bl) ) {
  6599. switch( skill_id ) { // Skills that may be cast on dead targets
  6600. case NPC_WIDESOULDRAIN:
  6601. case PR_REDEMPTIO:
  6602. case ALL_RESURRECTION:
  6603. case WM_DEADHILLHERE:
  6604. case WE_ONEFOREVER:
  6605. break;
  6606. default:
  6607. return 1;
  6608. }
  6609. }
  6610. status_data* tstatus = status_get_status_data(*bl);
  6611. status_data* sstatus = status_get_status_data(*src);
  6612. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6613. switch (skill_id) {
  6614. case AL_HEAL:
  6615. case ALL_RESURRECTION:
  6616. case PR_ASPERSIO:
  6617. case AB_HIGHNESSHEAL:
  6618. //Apparently only player casted skills can be offensive like this.
  6619. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6620. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6621. //Offensive heal does not works on non-enemies. [Skotlex]
  6622. clif_skill_fail( *sd, skill_id );
  6623. return 0;
  6624. }
  6625. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6626. }
  6627. break;
  6628. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6629. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6630. case MH_STEINWAND: {
  6631. struct block_list *s_src = battle_get_master(src);
  6632. short ret = 0;
  6633. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6634. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6635. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6636. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6637. return ret;
  6638. }
  6639. break;
  6640. default:
  6641. //Skill is actually ground placed.
  6642. if (src == bl && skill_get_unit_id(skill_id))
  6643. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6644. }
  6645. type = skill_get_sc(skill_id);
  6646. tsc = status_get_sc(bl);
  6647. status_change* sc = status_get_sc(src);
  6648. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6649. if (src!=bl && type > SC_NONE &&
  6650. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6651. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6652. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6653. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6654. map_freeblock_lock();
  6655. switch(skill_id)
  6656. {
  6657. case HLIF_HEAL: //[orn]
  6658. case AL_HEAL:
  6659. case AB_HIGHNESSHEAL:
  6660. {
  6661. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6662. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6663. heal = 0;
  6664. if( tsc && tsc->count ) {
  6665. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6666. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6667. status_change_end(bl, SC_KAITE);
  6668. if (src == bl)
  6669. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6670. else {
  6671. bl = src;
  6672. dstsd = sd;
  6673. }
  6674. }
  6675. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6676. heal = 0; //Needed so that it actually displays 0 when healing.
  6677. }
  6678. if (skill_id == AL_HEAL)
  6679. status_change_end(bl, SC_BITESCAR);
  6680. clif_skill_nodamage(src, *bl, skill_id, heal);
  6681. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6682. heal = ~heal + 1;
  6683. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6684. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6685. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6686. if (heal_get_jobexp <= 0)
  6687. heal_get_jobexp = 1;
  6688. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6689. }
  6690. }
  6691. break;
  6692. case CD_REPARATIO: {
  6693. if (bl->type != BL_PC) { // Only works on players.
  6694. if (sd)
  6695. clif_skill_fail( *sd, skill_id );
  6696. break;
  6697. }
  6698. int heal_amount = 0;
  6699. if (!status_isimmune(bl))
  6700. heal_amount = tstatus->max_hp;
  6701. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6702. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  6703. status_heal(bl, heal_amount, 0, 0);
  6704. }
  6705. break;
  6706. case PR_REDEMPTIO:
  6707. if (sd && !(flag&1)) {
  6708. if (sd->status.party_id == 0) {
  6709. clif_skill_fail( *sd, skill_id );
  6710. break;
  6711. }
  6712. skill_area_temp[0] = 0;
  6713. party_foreachsamemap(skill_area_sub,
  6714. sd,skill_get_splash(skill_id, skill_lv),
  6715. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6716. skill_castend_nodamage_id);
  6717. if (skill_area_temp[0] == 0) {
  6718. clif_skill_fail( *sd, skill_id );
  6719. break;
  6720. }
  6721. #ifndef RENEWAL
  6722. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6723. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6724. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6725. 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);
  6726. }
  6727. status_set_sp(src, 0, 0);
  6728. #endif
  6729. status_set_hp(src, 1, 0);
  6730. break;
  6731. } else if (!(status_isdead(*bl) && flag&1)) {
  6732. //Invalid target, skip resurrection.
  6733. break;
  6734. }
  6735. //Revive
  6736. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6737. skill_lv = 3; //Resurrection level 3 is used
  6738. [[fallthrough]];
  6739. case ALL_RESURRECTION:
  6740. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6741. { //No reviving in WoE grounds!
  6742. clif_skill_fail( *sd, skill_id );
  6743. break;
  6744. }
  6745. if (!status_isdead(*bl))
  6746. break;
  6747. {
  6748. int per = 0, sper = 0;
  6749. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6750. clif_skill_nodamage(src, *bl, ALL_RESURRECTION, skill_lv);
  6751. break;
  6752. }
  6753. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6754. break;
  6755. switch(skill_lv){
  6756. case 1: per=10; break;
  6757. case 2: per=30; break;
  6758. case 3: per=50; break;
  6759. case 4: per=80; break;
  6760. }
  6761. if(dstsd && dstsd->special_state.restart_full_recover)
  6762. per = sper = 100;
  6763. if (status_revive(bl, per, sper))
  6764. {
  6765. clif_skill_nodamage(src,*bl,ALL_RESURRECTION,skill_lv); //Both Redemptio and Res show this skill-animation.
  6766. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6767. {
  6768. t_exp exp = 0,jexp = 0;
  6769. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6770. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6771. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6772. if (exp < 1) exp = 1;
  6773. }
  6774. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6775. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6776. if (jexp < 1) jexp = 1;
  6777. }
  6778. if(exp > 0 || jexp > 0)
  6779. pc_gainexp (sd, bl, exp, jexp, 0);
  6780. }
  6781. }
  6782. }
  6783. break;
  6784. case AL_DECAGI:
  6785. case MER_DECAGI:
  6786. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  6787. 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)));
  6788. break;
  6789. case AL_CRUCIS:
  6790. if (flag&1)
  6791. 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));
  6792. else {
  6793. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6794. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6795. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6796. }
  6797. break;
  6798. case SP_SOULCURSE:
  6799. if (flag&1)
  6800. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6801. else {
  6802. 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);
  6803. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6804. }
  6805. break;
  6806. case PR_LEXDIVINA:
  6807. case MER_LEXDIVINA:
  6808. if (tsce)
  6809. status_change_end(bl, type);
  6810. else
  6811. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6812. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6813. break;
  6814. case SA_ABRACADABRA:
  6815. if (abra_db.empty()) {
  6816. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6817. break;
  6818. }
  6819. else {
  6820. int abra_skill_id = 0, abra_skill_lv;
  6821. size_t checked = 0, checked_max = abra_db.size() * 3;
  6822. do {
  6823. auto abra_spell = abra_db.random();
  6824. abra_skill_id = abra_spell->skill_id;
  6825. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6826. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6827. break;
  6828. }
  6829. } while (checked++ < checked_max);
  6830. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6831. if( sd )
  6832. {// player-casted
  6833. sd->state.abra_flag = 1;
  6834. sd->skillitem = abra_skill_id;
  6835. sd->skillitemlv = abra_skill_lv;
  6836. sd->skillitem_keep_requirement = false;
  6837. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6838. }
  6839. else
  6840. {// mob-casted
  6841. struct unit_data *ud = unit_bl2ud(src);
  6842. int inf = skill_get_inf(abra_skill_id);
  6843. if (!ud) break;
  6844. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6845. if (src->type == BL_PET)
  6846. bl = (struct block_list*)((TBL_PET*)src)->master;
  6847. if (!bl) bl = src;
  6848. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6849. } else { //Assume offensive skills
  6850. int target_id = 0;
  6851. if (ud->target)
  6852. target_id = ud->target;
  6853. else switch (src->type) {
  6854. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6855. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6856. }
  6857. if (!target_id)
  6858. break;
  6859. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6860. bl = map_id2bl(target_id);
  6861. if (!bl) bl = src;
  6862. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6863. } else
  6864. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6865. }
  6866. }
  6867. }
  6868. break;
  6869. case SA_COMA:
  6870. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  6871. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6872. break;
  6873. case SA_FULLRECOVERY:
  6874. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6875. if (status_isimmune(bl))
  6876. break;
  6877. status_percent_heal(bl, 100, 100);
  6878. break;
  6879. case NPC_ALLHEAL:
  6880. {
  6881. int heal;
  6882. if( status_isimmune(bl) )
  6883. break;
  6884. heal = status_percent_heal(bl, 100, 0);
  6885. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  6886. if( dstmd )
  6887. { // Reset Damage Logs
  6888. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6889. dstmd->tdmg = 0;
  6890. }
  6891. }
  6892. break;
  6893. case SA_SUMMONMONSTER:
  6894. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6895. if (sd)
  6896. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6897. break;
  6898. case SA_LEVELUP:
  6899. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6900. if (sd && pc_nextbaseexp(sd))
  6901. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6902. break;
  6903. case SA_INSTANTDEATH:
  6904. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6905. status_kill(src);
  6906. break;
  6907. case SA_QUESTION:
  6908. clif_emotion(src,ET_QUESTION);
  6909. [[fallthrough]];
  6910. case SA_GRAVITY:
  6911. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6912. break;
  6913. case SA_CLASSCHANGE:
  6914. case SA_MONOCELL:
  6915. if (dstmd)
  6916. {
  6917. int class_;
  6918. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6919. clif_skill_fail( *sd, skill_id );
  6920. break;
  6921. }
  6922. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6923. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6924. mob_class_change(dstmd,class_);
  6925. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6926. 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 };
  6927. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6928. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6929. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6930. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6931. }
  6932. }
  6933. break;
  6934. case SA_DEATH:
  6935. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6936. clif_skill_fail( *sd, skill_id );
  6937. break;
  6938. }
  6939. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6940. status_kill(bl);
  6941. break;
  6942. case SA_REVERSEORCISH:
  6943. case ALL_REVERSEORCISH:
  6944. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  6945. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6946. break;
  6947. case SA_FORTUNE:
  6948. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6949. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6950. break;
  6951. case SA_TAMINGMONSTER:
  6952. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6953. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6954. pet_catch_process1(sd, dstmd->mob_id);
  6955. }
  6956. break;
  6957. case CR_PROVIDENCE:
  6958. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6959. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6960. clif_skill_fail( *sd, skill_id );
  6961. map_freeblock_unlock();
  6962. return 1;
  6963. }
  6964. }
  6965. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  6966. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6967. break;
  6968. case CG_MARIONETTE:
  6969. {
  6970. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6971. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6972. clif_skill_fail( *sd, skill_id );
  6973. map_freeblock_unlock();
  6974. return 1;
  6975. }
  6976. if( sc && tsc )
  6977. {
  6978. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6979. {
  6980. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6981. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6982. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6983. }
  6984. else
  6985. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6986. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6987. {
  6988. status_change_end(src, SC_MARIONETTE);
  6989. status_change_end(bl, SC_MARIONETTE2);
  6990. }
  6991. else
  6992. {
  6993. if( sd )
  6994. clif_skill_fail( *sd, skill_id );
  6995. map_freeblock_unlock();
  6996. return 1;
  6997. }
  6998. }
  6999. }
  7000. break;
  7001. case RG_CLOSECONFINE:
  7002. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7003. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7004. break;
  7005. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7006. case SA_FROSTWEAPON:
  7007. case SA_LIGHTNINGLOADER:
  7008. case SA_SEISMICWEAPON:
  7009. if (dstsd && dstsd->status.weapon == W_FIST) {
  7010. if (sd)
  7011. clif_skill_fail( *sd, skill_id );
  7012. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7013. break;
  7014. }
  7015. #ifdef RENEWAL
  7016. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7017. #else
  7018. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7019. 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)))) {
  7020. if (dstsd){
  7021. short index = dstsd->equip_index[EQI_HAND_R];
  7022. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7023. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7024. }
  7025. if (sd)
  7026. clif_skill_fail( *sd, skill_id );
  7027. }
  7028. #endif
  7029. break;
  7030. case PR_ASPERSIO:
  7031. if (sd && dstmd) {
  7032. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7033. break;
  7034. }
  7035. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7036. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7037. break;
  7038. case ITEM_ENCHANTARMS:
  7039. 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)));
  7040. break;
  7041. case TK_SEVENWIND:
  7042. switch(skill_get_ele(skill_id,skill_lv)) {
  7043. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7044. case ELE_WIND : type = SC_WINDWEAPON; break;
  7045. case ELE_WATER : type = SC_WATERWEAPON; break;
  7046. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7047. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7048. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7049. case ELE_HOLY : type = SC_ASPERSIO; break;
  7050. }
  7051. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7052. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7053. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7054. break;
  7055. case NPC_MOVE_COORDINATE:
  7056. {
  7057. int16 px = bl->x, py = bl->y;
  7058. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7059. return 0;
  7060. }
  7061. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7062. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7063. clif_blown(bl);
  7064. // If caster is not a boss, switch coordinates with the target
  7065. if (status_get_class_(src) != CLASS_BOSS) {
  7066. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7067. return 0;
  7068. }
  7069. clif_blown(src);
  7070. }
  7071. }
  7072. break;
  7073. case NPC_IMMUNE_PROPERTY:
  7074. switch (skill_lv) {
  7075. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7076. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7077. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7078. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7079. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7080. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7081. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7082. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7083. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7084. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7085. }
  7086. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7087. break;
  7088. case PR_KYRIE:
  7089. case MER_KYRIE:
  7090. case SU_TUNAPARTY:
  7091. case SU_GROOMING:
  7092. case SU_CHATTERING:
  7093. case ALL_RAY_OF_PROTECTION:
  7094. clif_skill_nodamage(bl,*bl,skill_id,skill_lv,
  7095. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7096. break;
  7097. //Passive Magnum, should had been casted on yourself.
  7098. case SM_MAGNUM:
  7099. case MS_MAGNUM:
  7100. skill_area_temp[1] = 0;
  7101. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7102. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7103. clif_skill_nodamage(src, *src,skill_id,skill_lv);
  7104. // Initiate 20% of your damage becomes fire element.
  7105. #ifdef RENEWAL
  7106. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7107. #else
  7108. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7109. #endif
  7110. break;
  7111. case MH_BLAZING_AND_FURIOUS:
  7112. case TK_JUMPKICK:
  7113. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7114. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7115. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7116. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7117. clif_blown(src);
  7118. }
  7119. }else if( sd ){
  7120. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7121. }
  7122. break;
  7123. case PR_BENEDICTIO:
  7124. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7125. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7126. break;
  7127. case AL_INCAGI:
  7128. case AL_BLESSING:
  7129. case MER_INCAGI:
  7130. case MER_BLESSING:
  7131. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7132. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7133. if (tstatus->hp > 1)
  7134. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7135. break;
  7136. }
  7137. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7138. break;
  7139. case CR_REFLECTSHIELD:
  7140. case MS_REFLECTSHIELD:
  7141. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7142. if (sd)
  7143. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7144. break;
  7145. }
  7146. [[fallthrough]];
  7147. case PR_SLOWPOISON:
  7148. case PR_LEXAETERNA:
  7149. #ifndef RENEWAL
  7150. case PR_IMPOSITIO:
  7151. case PR_SUFFRAGIUM:
  7152. #endif
  7153. case LK_BERSERK:
  7154. case MS_BERSERK:
  7155. case KN_TWOHANDQUICKEN:
  7156. case KN_ONEHAND:
  7157. case MER_QUICKEN:
  7158. case CR_SPEARQUICKEN:
  7159. case AS_POISONREACT:
  7160. #ifndef RENEWAL
  7161. case MC_LOUD:
  7162. #endif
  7163. case MG_ENERGYCOAT:
  7164. case MO_EXPLOSIONSPIRITS:
  7165. case MO_STEELBODY:
  7166. case MO_BLADESTOP:
  7167. case LK_AURABLADE:
  7168. case LK_PARRYING:
  7169. case MS_PARRYING:
  7170. case LK_CONCENTRATION:
  7171. #ifdef RENEWAL
  7172. case HP_BASILICA:
  7173. #endif
  7174. case WS_CARTBOOST:
  7175. case SN_SIGHT:
  7176. case WS_MELTDOWN:
  7177. case WS_OVERTHRUSTMAX:
  7178. case ST_REJECTSWORD:
  7179. case HW_MAGICPOWER:
  7180. case PF_MEMORIZE:
  7181. case PA_SACRIFICE:
  7182. case PF_DOUBLECASTING:
  7183. case SG_SUN_COMFORT:
  7184. case SG_MOON_COMFORT:
  7185. case SG_STAR_COMFORT:
  7186. case GS_MADNESSCANCEL:
  7187. case GS_ADJUSTMENT:
  7188. case GS_INCREASING:
  7189. #ifdef RENEWAL
  7190. case GS_MAGICALBULLET:
  7191. #endif
  7192. case NJ_KASUMIKIRI:
  7193. case NJ_UTSUSEMI:
  7194. case NJ_NEN:
  7195. case NPC_DEFENDER:
  7196. case NPC_MAGICMIRROR:
  7197. case ST_PRESERVE:
  7198. case NPC_KEEPING:
  7199. case NPC_WEAPONBRAKER:
  7200. case NPC_BARRIER:
  7201. case NPC_INVINCIBLE:
  7202. case RK_DEATHBOUND:
  7203. case AB_EXPIATIO:
  7204. case AB_DUPLELIGHT:
  7205. case AB_SECRAMENT:
  7206. case AB_OFFERTORIUM:
  7207. case NC_ACCELERATION:
  7208. case NC_HOVERING:
  7209. case NC_SHAPESHIFT:
  7210. case WL_MARSHOFABYSS:
  7211. case WL_RECOGNIZEDSPELL:
  7212. case GC_VENOMIMPRESS:
  7213. case SC_DEADLYINFECT:
  7214. case LG_EXEEDBREAK:
  7215. case LG_PRESTIGE:
  7216. case LG_INSPIRATION:
  7217. case SR_CRESCENTELBOW:
  7218. case SR_LIGHTNINGWALK:
  7219. case GN_CARTBOOST:
  7220. case GN_BLOOD_SUCKER:
  7221. case GN_HELLS_PLANT:
  7222. case KO_MEIKYOUSISUI:
  7223. case ALL_ODINS_POWER:
  7224. case ALL_FULL_THROTTLE:
  7225. case RA_UNLIMIT:
  7226. case WL_TELEKINESIS_INTENSE:
  7227. case RL_HEAT_BARREL:
  7228. case RL_P_ALTER:
  7229. case RL_E_CHAIN:
  7230. case SU_FRESHSHRIMP:
  7231. case SU_ARCLOUSEDASH:
  7232. case NPC_MAXPAIN:
  7233. case NPC_KILLING_AURA:
  7234. case SP_SOULREAPER:
  7235. case SJ_LIGHTOFMOON:
  7236. case SJ_LIGHTOFSTAR:
  7237. case SJ_FALLINGSTAR:
  7238. case SJ_LIGHTOFSUN:
  7239. case SJ_BOOKOFDIMENSION:
  7240. case NPC_HALLUCINATIONWALK:
  7241. case DK_CHARGINGPIERCE:
  7242. case DK_VIGOR:
  7243. case AG_CLIMAX:
  7244. case IQ_POWERFUL_FAITH:
  7245. case IQ_FIRM_FAITH:
  7246. case IQ_SINCERE_FAITH:
  7247. case IQ_FIRST_FAITH_POWER:
  7248. case IQ_JUDGE:
  7249. case IQ_THIRD_EXOR_FLAME:
  7250. case IG_REBOUND_SHIELD:
  7251. case IG_HOLY_SHIELD:
  7252. case CD_ARGUTUS_VITA:
  7253. case CD_ARGUTUS_TELUM:
  7254. case CD_PRESENS_ACIES:
  7255. case CD_RELIGIO:
  7256. case CD_BENEDICTUM:
  7257. case SHC_SHADOW_EXCEED:
  7258. case SHC_POTENT_VENOM:
  7259. case SHC_ENCHANTING_SHADOW:
  7260. case MT_D_MACHINE:
  7261. case ABC_ABYSS_SLAYER:
  7262. case WH_WIND_SIGN:
  7263. case WH_CALAMITYGALE:
  7264. case BO_RESEARCHREPORT:
  7265. case TR_MYSTIC_SYMPHONY:
  7266. case TR_KVASIR_SONATA:
  7267. case EM_SPELL_ENCHANTING:
  7268. case NPC_DAMAGE_HEAL:
  7269. case NPC_RELIEVE_ON:
  7270. case NPC_RELIEVE_OFF:
  7271. case HN_BREAKINGLIMIT:
  7272. case HN_RULEBREAK:
  7273. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7274. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7275. break;
  7276. case NPC_GRADUAL_GRAVITY:
  7277. case NPC_DEADLYCURSE:
  7278. 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);
  7279. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7280. break;
  7281. case NPC_ALL_STAT_DOWN:
  7282. 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);
  7283. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7284. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7285. break;
  7286. // EDP also give +25% WATK poison pseudo element to user.
  7287. case ASC_EDP:
  7288. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7289. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7290. #ifdef RENEWAL
  7291. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7292. #else
  7293. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7294. #endif
  7295. break;
  7296. case LG_SHIELDSPELL:
  7297. if (skill_lv == 1)
  7298. type = SC_SHIELDSPELL_HP;
  7299. else if (skill_lv == 2)
  7300. type = SC_SHIELDSPELL_SP;
  7301. else
  7302. type = SC_SHIELDSPELL_ATK;
  7303. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7304. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7305. break;
  7306. case DK_SERVANTWEAPON:
  7307. case ABC_FROM_THE_ABYSS:
  7308. 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)));
  7309. break;
  7310. case TR_SOUNDBLEND:
  7311. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7312. 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)));
  7313. break;
  7314. case AG_VIOLENT_QUAKE:
  7315. case AG_ALL_BLOOM:
  7316. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7317. break;
  7318. case AG_DESTRUCTIVE_HURRICANE:
  7319. case AG_CRYSTAL_IMPACT:
  7320. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7321. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7322. } else {
  7323. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7324. if (sc && sc->getSCE(SC_CLIMAX))
  7325. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7326. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7327. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7328. splash_size = 9; // 19x19
  7329. else if(skill_id == AG_CRYSTAL_IMPACT)
  7330. splash_size = 7; // 15x15
  7331. }
  7332. skill_area_temp[1] = 0;
  7333. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7334. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7335. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7336. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7337. 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);
  7338. else {
  7339. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7340. clif_skill_nodamage(src, *bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv);
  7341. 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);
  7342. }
  7343. }
  7344. break;
  7345. case CD_MEDIALE_VOTUM:
  7346. case CD_DILECTIO_HEAL:
  7347. if (flag & 1) {
  7348. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7349. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7350. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  7351. status_heal(bl, heal_amount, 0, 0);
  7352. } else if (sd)
  7353. 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);
  7354. } else {
  7355. if (skill_id == CD_MEDIALE_VOTUM)
  7356. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7357. else { // Dilectio Heal
  7358. clif_skill_nodamage(src, *bl, skill_id, skill_lv); // Placed here to display animation on target only.
  7359. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7360. }
  7361. }
  7362. break;
  7363. case CD_COMPETENTIA:
  7364. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7365. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7366. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7367. clif_skill_nodamage(nullptr, *bl, AL_HEAL, hp_amount);
  7368. status_heal(bl, hp_amount, 0, 0);
  7369. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, sp_amount);
  7370. status_heal(bl, 0, sp_amount, 0);
  7371. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7372. } else if (sd)
  7373. 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);
  7374. break;
  7375. case BO_ADVANCE_PROTECTION:
  7376. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7377. clif_skill_fail( *sd, skill_id );
  7378. map_freeblock_unlock(); // Don't consume item requirements
  7379. return 0;
  7380. }
  7381. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7382. break;
  7383. case EM_ACTIVITY_BURN:
  7384. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7385. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7386. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7387. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7388. } else if (sd)
  7389. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7390. break;
  7391. case EM_INCREASING_ACTIVITY:
  7392. if (bl->type == BL_PC) {
  7393. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7394. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7395. } else if (sd)
  7396. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7397. break;
  7398. case SJ_GRAVITYCONTROL: {
  7399. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7400. if (bl->type == BL_PC)
  7401. fall_damage += dstsd->weight / 10 - tstatus->def;
  7402. else // Monster's don't have weight. Put something in its place.
  7403. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7404. fall_damage = max(1, fall_damage);
  7405. 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)));
  7406. }
  7407. break;
  7408. case NPC_HALLUCINATION:
  7409. case NPC_HELLPOWER:
  7410. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7411. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7412. break;
  7413. case KN_AUTOCOUNTER:
  7414. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7415. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7416. break;
  7417. case SO_STRIKING:
  7418. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7419. int bonus = 0;
  7420. if (dstsd) {
  7421. short index = dstsd->equip_index[EQI_HAND_R];
  7422. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7423. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7424. }
  7425. 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)));
  7426. } else if (sd)
  7427. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7428. break;
  7429. case NPC_STOP:
  7430. if( clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7431. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7432. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7433. break;
  7434. case HP_ASSUMPTIO:
  7435. if( sd && dstmd )
  7436. clif_skill_fail( *sd, skill_id );
  7437. else
  7438. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7439. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7440. break;
  7441. case MG_SIGHT:
  7442. case MER_SIGHT:
  7443. case AL_RUWACH:
  7444. case WZ_SIGHTBLASTER:
  7445. case NPC_WIDESIGHT:
  7446. case NPC_STONESKIN:
  7447. case NPC_ANTIMAGIC:
  7448. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7449. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7450. break;
  7451. case HLIF_AVOID:
  7452. case HAMI_DEFENCE:
  7453. // Master
  7454. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7455. // Homunculus
  7456. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7457. break;
  7458. case NJ_BUNSINJYUTSU:
  7459. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7460. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7461. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7462. status_change_end(bl, SC_NEN);
  7463. break;
  7464. /* Was modified to only affect targetted char. [Skotlex]
  7465. case HP_ASSUMPTIO:
  7466. if (flag&1)
  7467. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7468. else
  7469. {
  7470. map_foreachinallrange(skill_area_sub, bl,
  7471. skill_get_splash(skill_id, skill_lv), BL_PC,
  7472. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7473. skill_castend_nodamage_id);
  7474. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7475. }
  7476. break;
  7477. */
  7478. case SM_ENDURE:
  7479. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7480. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7481. break;
  7482. case AS_ENCHANTPOISON:
  7483. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7484. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7485. }else{
  7486. clif_skill_nodamage(src, *bl, skill_id, skill_lv, false );
  7487. if( sd != nullptr ){
  7488. clif_skill_fail( *sd, skill_id );
  7489. }
  7490. }
  7491. break;
  7492. case LK_TENSIONRELAX:
  7493. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7494. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7495. skill_get_time(skill_id,skill_lv)));
  7496. break;
  7497. case MC_CHANGECART:
  7498. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7499. break;
  7500. case MC_CARTDECORATE:
  7501. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7502. if( sd ) {
  7503. clif_SelectCart(sd);
  7504. }
  7505. break;
  7506. case TK_MISSION:
  7507. if (sd) {
  7508. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7509. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7510. clif_skill_fail( *sd, skill_id );
  7511. break;
  7512. }
  7513. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7514. if (!id) {
  7515. clif_skill_fail( *sd, skill_id );
  7516. break;
  7517. }
  7518. sd->mission_mobid = id;
  7519. sd->mission_count = 0;
  7520. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7521. clif_mission_info(sd, id, 0);
  7522. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7523. }
  7524. break;
  7525. case AC_CONCENTRATION:
  7526. {
  7527. int splash = skill_get_splash(skill_id, skill_lv);
  7528. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7529. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7530. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7531. map_foreachinallrange( status_change_timer_sub, src,
  7532. splash, BL_CHAR, src, nullptr, type, tick);
  7533. }
  7534. break;
  7535. case SM_PROVOKE:
  7536. case SM_SELFPROVOKE:
  7537. case MER_PROVOKE:
  7538. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7539. map_freeblock_unlock();
  7540. return 1;
  7541. }
  7542. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7543. 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))))
  7544. {
  7545. if( sd )
  7546. clif_skill_fail( *sd, skill_id );
  7547. map_freeblock_unlock();
  7548. return 0;
  7549. }
  7550. clif_skill_nodamage(src, *bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i != 0);
  7551. unit_skillcastcancel(bl, 2);
  7552. if( dstmd )
  7553. {
  7554. dstmd->state.provoke_flag = src->id;
  7555. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7556. }
  7557. // Provoke can cause Coma even though it's a nodamage skill
  7558. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7559. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7560. break;
  7561. case ML_DEVOTION:
  7562. case CR_DEVOTION:
  7563. {
  7564. int count, lv;
  7565. if( !dstsd || (!sd && !mer) )
  7566. { // Only players can be devoted
  7567. if( sd )
  7568. clif_skill_fail( *sd, skill_id );
  7569. break;
  7570. }
  7571. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7572. lv = -lv;
  7573. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7574. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7575. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7576. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7577. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7578. {
  7579. if( sd )
  7580. clif_skill_fail( *sd, skill_id );
  7581. map_freeblock_unlock();
  7582. return 1;
  7583. }
  7584. i = 0;
  7585. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7586. if( sd )
  7587. { // Player Devoting Player
  7588. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7589. if( i == count )
  7590. {
  7591. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7592. if( i == count )
  7593. { // No free slots, skill Fail
  7594. clif_skill_fail( *sd, skill_id );
  7595. map_freeblock_unlock();
  7596. return 1;
  7597. }
  7598. }
  7599. sd->devotion[i] = bl->id;
  7600. }
  7601. else
  7602. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7603. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7604. 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)));
  7605. clif_devotion(src, nullptr);
  7606. }
  7607. break;
  7608. case SP_SOULUNITY: {
  7609. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7610. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7611. if (!dstsd || !sd) { // Only put player's souls in unity.
  7612. if (sd)
  7613. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7614. break;
  7615. }
  7616. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7617. if (sd)
  7618. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7619. map_freeblock_unlock();
  7620. return 1;
  7621. }
  7622. if (sd) { // Unite player's soul with caster's soul.
  7623. i = 0;
  7624. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7625. if (i == count) {
  7626. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7627. if(i == count) { // No more free slots? Fail the skill.
  7628. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7629. map_freeblock_unlock();
  7630. return 1;
  7631. }
  7632. }
  7633. sd->united_soul[i] = bl->id;
  7634. }
  7635. 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)));
  7636. } else if (sd)
  7637. 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);
  7638. }
  7639. break;
  7640. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7641. // Only players and monsters can be marked....I think??? [Rytech]
  7642. // Lets only allow players and monsters to use this skill for safety reasons.
  7643. if ((!dstsd && !dstmd) || !sd && !md) {
  7644. if (sd)
  7645. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7646. break;
  7647. }
  7648. // Check if the target is already marked by another source.
  7649. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7650. if (sd)
  7651. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7652. map_freeblock_unlock();
  7653. return 1;
  7654. }
  7655. // Mark the target.
  7656. if( sd ){
  7657. int8 count = MAX_SERVANT_SIGN;
  7658. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7659. if (i == count) {
  7660. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7661. if (i == count) { // Max number of targets marked. Fail the skill.
  7662. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7663. map_freeblock_unlock();
  7664. return 1;
  7665. }
  7666. // Add the ID of the marked target to the player's sign list.
  7667. sd->servant_sign[i] = bl->id;
  7668. }
  7669. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7670. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7671. } else if (md) // Monster's cant track with this skill. Just give the status.
  7672. 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)));
  7673. break;
  7674. case MO_CALLSPIRITS:
  7675. if(sd) {
  7676. int limit = skill_lv;
  7677. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7678. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7679. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7680. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7681. }
  7682. break;
  7683. case CH_SOULCOLLECT:
  7684. if(sd) {
  7685. int limit = 5;
  7686. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7687. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7688. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7689. for (i = 0; i < limit; i++)
  7690. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7691. }
  7692. break;
  7693. case MO_KITRANSLATION:
  7694. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7695. //Require will define how many spiritballs will be transferred
  7696. struct s_skill_condition require;
  7697. require = skill_get_requirement(sd,skill_id,skill_lv);
  7698. pc_delspiritball(sd,require.spiritball,0);
  7699. for (i = 0; i < require.spiritball; i++)
  7700. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7701. } else {
  7702. if(sd)
  7703. clif_skill_fail( *sd, skill_id );
  7704. map_freeblock_unlock();
  7705. return 0;
  7706. }
  7707. break;
  7708. case TK_TURNKICK:
  7709. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7710. if (skill_area_temp[1] != bl->id) {
  7711. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7712. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7713. }
  7714. break;
  7715. case MO_ABSORBSPIRITS:
  7716. i = 0;
  7717. 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
  7718. ((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]
  7719. if (dstsd->spiritball > 0) {
  7720. i = dstsd->spiritball * 7;
  7721. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7722. }
  7723. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7724. i += dstsd->spiritcharm * 7;
  7725. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7726. }
  7727. } 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]
  7728. i = 2 * dstmd->level;
  7729. mob_target(dstmd,src,0);
  7730. } else {
  7731. if (sd)
  7732. clif_skill_fail( *sd, skill_id );
  7733. break;
  7734. }
  7735. if (i) status_heal(src, 0, i, 3);
  7736. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i != 0);
  7737. break;
  7738. case AC_MAKINGARROW:
  7739. if( sd != nullptr ){
  7740. clif_arrow_create_list( *sd );
  7741. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7742. }
  7743. break;
  7744. case AM_PHARMACY:
  7745. if(sd) {
  7746. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  7747. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7748. }
  7749. break;
  7750. case SA_CREATECON:
  7751. if( sd != nullptr ){
  7752. clif_elementalconverter_list( *sd );
  7753. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7754. }
  7755. break;
  7756. case BS_HAMMERFALL:
  7757. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7758. break;
  7759. case RG_RAID:
  7760. skill_area_temp[1] = 0;
  7761. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7762. map_foreachinrange(skill_area_sub, bl,
  7763. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7764. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7765. skill_castend_damage_id);
  7766. status_change_end(src, SC_HIDING);
  7767. break;
  7768. //List of self skills that give damage around caster
  7769. case ASC_METEORASSAULT:
  7770. case GS_SPREADATTACK:
  7771. case RK_WINDCUTTER:
  7772. case RK_STORMBLAST:
  7773. case NC_AXETORNADO:
  7774. case GC_COUNTERSLASH:
  7775. case SR_SKYNETBLOW:
  7776. case SR_RAMPAGEBLASTER:
  7777. case SR_HOWLINGOFLION:
  7778. case LG_CANNONSPEAR:
  7779. case LG_OVERBRAND:
  7780. case NPC_RAYOFGENESIS:
  7781. case LG_RAYOFGENESIS:
  7782. case MH_THE_ONE_FIGHTER_RISES:
  7783. case MH_HEILIGE_PFERD:
  7784. case KO_HAPPOKUNAI:
  7785. case RL_FIREDANCE:
  7786. case RL_R_TRIP:
  7787. case SJ_FULLMOONKICK:
  7788. case SJ_NEWMOONKICK:
  7789. case SJ_SOLARBURST:
  7790. case SJ_STAREMPEROR:
  7791. case SJ_FALLINGSTAR_ATK:
  7792. case DK_SERVANT_W_DEMOL:
  7793. case AG_FROZEN_SLASH:
  7794. case IQ_OLEUM_SANCTUM:
  7795. case IQ_MASSIVE_F_BLASTER:
  7796. case IQ_EXPOSION_BLASTER:
  7797. case SHC_IMPACT_CRATER:
  7798. case MT_AXE_STOMP:
  7799. case MT_MIGHTY_SMASH:
  7800. case ABC_ABYSS_DAGGER:
  7801. case BO_EXPLOSIVE_POWDER:
  7802. {
  7803. int starget = BL_CHAR|BL_SKILL;
  7804. if (skill_id == SR_HOWLINGOFLION)
  7805. starget = splash_target(src);
  7806. if (skill_id == SJ_NEWMOONKICK) {
  7807. if (tsce) {
  7808. status_change_end(bl, type);
  7809. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7810. break;
  7811. } else
  7812. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7813. }
  7814. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7815. if (sd) {
  7816. // Remove old shields if any exist.
  7817. pc_delspiritball(sd, sd->spiritball, 0);
  7818. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7819. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7820. }
  7821. status_change_end(src, SC_DIMENSION);
  7822. }
  7823. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7824. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7825. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7826. hom_addspiritball(hd, MAX_SPIRITBALL);
  7827. }
  7828. skill_area_temp[1] = 0;
  7829. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7830. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7831. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7832. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7833. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7834. }
  7835. break;
  7836. case SHC_DANCING_KNIFE:
  7837. if (flag & 1) {
  7838. skill_area_temp[1] = 0;
  7839. // Note: doesn't force player to stand before attacking
  7840. 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);
  7841. } else {
  7842. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7843. }
  7844. break;
  7845. case MT_A_MACHINE:
  7846. if (flag & 1) {
  7847. skill_area_temp[1] = 0;
  7848. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7849. pc_setstand(sd, true);
  7850. skill_sit(sd, false);
  7851. }
  7852. 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);
  7853. } else {
  7854. if (dstsd) {
  7855. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7856. if (lv > battle_config.attack_machine_level_difference) {
  7857. if (sd)
  7858. clif_skill_fail( *sd, skill_id );
  7859. map_freeblock_unlock();
  7860. return 0;
  7861. }
  7862. }
  7863. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7864. }
  7865. break;
  7866. case EM_ELEMENTAL_BUSTER: {
  7867. if (sd == nullptr)
  7868. break;
  7869. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7870. clif_skill_fail( *sd, skill_id );
  7871. map_freeblock_unlock();
  7872. return 0;
  7873. }
  7874. uint16 buster_element;
  7875. switch (sd->ed->elemental.class_) {
  7876. case ELEMENTALID_ARDOR:
  7877. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7878. break;
  7879. case ELEMENTALID_DILUVIO:
  7880. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7881. break;
  7882. case ELEMENTALID_PROCELLA:
  7883. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7884. break;
  7885. case ELEMENTALID_TERREMOTUS:
  7886. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7887. break;
  7888. case ELEMENTALID_SERPENS:
  7889. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7890. break;
  7891. }
  7892. skill_area_temp[1] = 0;
  7893. clif_skill_nodamage(src, *bl, buster_element, skill_lv);// Animation for the triggered blaster element.
  7894. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Triggered after blaster animation to make correct skill name scream appear.
  7895. 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);
  7896. }
  7897. break;
  7898. case NPC_IGNITIONBREAK:
  7899. case RK_IGNITIONBREAK:
  7900. skill_area_temp[1] = 0;
  7901. #if PACKETVER >= 20180207
  7902. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7903. #else
  7904. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7905. #endif
  7906. 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);
  7907. break;
  7908. case SR_TIGERCANNON:
  7909. case SR_WINDMILL:
  7910. case GN_CART_TORNADO:
  7911. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7912. [[fallthrough]];
  7913. case SR_EARTHSHAKER:
  7914. case NC_INFRAREDSCAN:
  7915. case NPC_VAMPIRE_GIFT:
  7916. case NPC_HELLJUDGEMENT:
  7917. case NPC_HELLJUDGEMENT2:
  7918. case NPC_PULSESTRIKE:
  7919. case LG_MOONSLASHER:
  7920. case NPC_WIDECRITICALWOUND:
  7921. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7922. break;
  7923. #ifdef RENEWAL
  7924. case KN_BRANDISHSPEAR:
  7925. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7926. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7927. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7928. skill_castend_damage_id);
  7929. break;
  7930. #else
  7931. case KN_BRANDISHSPEAR:
  7932. #endif
  7933. case ML_BRANDISH:
  7934. skill_area_temp[1] = bl->id;
  7935. if(skill_lv >= 10)
  7936. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7937. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7938. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7939. skill_castend_damage_id);
  7940. if(skill_lv >= 7)
  7941. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7942. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7943. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7944. skill_castend_damage_id);
  7945. if(skill_lv >= 4)
  7946. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7947. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7948. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7949. skill_castend_damage_id);
  7950. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7951. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7952. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7953. skill_castend_damage_id);
  7954. break;
  7955. case WZ_SIGHTRASHER:
  7956. //Passive side of the attack.
  7957. status_change_end(src, SC_SIGHT);
  7958. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7959. map_foreachinshootrange(skill_area_sub,src,
  7960. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7961. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7962. skill_castend_damage_id);
  7963. break;
  7964. case WZ_FROSTNOVA:
  7965. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7966. skill_area_temp[1] = 0;
  7967. map_foreachinshootrange(skill_attack_area, src,
  7968. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7969. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7970. break;
  7971. case NPC_SELFDESTRUCTION:
  7972. //Self Destruction hits everyone in range (allies+enemies)
  7973. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7974. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7975. BCT_ENEMY:BCT_ALL;
  7976. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7977. map_foreachinshootrange(skill_area_sub, bl,
  7978. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7979. src, skill_id, skill_lv, tick, flag|i,
  7980. skill_castend_damage_id);
  7981. if(map_addblock(src)) {
  7982. map_freeblock_unlock();
  7983. return 1;
  7984. }
  7985. status_kill(src);
  7986. break;
  7987. case AL_ANGELUS:
  7988. #ifdef RENEWAL
  7989. case PR_SUFFRAGIUM:
  7990. case PR_IMPOSITIO:
  7991. #endif
  7992. case PR_MAGNIFICAT:
  7993. case PR_GLORIA:
  7994. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7995. // Animations don't play when outside visible range
  7996. if (check_distance_bl(src, bl, AREA_SIZE))
  7997. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  7998. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7999. }
  8000. else if (sd)
  8001. 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);
  8002. break;
  8003. #ifdef RENEWAL
  8004. case MC_LOUD:
  8005. #endif
  8006. case SN_WINDWALK:
  8007. case CASH_BLESSING:
  8008. case CASH_INCAGI:
  8009. case CASH_ASSUMPTIO:
  8010. case WM_FRIGG_SONG:
  8011. case NV_HELPANGEL:
  8012. case IG_GUARDIAN_SHIELD:
  8013. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8014. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8015. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8016. else if (sd)
  8017. {
  8018. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8019. status_set_hp(src, 1, 0);
  8020. 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);
  8021. }
  8022. break;
  8023. case MER_MAGNIFICAT:
  8024. if( mer != nullptr )
  8025. {
  8026. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8027. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8028. 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);
  8029. else if( mer->master && !(flag&1) )
  8030. 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)));
  8031. }
  8032. break;
  8033. case BS_ADRENALINE:
  8034. case BS_ADRENALINE2:
  8035. case BS_WEAPONPERFECT:
  8036. case BS_OVERTHRUST:
  8037. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8038. int weapontype = skill_get_weapontype(skill_id);
  8039. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8040. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  8041. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8042. }
  8043. } else if (sd) {
  8044. party_foreachsamemap(skill_area_sub,
  8045. sd,skill_get_splash(skill_id, skill_lv),
  8046. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8047. skill_castend_nodamage_id);
  8048. }
  8049. break;
  8050. case BS_MAXIMIZE:
  8051. case NV_TRICKDEAD:
  8052. case CR_DEFENDER:
  8053. case ML_DEFENDER:
  8054. case CR_AUTOGUARD:
  8055. case ML_AUTOGUARD:
  8056. case TK_READYSTORM:
  8057. case TK_READYDOWN:
  8058. case TK_READYTURN:
  8059. case TK_READYCOUNTER:
  8060. case TK_DODGE:
  8061. case CR_SHRINK:
  8062. case SG_FUSION:
  8063. case GS_GATLINGFEVER:
  8064. case SJ_LUNARSTANCE:
  8065. case SJ_STARSTANCE:
  8066. case SJ_UNIVERSESTANCE:
  8067. case SJ_SUNSTANCE:
  8068. case SP_SOULCOLLECT:
  8069. case IG_GUARD_STANCE:
  8070. case IG_ATTACK_STANCE:
  8071. if( tsce )
  8072. {
  8073. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8074. map_freeblock_unlock();
  8075. return 0;
  8076. }
  8077. if( skill_id == SP_SOULCOLLECT ){
  8078. 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)));
  8079. }else{
  8080. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8081. }
  8082. break;
  8083. case SL_KAITE:
  8084. case SL_KAAHI:
  8085. case SL_KAIZEL:
  8086. case SL_KAUPE:
  8087. case SP_KAUTE:
  8088. if (sd) {
  8089. if (!dstsd || !(
  8090. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8091. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8092. dstsd->status.char_id == sd->status.char_id ||
  8093. dstsd->status.char_id == sd->status.partner_id ||
  8094. dstsd->status.char_id == sd->status.child ||
  8095. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8096. )) {
  8097. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8098. clif_skill_fail( *sd, skill_id );
  8099. break;
  8100. }
  8101. }
  8102. if (skill_id == SP_KAUTE) {
  8103. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8104. if (sd)
  8105. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8106. break;
  8107. }
  8108. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8109. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8110. } else
  8111. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8112. break;
  8113. case SM_AUTOBERSERK:
  8114. case MER_AUTOBERSERK:
  8115. if( tsce )
  8116. i = status_change_end(bl, type);
  8117. else
  8118. i = sc_start(src,bl,type,100,skill_lv,60000);
  8119. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8120. break;
  8121. case TF_HIDING:
  8122. case ST_CHASEWALK:
  8123. case KO_YAMIKUMO:
  8124. if (tsce)
  8125. {
  8126. clif_skill_nodamage(src,*bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8127. map_freeblock_unlock();
  8128. return 0;
  8129. }
  8130. clif_skill_nodamage(src,*bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8131. break;
  8132. case TK_RUN:
  8133. if (tsce)
  8134. {
  8135. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8136. map_freeblock_unlock();
  8137. return 0;
  8138. }
  8139. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8140. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8141. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8142. break;
  8143. case AS_CLOAKING:
  8144. case GC_CLOAKINGEXCEED:
  8145. case LG_FORCEOFVANGUARD:
  8146. case SC_REPRODUCE:
  8147. case SC_INVISIBILITY:
  8148. case RA_CAMOUFLAGE:
  8149. if (tsce) {
  8150. i = status_change_end(bl, type);
  8151. if( i )
  8152. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8153. else if( sd )
  8154. clif_skill_fail( *sd, skill_id );
  8155. map_freeblock_unlock();
  8156. return 0;
  8157. }
  8158. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8159. if( i )
  8160. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8161. else if( sd )
  8162. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8163. break;
  8164. case CG_SPECIALSINGER:
  8165. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8166. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8167. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8168. }
  8169. break;
  8170. case BD_ADAPTATION:
  8171. #ifdef RENEWAL
  8172. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8173. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8174. #else
  8175. if(tsc && tsc->getSCE(SC_DANCING)){
  8176. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8177. status_change_end(bl, SC_DANCING);
  8178. }
  8179. #endif
  8180. break;
  8181. case BA_FROSTJOKER:
  8182. case DC_SCREAM:
  8183. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8184. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8185. if (md) {
  8186. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8187. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8188. char temp[70];
  8189. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8190. clif_disp_overhead(&md->bl,temp);
  8191. }
  8192. break;
  8193. case BA_PANGVOICE:
  8194. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8195. #ifdef RENEWAL
  8196. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8197. #endif
  8198. break;
  8199. case DC_WINKCHARM:
  8200. if( dstsd ) {
  8201. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8202. #ifdef RENEWAL
  8203. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8204. #endif
  8205. } else
  8206. if( dstmd )
  8207. {
  8208. if( status_get_lv(src) > status_get_lv(bl)
  8209. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8210. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8211. 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)));
  8212. else
  8213. {
  8214. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8215. if(sd) clif_skill_fail( *sd, skill_id );
  8216. }
  8217. }
  8218. break;
  8219. #ifdef RENEWAL
  8220. case BD_LULLABY:
  8221. case BD_RICHMANKIM:
  8222. case BD_ETERNALCHAOS:
  8223. case BD_DRUMBATTLEFIELD:
  8224. case BD_RINGNIBELUNGEN:
  8225. case BD_ROKISWEIL:
  8226. case BD_INTOABYSS:
  8227. case BD_SIEGFRIED:
  8228. case BA_DISSONANCE:
  8229. case BA_POEMBRAGI:
  8230. case BA_WHISTLE:
  8231. case BA_ASSASSINCROSS:
  8232. case BA_APPLEIDUN:
  8233. case DC_UGLYDANCE:
  8234. case DC_HUMMING:
  8235. case DC_DONTFORGETME:
  8236. case DC_FORTUNEKISS:
  8237. case DC_SERVICEFORYOU:
  8238. skill_castend_song(src, skill_id, skill_lv, tick);
  8239. break;
  8240. #endif
  8241. case TF_STEAL:
  8242. if(sd) {
  8243. if(pc_steal_item(sd,bl,skill_lv))
  8244. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8245. else
  8246. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8247. }
  8248. break;
  8249. case RG_STEALCOIN:
  8250. if(sd) {
  8251. if(pc_steal_coin(sd,bl))
  8252. {
  8253. dstmd->state.provoke_flag = src->id;
  8254. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8255. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8256. }
  8257. else
  8258. clif_skill_fail( *sd, skill_id );
  8259. }
  8260. break;
  8261. case MG_STONECURSE:
  8262. {
  8263. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8264. if (sd)
  8265. clif_skill_fail( *sd, skill_id );
  8266. break;
  8267. }
  8268. if(status_isimmune(bl) || !tsc)
  8269. break;
  8270. int32 brate = 0;
  8271. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8272. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8273. 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)))
  8274. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8275. else if(sd) {
  8276. clif_skill_fail( *sd, skill_id );
  8277. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8278. if (skill_lv > 5)
  8279. { // not to consume items
  8280. map_freeblock_unlock();
  8281. return 0;
  8282. }
  8283. }
  8284. }
  8285. break;
  8286. case NV_FIRSTAID:
  8287. clif_skill_nodamage(src,*bl,skill_id,5);
  8288. status_heal(bl,5,0,0);
  8289. break;
  8290. case AL_CURE:
  8291. if(status_isimmune(bl)) {
  8292. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8293. break;
  8294. }
  8295. status_change_end(bl, SC_SILENCE);
  8296. status_change_end(bl, SC_BLIND);
  8297. status_change_end(bl, SC_CONFUSION);
  8298. status_change_end(bl, SC_BITESCAR);
  8299. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8300. break;
  8301. case TF_DETOXIFY:
  8302. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8303. status_change_end(bl, SC_POISON);
  8304. status_change_end(bl, SC_DPOISON);
  8305. break;
  8306. case PR_STRECOVERY:
  8307. if(status_isimmune(bl)) {
  8308. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8309. break;
  8310. }
  8311. if (tsc) {
  8312. status_change_end(bl, SC_FREEZE);
  8313. status_change_end(bl, SC_STONEWAIT);
  8314. status_change_end(bl, SC_STONE);
  8315. status_change_end(bl, SC_SLEEP);
  8316. status_change_end(bl, SC_STUN);
  8317. status_change_end(bl, SC_WHITEIMPRISON);
  8318. status_change_end(bl, SC_STASIS);
  8319. status_change_end(bl, SC_NETHERWORLD);
  8320. }
  8321. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8322. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8323. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8324. if(dstmd)
  8325. mob_unlocktarget(dstmd,tick);
  8326. break;
  8327. // Mercenary Supportive Skills
  8328. case MER_BENEDICTION:
  8329. status_change_end(bl, SC_CURSE);
  8330. status_change_end(bl, SC_BLIND);
  8331. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8332. break;
  8333. case MER_COMPRESS:
  8334. status_change_end(bl, SC_BLEEDING);
  8335. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8336. break;
  8337. case MER_MENTALCURE:
  8338. status_change_end(bl, SC_CONFUSION);
  8339. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8340. break;
  8341. case MER_RECUPERATE:
  8342. status_change_end(bl, SC_POISON);
  8343. status_change_end(bl, SC_DPOISON);
  8344. status_change_end(bl, SC_SILENCE);
  8345. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8346. break;
  8347. case MER_REGAIN:
  8348. status_change_end(bl, SC_SLEEP);
  8349. status_change_end(bl, SC_STUN);
  8350. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8351. break;
  8352. case MER_TENDER:
  8353. status_change_end(bl, SC_FREEZE);
  8354. status_change_end(bl, SC_STONE);
  8355. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8356. break;
  8357. case MER_SCAPEGOAT:
  8358. if( mer && mer->master )
  8359. {
  8360. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8361. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8362. }
  8363. break;
  8364. case MER_ESTIMATION:
  8365. if( !mer )
  8366. break;
  8367. sd = mer->master;
  8368. [[fallthrough]];
  8369. case WZ_ESTIMATION:
  8370. if( sd == nullptr )
  8371. break;
  8372. if( dstsd )
  8373. { // Fail on Players
  8374. clif_skill_fail( *sd, skill_id );
  8375. break;
  8376. }
  8377. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8378. clif_skill_estimation(sd, bl);
  8379. if( skill_id == MER_ESTIMATION )
  8380. sd = nullptr;
  8381. break;
  8382. case BS_REPAIRWEAPON:
  8383. if(sd && dstsd)
  8384. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8385. break;
  8386. case MC_IDENTIFY:
  8387. if(sd) {
  8388. clif_item_identify_list(sd);
  8389. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8390. map_freeblock_unlock();
  8391. return 1;
  8392. }
  8393. else { // consume sp only if succeeded
  8394. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8395. status_zap(src,0,req.sp);
  8396. }
  8397. }
  8398. break;
  8399. // Weapon Refining [Celest]
  8400. case WS_WEAPONREFINE:
  8401. if( sd != nullptr ){
  8402. clif_item_refine_list( *sd );
  8403. }
  8404. break;
  8405. case MC_VENDING:
  8406. if(sd)
  8407. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8408. if ( !pc_can_give_items(sd) )
  8409. clif_skill_fail( *sd, skill_id );
  8410. else {
  8411. sd->state.prevend = 1;
  8412. sd->state.workinprogress = WIP_DISABLE_ALL;
  8413. sd->vend_skill_lv = skill_lv;
  8414. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8415. if (i < MAX_CART) {
  8416. // Save the cart before opening the vending UI
  8417. sd->state.pending_vending_ui = true;
  8418. intif_storage_save(sd, &sd->cart);
  8419. }
  8420. else{
  8421. // Instantly open the vending UI
  8422. sd->state.pending_vending_ui = false;
  8423. clif_openvendingreq( *sd, 2+skill_lv );
  8424. }
  8425. }
  8426. }
  8427. break;
  8428. case AL_TELEPORT:
  8429. case ALL_ODINS_RECALL:
  8430. if(sd != nullptr)
  8431. {
  8432. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8433. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8434. break;
  8435. }
  8436. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8437. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8438. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8439. break;
  8440. }
  8441. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8442. {
  8443. if( skill_lv == 1 )
  8444. pc_randomwarp(sd,CLR_TELEPORT);
  8445. else
  8446. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8447. break;
  8448. }
  8449. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8450. std::vector<std::string> maps = {
  8451. "Random"
  8452. };
  8453. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL ){
  8454. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8455. }else{
  8456. maps.push_back( sd->status.save_point.map );
  8457. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8458. }
  8459. } else
  8460. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8461. break;
  8462. case NPC_EXPULSION:
  8463. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8464. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8465. break;
  8466. case AL_HOLYWATER:
  8467. if(sd) {
  8468. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8469. struct skill_unit* su;
  8470. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8471. skill_delunit(su);
  8472. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8473. }
  8474. else
  8475. clif_skill_fail( *sd, skill_id );
  8476. }
  8477. break;
  8478. case TF_PICKSTONE:
  8479. if(sd) {
  8480. unsigned char eflag;
  8481. struct item item_tmp;
  8482. struct block_list tbl;
  8483. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8484. memset(&item_tmp,0,sizeof(item_tmp));
  8485. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8486. item_tmp.nameid = ITEMID_STONE;
  8487. item_tmp.identify = 1;
  8488. tbl.id = 0;
  8489. // Commented because of duplicate animation [Lemongrass]
  8490. // At the moment this displays the pickup animation a second time
  8491. // If this is required in older clients, we need to add a version check here
  8492. //clif_takeitem(sd->bl,tbl);
  8493. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8494. if(eflag) {
  8495. clif_additem(sd,0,0,eflag);
  8496. if (battle_config.skill_drop_items_full)
  8497. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8498. }
  8499. }
  8500. break;
  8501. case ASC_CDP:
  8502. if(sd) {
  8503. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8504. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8505. else
  8506. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8507. }
  8508. break;
  8509. case RG_STRIPWEAPON:
  8510. case RG_STRIPSHIELD:
  8511. case RG_STRIPARMOR:
  8512. case RG_STRIPHELM:
  8513. case ST_FULLSTRIP:
  8514. case GC_WEAPONCRUSH:
  8515. case SC_STRIPACCESSARY:
  8516. case ABC_STRIP_SHADOW: {
  8517. bool i;
  8518. //Special message when trying to use strip on FCP [Jobbie]
  8519. 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))
  8520. {
  8521. clif_gospel_info(sd, 0x28);
  8522. break;
  8523. }
  8524. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8525. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8526. //Nothing stripped.
  8527. if( sd && !i )
  8528. clif_skill_fail( *sd, skill_id );
  8529. break;
  8530. }
  8531. case AM_BERSERKPITCHER:
  8532. case AM_POTIONPITCHER:
  8533. {
  8534. int j,hp = 0,sp = 0;
  8535. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8536. map_freeblock_unlock();
  8537. return 1;
  8538. }
  8539. if( sd ) {
  8540. int x,bonus=100;
  8541. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8542. x = skill_lv%11 - 1;
  8543. j = pc_search_inventory(sd, require.itemid[x]);
  8544. if (j < 0 || require.itemid[x] <= 0) {
  8545. clif_skill_fail( *sd, skill_id );
  8546. map_freeblock_unlock();
  8547. return 1;
  8548. }
  8549. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8550. clif_skill_fail( *sd, skill_id );
  8551. map_freeblock_unlock();
  8552. return 1;
  8553. }
  8554. if( skill_id == AM_BERSERKPITCHER ) {
  8555. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8556. clif_skill_fail( *sd, skill_id );
  8557. map_freeblock_unlock();
  8558. return 1;
  8559. }
  8560. }
  8561. potion_flag = 1;
  8562. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8563. potion_target = bl->id;
  8564. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8565. potion_flag = potion_target = 0;
  8566. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8567. bonus += sd->status.base_level;
  8568. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8569. hp = tstatus->max_hp * potion_per_hp / 100;
  8570. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8571. if( dstsd ) {
  8572. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8573. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8574. }
  8575. } else {
  8576. if( potion_hp > 0 ) {
  8577. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8578. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8579. if( dstsd )
  8580. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8581. }
  8582. if( potion_sp > 0 ) {
  8583. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8584. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8585. if( dstsd )
  8586. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8587. }
  8588. }
  8589. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8590. hp += hp * bonus / 100;
  8591. }
  8592. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8593. sp += sp * bonus / 100;
  8594. }
  8595. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8596. hp += hp * j / 100;
  8597. sp += sp * j / 100;
  8598. }
  8599. } else {
  8600. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8601. switch (skill_lv) {
  8602. case 1: hp = 45; break;
  8603. case 2: hp = 105; break;
  8604. case 3: hp = 175; break;
  8605. default: hp = 325; break;
  8606. }
  8607. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8608. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8609. if( dstsd )
  8610. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8611. }
  8612. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8613. hp += hp * j / 100;
  8614. sp += sp * j / 100;
  8615. }
  8616. // Final heal increased by HPlus.
  8617. // Is this the right place for this??? [Rytech]
  8618. // Can HPlus also affect SP recovery???
  8619. if (sd && sstatus->hplus > 0) {
  8620. hp += hp * sstatus->hplus / 100;
  8621. sp += sp * sstatus->hplus / 100;
  8622. }
  8623. if (tsc && tsc->count) {
  8624. uint8 penalty = 0;
  8625. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8626. hp += hp / 10;
  8627. sp += sp / 10;
  8628. }
  8629. if (tsc->getSCE(SC_CRITICALWOUND))
  8630. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8631. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8632. penalty += 20;
  8633. if (tsc->getSCE(SC_NORECOVER_STATE))
  8634. penalty = 100;
  8635. if (penalty > 0) {
  8636. hp -= hp * penalty / 100;
  8637. sp -= sp * penalty / 100;
  8638. }
  8639. }
  8640. #ifdef RENEWAL
  8641. if (bl->type == BL_HOM)
  8642. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8643. #endif
  8644. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8645. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8646. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp,1);
  8647. if( sp > 0 )
  8648. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  8649. if (tsc) {
  8650. #ifdef RENEWAL
  8651. if (tsc->getSCE(SC_EXTREMITYFIST))
  8652. sp = 0;
  8653. #endif
  8654. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8655. hp = 0;
  8656. sp = 0;
  8657. }
  8658. }
  8659. status_heal(bl,hp,sp,0);
  8660. }
  8661. break;
  8662. case AM_CP_WEAPON:
  8663. case AM_CP_SHIELD:
  8664. case AM_CP_ARMOR:
  8665. case AM_CP_HELM:
  8666. {
  8667. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8668. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8669. clif_skill_fail( *sd, skill_id );
  8670. map_freeblock_unlock(); // Don't consume item requirements
  8671. return 0;
  8672. }
  8673. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8674. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8675. }
  8676. break;
  8677. case AM_TWILIGHT1:
  8678. if (sd) {
  8679. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8680. //Prepare 200 White Potions.
  8681. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8682. clif_skill_fail( *sd, skill_id );
  8683. }
  8684. break;
  8685. case AM_TWILIGHT2:
  8686. if (sd) {
  8687. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8688. //Prepare 200 Slim White Potions.
  8689. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8690. clif_skill_fail( *sd, skill_id );
  8691. }
  8692. break;
  8693. case AM_TWILIGHT3:
  8694. if (sd) {
  8695. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8696. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8697. if( ebottle >= 0 )
  8698. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8699. //check if you can produce all three, if not, then fail:
  8700. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8701. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8702. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8703. || ebottle < 200 //200 empty bottle are required at total.
  8704. ) {
  8705. clif_skill_fail( *sd, skill_id );
  8706. break;
  8707. }
  8708. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8709. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8710. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8711. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8712. }
  8713. break;
  8714. case SA_DISPELL:
  8715. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8716. 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))
  8717. break; // Outside PvP it should only affect party members and no skill fail message
  8718. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8719. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8720. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8721. || rnd()%100 >= 50+10*skill_lv)
  8722. {
  8723. if (sd)
  8724. clif_skill_fail( *sd, skill_id );
  8725. break;
  8726. }
  8727. if(status_isimmune(bl))
  8728. break;
  8729. //Remove bonus_script by Dispell
  8730. if (dstsd)
  8731. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8732. // Monsters will unlock their target instead
  8733. else if (dstmd)
  8734. mob_unlocktarget(dstmd, tick);
  8735. if(!tsc || !tsc->count)
  8736. break;
  8737. //Statuses that can't be Dispelled
  8738. for (const auto &it : status_db) {
  8739. sc_type status = static_cast<sc_type>(it.first);
  8740. if (!tsc->getSCE(status))
  8741. continue;
  8742. if (it.second->flag[SCF_NODISPELL])
  8743. continue;
  8744. switch (status) {
  8745. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8746. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8747. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8748. case SC_FORTUNE: case SC_SERVICE4U:
  8749. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8750. continue; //If in song area don't end it, even if config enabled
  8751. break;
  8752. case SC_ASSUMPTIO:
  8753. if( bl->type == BL_MOB )
  8754. continue;
  8755. break;
  8756. }
  8757. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8758. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8759. status_change_end(bl, status);
  8760. }
  8761. break;
  8762. }
  8763. //Affect all targets on splash area.
  8764. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8765. src, skill_id, skill_lv, tick, flag|1,
  8766. skill_castend_damage_id);
  8767. break;
  8768. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8769. {
  8770. 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
  8771. #ifdef RENEWAL
  8772. |BLOWN_DONT_SEND_PACKET
  8773. #endif
  8774. ));
  8775. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8776. #ifdef RENEWAL
  8777. if(blew_count > 0)
  8778. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8779. #else
  8780. clif_slide(*bl, bl->x, bl->y); //Show the casting animation on pre-re
  8781. #endif
  8782. }
  8783. break;
  8784. case TK_HIGHJUMP:
  8785. {
  8786. int x,y, dir = unit_getdir(src);
  8787. struct map_data *mapdata = &map[src->m];
  8788. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8789. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8790. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8791. ) {
  8792. clif_skill_nodamage(src, *bl, TK_HIGHJUMP, skill_lv);
  8793. break;
  8794. } else if(dir%2) {
  8795. //Diagonal
  8796. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8797. y = src->y + diry[dir]*(skill_lv*4)/3;
  8798. } else {
  8799. x = src->x + dirx[dir]*skill_lv*2;
  8800. y = src->y + diry[dir]*skill_lv*2;
  8801. }
  8802. int x1 = x + dirx[dir];
  8803. int y1 = y + diry[dir];
  8804. clif_skill_nodamage(src,*bl,TK_HIGHJUMP,skill_lv);
  8805. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8806. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8807. unit_movepos(src, x, y, 1, 0))
  8808. clif_blown(src);
  8809. }
  8810. break;
  8811. case SA_CASTCANCEL:
  8812. case SO_SPELLFIST:
  8813. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8814. unit_skillcastcancel(src,1);
  8815. if(sd) {
  8816. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8817. if( skill_id == SO_SPELLFIST ){
  8818. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8819. sd->skill_id_old = sd->skill_lv_old = 0;
  8820. break;
  8821. }
  8822. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8823. if(sp < 0) sp = 0;
  8824. status_zap(src, 0, sp);
  8825. }
  8826. break;
  8827. case SA_SPELLBREAKER:
  8828. {
  8829. int sp;
  8830. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8831. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8832. sp = status_percent_damage(bl, src, 0, -20, false);
  8833. status_heal(bl, 0, sp, 2);
  8834. }
  8835. else {
  8836. struct unit_data* ud = unit_bl2ud(bl);
  8837. if (!ud || ud->skilltimer == INVALID_TIMER)
  8838. break; //Nothing to cancel.
  8839. int hp = 0;
  8840. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8841. if (rnd_chance(90, 100))
  8842. {
  8843. if (sd) clif_skill_fail( *sd, skill_id );
  8844. break;
  8845. }
  8846. }
  8847. #ifdef RENEWAL
  8848. else // HP damage does not work on bosses in renewal
  8849. #endif
  8850. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8851. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8852. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8853. unit_skillcastcancel(bl, 0);
  8854. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8855. status_zap(bl, 0, sp);
  8856. // Recover some of the SP used
  8857. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8858. // If damage would be lethal, it does not deal damage
  8859. if (hp && hp < tstatus->hp) {
  8860. clif_damage(*src, *bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8861. status_zap(bl, hp, 0);
  8862. // Recover 50% of damage dealt
  8863. status_heal(src, hp / 2, 0, 2);
  8864. }
  8865. }
  8866. }
  8867. break;
  8868. case SA_MAGICROD:
  8869. #ifdef RENEWAL
  8870. clif_skill_nodamage(src,*src,SA_MAGICROD,skill_lv);
  8871. #endif
  8872. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8873. break;
  8874. case SA_AUTOSPELL:
  8875. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8876. if (sd) {
  8877. sd->state.workinprogress = WIP_DISABLE_ALL;
  8878. clif_autospell( *sd, skill_lv );
  8879. } else {
  8880. int maxlv=1,spellid=0;
  8881. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8882. if(skill_lv >= 10) {
  8883. spellid = MG_FROSTDIVER;
  8884. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8885. // maxlv = 10;
  8886. // else
  8887. maxlv = skill_lv - 9;
  8888. }
  8889. else if(skill_lv >=8) {
  8890. spellid = MG_FIREBALL;
  8891. maxlv = skill_lv - 7;
  8892. }
  8893. else if(skill_lv >=5) {
  8894. spellid = MG_SOULSTRIKE;
  8895. maxlv = skill_lv - 4;
  8896. }
  8897. else if(skill_lv >=2) {
  8898. int i_rnd = rnd()%3;
  8899. spellid = spellarray[i_rnd];
  8900. maxlv = skill_lv - 1;
  8901. }
  8902. else if(skill_lv > 0) {
  8903. spellid = MG_NAPALMBEAT;
  8904. maxlv = 3;
  8905. }
  8906. if(spellid > 0)
  8907. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8908. skill_get_time(SA_AUTOSPELL,skill_lv));
  8909. }
  8910. break;
  8911. case BS_GREED:
  8912. if(sd){
  8913. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8914. map_foreachinallrange(skill_greed,bl,
  8915. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8916. }
  8917. break;
  8918. case SA_ELEMENTWATER:
  8919. case SA_ELEMENTFIRE:
  8920. case SA_ELEMENTGROUND:
  8921. case SA_ELEMENTWIND:
  8922. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8923. break;
  8924. [[fallthrough]];
  8925. case NPC_ATTRICHANGE:
  8926. case NPC_CHANGEWATER:
  8927. case NPC_CHANGEGROUND:
  8928. case NPC_CHANGEFIRE:
  8929. case NPC_CHANGEWIND:
  8930. case NPC_CHANGEPOISON:
  8931. case NPC_CHANGEHOLY:
  8932. case NPC_CHANGEDARKNESS:
  8933. case NPC_CHANGETELEKINESIS:
  8934. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8935. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8936. skill_get_time(skill_id, skill_lv)));
  8937. break;
  8938. case NPC_PROVOCATION:
  8939. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8940. if (md) mob_unlocktarget(md, tick);
  8941. break;
  8942. case NPC_REBIRTH:
  8943. if( md && md->state.rebirth )
  8944. break; // only works once
  8945. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8946. break;
  8947. case NPC_DARKBLESSING:
  8948. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8949. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8950. break;
  8951. case NPC_LICK:
  8952. status_zap(bl, 0, 100);
  8953. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8954. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8955. break;
  8956. case NPC_SUICIDE:
  8957. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8958. status_kill(src); //When suiciding, neither exp nor drops is given.
  8959. break;
  8960. case NPC_SUMMONSLAVE:
  8961. case NPC_SUMMONMONSTER:
  8962. case NPC_DEATHSUMMON:
  8963. if(md && md->skill_idx >= 0)
  8964. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8965. break;
  8966. case NPC_CALLSLAVE:
  8967. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8968. break;
  8969. case NPC_RANDOMMOVE:
  8970. if (md) {
  8971. md->next_walktime = tick - 1;
  8972. if (md->special_state.ai == AI_SPHERE)
  8973. unit_escape(&md->bl, bl, 7, 2);
  8974. else
  8975. mob_randomwalk(md,tick);
  8976. }
  8977. break;
  8978. case NPC_SPEEDUP:
  8979. {
  8980. // or does it increase casting rate? just a guess xD
  8981. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8982. if (i_type > SC_ASPDPOTION3)
  8983. i_type = SC_ASPDPOTION3;
  8984. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8985. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8986. }
  8987. break;
  8988. case NPC_REVENGE:
  8989. // not really needed... but adding here anyway ^^
  8990. if (md && md->master_id > 0) {
  8991. struct block_list *mbl, *tbl;
  8992. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  8993. (tbl = battle_gettargeted(mbl)) == nullptr)
  8994. break;
  8995. md->state.provoke_flag = tbl->id;
  8996. mob_target(md, tbl, sstatus->rhw.range);
  8997. }
  8998. break;
  8999. case NPC_RUN:
  9000. if (md) {
  9001. block_list* tbl = map_id2bl(md->target_id);
  9002. if (tbl) {
  9003. md->state.can_escape = 1;
  9004. mob_unlocktarget(md, tick);
  9005. // Official distance is 7, if level > 1, distance = level
  9006. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9007. if (time) {
  9008. // Need to set state here as it's not set otherwise
  9009. md->state.skillstate = MSS_WALK;
  9010. // Set AI to inactive for the duration of this movement
  9011. md->last_thinktime = tick + time;
  9012. }
  9013. }
  9014. }
  9015. break;
  9016. case NPC_TRANSFORMATION:
  9017. case NPC_METAMORPHOSIS:
  9018. if(md && md->skill_idx >= 0) {
  9019. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9020. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9021. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9022. if (class_) mob_class_change(md, class_);
  9023. }
  9024. break;
  9025. case NPC_EMOTION_ON:
  9026. case NPC_EMOTION:
  9027. //val[0] is the emotion to use.
  9028. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9029. //val[1] 'sets' the mode
  9030. //val[2] adds to the current mode
  9031. //val[3] removes from the current mode
  9032. //val[4] if set, asks to delete the previous mode change.
  9033. if(md && md->skill_idx >= 0 && tsc)
  9034. {
  9035. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9036. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9037. status_change_end(bl, type);
  9038. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9039. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9040. mob_unlocktarget(md,tick);
  9041. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9042. sc_start4(src,src, type, 100, skill_lv,
  9043. md->db->skill[md->skill_idx]->val[1],
  9044. md->db->skill[md->skill_idx]->val[2],
  9045. md->db->skill[md->skill_idx]->val[3],
  9046. skill_get_time(skill_id, skill_lv));
  9047. //Reset aggressive state depending on resulting mode
  9048. if (!battle_config.npc_emotion_behavior)
  9049. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9050. }
  9051. break;
  9052. case NPC_POWERUP:
  9053. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9054. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9055. break;
  9056. case NPC_AGIUP:
  9057. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9058. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9059. break;
  9060. case NPC_INVISIBLE:
  9061. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9062. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9063. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9064. break;
  9065. case NPC_SIEGEMODE:
  9066. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9067. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9068. break;
  9069. case NPC_INVINCIBLEOFF:
  9070. case MER_INVINCIBLEOFF2:
  9071. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9072. status_change_end(bl, SC_INVINCIBLE);
  9073. break;
  9074. case WE_MALE: {
  9075. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9076. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9077. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9078. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, gain_hp, 0, 0));
  9079. }
  9080. }
  9081. break;
  9082. case WE_FEMALE: {
  9083. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9084. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9085. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9086. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, 0, gain_sp, 0));
  9087. }
  9088. }
  9089. break;
  9090. // parent-baby skills
  9091. case WE_BABY:
  9092. if(sd){
  9093. map_session_data *f_sd = pc_get_father(sd);
  9094. map_session_data *m_sd = pc_get_mother(sd);
  9095. if( (!f_sd && !m_sd) // if neither was found
  9096. || (sd->status.party_id != 0 && //not in same party
  9097. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9098. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9099. ))
  9100. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9101. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9102. ) {
  9103. clif_skill_fail( *sd, skill_id );
  9104. map_freeblock_unlock();
  9105. return 0;
  9106. }
  9107. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9108. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9109. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9110. }
  9111. break;
  9112. case WE_CALLALLFAMILY:
  9113. if (sd) {
  9114. map_session_data *p_sd = pc_get_partner(sd);
  9115. map_session_data *c_sd = pc_get_child(sd);
  9116. if (!p_sd && !c_sd) { // Fail if no family members are found
  9117. clif_skill_fail( *sd, skill_id );
  9118. map_freeblock_unlock();
  9119. return 1;
  9120. }
  9121. // Partner must be on the same map and in same party
  9122. if (p_sd && !status_isdead(p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9123. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9124. // Child must be on the same map and in same party as the parent casting
  9125. if (c_sd && !status_isdead(c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9126. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9127. }
  9128. break;
  9129. case WE_ONEFOREVER:
  9130. if (sd) {
  9131. map_session_data *p_sd = pc_get_partner(sd);
  9132. map_session_data *c_sd = pc_get_child(sd);
  9133. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9134. clif_skill_fail( *sd, skill_id );
  9135. map_freeblock_unlock();
  9136. return 1;
  9137. }
  9138. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9139. clif_skill_fail( *sd, skill_id );
  9140. break;
  9141. }
  9142. if (status_isdead(*bl)) {
  9143. int per = 30, sper = 0;
  9144. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9145. break;
  9146. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9147. break;
  9148. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9149. break;
  9150. if (dstsd->special_state.restart_full_recover)
  9151. per = sper = 100;
  9152. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9153. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9154. }
  9155. }
  9156. break;
  9157. case WE_CHEERUP:
  9158. if (sd) {
  9159. map_session_data *f_sd = pc_get_father(sd);
  9160. map_session_data *m_sd = pc_get_mother(sd);
  9161. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9162. clif_skill_fail( *sd, skill_id );
  9163. map_freeblock_unlock();
  9164. return 1;
  9165. }
  9166. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9167. if (dstsd == f_sd || dstsd == m_sd)
  9168. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9169. } else
  9170. 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);
  9171. }
  9172. break;
  9173. case PF_HPCONVERSION:
  9174. {
  9175. int hp, sp;
  9176. hp = sstatus->max_hp/10;
  9177. sp = hp * 10 * skill_lv / 100;
  9178. if (!status_charge(src,hp,0)) {
  9179. if (sd) clif_skill_fail( *sd, skill_id );
  9180. break;
  9181. }
  9182. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9183. status_heal(bl,0,sp,2);
  9184. }
  9185. break;
  9186. case MA_REMOVETRAP:
  9187. case HT_REMOVETRAP:
  9188. {
  9189. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9190. std::shared_ptr<s_skill_unit_group> sg;
  9191. std::shared_ptr<s_skill_db> skill_group;
  9192. // Mercenaries can remove any trap
  9193. // Players can only remove their own traps or traps on Vs maps.
  9194. 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] )
  9195. {
  9196. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9197. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9198. { // prevent picking up expired traps
  9199. if( battle_config.skill_removetrap_type )
  9200. { // get back all items used to deploy the trap
  9201. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9202. {
  9203. if( skill_group->require.itemid[i] > 0 )
  9204. {
  9205. int flag2;
  9206. struct item item_tmp;
  9207. memset(&item_tmp,0,sizeof(item_tmp));
  9208. item_tmp.nameid = skill_group->require.itemid[i];
  9209. item_tmp.identify = 1;
  9210. item_tmp.amount = skill_group->require.amount[i];
  9211. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9212. clif_additem(sd,0,0,flag2);
  9213. if (battle_config.skill_drop_items_full)
  9214. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9215. }
  9216. }
  9217. }
  9218. }
  9219. else
  9220. { // get back 1 trap
  9221. struct item item_tmp;
  9222. memset(&item_tmp,0,sizeof(item_tmp));
  9223. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9224. item_tmp.identify = 1;
  9225. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9226. {
  9227. clif_additem(sd,0,0,flag);
  9228. if (battle_config.skill_drop_items_full)
  9229. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9230. }
  9231. }
  9232. }
  9233. skill_delunit(su);
  9234. }else if(sd)
  9235. clif_skill_fail( *sd, skill_id );
  9236. }
  9237. break;
  9238. case HT_SPRINGTRAP:
  9239. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9240. {
  9241. struct skill_unit *su=nullptr;
  9242. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9243. switch(su->group->unit_id){
  9244. case UNT_ANKLESNARE: // ankle snare
  9245. if (su->group->val2 != 0)
  9246. // if it is already trapping something don't spring it,
  9247. // remove trap should be used instead
  9248. break;
  9249. [[fallthrough]];
  9250. case UNT_BLASTMINE:
  9251. case UNT_SKIDTRAP:
  9252. case UNT_LANDMINE:
  9253. case UNT_SHOCKWAVE:
  9254. case UNT_SANDMAN:
  9255. case UNT_FLASHER:
  9256. case UNT_FREEZINGTRAP:
  9257. case UNT_CLAYMORETRAP:
  9258. case UNT_TALKIEBOX:
  9259. su->group->unit_id = UNT_USED_TRAPS;
  9260. clif_changetraplook(bl, UNT_USED_TRAPS);
  9261. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9262. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9263. }
  9264. }
  9265. }
  9266. break;
  9267. case BD_ENCORE:
  9268. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9269. if(sd)
  9270. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9271. break;
  9272. case TR_RETROSPECTION:
  9273. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9274. if (sd)
  9275. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9276. break;
  9277. case AS_SPLASHER:
  9278. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9279. // Renewal dropped the 3/4 hp requirement
  9280. #ifndef RENEWAL
  9281. || tstatus-> hp > tstatus->max_hp*3/4
  9282. #endif
  9283. ) {
  9284. if (sd) clif_skill_fail( *sd, skill_id );
  9285. map_freeblock_unlock();
  9286. return 1;
  9287. }
  9288. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9289. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9290. break;
  9291. case PF_MINDBREAKER:
  9292. {
  9293. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9294. map_freeblock_unlock();
  9295. return 1;
  9296. }
  9297. if (tsce)
  9298. { //HelloKitty2 (?) explained that this silently fails when target is
  9299. //already inflicted. [Skotlex]
  9300. map_freeblock_unlock();
  9301. return 1;
  9302. }
  9303. //Has a 55% + skill_lv*5% success chance.
  9304. if (!clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9305. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9306. {
  9307. if (sd) clif_skill_fail( *sd, skill_id );
  9308. map_freeblock_unlock();
  9309. return 0;
  9310. }
  9311. unit_skillcastcancel(bl,0);
  9312. if (dstmd)
  9313. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9314. }
  9315. break;
  9316. case PF_SOULCHANGE:
  9317. {
  9318. unsigned int sp1 = 0, sp2 = 0;
  9319. if (dstmd) {
  9320. if (dstmd->state.soul_change_flag) {
  9321. if(sd) clif_skill_fail( *sd, skill_id );
  9322. break;
  9323. }
  9324. dstmd->state.soul_change_flag = 1;
  9325. sp2 = sstatus->max_sp * 3 /100;
  9326. status_heal(src, 0, sp2, 2);
  9327. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9328. break;
  9329. }
  9330. sp1 = sstatus->sp;
  9331. sp2 = tstatus->sp;
  9332. #ifdef RENEWAL
  9333. sp1 = sp1 / 2;
  9334. sp2 = sp2 / 2;
  9335. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9336. sp1 = tstatus->sp;
  9337. #endif
  9338. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9339. sp1 = tstatus->sp;
  9340. status_set_sp(src, sp2, 3);
  9341. status_set_sp(bl, sp1, 3);
  9342. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9343. }
  9344. break;
  9345. // Slim Pitcher
  9346. case CR_SLIMPITCHER:
  9347. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9348. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9349. break;
  9350. if (potion_hp || potion_sp) {
  9351. int hp = potion_hp, sp = potion_sp;
  9352. hp = hp * (100 + (tstatus->vit * 2))/100;
  9353. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9354. if (dstsd) {
  9355. if (hp)
  9356. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9357. if (sp)
  9358. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9359. }
  9360. if (tsc && tsc->count) {
  9361. uint8 penalty = 0;
  9362. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9363. hp += hp / 10;
  9364. sp += sp / 10;
  9365. }
  9366. if (tsc->getSCE(SC_CRITICALWOUND))
  9367. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9368. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9369. penalty += 20;
  9370. if (tsc->getSCE(SC_NORECOVER_STATE))
  9371. penalty = 100;
  9372. if (penalty > 0) {
  9373. hp -= hp * penalty / 100;
  9374. sp -= sp * penalty / 100;
  9375. }
  9376. }
  9377. if(hp > 0)
  9378. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp);
  9379. if(sp > 0)
  9380. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9381. status_heal(bl,hp,sp,0);
  9382. }
  9383. break;
  9384. // Full Chemical Protection
  9385. case CR_FULLPROTECTION:
  9386. {
  9387. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9388. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9389. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9390. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9391. continue;
  9392. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9393. s++;
  9394. }
  9395. if( sd && !s ){
  9396. clif_skill_fail( *sd, skill_id );
  9397. map_freeblock_unlock(); // Don't consume item requirements
  9398. return 0;
  9399. }
  9400. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9401. }
  9402. break;
  9403. case RG_CLEANER: //AppleGirl
  9404. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9405. break;
  9406. #ifndef RENEWAL
  9407. case CG_LONGINGFREEDOM:
  9408. {
  9409. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9410. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9411. {
  9412. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9413. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9414. }
  9415. }
  9416. break;
  9417. #endif
  9418. case CG_TAROTCARD:
  9419. {
  9420. int card = -1;
  9421. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9422. //Target currently has the SUN tarot card effect and is immune to any other effect
  9423. map_freeblock_unlock();
  9424. return 0;
  9425. }
  9426. if( rnd() % 100 > skill_lv * 8 ||
  9427. #ifndef RENEWAL
  9428. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9429. #endif
  9430. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9431. if( sd )
  9432. clif_skill_fail( *sd, skill_id );
  9433. map_freeblock_unlock();
  9434. return 0;
  9435. }
  9436. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9437. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9438. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9439. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9440. }
  9441. break;
  9442. case SL_ALCHEMIST:
  9443. case SL_ASSASIN:
  9444. case SL_BARDDANCER:
  9445. case SL_BLACKSMITH:
  9446. case SL_CRUSADER:
  9447. case SL_HUNTER:
  9448. case SL_KNIGHT:
  9449. case SL_MONK:
  9450. case SL_PRIEST:
  9451. case SL_ROGUE:
  9452. case SL_SAGE:
  9453. case SL_SOULLINKER:
  9454. case SL_STAR:
  9455. case SL_SUPERNOVICE:
  9456. case SL_WIZARD:
  9457. case SL_HIGH:
  9458. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9459. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9460. // 1% chance to erase death count on successful cast
  9461. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9462. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9463. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9464. status_calc_pc( dstsd, SCO_NONE );
  9465. }
  9466. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9467. }else{
  9468. if( sd ){
  9469. clif_skill_fail( *sd, skill_id );
  9470. }
  9471. }
  9472. break;
  9473. case SP_SOULGOLEM:
  9474. case SP_SOULSHADOW:
  9475. case SP_SOULFALCON:
  9476. case SP_SOULFAIRY:
  9477. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9478. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9479. }else{
  9480. if( sd ){
  9481. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9482. }
  9483. }
  9484. break;
  9485. case SP_SOULREVOLVE:
  9486. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9487. if (sd)
  9488. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9489. break;
  9490. }
  9491. status_heal(bl, 0, 50*skill_lv, 2);
  9492. status_change_end(bl, SC_SPIRIT);
  9493. status_change_end(bl, SC_SOULGOLEM);
  9494. status_change_end(bl, SC_SOULSHADOW);
  9495. status_change_end(bl, SC_SOULFALCON);
  9496. status_change_end(bl, SC_SOULFAIRY);
  9497. break;
  9498. case SL_SWOO:
  9499. if (tsce) {
  9500. if(sd)
  9501. clif_skill_fail( *sd, skill_id );
  9502. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9503. status_change_end(bl, SC_SWOO);
  9504. break;
  9505. }
  9506. [[fallthrough]];
  9507. case SL_SKA: // [marquis007]
  9508. case SL_SKE:
  9509. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9510. clif_skill_fail( *sd, skill_id );
  9511. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9512. break;
  9513. }
  9514. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9515. if (skill_id == SL_SKE)
  9516. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9517. break;
  9518. // New guild skills [Celest]
  9519. case GD_BATTLEORDER:
  9520. case GD_REGENERATION:
  9521. case GD_RESTORE:
  9522. case GD_EMERGENCY_MOVE:
  9523. if(flag&1) {
  9524. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9525. if( skill_id == GD_RESTORE )
  9526. clif_skill_nodamage(src,*bl,AL_HEAL,status_percent_heal(bl,90,90));
  9527. else
  9528. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9529. }
  9530. } else if (status_get_guild_id(src)) {
  9531. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9532. map_foreachinallrange(skill_area_sub, src,
  9533. skill_get_splash(skill_id, skill_lv), BL_PC,
  9534. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9535. skill_castend_nodamage_id);
  9536. if (sd)
  9537. #ifdef RENEWAL
  9538. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9539. #else
  9540. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9541. #endif
  9542. }
  9543. break;
  9544. case GD_EMERGENCYCALL:
  9545. case GD_ITEMEMERGENCYCALL:
  9546. {
  9547. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9548. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9549. uint8 j = 0, calls = 0, called = 0;
  9550. // i don't know if it actually summons in a circle, but oh well. ;P
  9551. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9552. if (!g)
  9553. break;
  9554. if (skill_id == GD_ITEMEMERGENCYCALL)
  9555. switch (skill_lv) {
  9556. case 1: calls = 7; break;
  9557. case 2: calls = 12; break;
  9558. case 3: calls = 20; break;
  9559. default: calls = 0; break;
  9560. }
  9561. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9562. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9563. if (j > 8)
  9564. j = 0;
  9565. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9566. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9567. continue;
  9568. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9569. continue;
  9570. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9571. dx[j] = dy[j] = 0;
  9572. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9573. called++;
  9574. }
  9575. }
  9576. if (sd)
  9577. #ifdef RENEWAL
  9578. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9579. #else
  9580. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9581. #endif
  9582. }
  9583. break;
  9584. case GD_CHARGESHOUT_FLAG:
  9585. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9586. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9587. if (md) {
  9588. sd->guild->chargeshout_flag_id = md->bl.id;
  9589. md->master_id = src->id;
  9590. if (md->deletetimer != INVALID_TIMER)
  9591. delete_timer(md->deletetimer, mob_timer_delete);
  9592. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9593. mob_spawn(md);
  9594. }
  9595. }
  9596. break;
  9597. case GD_CHARGESHOUT_BEATING:
  9598. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9599. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9600. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9601. clif_skill_fail( *sd, skill_id );
  9602. else
  9603. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9604. } else if (sd)
  9605. clif_skill_fail( *sd, skill_id );
  9606. break;
  9607. case SG_FEEL:
  9608. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9609. if (sd) {
  9610. if(!sd->feel_map[skill_lv-1].index)
  9611. clif_feel_req(sd->fd,sd, skill_lv);
  9612. else
  9613. clif_feel_info(sd, skill_lv-1, 1);
  9614. }
  9615. break;
  9616. case SG_HATE:
  9617. if (sd) {
  9618. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9619. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9620. clif_skill_fail( *sd, skill_id );
  9621. }
  9622. break;
  9623. case SJ_DOCUMENT:
  9624. if (sd) {
  9625. switch (skill_lv) {
  9626. case 1:
  9627. pc_resetfeel(sd);
  9628. break;
  9629. case 2:
  9630. pc_resethate(sd);
  9631. break;
  9632. case 3:
  9633. pc_resetfeel(sd);
  9634. pc_resethate(sd);
  9635. break;
  9636. }
  9637. }
  9638. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9639. break;
  9640. case GS_GLITTERING:
  9641. if(sd) {
  9642. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9643. if(rnd()%100 < (20+10*skill_lv))
  9644. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9645. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9646. pc_delspiritball(sd,1,0);
  9647. }
  9648. break;
  9649. case GS_CRACKER:
  9650. /* per official standards, this skill works on players and mobs. */
  9651. if (sd && (dstsd || dstmd))
  9652. {
  9653. i =65 -5*distance_bl(src,bl); //Base rate
  9654. if (i < 30) i = 30;
  9655. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9656. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9657. }
  9658. break;
  9659. case AM_CALLHOMUN: //[orn]
  9660. if (sd && !hom_call(sd))
  9661. clif_skill_fail( *sd, skill_id );
  9662. #ifdef RENEWAL
  9663. else if (sd && hom_is_active(sd->hd))
  9664. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9665. #endif
  9666. break;
  9667. case AM_REST:
  9668. if (sd) {
  9669. if (hom_vaporize(sd,HOM_ST_REST))
  9670. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9671. else
  9672. clif_skill_fail( *sd, skill_id );
  9673. }
  9674. break;
  9675. case HAMI_CASTLE: //[orn]
  9676. if (src != bl && rnd_chance(20 * skill_lv, 100)) {
  9677. // Get one of the monsters targeting the player and set the homunculus as its new target
  9678. if (block_list* tbl = battle_gettargeted(bl); tbl != nullptr && tbl->type == BL_MOB) {
  9679. if (unit_data* ud = unit_bl2ud(tbl); ud != nullptr)
  9680. unit_changetarget_sub(*ud, *src);
  9681. }
  9682. int16 x = src->x, y = src->y;
  9683. // Move homunculus
  9684. if (unit_movepos(src, bl->x, bl->y, 0, false)) {
  9685. clif_blown(src);
  9686. // Move player
  9687. if (unit_movepos(bl, x, y, 0, false))
  9688. clif_blown(bl);
  9689. // Show the animation on the homunculus only
  9690. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  9691. }
  9692. }
  9693. else if (hd != nullptr && hd->master != nullptr)
  9694. clif_skill_fail( *hd->master, skill_id );
  9695. else if (sd != nullptr)
  9696. clif_skill_fail( *sd, skill_id );
  9697. break;
  9698. case HVAN_CHAOTIC:
  9699. {
  9700. // Chance per skill level
  9701. static const std::array<uint8, 5> chance_homunculus = {
  9702. 20,
  9703. 50,
  9704. 25,
  9705. 50,
  9706. 34
  9707. };
  9708. static const std::array<uint8, 5> chance_master = {
  9709. static_cast<uint8>(chance_homunculus[0] + 30),
  9710. static_cast<uint8>(chance_homunculus[1] + 10),
  9711. static_cast<uint8>(chance_homunculus[2] + 50),
  9712. static_cast<uint8>(chance_homunculus[3] + 4),
  9713. static_cast<uint8>(chance_homunculus[4] + 33)
  9714. };
  9715. uint8 chance = rnd_value(1, 100);
  9716. // Homunculus
  9717. if (chance <= chance_homunculus[skill_lv - 1])
  9718. bl = src;
  9719. // Master
  9720. else if (chance <= chance_master[skill_lv - 1])
  9721. bl = battle_get_master(src);
  9722. // Enemy (A random enemy targeting the master)
  9723. else
  9724. bl = battle_gettargeted(battle_get_master(src));
  9725. // If there's no enemy the chance reverts to the homunculus
  9726. if (bl == nullptr)
  9727. bl = src;
  9728. int32 heal = skill_calc_heal(src, bl, skill_id, rnd_value<uint16>(1, skill_lv), true);
  9729. // Official servers send the Heal skill packet with the healed amount, and then the skill packet with 1 as healed amount
  9730. clif_skill_nodamage(src, *bl, AL_HEAL, heal);
  9731. clif_skill_nodamage(src, *bl, skill_id, 1);
  9732. status_heal(bl, heal, 0, 0);
  9733. } break;
  9734. case HVAN_EXPLOSION:
  9735. if( hd != nullptr ){
  9736. clif_skill_nodamage(src, *src, skill_id, skill_lv, 1);
  9737. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  9738. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  9739. clif_send_homdata(*hd, SP_INTIMATE);
  9740. // There's a delay between the explosion and the homunculus death
  9741. skill_addtimerskill(src, tick + skill_get_time(skill_id, skill_lv), src->id, 0, 0, skill_id, skill_lv, 0, flag);
  9742. } break;
  9743. // Homun single-target support skills [orn]
  9744. case HLIF_CHANGE:
  9745. #ifndef RENEWAL
  9746. status_percent_heal(bl, 100, 100);
  9747. [[fallthrough]];
  9748. #endif
  9749. case HAMI_BLOODLUST:
  9750. case HFLI_FLEET:
  9751. case HFLI_SPEED:
  9752. case MH_ANGRIFFS_MODUS:
  9753. case MH_GOLDENE_FERSE:
  9754. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9755. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9756. break;
  9757. case NPC_DRAGONFEAR:
  9758. if (flag&1) {
  9759. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9760. int j;
  9761. j = i = rnd()%ARRAYLENGTH(sc);
  9762. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9763. i++;
  9764. if ( i == ARRAYLENGTH(sc) )
  9765. i = 0;
  9766. if (i == j)
  9767. break;
  9768. }
  9769. break;
  9770. }
  9771. [[fallthrough]];
  9772. case NPC_WIDEBLEEDING:
  9773. case NPC_WIDEBLEEDING2:
  9774. case NPC_WIDECONFUSE:
  9775. case NPC_WIDECONFUSE2:
  9776. case NPC_WIDECURSE:
  9777. case NPC_WIDECURSE2:
  9778. case NPC_WIDEFREEZE:
  9779. case NPC_WIDEFREEZE2:
  9780. case NPC_WIDESLEEP:
  9781. case NPC_WIDESLEEP2:
  9782. case NPC_WIDESILENCE:
  9783. case NPC_WIDESILENCE2:
  9784. case NPC_WIDESTONE:
  9785. case NPC_WIDESTONE2:
  9786. case NPC_WIDESTUN:
  9787. case NPC_WIDESTUN2:
  9788. case NPC_SLOWCAST:
  9789. case NPC_WIDEHELLDIGNITY:
  9790. case NPC_WIDEHEALTHFEAR:
  9791. case NPC_WIDEBODYBURNNING:
  9792. case NPC_WIDEFROSTMISTY:
  9793. case NPC_WIDECOLD:
  9794. case NPC_WIDE_DEEP_SLEEP:
  9795. case NPC_WIDESIREN:
  9796. case NPC_WIDEWEB:
  9797. case NPC_DEADLYCURSE2:
  9798. if (flag&1){
  9799. switch ( type ) {
  9800. case SC_BURNING:
  9801. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9802. break;
  9803. case SC_STONEWAIT:
  9804. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9805. break;
  9806. default:
  9807. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9808. }
  9809. }
  9810. else {
  9811. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9812. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9813. map_foreachinallrange(skill_area_sub, bl,
  9814. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9815. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9816. skill_castend_nodamage_id);
  9817. }
  9818. break;
  9819. case NPC_WIDESOULDRAIN:
  9820. if (flag&1)
  9821. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9822. else {
  9823. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9824. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9825. map_foreachinallrange(skill_area_sub, bl,
  9826. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9827. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9828. skill_castend_nodamage_id);
  9829. }
  9830. break;
  9831. case NPC_FIRESTORM: {
  9832. int sflag = flag;
  9833. if( skill_lv > 1 )
  9834. sflag |= 4;
  9835. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9836. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9837. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9838. }
  9839. break;
  9840. case ALL_PARTYFLEE:
  9841. if( sd && !(flag&1) ) {
  9842. if( !sd->status.party_id ) {
  9843. clif_skill_fail( *sd, skill_id );
  9844. break;
  9845. }
  9846. 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);
  9847. } else
  9848. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9849. break;
  9850. case NPC_TALK:
  9851. case ALL_WEWISH:
  9852. case ALL_CATCRY:
  9853. case ALL_DREAM_SUMMERNIGHT:
  9854. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9855. break;
  9856. case ALL_BUYING_STORE:
  9857. if( sd )
  9858. {// players only, skill allows 5 buying slots
  9859. clif_skill_nodamage(src, *bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) == 0);
  9860. }
  9861. break;
  9862. case RK_ENCHANTBLADE:
  9863. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9864. 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)));
  9865. break;
  9866. case RK_DRAGONHOWLING:
  9867. if( flag&1)
  9868. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9869. else
  9870. {
  9871. skill_area_temp[2] = 0;
  9872. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9873. map_foreachinallrange(skill_area_sub, src,
  9874. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9875. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9876. skill_castend_nodamage_id);
  9877. }
  9878. break;
  9879. case LG_EARTHDRIVE: {
  9880. int dummy = 1;
  9881. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9882. i = skill_get_splash(skill_id,skill_lv);
  9883. 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);
  9884. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9885. }
  9886. break;
  9887. case RK_LUXANIMA:
  9888. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9889. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9890. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9891. break;
  9892. case RK_GIANTGROWTH:
  9893. case RK_STONEHARDSKIN:
  9894. case RK_VITALITYACTIVATION:
  9895. case RK_ABUNDANCE:
  9896. case RK_CRUSHSTRIKE:
  9897. case RK_REFRESH:
  9898. case RK_MILLENNIUMSHIELD:
  9899. if (sd) {
  9900. uint8 rune_level = 1; // RK_GIANTGROWTH
  9901. if (skill_id == RK_VITALITYACTIVATION)
  9902. rune_level = 2;
  9903. else if (skill_id == RK_STONEHARDSKIN)
  9904. rune_level = 4;
  9905. else if (skill_id == RK_ABUNDANCE)
  9906. rune_level = 6;
  9907. else if (skill_id == RK_CRUSHSTRIKE)
  9908. rune_level = 7;
  9909. else if (skill_id == RK_REFRESH)
  9910. rune_level = 8;
  9911. else if (skill_id == RK_MILLENNIUMSHIELD)
  9912. rune_level = 9;
  9913. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9914. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9915. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9916. else if (skill_id == RK_STONEHARDSKIN)
  9917. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9918. } else
  9919. clif_skill_fail( *sd, skill_id );
  9920. }
  9921. break;
  9922. case NPC_MILLENNIUMSHIELD:
  9923. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9924. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9925. break;
  9926. case RK_FIGHTINGSPIRIT: {
  9927. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9928. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9929. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9930. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9931. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9932. break;
  9933. }
  9934. case GC_ROLLINGCUTTER:
  9935. {
  9936. short count = 1;
  9937. skill_area_temp[2] = 0;
  9938. 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);
  9939. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9940. { // Every time the skill is casted the status change is reseted adding a counter.
  9941. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9942. if( count > 10 )
  9943. count = 10; // Max coounter
  9944. status_change_end(bl, SC_ROLLINGCUTTER);
  9945. }
  9946. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9947. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  9948. }
  9949. break;
  9950. case GC_WEAPONBLOCKING:
  9951. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9952. status_change_end(bl, SC_WEAPONBLOCKING);
  9953. else
  9954. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9955. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9956. break;
  9957. case GC_CREATENEWPOISON:
  9958. if( sd )
  9959. {
  9960. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  9961. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9962. }
  9963. break;
  9964. case GC_POISONINGWEAPON:
  9965. if( sd ) {
  9966. clif_poison_list( *sd, skill_lv );
  9967. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9968. }
  9969. break;
  9970. case GC_ANTIDOTE:
  9971. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9972. if( tsc )
  9973. {
  9974. status_change_end(bl, SC_PARALYSE);
  9975. status_change_end(bl, SC_PYREXIA);
  9976. status_change_end(bl, SC_DEATHHURT);
  9977. status_change_end(bl, SC_LEECHESEND);
  9978. status_change_end(bl, SC_VENOMBLEED);
  9979. status_change_end(bl, SC_MAGICMUSHROOM);
  9980. status_change_end(bl, SC_TOXIN);
  9981. status_change_end(bl, SC_OBLIVIONCURSE);
  9982. }
  9983. break;
  9984. case GC_PHANTOMMENACE:
  9985. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9986. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9987. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9988. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9989. break;
  9990. case GC_HALLUCINATIONWALK:
  9991. {
  9992. int heal = status_get_max_hp(bl) / 10;
  9993. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9994. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9995. break;
  9996. }
  9997. if( !status_charge(bl,heal,0) )
  9998. {
  9999. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10000. break;
  10001. }
  10002. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10003. }
  10004. break;
  10005. case AB_ANCILLA:
  10006. if( sd ) {
  10007. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10008. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  10009. }
  10010. break;
  10011. case AB_CLEMENTIA:
  10012. case AB_CANTO:
  10013. {
  10014. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  10015. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  10016. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  10017. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  10018. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  10019. else if( sd )
  10020. 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);
  10021. }
  10022. break;
  10023. case AB_PRAEFATIO:
  10024. case AB_RENOVATIO:
  10025. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10026. if (skill_id == AB_PRAEFATIO)
  10027. 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)));
  10028. else
  10029. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10030. } else if( sd )
  10031. 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);
  10032. break;
  10033. case AB_CHEAL:
  10034. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10035. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10036. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10037. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10038. if( partycount > 1 )
  10039. i += (i / 100) * (partycount * 10) / 4;
  10040. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10041. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10042. clif_skill_nodamage(src, *bl, skill_id, i);
  10043. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10044. i = ~i + 1;
  10045. status_heal(bl, i, 0, 0);
  10046. }
  10047. } else if( sd )
  10048. 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);
  10049. break;
  10050. case NPC_CHEAL:
  10051. if( flag&1 ) {
  10052. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10053. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10054. if (status_isimmune(bl))
  10055. i = 0;
  10056. clif_skill_nodamage(src, *bl, skill_id, i);
  10057. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10058. i = ~i + 1;
  10059. status_heal(bl, i, 0, 0);
  10060. }
  10061. }
  10062. else {
  10063. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10064. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10065. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10066. }
  10067. break;
  10068. case AB_ORATIO:
  10069. if( flag&1 )
  10070. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10071. else {
  10072. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10073. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10074. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10075. }
  10076. break;
  10077. case AB_LAUDAAGNUS:
  10078. if( flag&1 || !sd || !sd->status.party_id ) {
  10079. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10080. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10081. // Success Chance: (60 + 10 * Skill Level) %
  10082. if( rnd()%100 > 60+10*skill_lv ) break;
  10083. status_change_end(bl, SC_FREEZE);
  10084. status_change_end(bl, SC_STONE);
  10085. status_change_end(bl, SC_BLIND);
  10086. status_change_end(bl, SC_BURNING);
  10087. status_change_end(bl, SC_FREEZING);
  10088. status_change_end(bl, SC_CRYSTALIZE);
  10089. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10090. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10091. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10092. } else if( sd )
  10093. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10094. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10095. break;
  10096. case AB_LAUDARAMUS:
  10097. if( flag&1 || !sd || !sd->status.party_id ) {
  10098. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10099. // Success Chance: (60 + 10 * Skill Level) %
  10100. if( rnd()%100 > 60+10*skill_lv ) break;
  10101. status_change_end(bl, SC_SLEEP);
  10102. status_change_end(bl, SC_STUN);
  10103. status_change_end(bl, SC_MANDRAGORA);
  10104. status_change_end(bl, SC_SILENCE);
  10105. status_change_end(bl, SC_DEEPSLEEP);
  10106. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10107. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10108. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10109. } else if( sd )
  10110. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10111. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10112. break;
  10113. case AB_CLEARANCE:
  10114. 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]
  10115. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10116. break;
  10117. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10118. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10119. if (sd)
  10120. clif_skill_fail( *sd, skill_id );
  10121. break;
  10122. }
  10123. if(status_isimmune(bl))
  10124. break;
  10125. //Remove bonus_script by Clearance
  10126. if (dstsd)
  10127. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10128. if(!tsc || !tsc->count)
  10129. break;
  10130. //Statuses change that can't be removed by Cleareance
  10131. for (const auto &it : status_db) {
  10132. sc_type status = static_cast<sc_type>(it.first);
  10133. if (!tsc->getSCE(status))
  10134. continue;
  10135. if (it.second->flag[SCF_NOCLEARANCE])
  10136. continue;
  10137. switch (status) {
  10138. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10139. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10140. case SC_FORTUNE: case SC_SERVICE4U:
  10141. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10142. continue; //If in song area don't end it, even if config enabled
  10143. break;
  10144. case SC_ASSUMPTIO:
  10145. if (bl->type == BL_MOB)
  10146. continue;
  10147. break;
  10148. }
  10149. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10150. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10151. status_change_end(bl,status);
  10152. }
  10153. break;
  10154. }
  10155. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10156. break;
  10157. case AB_SILENTIUM:
  10158. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10159. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10160. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10161. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10162. break;
  10163. case WL_STASIS:
  10164. if (flag&1)
  10165. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10166. else {
  10167. struct map_data *mapdata = map_getmapdata(src->m);
  10168. 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);
  10169. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10170. }
  10171. break;
  10172. case NPC_DANCINGBLADE:
  10173. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10174. break;
  10175. case WL_CHAINLIGHTNING:
  10176. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10177. break;
  10178. case WL_WHITEIMPRISON:
  10179. 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.
  10180. {
  10181. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10182. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10183. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10184. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10185. if( sd )
  10186. skill_blockpc_start(sd,skill_id,4000);
  10187. if( !(tsc && tsc->getSCE(type)) ){
  10188. 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));
  10189. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  10190. if( sd && !i )
  10191. clif_skill_fail( *sd, skill_id );
  10192. }
  10193. }else
  10194. if( sd )
  10195. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10196. break;
  10197. case NPC_JACKFROST:
  10198. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10199. 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);
  10200. break;
  10201. case WL_SIENNAEXECRATE:
  10202. if( status_isimmune(bl) || !tsc )
  10203. break;
  10204. if( flag&1 ) {
  10205. if( bl->id == skill_area_temp[1] )
  10206. break; // Already work on this target
  10207. 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));
  10208. } else {
  10209. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10210. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10211. if( rnd()%100 < rate ) { // Success on First Target
  10212. 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)) ) {
  10213. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10214. skill_area_temp[1] = bl->id;
  10215. 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);
  10216. }
  10217. // Doesn't send failure packet if it fails on defense.
  10218. }
  10219. else if( sd ) // Failure on Rate
  10220. clif_skill_fail( *sd, skill_id );
  10221. }
  10222. break;
  10223. case WL_SUMMONFB:
  10224. case WL_SUMMONBL:
  10225. case WL_SUMMONWB:
  10226. case WL_SUMMONSTONE:
  10227. {
  10228. if (sc == nullptr)
  10229. break;
  10230. e_wl_spheres element;
  10231. switch (skill_id) { // Set val2. The SC element for this ball
  10232. case WL_SUMMONFB:
  10233. element = WLS_FIRE;
  10234. break;
  10235. case WL_SUMMONBL:
  10236. element = WLS_WIND;
  10237. break;
  10238. case WL_SUMMONWB:
  10239. element = WLS_WATER;
  10240. break;
  10241. case WL_SUMMONSTONE:
  10242. element = WLS_STONE;
  10243. break;
  10244. }
  10245. if (skill_lv == 1) {
  10246. sc_type sphere = SC_NONE;
  10247. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10248. if (sc->getSCE(i) == nullptr) {
  10249. sphere = static_cast<sc_type>(i); // Take the free SC
  10250. break;
  10251. }
  10252. }
  10253. if (sphere == SC_NONE) {
  10254. if (sd) // No free slots to put SC
  10255. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10256. break;
  10257. }
  10258. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10259. } else {
  10260. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10261. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10262. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10263. }
  10264. }
  10265. clif_skill_nodamage(src, *bl, skill_id, 0, false);
  10266. }
  10267. break;
  10268. case WL_READING_SB_READING:
  10269. if (sd) {
  10270. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10271. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10272. break;
  10273. }
  10274. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10275. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10276. }
  10277. break;
  10278. case RA_FEARBREEZE:
  10279. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10280. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10281. break;
  10282. case RA_WUGMASTERY:
  10283. if( sd ) {
  10284. if( !pc_iswug(sd) )
  10285. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10286. else
  10287. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10288. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10289. }
  10290. break;
  10291. case RA_WUGRIDER:
  10292. if( sd ) {
  10293. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10294. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10295. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10296. } else if( pc_isridingwug(sd) ) {
  10297. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10298. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10299. }
  10300. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10301. }
  10302. break;
  10303. case RA_WUGDASH:
  10304. if( tsce ) {
  10305. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  10306. map_freeblock_unlock();
  10307. return 0;
  10308. }
  10309. if( sd && pc_isridingwug(sd) ) {
  10310. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10311. clif_walkok(*sd);
  10312. }
  10313. break;
  10314. case RA_SENSITIVEKEEN:
  10315. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10316. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10317. 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);
  10318. break;
  10319. case NC_F_SIDESLIDE:
  10320. case NC_B_SIDESLIDE:
  10321. {
  10322. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10323. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10324. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10325. }
  10326. break;
  10327. case NC_SELFDESTRUCTION:
  10328. if( sd ) {
  10329. if( pc_ismadogear(sd) )
  10330. pc_setmadogear(sd, false);
  10331. skill_area_temp[1] = 0;
  10332. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10333. 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);
  10334. status_set_sp(src, 0, 0);
  10335. skill_clear_unitgroup(src);
  10336. }
  10337. break;
  10338. case NC_EMERGENCYCOOL:
  10339. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10340. if (sd) {
  10341. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10342. int16 limit[] = { -45, -75, -105 };
  10343. i = 0;
  10344. for (const auto &reqItem : req.eqItem) {
  10345. if (pc_search_inventory(sd, reqItem) != -1)
  10346. break;
  10347. i++;
  10348. }
  10349. pc_overheat(*sd, limit[min(i, 2)]);
  10350. }
  10351. break;
  10352. case NC_ANALYZE:
  10353. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10354. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10355. break;
  10356. case NC_MAGNETICFIELD:
  10357. if (flag & 1) {
  10358. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10359. } else {
  10360. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10361. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10362. 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);
  10363. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10364. }
  10365. break;
  10366. case NC_REPAIR:
  10367. if( sd ) {
  10368. int heal, hp = 0;
  10369. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10370. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10371. break;
  10372. }
  10373. switch(skill_lv) {
  10374. case 1: hp = 4; break;
  10375. case 2: hp = 7; break;
  10376. case 3: hp = 13; break;
  10377. case 4: hp = 17; break;
  10378. case 5: default: hp = 23; break;
  10379. }
  10380. heal = dstsd->status.max_hp * hp / 100;
  10381. status_heal(bl,heal,0,2);
  10382. clif_skill_nodamage(src, *bl, skill_id, skill_lv, heal != 0);
  10383. }
  10384. break;
  10385. case NC_DISJOINT:
  10386. {
  10387. if( bl->type != BL_MOB ) break;
  10388. md = map_id2md(bl->id);
  10389. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10390. status_kill(bl);
  10391. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10392. }
  10393. break;
  10394. case SC_AUTOSHADOWSPELL:
  10395. if( sd ) {
  10396. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10397. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10398. {
  10399. 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]
  10400. clif_autoshadowspell_list( *sd );
  10401. clif_skill_nodamage(src,*bl,skill_id,1);
  10402. }
  10403. else
  10404. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10405. }
  10406. break;
  10407. case SC_SHADOWFORM:
  10408. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10409. 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))) )
  10410. dstsd->shadowform_id = src->id;
  10411. }
  10412. else if( sd )
  10413. clif_skill_fail( *sd, skill_id );
  10414. break;
  10415. case SC_BODYPAINT:
  10416. if( flag&1 ) {
  10417. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10418. status_change_end(bl,SC_HIDING);
  10419. status_change_end(bl,SC_CLOAKING);
  10420. status_change_end(bl,SC_CLOAKINGEXCEED);
  10421. status_change_end(bl,SC_CAMOUFLAGE);
  10422. status_change_end(bl,SC_NEWMOON);
  10423. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10424. status_change_end(bl, SC__SHADOWFORM);
  10425. }
  10426. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10427. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10428. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10429. } else {
  10430. clif_skill_nodamage(src, *bl, skill_id, 0);
  10431. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10432. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10433. }
  10434. break;
  10435. case SC_ENERVATION:
  10436. case SC_GROOMY:
  10437. case SC_LAZINESS:
  10438. case SC_UNLUCKY:
  10439. case SC_WEAKNESS:
  10440. if( !(tsc && tsc->getSCE(type)) ) {
  10441. int rate;
  10442. if (status_get_class_(bl) == CLASS_BOSS)
  10443. break;
  10444. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10445. - (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));
  10446. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10447. clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10448. } else if( sd )
  10449. clif_skill_fail( *sd, skill_id );
  10450. break;
  10451. case SC_IGNORANCE:
  10452. if( !(tsc && tsc->getSCE(type)) ) {
  10453. int rate;
  10454. if (status_get_class_(bl) == CLASS_BOSS)
  10455. break;
  10456. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10457. - (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));
  10458. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10459. if (clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10460. int sp = 100 * skill_lv;
  10461. if( dstmd )
  10462. sp = dstmd->level;
  10463. if( !dstmd )
  10464. status_zap(bl, 0, sp);
  10465. status_heal(src, 0, sp / 2, 3);
  10466. } else if( sd )
  10467. clif_skill_fail( *sd, skill_id );
  10468. } else if( sd )
  10469. clif_skill_fail( *sd, skill_id );
  10470. break;
  10471. case LG_TRAMPLE:
  10472. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10473. if (rnd()%100 < (25 + 25 * skill_lv))
  10474. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10475. status_change_end(bl, SC_SV_ROOTTWIST);
  10476. break;
  10477. case LG_REFLECTDAMAGE:
  10478. if( tsc && tsc->getSCE(type) )
  10479. status_change_end(bl,type);
  10480. else
  10481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10482. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10483. break;
  10484. case LG_PIETY:
  10485. if( flag&1 )
  10486. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10487. else {
  10488. skill_area_temp[2] = 0;
  10489. 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);
  10490. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10491. }
  10492. break;
  10493. case SR_CURSEDCIRCLE:
  10494. if( flag&1 ) {
  10495. if( status_get_class_(bl) == CLASS_BOSS )
  10496. break;
  10497. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10498. if( bl->type == BL_MOB )
  10499. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10500. clif_bladestop(src, bl->id, 1);
  10501. map_freeblock_unlock();
  10502. return 1;
  10503. }
  10504. } else {
  10505. int count = 0;
  10506. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10507. 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
  10508. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10509. if( sd ) pc_delspiritball(sd, count, 0);
  10510. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10511. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10512. }
  10513. break;
  10514. case NPC_SR_CURSEDCIRCLE:
  10515. if( flag&1 ) {
  10516. if( status_get_class_(bl) == CLASS_BOSS )
  10517. break;
  10518. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10519. if( bl->type == BL_MOB )
  10520. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10521. clif_bladestop(src, bl->id, 1);
  10522. map_freeblock_unlock();
  10523. return 1;
  10524. }
  10525. } else {
  10526. int count = 0;
  10527. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10528. 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
  10529. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10530. if( sd ) pc_delspiritball(sd, count, 0);
  10531. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10532. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10533. }
  10534. break;
  10535. case SR_RAISINGDRAGON:
  10536. if( sd ) {
  10537. short max = 5 + skill_lv;
  10538. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10539. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10540. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10541. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10542. }
  10543. break;
  10544. case SR_ASSIMILATEPOWER:
  10545. if (flag&1) {
  10546. i = 0;
  10547. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10548. if (dstsd->spiritball > 0) {
  10549. i = dstsd->spiritball;
  10550. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10551. }
  10552. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10553. i += dstsd->spiritcharm;
  10554. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10555. }
  10556. }
  10557. if (i)
  10558. status_percent_heal(src, 0, i);
  10559. clif_skill_nodamage(src, *bl, skill_id, skill_lv, i != 0);
  10560. } else {
  10561. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10562. 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);
  10563. }
  10564. break;
  10565. case SR_POWERVELOCITY:
  10566. if( !dstsd )
  10567. break;
  10568. if( sd && dstsd->spiritball <= 5 ) {
  10569. for(i = 0; i <= 5; i++) {
  10570. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10571. pc_delspiritball(sd, sd->spiritball, 0);
  10572. }
  10573. }
  10574. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10575. break;
  10576. case SR_GENTLETOUCH_CURE:
  10577. {
  10578. unsigned int heal;
  10579. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10580. heal = 0;
  10581. else {
  10582. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10583. status_heal(bl, heal, 0, 0);
  10584. }
  10585. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10586. status_change_end(bl, SC_STONE);
  10587. status_change_end(bl, SC_FREEZE);
  10588. status_change_end(bl, SC_STUN);
  10589. status_change_end(bl, SC_POISON);
  10590. status_change_end(bl, SC_SILENCE);
  10591. status_change_end(bl, SC_BLIND);
  10592. status_change_end(bl, SC_HALLUCINATION);
  10593. }
  10594. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10595. }
  10596. break;
  10597. case SR_GENTLETOUCH_ENERGYGAIN:
  10598. case SR_GENTLETOUCH_CHANGE:
  10599. case SR_GENTLETOUCH_REVITALIZE:
  10600. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10601. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10602. break;
  10603. case SR_FLASHCOMBO: {
  10604. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10605. const int delay[] = { 0, 750, 1250 };
  10606. if (sd) // Disable attacking/acting/moving for skill's duration.
  10607. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10608. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10609. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10610. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10611. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10612. }
  10613. break;
  10614. case WA_SWING_DANCE:
  10615. case WA_MOONLIT_SERENADE:
  10616. case WA_SYMPHONY_OF_LOVER:
  10617. case MI_RUSH_WINDMILL:
  10618. case MI_ECHOSONG:
  10619. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10620. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10621. 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));
  10622. } else if( sd ) {
  10623. 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);
  10624. 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));
  10625. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10626. }
  10627. break;
  10628. case MI_HARMONIZE:
  10629. if( src != bl )
  10630. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10631. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10632. break;
  10633. case WM_DEADHILLHERE:
  10634. if( bl->type == BL_PC ) {
  10635. if( !status_isdead(*bl) )
  10636. break;
  10637. tstatus->hp = max(tstatus->sp, 1);
  10638. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10639. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10640. pc_revive(reinterpret_cast<map_session_data*>(bl),true,true);
  10641. clif_resurrection( *bl );
  10642. }
  10643. break;
  10644. case WM_VOICEOFSIREN:
  10645. if (flag&1)
  10646. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10647. else {
  10648. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10649. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10650. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10651. 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);
  10652. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10653. }
  10654. break;
  10655. case WM_GLOOMYDAY:
  10656. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10657. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10658. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10659. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10660. { // !TODO: Which skills aren't boosted anymore?
  10661. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10662. break;
  10663. }
  10664. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10665. break;
  10666. case WM_SATURDAY_NIGHT_FEVER:
  10667. if( flag&1 ) {
  10668. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10669. } else if (sd) {
  10670. 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?
  10671. 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);
  10672. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10673. }
  10674. }
  10675. break;
  10676. case WM_SIRCLEOFNATURE:
  10677. case WM_SONG_OF_MANA:
  10678. case WM_DANCE_WITH_WUG:
  10679. case WM_LERADS_DEW:
  10680. case WM_UNLIMITED_HUMMING_VOICE:
  10681. if( flag&1 ) { // These affect to to all party members near the caster.
  10682. if( sc && sc->getSCE(type) ) {
  10683. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10684. }
  10685. } else if( sd ) {
  10686. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10687. 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);
  10688. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10689. }
  10690. break;
  10691. case WM_MELODYOFSINK:
  10692. if( flag&1 ) {
  10693. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10694. } else { // These affect to all targets around the caster.
  10695. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10696. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10697. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10698. }
  10699. }
  10700. break;
  10701. case WM_BEYOND_OF_WARCRY:
  10702. if( flag&1 ) {
  10703. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10704. } else { // These affect to all targets around the caster.
  10705. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10706. 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);
  10707. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10708. }
  10709. }
  10710. break;
  10711. case WM_SOUND_OF_DESTRUCTION:
  10712. if (flag&1) {
  10713. 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
  10714. } else {
  10715. 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);
  10716. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10717. }
  10718. break;
  10719. case WM_RANDOMIZESPELL:
  10720. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10721. status_change_end(bl, SC_SONGOFMANA);
  10722. status_change_end(bl, SC_DANCEWITHWUG);
  10723. status_change_end(bl, SC_LERADSDEW);
  10724. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10725. status_change_end(bl, SC_BEYONDOFWARCRY);
  10726. status_change_end(bl, SC_MELODYOFSINK);
  10727. status_change_end(bl, SC_BEYONDOFWARCRY);
  10728. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10729. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10730. }
  10731. break;
  10732. case RETURN_TO_ELDICASTES:
  10733. case ALL_GUARDIAN_RECALL:
  10734. case ECLAGE_RECALL:
  10735. case ALL_PRONTERA_RECALL:
  10736. case ALL_GLASTHEIM_RECALL:
  10737. case ALL_THANATOS_RECALL:
  10738. case ALL_LIGHTHALZEN_RECALL:
  10739. if( sd != nullptr ){
  10740. short x=0, y=0; // Destination position.
  10741. unsigned short mapindex=0;
  10742. switch(skill_id){
  10743. default:
  10744. case RETURN_TO_ELDICASTES:
  10745. x = 198;
  10746. y = 187;
  10747. mapindex = mapindex_name2id(MAP_DICASTES);
  10748. break;
  10749. case ALL_GUARDIAN_RECALL:
  10750. x = 44;
  10751. y = 151;
  10752. mapindex = mapindex_name2id(MAP_MORA);
  10753. break;
  10754. case ECLAGE_RECALL:
  10755. x = 47;
  10756. y = 31;
  10757. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10758. break;
  10759. case ALL_PRONTERA_RECALL:
  10760. if(skill_lv == 1) {
  10761. x = 115;
  10762. y = 72;
  10763. }
  10764. else if(skill_lv == 2) {
  10765. x = 159;
  10766. y = 192;
  10767. }
  10768. mapindex = mapindex_name2id(MAP_PRONTERA);
  10769. break;
  10770. case ALL_GLASTHEIM_RECALL:
  10771. x = 200;
  10772. y = 268;
  10773. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10774. break;
  10775. case ALL_THANATOS_RECALL:
  10776. x = 139;
  10777. y = 156;
  10778. mapindex = mapindex_name2id(MAP_THANATOS);
  10779. break;
  10780. case ALL_LIGHTHALZEN_RECALL:
  10781. x = 307;
  10782. y = 307;
  10783. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10784. break;
  10785. }
  10786. if(!mapindex)
  10787. { //Given map not found?
  10788. clif_skill_fail( *sd, skill_id );
  10789. map_freeblock_unlock();
  10790. return 0;
  10791. }
  10792. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10793. }
  10794. break;
  10795. case ECL_SNOWFLIP:
  10796. case ECL_PEONYMAMY:
  10797. case ECL_SADAGUI:
  10798. case ECL_SEQUOIADUST:
  10799. switch(skill_id){
  10800. case ECL_SNOWFLIP:
  10801. status_change_end(bl, SC_SLEEP);
  10802. status_change_end(bl, SC_BLEEDING);
  10803. status_change_end(bl, SC_BURNING);
  10804. status_change_end(bl, SC_DEEPSLEEP);
  10805. break;
  10806. case ECL_PEONYMAMY:
  10807. status_change_end(bl, SC_FREEZE);
  10808. status_change_end(bl, SC_FREEZING);
  10809. status_change_end(bl, SC_CRYSTALIZE);
  10810. break;
  10811. case ECL_SADAGUI:
  10812. status_change_end(bl, SC_STUN);
  10813. status_change_end(bl, SC_CONFUSION);
  10814. status_change_end(bl, SC_HALLUCINATION);
  10815. status_change_end(bl, SC_FEAR);
  10816. break;
  10817. case ECL_SEQUOIADUST:
  10818. status_change_end(bl, SC_STONE);
  10819. status_change_end(bl, SC_POISON);
  10820. status_change_end(bl, SC_CURSE);
  10821. status_change_end(bl, SC_BLIND);
  10822. status_change_end(bl, SC_ORCISH);
  10823. status_change_end(bl, SC_DECREASEAGI);
  10824. break;
  10825. }
  10826. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10827. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10828. break;
  10829. case GM_SANDMAN:
  10830. if( tsc ) {
  10831. if( tsc->opt1 == OPT1_SLEEP )
  10832. tsc->opt1 = 0;
  10833. else
  10834. tsc->opt1 = OPT1_SLEEP;
  10835. clif_changeoption(bl);
  10836. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10837. }
  10838. break;
  10839. case SO_ARRULLO:
  10840. {
  10841. 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;
  10842. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10843. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10844. }
  10845. break;
  10846. case WM_LULLABY_DEEPSLEEP:
  10847. if (flag&1) {
  10848. 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);
  10849. 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
  10850. sc_start(src, bl, type, rate, skill_lv, duration);
  10851. } else {
  10852. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10853. 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);
  10854. }
  10855. break;
  10856. case SO_SUMMON_AGNI:
  10857. case SO_SUMMON_AQUA:
  10858. case SO_SUMMON_VENTUS:
  10859. case SO_SUMMON_TERA:
  10860. if( sd ) {
  10861. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10862. // Remove previous elemental first.
  10863. if( sd->ed )
  10864. elemental_delete(sd->ed);
  10865. // Summoning the new one.
  10866. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10867. clif_skill_fail( *sd, skill_id );
  10868. break;
  10869. }
  10870. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10871. }
  10872. break;
  10873. case SO_EL_CONTROL:
  10874. if( sd ) {
  10875. int mode;
  10876. if( !sd->ed ) break;
  10877. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10878. elemental_delete(sd->ed);
  10879. break;
  10880. }
  10881. switch( skill_lv ) {// Select mode bassed on skill level used.
  10882. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10883. case 2: mode = EL_MODE_ASSIST; break;
  10884. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10885. }
  10886. if( !elemental_change_mode(sd->ed,mode) ) {
  10887. clif_skill_fail( *sd, skill_id );
  10888. break;
  10889. }
  10890. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10891. }
  10892. break;
  10893. case SO_EL_ACTION:
  10894. if( sd ) {
  10895. int duration = 3000;
  10896. if( !sd->ed )
  10897. break;
  10898. switch(sd->ed->db->class_) {
  10899. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10900. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10901. duration = 6000;
  10902. break;
  10903. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10904. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10905. duration = 9000;
  10906. break;
  10907. }
  10908. sd->skill_id_old = skill_id;
  10909. elemental_action(sd->ed, bl, tick);
  10910. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10911. skill_blockpc_start(sd, skill_id, duration);
  10912. }
  10913. break;
  10914. case SO_EL_CURE:
  10915. if( sd ) {
  10916. s_elemental_data *ed = sd->ed;
  10917. int s_hp, s_sp;
  10918. if( !ed )
  10919. break;
  10920. s_hp = sd->battle_status.hp * 10 / 100;
  10921. s_sp = sd->battle_status.sp * 10 / 100;
  10922. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10923. clif_skill_fail( *sd, skill_id );
  10924. break;
  10925. }
  10926. status_heal(&ed->bl,s_hp,s_sp,3);
  10927. clif_skill_nodamage(src,ed->bl,skill_id,skill_lv);
  10928. }
  10929. break;
  10930. case GN_CHANGEMATERIAL:
  10931. case SO_EL_ANALYSIS:
  10932. if( sd ) {
  10933. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10934. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10935. }
  10936. break;
  10937. case NPC_MANDRAGORA:
  10938. case GN_MANDRAGORA:
  10939. if( flag&1 ) {
  10940. int rate;
  10941. if (skill_id == NPC_MANDRAGORA)
  10942. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10943. else
  10944. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10945. if (rate < 10)
  10946. rate = 10;
  10947. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10948. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10949. if (rnd()%100 < rate) {
  10950. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10951. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10952. }
  10953. } else {
  10954. 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);
  10955. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  10956. }
  10957. break;
  10958. case GN_SLINGITEM:
  10959. if( sd ) {
  10960. i = sd->equip_index[EQI_AMMO];
  10961. if( i < 0 )
  10962. break; // No ammo.
  10963. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10964. if( ammo_id == 0 )
  10965. break;
  10966. sd->itemid = ammo_id;
  10967. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10968. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10969. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10970. 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);
  10971. else
  10972. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10973. } else //Otherwise, it fails, shows animation and removes items.
  10974. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10975. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10976. switch (ammo_id) {
  10977. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10978. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10979. status_percent_heal(bl, 1, 0);
  10980. break;
  10981. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10982. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10983. status_percent_heal(bl, 2, 0);
  10984. break;
  10985. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10986. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10987. status_percent_heal(bl, 5, 0);
  10988. break;
  10989. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10990. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10991. status_percent_heal(bl, 0, 2);
  10992. break;
  10993. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10994. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10995. status_percent_heal(bl, 0, 4);
  10996. break;
  10997. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10998. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10999. status_percent_heal(bl, 0, 8);
  11000. break;
  11001. default:
  11002. if (dstsd)
  11003. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  11004. break;
  11005. }
  11006. }
  11007. }
  11008. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11009. clif_skill_nodamage(src,*bl,skill_id,skill_lv);// This packet is received twice actually, I think it is to show the animation.
  11010. break;
  11011. case GN_MIX_COOKING:
  11012. case GN_MAKEBOMB:
  11013. case GN_S_PHARMACY:
  11014. if( sd ) {
  11015. int qty = 1;
  11016. sd->skill_id_old = skill_id;
  11017. sd->skill_lv_old = skill_lv;
  11018. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11019. qty = 10;
  11020. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11021. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11022. }
  11023. break;
  11024. case EL_CIRCLE_OF_FIRE:
  11025. case EL_PYROTECHNIC:
  11026. case EL_HEATER:
  11027. case EL_TROPIC:
  11028. case EL_AQUAPLAY:
  11029. case EL_COOLER:
  11030. case EL_CHILLY_AIR:
  11031. case EL_GUST:
  11032. case EL_BLAST:
  11033. case EL_WILD_STORM:
  11034. case EL_PETROLOGY:
  11035. case EL_CURSED_SOIL:
  11036. case EL_UPHEAVAL:
  11037. case EL_FIRE_CLOAK:
  11038. case EL_WATER_DROP:
  11039. case EL_WIND_CURTAIN:
  11040. case EL_SOLID_SKIN:
  11041. case EL_STONE_SHIELD:
  11042. case EL_WIND_STEP:
  11043. case EM_EL_FLAMETECHNIC:
  11044. case EM_EL_FLAMEARMOR:
  11045. case EM_EL_COLD_FORCE:
  11046. case EM_EL_CRYSTAL_ARMOR:
  11047. case EM_EL_GRACE_BREEZE:
  11048. case EM_EL_EYES_OF_STORM:
  11049. case EM_EL_EARTH_CARE:
  11050. case EM_EL_STRONG_PROTECTION:
  11051. case EM_EL_DEEP_POISONING:
  11052. case EM_EL_POISON_SHIELD:
  11053. {
  11054. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11055. if( ele ) {
  11056. sc_type type2 = (sc_type)(type-1);
  11057. status_change *esc = status_get_sc(&ele->bl);
  11058. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11059. status_change_end(src,type);
  11060. status_change_end(bl,type2);
  11061. } else {
  11062. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11063. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11064. 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);
  11065. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11066. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11067. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11068. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11069. }
  11070. }
  11071. }
  11072. break;
  11073. case EL_FIRE_MANTLE:
  11074. case EL_WATER_BARRIER:
  11075. case EL_ZEPHYR:
  11076. case EL_POWER_OF_GAIA:
  11077. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11078. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11079. break;
  11080. case EL_WATER_SCREEN: {
  11081. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11082. if( ele ) {
  11083. status_change *esc = status_get_sc(&ele->bl);
  11084. sc_type type2 = (sc_type)(type-1);
  11085. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11086. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11087. status_change_end(bl,type);
  11088. status_change_end(src,type2);
  11089. } else {
  11090. // This not heals at the end.
  11091. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11092. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11093. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11094. }
  11095. }
  11096. }
  11097. break;
  11098. case KO_KAHU_ENTEN:
  11099. case KO_HYOUHU_HUBUKI:
  11100. case KO_KAZEHU_SEIRAN:
  11101. case KO_DOHU_KOUKAI:
  11102. if (sd) {
  11103. int ele_type = skill_get_ele(skill_id,skill_lv);
  11104. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11105. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11106. }
  11107. break;
  11108. case KO_ZANZOU:
  11109. if(sd){
  11110. struct mob_data *md2;
  11111. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11112. if( md2 )
  11113. {
  11114. md2->master_id = src->id;
  11115. md2->special_state.ai = AI_ZANZOU;
  11116. if( md2->deletetimer != INVALID_TIMER )
  11117. delete_timer(md2->deletetimer, mob_timer_delete);
  11118. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11119. mob_spawn( md2 );
  11120. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11121. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11122. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11123. }
  11124. }
  11125. break;
  11126. case KO_KYOUGAKU:
  11127. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11128. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11129. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11130. }else if( sd )
  11131. clif_skill_fail( *sd, skill_id );
  11132. break;
  11133. case KO_JYUSATSU:
  11134. if( dstsd && tsc && !tsc->getSCE(type) &&
  11135. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11136. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11137. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11138. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11139. if( status_get_lv(bl) <= status_get_lv(src) )
  11140. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11141. }else if( sd )
  11142. clif_skill_fail( *sd, skill_id );
  11143. break;
  11144. case KO_GENWAKU:
  11145. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11146. int x = src->x, y = src->y;
  11147. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11148. clif_skill_fail( *sd, skill_id );
  11149. break;
  11150. }
  11151. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11152. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11153. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11154. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11155. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11156. clif_blown(src);
  11157. if (!unit_blown_immune(bl, 0x1)) {
  11158. unit_movepos(bl,x,y,0,0);
  11159. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11160. clif_sitting(*bl); //Avoid sitting sync problem
  11161. clif_blown(bl);
  11162. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11163. }
  11164. }
  11165. }
  11166. break;
  11167. case OB_AKAITSUKI:
  11168. case OB_OBOROGENSOU:
  11169. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11170. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11171. clif_skill_fail( *sd, skill_id );
  11172. break;
  11173. }
  11174. [[fallthrough]];
  11175. case KO_IZAYOI:
  11176. case OB_ZANGETSU:
  11177. case KG_KYOMU:
  11178. case KG_KAGEMUSYA:
  11179. case SP_SOULDIVISION:
  11180. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11181. if (bl->type != BL_PC) {
  11182. if (sd)
  11183. clif_skill_fail( *sd, skill_id );
  11184. break;
  11185. }
  11186. }
  11187. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11188. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11189. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11190. break;
  11191. case KG_KAGEHUMI:
  11192. if( flag&1 ){
  11193. if (bl->type != BL_PC)
  11194. break;
  11195. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11196. status_change_end(bl, SC_HIDING);
  11197. status_change_end(bl, SC_CLOAKING);
  11198. status_change_end(bl, SC_CLOAKINGEXCEED);
  11199. status_change_end(bl, SC_CAMOUFLAGE);
  11200. status_change_end(bl, SC_NEWMOON);
  11201. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11202. status_change_end(bl, SC__SHADOWFORM);
  11203. status_change_end(bl, SC_MARIONETTE);
  11204. status_change_end(bl, SC_HARMONIZE);
  11205. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11206. }
  11207. }else{
  11208. 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);
  11209. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11210. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11211. }
  11212. break;
  11213. case MH_SILENT_BREEZE:
  11214. {
  11215. int heal = 5 * status_get_lv(&hd->bl) +
  11216. #ifdef RENEWAL
  11217. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11218. #else
  11219. status_base_matk_min(&hd->battle_status);
  11220. #endif
  11221. //Silences the homunculus and target
  11222. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11223. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11224. //Recover the target's HP
  11225. status_heal(bl,heal,0,3);
  11226. //Removes these SC from target
  11227. if (tsc) {
  11228. const enum sc_type scs[] = {
  11229. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11230. };
  11231. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11232. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11233. }
  11234. }
  11235. break;
  11236. case MH_OVERED_BOOST:
  11237. if (hd && battle_get_master(src)) {
  11238. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11239. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11240. }
  11241. break;
  11242. case MH_GRANITIC_ARMOR:
  11243. case MH_PYROCLASTIC:
  11244. if(hd) {
  11245. struct block_list *s_bl = battle_get_master(src);
  11246. 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
  11247. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11248. }
  11249. break;
  11250. case MH_LIGHT_OF_REGENE: //self
  11251. if(hd) {
  11252. struct block_list *s_bl = battle_get_master(src);
  11253. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11254. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11255. }
  11256. break;
  11257. case MH_STYLE_CHANGE:
  11258. if(hd){
  11259. struct status_change_entry *sce;
  11260. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11261. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11262. else sce->val1 = MH_MD_FIGHTING;
  11263. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11264. // char output[128];
  11265. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11266. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11267. //}
  11268. }
  11269. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11270. }
  11271. break;
  11272. case MH_GOLDENE_TONE:
  11273. case MH_TEMPERING: {
  11274. block_list* master_bl = battle_get_master(src);
  11275. if (master_bl != nullptr){
  11276. clif_skill_nodamage(src,*master_bl,skill_id,skill_lv);
  11277. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11278. }
  11279. } break;
  11280. case MH_PAIN_KILLER:
  11281. bl = battle_get_master(src);
  11282. if (bl != nullptr)
  11283. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11284. break;
  11285. case MH_MAGMA_FLOW:
  11286. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11287. break;
  11288. case MH_SUMMON_LEGION: {
  11289. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11290. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11291. struct mob_data *sum_md;
  11292. int i_slave,c=0;
  11293. int maxcount = qty[skill_lv-1];
  11294. 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);
  11295. if(c >= maxcount) {
  11296. map_freeblock_unlock();
  11297. return 0; //max qty already spawned
  11298. }
  11299. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11300. 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);
  11301. if (sum_md) {
  11302. sum_md->master_id = src->id;
  11303. sum_md->special_state.ai = AI_LEGION;
  11304. if (sum_md->deletetimer != INVALID_TIMER)
  11305. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11306. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11307. mob_spawn(sum_md); //Now it is ready for spawning.
  11308. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11309. }
  11310. }
  11311. }
  11312. break;
  11313. case RL_RICHS_COIN:
  11314. if (sd) {
  11315. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11316. for (i = 0; i < 10; i++)
  11317. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11318. }
  11319. break;
  11320. case RL_C_MARKER:
  11321. if (sd) {
  11322. // If marked by someone else remove it
  11323. if (tsce && tsce->val2 != src->id)
  11324. status_change_end(bl, type);
  11325. // Check if marked before
  11326. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11327. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11328. // Find empty slot
  11329. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11330. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11331. clif_skill_fail( *sd, skill_id );
  11332. break;
  11333. }
  11334. }
  11335. sd->c_marker[i] = bl->id;
  11336. 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);
  11337. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11338. }
  11339. // If mob casts this, at least SC_C_MARKER as debuff
  11340. else {
  11341. 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);
  11342. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11343. }
  11344. break;
  11345. case RL_QD_SHOT:
  11346. if (sd) {
  11347. skill_area_temp[1] = bl->id;
  11348. // Check surrounding
  11349. 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);
  11350. if (skill_area_temp[0])
  11351. 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);
  11352. // Main target always receives damage
  11353. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11354. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11355. } else {
  11356. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11357. 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);
  11358. }
  11359. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11360. skill_area_temp[0] = 0;
  11361. skill_area_temp[1] = 0;
  11362. break;
  11363. case RL_FLICKER:
  11364. if (sd) {
  11365. sd->flicker = true;
  11366. skill_area_temp[1] = 0;
  11367. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11368. // Detonate RL_B_TRAP
  11369. if (pc_checkskill(sd, RL_B_TRAP))
  11370. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11371. // Detonate RL_H_MINE
  11372. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11373. 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);
  11374. sd->flicker = false;
  11375. }
  11376. break;
  11377. case SO_ELEMENTAL_SHIELD:
  11378. if (!sd || sd->status.party_id == 0 || flag&1) {
  11379. if (sd && sd->status.party_id == 0) {
  11380. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11381. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11382. elemental_delete(sd->ed);
  11383. }
  11384. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11385. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11386. }
  11387. else {
  11388. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11389. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11390. elemental_delete(sd->ed);
  11391. 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);
  11392. }
  11393. break;
  11394. case SU_HIDE:
  11395. if (tsce) {
  11396. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11397. status_change_end(bl, type);
  11398. map_freeblock_unlock();
  11399. return 0;
  11400. }
  11401. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11402. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11403. break;
  11404. case SU_STOOP:
  11405. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11406. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11407. break;
  11408. case SU_SV_ROOTTWIST:
  11409. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11410. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11411. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11412. break;
  11413. }
  11414. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11415. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11416. else {
  11417. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11418. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11419. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11420. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11421. }
  11422. break;
  11423. case SU_TUNABELLY:
  11424. {
  11425. unsigned int heal = 0;
  11426. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11427. heal = 0;
  11428. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11429. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11430. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11431. status_heal(bl, heal, 0, 0);
  11432. }
  11433. break;
  11434. case SU_BUNCHOFSHRIMP:
  11435. case SU_HISS:
  11436. case SU_PURRING:
  11437. case SU_MEOWMEOW:
  11438. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11439. int duration = skill_get_time(skill_id, skill_lv);
  11440. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11441. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11442. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11443. } else if (sd) {
  11444. 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);
  11445. }
  11446. break;
  11447. case SU_SHRIMPARTY:
  11448. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11449. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11450. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11451. clif_skill_nodamage(bl, *bl, SU_FRESHSHRIMP, i, 1);
  11452. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11453. }
  11454. } else if (sd)
  11455. 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);
  11456. break;
  11457. case SU_POWEROFFLOCK:
  11458. if (flag&1) {
  11459. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11460. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11461. } else {
  11462. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11463. if (battle_config.skill_wall_check)
  11464. 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);
  11465. else
  11466. 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);
  11467. }
  11468. break;
  11469. case ALL_EQSWITCH:
  11470. if( sd ){
  11471. clif_equipswitch_reply( sd, false );
  11472. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11473. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11474. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11475. }
  11476. }
  11477. }
  11478. break;
  11479. case AB_VITUPERATUM:
  11480. if (flag&1)
  11481. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11482. else {
  11483. 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);
  11484. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11485. }
  11486. break;
  11487. case AB_CONVENIO:
  11488. if (sd) {
  11489. party_data *p = party_search(sd->status.party_id);
  11490. int i = 0, count = 0;
  11491. // Only usable in party
  11492. if (p == nullptr) {
  11493. clif_skill_fail( *sd, skill_id );
  11494. break;
  11495. }
  11496. // Only usable as party leader.
  11497. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11498. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11499. clif_skill_fail( *sd, skill_id );
  11500. break;
  11501. }
  11502. // Do the teleport part
  11503. for (i = 0; i < MAX_PARTY; ++i) {
  11504. map_session_data *pl_sd = p->data[i].sd;
  11505. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11506. sd->bl.m != pl_sd->bl.m)
  11507. continue;
  11508. // Respect /call configuration
  11509. if( pl_sd->status.disable_call ){
  11510. continue;
  11511. }
  11512. 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))) {
  11513. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11514. count++;
  11515. }
  11516. }
  11517. if (!count)
  11518. clif_skill_fail( *sd, skill_id );
  11519. }
  11520. break;
  11521. case NPC_PULSESTRIKE2:
  11522. for (int i = 0; i < 3; i++)
  11523. 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);
  11524. break;
  11525. case BO_THE_WHOLE_PROTECTION:
  11526. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11527. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11528. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11529. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11530. continue;
  11531. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11532. }
  11533. } else if (sd) {
  11534. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11535. 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);
  11536. }
  11537. break;
  11538. case TR_MUSICAL_INTERLUDE:
  11539. case TR_JAWAII_SERENADE:
  11540. case TR_PRON_MARCH:
  11541. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11542. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11543. else if (sd) {
  11544. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11545. sd->skill_id_song = skill_id;
  11546. sd->skill_lv_song = skill_lv;
  11547. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11548. flag |= 2;
  11549. 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);
  11550. }
  11551. break;
  11552. case TR_GEF_NOCTURN:
  11553. case TR_AIN_RHAPSODY:
  11554. if (flag & 1)
  11555. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11556. else if (sd) {
  11557. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11558. sd->skill_id_song = skill_id;
  11559. sd->skill_lv_song = skill_lv;
  11560. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11561. flag |= 2;
  11562. 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);
  11563. }
  11564. break;
  11565. case TR_ROKI_CAPRICCIO:
  11566. case TR_NIPELHEIM_REQUIEM:
  11567. if (flag & 1) { // Need official success chances.
  11568. uint16 success_chance = 5 * skill_lv;
  11569. if (flag & 2)
  11570. success_chance *= 2;
  11571. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11572. if (skill_id == TR_ROKI_CAPRICCIO) {
  11573. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11574. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11575. } else { // TR_NIPELHEIM_REQUIEM
  11576. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11577. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11578. }
  11579. } else if (sd) {
  11580. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11581. sd->skill_id_song = skill_id;
  11582. sd->skill_lv_song = skill_lv;
  11583. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11584. flag |= 2;
  11585. 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);
  11586. }
  11587. break;
  11588. case ABR_NET_REPAIR:
  11589. case ABR_NET_SUPPORT:
  11590. if (flag & 1) {
  11591. int heal_amount;
  11592. if (skill_id == ABR_NET_REPAIR) {
  11593. heal_amount = tstatus->max_hp * 10 / 100;
  11594. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  11595. status_heal(bl, heal_amount, 0, 0);
  11596. } else { // ABR_NET_SUPPORT
  11597. heal_amount = tstatus->max_sp * 3 / 100;
  11598. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, heal_amount);
  11599. status_heal(bl, 0, heal_amount, 0);
  11600. }
  11601. } else {
  11602. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11603. 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);
  11604. }
  11605. break;
  11606. case WH_HAWK_M:
  11607. if (sd) {
  11608. if (!pc_isfalcon(sd))
  11609. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11610. else
  11611. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11612. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11613. }
  11614. break;
  11615. case EM_SUMMON_ELEMENTAL_ARDOR:
  11616. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11617. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11618. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11619. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11620. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11621. if (sd == nullptr)
  11622. break;
  11623. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11624. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11625. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11626. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11627. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11628. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11629. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11630. // Remove the old elemental before summoning the super one.
  11631. elemental_delete(sd->ed);
  11632. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11633. clif_skill_fail( *sd, skill_id );
  11634. break;
  11635. } else // Elemental summoned. Buff the player with the bonus.
  11636. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11637. } else {
  11638. clif_skill_fail( *sd, skill_id );
  11639. break;
  11640. }
  11641. }
  11642. break;
  11643. case EM_ELEMENTAL_VEIL:
  11644. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11645. if (sd == nullptr)
  11646. break;
  11647. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11648. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11649. else
  11650. clif_skill_fail( *sd, skill_id );
  11651. break;
  11652. case MT_M_MACHINE:
  11653. case BO_BIONIC_PHARMACY:
  11654. if (sd) {
  11655. sd->skill_id_old = skill_id;
  11656. sd->skill_lv_old = skill_lv;
  11657. if (skill_id == MT_M_MACHINE)
  11658. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  11659. else // BO_BIONIC_PHARMACY
  11660. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  11661. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11662. }
  11663. break;
  11664. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11665. case MT_SUMMON_ABR_DUAL_CANNON:
  11666. case MT_SUMMON_ABR_MOTHER_NET:
  11667. case MT_SUMMON_ABR_INFINITY: {
  11668. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11669. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11670. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11671. 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);
  11672. if (md) {
  11673. md->master_id = src->id;
  11674. md->special_state.ai = AI_ABR;
  11675. if (md->deletetimer != INVALID_TIMER)
  11676. delete_timer(md->deletetimer, mob_timer_delete);
  11677. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11678. mob_spawn(md);
  11679. }
  11680. }
  11681. break;
  11682. case BO_WOODENWARRIOR:
  11683. case BO_WOODEN_FAIRY:
  11684. case BO_CREEPER:
  11685. 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.
  11686. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11687. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11688. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11689. 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);
  11690. if (md) {
  11691. md->master_id = src->id;
  11692. md->special_state.ai = AI_BIONIC;
  11693. if (md->deletetimer != INVALID_TIMER)
  11694. delete_timer(md->deletetimer, mob_timer_delete);
  11695. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11696. mob_spawn(md);
  11697. }
  11698. }
  11699. break;
  11700. #ifdef RENEWAL
  11701. case CG_HERMODE:
  11702. skill_castend_song(src, skill_id, skill_lv, tick);
  11703. break;
  11704. #endif
  11705. case NPC_LEASH:
  11706. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11707. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11708. return 0;
  11709. }
  11710. clif_blown( bl );
  11711. break;
  11712. case NPC_WIDELEASH:
  11713. if( flag & 1 ){
  11714. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11715. return 0;
  11716. }
  11717. clif_blown( bl );
  11718. }else{
  11719. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11720. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11721. 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 );
  11722. }
  11723. break;
  11724. case HN_HELLS_DRIVE:
  11725. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11726. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11727. break;
  11728. case NW_THE_VIGILANTE_AT_NIGHT:
  11729. i = skill_get_splash(skill_id, skill_lv);
  11730. skill_area_temp[0] = 0;
  11731. skill_area_temp[1] = bl->id;
  11732. skill_area_temp[2] = 0;
  11733. if (sd && sd->weapontype1 == W_GATLING) {
  11734. i = 5; // 11x11
  11735. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv);
  11736. } else
  11737. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv);
  11738. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11739. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11740. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11741. break;
  11742. case NW_INTENSIVE_AIM:
  11743. if (tsc && tsc->getSCE(type)) {
  11744. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11745. status_change_end(bl, type);
  11746. } else {
  11747. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11748. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11749. }
  11750. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11751. break;
  11752. case NW_HIDDEN_CARD:
  11753. case NW_AUTO_FIRING_LAUNCHER:
  11754. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11755. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11756. break;
  11757. case NW_GRENADE_FRAGMENT:
  11758. status_change_end(src, type);
  11759. if (skill_lv < 7)
  11760. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11761. else if (skill_lv == 7) {
  11762. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11763. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11764. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11765. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11766. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11767. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11768. }
  11769. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11770. break;
  11771. default: {
  11772. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11773. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11774. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11775. map_freeblock_unlock();
  11776. return 1;
  11777. }
  11778. }
  11779. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11780. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11781. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11782. }
  11783. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11784. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11785. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11786. }
  11787. if( sd && !(flag&1) )
  11788. {// ensure that the skill last-cast tick is recorded
  11789. sd->canskill_tick = gettick();
  11790. if( sd->state.arrow_atk )
  11791. {// consume arrow on last invocation to this skill.
  11792. battle_consume_ammo(sd, skill_id, skill_lv);
  11793. }
  11794. skill_onskillusage(sd, bl, skill_id, tick);
  11795. // perform skill requirement consumption
  11796. if (!(flag&SKILL_NOCONSUME_REQ))
  11797. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11798. }
  11799. map_freeblock_unlock();
  11800. return 0;
  11801. }
  11802. /**
  11803. * Checking that causing skill failed
  11804. * @param src Caster
  11805. * @param target Target
  11806. * @param skill_id
  11807. * @param skill_lv
  11808. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11809. **/
  11810. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11811. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11812. int inf = skill->inf;
  11813. status_change *tsc = status_get_sc(target);
  11814. 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)
  11815. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11816. switch (skill_id) {
  11817. case AL_HEAL:
  11818. case AL_INCAGI:
  11819. case AL_DECAGI:
  11820. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11821. case AB_RENOVATIO:
  11822. case AB_HIGHNESSHEAL:
  11823. if (tsc && tsc->option&OPTION_MADOGEAR)
  11824. return USESKILL_FAIL_TOTARGET;
  11825. break;
  11826. case RG_BACKSTAP:
  11827. {
  11828. #ifndef RENEWAL
  11829. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11830. if (map_check_dir(dir, t_dir))
  11831. return USESKILL_FAIL_MAX;
  11832. #endif
  11833. if (check_distance_bl(src, target, 0))
  11834. return USESKILL_FAIL_MAX;
  11835. }
  11836. break;
  11837. case PR_TURNUNDEAD:
  11838. {
  11839. status_data* tstatus = status_get_status_data(*target);
  11840. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11841. return USESKILL_FAIL_MAX;
  11842. }
  11843. break;
  11844. case PR_LEXDIVINA:
  11845. case MER_LEXDIVINA:
  11846. {
  11847. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11848. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11849. return USESKILL_FAIL_LEVEL;
  11850. else
  11851. return -1; //Works on silenced allies
  11852. }
  11853. break;
  11854. case RA_WUGSTRIKE:
  11855. // Check if path can be reached
  11856. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11857. return USESKILL_FAIL_MAX;
  11858. break;
  11859. case MG_NAPALMBEAT:
  11860. case MG_FIREBALL:
  11861. case HT_BLITZBEAT:
  11862. case AS_GRIMTOOTH:
  11863. case MO_COMBOFINISH:
  11864. case NC_VULCANARM:
  11865. case SR_TIGERCANNON:
  11866. // These can damage traps, but can't target traps directly
  11867. if (target->type == BL_SKILL) {
  11868. TBL_SKILL *su = (TBL_SKILL*)target;
  11869. if (!su || !su->group)
  11870. return USESKILL_FAIL_MAX;
  11871. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11872. return USESKILL_FAIL_MAX;
  11873. }
  11874. break;
  11875. case IQ_SECOND_FLAME:
  11876. case IQ_SECOND_FAITH:
  11877. case IQ_SECOND_JUDGEMENT:
  11878. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11879. return USESKILL_FAIL_LEVEL;
  11880. break;
  11881. case IQ_THIRD_PUNISH:
  11882. case IQ_THIRD_FLAME_BOMB:
  11883. case IQ_THIRD_CONSECRATION:
  11884. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11885. return USESKILL_FAIL_LEVEL;
  11886. break;
  11887. }
  11888. if (inf&INF_ATTACK_SKILL ||
  11889. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11890. ) // Casted through combo.
  11891. inf = BCT_ENEMY; //Offensive skill.
  11892. else if (skill->inf2[INF2_NOTARGETENEMY])
  11893. inf = BCT_NOENEMY;
  11894. else
  11895. inf = 0;
  11896. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11897. inf |=
  11898. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11899. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11900. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11901. inf &= ~BCT_NEUTRAL;
  11902. }
  11903. switch (skill_id) {
  11904. // Cannot be casted to Emperium
  11905. case WZ_ESTIMATION:
  11906. case SL_SKE:
  11907. case SL_SKA:
  11908. case RK_PHANTOMTHRUST:
  11909. case NPC_PHANTOMTHRUST:
  11910. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11911. return USESKILL_FAIL_MAX;
  11912. break;
  11913. }
  11914. if (inf && battle_check_target(src, target, inf) <= 0) {
  11915. switch(skill_id) {
  11916. case RK_PHANTOMTHRUST:
  11917. case NPC_PHANTOMTHRUST:
  11918. case AB_CLEARANCE:
  11919. return USESKILL_FAIL_TOTARGET;
  11920. default:
  11921. return USESKILL_FAIL_LEVEL;
  11922. }
  11923. }
  11924. // Fogwall makes all offensive-type targetted skills fail at 75%
  11925. // Jump Kick can still fail even though you can jump to friendly targets.
  11926. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11927. return USESKILL_FAIL_LEVEL;
  11928. return -1;
  11929. }
  11930. TIMER_FUNC( skill_keep_using ){
  11931. map_session_data* sd = map_id2sd( id );
  11932. if( sd && sd->skill_keep_using.skill_id ){
  11933. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11934. sd->skill_keep_using.tid = INVALID_TIMER;
  11935. }
  11936. return 0;
  11937. }
  11938. /**
  11939. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11940. * @param tid
  11941. * @param tick
  11942. * @param data
  11943. **/
  11944. TIMER_FUNC(skill_castend_id){
  11945. struct block_list *target, *src;
  11946. map_session_data *sd;
  11947. struct mob_data *md;
  11948. struct unit_data *ud;
  11949. int flag = 0;
  11950. src = map_id2bl(id);
  11951. if( src == nullptr )
  11952. {
  11953. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11954. return 0;// not found
  11955. }
  11956. ud = unit_bl2ud(src);
  11957. if( ud == nullptr )
  11958. {
  11959. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11960. return 0;// ???
  11961. }
  11962. sd = BL_CAST(BL_PC, src);
  11963. md = BL_CAST(BL_MOB, src);
  11964. status_change *sc = status_get_sc(src);
  11965. if( src->prev == nullptr ) {
  11966. ud->skilltimer = INVALID_TIMER;
  11967. return 0;
  11968. }
  11969. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11970. if( ud->skilltimer != tid ) {
  11971. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11972. ud->skilltimer = INVALID_TIMER;
  11973. return 0;
  11974. }
  11975. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11976. {// restore original walk speed
  11977. ud->skilltimer = INVALID_TIMER;
  11978. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11979. } else
  11980. ud->skilltimer = INVALID_TIMER;
  11981. }
  11982. if (ud->skilltarget == id)
  11983. target = src;
  11984. else
  11985. target = map_id2bl(ud->skilltarget);
  11986. // Use a do so that you can break out of it when the skill fails.
  11987. do {
  11988. bool fail = false;
  11989. int8 res = USESKILL_FAIL_LEVEL;
  11990. if (!target || target->prev == nullptr)
  11991. break;
  11992. if (src->m != target->m || status_isdead(*src))
  11993. break;
  11994. //These should become skill_castend_pos
  11995. switch (ud->skill_id) {
  11996. case WE_CALLPARTNER:
  11997. if (sd) {
  11998. map_session_data *p_sd = pc_get_partner(sd);
  11999. if (p_sd && p_sd->state.autotrade) {
  12000. fail = true;
  12001. break;
  12002. } else
  12003. clif_callpartner(*sd);
  12004. }
  12005. break;
  12006. case WE_CALLPARENT:
  12007. if (sd) {
  12008. map_session_data *f_sd = pc_get_father(sd);
  12009. map_session_data *m_sd = pc_get_mother(sd);
  12010. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  12011. fail = true;
  12012. break;
  12013. }
  12014. }
  12015. break;
  12016. case WE_CALLBABY:
  12017. if (sd) {
  12018. map_session_data *c_sd = pc_get_child(sd);
  12019. if (c_sd && c_sd->state.autotrade) {
  12020. fail = true;
  12021. break;
  12022. }
  12023. }
  12024. break;
  12025. case AM_RESURRECTHOMUN:
  12026. case PF_SPIDERWEB:
  12027. {
  12028. //Find a random spot to place the skill. [Skotlex]
  12029. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12030. ud->skillx = target->x + splash;
  12031. ud->skilly = target->y + splash;
  12032. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12033. ud->skillx = target->x;
  12034. ud->skilly = target->y;
  12035. }
  12036. ud->skilltimer = tid;
  12037. return skill_castend_pos(tid,tick,id,data);
  12038. }
  12039. case GN_WALLOFTHORN:
  12040. case SC_ESCAPE:
  12041. case WL_FROSTMISTY:
  12042. case SU_CN_POWDERING:
  12043. case AG_RAIN_OF_CRYSTAL:
  12044. ud->skillx = target->x;
  12045. ud->skilly = target->y;
  12046. ud->skilltimer = tid;
  12047. return skill_castend_pos(tid,tick,id,data);
  12048. }
  12049. // Failing
  12050. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12051. if (sd && res != USESKILL_FAIL_MAX)
  12052. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12053. break;
  12054. }
  12055. //Avoid doing double checks for instant-cast skills.
  12056. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12057. break;
  12058. if(md) {
  12059. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12060. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12061. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12062. }
  12063. if (src != target && battle_config.skill_add_range &&
  12064. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12065. {
  12066. if (sd) {
  12067. clif_skill_fail( *sd, ud->skill_id);
  12068. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12069. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12070. }
  12071. break;
  12072. }
  12073. #ifdef OFFICIAL_WALKPATH
  12074. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12075. {
  12076. if (sd) {
  12077. clif_skill_fail( *sd, ud->skill_id );
  12078. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12079. }
  12080. break;
  12081. }
  12082. #endif
  12083. if( sd )
  12084. {
  12085. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12086. break;
  12087. else {
  12088. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12089. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12090. // Give AP
  12091. if (add_ap > 0) {
  12092. switch (ud->skill_id) {
  12093. case TR_ROSEBLOSSOM:
  12094. case TR_RHYTHMSHOOTING:
  12095. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12096. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12097. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12098. break;
  12099. case TR_GEF_NOCTURN:
  12100. case TR_ROKI_CAPRICCIO:
  12101. case TR_AIN_RHAPSODY:
  12102. case TR_MUSICAL_INTERLUDE:
  12103. case TR_JAWAII_SERENADE:
  12104. case TR_NIPELHEIM_REQUIEM:
  12105. case TR_PRON_MARCH:
  12106. if (sd->skill_id_old == TR_RETROSPECTION) {
  12107. add_ap += add_ap * 50 / 100;
  12108. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12109. }
  12110. break;
  12111. case WH_CRESCIVE_BOLT:
  12112. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12113. add_ap += 2;
  12114. }
  12115. break;
  12116. }
  12117. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12118. }
  12119. 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) {
  12120. clif_skill_fail( *sd, ud->skill_id );
  12121. break; // Show a skill fail message (Damage type consumes requirements)
  12122. }
  12123. }
  12124. }
  12125. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12126. break;
  12127. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12128. ud->state.running = 0;
  12129. status_change_end(src, SC_RUN);
  12130. flag = 1;
  12131. }
  12132. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12133. unit_stop_walking(src,1);
  12134. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12135. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12136. // Cooldown application
  12137. switch (src->type) {
  12138. case BL_PC:{
  12139. // Increases/Decreases cooldown of a skill by item/card bonuses.
  12140. int cooldown = pc_get_skillcooldown(sd, ud->skill_id, ud->skill_lv);
  12141. if (cooldown > 0)
  12142. skill_blockpc_start(sd, ud->skill_id, cooldown);
  12143. } break;
  12144. case BL_HOM:{
  12145. homun_data& hd = reinterpret_cast<homun_data&>(*src);
  12146. #ifdef RENEWAL
  12147. skill_blockhomun_start(&hd, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12148. #else
  12149. skill_blockhomun_start(&hd, ud->skill_id, skill_get_delay(ud->skill_id, ud->skill_lv));
  12150. #endif
  12151. } break;
  12152. }
  12153. if( battle_config.display_status_timers && sd )
  12154. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12155. if( sd )
  12156. {
  12157. switch( ud->skill_id )
  12158. {
  12159. case GS_DESPERADO:
  12160. case RL_FIREDANCE:
  12161. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12162. break;
  12163. case KN_BRANDISHSPEAR:
  12164. case CR_GRANDCROSS: {
  12165. sc_type type;
  12166. if (ud->skill_id == KN_BRANDISHSPEAR)
  12167. type = SC_STRIPWEAPON;
  12168. else
  12169. type = SC_STRIPSHIELD;
  12170. if (sc && sc->getSCE(type)) {
  12171. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12172. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12173. break;
  12174. }
  12175. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12176. // During Grand Cross you are in ankle state (cannot move or teleport)
  12177. if (ud->skill_id == CR_GRANDCROSS)
  12178. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12179. break;
  12180. }
  12181. }
  12182. }
  12183. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12184. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12185. // This is also important for monster skill usage behavior
  12186. if (src->type == BL_MOB)
  12187. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12188. else
  12189. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12190. }
  12191. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12192. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12193. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12194. map_freeblock_lock();
  12195. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12196. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12197. else
  12198. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12199. 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) ){
  12200. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12201. }
  12202. if(sc && sc->count) {
  12203. if (ud->skill_id != RA_CAMOUFLAGE)
  12204. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12205. if(sc->getSCE(SC_SPIRIT) &&
  12206. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12207. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12208. ud->skill_id != WZ_WATERBALL)
  12209. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12210. #ifndef RENEWAL
  12211. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12212. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12213. #endif
  12214. }
  12215. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12216. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12217. if (ud->skilltimer == INVALID_TIMER) {
  12218. if(md) md->skill_idx = -1;
  12219. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12220. ud->skill_lv = ud->skilltarget = 0;
  12221. }
  12222. map_freeblock_unlock();
  12223. return 1;
  12224. } while(0);
  12225. //Skill failed.
  12226. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12227. { //When Asura fails... (except when it fails from Wall of Fog)
  12228. //Consume SP/spheres
  12229. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12230. status_set_sp(src, 0, 0);
  12231. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12232. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12233. status_change_end(src, SC_BLADESTOP);
  12234. if( target && target->m == src->m ) { //Move character to target anyway.
  12235. short x, y;
  12236. short dir = map_calc_dir(src,target->x,target->y);
  12237. //Move 3 cells (From Caster)
  12238. if( dir > 0 && dir < 4 )
  12239. x = -3;
  12240. else if( dir > 4 )
  12241. x = 3;
  12242. else
  12243. x = 0;
  12244. if( dir > 2 && dir < 6 )
  12245. y = -3;
  12246. else if( dir == 7 || dir < 2 )
  12247. y = 3;
  12248. else
  12249. y = 0;
  12250. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12251. clif_blown(src);
  12252. clif_spiritball(src);
  12253. }
  12254. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12255. }
  12256. }
  12257. ud->skill_id = ud->skilltarget = 0;
  12258. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12259. ud->canact_tick = tick;
  12260. //You can't place a skill failed packet here because it would be
  12261. //sent in ALL cases, even cases where skill_check_condition fails
  12262. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12263. if (sd) {
  12264. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12265. if (sd->skill_keep_using.skill_id > 0) {
  12266. sd->skill_keep_using.skill_id = 0;
  12267. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12268. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12269. sd->skill_keep_using.tid = INVALID_TIMER;
  12270. }
  12271. }
  12272. } else if (md)
  12273. md->skill_idx = -1;
  12274. return 0;
  12275. }
  12276. /*==========================================
  12277. *
  12278. *------------------------------------------*/
  12279. TIMER_FUNC(skill_castend_pos){
  12280. struct block_list* src = map_id2bl(id);
  12281. map_session_data *sd;
  12282. struct unit_data *ud = unit_bl2ud(src);
  12283. struct mob_data *md;
  12284. nullpo_ret(ud);
  12285. sd = BL_CAST(BL_PC , src);
  12286. md = BL_CAST(BL_MOB, src);
  12287. if( src->prev == nullptr ) {
  12288. ud->skilltimer = INVALID_TIMER;
  12289. return 0;
  12290. }
  12291. if( ud->skilltimer != tid )
  12292. {
  12293. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12294. ud->skilltimer = INVALID_TIMER;
  12295. return 0;
  12296. }
  12297. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12298. {// restore original walk speed
  12299. ud->skilltimer = INVALID_TIMER;
  12300. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12301. } else
  12302. ud->skilltimer = INVALID_TIMER;
  12303. do {
  12304. if( status_isdead(*src) )
  12305. break;
  12306. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12307. break;
  12308. if(tid != INVALID_TIMER)
  12309. { //Avoid double checks on instant cast skills. [Skotlex]
  12310. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12311. break;
  12312. if (battle_config.skill_add_range &&
  12313. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12314. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12315. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12316. break;
  12317. }
  12318. }
  12319. if( sd )
  12320. {
  12321. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12322. break;
  12323. else {
  12324. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12325. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12326. // Give AP
  12327. if (add_ap > 0) {
  12328. switch (ud->skill_id) {
  12329. case WH_DEEPBLINDTRAP:
  12330. case WH_SOLIDTRAP:
  12331. case WH_SWIFTTRAP:
  12332. case WH_FLAMETRAP:
  12333. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12334. add_ap += 1;
  12335. break;
  12336. }
  12337. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12338. }
  12339. }
  12340. }
  12341. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12342. break;
  12343. if(md) {
  12344. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12345. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12346. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12347. }
  12348. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12349. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12350. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12351. if (ud->walktimer != INVALID_TIMER)
  12352. unit_stop_walking(src,1);
  12353. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12354. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12355. if (sd) { //Cooldown application
  12356. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12357. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12358. }
  12359. if( battle_config.display_status_timers && sd )
  12360. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12361. // if( sd )
  12362. // {
  12363. // switch( ud->skill_id )
  12364. // {
  12365. // case ????:
  12366. // sd->canequip_tick = tick + ????;
  12367. // break;
  12368. // }
  12369. // }
  12370. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12371. // This is also important for monster skill usage behavior
  12372. if (src->type == BL_MOB)
  12373. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12374. else
  12375. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12376. map_freeblock_lock();
  12377. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12378. if (ud->skill_id != RA_CAMOUFLAGE)
  12379. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12380. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12381. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12382. if (ud->skilltimer == INVALID_TIMER) {
  12383. if (md) md->skill_idx = -1;
  12384. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12385. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12386. }
  12387. map_freeblock_unlock();
  12388. return 1;
  12389. } while(0);
  12390. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12391. ud->canact_tick = tick;
  12392. ud->skill_id = ud->skill_lv = 0;
  12393. if(sd)
  12394. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12395. else if(md)
  12396. md->skill_idx = -1;
  12397. return 0;
  12398. }
  12399. /* skill count without self */
  12400. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12401. struct block_list* src = va_arg(ap, struct block_list*);
  12402. if( src->id != bl->id ) {
  12403. return 1;
  12404. }
  12405. return 0;
  12406. }
  12407. /*==========================================
  12408. *
  12409. *------------------------------------------*/
  12410. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12411. {
  12412. map_session_data* sd;
  12413. status_change* sc;
  12414. struct status_change_entry *sce;
  12415. std::shared_ptr<s_skill_unit_group> sg;
  12416. enum sc_type type;
  12417. int i;
  12418. //if(skill_lv <= 0) return 0;
  12419. if(skill_id > 0 && !skill_lv) return 0; // celest
  12420. nullpo_ret(src);
  12421. if(status_isdead(*src))
  12422. return 0;
  12423. sd = BL_CAST(BL_PC, src);
  12424. sc = status_get_sc(src);
  12425. type = skill_get_sc(skill_id);
  12426. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12427. switch (skill_id) { //Skill effect.
  12428. case WZ_METEOR:
  12429. case WZ_ICEWALL:
  12430. case MO_BODYRELOCATION:
  12431. case CR_CULTIVATION:
  12432. case HW_GANBANTEIN:
  12433. case LG_EARTHDRIVE:
  12434. case SC_ESCAPE:
  12435. case SU_CN_METEOR:
  12436. case NPC_RAINOFMETEOR:
  12437. case HN_METEOR_STORM_BUSTER:
  12438. case NW_GRENADES_DROPPING:
  12439. break; //Effect is displayed on respective switch case.
  12440. default:
  12441. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12442. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  12443. else
  12444. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12445. }
  12446. switch(skill_id)
  12447. {
  12448. case PR_BENEDICTIO:
  12449. skill_area_temp[1] = src->id;
  12450. i = skill_get_splash(skill_id, skill_lv);
  12451. map_foreachinallarea(skill_area_sub,
  12452. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12453. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12454. skill_castend_nodamage_id);
  12455. map_foreachinallarea(skill_area_sub,
  12456. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12457. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12458. skill_castend_damage_id);
  12459. break;
  12460. case BS_HAMMERFALL:
  12461. i = skill_get_splash(skill_id, skill_lv);
  12462. map_foreachinallarea(skill_area_sub,
  12463. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12464. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12465. skill_castend_nodamage_id);
  12466. break;
  12467. case HT_DETECTING:
  12468. i = skill_get_splash(skill_id, skill_lv);
  12469. map_foreachinallarea( status_change_timer_sub,
  12470. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12471. src,nullptr,SC_SIGHT,tick);
  12472. skill_reveal_trap_inarea(src, i, x, y);
  12473. break;
  12474. case SR_RIDEINLIGHTNING:
  12475. case NW_BASIC_GRENADE:
  12476. i = skill_get_splash(skill_id, skill_lv);
  12477. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12478. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12479. break;
  12480. case NPC_LEX_AETERNA:
  12481. i = skill_get_splash(skill_id, skill_lv);
  12482. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12483. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12484. break;
  12485. case SA_VOLCANO:
  12486. case SA_DELUGE:
  12487. case SA_VIOLENTGALE:
  12488. { //Does not consumes if the skill is already active. [Skotlex]
  12489. std::shared_ptr<s_skill_unit_group> sg2;
  12490. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12491. {
  12492. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12493. {
  12494. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12495. return 0; // not to consume items
  12496. }
  12497. else
  12498. sg2->limit = 0; //Disable it.
  12499. }
  12500. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12501. break;
  12502. }
  12503. // Skill Unit Setting
  12504. case MG_SAFETYWALL: {
  12505. int dummy = 1;
  12506. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12507. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12508. return 0; // Don't consume gems if cast on Land Protector
  12509. }
  12510. }
  12511. [[fallthrough]];
  12512. case MG_FIREWALL:
  12513. case MG_THUNDERSTORM:
  12514. case AL_PNEUMA:
  12515. case WZ_FIREPILLAR:
  12516. case WZ_QUAGMIRE:
  12517. case WZ_VERMILION:
  12518. case WZ_STORMGUST:
  12519. case WZ_HEAVENDRIVE:
  12520. case NPC_GROUNDDRIVE:
  12521. case PR_SANCTUARY:
  12522. case PR_MAGNUS:
  12523. case CR_GRANDCROSS:
  12524. case NPC_GRANDDARKNESS:
  12525. case HT_SKIDTRAP:
  12526. case MA_SKIDTRAP:
  12527. case HT_LANDMINE:
  12528. case MA_LANDMINE:
  12529. case HT_ANKLESNARE:
  12530. case HT_SHOCKWAVE:
  12531. case HT_SANDMAN:
  12532. case MA_SANDMAN:
  12533. case HT_FLASHER:
  12534. case HT_FREEZINGTRAP:
  12535. case MA_FREEZINGTRAP:
  12536. case HT_BLASTMINE:
  12537. case HT_CLAYMORETRAP:
  12538. case AS_VENOMDUST:
  12539. case AM_DEMONSTRATION:
  12540. case PF_FOGWALL:
  12541. case PF_SPIDERWEB:
  12542. case HT_TALKIEBOX:
  12543. case WE_CALLPARTNER:
  12544. case WE_CALLPARENT:
  12545. case WE_CALLBABY:
  12546. case SA_LANDPROTECTOR:
  12547. #ifndef RENEWAL
  12548. case BD_LULLABY:
  12549. case BD_RICHMANKIM:
  12550. case BD_ETERNALCHAOS:
  12551. case BD_DRUMBATTLEFIELD:
  12552. case BD_RINGNIBELUNGEN:
  12553. case BD_ROKISWEIL:
  12554. case BD_INTOABYSS:
  12555. case BD_SIEGFRIED:
  12556. case BA_DISSONANCE:
  12557. case BA_POEMBRAGI:
  12558. case BA_WHISTLE:
  12559. case BA_ASSASSINCROSS:
  12560. case BA_APPLEIDUN:
  12561. case DC_UGLYDANCE:
  12562. case DC_HUMMING:
  12563. case DC_DONTFORGETME:
  12564. case DC_FORTUNEKISS:
  12565. case DC_SERVICEFORYOU:
  12566. #endif
  12567. case CG_MOONLIT:
  12568. case GS_DESPERADO:
  12569. case NJ_KAENSIN:
  12570. case NJ_BAKUENRYU:
  12571. case NJ_SUITON:
  12572. case NJ_HYOUSYOURAKU:
  12573. case NJ_RAIGEKISAI:
  12574. case NJ_KAMAITACHI:
  12575. #ifdef RENEWAL
  12576. case HW_GRAVITATION:
  12577. #endif
  12578. case NPC_EVILLAND:
  12579. case NPC_VENOMFOG:
  12580. case NPC_COMET:
  12581. case NPC_WIDESUCK:
  12582. case NPC_ICEMINE:
  12583. case NPC_FLAMECROSS:
  12584. case NPC_HELLBURNING:
  12585. case NPC_REVERBERATION:
  12586. case WL_COMET:
  12587. case RA_ELECTRICSHOCKER:
  12588. case RA_CLUSTERBOMB:
  12589. case RA_MAGENTATRAP:
  12590. case RA_COBALTTRAP:
  12591. case RA_MAIZETRAP:
  12592. case RA_VERDURETRAP:
  12593. case RA_FIRINGTRAP:
  12594. case RA_ICEBOUNDTRAP:
  12595. case SC_MANHOLE:
  12596. case SC_DIMENSIONDOOR:
  12597. case SC_CHAOSPANIC:
  12598. case SC_MAELSTROM:
  12599. case SC_BLOODYLUST:
  12600. case WM_POEMOFNETHERWORLD:
  12601. case SO_PSYCHIC_WAVE:
  12602. case NPC_PSYCHIC_WAVE:
  12603. case SO_VACUUM_EXTREME:
  12604. case GN_THORNS_TRAP:
  12605. case SO_EARTHGRAVE:
  12606. case SO_DIAMONDDUST:
  12607. case SO_FIRE_INSIGNIA:
  12608. case SO_WATER_INSIGNIA:
  12609. case SO_WIND_INSIGNIA:
  12610. case SO_EARTH_INSIGNIA:
  12611. case KO_ZENKAI:
  12612. case MH_LAVA_SLIDE:
  12613. case MH_VOLCANIC_ASH:
  12614. case MH_BLAST_FORGE:
  12615. case MH_POISON_MIST:
  12616. case MH_STEINWAND:
  12617. case MH_XENO_SLASHER:
  12618. case LG_KINGS_GRACE:
  12619. case SJ_BOOKOFCREATINGSTAR:
  12620. case RL_B_TRAP:
  12621. case NPC_STORMGUST2:
  12622. case AG_RAIN_OF_CRYSTAL:
  12623. case AG_MYSTERY_ILLUSION:
  12624. case AG_STRANTUM_TREMOR:
  12625. case AG_TORNADO_STORM:
  12626. case AG_FLORAL_FLARE_ROAD:
  12627. case IG_CROSS_RAIN:
  12628. case CD_PNEUMATICUS_PROCELLA:
  12629. case ABC_ABYSS_STRIKE:
  12630. case ABC_ABYSS_SQUARE:
  12631. case WH_DEEPBLINDTRAP:
  12632. case WH_SOLIDTRAP:
  12633. case WH_SWIFTTRAP:
  12634. case WH_FLAMETRAP:
  12635. case BO_ACIDIFIED_ZONE_WATER:
  12636. case BO_ACIDIFIED_ZONE_GROUND:
  12637. case BO_ACIDIFIED_ZONE_WIND:
  12638. case BO_ACIDIFIED_ZONE_FIRE:
  12639. case EM_DIAMOND_STORM:
  12640. case EM_LIGHTNING_LAND:
  12641. case EM_VENOM_SWAMP:
  12642. case EM_CONFLAGRATION:
  12643. case EM_TERRA_DRIVE:
  12644. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12645. [[fallthrough]];
  12646. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12647. case GN_WALLOFTHORN:
  12648. case GN_DEMONIC_FIRE:
  12649. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12650. break;
  12651. case WZ_ICEWALL:
  12652. case NPC_CANE_OF_EVIL_EYE:
  12653. flag|=1;
  12654. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12655. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12656. break;
  12657. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12658. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12659. flag|=1;
  12660. break;
  12661. case NPC_EARTHQUAKE:
  12662. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12663. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12664. break;
  12665. #ifndef RENEWAL
  12666. case HP_BASILICA:
  12667. if( sc->getSCE(SC_BASILICA) ) {
  12668. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12669. return 0;
  12670. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12671. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12672. if (sd)
  12673. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12674. return 0;
  12675. }
  12676. skill_clear_unitgroup(src);
  12677. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12678. flag|=1;
  12679. }
  12680. break;
  12681. #endif
  12682. #ifndef RENEWAL
  12683. case CG_HERMODE:
  12684. skill_clear_unitgroup(src);
  12685. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12686. sc_start4(src,src,SC_DANCING,100,
  12687. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12688. flag|=1;
  12689. #endif
  12690. break;
  12691. case RG_CLEANER: // [Valaris]
  12692. i = skill_get_splash(skill_id, skill_lv);
  12693. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12694. break;
  12695. case SO_WARMER:
  12696. case SO_CLOUD_KILL:
  12697. case NPC_CLOUD_KILL:
  12698. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12699. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12700. break;
  12701. case SU_CN_POWDERING:
  12702. case SU_NYANGGRASS:
  12703. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12704. if (skill_id == SU_CN_POWDERING)
  12705. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12706. else
  12707. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12708. }
  12709. flag |= 1;
  12710. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12711. break;
  12712. case SU_CN_METEOR:
  12713. if (sd) {
  12714. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12715. skill_id = SU_CN_METEOR2;
  12716. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12717. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12718. }
  12719. [[fallthrough]];
  12720. case WZ_METEOR:
  12721. {
  12722. int area = skill_get_splash(skill_id, skill_lv);
  12723. short tmpx = 0, tmpy = 0;
  12724. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12725. // Creates a random Cell in the Splash Area
  12726. tmpx = x - area + rnd() % (area * 2 + 1);
  12727. tmpy = y - area + rnd() % (area * 2 + 1);
  12728. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12729. }
  12730. }
  12731. break;
  12732. case AL_WARP:
  12733. if(sd != nullptr) {
  12734. std::vector<std::string> maps( MAX_MEMOPOINTS + 1 );
  12735. maps.push_back( sd->status.save_point.map );
  12736. if( skill_lv >= 2 ){
  12737. maps.push_back( sd->status.memo_point[0].map );
  12738. if( skill_lv >= 3 ){
  12739. maps.push_back( sd->status.memo_point[1].map );
  12740. if( skill_lv >= 4 ){
  12741. maps.push_back( sd->status.memo_point[2].map );
  12742. }
  12743. }
  12744. }
  12745. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  12746. }
  12747. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12748. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12749. return 0; // not to consume item.
  12750. case MO_BODYRELOCATION:
  12751. if (unit_movepos(src, x, y, 2, 1)) {
  12752. #if PACKETVER >= 20111005
  12753. clif_snap(src, src->x, src->y);
  12754. #else
  12755. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12756. #endif
  12757. if (sd)
  12758. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12759. }
  12760. break;
  12761. case NJ_SHADOWJUMP:
  12762. 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.
  12763. clif_blown(src);
  12764. status_change_end(src, SC_HIDING);
  12765. break;
  12766. case AM_SPHEREMINE:
  12767. case AM_CANNIBALIZE:
  12768. {
  12769. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12770. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12771. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12772. struct mob_data *md;
  12773. // Correct info, don't change any of this! [celest]
  12774. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12775. if (md) {
  12776. md->master_id = src->id;
  12777. md->special_state.ai = ai;
  12778. if( md->deletetimer != INVALID_TIMER )
  12779. delete_timer(md->deletetimer, mob_timer_delete);
  12780. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12781. mob_spawn (md); //Now it is ready for spawning.
  12782. }
  12783. }
  12784. break;
  12785. // Slim Pitcher [Celest]
  12786. case CR_SLIMPITCHER:
  12787. if (sd) {
  12788. int i_lv = 0, j = 0;
  12789. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12790. i_lv = skill_lv%11 - 1;
  12791. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12792. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12793. {
  12794. clif_skill_fail( *sd, skill_id );
  12795. return 1;
  12796. }
  12797. potion_flag = 1;
  12798. potion_hp = 0;
  12799. potion_sp = 0;
  12800. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12801. potion_flag = 0;
  12802. //Apply skill bonuses
  12803. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12804. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12805. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12806. + pc_skillheal_bonus(sd, skill_id);
  12807. potion_hp = potion_hp * (100+i_lv)/100;
  12808. potion_sp = potion_sp * (100+i_lv)/100;
  12809. // Final heal increased by HPlus.
  12810. // Is this the right place for this??? [Rytech]
  12811. // Can HPlus also affect SP recovery???
  12812. status_data* sstatus = status_get_status_data(*src);
  12813. if (sstatus && sstatus->hplus > 0) {
  12814. potion_hp += potion_hp * sstatus->hplus / 100;
  12815. potion_sp += potion_sp * sstatus->hplus / 100;
  12816. }
  12817. if(potion_hp > 0 || potion_sp > 0) {
  12818. i_lv = skill_get_splash(skill_id, skill_lv);
  12819. map_foreachinallarea(skill_area_sub,
  12820. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12821. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12822. skill_castend_nodamage_id);
  12823. }
  12824. } else {
  12825. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12826. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12827. potion_flag = 1;
  12828. potion_hp = 0;
  12829. potion_sp = 0;
  12830. run_script(item->script,0,src->id,0);
  12831. potion_flag = 0;
  12832. potion_hp = potion_hp * (100+id)/100;
  12833. potion_sp = potion_sp * (100+id)/100;
  12834. if(potion_hp > 0 || potion_sp > 0) {
  12835. id = skill_get_splash(skill_id, skill_lv);
  12836. map_foreachinallarea(skill_area_sub,
  12837. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12838. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12839. skill_castend_nodamage_id);
  12840. }
  12841. }
  12842. break;
  12843. case HW_GANBANTEIN:
  12844. if (rnd()%100 < 80) {
  12845. int dummy = 1;
  12846. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12847. i = skill_get_splash(skill_id, skill_lv);
  12848. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12849. } else {
  12850. if (sd) clif_skill_fail( *sd, skill_id );
  12851. return 1;
  12852. }
  12853. break;
  12854. #ifndef RENEWAL
  12855. case HW_GRAVITATION:
  12856. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12857. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12858. flag|=1;
  12859. break;
  12860. #endif
  12861. // Plant Cultivation [Celest]
  12862. case CR_CULTIVATION:
  12863. if (sd) {
  12864. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12865. {
  12866. clif_skill_fail( *sd, skill_id );
  12867. return 1;
  12868. }
  12869. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12870. if (rnd()%100 < 50) {
  12871. clif_skill_fail( *sd, skill_id );
  12872. } else {
  12873. TBL_MOB* md = nullptr;
  12874. int t, mob_id;
  12875. if (skill_lv == 1)
  12876. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12877. else {
  12878. int rand_val = rnd() % 100;
  12879. if (rand_val < 30)
  12880. mob_id = MOBID_GREEN_PLANT;
  12881. else if (rand_val < 55)
  12882. mob_id = MOBID_RED_PLANT;
  12883. else if (rand_val < 80)
  12884. mob_id = MOBID_YELLOW_PLANT;
  12885. else if (rand_val < 90)
  12886. mob_id = MOBID_WHITE_PLANT;
  12887. else if (rand_val < 98)
  12888. mob_id = MOBID_BLUE_PLANT;
  12889. else
  12890. mob_id = MOBID_SHINING_PLANT;
  12891. }
  12892. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12893. if (!md)
  12894. break;
  12895. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12896. {
  12897. if( md->deletetimer != INVALID_TIMER )
  12898. delete_timer(md->deletetimer, mob_timer_delete);
  12899. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12900. }
  12901. mob_spawn(md);
  12902. }
  12903. }
  12904. break;
  12905. case SG_SUN_WARM:
  12906. case SG_MOON_WARM:
  12907. case SG_STAR_WARM:
  12908. skill_clear_unitgroup(src);
  12909. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12910. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12911. flag|=1;
  12912. break;
  12913. case PA_GOSPEL:
  12914. if (sce && sce->val4 == BCT_SELF)
  12915. {
  12916. status_change_end(src, SC_GOSPEL);
  12917. return 0;
  12918. }
  12919. else
  12920. {
  12921. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12922. if (!sg) break;
  12923. if (sce)
  12924. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12925. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12926. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12927. }
  12928. break;
  12929. case NJ_TATAMIGAESHI:
  12930. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12931. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12932. break;
  12933. case AM_RESURRECTHOMUN: //[orn]
  12934. if (sd)
  12935. {
  12936. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12937. {
  12938. clif_skill_fail( *sd, skill_id );
  12939. break;
  12940. }
  12941. }
  12942. break;
  12943. case AC_SHOWER:
  12944. status_change_end(src, SC_CAMOUFLAGE);
  12945. [[fallthrough]];
  12946. case MA_SHOWER:
  12947. case NC_COLDSLOWER:
  12948. case RK_DRAGONBREATH:
  12949. case RK_DRAGONBREATH_WATER:
  12950. case NPC_DRAGONBREATH:
  12951. case WL_FROSTMISTY:
  12952. case RL_HAMMER_OF_GOD:
  12953. // Cast center might be relevant later (e.g. for knockback direction)
  12954. skill_area_temp[4] = x;
  12955. skill_area_temp[5] = y;
  12956. i = skill_get_splash(skill_id,skill_lv);
  12957. 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);
  12958. break;
  12959. case SO_ARRULLO:
  12960. i = skill_get_splash(skill_id,skill_lv);
  12961. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12962. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12963. break;
  12964. case GC_POISONSMOKE:
  12965. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12966. if( sd )
  12967. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12968. return 0;
  12969. }
  12970. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12971. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12972. break;
  12973. case AB_EPICLESIS:
  12974. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12975. i = skill_get_splash(skill_id, skill_lv);
  12976. 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);
  12977. }
  12978. break;
  12979. case WL_EARTHSTRAIN:
  12980. {
  12981. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12982. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12983. for( w = 1; w <= wave; w++ )
  12984. {
  12985. switch( dir ){
  12986. case 0: case 1: case 7: sy = y + w; break;
  12987. case 3: case 4: case 5: sy = y - w; break;
  12988. case 2: sx = x - w; break;
  12989. case 6: sx = x + w; break;
  12990. }
  12991. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12992. }
  12993. }
  12994. break;
  12995. case RA_DETONATOR:
  12996. i = skill_get_splash(skill_id, skill_lv);
  12997. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12998. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12999. break;
  13000. case NC_NEUTRALBARRIER:
  13001. case NC_STEALTHFIELD:
  13002. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  13003. skill_clear_unitgroup(src);
  13004. return 0;
  13005. }
  13006. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  13007. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  13008. 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));
  13009. }
  13010. break;
  13011. case NC_SILVERSNIPER:
  13012. {
  13013. struct mob_data *md;
  13014. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  13015. if( md ) {
  13016. md->master_id = src->id;
  13017. md->special_state.ai = AI_FAW;
  13018. if( md->deletetimer != INVALID_TIMER )
  13019. delete_timer(md->deletetimer, mob_timer_delete);
  13020. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  13021. mob_spawn(md);
  13022. }
  13023. }
  13024. break;
  13025. case NC_MAGICDECOY:
  13026. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13027. break;
  13028. case SC_FEINTBOMB: {
  13029. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13030. if( group == nullptr || group->unit == nullptr ) {
  13031. if (sd)
  13032. clif_skill_fail( *sd, skill_id );
  13033. return 1;
  13034. }
  13035. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13036. 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
  13037. clif_skill_nodamage(src, *src, skill_id, skill_lv, false);
  13038. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13039. }
  13040. break;
  13041. case SC_ESCAPE:
  13042. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13043. 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
  13044. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13045. flag |= 1;
  13046. break;
  13047. case LG_BANDING:
  13048. if( sc && sc->getSCE(SC_BANDING) )
  13049. status_change_end(src,SC_BANDING);
  13050. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13051. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13052. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13053. break;
  13054. case WM_DOMINION_IMPULSE:
  13055. i = skill_get_splash(skill_id, skill_lv);
  13056. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13057. break;
  13058. case WM_GREAT_ECHO:
  13059. i = skill_get_splash(skill_id,skill_lv);
  13060. 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);
  13061. break;
  13062. case WM_SEVERE_RAINSTORM:
  13063. flag |= 1;
  13064. if (sd)
  13065. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13066. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13067. break;
  13068. case GN_CRAZYWEED: {
  13069. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13070. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13071. int x1 = x - area + rnd()%(area * 2 + 1);
  13072. int y1 = y - area + rnd()%(area * 2 + 1);
  13073. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13074. }
  13075. }
  13076. break;
  13077. case GN_FIRE_EXPANSION: {
  13078. struct unit_data* ud = unit_bl2ud(src);
  13079. if (!ud) break;
  13080. 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; };
  13081. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13082. if (it != ud->skillunits.end()) {
  13083. auto* unit_group = it->get();
  13084. skill_unit* su = unit_group->unit;
  13085. switch (skill_lv) {
  13086. case 1: {
  13087. // TODO:
  13088. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13089. skill_delunit(su);
  13090. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13091. flag |= 1;
  13092. }
  13093. break;
  13094. case 2:
  13095. 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);
  13096. if (su != nullptr)
  13097. skill_delunit(su);
  13098. break;
  13099. case 3:
  13100. skill_delunit(su);
  13101. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13102. flag |= 1;
  13103. break;
  13104. case 4:
  13105. skill_delunit(su);
  13106. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13107. flag |= 1;
  13108. break;
  13109. case 5: {
  13110. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13111. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13112. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13113. 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);
  13114. if (su != nullptr)
  13115. skill_delunit(su);
  13116. }
  13117. break;
  13118. }
  13119. }
  13120. }
  13121. break;
  13122. case SO_FIREWALK:
  13123. case SO_ELECTRICWALK:
  13124. case NPC_FIREWALK:
  13125. case NPC_ELECTRICWALK:
  13126. if( sc && sc->getSCE(type) )
  13127. status_change_end(src,type);
  13128. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13129. break;
  13130. case KO_MAKIBISHI:
  13131. for( i = 0; i < (skill_lv+2); i++ ) {
  13132. x = src->x - 1 + rnd()%3;
  13133. y = src->y - 1 + rnd()%3;
  13134. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13135. }
  13136. break;
  13137. case KO_MUCHANAGE: {
  13138. int rate = 0;
  13139. status_data* sstatus = status_get_status_data(*src);
  13140. i = skill_get_splash(skill_id,skill_lv);
  13141. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13142. if( rate < 0 )
  13143. rate = 0;
  13144. 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);
  13145. if( rnd()%100 < rate )
  13146. 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);
  13147. }
  13148. break;
  13149. case RL_FALLEN_ANGEL:
  13150. if (unit_movepos(src,x,y,1,1)) {
  13151. clif_snap(src, src->x, src->y);
  13152. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13153. } else {
  13154. if (sd)
  13155. clif_skill_fail( *sd, skill_id );
  13156. }
  13157. break;
  13158. case RL_FIRE_RAIN: {
  13159. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13160. int sx = x = src->x, sy = y = src->y;
  13161. for (w = 0; w <= wave; w++) {
  13162. switch (dir) {
  13163. case DIR_NORTH:
  13164. case DIR_NORTHWEST:
  13165. case DIR_NORTHEAST:
  13166. sy = y + w;
  13167. break;
  13168. case DIR_WEST:
  13169. sx = x - w;
  13170. break;
  13171. case DIR_SOUTHWEST:
  13172. case DIR_SOUTH:
  13173. case DIR_SOUTHEAST:
  13174. sy = y - w;
  13175. break;
  13176. case DIR_EAST:
  13177. sx = x + w;
  13178. break;
  13179. }
  13180. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13181. }
  13182. }
  13183. break;
  13184. case NPC_MAGMA_ERUPTION:
  13185. case NC_MAGMA_ERUPTION:
  13186. // 1st, AoE 'slam' damage
  13187. i = skill_get_splash(skill_id, skill_lv);
  13188. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13189. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13190. // 2nd, AoE 'eruption' unit
  13191. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13192. break;
  13193. case SU_LOPE:
  13194. {
  13195. uint8 dir = map_calc_dir(src, x, y);
  13196. // Fails on noteleport maps, except for GvG and BG maps
  13197. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13198. x = src->x;
  13199. y = src->y;
  13200. }
  13201. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  13202. 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))
  13203. clif_blown(src);
  13204. }
  13205. break;
  13206. case AG_ASTRAL_STRIKE:
  13207. i = skill_get_splash(skill_id, skill_lv);
  13208. 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);
  13209. flag |= 1;
  13210. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13211. break;
  13212. case AG_VIOLENT_QUAKE:
  13213. case AG_ALL_BLOOM: {
  13214. int area = skill_get_splash(skill_id, skill_lv);
  13215. int unit_time = skill_get_time(skill_id, skill_lv);
  13216. int unit_interval = skill_get_unit_interval(skill_id);
  13217. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13218. // Grab Climax's effect level if active.
  13219. // This affects the behavior of certain skills in certain ways.
  13220. if (sc && sc->getSCE(SC_CLIMAX))
  13221. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13222. if (skill_id == AG_VIOLENT_QUAKE) {
  13223. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13224. // Fixes rising rocks spawn area to 7x7.
  13225. if (climax_lv == 5)
  13226. area = 3;
  13227. } else { // AG_ALL_BLOOM
  13228. sub_skill = AG_ALL_BLOOM_ATK;
  13229. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13230. unit_time /= 2;
  13231. unit_interval /= 2;
  13232. }
  13233. }
  13234. // Displays the earthquake / flower garden.
  13235. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13236. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13237. i = skill_get_splash(skill_id, skill_lv);
  13238. 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);
  13239. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13240. tmpx = x - area + rnd() % (area * 2 + 1);
  13241. tmpy = y - area + rnd() % (area * 2 + 1);
  13242. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13243. 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.
  13244. tmpx = x - area + rnd() % (area * 2 + 1);
  13245. tmpy = y - area + rnd() % (area * 2 + 1);
  13246. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13247. }
  13248. }
  13249. // One final attack the size of the flower garden is dealt after
  13250. // all rose buds explode if Climax level 5 is active.
  13251. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13252. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13253. }
  13254. break;
  13255. case NPC_RAINOFMETEOR:
  13256. {
  13257. int area = skill_get_splash(skill_id, skill_lv);
  13258. short tmpx = 0, tmpy = 0;
  13259. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13260. // Casts a double meteor in the first interval.
  13261. if (i == 1) {
  13262. // The first meteor is at the center
  13263. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13264. // The second meteor is near the first
  13265. tmpx = x - 1 + rnd()%3;
  13266. tmpy = y - 1 + rnd()%3;
  13267. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13268. }
  13269. else { // Casts 1 meteor per interval in the splash area
  13270. tmpx = x - area + rnd()%(area * 2 + 1);
  13271. tmpy = y - area + rnd()%(area * 2 + 1);
  13272. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13273. }
  13274. }
  13275. }
  13276. break;
  13277. case HN_JACK_FROST_NOVA:
  13278. case HN_GROUND_GRAVITATION: {
  13279. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13280. if( sd != nullptr ){
  13281. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13282. }
  13283. return 0;
  13284. }
  13285. int splash = skill_get_splash(skill_id, skill_lv);
  13286. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13287. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13288. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13289. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13290. }
  13291. }
  13292. break;
  13293. case HN_METEOR_STORM_BUSTER: {
  13294. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13295. if( sd != nullptr ){
  13296. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13297. }
  13298. return 0;
  13299. }
  13300. int splash = skill_get_splash(skill_id, skill_lv);
  13301. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13302. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13303. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13304. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13305. }
  13306. }
  13307. break;
  13308. case NW_WILD_FIRE:
  13309. i = skill_get_splash(skill_id, skill_lv);
  13310. if (sd && sd->status.weapon == W_GRENADE)
  13311. i += 2;
  13312. map_foreachinallarea(skill_area_sub,
  13313. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13314. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13315. skill_castend_damage_id);
  13316. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13317. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13318. break;
  13319. case NW_HASTY_FIRE_IN_THE_HOLE:
  13320. i = skill_get_splash(skill_id, skill_lv);
  13321. if (flag & 1){
  13322. i++;
  13323. }
  13324. if (flag & 2){
  13325. i++;
  13326. }
  13327. map_foreachinallarea(skill_area_sub,
  13328. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13329. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13330. skill_castend_damage_id);
  13331. if (!(flag & 1)) {
  13332. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13333. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13334. }
  13335. break;
  13336. case NW_GRENADES_DROPPING: {
  13337. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13338. uint16 tmpx = rnd_value( x - splash, x + splash );
  13339. uint16 tmpy = rnd_value( y - splash, y + splash );
  13340. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13341. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13342. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13343. }
  13344. } break;
  13345. case NW_MISSION_BOMBARD:
  13346. i = skill_get_splash(skill_id,skill_lv);
  13347. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13348. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13349. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13350. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13351. }
  13352. break;
  13353. default:
  13354. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13355. return 1;
  13356. }
  13357. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13358. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13359. if( sd )
  13360. {// ensure that the skill last-cast tick is recorded
  13361. sd->canskill_tick = gettick();
  13362. if( sd->state.arrow_atk && !(flag&1) )
  13363. {// consume arrow if this is a ground skill
  13364. battle_consume_ammo(sd, skill_id, skill_lv);
  13365. }
  13366. skill_onskillusage(sd, nullptr, skill_id, tick);
  13367. // perform skill requirement consumption
  13368. if (!(flag&SKILL_NOCONSUME_REQ))
  13369. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13370. }
  13371. return 0;
  13372. }
  13373. /*==========================================
  13374. *
  13375. *------------------------------------------*/
  13376. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13377. {
  13378. nullpo_ret(sd);
  13379. //Simplify skill_failed code.
  13380. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13381. if(skill_id != sd->menuskill_id)
  13382. return 0;
  13383. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13384. skill_failed(sd);
  13385. return 0;
  13386. }
  13387. if( sd->sc.cant.cast ) {
  13388. skill_failed(sd);
  13389. return 0;
  13390. }
  13391. pc_stop_attack(sd);
  13392. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13393. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13394. if(strcmp(mapname,"cancel")==0) {
  13395. skill_failed(sd);
  13396. return 0;
  13397. }
  13398. switch(skill_id)
  13399. {
  13400. case AL_TELEPORT:
  13401. case ALL_ODINS_RECALL:
  13402. //The storage window is closed automatically by the client when there's
  13403. //any kind of map change, so we need to restore it automatically
  13404. //bugreport:8027
  13405. if(strcmp(mapname,"Random") == 0)
  13406. pc_randomwarp(sd,CLR_TELEPORT);
  13407. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13408. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13409. clif_refresh_storagewindow(sd);
  13410. break;
  13411. case AL_WARP:
  13412. if( sd != nullptr ){
  13413. const struct s_point_str *p[4];
  13414. std::shared_ptr<s_skill_unit_group> group;
  13415. int i, lv, wx, wy;
  13416. int maxcount=0;
  13417. int x,y;
  13418. unsigned short mapindex;
  13419. mapindex = mapindex_name2id((char*)mapname);
  13420. if(!mapindex) { //Given map not found?
  13421. clif_skill_fail( *sd, skill_id );
  13422. skill_failed(sd);
  13423. return 0;
  13424. }
  13425. p[0] = &sd->status.save_point;
  13426. p[1] = &sd->status.memo_point[0];
  13427. p[2] = &sd->status.memo_point[1];
  13428. p[3] = &sd->status.memo_point[2];
  13429. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13430. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13431. if (maxcount == 0) {
  13432. clif_skill_fail( *sd, skill_id );
  13433. skill_failed(sd);
  13434. return 0;
  13435. }
  13436. }
  13437. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13438. wx = sd->menuskill_val>>16;
  13439. wy = sd->menuskill_val&0xffff;
  13440. if( lv <= 0 ) return 0;
  13441. if( lv > 4 ) lv = 4; // crash prevention
  13442. // check if the chosen map exists in the memo list
  13443. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13444. if( i < lv ) {
  13445. x=p[i]->x;
  13446. y=p[i]->y;
  13447. } else {
  13448. skill_failed(sd);
  13449. return 0;
  13450. }
  13451. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13452. { // This checks versus skill_id/skill_lv...
  13453. skill_failed(sd);
  13454. return 0;
  13455. }
  13456. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13457. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13458. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13459. skill_failed(sd);
  13460. return 0;
  13461. }
  13462. group->val1 = (group->val1<<16)|(short)0;
  13463. // record the destination coordinates
  13464. group->val2 = (x<<16)|y;
  13465. group->val3 = mapindex;
  13466. }
  13467. break;
  13468. }
  13469. sd->menuskill_id = sd->menuskill_val = 0;
  13470. return 0;
  13471. #undef skill_failed
  13472. }
  13473. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13474. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13475. {
  13476. struct skill_unit* target = (struct skill_unit*)bl;
  13477. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13478. int flag = va_arg(ap, int);
  13479. if (src == target)
  13480. return 0;
  13481. if (!target->group || !(target->group->state.song_dance&0x1))
  13482. return 0;
  13483. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13484. return 0;
  13485. if (flag) //Set dissonance
  13486. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13487. else //Remove dissonance
  13488. target->val2 &= ~(1 << UF_ENSEMBLE);
  13489. skill_getareachar_skillunit_visibilty(target, AREA);
  13490. return 1;
  13491. }
  13492. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13493. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13494. //When 1, this unit has been positioned, so start the cancel effect.
  13495. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13496. {
  13497. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13498. return 0;
  13499. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13500. return 0; //Nothing to remove, this unit is not overlapped.
  13501. if (unit->val1 != unit->group->skill_id)
  13502. { //Reset state
  13503. unit->val1 = unit->group->skill_id;
  13504. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13505. }
  13506. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13507. }
  13508. /**
  13509. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13510. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13511. * @param flag 0 Convert
  13512. * @param flag 1 Revert
  13513. * @return true success
  13514. * @TODO: This should be completely removed later and rewritten
  13515. * The entire execution of the overlapping songs instances is dirty and hacked together
  13516. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13517. */
  13518. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13519. {
  13520. static int prevflag = 1; // by default the backup is empty
  13521. static s_skill_unit_group backup;
  13522. std::shared_ptr<s_skill_unit_group> group;
  13523. if( unit == nullptr || (group = unit->group) == nullptr )
  13524. return false;
  13525. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13526. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13527. return false;
  13528. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13529. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13530. flag ? "read an empty backup" : "write to a full backup",
  13531. group->skill_id, group->skill_lv, group->src_id);
  13532. return false;
  13533. }
  13534. prevflag = flag;
  13535. if (!flag) { //Transform
  13536. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13537. // backup
  13538. backup.skill_id = group->skill_id;
  13539. backup.skill_lv = group->skill_lv;
  13540. backup.unit_id = group->unit_id;
  13541. backup.target_flag = group->target_flag;
  13542. backup.bl_flag = group->bl_flag;
  13543. backup.interval = group->interval;
  13544. // replace
  13545. group->skill_id = skill_id;
  13546. group->skill_lv = 1;
  13547. group->unit_id = skill_get_unit_id(skill_id);
  13548. group->target_flag = skill_get_unit_target(skill_id);
  13549. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13550. group->interval = skill_get_unit_interval(skill_id);
  13551. } else { //Restore
  13552. group->skill_id = backup.skill_id;
  13553. group->skill_lv = backup.skill_lv;
  13554. group->unit_id = backup.unit_id;
  13555. group->target_flag = backup.target_flag;
  13556. group->bl_flag = backup.bl_flag;
  13557. group->interval = backup.interval;
  13558. }
  13559. return true;
  13560. }
  13561. /**
  13562. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13563. * @param src Object that triggers the skill
  13564. * @param skill_id Skill ID
  13565. * @param skill_lv Skill level of used skill
  13566. * @param x Position x
  13567. * @param y Position y
  13568. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13569. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13570. * @return s_skill_unit_group
  13571. */
  13572. 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)
  13573. {
  13574. std::shared_ptr<s_skill_unit_group> group;
  13575. int i, val1 = 0, val2 = 0, val3 = 0;
  13576. t_tick limit;
  13577. int link_group_id = 0;
  13578. int target, interval, range;
  13579. t_itemid req_item = 0;
  13580. struct s_skill_unit_layout *layout;
  13581. map_session_data *sd;
  13582. status_change *sc;
  13583. int active_flag = 1;
  13584. int subunt = 0;
  13585. bool hidden = false;
  13586. struct map_data *mapdata;
  13587. nullpo_retr(nullptr, src);
  13588. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13589. mapdata = map_getmapdata(src->m);
  13590. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13591. range = skill_get_unit_range(skill_id,skill_lv);
  13592. interval = skill->unit_interval;
  13593. target = skill_get_unit_target(skill_id);
  13594. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13595. sd = BL_CAST(BL_PC, src);
  13596. status_data* status = status_get_status_data(*src);
  13597. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13598. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13599. switch( skill_id ) {
  13600. case MH_STEINWAND:
  13601. val2 = 4 + skill_lv;
  13602. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13603. break;
  13604. case MG_SAFETYWALL:
  13605. val2 = skill_lv + 1;
  13606. #ifdef RENEWAL
  13607. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13608. #endif
  13609. break;
  13610. case MG_FIREWALL:
  13611. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13612. limit = limit*3/2;
  13613. val2 = 4+skill_lv;
  13614. break;
  13615. case AL_WARP:
  13616. val1=skill_lv+6;
  13617. if(!(flag&1))
  13618. limit=2000;
  13619. else // previous implementation (not used anymore)
  13620. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13621. if( src->type != BL_SKILL ) return nullptr;
  13622. group = ((TBL_SKILL*)src)->group;
  13623. src = map_id2bl(group->src_id);
  13624. if( !src ) return nullptr;
  13625. val2 = group->val2; //Copy the (x,y) position you warp to
  13626. val3 = group->val3; //as well as the mapindex to warp to.
  13627. }
  13628. break;
  13629. #ifndef RENEWAL
  13630. case HP_BASILICA:
  13631. val1 = src->id; // Store caster id.
  13632. break;
  13633. #endif
  13634. case PR_SANCTUARY:
  13635. case NPC_EVILLAND:
  13636. val1=skill_lv+3;
  13637. break;
  13638. case WZ_METEOR:
  13639. case SU_CN_METEOR:
  13640. case SU_CN_METEOR2:
  13641. case NPC_RAINOFMETEOR:
  13642. case HN_METEOR_STORM_BUSTER:
  13643. limit = flag;
  13644. flag = 0; // Flag should not influence anything else for these skills
  13645. break;
  13646. case WZ_FIREPILLAR:
  13647. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13648. return nullptr;
  13649. if((flag&1)!=0)
  13650. limit=1000;
  13651. val1=skill_lv+2;
  13652. break;
  13653. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13654. case AM_DEMONSTRATION:
  13655. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13656. target = BCT_ALL;
  13657. break;
  13658. case HT_SKIDTRAP:
  13659. case MA_SKIDTRAP:
  13660. //Save position of caster
  13661. val1 = ((src->x)<<16)|(src->y);
  13662. [[fallthrough]];
  13663. case HT_ANKLESNARE:
  13664. case HT_SHOCKWAVE:
  13665. case HT_SANDMAN:
  13666. case MA_SANDMAN:
  13667. case HT_CLAYMORETRAP:
  13668. case HT_LANDMINE:
  13669. case MA_LANDMINE:
  13670. case HT_FLASHER:
  13671. case HT_FREEZINGTRAP:
  13672. case MA_FREEZINGTRAP:
  13673. case HT_BLASTMINE:
  13674. case RA_ELECTRICSHOCKER:
  13675. case RA_CLUSTERBOMB:
  13676. case RA_MAGENTATRAP:
  13677. case RA_COBALTTRAP:
  13678. case RA_MAIZETRAP:
  13679. case RA_VERDURETRAP:
  13680. case RA_FIRINGTRAP:
  13681. case RA_ICEBOUNDTRAP:
  13682. case RL_B_TRAP:
  13683. case SC_ESCAPE:
  13684. {
  13685. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13686. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13687. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13688. req_item = req.itemid[i];
  13689. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13690. break;
  13691. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13692. target = BCT_ALL;
  13693. }
  13694. break;
  13695. case SA_LANDPROTECTOR:
  13696. case SA_VOLCANO:
  13697. case SA_DELUGE:
  13698. case SA_VIOLENTGALE:
  13699. case SC_CHAOSPANIC:
  13700. {
  13701. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13702. if (old_sg != nullptr)
  13703. { //HelloKitty confirmed that these are interchangeable,
  13704. //so you can change element and not consume gemstones.
  13705. if ((
  13706. old_sg->skill_id == SA_VOLCANO ||
  13707. old_sg->skill_id == SA_DELUGE ||
  13708. old_sg->skill_id == SA_VIOLENTGALE
  13709. ) && old_sg->limit > 0)
  13710. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13711. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13712. if (limit < 0) //This can happen...
  13713. limit = skill_get_time(skill_id,skill_lv);
  13714. }
  13715. skill_clear_group(src,1);
  13716. }
  13717. break;
  13718. }
  13719. case BA_WHISTLE:
  13720. val1 = skill_lv + status->agi / 10; // Flee increase
  13721. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13722. if (sd) {
  13723. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13724. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13725. }
  13726. break;
  13727. case DC_HUMMING:
  13728. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13729. if (sd)
  13730. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13731. break;
  13732. case BA_POEMBRAGI:
  13733. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13734. //For some reason at level 10 the base delay reduction is 50%.
  13735. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13736. if (sd) {
  13737. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13738. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13739. }
  13740. break;
  13741. case DC_DONTFORGETME:
  13742. #ifdef RENEWAL
  13743. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13744. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13745. #else
  13746. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13747. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13748. #endif
  13749. if (sd) {
  13750. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13751. #ifdef RENEWAL
  13752. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13753. #else
  13754. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13755. #endif
  13756. }
  13757. val1 *= 10; //Because 10 is actually 1% aspd
  13758. break;
  13759. case DC_SERVICEFORYOU:
  13760. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13761. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13762. if (sd) {
  13763. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13764. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13765. }
  13766. break;
  13767. case BA_ASSASSINCROSS:
  13768. if (sd)
  13769. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13770. val1 += 5 + skill_lv + (status->agi / 20);
  13771. val1 *= 10; // ASPD works with 1000 as 100%
  13772. break;
  13773. case DC_FORTUNEKISS:
  13774. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13775. val1 *= 10; //Because every 10 crit is an actual cri point.
  13776. if (sd)
  13777. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13778. break;
  13779. case BD_DRUMBATTLEFIELD:
  13780. val1 = (skill_lv+1)*25; //Atk increase
  13781. val2 = (skill_lv+1)*2; //Def increase
  13782. break;
  13783. case BD_RINGNIBELUNGEN:
  13784. val1 = (skill_lv+2)*25; //Atk increase
  13785. break;
  13786. case BD_RICHMANKIM:
  13787. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13788. break;
  13789. case BD_SIEGFRIED:
  13790. val1 = 55 + skill_lv*5; //Elemental Resistance
  13791. val2 = skill_lv*10; //Status ailment resistance
  13792. break;
  13793. case WE_CALLPARTNER:
  13794. if (sd) val1 = sd->status.partner_id;
  13795. break;
  13796. case WE_CALLPARENT:
  13797. if (sd) {
  13798. val1 = sd->status.father;
  13799. val2 = sd->status.mother;
  13800. }
  13801. break;
  13802. case WE_CALLBABY:
  13803. if (sd) val1 = sd->status.child;
  13804. break;
  13805. case NJ_KAENSIN:
  13806. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13807. val2 = (skill_lv+1)/2 + 4;
  13808. break;
  13809. case NJ_SUITON:
  13810. skill_clear_group(src, 1);
  13811. break;
  13812. case GS_GROUNDDRIFT:
  13813. {
  13814. // Ground Drift Element is decided when it's placed.
  13815. int ele = skill_get_ele(skill_id, skill_lv);
  13816. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13817. if (ele == ELE_RANDOM)
  13818. val1 = element[rnd()%5]; // Use random from available unit visual?
  13819. else if (ele == ELE_ENDOWED)
  13820. val1 = status_get_attack_sc_element(src,sc);
  13821. else if (ele == ELE_WEAPON) {
  13822. val1 = status->rhw.ele;
  13823. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13824. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13825. }
  13826. switch (val1) {
  13827. case ELE_FIRE:
  13828. subunt++;
  13829. [[fallthrough]];
  13830. case ELE_WATER:
  13831. subunt++;
  13832. [[fallthrough]];
  13833. case ELE_POISON:
  13834. subunt++;
  13835. [[fallthrough]];
  13836. case ELE_DARK:
  13837. subunt++;
  13838. [[fallthrough]];
  13839. case ELE_WIND:
  13840. break;
  13841. default:
  13842. subunt = rnd()%5;
  13843. break;
  13844. }
  13845. break;
  13846. }
  13847. case GC_POISONSMOKE:
  13848. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13849. return nullptr;
  13850. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13851. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13852. limit = skill_get_time(skill_id, skill_lv);
  13853. break;
  13854. case NPC_COMET:
  13855. case WL_COMET:
  13856. if (sc) {
  13857. sc->comet_x = x;
  13858. sc->comet_y = y;
  13859. }
  13860. break;
  13861. case GD_LEADERSHIP:
  13862. case GD_GLORYWOUNDS:
  13863. case GD_SOULCOLD:
  13864. case GD_HAWKEYES:
  13865. limit = 1000000;//it doesn't matter
  13866. break;
  13867. case LG_BANDING:
  13868. limit = -1;
  13869. break;
  13870. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13871. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13872. target = BCT_ALL;
  13873. [[fallthrough]];
  13874. case WM_SEVERE_RAINSTORM:
  13875. case SO_WATER_INSIGNIA:
  13876. case SO_FIRE_INSIGNIA:
  13877. case SO_WIND_INSIGNIA:
  13878. case SO_EARTH_INSIGNIA:
  13879. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13880. return nullptr;
  13881. break;
  13882. case SO_CLOUD_KILL:
  13883. case NPC_CLOUD_KILL:
  13884. skill_clear_group(src, 4);
  13885. break;
  13886. case SO_WARMER:
  13887. skill_clear_group(src, 8);
  13888. break;
  13889. case SO_FIREWALK:
  13890. case SO_ELECTRICWALK:
  13891. limit = skill_get_time2(skill_id, skill_lv);
  13892. break;
  13893. case GN_WALLOFTHORN:
  13894. // Turns to Firewall
  13895. if( flag&1 )
  13896. limit = 3000;
  13897. val3 = (x<<16)|y;
  13898. break;
  13899. case GN_DEMONIC_FIRE:
  13900. if (flag) { // Fire Expansion level 1
  13901. limit = flag + 10000;
  13902. flag = 0;
  13903. }
  13904. break;
  13905. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13906. case GN_FIRE_EXPANSION_TEAR_GAS:
  13907. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13908. break;
  13909. case KO_ZENKAI:
  13910. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13911. val1 = sd->spiritcharm;
  13912. val2 = sd->spiritcharm_type;
  13913. limit = 6000 * val1;
  13914. subunt = sd->spiritcharm_type - 1;
  13915. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13916. }
  13917. break;
  13918. #ifndef RENEWAL
  13919. case HW_GRAVITATION:
  13920. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13921. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13922. break;
  13923. #endif
  13924. case SO_VACUUM_EXTREME:
  13925. // Coordinates
  13926. val1 = x;
  13927. val2 = y;
  13928. val3 = 0; // Suck target at n seconds.
  13929. break;
  13930. case MH_POISON_MIST:
  13931. case MH_BLAST_FORGE:
  13932. case MH_LAVA_SLIDE:
  13933. skill_clear_group(src, 1);
  13934. break;
  13935. case MH_VOLCANIC_ASH:
  13936. if (!map_flag_vs(src->m))
  13937. target = BCT_ENEMY;
  13938. break;
  13939. case AG_VIOLENT_QUAKE:
  13940. case AG_ALL_BLOOM:
  13941. if (sc && sc->getSCE(SC_CLIMAX)) {
  13942. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13943. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13944. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13945. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13946. }
  13947. break;
  13948. case AG_VIOLENT_QUAKE_ATK:
  13949. case AG_ALL_BLOOM_ATK:
  13950. case AG_ALL_BLOOM_ATK2:
  13951. limit = flag;
  13952. flag = 0;
  13953. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13954. range = 4; // Rising rocks splash is increased to 9x9.
  13955. break;
  13956. case WH_DEEPBLINDTRAP:
  13957. case WH_SOLIDTRAP:
  13958. case WH_SWIFTTRAP:
  13959. case WH_FLAMETRAP:
  13960. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13961. break;
  13962. case NW_GRENADES_DROPPING:
  13963. limit = skill_get_time2(skill_id,skill_lv);
  13964. break;
  13965. }
  13966. // Init skill unit group
  13967. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13968. if (group == nullptr)
  13969. return nullptr;
  13970. group->val1 = val1;
  13971. group->val2 = val2;
  13972. group->val3 = val3;
  13973. group->link_group_id = link_group_id;
  13974. group->target_flag = target;
  13975. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13976. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13977. 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
  13978. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13979. group->item_id = req_item;
  13980. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13981. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13982. active_flag = 0;
  13983. // Put message for Talkie Box & Graffiti
  13984. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13985. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13986. if (sd)
  13987. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13988. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13989. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13990. }
  13991. // Dance skill
  13992. if (group->state.song_dance) {
  13993. if(sd) {
  13994. sd->skill_id_dance = skill_id;
  13995. sd->skill_lv_dance = skill_lv;
  13996. }
  13997. if (
  13998. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13999. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  14000. )
  14001. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14002. }
  14003. // Set skill unit
  14004. limit = group->limit;
  14005. for( i = 0; i < layout->count; i++ ) {
  14006. struct skill_unit *unit;
  14007. int ux = x + layout->dx[i];
  14008. int uy = y + layout->dy[i];
  14009. int unit_val1 = skill_lv;
  14010. int unit_val2 = 0;
  14011. int alive = 1;
  14012. // are the coordinates out of range?
  14013. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  14014. continue;
  14015. }
  14016. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  14017. continue; // don't place skill units on walls (except for songs/dances/encores)
  14018. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  14019. continue; // no path between cell and caster
  14020. switch( skill_id ) {
  14021. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14022. case HT_LANDMINE:
  14023. case MA_LANDMINE:
  14024. case HT_ANKLESNARE:
  14025. case HT_SHOCKWAVE:
  14026. case HT_SANDMAN:
  14027. case MA_SANDMAN:
  14028. case HT_FLASHER:
  14029. case HT_FREEZINGTRAP:
  14030. case MA_FREEZINGTRAP:
  14031. case HT_SKIDTRAP:
  14032. case MA_SKIDTRAP:
  14033. case HT_CLAYMORETRAP:
  14034. case HT_BLASTMINE:
  14035. case SC_ESCAPE:
  14036. unit_val1 = 3500;
  14037. break;
  14038. case MG_FIREWALL:
  14039. case NJ_KAENSIN:
  14040. unit_val2 = group->val2;
  14041. break;
  14042. case CR_GRANDCROSS:
  14043. case NPC_GRANDDARKNESS:
  14044. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14045. break;
  14046. case WZ_ICEWALL:
  14047. unit_val1 = 200 + 200*skill_lv;
  14048. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14049. break;
  14050. case WZ_WATERBALL:
  14051. //Check if there are cells that can be turned into waterball units
  14052. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14053. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14054. break; //Turn water, deluge or suiton into waterball cell
  14055. continue;
  14056. case GS_DESPERADO:
  14057. unit_val1 = abs(layout->dx[i]);
  14058. unit_val2 = abs(layout->dy[i]);
  14059. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14060. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14061. if (unit_val1) unit_val1--;
  14062. unit_val1 = 36 -12*unit_val1;
  14063. } else //Diagonal edges
  14064. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14065. if (unit_val1 < 1) unit_val1 = 1;
  14066. unit_val2 = 0;
  14067. break;
  14068. case NPC_REVERBERATION:
  14069. unit_val1 = 1 + skill_lv;
  14070. break;
  14071. case WM_POEMOFNETHERWORLD:
  14072. unit_val1 = 1 + skill_lv;
  14073. break;
  14074. case GN_WALLOFTHORN:
  14075. if (flag&1) // Turned become Firewall
  14076. break;
  14077. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14078. unit_val2 = 20; // Max hits
  14079. break;
  14080. case RL_B_TRAP:
  14081. unit_val1 = 3500;
  14082. unit_val2 = 0;
  14083. break;
  14084. default:
  14085. if (group->state.song_dance&0x1)
  14086. 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
  14087. break;
  14088. }
  14089. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14090. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14091. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14092. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14093. // Check active cell to failing or remove current unit
  14094. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14095. if( !alive )
  14096. continue;
  14097. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14098. unit->limit = limit;
  14099. unit->range = range;
  14100. if (skill_id == PF_FOGWALL && alive == 2)
  14101. { //Double duration of cells on top of Deluge/Suiton
  14102. unit->limit *= 2;
  14103. group->limit = unit->limit;
  14104. }
  14105. // Execute on all targets standing on this cell
  14106. if (range == 0 && active_flag)
  14107. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14108. }
  14109. if (!group->alive_count)
  14110. { //No cells? Something that was blocked completely by Land Protector?
  14111. skill_delunitgroup(group);
  14112. return nullptr;
  14113. }
  14114. //success, unit created.
  14115. switch( skill_id ) {
  14116. case NJ_TATAMIGAESHI: //Store number of tiles.
  14117. group->val1 = group->alive_count;
  14118. break;
  14119. }
  14120. return group;
  14121. }
  14122. /*==========================================
  14123. *
  14124. *------------------------------------------*/
  14125. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14126. {
  14127. skill_unit_onplace(unit, bl, tick);
  14128. }
  14129. /**
  14130. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14131. * while skill unit initialized or moved (such by knock back).
  14132. * As a follow of skill_unit_effect flag &1
  14133. * @param unit
  14134. * @param bl Target
  14135. * @param tick
  14136. */
  14137. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14138. {
  14139. struct block_list *ss; // Actual source that cast the skill unit
  14140. status_change *sc;
  14141. struct status_change_entry *sce;
  14142. enum sc_type type;
  14143. uint16 skill_id;
  14144. nullpo_ret(unit);
  14145. nullpo_ret(bl);
  14146. if(bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14147. return 0;
  14148. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14149. if (sg == nullptr)
  14150. return 0;
  14151. nullpo_ret(ss = map_id2bl(sg->src_id));
  14152. status_data* tstatus = status_get_status_data(*bl);
  14153. 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) ||
  14154. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14155. return 0; //AoE skills are ineffective. [Skotlex]
  14156. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14157. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14158. return 0; //Songs don't work in Basilica
  14159. sc = status_get_sc(bl);
  14160. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14161. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14162. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14163. status_change_end(bl, SC_VACUUM_EXTREME);
  14164. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14165. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14166. type = skill_get_sc(sg->skill_id);
  14167. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14168. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14169. switch (sg->unit_id) {
  14170. case UNT_SPIDERWEB:
  14171. if (sc) {
  14172. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14173. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14174. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14175. const struct TimerData* td;
  14176. struct map_data *mapdata = map_getmapdata(bl->m);
  14177. if (mapdata_flag_vs(mapdata))
  14178. sec /= 2;
  14179. if (sc->getSCE(type)) {
  14180. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14181. //Already triple affected, immune
  14182. sg->limit = DIFF_TICK(tick, sg->tick);
  14183. break;
  14184. }
  14185. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14186. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14187. sec *= (sc->getSCE(type)->val1 + 1);
  14188. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14189. sec *= (sc->getSCE(type)->val1 + 1);
  14190. //Add group id to status change
  14191. if (sc->getSCE(type)->val2 == 0)
  14192. sc->getSCE(type)->val2 = sg->group_id;
  14193. else if (sc->getSCE(type)->val3 == 0)
  14194. sc->getSCE(type)->val3 = sg->group_id;
  14195. else if (sc->getSCE(type)->val4 == 0)
  14196. sc->getSCE(type)->val4 = sg->group_id;
  14197. //Overwrite status change with new duration
  14198. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14199. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14200. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14201. }
  14202. else {
  14203. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14204. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14205. if (td)
  14206. sec = DIFF_TICK(td->tick, tick);
  14207. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14208. clif_fixpos( *bl );
  14209. }
  14210. else
  14211. sec = 3000; //Couldn't trap it?
  14212. }
  14213. sg->val2 = bl->id;
  14214. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14215. }
  14216. break;
  14217. case UNT_SAFETYWALL:
  14218. if (!sce)
  14219. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14220. break;
  14221. case UNT_BLOODYLUST:
  14222. if (sg->src_id == bl->id)
  14223. break; //Does not affect the caster.
  14224. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14225. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14226. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14227. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14228. break;
  14229. case UNT_PNEUMA:
  14230. if (!sce)
  14231. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14232. break;
  14233. case UNT_CHAOSPANIC:
  14234. 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);
  14235. break;
  14236. case UNT_WARP_WAITING: {
  14237. int working = sg->val1&0xffff;
  14238. if(bl->type==BL_PC && !working){
  14239. map_session_data *sd = (map_session_data *)bl;
  14240. if((!sd->chatID || battle_config.chat_warpportal)
  14241. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14242. {
  14243. int x = sg->val2>>16;
  14244. int y = sg->val2&0xffff;
  14245. int count = sg->val1>>16;
  14246. unsigned short m = sg->val3;
  14247. if( --count <= 0 )
  14248. skill_delunitgroup(sg);
  14249. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14250. working = 1;/* we break it because officials break it, lovely stuff. */
  14251. sg->val1 = (count<<16)|working;
  14252. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14253. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14254. }
  14255. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14256. int16 m = map_mapindex2mapid(sg->val3);
  14257. if (m < 0) break; //Map not available on this map-server.
  14258. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14259. }
  14260. }
  14261. break;
  14262. case UNT_QUAGMIRE:
  14263. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14264. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14265. break;
  14266. case UNT_VOLCANO:
  14267. case UNT_DELUGE:
  14268. case UNT_VIOLENTGALE:
  14269. case UNT_FIRE_INSIGNIA:
  14270. case UNT_WATER_INSIGNIA:
  14271. case UNT_WIND_INSIGNIA:
  14272. case UNT_EARTH_INSIGNIA:
  14273. if(!sce)
  14274. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14275. break;
  14276. case UNT_WATER_BARRIER:
  14277. case UNT_ZEPHYR:
  14278. case UNT_POWER_OF_GAIA:
  14279. if (bl->id == ss->id)
  14280. break; // Doesn't affect the Elemental
  14281. if (!sce)
  14282. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14283. break;
  14284. case UNT_SUITON:
  14285. if(!sce)
  14286. sc_start4(ss, bl,type,100,sg->skill_lv,
  14287. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14288. 0,0,sg->limit);
  14289. break;
  14290. case UNT_HERMODE:
  14291. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14292. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14293. [[fallthrough]];
  14294. case UNT_RICHMANKIM:
  14295. case UNT_ETERNALCHAOS:
  14296. case UNT_DRUMBATTLEFIELD:
  14297. case UNT_RINGNIBELUNGEN:
  14298. case UNT_ROKISWEIL:
  14299. case UNT_INTOABYSS:
  14300. case UNT_SIEGFRIED:
  14301. //Needed to check when a dancer/bard leaves their ensemble area.
  14302. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14303. return skill_id;
  14304. if (!sce)
  14305. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14306. break;
  14307. case UNT_WHISTLE:
  14308. case UNT_ASSASSINCROSS:
  14309. case UNT_POEMBRAGI:
  14310. case UNT_APPLEIDUN:
  14311. case UNT_HUMMING:
  14312. case UNT_DONTFORGETME:
  14313. case UNT_FORTUNEKISS:
  14314. case UNT_SERVICEFORYOU:
  14315. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14316. return 0;
  14317. if (!sc) return 0;
  14318. if (!sce)
  14319. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14320. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14321. sce->val4 = 0; //remove the mark that we stepped out
  14322. delete_timer(sce->timer, status_change_timer);
  14323. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14324. }
  14325. break;
  14326. case UNT_FOGWALL:
  14327. if (!sce)
  14328. {
  14329. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14330. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14331. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14332. }
  14333. break;
  14334. #ifndef RENEWAL
  14335. case UNT_GRAVITATION:
  14336. if (!sce)
  14337. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14338. break;
  14339. case UNT_BASILICA:
  14340. {
  14341. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14342. if (i > 0) {
  14343. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14344. break;
  14345. }
  14346. if (!sce && i <= 0)
  14347. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14348. }
  14349. break;
  14350. #endif
  14351. case UNT_MOONLIT:
  14352. //Knockback out of area if affected char isn't in Moonlit effect
  14353. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14354. break;
  14355. if (ss == bl) //Also needed to prevent infinite loop crash.
  14356. break;
  14357. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14358. break;
  14359. case UNT_REVERBERATION:
  14360. if (sg->src_id == bl->id)
  14361. break; //Does not affect the caster.
  14362. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14363. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14364. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14365. sg->unit_id = UNT_USED_TRAPS;
  14366. break;
  14367. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14368. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14369. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14370. break;
  14371. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14372. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14373. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14374. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14375. break;
  14376. case UNT_VOLCANIC_ASH:
  14377. if (!sce)
  14378. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14379. break;
  14380. case UNT_KINGS_GRACE:
  14381. if (!sce) {
  14382. int state = 0;
  14383. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14384. state |= BCT_GUILD;
  14385. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14386. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14387. }
  14388. break;
  14389. case UNT_STEALTHFIELD:
  14390. if( bl->id == sg->src_id )
  14391. break; // Doesn't work on self (video shows that)
  14392. if (!sce)
  14393. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14394. break;
  14395. case UNT_NEUTRALBARRIER:
  14396. if (!sce)
  14397. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14398. break;
  14399. case UNT_WARMER:
  14400. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14401. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14402. break;
  14403. case UNT_CATNIPPOWDER:
  14404. if (sg->src_id == bl->id)
  14405. break; // Does not affect the caster or Boss.
  14406. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14407. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14408. break;
  14409. case UNT_NYANGGRASS:
  14410. if (!sce)
  14411. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14412. break;
  14413. case UNT_CREATINGSTAR:
  14414. if (!sce)
  14415. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14416. break;
  14417. case UNT_GD_LEADERSHIP:
  14418. case UNT_GD_GLORYWOUNDS:
  14419. case UNT_GD_SOULCOLD:
  14420. case UNT_GD_HAWKEYES:
  14421. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14422. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14423. break;
  14424. }
  14425. return skill_id;
  14426. }
  14427. /**
  14428. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14429. * @param unit Skill unit
  14430. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14431. * @param tick
  14432. */
  14433. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14434. {
  14435. struct block_list *ss;
  14436. TBL_PC* tsd;
  14437. status_change *sc, *tsc;
  14438. struct skill_unit_group_tickset *ts;
  14439. enum sc_type type;
  14440. uint16 skill_id;
  14441. t_tick diff = 0;
  14442. nullpo_ret(unit);
  14443. nullpo_ret(bl);
  14444. if (bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14445. return 0;
  14446. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14447. if (sg == nullptr)
  14448. return 0;
  14449. nullpo_ret(ss = map_id2bl(sg->src_id));
  14450. tsd = BL_CAST(BL_PC, bl);
  14451. tsc = status_get_sc(bl);
  14452. sc = status_get_sc(ss);
  14453. status_data* tstatus = status_get_status_data(*bl);
  14454. type = skill_get_sc(sg->skill_id);
  14455. skill_id = sg->skill_id;
  14456. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14457. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14458. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14459. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14460. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14461. if (sg->interval == -1) {
  14462. switch (sg->unit_id) {
  14463. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14464. case UNT_FIREPILLAR_ACTIVE:
  14465. case UNT_ELECTRICSHOCKER:
  14466. case UNT_MANHOLE:
  14467. return 0;
  14468. default:
  14469. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14470. return 0;
  14471. }
  14472. }
  14473. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14474. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14475. diff = DIFF_TICK(tick,ts->tick);
  14476. if (diff < 0)
  14477. return 0;
  14478. ts->tick = tick+sg->interval;
  14479. }
  14480. // Wall of Thorn damaged by Fire element unit [Cydh]
  14481. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14482. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14483. struct skill_unit *su = (struct skill_unit *)bl;
  14484. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14485. 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);
  14486. su->group->limit = sg->limit = 0;
  14487. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14488. return skill_id;
  14489. }
  14490. }
  14491. switch (sg->unit_id) {
  14492. // Units that deals simple attack
  14493. case UNT_GRAVITATION:
  14494. case UNT_EARTHSTRAIN:
  14495. case UNT_FIREWALK:
  14496. case UNT_ELECTRICWALK:
  14497. case UNT_PSYCHIC_WAVE:
  14498. case UNT_LAVA_SLIDE:
  14499. case UNT_MAKIBISHI:
  14500. case UNT_VENOMFOG:
  14501. case UNT_ICEMINE:
  14502. case UNT_FLAMECROSS:
  14503. case UNT_HELLBURNING:
  14504. case UNT_CANE_OF_EVIL_EYE:
  14505. case UNT_RAIN_OF_CRYSTAL:
  14506. case UNT_MYSTERY_ILLUSION:
  14507. case UNT_STRANTUM_TREMOR:
  14508. case UNT_TORNADO_STORM:
  14509. case UNT_FLORAL_FLARE_ROAD:
  14510. case UNT_CROSS_RAIN:
  14511. case UNT_PNEUMATICUS_PROCELLA:
  14512. case UNT_LIGHTNING_LAND:
  14513. case UNT_VENOM_SWAMP:
  14514. case UNT_CONFLAGRATION:
  14515. case UNT_DEEPBLINDTRAP:
  14516. case UNT_SOLIDTRAP:
  14517. case UNT_SWIFTTRAP:
  14518. case UNT_FLAMETRAP:
  14519. case UNT_GROUND_GRAVITATION:
  14520. case UNT_JACK_FROST_NOVA:
  14521. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14522. break;
  14523. case UNT_DUMMYSKILL:
  14524. switch (sg->skill_id) {
  14525. case SG_SUN_WARM: //SG skills [Komurka]
  14526. case SG_MOON_WARM:
  14527. case SG_STAR_WARM: {
  14528. int count = 0;
  14529. const int x = bl->x, y = bl->y;
  14530. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14531. do {
  14532. if( bl->type == BL_PC )
  14533. status_zap(bl, 0, 15); // sp damage to players
  14534. else // mobs
  14535. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14536. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14537. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14538. } else { //should end when out of sp.
  14539. sg->limit = DIFF_TICK(tick,sg->tick);
  14540. break;
  14541. }
  14542. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14543. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl) );
  14544. }
  14545. break;
  14546. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14547. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14548. if (tsc)
  14549. tsc->sg_counter++; //SG hit counter.
  14550. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14551. tsc->sg_counter=0; //Attack absorbed.
  14552. break;
  14553. #endif
  14554. case GS_DESPERADO:
  14555. if (rnd()%100 < unit->val1)
  14556. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14557. break;
  14558. case NPC_COMET:
  14559. case WL_COMET:
  14560. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14561. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14562. break;
  14563. case NPC_WIDESUCK: {
  14564. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14565. if (heal > 0) {
  14566. clif_skill_nodamage(ss,*bl,sg->skill_id,sg->skill_lv);
  14567. clif_skill_nodamage(nullptr,*ss,AL_HEAL,heal);
  14568. status_heal(ss,heal,0,0);
  14569. }
  14570. }
  14571. break;
  14572. case CR_GRANDCROSS:
  14573. case NPC_GRANDDARKNESS:
  14574. if(!battle_config.gx_allhit)
  14575. unit->val1--;
  14576. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14577. break;
  14578. default:
  14579. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14580. }
  14581. break;
  14582. case UNT_FIREWALL:
  14583. case UNT_KAEN: {
  14584. int count = 0;
  14585. const int x = bl->x, y = bl->y;
  14586. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14587. break;
  14588. //Take into account these hit more times than the timer interval can handle.
  14589. do
  14590. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14591. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14592. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl));
  14593. if (unit->val2 <= 0)
  14594. skill_delunit(unit);
  14595. }
  14596. break;
  14597. case UNT_SANCTUARY:
  14598. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14599. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14600. 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) )
  14601. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14602. } else {
  14603. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14604. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14605. #ifdef RENEWAL
  14606. if (md && md->mob_id == MOBID_EMPERIUM)
  14607. break;
  14608. #endif
  14609. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14610. break;
  14611. if( tstatus->hp >= tstatus->max_hp )
  14612. break;
  14613. if( status_isimmune(bl) )
  14614. heal = 0;
  14615. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  14616. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14617. heal = ~heal + 1;
  14618. status_heal(bl, heal, 0, 0);
  14619. }
  14620. break;
  14621. case UNT_EVILLAND:
  14622. //Will heal demon and undead element monsters, but not players.
  14623. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14624. { //Damage enemies
  14625. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14626. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14627. } else {
  14628. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14629. if (tstatus->hp >= tstatus->max_hp)
  14630. break;
  14631. if (status_isimmune(bl))
  14632. heal = 0;
  14633. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  14634. status_heal(bl, heal, 0, 0);
  14635. }
  14636. break;
  14637. case UNT_MAGNUS:
  14638. #ifndef RENEWAL
  14639. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14640. break;
  14641. #endif
  14642. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14643. break;
  14644. case UNT_FIREPILLAR_WAITING:
  14645. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14646. skill_delunit(unit);
  14647. break;
  14648. case UNT_SKIDTRAP: {
  14649. //Knockback away from position of user during placement [Playtester]
  14650. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14651. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14652. sg->unit_id = UNT_USED_TRAPS;
  14653. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14654. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14655. #ifdef RENEWAL
  14656. // In renewal, target will be stopped for 3 seconds
  14657. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14658. #else
  14659. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14660. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14661. if (md)
  14662. mob_unlocktarget(md, tick);
  14663. #endif
  14664. }
  14665. break;
  14666. case UNT_ANKLESNARE:
  14667. case UNT_MANHOLE:
  14668. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14669. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14670. if (sg->unit_id == UNT_ANKLESNARE) {
  14671. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14672. #ifndef RENEWAL
  14673. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14674. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14675. sec /= 5;
  14676. #endif
  14677. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14678. }
  14679. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14680. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14681. if( td )
  14682. sec = DIFF_TICK(td->tick, tick);
  14683. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14684. || !unit_blown_immune(bl,0x1) )
  14685. {
  14686. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14687. clif_fixpos( *bl );
  14688. }
  14689. sg->val2 = bl->id;
  14690. } else
  14691. sec = 3000; //Couldn't trap it?
  14692. if (sg->unit_id == UNT_ANKLESNARE) {
  14693. clif_skillunit_update( unit->bl );
  14694. /**
  14695. * If you're snared from a trap that was invisible this makes the trap be
  14696. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14697. * bugreport:3961
  14698. **/
  14699. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14700. }
  14701. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14702. sg->interval = -1;
  14703. unit->range = 0;
  14704. }
  14705. break;
  14706. case UNT_EARTHQUAKE:
  14707. sg->val1++; // Hit count
  14708. 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));
  14709. break;
  14710. case UNT_ELECTRICSHOCKER:
  14711. if( bl->id != ss->id ) {
  14712. 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) ) {
  14713. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14714. clif_fixpos( *bl );
  14715. }
  14716. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14717. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14718. }
  14719. break;
  14720. case UNT_VENOMDUST:
  14721. if(tsc && !tsc->getSCE(type))
  14722. 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);
  14723. break;
  14724. case UNT_LANDMINE:
  14725. //Land Mine only hits single target
  14726. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14727. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14728. sg->limit = 1500;
  14729. break;
  14730. case UNT_MAGENTATRAP:
  14731. case UNT_COBALTTRAP:
  14732. case UNT_MAIZETRAP:
  14733. case UNT_VERDURETRAP:
  14734. if( bl->type == BL_PC )// it won't work on players
  14735. break;
  14736. [[fallthrough]];
  14737. case UNT_FIRINGTRAP:
  14738. case UNT_ICEBOUNDTRAP:
  14739. case UNT_CLUSTERBOMB:
  14740. if( bl->id == ss->id )// it won't trigger on caster
  14741. break;
  14742. [[fallthrough]];
  14743. case UNT_BLASTMINE:
  14744. case UNT_SHOCKWAVE:
  14745. case UNT_SANDMAN:
  14746. case UNT_FLASHER:
  14747. case UNT_FREEZINGTRAP:
  14748. case UNT_FIREPILLAR_ACTIVE:
  14749. case UNT_CLAYMORETRAP:
  14750. {
  14751. int bl_flag = sg->bl_flag;
  14752. if (tsc && tsc->getSCE(SC__MANHOLE))
  14753. break;
  14754. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14755. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14756. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14757. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14758. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14759. sg->limit = DIFF_TICK(tick, sg->tick) +
  14760. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14761. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14762. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14763. }
  14764. break;
  14765. case UNT_TALKIEBOX:
  14766. if (sg->src_id == bl->id)
  14767. break;
  14768. if (sg->val2 == 0) {
  14769. clif_talkiebox(&unit->bl, sg->valstr);
  14770. sg->unit_id = UNT_USED_TRAPS;
  14771. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14772. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14773. sg->val2 = -1;
  14774. }
  14775. break;
  14776. case UNT_LULLABY:
  14777. if (ss->id == bl->id)
  14778. break;
  14779. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14780. break;
  14781. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14782. if (ss->id != bl->id)
  14783. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14784. break;
  14785. case UNT_DISSONANCE:
  14786. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14787. break;
  14788. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14789. int heal;
  14790. #ifdef RENEWAL
  14791. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14792. if (md && md->mob_id == MOBID_EMPERIUM)
  14793. break;
  14794. #endif
  14795. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14796. break; // affects self only when soullinked
  14797. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14798. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14799. heal = ~heal + 1;
  14800. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  14801. status_heal(bl, heal, 0, 0);
  14802. }
  14803. break;
  14804. case UNT_TATAMIGAESHI:
  14805. case UNT_DEMONSTRATION:
  14806. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14807. break;
  14808. case UNT_GOSPEL:
  14809. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14810. break;
  14811. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14812. { // Support Effect only on party, not guild
  14813. int heal;
  14814. int i = rnd() % 13; // Positive buff count
  14815. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14816. switch (i)
  14817. {
  14818. case 0: // Heal 1000~9999 HP
  14819. heal = rnd() % 9000 + 1000;
  14820. clif_skill_nodamage(ss, *bl, AL_HEAL, heal);
  14821. status_heal(bl, heal, 0, 0);
  14822. break;
  14823. case 1: // End all negative status
  14824. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14825. if (tsd) clif_gospel_info(tsd, 0x15);
  14826. break;
  14827. case 2: // Immunity to all status
  14828. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14829. if (tsd) clif_gospel_info(tsd, 0x16);
  14830. break;
  14831. case 3: // MaxHP +100%
  14832. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14833. if (tsd) clif_gospel_info(tsd, 0x17);
  14834. break;
  14835. case 4: // MaxSP +100%
  14836. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14837. if (tsd) clif_gospel_info(tsd, 0x18);
  14838. break;
  14839. case 5: // All stats +20
  14840. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14841. if (tsd) clif_gospel_info(tsd, 0x19);
  14842. break;
  14843. case 6: // Level 10 Blessing
  14844. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14845. break;
  14846. case 7: // Level 10 Increase AGI
  14847. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14848. break;
  14849. case 8: // Enchant weapon with Holy element
  14850. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14851. if (tsd) clif_gospel_info(tsd, 0x1c);
  14852. break;
  14853. case 9: // Enchant armor with Holy element
  14854. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14855. if (tsd) clif_gospel_info(tsd, 0x1d);
  14856. break;
  14857. case 10: // DEF +25%
  14858. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14859. if (tsd) clif_gospel_info(tsd, 0x1e);
  14860. break;
  14861. case 11: // ATK +100%
  14862. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14863. if (tsd) clif_gospel_info(tsd, 0x1f);
  14864. break;
  14865. case 12: // HIT/Flee +50
  14866. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14867. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14868. if (tsd) clif_gospel_info(tsd, 0x20);
  14869. break;
  14870. }
  14871. }
  14872. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14873. { // Offensive Effect
  14874. int i = rnd() % 10; // Negative buff count
  14875. switch (i)
  14876. {
  14877. case 0: // Deal 3000~7999 damage reduced by DEF
  14878. case 1: // Deal 1500~5499 damage unreducable
  14879. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14880. break;
  14881. case 2: // Curse
  14882. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14883. break;
  14884. case 3: // Blind
  14885. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14886. break;
  14887. case 4: // Poison
  14888. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14889. break;
  14890. case 5: // Level 10 Provoke
  14891. clif_skill_nodamage(nullptr, *bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14892. break;
  14893. case 6: // DEF -100%
  14894. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14895. break;
  14896. case 7: // ATK -100%
  14897. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14898. break;
  14899. case 8: // Flee -100%
  14900. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14901. break;
  14902. case 9: // Speed/ASPD -25%
  14903. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14904. break;
  14905. }
  14906. }
  14907. break;
  14908. #ifndef RENEWAL
  14909. case UNT_BASILICA:
  14910. {
  14911. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14912. if (i > 0) {
  14913. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14914. break;
  14915. }
  14916. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14917. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14918. }
  14919. break;
  14920. #endif
  14921. case UNT_GROUNDDRIFT_WIND:
  14922. case UNT_GROUNDDRIFT_DARK:
  14923. case UNT_GROUNDDRIFT_POISON:
  14924. case UNT_GROUNDDRIFT_WATER:
  14925. case UNT_GROUNDDRIFT_FIRE:
  14926. map_foreachinrange(skill_trap_splash,&unit->bl,
  14927. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14928. &unit->bl,tick);
  14929. sg->unit_id = UNT_USED_TRAPS;
  14930. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14931. sg->limit=DIFF_TICK(tick,sg->tick);
  14932. break;
  14933. case UNT_POISONSMOKE:
  14934. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14935. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14936. break;
  14937. case UNT_EPICLESIS:
  14938. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14939. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14940. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14941. int hp, sp;
  14942. switch( sg->skill_lv ) {
  14943. case 1: case 2: hp = 3; sp = 2; break;
  14944. case 3: case 4: hp = 4; sp = 3; break;
  14945. case 5: default: hp = 5; sp = 4; break;
  14946. }
  14947. hp = tstatus->max_hp * hp / 100;
  14948. sp = tstatus->max_sp * sp / 100;
  14949. if (tstatus->hp < tstatus->max_hp)
  14950. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, hp);
  14951. if (tstatus->sp < tstatus->max_sp)
  14952. clif_skill_nodamage(&unit->bl, *bl, MG_SRECOVERY, sp);
  14953. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14954. hp = ~hp + 1;
  14955. status_heal(bl, hp, sp, 3);
  14956. }
  14957. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14958. // Doesn't remove Invisibility or Chase Walk.
  14959. status_change_end(bl,SC_HIDING);
  14960. status_change_end(bl,SC_CLOAKING);
  14961. status_change_end(bl,SC_CLOAKINGEXCEED);
  14962. status_change_end(bl,SC_CAMOUFLAGE);
  14963. status_change_end(bl,SC_NEWMOON);
  14964. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14965. status_change_end(bl, SC__SHADOWFORM);
  14966. }
  14967. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14968. }
  14969. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14970. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14971. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14972. break;
  14973. case UNT_DIMENSIONDOOR:
  14974. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14975. pc_randomwarp(tsd,CLR_TELEPORT);
  14976. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14977. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14978. break;
  14979. case UNT_REVERBERATION:
  14980. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14981. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14982. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14983. sg->unit_id = UNT_USED_TRAPS;
  14984. break;
  14985. case UNT_SEVERE_RAINSTORM:
  14986. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14987. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14988. break;
  14989. case UNT_NETHERWORLD:
  14990. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14991. if (!(tsc && tsc->getSCE(type))) {
  14992. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14993. sg->limit = DIFF_TICK(tick,sg->tick);
  14994. sg->unit_id = UNT_USED_TRAPS;
  14995. }
  14996. }
  14997. break;
  14998. case UNT_THORNS_TRAP:
  14999. if( tsc ) {
  15000. if( !sg->val2 ) {
  15001. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  15002. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  15003. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15004. if( td )
  15005. sec = DIFF_TICK(td->tick, tick);
  15006. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  15007. clif_fixpos( *bl );
  15008. sg->val2 = bl->id;
  15009. } else
  15010. sec = 3000; // Couldn't trap it?
  15011. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  15012. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  15013. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  15014. }
  15015. break;
  15016. case UNT_WALLOFTHORN:
  15017. if (unit->val2-- <= 0) // Max hit reached
  15018. break;
  15019. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  15020. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15021. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15022. 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);
  15023. break;
  15024. case UNT_DEMONIC_FIRE:
  15025. switch( sg->val2 ) {
  15026. case 1:
  15027. default:
  15028. 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));
  15029. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15030. break;
  15031. }
  15032. break;
  15033. case UNT_ZEPHYR:
  15034. if (ss == bl)
  15035. break; // Doesn't affect the Elemental
  15036. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15037. break;
  15038. case UNT_CLOUD_KILL:
  15039. if (tsc && !tsc->getSCE(type))
  15040. 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);
  15041. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15042. break;
  15043. case UNT_VACUUM_EXTREME:
  15044. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15045. (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)
  15046. return 0;
  15047. // Apply effect and suck targets one-by-one each n seconds
  15048. 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)));
  15049. break;
  15050. case UNT_BANDING:
  15051. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15052. 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));
  15053. break;
  15054. case UNT_FIRE_MANTLE:
  15055. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15056. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15057. break;
  15058. case UNT_ZENKAI_WATER:
  15059. case UNT_ZENKAI_LAND:
  15060. case UNT_ZENKAI_FIRE:
  15061. case UNT_ZENKAI_WIND:
  15062. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15063. switch( sg->unit_id ) {
  15064. case UNT_ZENKAI_WATER:
  15065. switch (rnd()%2 + 1) {
  15066. case 1:
  15067. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15068. break;
  15069. case 2:
  15070. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15071. break;
  15072. }
  15073. break;
  15074. case UNT_ZENKAI_LAND:
  15075. switch (rnd()%2 + 1) {
  15076. case 1:
  15077. 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));
  15078. break;
  15079. case 2:
  15080. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15081. break;
  15082. }
  15083. break;
  15084. case UNT_ZENKAI_FIRE:
  15085. 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));
  15086. break;
  15087. case UNT_ZENKAI_WIND:
  15088. switch (rnd()%3 + 1) {
  15089. case 1:
  15090. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15091. break;
  15092. case 2:
  15093. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15094. break;
  15095. case 3:
  15096. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15097. break;
  15098. }
  15099. break;
  15100. }
  15101. } else
  15102. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15103. break;
  15104. case UNT_POISON_MIST:
  15105. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15106. 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);
  15107. break;
  15108. case UNT_CHAOSPANIC:
  15109. if (tsc && tsc->getSCE(type))
  15110. break;
  15111. 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);
  15112. break;
  15113. case UNT_B_TRAP:
  15114. if (tsc && tsc->getSCE(type))
  15115. break;
  15116. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15117. unit->val2++; // Mark as ever been used
  15118. break;
  15119. case UNT_FIRE_RAIN:
  15120. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15121. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15122. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15123. break;
  15124. case UNT_MAGMA_ERUPTION:
  15125. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15126. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15127. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15128. else
  15129. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15130. break;
  15131. case UNT_ACIDIFIED_ZONE_WATER:
  15132. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15133. break;
  15134. case UNT_ACIDIFIED_ZONE_GROUND:
  15135. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15136. break;
  15137. case UNT_ACIDIFIED_ZONE_WIND:
  15138. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15139. break;
  15140. case UNT_ACIDIFIED_ZONE_FIRE:
  15141. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15142. break;
  15143. case UNT_ASTRAL_STRIKE:
  15144. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15145. break;
  15146. case UNT_ABYSS_SQUARE: {
  15147. short flag = 0;
  15148. // Check to see if the caster is in the AoE.
  15149. if (distance_bl(ss, &unit->bl) <= unit->range)
  15150. flag |= 2; // If yes, skill hits twice.
  15151. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15152. }
  15153. break;
  15154. }
  15155. if (bl->type == BL_MOB && ss != bl)
  15156. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15157. return skill_id;
  15158. }
  15159. /**
  15160. * Triggered when a char steps out of a skill unit
  15161. * @param src Skill unit from char moved out
  15162. * @param bl Char
  15163. * @param tick
  15164. */
  15165. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15166. {
  15167. status_change *sc;
  15168. struct status_change_entry *sce;
  15169. enum sc_type type;
  15170. nullpo_ret(src);
  15171. nullpo_ret(bl);
  15172. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15173. if (sg == nullptr)
  15174. return 0;
  15175. sc = status_get_sc(bl);
  15176. type = skill_get_sc(sg->skill_id);
  15177. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15178. if (bl->prev == nullptr || (status_isdead(*bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15179. return 0;
  15180. switch(sg->unit_id){
  15181. case UNT_SAFETYWALL:
  15182. case UNT_PNEUMA:
  15183. case UNT_EPICLESIS://Arch Bishop
  15184. if (sce)
  15185. status_change_end(bl, type);
  15186. break;
  15187. #ifndef RENEWAL
  15188. case UNT_BASILICA:
  15189. if (sce && sce->val4 != bl->id)
  15190. status_change_end(bl, type);
  15191. break;
  15192. #endif
  15193. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15194. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15195. status_change_end(bl, type);
  15196. break;
  15197. case UNT_DISSONANCE:
  15198. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15199. {
  15200. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15201. if(skill_get_inf2(i, INF2_ISSONG)) {
  15202. type = skill_get_sc(i);
  15203. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15204. if(sce)
  15205. return i;
  15206. }
  15207. }
  15208. }
  15209. [[fallthrough]];
  15210. case UNT_WHISTLE:
  15211. case UNT_ASSASSINCROSS:
  15212. case UNT_POEMBRAGI:
  15213. case UNT_APPLEIDUN:
  15214. case UNT_HUMMING:
  15215. case UNT_DONTFORGETME:
  15216. case UNT_FORTUNEKISS:
  15217. case UNT_SERVICEFORYOU:
  15218. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15219. return -1;
  15220. }
  15221. return sg->skill_id;
  15222. }
  15223. /**
  15224. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15225. * @param skill_id Skill ID
  15226. * @param bl A char
  15227. * @param tick
  15228. */
  15229. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15230. {
  15231. status_change *sc;
  15232. struct status_change_entry *sce;
  15233. enum sc_type type;
  15234. sc = status_get_sc(bl);
  15235. if (sc && !sc->count)
  15236. sc = nullptr;
  15237. type = skill_get_sc(skill_id);
  15238. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15239. switch (skill_id)
  15240. {
  15241. case WZ_QUAGMIRE:
  15242. if (bl->type==BL_MOB)
  15243. break;
  15244. if (sce)
  15245. status_change_end(bl, type);
  15246. break;
  15247. case BD_LULLABY:
  15248. case BD_RICHMANKIM:
  15249. case BD_ETERNALCHAOS:
  15250. case BD_DRUMBATTLEFIELD:
  15251. case BD_RINGNIBELUNGEN:
  15252. case BD_ROKISWEIL:
  15253. case BD_INTOABYSS:
  15254. case BD_SIEGFRIED:
  15255. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15256. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15257. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15258. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15259. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15260. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15261. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15262. status_change_end(bl, SC_DANCING);
  15263. }
  15264. [[fallthrough]];
  15265. case MH_STEINWAND:
  15266. case MG_SAFETYWALL:
  15267. case AL_PNEUMA:
  15268. case SA_VOLCANO:
  15269. case SA_DELUGE:
  15270. case SA_VIOLENTGALE:
  15271. case CG_HERMODE:
  15272. #ifndef RENEWAL
  15273. case HW_GRAVITATION:
  15274. case HP_BASILICA:
  15275. #endif
  15276. case NJ_SUITON:
  15277. case SC_MAELSTROM:
  15278. case EL_WATER_BARRIER:
  15279. case EL_ZEPHYR:
  15280. case EL_POWER_OF_GAIA:
  15281. case SO_WARMER:
  15282. case SO_FIRE_INSIGNIA:
  15283. case SO_WATER_INSIGNIA:
  15284. case SO_WIND_INSIGNIA:
  15285. case SO_EARTH_INSIGNIA:
  15286. case SJ_BOOKOFCREATINGSTAR:
  15287. case SC_BLOODYLUST:
  15288. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15289. case GN_FIRE_EXPANSION_TEAR_GAS:
  15290. case LG_KINGS_GRACE:
  15291. case NC_STEALTHFIELD:
  15292. case NC_NEUTRALBARRIER:
  15293. case SU_NYANGGRASS:
  15294. if (sce)
  15295. status_change_end(bl, type);
  15296. break;
  15297. case BA_DISSONANCE:
  15298. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15299. {
  15300. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15301. if(skill_get_inf2(i, INF2_ISSONG)){
  15302. type = skill_get_sc(i);
  15303. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15304. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15305. delete_timer(sce->timer, status_change_timer);
  15306. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15307. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15308. }
  15309. }
  15310. }
  15311. }
  15312. break;
  15313. case BA_POEMBRAGI:
  15314. case BA_WHISTLE:
  15315. case BA_ASSASSINCROSS:
  15316. case BA_APPLEIDUN:
  15317. case DC_HUMMING:
  15318. case DC_DONTFORGETME:
  15319. case DC_FORTUNEKISS:
  15320. case DC_SERVICEFORYOU:
  15321. if (sce)
  15322. {
  15323. delete_timer(sce->timer, status_change_timer);
  15324. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15325. //not possible on our current implementation.
  15326. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15327. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15328. }
  15329. break;
  15330. case PF_FOGWALL:
  15331. if (sce)
  15332. {
  15333. status_change_end(bl, type);
  15334. if ((sce=sc->getSCE(SC_BLIND)))
  15335. {
  15336. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15337. status_change_end(bl, SC_BLIND);
  15338. else {
  15339. delete_timer(sce->timer, status_change_timer);
  15340. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15341. }
  15342. }
  15343. }
  15344. break;
  15345. case GD_LEADERSHIP:
  15346. case GD_GLORYWOUNDS:
  15347. case GD_SOULCOLD:
  15348. case GD_HAWKEYES:
  15349. if( !(sce && sce->val4) )
  15350. status_change_end(bl, type);
  15351. break;
  15352. }
  15353. return skill_id;
  15354. }
  15355. /*==========================================
  15356. * Invoked when a unit cell has been placed/removed/deleted.
  15357. * flag values:
  15358. * flag&1: Invoke onplace function (otherwise invoke onout)
  15359. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15360. * flag&8: Recursive
  15361. *------------------------------------------*/
  15362. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15363. {
  15364. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15365. t_tick tick = va_arg(ap,t_tick);
  15366. unsigned int flag = va_arg(ap,unsigned int);
  15367. uint16 skill_id;
  15368. bool dissonance = false;
  15369. bool isTarget = false;
  15370. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15371. return 0;
  15372. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15373. if (group == nullptr)
  15374. return 0;
  15375. if( !(flag&8) ) {
  15376. dissonance = skill_dance_switch(unit, 0);
  15377. //Target-type check.
  15378. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15379. }
  15380. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15381. skill_id = group->skill_id;
  15382. if( isTarget ){
  15383. if( flag&1 )
  15384. skill_unit_onplace(unit,bl,tick);
  15385. else {
  15386. if( skill_unit_onout(unit,bl,tick) == -1 )
  15387. return 0; // Don't let a Bard/Dancer update their own song timer
  15388. }
  15389. if( flag&4 )
  15390. skill_unit_onleft(skill_id, bl, tick);
  15391. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15392. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15393. if( dissonance ) {
  15394. skill_dance_switch(unit, 1);
  15395. //we placed a dissonance, let's update
  15396. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15397. }
  15398. return 0;
  15399. }
  15400. /**
  15401. * Check skill unit while receiving damage
  15402. * @param unit Skill unit
  15403. * @param damage Received damage
  15404. * @return Damage
  15405. */
  15406. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15407. {
  15408. nullpo_ret(unit);
  15409. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15410. if (sg == nullptr)
  15411. return 0;
  15412. switch( sg->unit_id ) {
  15413. case UNT_BLASTMINE:
  15414. case UNT_SKIDTRAP:
  15415. case UNT_LANDMINE:
  15416. case UNT_SHOCKWAVE:
  15417. case UNT_SANDMAN:
  15418. case UNT_FLASHER:
  15419. case UNT_CLAYMORETRAP:
  15420. case UNT_FREEZINGTRAP:
  15421. case UNT_ANKLESNARE:
  15422. case UNT_ICEWALL:
  15423. case UNT_WALLOFTHORN:
  15424. case UNT_REVERBERATION:
  15425. case UNT_NETHERWORLD:
  15426. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15427. break;
  15428. default:
  15429. damage = 0;
  15430. break;
  15431. }
  15432. return damage;
  15433. }
  15434. /**
  15435. * Check char condition around the skill caster
  15436. * @param bl Char around area
  15437. * @param *c Counter for 'valid' condition found
  15438. * @param *p_sd Stores 'rid' of char found
  15439. * @param skill_id Skill ID
  15440. * @param skill_lv Level of used skill
  15441. */
  15442. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15443. {
  15444. int *c, skill_id;
  15445. struct block_list *src;
  15446. map_session_data *sd;
  15447. map_session_data *tsd;
  15448. int *p_sd; //Contains the list of characters found.
  15449. nullpo_ret(bl);
  15450. nullpo_ret(tsd=(map_session_data*)bl);
  15451. nullpo_ret(src=va_arg(ap,struct block_list *));
  15452. nullpo_ret(sd=(map_session_data*)src);
  15453. c=va_arg(ap,int *);
  15454. p_sd = va_arg(ap, int *);
  15455. skill_id = va_arg(ap,int);
  15456. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15457. if (skill_id == PR_BENEDICTIO) {
  15458. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15459. return 0;
  15460. }
  15461. else if (is_chorus) {
  15462. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15463. return 0;
  15464. }
  15465. else if (*c >= 1) // Check for one companion for all other cases.
  15466. return 0;
  15467. if (bl == src)
  15468. return 0;
  15469. if(pc_isdead(tsd))
  15470. return 0;
  15471. if (tsd->sc.cant.cast)
  15472. return 0;
  15473. if( is_chorus ) {
  15474. if( tsd->status.party_id && sd->status.party_id &&
  15475. tsd->status.party_id == sd->status.party_id &&
  15476. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15477. p_sd[(*c)++] = tsd->bl.id;
  15478. return 1;
  15479. } else {
  15480. switch(skill_id) {
  15481. case PR_BENEDICTIO: {
  15482. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15483. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15484. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15485. && sd->status.sp >= 10)
  15486. p_sd[(*c)++]=tsd->bl.id;
  15487. return 1;
  15488. }
  15489. case AB_ADORAMUS:
  15490. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15491. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15492. p_sd[(*c)++] = tsd->bl.id;
  15493. return 1;
  15494. case TR_GEF_NOCTURN:
  15495. case TR_ROKI_CAPRICCIO:
  15496. case TR_AIN_RHAPSODY:
  15497. case TR_MUSICAL_INTERLUDE:
  15498. case TR_JAWAII_SERENADE:
  15499. case TR_NIPELHEIM_REQUIEM:
  15500. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15501. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15502. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15503. p_sd[(*c)++] = tsd->bl.id;
  15504. return 1;
  15505. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15506. {
  15507. uint16 skill_lv;
  15508. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15509. return 0;
  15510. if (sd->status.sex != tsd->status.sex &&
  15511. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15512. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15513. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15514. sd->status.party_id && tsd->status.party_id &&
  15515. sd->status.party_id == tsd->status.party_id &&
  15516. !tsd->sc.getSCE(SC_DANCING))
  15517. {
  15518. p_sd[(*c)++]=tsd->bl.id;
  15519. return skill_lv;
  15520. }
  15521. }
  15522. break;
  15523. }
  15524. }
  15525. return 0;
  15526. }
  15527. /**
  15528. * Checks and stores partners for ensemble skills [Skotlex]
  15529. * Max partners is 2.
  15530. * @param sd Caster
  15531. * @param skill_id
  15532. * @param skill_lv
  15533. * @param range Area range to check
  15534. * @param cast_flag Special handle
  15535. */
  15536. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15537. {
  15538. static int c=0;
  15539. static int p_sd[MAX_PARTY];
  15540. int i;
  15541. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15542. if (!sd)
  15543. return 0;
  15544. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15545. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15546. if (cast_flag) { //Execute the skill on the partners.
  15547. map_session_data* tsd;
  15548. switch (skill_id) {
  15549. case PR_BENEDICTIO:
  15550. case WM_GREAT_ECHO:
  15551. for (i = 0; i < c; i++) {
  15552. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15553. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15554. }
  15555. return c;
  15556. case AB_ADORAMUS:
  15557. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15558. i = 2 * (*skill_lv);
  15559. status_charge(&tsd->bl, 0, i);
  15560. }
  15561. break;
  15562. default:
  15563. if( is_chorus )
  15564. break;//Chorus skills are not to be parsed as ensembles
  15565. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15566. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15567. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15568. 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);
  15569. clif_skill_nodamage(&tsd->bl, sd->bl, skill_id, *skill_lv);
  15570. tsd->skill_id_dance = skill_id;
  15571. tsd->skill_lv_dance = *skill_lv;
  15572. #ifdef RENEWAL
  15573. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15574. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15575. #endif
  15576. }
  15577. }
  15578. return c;
  15579. }
  15580. }
  15581. //Else: new search for partners.
  15582. c = 0;
  15583. memset (p_sd, 0, sizeof(p_sd));
  15584. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15585. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15586. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15587. *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.
  15588. return c;
  15589. }
  15590. /**
  15591. * Sub function to count how many spawned mob is around.
  15592. * Some skills check with matched AI.
  15593. * @param rid Source ID
  15594. * @param mob_class Monster ID
  15595. * @param skill_id Used skill
  15596. * @param *c Counter for found monster
  15597. */
  15598. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15599. {
  15600. int *c,src_id,mob_class,skill;
  15601. uint16 ai;
  15602. struct mob_data *md;
  15603. md=(struct mob_data*)bl;
  15604. src_id=va_arg(ap,int);
  15605. mob_class=va_arg(ap,int);
  15606. skill=va_arg(ap,int);
  15607. c=va_arg(ap,int *);
  15608. switch (skill) {
  15609. case AM_SPHEREMINE:
  15610. ai = AI_SPHERE;
  15611. break;
  15612. case AM_CANNIBALIZE:
  15613. ai = AI_FLORA;
  15614. break;
  15615. case KO_ZANZOU:
  15616. ai = AI_ZANZOU;
  15617. break;
  15618. case MH_SUMMON_LEGION:
  15619. ai = AI_LEGION;
  15620. break;
  15621. case NC_SILVERSNIPER:
  15622. case NC_MAGICDECOY:
  15623. ai = AI_FAW;
  15624. break;
  15625. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15626. case MT_SUMMON_ABR_DUAL_CANNON:
  15627. case MT_SUMMON_ABR_MOTHER_NET:
  15628. case MT_SUMMON_ABR_INFINITY:
  15629. ai = AI_ABR;
  15630. break;
  15631. case BO_WOODENWARRIOR:
  15632. case BO_WOODEN_FAIRY:
  15633. case BO_CREEPER:
  15634. case BO_HELLTREE:
  15635. ai = AI_BIONIC;
  15636. break;
  15637. default:
  15638. ai = AI_FLORA;
  15639. break;
  15640. }
  15641. if( md->master_id != src_id || md->special_state.ai != ai)
  15642. return 0; //Non alchemist summoned mobs have nothing to do here.
  15643. if(md->mob_id==mob_class)
  15644. (*c)++;
  15645. return 1;
  15646. }
  15647. /**
  15648. * Determines if a given skill should be made to consume ammo
  15649. * when used by the player. [Skotlex]
  15650. * @param sd Player
  15651. * @param skill_id Skill ID
  15652. * @return True if skill is need ammo; False otherwise.
  15653. */
  15654. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15655. {
  15656. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15657. return (
  15658. battle_config.arrow_decrement == 2 &&
  15659. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15660. skill_id != HT_PHANTASMIC &&
  15661. skill->skill_type == BF_WEAPON &&
  15662. !skill->nk[NK_NODAMAGE] &&
  15663. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15664. );
  15665. }
  15666. /**
  15667. * Check SC required to cast a skill
  15668. * @param sc
  15669. * @param skill_id
  15670. * @return True if condition is met, False otherwise
  15671. **/
  15672. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15673. if (require.status.empty())
  15674. return true;
  15675. status_change *sc = &sd.sc;
  15676. if (sc == nullptr) {
  15677. clif_skill_fail( sd, skill_id );
  15678. return false;
  15679. }
  15680. // May have multiple requirements
  15681. for (const auto &reqStatus : require.status) {
  15682. if (reqStatus == SC_NONE)
  15683. continue;
  15684. useskill_fail_cause cause;
  15685. switch (reqStatus) {
  15686. // Official fail message
  15687. case SC_PUSH_CART:
  15688. cause = USESKILL_FAIL_CART;
  15689. break;
  15690. case SC_POISONINGWEAPON:
  15691. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15692. break;
  15693. case SC_WEAPONBLOCK_ON:
  15694. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15695. break;
  15696. default:
  15697. cause = USESKILL_FAIL_LEVEL;
  15698. break;
  15699. }
  15700. if (!sc->getSCE(reqStatus)) {
  15701. clif_skill_fail( sd, skill_id, cause );
  15702. return false;
  15703. }
  15704. }
  15705. return true;
  15706. }
  15707. /**
  15708. * Check SC of BL
  15709. * @param sc
  15710. * @param skill_id
  15711. * @return 1 if condition is met, 0 otherwise
  15712. **/
  15713. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15714. nullpo_ret(target);
  15715. int sc_id = va_arg(ap,int);
  15716. status_change *sc = status_get_sc(target);
  15717. if (sc && sc->getSCE(sc_id))
  15718. return 1;
  15719. return 0;
  15720. }
  15721. /**
  15722. * Check skill condition when cast begin
  15723. * For ammo, only check if the skill need ammo
  15724. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15725. * @param sd Player who uses skill
  15726. * @param skill_id ID of used skill
  15727. * @param skill_lv Level of used skill
  15728. * @return true: All condition passed, false: Failed
  15729. */
  15730. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15731. struct s_skill_condition require;
  15732. int i;
  15733. if (sd.chatID)
  15734. return false;
  15735. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15736. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15737. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15738. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15739. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15740. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15741. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15742. return true;
  15743. }
  15744. switch( sd.menuskill_id ) {
  15745. case AM_PHARMACY:
  15746. switch( skill_id ) {
  15747. case AM_PHARMACY:
  15748. case AC_MAKINGARROW:
  15749. case BS_REPAIRWEAPON:
  15750. case AM_TWILIGHT1:
  15751. case AM_TWILIGHT2:
  15752. case AM_TWILIGHT3:
  15753. return false;
  15754. }
  15755. break;
  15756. case GN_MIX_COOKING:
  15757. case GN_MAKEBOMB:
  15758. case GN_S_PHARMACY:
  15759. case GN_CHANGEMATERIAL:
  15760. case MT_M_MACHINE:
  15761. case BO_BIONIC_PHARMACY:
  15762. if( sd.menuskill_id != skill_id )
  15763. return false;
  15764. break;
  15765. }
  15766. struct status_data* status = &sd.battle_status;
  15767. status_change* sc = &sd.sc;
  15768. if( !sc->count )
  15769. sc = nullptr;
  15770. if( sd.skillitem == skill_id )
  15771. {
  15772. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15773. sd.state.abra_flag = 0;
  15774. else
  15775. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15776. if( (i = sd.itemindex) == -1 ||
  15777. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15778. sd.inventory_data[i] == nullptr ||
  15779. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15780. sd.inventory.u.items_inventory[i].amount < 1
  15781. )
  15782. { //Something went wrong, item exploit?
  15783. sd.itemid = 0;
  15784. sd.itemindex = -1;
  15785. return false;
  15786. }
  15787. //Consume
  15788. sd.itemid = 0;
  15789. sd.itemindex = -1;
  15790. 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]
  15791. ; //Do not consume item.
  15792. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15793. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15794. }
  15795. if(!sd.skillitem_keep_requirement)
  15796. return true;
  15797. }
  15798. if( pc_is90overweight(&sd) ) {
  15799. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15800. return false;
  15801. }
  15802. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15803. return false;
  15804. //Checks if disabling skill - in which case no SP requirements are necessary
  15805. if( sc && skill_disable_check(*sc,skill_id))
  15806. return true;
  15807. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15808. // Check the skills that can be used while mounted on a warg
  15809. if( pc_isridingwug(&sd) ) {
  15810. if(!inf2[INF2_ALLOWONWARG])
  15811. return false; // in official there is no message.
  15812. }
  15813. if( pc_ismadogear(&sd) ) {
  15814. // Skills that are unusable when Mado is equipped. [Jobbie]
  15815. if(!inf2[INF2_ALLOWONMADO]){
  15816. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15817. return false;
  15818. }
  15819. }
  15820. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15821. // return false;
  15822. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15823. //Can only update state when weapon/arrow info is checked.
  15824. sd.state.arrow_atk = require.ammo?1:0;
  15825. // perform skill-group checks
  15826. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15827. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15828. clif_skill_fail( sd, skill_id );
  15829. return false;
  15830. }
  15831. }
  15832. else if(inf2[INF2_ISENSEMBLE]) {
  15833. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15834. clif_skill_fail( sd, skill_id );
  15835. return false;
  15836. }
  15837. }
  15838. // perform skill-specific checks (and actions)
  15839. switch( skill_id ) {
  15840. case RG_GRAFFITI:
  15841. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15842. clif_skill_fail( sd, skill_id );
  15843. return false;
  15844. }
  15845. break;
  15846. case SO_SPELLFIST:
  15847. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15848. clif_skill_fail( sd, skill_id );
  15849. return false;
  15850. }
  15851. [[fallthrough]];
  15852. case SA_CASTCANCEL:
  15853. if(sd.ud.skilltimer == INVALID_TIMER) {
  15854. clif_skill_fail( sd, skill_id );
  15855. return false;
  15856. }
  15857. break;
  15858. case AS_CLOAKING:
  15859. {
  15860. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15861. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15862. int dir;
  15863. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  15864. if( dir == DIR_MAX ) {
  15865. clif_skill_fail( sd, skill_id );
  15866. return false;
  15867. }
  15868. }
  15869. break;
  15870. }
  15871. case AL_WARP:
  15872. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15873. char output[128];
  15874. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15875. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15876. return false;
  15877. }
  15878. break;
  15879. case AL_HOLYWATER:
  15880. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15881. clif_skill_fail( sd, skill_id );
  15882. return false;
  15883. }
  15884. break;
  15885. case MO_CALLSPIRITS:
  15886. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15887. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15888. if(sd.spiritball >= skill_lv) {
  15889. clif_skill_fail( sd, skill_id );
  15890. return false;
  15891. }
  15892. break;
  15893. case MO_FINGEROFFENSIVE:
  15894. case GS_FLING:
  15895. case SR_RIDEINLIGHTNING:
  15896. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15897. sd.spiritball_old = require.spiritball = sd.spiritball;
  15898. else
  15899. sd.spiritball_old = require.spiritball;
  15900. break;
  15901. case MO_CHAINCOMBO:
  15902. if(!sc)
  15903. return false;
  15904. if(sc->getSCE(SC_BLADESTOP))
  15905. break;
  15906. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15907. break;
  15908. return false;
  15909. case MO_COMBOFINISH:
  15910. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15911. return false;
  15912. break;
  15913. case CH_TIGERFIST:
  15914. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15915. return false;
  15916. break;
  15917. case CH_CHAINCRUSH:
  15918. if(!(sc && sc->getSCE(SC_COMBO)))
  15919. return false;
  15920. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15921. return false;
  15922. break;
  15923. case SJ_SOLARBURST:
  15924. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15925. return 0;
  15926. break;
  15927. case MO_EXTREMITYFIST:
  15928. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15929. // return false;
  15930. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15931. break;
  15932. if( sc && sc->getSCE(SC_COMBO) ) {
  15933. switch(sc->getSCE(SC_COMBO)->val1) {
  15934. case MO_COMBOFINISH:
  15935. case CH_TIGERFIST:
  15936. case CH_CHAINCRUSH:
  15937. break;
  15938. default:
  15939. return false;
  15940. }
  15941. }
  15942. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15943. clif_skill_fail( sd, skill_id );
  15944. return false;
  15945. }
  15946. sd.spiritball_old = sd.spiritball;
  15947. break;
  15948. case TK_MISSION:
  15949. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15950. clif_skill_fail( sd, skill_id );
  15951. return false;
  15952. }
  15953. break;
  15954. case ASC_EDP:
  15955. #ifdef RENEWAL
  15956. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15957. #else
  15958. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15959. #endif
  15960. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15961. return false;
  15962. }
  15963. break;
  15964. case TK_READYCOUNTER:
  15965. case TK_READYDOWN:
  15966. case TK_READYSTORM:
  15967. case TK_READYTURN:
  15968. case TK_JUMPKICK:
  15969. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15970. clif_skill_fail( sd, skill_id );
  15971. return false;
  15972. }
  15973. break;
  15974. case TK_TURNKICK:
  15975. case TK_STORMKICK:
  15976. case TK_DOWNKICK:
  15977. case TK_COUNTER:
  15978. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15979. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15980. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15981. return false; //Combo needs to be ready
  15982. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15983. //Do not repeat a kick.
  15984. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15985. break;
  15986. status_change_end(&sd.bl, SC_COMBO);
  15987. return false;
  15988. }
  15989. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15990. unit_cancel_combo(&sd.bl);
  15991. return false;
  15992. }
  15993. break; //Combo ready.
  15994. #ifndef RENEWAL
  15995. case BD_ADAPTATION:
  15996. {
  15997. int time;
  15998. if(!(sc && sc->getSCE(SC_DANCING))) {
  15999. clif_skill_fail( sd, skill_id );
  16000. return false;
  16001. }
  16002. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  16003. if (skill_get_time(
  16004. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  16005. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  16006. - time < skill_get_time2(skill_id,skill_lv))
  16007. {
  16008. clif_skill_fail( sd, skill_id );
  16009. return false;
  16010. }
  16011. }
  16012. break;
  16013. #endif
  16014. case PR_BENEDICTIO:
  16015. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  16016. clif_skill_fail( sd, skill_id );
  16017. return false;
  16018. }
  16019. break;
  16020. case SL_SMA:
  16021. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16022. return false;
  16023. break;
  16024. case HT_POWER:
  16025. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16026. return false;
  16027. break;
  16028. #ifndef RENEWAL
  16029. case CG_HERMODE:
  16030. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16031. clif_skill_fail( sd, skill_id );
  16032. return false;
  16033. }
  16034. break;
  16035. #endif
  16036. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16037. {
  16038. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16039. int size = range*2+1;
  16040. for (s=0;s<size*size;s++) {
  16041. int x = sd.bl.x+(s%size-range);
  16042. int y = sd.bl.y+(s/size-range);
  16043. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16044. clif_skill_fail( sd, skill_id );
  16045. return false;
  16046. }
  16047. }
  16048. }
  16049. break;
  16050. #ifndef RENEWAL
  16051. case PR_REDEMPTIO:
  16052. {
  16053. t_exp exp = pc_nextbaseexp(&sd);
  16054. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16055. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16056. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16057. return false;
  16058. }
  16059. break;
  16060. }
  16061. case HP_BASILICA:
  16062. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16063. // When castbegin, needs 7x7 clear area
  16064. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16065. int size = range*2+1;
  16066. for( s=0;s<size*size;s++ ) {
  16067. int x = sd.bl.x+(s%size-range);
  16068. int y = sd.bl.y+(s/size-range);
  16069. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16070. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16071. return false;
  16072. }
  16073. }
  16074. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16075. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16076. return false;
  16077. }
  16078. }
  16079. break;
  16080. #endif
  16081. case AM_TWILIGHT2:
  16082. case AM_TWILIGHT3:
  16083. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16084. clif_skill_fail( sd, skill_id );
  16085. return false;
  16086. }
  16087. break;
  16088. case SG_SUN_WARM:
  16089. case SG_MOON_WARM:
  16090. case SG_STAR_WARM:
  16091. if (sc && sc->getSCE(SC_MIRACLE))
  16092. break;
  16093. i = skill_id-SG_SUN_WARM;
  16094. if (sd.bl.m == sd.feel_map[i].m)
  16095. break;
  16096. clif_skill_fail( sd, skill_id );
  16097. return false;
  16098. break;
  16099. case SG_SUN_COMFORT:
  16100. case SG_MOON_COMFORT:
  16101. case SG_STAR_COMFORT:
  16102. if (sc && sc->getSCE(SC_MIRACLE))
  16103. break;
  16104. i = skill_id-SG_SUN_COMFORT;
  16105. if (sd.bl.m == sd.feel_map[i].m &&
  16106. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16107. break;
  16108. clif_skill_fail( sd, skill_id );
  16109. return false;
  16110. case SG_FUSION:
  16111. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16112. break;
  16113. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16114. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16115. if( require.sp > 0 ) {
  16116. if (status->sp < (unsigned int)require.sp)
  16117. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16118. else
  16119. status_zap(&sd.bl, 0, require.sp);
  16120. }
  16121. return false;
  16122. case GD_BATTLEORDER:
  16123. case GD_REGENERATION:
  16124. case GD_RESTORE:
  16125. case GD_CHARGESHOUT_FLAG:
  16126. case GD_CHARGESHOUT_BEATING:
  16127. case GD_EMERGENCY_MOVE:
  16128. if (!map_flag_gvg2(sd.bl.m)) {
  16129. clif_skill_fail( sd, skill_id );
  16130. return false;
  16131. }
  16132. [[fallthrough]];
  16133. case GD_EMERGENCYCALL:
  16134. case GD_ITEMEMERGENCYCALL:
  16135. // other checks were already done in skill_isNotOk()
  16136. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16137. return false;
  16138. break;
  16139. case GS_GLITTERING:
  16140. case RL_RICHS_COIN:
  16141. if(sd.spiritball >= 10) {
  16142. clif_skill_fail( sd, skill_id );
  16143. return false;
  16144. }
  16145. break;
  16146. case NJ_ISSEN:
  16147. #ifdef RENEWAL
  16148. if (status->hp < (status->hp/100)) {
  16149. #else
  16150. if (status->hp < 2) {
  16151. #endif
  16152. clif_skill_fail( sd, skill_id );
  16153. return false;
  16154. }
  16155. [[fallthrough]];
  16156. case NJ_BUNSINJYUTSU:
  16157. if (!(sc && sc->getSCE(SC_NEN))) {
  16158. clif_skill_fail( sd, skill_id );
  16159. return false;
  16160. }
  16161. break;
  16162. case NJ_ZENYNAGE:
  16163. case KO_MUCHANAGE:
  16164. if(sd.status.zeny < require.zeny) {
  16165. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16166. return false;
  16167. }
  16168. break;
  16169. case PF_HPCONVERSION:
  16170. if (status->sp == status->max_sp)
  16171. return false; //Unusable when at full SP.
  16172. break;
  16173. case SP_KAUTE: // Fail if below 30% MaxHP.
  16174. if (status->hp < 30 * status->max_hp / 100) {
  16175. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16176. return false;
  16177. }
  16178. break;
  16179. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16180. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16181. clif_skill_fail( sd, skill_id );
  16182. return false;
  16183. }
  16184. break;
  16185. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16186. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16187. clif_skill_fail( sd, skill_id );
  16188. return false;
  16189. }
  16190. break;
  16191. case AB_ANCILLA: {
  16192. int count = 0;
  16193. for( i = 0; i < MAX_INVENTORY; i++ )
  16194. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16195. count += sd.inventory.u.items_inventory[i].amount;
  16196. if( count >= 3 ) {
  16197. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16198. return false;
  16199. }
  16200. }
  16201. break;
  16202. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16203. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16204. && sd.special_state.no_gemstone == 0
  16205. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16206. clif_skill_fail( sd, skill_id );
  16207. return false;
  16208. }
  16209. break;
  16210. case WL_SUMMONFB:
  16211. case WL_SUMMONBL:
  16212. case WL_SUMMONWB:
  16213. case WL_SUMMONSTONE:
  16214. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16215. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16216. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16217. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16218. return false;
  16219. }
  16220. }
  16221. break;
  16222. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16223. case WL_RELEASE: {
  16224. int active_spheres = 0, req_spheres = 0;
  16225. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16226. if (sc && sc->getSCE(i))
  16227. active_spheres++;
  16228. }
  16229. // Cast requirement
  16230. if (skill_id == WL_TETRAVORTEX)
  16231. req_spheres = 4;
  16232. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16233. req_spheres = 1;
  16234. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16235. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16236. return false;
  16237. }
  16238. }
  16239. break;
  16240. case GC_HALLUCINATIONWALK:
  16241. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16242. clif_skill_fail( sd, skill_id );
  16243. return false;
  16244. }
  16245. break;
  16246. case NPC_HALLUCINATIONWALK:
  16247. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16248. return false;
  16249. }
  16250. break;
  16251. case RA_WUGMASTERY:
  16252. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16253. clif_skill_fail( sd, skill_id );
  16254. return false;
  16255. }
  16256. break;
  16257. case RA_WUGSTRIKE:
  16258. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16259. clif_skill_fail( sd, skill_id );
  16260. return false;
  16261. }
  16262. break;
  16263. case RA_WUGRIDER:
  16264. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16265. clif_skill_fail( sd, skill_id );
  16266. return false;
  16267. }
  16268. break;
  16269. case RA_WUGDASH:
  16270. if(!pc_isridingwug(&sd)) {
  16271. clif_skill_fail( sd, skill_id );
  16272. return false;
  16273. }
  16274. else {
  16275. int16 sx = sd.bl.x;
  16276. int16 sy = sd.bl.y;
  16277. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16278. switch (dir) {
  16279. case DIR_NORTH: sy++; break;
  16280. case DIR_NORTHWEST: sx--; sy++; break;
  16281. case DIR_WEST: sx--; break;
  16282. case DIR_SOUTHWEST: sx--; sy--; break;
  16283. case DIR_SOUTH: sy--; break;
  16284. case DIR_SOUTHEAST: sx++; sy--; break;
  16285. case DIR_EAST: sx++; break;
  16286. case DIR_NORTHEAST: sx++; sy++; break;
  16287. }
  16288. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16289. return false;
  16290. }
  16291. }
  16292. break;
  16293. case LG_RAYOFGENESIS:
  16294. case LG_BANDING:
  16295. if( sc && sc->getSCE(SC_INSPIRATION) )
  16296. return true; // Don't check for partner.
  16297. break;
  16298. case LG_PRESTIGE:
  16299. if( sc && sc->getSCE(SC_INSPIRATION) )
  16300. return true; // Don't check for partner.
  16301. if( sc && sc->getSCE(SC_BANDING) ) {
  16302. clif_skill_fail( sd, skill_id );
  16303. return false;
  16304. }
  16305. break;
  16306. case LG_RAGEBURST:
  16307. if( sd.spiritball == 0 ) {
  16308. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16309. return false;
  16310. }
  16311. sd.spiritball_old = require.spiritball = sd.spiritball;
  16312. break;
  16313. case SR_FALLENEMPIRE:
  16314. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16315. return false;
  16316. break;
  16317. case SR_CRESCENTELBOW:
  16318. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16319. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16320. return false;
  16321. }
  16322. break;
  16323. case SR_CURSEDCIRCLE:
  16324. if (map_flag_gvg2(sd.bl.m)) {
  16325. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16326. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16327. char output[128];
  16328. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16329. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16330. return false;
  16331. }
  16332. }
  16333. if( sd.spiritball > 0 )
  16334. sd.spiritball_old = require.spiritball = sd.spiritball;
  16335. else {
  16336. clif_skill_fail( sd, skill_id );
  16337. return false;
  16338. }
  16339. break;
  16340. case SR_GATEOFHELL:
  16341. if( sd.spiritball > 0 )
  16342. sd.spiritball_old = require.spiritball;
  16343. break;
  16344. case SC_MANHOLE:
  16345. case SC_DIMENSIONDOOR:
  16346. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16347. clif_skill_fail( sd, skill_id );
  16348. return false;
  16349. }
  16350. break;
  16351. case SC_FEINTBOMB:
  16352. 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) ) {
  16353. clif_skill_fail( sd, skill_id );
  16354. return false;
  16355. }
  16356. break;
  16357. case WM_GREAT_ECHO: {
  16358. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16359. if (count > 0)
  16360. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16361. }
  16362. break;
  16363. case SO_FIREWALK:
  16364. case SO_ELECTRICWALK:
  16365. case NPC_FIREWALK:
  16366. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16367. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16368. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16369. clif_skill_fail( sd, skill_id );
  16370. return false;
  16371. }
  16372. break;
  16373. case SO_EL_CONTROL:
  16374. if( !sd.status.ele_id || !sd.ed ) {
  16375. clif_skill_fail( sd, skill_id );
  16376. return false;
  16377. }
  16378. break;
  16379. case KO_JYUMONJIKIRI:
  16380. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16381. return true;
  16382. else {
  16383. clif_skill_fail( sd, skill_id );
  16384. return false;
  16385. }
  16386. break;
  16387. case KO_KAHU_ENTEN:
  16388. case KO_HYOUHU_HUBUKI:
  16389. case KO_KAZEHU_SEIRAN:
  16390. case KO_DOHU_KOUKAI:
  16391. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16392. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16393. return false;
  16394. }
  16395. break;
  16396. case KO_KAIHOU:
  16397. case KO_ZENKAI:
  16398. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16399. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16400. return false;
  16401. }
  16402. break;
  16403. case SJ_FULLMOONKICK:
  16404. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16405. clif_skill_fail( sd, skill_id );
  16406. return false;
  16407. }
  16408. break;
  16409. case SJ_STAREMPEROR:
  16410. case SJ_NOVAEXPLOSING:
  16411. case SJ_GRAVITYCONTROL:
  16412. case SJ_BOOKOFDIMENSION:
  16413. case SJ_BOOKOFCREATINGSTAR:
  16414. case SP_SOULDIVISION:
  16415. case SP_SOULEXPLOSION:
  16416. if (!map_flag_vs(sd.bl.m)) {
  16417. clif_skill_fail( sd, skill_id );
  16418. return false;
  16419. }
  16420. break;
  16421. case SP_SWHOO:
  16422. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16423. return false;
  16424. break;
  16425. case DK_SERVANT_W_PHANTOM:
  16426. case DK_SERVANT_W_DEMOL:
  16427. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16428. sd.servantball_old = require.spiritball = sd.servantball;
  16429. else
  16430. sd.servantball_old = require.spiritball;
  16431. break;
  16432. case IQ_SECOND_FAITH:
  16433. case IQ_THIRD_PUNISH:
  16434. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16435. return false;
  16436. break;
  16437. case IQ_SECOND_JUDGEMENT:
  16438. case IQ_THIRD_CONSECRATION:
  16439. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16440. return false;
  16441. break;
  16442. case IQ_SECOND_FLAME:
  16443. case IQ_THIRD_FLAME_BOMB:
  16444. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16445. return false;
  16446. break;
  16447. }
  16448. /* check state required */
  16449. switch (require.state) {
  16450. case ST_HIDDEN:
  16451. if(!pc_ishiding(&sd)) {
  16452. clif_skill_fail( sd, skill_id );
  16453. return false;
  16454. }
  16455. break;
  16456. case ST_RIDING:
  16457. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16458. clif_skill_fail( sd, skill_id );
  16459. return false;
  16460. }
  16461. break;
  16462. case ST_FALCON:
  16463. if(!pc_isfalcon(&sd)) {
  16464. clif_skill_fail( sd, skill_id );
  16465. return false;
  16466. }
  16467. break;
  16468. case ST_CART:
  16469. if(!pc_iscarton(&sd)) {
  16470. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16471. return false;
  16472. }
  16473. break;
  16474. case ST_SHIELD:
  16475. if(sd.status.shield <= 0) {
  16476. clif_skill_fail( sd, skill_id );
  16477. return false;
  16478. }
  16479. break;
  16480. case ST_RECOVER_WEIGHT_RATE:
  16481. #ifdef RENEWAL
  16482. if(pc_is70overweight(&sd)) {
  16483. #else
  16484. if(pc_is50overweight(&sd)) {
  16485. #endif
  16486. clif_skill_fail( sd, skill_id );
  16487. return false;
  16488. }
  16489. break;
  16490. case ST_MOVE_ENABLE:
  16491. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16492. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16493. if (!unit_can_move(&sd.bl)) {
  16494. clif_skill_fail( sd, skill_id );
  16495. return false;
  16496. }
  16497. break;
  16498. case ST_WATER:
  16499. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16500. break;
  16501. 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))
  16502. break;
  16503. clif_skill_fail( sd, skill_id );
  16504. return false;
  16505. case ST_RIDINGDRAGON:
  16506. if( !pc_isridingdragon(&sd) ) {
  16507. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16508. return false;
  16509. }
  16510. break;
  16511. case ST_WUG:
  16512. if( !pc_iswug(&sd) ) {
  16513. clif_skill_fail( sd, skill_id );
  16514. return false;
  16515. }
  16516. break;
  16517. case ST_RIDINGWUG:
  16518. if( !pc_isridingwug(&sd) ) {
  16519. clif_skill_fail( sd, skill_id );
  16520. return false;
  16521. }
  16522. break;
  16523. case ST_MADO:
  16524. if( !pc_ismadogear(&sd) ) {
  16525. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16526. return false;
  16527. }
  16528. break;
  16529. case ST_ELEMENTALSPIRIT:
  16530. case ST_ELEMENTALSPIRIT2:
  16531. if(!sd.ed) {
  16532. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16533. return false;
  16534. }
  16535. break;
  16536. case ST_PECO:
  16537. if(!pc_isriding(&sd)) {
  16538. clif_skill_fail( sd, skill_id );
  16539. return false;
  16540. }
  16541. break;
  16542. case ST_SUNSTANCE:
  16543. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16544. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16545. return false;
  16546. }
  16547. break;
  16548. case ST_MOONSTANCE:
  16549. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16550. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16551. return false;
  16552. }
  16553. break;
  16554. case ST_STARSTANCE:
  16555. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16556. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16557. return false;
  16558. }
  16559. break;
  16560. case ST_UNIVERSESTANCE:
  16561. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16562. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16563. return false;
  16564. }
  16565. break;
  16566. }
  16567. /* check the status required */
  16568. if (!require.status.empty()) {
  16569. switch (skill_id) {
  16570. // Being checked later in skill_check_condition_castend()
  16571. case WZ_SIGHTRASHER:
  16572. break;
  16573. default:
  16574. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16575. return false;
  16576. break;
  16577. }
  16578. }
  16579. // Check for equipped item(s)
  16580. if (!require.eqItem.empty()) {
  16581. size_t count = require.eqItem.size();
  16582. for (const auto &it : require.eqItem) {
  16583. t_itemid reqeqit = it;
  16584. if (!reqeqit)
  16585. break; // Skill has no required item(s); get out of here
  16586. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16587. case NC_PILEBUNKER:
  16588. case RL_P_ALTER:
  16589. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16590. count--;
  16591. if (!count) {
  16592. if( skill_id == RL_P_ALTER ){
  16593. clif_msg( &sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  16594. }else{
  16595. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16596. }
  16597. return false;
  16598. } else
  16599. continue;
  16600. }
  16601. break;
  16602. case NC_ACCELERATION:
  16603. case NC_SELFDESTRUCTION:
  16604. case NC_SHAPESHIFT:
  16605. case NC_EMERGENCYCOOL:
  16606. case NC_MAGNETICFIELD:
  16607. case NC_NEUTRALBARRIER:
  16608. case NC_STEALTHFIELD:
  16609. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16610. count--;
  16611. if (!count) {
  16612. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16613. return false;
  16614. } else
  16615. continue;
  16616. }
  16617. break;
  16618. default:
  16619. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16620. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16621. return false;
  16622. }
  16623. break;
  16624. }
  16625. }
  16626. }
  16627. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16628. //mhp is the max-hp-requirement, that is,
  16629. //you must have this % or less of HP to cast it.
  16630. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16631. return false;
  16632. }
  16633. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16634. switch(skill_id) {
  16635. case RA_AIMEDBOLT:
  16636. break;
  16637. default:
  16638. switch((unsigned int)log2(require.weapon)) {
  16639. case W_REVOLVER:
  16640. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN);
  16641. break;
  16642. case W_RIFLE:
  16643. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE);
  16644. break;
  16645. case W_GATLING:
  16646. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING);
  16647. break;
  16648. case W_SHOTGUN:
  16649. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN);
  16650. break;
  16651. case W_GRENADE:
  16652. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE);
  16653. break;
  16654. default:
  16655. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16656. break;
  16657. }
  16658. return false;
  16659. }
  16660. }
  16661. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16662. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16663. return false;
  16664. }
  16665. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16666. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16667. return false;
  16668. }
  16669. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16670. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16671. return false;
  16672. }
  16673. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16674. switch (skill_id) { // Skills that require soul spheres.
  16675. case SP_SOULGOLEM:
  16676. case SP_SOULSHADOW:
  16677. case SP_SOULFALCON:
  16678. case SP_SOULFAIRY:
  16679. case SP_SOULCURSE:
  16680. case SP_SPA:
  16681. case SP_SHA:
  16682. case SP_SWHOO:
  16683. case SP_SOULUNITY:
  16684. case SP_SOULDIVISION:
  16685. case SP_SOULREAPER:
  16686. case SP_SOULEXPLOSION:
  16687. case SP_KAUTE:
  16688. if (sd.soulball < require.spiritball) {
  16689. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16690. return false;
  16691. }
  16692. break;
  16693. // Skills that requires servants.
  16694. case DK_SERVANT_W_SIGN:
  16695. case DK_SERVANT_W_PHANTOM:
  16696. case DK_SERVANT_W_DEMOL:
  16697. if (sd.servantball < require.spiritball) {
  16698. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16699. return false;
  16700. }
  16701. break;
  16702. default: // Skills that require spirit/coin spheres.
  16703. if (sd.spiritball < require.spiritball) {
  16704. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16705. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16706. else
  16707. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16708. return false;
  16709. }
  16710. break;
  16711. }
  16712. }
  16713. return true;
  16714. }
  16715. /**
  16716. * Check skill condition when cast end.
  16717. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16718. * @param sd Player who uses skill
  16719. * @param skill_id ID of used skill
  16720. * @param skill_lv Level of used skill
  16721. * @return true: All condition passed, false: Failed
  16722. */
  16723. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16724. struct s_skill_condition require;
  16725. struct status_data *status;
  16726. int i;
  16727. short index[MAX_SKILL_ITEM_REQUIRE];
  16728. if( sd.chatID )
  16729. return false;
  16730. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16731. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16732. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16733. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16734. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16735. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16736. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16737. return true;
  16738. }
  16739. switch( sd.menuskill_id ) { // Cast start or cast end??
  16740. case AM_PHARMACY:
  16741. switch( skill_id ) {
  16742. case AM_PHARMACY:
  16743. case AC_MAKINGARROW:
  16744. case BS_REPAIRWEAPON:
  16745. case AM_TWILIGHT1:
  16746. case AM_TWILIGHT2:
  16747. case AM_TWILIGHT3:
  16748. return false;
  16749. }
  16750. break;
  16751. case GN_MIX_COOKING:
  16752. case GN_MAKEBOMB:
  16753. case GN_S_PHARMACY:
  16754. case GN_CHANGEMATERIAL:
  16755. case MT_M_MACHINE:
  16756. case BO_BIONIC_PHARMACY:
  16757. if( sd.menuskill_id != skill_id )
  16758. return false;
  16759. break;
  16760. }
  16761. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16762. return true;
  16763. if( pc_is90overweight(&sd) ) {
  16764. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16765. return false;
  16766. }
  16767. // perform skill-specific checks (and actions)
  16768. switch( skill_id ) {
  16769. case PR_BENEDICTIO:
  16770. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16771. break;
  16772. case AM_CANNIBALIZE:
  16773. case AM_SPHEREMINE: {
  16774. int c=0;
  16775. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16776. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16777. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16778. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16779. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16780. if(c >= maxcount ||
  16781. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16782. { //Fails when: exceed max limit. There are other plant types already out.
  16783. clif_skill_fail( sd, skill_id );
  16784. return false;
  16785. }
  16786. }
  16787. break;
  16788. }
  16789. case NC_SILVERSNIPER:
  16790. case NC_MAGICDECOY: {
  16791. int c = 0;
  16792. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16793. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16794. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16795. if( skill_id == NC_MAGICDECOY ) {
  16796. int j;
  16797. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16798. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16799. } else
  16800. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16801. if( c >= maxcount ) {
  16802. clif_skill_fail( sd, skill_id );
  16803. return false;
  16804. }
  16805. }
  16806. }
  16807. break;
  16808. case KO_ZANZOU: {
  16809. int c = 0;
  16810. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16811. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16812. clif_skill_fail( sd , skill_id );
  16813. return false;
  16814. }
  16815. }
  16816. break;
  16817. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16818. case MT_SUMMON_ABR_DUAL_CANNON:
  16819. case MT_SUMMON_ABR_MOTHER_NET:
  16820. case MT_SUMMON_ABR_INFINITY: {
  16821. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16822. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16823. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16824. 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);
  16825. if (c >= maxcount) {
  16826. clif_skill_fail( sd, skill_id );
  16827. return false;
  16828. }
  16829. }
  16830. break;
  16831. }
  16832. case BO_WOODENWARRIOR:
  16833. case BO_WOODEN_FAIRY:
  16834. case BO_CREEPER:
  16835. case BO_HELLTREE: {
  16836. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16837. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16838. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16839. 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);
  16840. if (c >= maxcount) {
  16841. clif_skill_fail( sd, skill_id );
  16842. return false;
  16843. }
  16844. }
  16845. break;
  16846. }
  16847. #ifdef RENEWAL
  16848. case ASC_EDP:
  16849. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16850. if (item_edp < 0) {
  16851. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16852. return false;
  16853. } else
  16854. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16855. break;
  16856. #endif
  16857. }
  16858. status = &sd.battle_status;
  16859. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16860. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16861. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16862. return false;
  16863. }
  16864. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16865. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16866. return false;
  16867. }
  16868. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16869. uint8 extra_ammo = 0;
  16870. #ifdef RENEWAL
  16871. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16872. case WM_SEVERE_RAINSTORM:
  16873. case RL_FIREDANCE:
  16874. case RL_R_TRIP:
  16875. case RL_FIRE_RAIN:
  16876. extra_ammo = 1;
  16877. break;
  16878. default:
  16879. break;
  16880. }
  16881. #endif
  16882. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16883. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  16884. return false;
  16885. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16886. char e_msg[100];
  16887. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16888. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16889. return false;
  16890. }
  16891. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16892. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16893. return false;
  16894. }
  16895. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16896. skill_get_desc(skill_id),
  16897. require.ammo_qty,
  16898. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16899. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16900. return false;
  16901. }
  16902. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16903. //which is the closest we have to wrong ammo type. [Skotlex]
  16904. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16905. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16906. return false;
  16907. }
  16908. }
  16909. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16910. if( !require.itemid[i] )
  16911. continue;
  16912. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16913. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16914. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16915. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16916. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16917. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16918. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16919. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16920. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16921. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16922. else if( require.itemid[i] == ITEMID_ANCILLA )
  16923. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16924. else
  16925. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16926. return false;
  16927. }
  16928. }
  16929. /* check the status required */
  16930. if (!require.status.empty()) {
  16931. switch (skill_id) {
  16932. case WZ_SIGHTRASHER:
  16933. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16934. return false;
  16935. break;
  16936. default:
  16937. break;
  16938. }
  16939. }
  16940. return true;
  16941. }
  16942. /** Consume skill requirement
  16943. * @param sd Player who uses the skill
  16944. * @param skill_id ID of used skill
  16945. * @param skill_lv Level of used skill
  16946. * @param type Consume type
  16947. * type&1: consume the others (before skill was used);
  16948. * type&2: consume items (after skill was used)
  16949. */
  16950. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16951. {
  16952. struct s_skill_condition require;
  16953. nullpo_retv(sd);
  16954. require = skill_get_requirement(sd,skill_id,skill_lv);
  16955. if( type&1 ) {
  16956. switch( skill_id ) {
  16957. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16958. case MC_IDENTIFY:
  16959. require.sp = 0;
  16960. break;
  16961. case MO_KITRANSLATION:
  16962. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16963. require.spiritball = 0;
  16964. [[fallthrough]];
  16965. default:
  16966. if(sd->state.autocast)
  16967. require.sp = 0;
  16968. break;
  16969. }
  16970. if(require.hp || require.sp || require.ap)
  16971. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16972. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16973. switch (skill_id) { // Skills that require soul spheres.
  16974. case SP_SOULGOLEM:
  16975. case SP_SOULSHADOW:
  16976. case SP_SOULFALCON:
  16977. case SP_SOULFAIRY:
  16978. case SP_SOULCURSE:
  16979. case SP_SPA:
  16980. case SP_SHA:
  16981. case SP_SWHOO:
  16982. case SP_SOULUNITY:
  16983. case SP_SOULDIVISION:
  16984. case SP_SOULREAPER:
  16985. case SP_SOULEXPLOSION:
  16986. case SP_KAUTE:
  16987. pc_delsoulball(sd, require.spiritball, false);
  16988. break;
  16989. // Skills that require servants.
  16990. // Note: We don't update the servants display here
  16991. // since using these skills auto trigger an animation
  16992. // with them in unique ways that makes them vanish.
  16993. case DK_SERVANT_W_SIGN:
  16994. case DK_SERVANT_W_PHANTOM:
  16995. case DK_SERVANT_W_DEMOL:
  16996. pc_delservantball( *sd, require.spiritball );
  16997. break;
  16998. default: // Skills that require spirit/coin spheres.
  16999. pc_delspiritball(sd, require.spiritball, 0);
  17000. break;
  17001. }
  17002. }
  17003. else if(require.spiritball == -1) {
  17004. sd->spiritball_old = sd->spiritball;
  17005. pc_delspiritball(sd,sd->spiritball,0);
  17006. }
  17007. if(require.zeny > 0)
  17008. {
  17009. if( skill_id == NJ_ZENYNAGE )
  17010. require.zeny = 0; //Zeny is reduced on skill_attack.
  17011. if( sd->status.zeny < require.zeny )
  17012. require.zeny = sd->status.zeny;
  17013. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  17014. }
  17015. }
  17016. if( type&2 ) {
  17017. status_change *sc = &sd->sc;
  17018. int n,i;
  17019. if( !sc->count )
  17020. sc = nullptr;
  17021. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17022. {
  17023. if( !require.itemid[i] )
  17024. continue;
  17025. 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 )
  17026. continue; //Gemstones are checked, but not substracted from inventory.
  17027. switch( skill_id ){
  17028. case SA_SEISMICWEAPON:
  17029. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17030. continue;
  17031. break;
  17032. case SA_FLAMELAUNCHER:
  17033. case SA_VOLCANO:
  17034. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17035. continue;
  17036. break;
  17037. case SA_FROSTWEAPON:
  17038. case SA_DELUGE:
  17039. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17040. continue;
  17041. break;
  17042. case SA_LIGHTNINGLOADER:
  17043. case SA_VIOLENTGALE:
  17044. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17045. continue;
  17046. break;
  17047. }
  17048. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17049. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17050. }
  17051. }
  17052. }
  17053. /**
  17054. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17055. * @param sd Player's that will be checked
  17056. * @param skill_id Skill that's being used
  17057. * @param skill_lv Skill level of used skill
  17058. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17059. */
  17060. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17061. {
  17062. struct s_skill_condition req;
  17063. struct status_data *status;
  17064. status_change *sc;
  17065. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17066. memset(&req,0,sizeof(req));
  17067. if( !sd )
  17068. return req;
  17069. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17070. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17071. sc = &sd->sc;
  17072. if( !sc->count )
  17073. sc = nullptr;
  17074. //Checks if disabling skill - in which case no SP requirements are necessary
  17075. if( sc && skill_disable_check(*sc,skill_id) )
  17076. return req;
  17077. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17078. status = &sd->battle_status;
  17079. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17080. req.hp = skill->require.hp[skill_lv - 1];
  17081. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17082. if(hp_rate > 0)
  17083. req.hp += (status->hp * hp_rate)/100;
  17084. else
  17085. req.hp += (status->max_hp * (-hp_rate))/100;
  17086. req.sp = skill->require.sp[skill_lv-1];
  17087. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17088. req.sp /= 2;
  17089. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17090. req.sp -= req.sp * 30 / 100;
  17091. sp_rate = skill->require.sp_rate[skill_lv-1];
  17092. if(sp_rate > 0)
  17093. req.sp += (status->sp * sp_rate)/100;
  17094. else
  17095. req.sp += (status->max_sp * (-sp_rate))/100;
  17096. if( sd->dsprate != 100 )
  17097. req.sp = req.sp * sd->dsprate / 100;
  17098. for (auto &it : sd->skillusesprate) {
  17099. if (it.id == skill_id) {
  17100. sp_skill_rate_bonus -= it.val;
  17101. break;
  17102. }
  17103. }
  17104. for (auto &it : sd->skillusesp) {
  17105. if (it.id == skill_id) {
  17106. req.sp -= it.val;
  17107. break;
  17108. }
  17109. }
  17110. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17111. req.sp += req.sp * 30 / 100;
  17112. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17113. if( sc ) {
  17114. if( sc->getSCE(SC__LAZINESS) )
  17115. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17116. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17117. req.sp += req.sp / 4;
  17118. if( sc->getSCE(SC_OFFERTORIUM))
  17119. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17120. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17121. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17122. #ifdef RENEWAL
  17123. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17124. req.sp -= req.sp * 20 / 100;
  17125. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17126. req.sp -= req.sp * 30 / 100;
  17127. #endif
  17128. if (sc->getSCE(SC_GLOOMYDAY))
  17129. req.sp += req.sp * (skill_lv * 10) / 100;
  17130. if (sc->getSCE(SC_CRESCIVEBOLT))
  17131. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17132. }
  17133. req.ap = skill->require.ap[skill_lv - 1];
  17134. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17135. if (ap_rate > 0)
  17136. req.ap += (status->ap * ap_rate) / 100;
  17137. else
  17138. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17139. req.zeny = skill->require.zeny[skill_lv-1];
  17140. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17141. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17142. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17143. else
  17144. req.zeny += 1000;
  17145. }
  17146. req.spiritball = skill->require.spiritball[skill_lv-1];
  17147. req.state = skill->require.state;
  17148. req.mhp = skill->require.mhp[skill_lv-1];
  17149. req.weapon = skill->require.weapon;
  17150. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17151. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17152. req.ammo_qty += 4;
  17153. if (req.ammo_qty)
  17154. req.ammo = skill->require.ammo;
  17155. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17156. { //Assume this skill is using the weapon, therefore it requires arrows.
  17157. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17158. req.ammo_qty = 1;
  17159. }
  17160. req.status = skill->require.status;
  17161. req.eqItem = skill->require.eqItem;
  17162. // Level dependence flag is determined based on the ItemCost Level label
  17163. bool level_dependent = skill->require.itemid_level_dependent;
  17164. switch( skill_id ) {
  17165. /* Skill level-dependent checks */
  17166. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17167. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17168. req.itemid[1] = skill->require.itemid[skill->max];
  17169. req.amount[1] = skill->require.amount[skill->max];
  17170. [[fallthrough]];
  17171. /* Normal skill requirements and gemstone checks */
  17172. default:
  17173. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17174. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17175. if (!level_dependent) {
  17176. switch( skill_id ) {
  17177. case AM_POTIONPITCHER:
  17178. case CR_SLIMPITCHER:
  17179. case CR_CULTIVATION:
  17180. if (i != skill_lv%11 - 1)
  17181. continue;
  17182. break;
  17183. #ifdef RENEWAL
  17184. case AM_CALLHOMUN:
  17185. // Player has no homunculus, only requires first item
  17186. if (i > 0 && sd->hd == nullptr) {
  17187. i = MAX_SKILL_ITEM_REQUIRE;
  17188. continue;
  17189. }
  17190. // Recalling from Rest state has a different consume item (stored as second item)
  17191. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17192. req.itemid[0] = skill->require.itemid[1];
  17193. req.amount[0] = skill->require.amount[1];
  17194. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17195. skill_area_temp[0] = 0;
  17196. i = MAX_SKILL_ITEM_REQUIRE;
  17197. continue;
  17198. }
  17199. break;
  17200. #else
  17201. case AM_CALLHOMUN:
  17202. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17203. continue;
  17204. break;
  17205. #endif
  17206. case AB_ADORAMUS:
  17207. 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)) )
  17208. continue;
  17209. break;
  17210. }
  17211. req.itemid[i] = skill->require.itemid[i];
  17212. req.amount[i] = skill->require.amount[i];
  17213. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17214. int16 itIndex;
  17215. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17216. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17217. req.itemid[i] = ITEMID_TRAP;
  17218. else
  17219. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17220. req.amount[i] = 1;
  17221. }
  17222. break;
  17223. }
  17224. }
  17225. else {
  17226. // Process level_dependent requirement
  17227. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17228. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17229. req.amount[0] = skill->require.amount[skill_lv - 1];
  17230. }
  17231. }
  17232. // Check requirement for gemstone.
  17233. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17234. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17235. req.itemid[i] = req.amount[i] = 0;
  17236. else {
  17237. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17238. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17239. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17240. req.itemid[i] = req.amount[i] = 0;
  17241. else if( --req.amount[i] < 1 )
  17242. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17243. }
  17244. }
  17245. }
  17246. // Check requirement for Magic Gear Fuel
  17247. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17248. req.itemid[i] = req.amount[i] = 0;
  17249. }
  17250. break;
  17251. }
  17252. // Check for cost reductions due to skills & SCs
  17253. switch(skill_id) {
  17254. case MC_MAMMONITE:
  17255. #ifdef RENEWAL
  17256. case WS_CARTTERMINATION:
  17257. #endif
  17258. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17259. #ifdef RENEWAL
  17260. req.zeny -= req.zeny*20/100;
  17261. #else
  17262. req.zeny -= req.zeny*10/100;
  17263. #endif
  17264. break;
  17265. case AL_HOLYLIGHT:
  17266. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17267. req.sp *= 5;
  17268. break;
  17269. case SL_SMA:
  17270. case SL_STUN:
  17271. case SL_STIN:
  17272. {
  17273. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17274. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17275. break;
  17276. if(sd->status.base_level>=90)
  17277. req.sp -= req.sp*7*kaina_lv/100;
  17278. else if(sd->status.base_level>=80)
  17279. req.sp -= req.sp*5*kaina_lv/100;
  17280. else if(sd->status.base_level>=70)
  17281. req.sp -= req.sp*3*kaina_lv/100;
  17282. }
  17283. break;
  17284. case MO_CHAINCOMBO:
  17285. case MO_COMBOFINISH:
  17286. case CH_TIGERFIST:
  17287. case CH_CHAINCRUSH:
  17288. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17289. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17290. break;
  17291. case MO_BODYRELOCATION:
  17292. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17293. req.spiritball = 0;
  17294. break;
  17295. case MO_EXTREMITYFIST:
  17296. if( sc ) {
  17297. if( sc->getSCE(SC_BLADESTOP) )
  17298. req.spiritball--;
  17299. else if( sc->getSCE(SC_COMBO) ) {
  17300. #ifndef RENEWAL
  17301. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17302. case MO_COMBOFINISH:
  17303. req.spiritball = 4;
  17304. break;
  17305. case CH_TIGERFIST:
  17306. req.spiritball = 3;
  17307. break;
  17308. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17309. req.spiritball = sd->spiritball?sd->spiritball:1;
  17310. break;
  17311. }
  17312. #else
  17313. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17314. #endif
  17315. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17316. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17317. }
  17318. break;
  17319. case LG_RAGEBURST:
  17320. req.spiritball = sd->spiritball?sd->spiritball:1;
  17321. break;
  17322. case SR_FALLENEMPIRE:
  17323. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17324. req.spiritball = 0;
  17325. break;
  17326. case SR_TIGERCANNON:
  17327. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17328. req.spiritball = 0;
  17329. break;
  17330. case SR_RAMPAGEBLASTER:
  17331. case SR_RIDEINLIGHTNING:
  17332. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17333. req.spiritball = 0;
  17334. break;
  17335. case SR_GATEOFHELL:
  17336. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17337. req.sp -= req.sp * 10 / 100;
  17338. break;
  17339. case SR_FLASHCOMBO:
  17340. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17341. req.spiritball = 0;
  17342. break;
  17343. case SO_SUMMON_AGNI:
  17344. case SO_SUMMON_AQUA:
  17345. case SO_SUMMON_VENTUS:
  17346. case SO_SUMMON_TERA: {
  17347. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17348. if( spirit_sympathy )
  17349. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17350. }
  17351. break;
  17352. case NPC_PSYCHIC_WAVE:
  17353. case SO_PSYCHIC_WAVE:
  17354. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17355. req.sp += req.sp / 2; // 1.5x SP cost
  17356. break;
  17357. }
  17358. //Check if player is using the copied skill [Cydh]
  17359. uint16 idx = skill_get_index(skill_id);
  17360. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17361. uint16 req_opt = skill->copyable.req_opt;
  17362. if (req_opt & SKILL_REQ_HPCOST)
  17363. req.hp = 0;
  17364. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17365. req.mhp = 0;
  17366. if (req_opt & SKILL_REQ_SPCOST)
  17367. req.sp = 0;
  17368. if (req_opt & SKILL_REQ_HPRATECOST)
  17369. req.hp_rate = 0;
  17370. if (req_opt & SKILL_REQ_SPRATECOST)
  17371. req.sp_rate = 0;
  17372. if (req_opt & SKILL_REQ_ZENYCOST)
  17373. req.zeny = 0;
  17374. if (req_opt & SKILL_REQ_WEAPON)
  17375. req.weapon = 0;
  17376. if (req_opt & SKILL_REQ_AMMO) {
  17377. req.ammo = 0;
  17378. req.ammo_qty = 0;
  17379. }
  17380. if (req_opt & SKILL_REQ_STATE)
  17381. req.state = ST_NONE;
  17382. if (req_opt & SKILL_REQ_STATUS) {
  17383. req.status.clear();
  17384. req.status.shrink_to_fit();
  17385. }
  17386. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17387. req.spiritball = 0;
  17388. if (req_opt & SKILL_REQ_ITEMCOST) {
  17389. memset(req.itemid, 0, sizeof(req.itemid));
  17390. memset(req.amount, 0, sizeof(req.amount));
  17391. }
  17392. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17393. req.eqItem.clear();
  17394. req.eqItem.shrink_to_fit();
  17395. }
  17396. if (req_opt & SKILL_REQ_APCOST)
  17397. req.ap = 0;
  17398. if (req_opt & SKILL_REQ_APRATECOST)
  17399. req.ap_rate = 0;
  17400. }
  17401. return req;
  17402. }
  17403. /*==========================================
  17404. * Does cast-time reductions based on dex, item bonuses and config setting
  17405. *------------------------------------------*/
  17406. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17407. nullpo_ret(bl);
  17408. double time = skill_get_cast(skill_id, skill_lv);
  17409. #ifndef RENEWAL_CAST
  17410. {
  17411. map_session_data *sd = BL_CAST(BL_PC, bl);
  17412. status_change *sc = status_get_sc(bl);
  17413. int reduce_cast_rate = 0;
  17414. uint8 flag = skill_get_castnodex(skill_id);
  17415. // Calculate base cast time (reduced by dex)
  17416. if (!(flag&1)) {
  17417. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17418. if (scale > 0) // not instant cast
  17419. time = time * (float)scale / battle_config.castrate_dex_scale;
  17420. else
  17421. return 0; // instant cast
  17422. }
  17423. // Calculate cast time reduced by item/card bonuses
  17424. if (sd) {
  17425. if (!(flag&4)) {
  17426. if (sd->castrate != 100)
  17427. reduce_cast_rate += 100 - sd->castrate;
  17428. if (sd->bonus.add_varcast != 0)
  17429. time += sd->bonus.add_varcast; // bonus bVariableCast
  17430. }
  17431. // Skill-specific reductions work regardless of flag
  17432. for (const auto &it : sd->skillcastrate) {
  17433. if (it.id == skill_id) {
  17434. time += time * it.val / 100;
  17435. break;
  17436. }
  17437. }
  17438. for (const auto &it : sd->skillvarcast) {
  17439. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17440. time += it.val;
  17441. break;
  17442. }
  17443. }
  17444. }
  17445. // These cast time reductions are processed even if the skill fails
  17446. if (sc && sc->count) {
  17447. // Magic Strings stacks additively with item bonuses
  17448. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17449. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17450. // Foresight halves the cast time, it does not stack additively
  17451. if (sc->getSCE(SC_MEMORIZE)) {
  17452. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17453. if(!(flag&2))
  17454. time -= time * 50 / 100;
  17455. // Foresight counter gets reduced even if the skill is not affected by it
  17456. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17457. status_change_end(bl, SC_MEMORIZE);
  17458. }
  17459. }
  17460. }
  17461. time = time * (1 - (float)reduce_cast_rate / 100);
  17462. }
  17463. #endif
  17464. // config cast time multiplier
  17465. if (battle_config.cast_rate != 100)
  17466. time = time * battle_config.cast_rate / 100;
  17467. // return final cast time
  17468. time = max((int)time, 0);
  17469. //ShowInfo("Castime castfix = %f\n",time);
  17470. return (int)time;
  17471. }
  17472. #ifndef RENEWAL_CAST
  17473. /**
  17474. * Get the skill cast time for Pre-Re cast
  17475. * @param bl: The caster
  17476. * @param time: Cast time before Status Change addition or reduction
  17477. * @return time: Modified castime after status change addition or reduction
  17478. */
  17479. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17480. {
  17481. if (time < 0)
  17482. return 0;
  17483. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17484. return (int)time;
  17485. status_change *sc = status_get_sc(bl);
  17486. if (sc && sc->count) {
  17487. if (!(flag&2)) {
  17488. if (sc->getSCE(SC_SLOWCAST))
  17489. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17490. if (sc->getSCE(SC_PARALYSIS))
  17491. time += sc->getSCE(SC_PARALYSIS)->val3;
  17492. if (sc->getSCE(SC_IZAYOI))
  17493. time -= time * 50 / 100;
  17494. if (sc->getSCE(SC_2011RWC_SCROLL))
  17495. time -= time * 5 / 100;
  17496. }
  17497. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17498. if(!(flag&2))
  17499. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17500. //Suffragium ends even if the skill is not affected by it
  17501. status_change_end(bl, SC_SUFFRAGIUM);
  17502. }
  17503. }
  17504. time = std::max(time, 0.0);
  17505. //ShowInfo("Castime castfix_sc = %f\n",time);
  17506. return (int)time;
  17507. }
  17508. #else
  17509. /**
  17510. * Get the skill cast time for RENEWAL_CAST.
  17511. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17512. * Additive value:
  17513. * Variable CastTime : time += value
  17514. * Fixed CastTime : fixed += value
  17515. * Multipicative value
  17516. * Variable CastTime : VARCAST_REDUCTION(value)
  17517. * Fixed CastTime : FIXEDCASTRATE2(value)
  17518. * @param bl: The caster
  17519. * @param time: Cast time without reduction
  17520. * @param skill_id: Skill ID of the casted skill
  17521. * @param skill_lv: Skill level of the casted skill
  17522. * @return time: Modified castime after status and bonus addition or reduction
  17523. */
  17524. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17525. {
  17526. nullpo_ret(bl);
  17527. if (time < 0)
  17528. return 0;
  17529. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17530. return (int)time;
  17531. status_change *sc = status_get_sc(bl);
  17532. map_session_data *sd = BL_CAST(BL_PC, bl);
  17533. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17534. uint8 flag = skill_get_castnodex(skill_id);
  17535. if (fixed < 0) {
  17536. if (battle_config.default_fixed_castrate > 0) {
  17537. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17538. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17539. } else
  17540. fixed = 0;
  17541. }
  17542. // Additive Variable Cast bonus adjustments by items
  17543. if (sd && !(flag&4)) {
  17544. if (sd->bonus.varcastrate != 0)
  17545. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17546. if (sd->bonus.fixcastrate != 0)
  17547. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17548. if (sd->bonus.add_varcast != 0)
  17549. time += sd->bonus.add_varcast; // bonus bVariableCast
  17550. if (sd->bonus.add_fixcast != 0)
  17551. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17552. for (const auto &it : sd->skillfixcast) {
  17553. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17554. fixed += it.val;
  17555. break;
  17556. }
  17557. }
  17558. for (const auto &it : sd->skillvarcast) {
  17559. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17560. time += it.val;
  17561. break;
  17562. }
  17563. }
  17564. for (const auto &it : sd->skillcastrate) {
  17565. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17566. reduce_cast_rate += it.val;
  17567. break;
  17568. }
  17569. }
  17570. for (const auto &it : sd->skillfixcastrate) {
  17571. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17572. fixcast_r = max(fixcast_r, it.val);
  17573. break;
  17574. }
  17575. }
  17576. }
  17577. // Adjusted by active statuses
  17578. if (sc && sc->count && !(flag&2)) {
  17579. // Multiplicative Variable CastTime values
  17580. if (sc->getSCE(SC_SLOWCAST))
  17581. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17582. if (sc->getSCE(SC__LAZINESS))
  17583. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17584. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17585. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17586. #ifndef RENEWAL
  17587. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17588. #endif
  17589. }
  17590. if (sc->getSCE(SC_MEMORIZE)) {
  17591. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17592. reduce_cast_rate += 50;
  17593. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17594. status_change_end(bl, SC_MEMORIZE);
  17595. }
  17596. }
  17597. if (sc->getSCE(SC_POEMBRAGI))
  17598. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17599. if (sc->getSCE(SC_IZAYOI))
  17600. VARCAST_REDUCTION(50);
  17601. 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)
  17602. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17603. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17604. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17605. if (sc->getSCE(SC_SOULFAIRY))
  17606. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17607. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17608. VARCAST_REDUCTION(80);
  17609. // Multiplicative Fixed CastTime values
  17610. if (sc->getSCE(SC_SECRAMENT))
  17611. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17612. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17613. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17614. if (sc->getSCE(SC_DANCEWITHWUG))
  17615. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17616. if (sc->getSCE(SC_HEAT_BARREL))
  17617. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17618. if (sc->getSCE(SC_FREEZING))
  17619. fixcast_r -= 50;
  17620. if (sc->getSCE(SC_SWINGDANCE))
  17621. fixcast_r = max(fixcast_r, skill_lv * 6);
  17622. // Additive Fixed CastTime values
  17623. if (sc->getSCE(SC_MANDRAGORA))
  17624. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17625. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17626. fixed -= 1000;
  17627. if (sc->getSCE(SC_IZAYOI))
  17628. fixed = 0;
  17629. if (sc->getSCE(SC_GLOOMYDAY))
  17630. fixed += skill_lv * 500;
  17631. if (sc->getSCE(SC_2011RWC_SCROLL))
  17632. VARCAST_REDUCTION(5);
  17633. }
  17634. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17635. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17636. if (varcast_r < 0)
  17637. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17638. // Apply Variable CastTime calculation by INT & DEX
  17639. if (!(flag&1))
  17640. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17641. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17642. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17643. return (int)time;
  17644. }
  17645. #endif
  17646. /*==========================================
  17647. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17648. *------------------------------------------*/
  17649. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17650. {
  17651. nullpo_ret(bl);
  17652. if (skill_id == SA_ABRACADABRA)
  17653. return 0; //Will use picked skill's delay.
  17654. if (bl->type&battle_config.no_skill_delay)
  17655. return battle_config.min_skill_delay_limit;
  17656. int delaynodex = skill_get_delaynodex(skill_id);
  17657. double time = skill_get_delay(skill_id, skill_lv);
  17658. if (time < 0)
  17659. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17660. status_change* sc = status_get_sc(bl);
  17661. // Delay reductions
  17662. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17663. case MO_TRIPLEATTACK:
  17664. case MO_CHAINCOMBO:
  17665. case MO_COMBOFINISH:
  17666. case CH_TIGERFIST:
  17667. case CH_CHAINCRUSH:
  17668. case SR_DRAGONCOMBO:
  17669. case SR_FALLENEMPIRE:
  17670. case SJ_PROMINENCEKICK:
  17671. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17672. if (time == 0)
  17673. time = 1000;
  17674. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17675. break;
  17676. #ifndef RENEWAL
  17677. case HP_BASILICA:
  17678. if (sc && !sc->getSCE(SC_BASILICA))
  17679. time = 0; // There is no Delay on Basilica creation, only on cancel
  17680. break;
  17681. #endif
  17682. default:
  17683. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17684. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17685. if (scale > 0)
  17686. time = time * scale / battle_config.castrate_dex_scale;
  17687. else //To be capped later to minimum.
  17688. time = 0;
  17689. }
  17690. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17691. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17692. if (scale > 0)
  17693. time = time * scale / battle_config.castrate_dex_scale;
  17694. else //To be capped later to minimum.
  17695. time = 0;
  17696. }
  17697. }
  17698. if (sc && sc->count) {
  17699. if (sc->getSCE(SC_SPIRIT)) {
  17700. switch (skill_id) {
  17701. case CR_SHIELDBOOMERANG:
  17702. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17703. time /= 2;
  17704. break;
  17705. case AS_SONICBLOW:
  17706. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17707. time /= 2;
  17708. break;
  17709. }
  17710. }
  17711. }
  17712. int delay = 0;
  17713. if (!(delaynodex&2)) {
  17714. if (sc && sc->count) {
  17715. if (sc->getSCE(SC_POEMBRAGI))
  17716. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17717. 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)
  17718. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17719. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17720. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17721. }
  17722. }
  17723. if (!(delaynodex&4) && bl->type == BL_PC) {
  17724. map_session_data* sd = (map_session_data*)bl;
  17725. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17726. delay += sd->bonus.delayrate;
  17727. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17728. if (it.id == skill_id) {
  17729. time += it.val;
  17730. break;
  17731. }
  17732. }
  17733. }
  17734. if (delay != 0)
  17735. time = time * (1 - (float)min(delay, 100) / 100);
  17736. if (battle_config.delay_rate != 100)
  17737. time = time * battle_config.delay_rate / 100;
  17738. //ShowInfo("Delay delayfix = %f\n",time);
  17739. return max((int)time,0);
  17740. }
  17741. /*==========================================
  17742. * Weapon Repair [Celest/DracoRPG]
  17743. *------------------------------------------*/
  17744. void skill_repairweapon( map_session_data& sd, int idx ){
  17745. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17746. ITEMID_IRON_ORE,
  17747. ITEMID_IRON,
  17748. ITEMID_STEEL,
  17749. ITEMID_ORIDECON_STONE,
  17750. #ifdef RENEWAL
  17751. 0
  17752. #endif
  17753. };
  17754. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17755. ITEMID_STEEL,
  17756. #ifdef RENEWAL
  17757. 0
  17758. #endif
  17759. };
  17760. t_itemid material = 0;
  17761. struct item *item;
  17762. map_session_data *target_sd;
  17763. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17764. return;
  17765. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17766. return;
  17767. if( idx < 0 || idx >= MAX_INVENTORY )
  17768. return; //Invalid index??
  17769. item = &target_sd->inventory.u.items_inventory[idx];
  17770. if( !item->nameid || !item->attribute )
  17771. return; //Again invalid item....
  17772. if (itemdb_ishatched_egg(item))
  17773. return;
  17774. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17775. clif_item_repaireffect( sd, idx, true );
  17776. return;
  17777. }
  17778. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17779. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17780. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17781. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17782. }
  17783. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17784. clif_skill_fail( sd, sd.menuskill_id );
  17785. return;
  17786. }
  17787. clif_skill_nodamage(&sd.bl,target_sd->bl,sd.menuskill_id,1);
  17788. item->attribute = 0;/* clear broken state */
  17789. clif_equiplist(target_sd);
  17790. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17791. clif_item_repaireffect( sd, idx, false );
  17792. if( sd.status.char_id != target_sd->status.char_id )
  17793. clif_item_repaireffect( *target_sd, idx, false );
  17794. }
  17795. /*==========================================
  17796. * Item Appraisal
  17797. *------------------------------------------*/
  17798. void skill_identify(map_session_data *sd, int idx)
  17799. {
  17800. bool failure = true;
  17801. nullpo_retv(sd);
  17802. sd->state.workinprogress = WIP_DISABLE_NONE;
  17803. if(idx >= 0 && idx < MAX_INVENTORY) {
  17804. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17805. failure = false;
  17806. sd->inventory.u.items_inventory[idx].identify = 1;
  17807. }
  17808. }
  17809. clif_item_identified( *sd, idx, failure );
  17810. }
  17811. /*==========================================
  17812. * Weapon Refine [Celest]
  17813. *------------------------------------------*/
  17814. void skill_weaponrefine( map_session_data& sd, int idx ){
  17815. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17816. ITEMID_PHRACON,
  17817. ITEMID_EMVERETARCON,
  17818. ITEMID_ORIDECON,
  17819. ITEMID_ORIDECON,
  17820. #ifdef RENEWAL
  17821. 0
  17822. #endif
  17823. };
  17824. if (idx >= 0 && idx < MAX_INVENTORY)
  17825. {
  17826. struct item_data *ditem = sd.inventory_data[idx];
  17827. struct item* item = &sd.inventory.u.items_inventory[idx];
  17828. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17829. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17830. clif_skill_fail( sd, sd.menuskill_id );
  17831. return;
  17832. }
  17833. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17834. clif_upgrademessage(&sd, 2, item->nameid);
  17835. return;
  17836. }
  17837. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17838. if( i < 0 ) {
  17839. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17840. return;
  17841. }
  17842. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17843. if( info == nullptr ){
  17844. clif_skill_fail( sd, sd.menuskill_id );
  17845. return;
  17846. }
  17847. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17848. if( cost == nullptr ){
  17849. clif_skill_fail( sd, sd.menuskill_id );
  17850. return;
  17851. }
  17852. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17853. 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 );
  17854. clif_skill_fail( sd, sd.menuskill_id );
  17855. return;
  17856. }
  17857. int per = ( cost->chance / 100 );
  17858. if( sd.class_&JOBL_THIRD )
  17859. per += 10;
  17860. else
  17861. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17862. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17863. if (per > rnd() % 100) {
  17864. int ep=0;
  17865. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17866. item->refine++;
  17867. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17868. if(item->equip) {
  17869. ep = item->equip;
  17870. pc_unequipitem(&sd,idx,3);
  17871. }
  17872. clif_delitem(sd,idx,1,3);
  17873. clif_upgrademessage(&sd, 0, item->nameid);
  17874. clif_inventorylist(&sd);
  17875. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  17876. if( ditem->type == IT_WEAPON ){
  17877. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17878. }
  17879. if (ep)
  17880. pc_equipitem(&sd,idx,ep);
  17881. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  17882. if(item->refine == 10 &&
  17883. item->card[0] == CARD0_FORGE &&
  17884. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17885. { // Fame point system [DracoRPG]
  17886. switch(ditem->weapon_level){
  17887. case 1:
  17888. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17889. break;
  17890. case 2:
  17891. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17892. break;
  17893. case 3:
  17894. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17895. break;
  17896. }
  17897. }
  17898. } else {
  17899. item->refine = 0;
  17900. if(item->equip)
  17901. pc_unequipitem(&sd,idx,3);
  17902. clif_upgrademessage(&sd, 1, item->nameid);
  17903. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  17904. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17905. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17906. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  17907. clif_emotion(&sd.bl, ET_HUK);
  17908. }
  17909. }
  17910. }
  17911. }
  17912. /*==========================================
  17913. *
  17914. *------------------------------------------*/
  17915. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17916. {
  17917. nullpo_ret(sd);
  17918. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17919. return 0;
  17920. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17921. uint16 maxlv = 1;
  17922. if (skill_lv == 0 || lv == 0)
  17923. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17924. #ifdef RENEWAL
  17925. 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)
  17926. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17927. else
  17928. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17929. #else
  17930. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17931. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17932. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17933. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17934. else if(skill_lv==2) maxlv=1;
  17935. else if(skill_lv==3) maxlv=2;
  17936. else if(skill_lv>=4) maxlv=3;
  17937. }
  17938. else if(skill_id==MG_SOULSTRIKE){
  17939. if(skill_lv==5) maxlv=1;
  17940. else if(skill_lv==6) maxlv=2;
  17941. else if(skill_lv>=7) maxlv=3;
  17942. }
  17943. else if(skill_id==MG_FIREBALL){
  17944. if(skill_lv==8) maxlv=1;
  17945. else if(skill_lv>=9) maxlv=2;
  17946. }
  17947. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17948. else return 0;
  17949. #endif
  17950. maxlv = min(lv, maxlv);
  17951. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17952. skill_get_time(SA_AUTOSPELL,skill_lv));
  17953. return 0;
  17954. }
  17955. /**
  17956. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17957. * @param bl: Player object
  17958. * @param ap: va_arg list
  17959. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17960. */
  17961. static int skill_sit_count(struct block_list *bl, va_list ap)
  17962. {
  17963. map_session_data *sd = (map_session_data*)bl;
  17964. int flag = va_arg(ap, int);
  17965. if (!pc_issit(sd))
  17966. return 0;
  17967. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17968. return 1;
  17969. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17970. return 1;
  17971. return 0;
  17972. }
  17973. /**
  17974. * Triggered when a player sits down to activate bonus states.
  17975. * @param bl: Player object
  17976. * @param ap: va_arg list
  17977. * @return 0
  17978. */
  17979. static int skill_sit_in(struct block_list *bl, va_list ap)
  17980. {
  17981. map_session_data *sd = (map_session_data*)bl;
  17982. int flag = va_arg(ap, int);
  17983. if (!pc_issit(sd))
  17984. return 0;
  17985. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17986. sd->state.gangsterparadise = 1;
  17987. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17988. sd->state.rest = 1;
  17989. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17990. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17991. }
  17992. return 0;
  17993. }
  17994. /**
  17995. * Triggered when a player stands up to deactivate bonus states.
  17996. * @param bl: Player object
  17997. * @param ap: va_arg list
  17998. * @return 0
  17999. */
  18000. static int skill_sit_out(struct block_list *bl, va_list ap)
  18001. {
  18002. map_session_data *sd = (map_session_data*)bl;
  18003. int flag = va_arg(ap, int), range = va_arg(ap, int);
  18004. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18005. return 0;
  18006. if (flag&1 && sd->state.gangsterparadise)
  18007. sd->state.gangsterparadise = 0;
  18008. if (flag&2 && sd->state.rest) {
  18009. sd->state.rest = 0;
  18010. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18011. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18012. }
  18013. return 0;
  18014. }
  18015. /**
  18016. * Toggle Sit icon and player bonuses when sitting/standing.
  18017. * @param sd: Player data
  18018. * @param sitting: True when sitting or false when standing
  18019. * @return 0
  18020. */
  18021. int skill_sit(map_session_data *sd, bool sitting)
  18022. {
  18023. int flag = 0, range = 0, lv;
  18024. nullpo_ret(sd);
  18025. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18026. flag |= 1;
  18027. range = skill_get_splash(RG_GANGSTER, lv);
  18028. }
  18029. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18030. flag |= 2;
  18031. range = skill_get_splash(TK_HPTIME, lv);
  18032. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18033. flag |= 2;
  18034. range = skill_get_splash(TK_SPTIME, lv);
  18035. }
  18036. if (sitting)
  18037. clif_status_load(&sd->bl, EFST_SIT, 1);
  18038. else
  18039. clif_status_load(&sd->bl, EFST_SIT, 0);
  18040. if (!flag) // No need to count area if no skills are learned.
  18041. return 0;
  18042. if (sitting) {
  18043. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18044. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18045. } else
  18046. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18047. return 0;
  18048. }
  18049. /*==========================================
  18050. * Do Forstjoke/Scream effect
  18051. *------------------------------------------*/
  18052. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18053. {
  18054. struct block_list *src;
  18055. uint16 skill_id,skill_lv;
  18056. t_tick tick;
  18057. nullpo_ret(bl);
  18058. nullpo_ret(src = va_arg(ap,struct block_list*));
  18059. skill_id = va_arg(ap,int);
  18060. skill_lv = va_arg(ap,int);
  18061. if(!skill_lv)
  18062. return 0;
  18063. tick = va_arg(ap,t_tick);
  18064. if (src == bl || status_isdead(*bl))
  18065. return 0;
  18066. if (bl->type == BL_PC) {
  18067. map_session_data *sd = (map_session_data *)bl;
  18068. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18069. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18070. }
  18071. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18072. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18073. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18074. return 0;
  18075. }
  18076. /**
  18077. * Set map cell flag as skill unit effect
  18078. * @param src Skill unit
  18079. * @param skill_id
  18080. * @param skill_lv
  18081. * @param cell Cell type cell_t
  18082. * @param flag 0/1
  18083. */
  18084. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18085. {
  18086. int range = skill_get_unit_range(skill_id,skill_lv);
  18087. int x, y;
  18088. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18089. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18090. map_setcell(src->bl.m, x, y, cell, flag);
  18091. }
  18092. /**
  18093. * Do skill attack area (such splash effect) around the 'first' target.
  18094. * First target will skip skill condition, always receive damage. But,
  18095. * around it, still need target/condition validation by
  18096. * battle_check_target and status_check_skilluse
  18097. * @param bl
  18098. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18099. */
  18100. int skill_attack_area(struct block_list *bl, va_list ap)
  18101. {
  18102. struct block_list *src,*dsrc;
  18103. int atk_type,skill_id,skill_lv,flag,type;
  18104. t_tick tick;
  18105. if(status_isdead(*bl))
  18106. return 0;
  18107. atk_type = va_arg(ap,int);
  18108. src = va_arg(ap,struct block_list*);
  18109. dsrc = va_arg(ap,struct block_list*);
  18110. skill_id = va_arg(ap,int);
  18111. skill_lv = va_arg(ap,int);
  18112. tick = va_arg(ap,t_tick);
  18113. flag = va_arg(ap,int);
  18114. type = va_arg(ap,int);
  18115. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18116. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18117. }
  18118. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18119. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18120. return 0;
  18121. switch (skill_id) {
  18122. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18123. if (src->x == bl->x && src->y == bl->y)
  18124. return 0; //Does not hit current cell
  18125. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18126. return 0;
  18127. [[fallthrough]];
  18128. case NPC_ACIDBREATH:
  18129. case NPC_DARKNESSBREATH:
  18130. case NPC_FIREBREATH:
  18131. case NPC_ICEBREATH:
  18132. case NPC_ICEBREATH2:
  18133. case NPC_THUNDERBREATH:
  18134. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18135. default:
  18136. //Area-splash, disable skill animation.
  18137. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18138. }
  18139. }
  18140. /**
  18141. * Clear skill unit group
  18142. * @param bl: Unit to check
  18143. * @param flag: Skill group to clear
  18144. */
  18145. int skill_clear_group(block_list *bl, uint8 flag)
  18146. {
  18147. nullpo_ret(bl);
  18148. unit_data *ud = unit_bl2ud(bl);
  18149. if (ud == nullptr)
  18150. return 0;
  18151. size_t count = 0;
  18152. bool deleted = false;
  18153. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18154. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18155. switch ((*it)->skill_id) {
  18156. case SA_DELUGE:
  18157. case SA_VOLCANO:
  18158. case SA_VIOLENTGALE:
  18159. case SA_LANDPROTECTOR:
  18160. case NJ_SUITON:
  18161. case NJ_KAENSIN:
  18162. case SC_CHAOSPANIC:
  18163. case MH_POISON_MIST:
  18164. case MH_LAVA_SLIDE:
  18165. if (flag & 1) {
  18166. skill_delunitgroup(*it);
  18167. count++;
  18168. deleted = true;
  18169. }
  18170. break;
  18171. case SO_CLOUD_KILL:
  18172. case NPC_CLOUD_KILL:
  18173. if (flag & 4) {
  18174. skill_delunitgroup(*it);
  18175. count++;
  18176. deleted = true;
  18177. }
  18178. break;
  18179. case SO_WARMER:
  18180. if (flag & 8) {
  18181. skill_delunitgroup(*it);
  18182. count++;
  18183. deleted = true;
  18184. }
  18185. break;
  18186. default:
  18187. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18188. skill_delunitgroup(*it);
  18189. count++;
  18190. deleted = true;
  18191. }
  18192. break;
  18193. }
  18194. }
  18195. return static_cast<int>(count);
  18196. }
  18197. /**
  18198. * Returns the first element field found [Skotlex]
  18199. * @param bl
  18200. * @return s_skill_unit_group
  18201. */
  18202. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18203. {
  18204. nullpo_ret(bl);
  18205. unit_data *ud = unit_bl2ud(bl);
  18206. if (ud == nullptr)
  18207. return nullptr;
  18208. for (const auto su : ud->skillunits) {
  18209. switch (su->skill_id) {
  18210. case SA_DELUGE:
  18211. case SA_VOLCANO:
  18212. case SA_VIOLENTGALE:
  18213. case SA_LANDPROTECTOR:
  18214. case NJ_SUITON:
  18215. case SO_CLOUD_KILL:
  18216. case NPC_CLOUD_KILL:
  18217. case SO_WARMER:
  18218. case SC_CHAOSPANIC:
  18219. case MH_POISON_MIST:
  18220. case MH_LAVA_SLIDE:
  18221. return su;
  18222. }
  18223. }
  18224. return nullptr;
  18225. }
  18226. /// Graffiti cleaner [Valaris]
  18227. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18228. {
  18229. struct skill_unit *unit = nullptr;
  18230. int remove = va_arg(ap, int);
  18231. nullpo_retr(0, bl);
  18232. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18233. return 0;
  18234. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18235. if (remove == 1)
  18236. skill_delunit(unit);
  18237. return 1;
  18238. }
  18239. return 0;
  18240. }
  18241. /// Greed effect
  18242. int skill_greed(struct block_list *bl, va_list ap)
  18243. {
  18244. struct block_list *src;
  18245. map_session_data *sd = nullptr;
  18246. struct flooritem_data *fitem = nullptr;
  18247. nullpo_ret(bl);
  18248. nullpo_ret(src = va_arg(ap, struct block_list *));
  18249. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18250. pc_takeitem(sd, fitem);
  18251. return 0;
  18252. }
  18253. /// Ranger's Detonator [Jobbie/3CeAM]
  18254. int skill_detonator(struct block_list *bl, va_list ap)
  18255. {
  18256. nullpo_ret(bl);
  18257. if (bl->type != BL_SKILL)
  18258. return 0;
  18259. block_list *src = va_arg(ap, block_list *);
  18260. skill_unit *unit = (skill_unit *)bl;
  18261. if (unit == nullptr)
  18262. return 0;
  18263. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18264. if (group == nullptr || group->src_id != src->id)
  18265. return 0;
  18266. int unit_id = group->unit_id;
  18267. switch( unit_id )
  18268. { //List of Hunter and Ranger Traps that can be detonate.
  18269. case UNT_BLASTMINE:
  18270. case UNT_SANDMAN:
  18271. case UNT_CLAYMORETRAP:
  18272. case UNT_TALKIEBOX:
  18273. case UNT_CLUSTERBOMB:
  18274. case UNT_FIRINGTRAP:
  18275. case UNT_ICEBOUNDTRAP:
  18276. switch(unit_id) {
  18277. case UNT_TALKIEBOX:
  18278. clif_talkiebox(bl,group->valstr);
  18279. group->val2 = -1;
  18280. break;
  18281. case UNT_CLAYMORETRAP:
  18282. case UNT_FIRINGTRAP:
  18283. case UNT_ICEBOUNDTRAP:
  18284. 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);
  18285. break;
  18286. default:
  18287. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18288. break;
  18289. }
  18290. if (unit->group == nullptr)
  18291. return 0;
  18292. clif_changetraplook(bl, UNT_USED_TRAPS);
  18293. group->unit_id = UNT_USED_TRAPS;
  18294. group->limit = DIFF_TICK(gettick(),group->tick) +
  18295. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18296. break;
  18297. }
  18298. return 0;
  18299. }
  18300. /**
  18301. * Calculate Royal Guard's Banding bonus
  18302. * @param sd: Player data
  18303. * @return Number of Royal Guard
  18304. */
  18305. int skill_banding_count(map_session_data *sd)
  18306. {
  18307. nullpo_ret(sd);
  18308. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18309. }
  18310. /**
  18311. * Rebellion's Bind Trap explosion
  18312. * @author [Cydh]
  18313. */
  18314. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18315. struct skill_unit *su = nullptr;
  18316. struct block_list *src = nullptr;
  18317. nullpo_ret(bl);
  18318. src = va_arg(ap,struct block_list *);
  18319. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18320. return 0;
  18321. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18322. return 0;
  18323. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18324. clif_changetraplook(bl, UNT_USED_TRAPS);
  18325. su->group->unit_id = UNT_USED_TRAPS;
  18326. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18327. return 1;
  18328. }
  18329. /*==========================================
  18330. * Check new skill unit cell when overlapping in other skill unit cell.
  18331. * Catched skill in cell value pushed to *unit pointer.
  18332. * Set (*alive) to 0 will ends 'new unit' check
  18333. *------------------------------------------*/
  18334. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18335. {
  18336. uint16 skill_id;
  18337. int *alive;
  18338. struct skill_unit *unit;
  18339. skill_id = va_arg(ap,int);
  18340. alive = va_arg(ap,int *);
  18341. unit = (struct skill_unit *)bl;
  18342. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18343. return 0;
  18344. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18345. return 0;
  18346. switch (skill_id) {
  18347. case SA_LANDPROTECTOR: {
  18348. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18349. (*alive) = 0;
  18350. skill_delunit(unit);
  18351. return 1;
  18352. }
  18353. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18354. //It deletes everything except traps and barriers
  18355. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18356. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18357. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18358. skill_delunitgroup(unit->group);
  18359. } else
  18360. skill_delunit(unit);
  18361. return 1;
  18362. }
  18363. }
  18364. break;
  18365. case GN_CRAZYWEED_ATK:
  18366. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18367. break;
  18368. [[fallthrough]];
  18369. case HW_GANBANTEIN:
  18370. case LG_EARTHDRIVE:
  18371. // Officially songs/dances are removed
  18372. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18373. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18374. skill_delunitgroup(unit->group);
  18375. } else
  18376. skill_delunit(unit);
  18377. return 1;
  18378. case SA_VOLCANO:
  18379. case SA_DELUGE:
  18380. case SA_VIOLENTGALE:
  18381. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18382. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18383. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18384. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18385. {
  18386. (*alive) = 0;
  18387. return 1;
  18388. }
  18389. /*
  18390. switch (unit->group->skill_id)
  18391. { //These cannot override each other.
  18392. case SA_VOLCANO:
  18393. case SA_DELUGE:
  18394. case SA_VIOLENTGALE:
  18395. (*alive) = 0;
  18396. return 1;
  18397. }
  18398. */
  18399. break;
  18400. case PF_FOGWALL:
  18401. switch(unit->group->skill_id) {
  18402. case SA_VOLCANO: //Can't be placed on top of these
  18403. case SA_VIOLENTGALE:
  18404. (*alive) = 0;
  18405. return 1;
  18406. case SA_DELUGE:
  18407. case NJ_SUITON:
  18408. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18409. (*alive) = 2;
  18410. break;
  18411. }
  18412. break;
  18413. case WZ_WATERBALL:
  18414. switch (unit->group->skill_id) {
  18415. case SA_DELUGE:
  18416. case NJ_SUITON:
  18417. //Consumes deluge/suiton
  18418. skill_delunit(unit);
  18419. return 1;
  18420. }
  18421. break;
  18422. case WZ_ICEWALL:
  18423. #ifndef RENEWAL
  18424. case HP_BASILICA:
  18425. case HW_GRAVITATION:
  18426. #endif
  18427. //These can't be placed on top of themselves (duration can't be refreshed)
  18428. if (unit->group->skill_id == skill_id)
  18429. {
  18430. (*alive) = 0;
  18431. return 1;
  18432. }
  18433. break;
  18434. case RL_FIRE_RAIN: {
  18435. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18436. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18437. if (uf[UF_RANGEDSINGLEUNIT]) {
  18438. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18439. skill_delunitgroup(unit->group);
  18440. } else
  18441. skill_delunit(unit);
  18442. return 1;
  18443. }
  18444. }
  18445. break;
  18446. }
  18447. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18448. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18449. (*alive) = 0;
  18450. return 1;
  18451. }
  18452. return 0;
  18453. }
  18454. /*==========================================
  18455. * Splash effect for skill unit 'trap type'.
  18456. * Chance triggered when damaged, timeout, or char step on it.
  18457. *------------------------------------------*/
  18458. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18459. {
  18460. struct block_list *src = va_arg(ap,struct block_list *);
  18461. struct skill_unit *unit = nullptr;
  18462. t_tick tick = va_arg(ap,t_tick);
  18463. struct block_list *ss; //Skill src bl
  18464. nullpo_ret(src);
  18465. unit = (struct skill_unit *)src;
  18466. if (!unit || !unit->alive || bl->prev == nullptr)
  18467. return 0;
  18468. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18469. if (sg == nullptr)
  18470. return 0;
  18471. nullpo_ret(ss = map_id2bl(sg->src_id));
  18472. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18473. return 0;
  18474. switch (sg->unit_id) {
  18475. case UNT_B_TRAP:
  18476. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18477. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18478. break;
  18479. case UNT_SHOCKWAVE:
  18480. case UNT_SANDMAN:
  18481. case UNT_FLASHER:
  18482. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18483. break;
  18484. case UNT_GROUNDDRIFT_WIND:
  18485. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18486. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18487. break;
  18488. case UNT_GROUNDDRIFT_DARK:
  18489. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18490. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18491. break;
  18492. case UNT_GROUNDDRIFT_POISON:
  18493. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18494. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18495. break;
  18496. case UNT_GROUNDDRIFT_WATER:
  18497. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18498. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18499. break;
  18500. case UNT_GROUNDDRIFT_FIRE:
  18501. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18502. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18503. break;
  18504. case UNT_ELECTRICSHOCKER:
  18505. if (bl->id != ss->id) {
  18506. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18507. break;
  18508. 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)) {
  18509. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18510. clif_fixpos( *bl );
  18511. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18512. }
  18513. }
  18514. break;
  18515. case UNT_MAGENTATRAP:
  18516. case UNT_COBALTTRAP:
  18517. case UNT_MAIZETRAP:
  18518. case UNT_VERDURETRAP:
  18519. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18520. status_data* status = status_get_status_data(*bl);
  18521. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18522. status->ele_lv = (unsigned char)sg->skill_lv;
  18523. }
  18524. break;
  18525. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18526. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18527. break;
  18528. case UNT_FIRINGTRAP:
  18529. case UNT_ICEBOUNDTRAP:
  18530. if( src->id == bl->id ) break;
  18531. if( bl->type == BL_SKILL ) {
  18532. struct skill_unit *su = (struct skill_unit *)bl;
  18533. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18534. break;
  18535. }
  18536. [[fallthrough]];
  18537. case UNT_CLUSTERBOMB:
  18538. if( ss != bl )
  18539. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18540. break;
  18541. case UNT_CLAYMORETRAP:
  18542. if( src->id == bl->id ) break;
  18543. if( bl->type == BL_SKILL ) {
  18544. struct skill_unit *su = (struct skill_unit *)bl;
  18545. if (!su)
  18546. return 0;
  18547. switch(su->group->unit_id) {
  18548. case UNT_CLAYMORETRAP:
  18549. case UNT_LANDMINE:
  18550. case UNT_BLASTMINE:
  18551. case UNT_SHOCKWAVE:
  18552. case UNT_SANDMAN:
  18553. case UNT_FLASHER:
  18554. case UNT_FREEZINGTRAP:
  18555. case UNT_FIRINGTRAP:
  18556. case UNT_ICEBOUNDTRAP:
  18557. clif_changetraplook(bl, UNT_USED_TRAPS);
  18558. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18559. su->group->unit_id = UNT_USED_TRAPS;
  18560. break;
  18561. }
  18562. }
  18563. [[fallthrough]];
  18564. default: {
  18565. int split_count = 0;
  18566. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18567. 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));
  18568. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18569. }
  18570. break;
  18571. }
  18572. return 1;
  18573. }
  18574. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18575. {
  18576. uint16 skill_id, skill_lv;
  18577. struct skill_unit *unit;
  18578. nullpo_ret(bl);
  18579. skill_id = va_arg(ap,int);
  18580. skill_lv = va_arg(ap,int);
  18581. unit = (struct skill_unit *)bl;
  18582. if( unit == nullptr || unit->group == nullptr )
  18583. return 0;
  18584. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18585. return 0;
  18586. if( unit->group->skill_id == SC_MAELSTROM ) {
  18587. struct block_list *src;
  18588. if( (src = map_id2bl(unit->group->src_id)) ){
  18589. int sp = unit->group->skill_lv * skill_lv;
  18590. if( src->type == BL_PC )
  18591. sp += ((TBL_PC*)src)->status.job_level / 5;
  18592. status_heal(src, 0, sp/2, 1);
  18593. }
  18594. }
  18595. return 0;
  18596. }
  18597. /**
  18598. * Check cloaking condition
  18599. * @param bl
  18600. * @param sce
  18601. * @return True if near wall; False otherwise
  18602. */
  18603. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18604. {
  18605. bool wall = true;
  18606. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18607. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18608. { //Check for walls.
  18609. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18610. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18611. int i;
  18612. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18613. if( i == 8 )
  18614. wall = false;
  18615. }
  18616. if( sce ) {
  18617. if( !wall ) {
  18618. if( sce->val1 < 3 ) //End cloaking.
  18619. status_change_end(bl, SC_CLOAKING);
  18620. else if( sce->val4&1 ) { //Remove wall bonus
  18621. sce->val4&=~1;
  18622. status_calc_bl(bl, { SCB_SPEED });
  18623. }
  18624. } else {
  18625. if( !(sce->val4&1) ) { //Add wall speed bonus
  18626. sce->val4|=1;
  18627. status_calc_bl(bl, { SCB_SPEED });
  18628. }
  18629. }
  18630. }
  18631. return wall;
  18632. }
  18633. /** Check Shadow Form on the target
  18634. * @param bl: Target
  18635. * @param damage: Damage amount
  18636. * @param hit
  18637. * @return true - in Shadow Form state; false - otherwise
  18638. */
  18639. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18640. {
  18641. status_change *sc;
  18642. nullpo_retr(false,bl);
  18643. if (!damage)
  18644. return false;
  18645. sc = status_get_sc(bl);
  18646. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18647. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18648. if( !src || src->m != bl->m ) {
  18649. status_change_end(bl, SC__SHADOWFORM);
  18650. return false;
  18651. }
  18652. if( src && (status_isdead(*src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18653. if( src->type == BL_PC )
  18654. ((TBL_PC*)src)->shadowform_id = 0;
  18655. status_change_end(bl, SC__SHADOWFORM);
  18656. return false;
  18657. }
  18658. 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);
  18659. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18660. status_change_end(bl, SC__SHADOWFORM);
  18661. if( src->type == BL_PC )
  18662. ((TBL_PC*)src)->shadowform_id = 0;
  18663. }
  18664. return true;
  18665. }
  18666. return false;
  18667. }
  18668. /**
  18669. * Check camouflage condition
  18670. * @param bl
  18671. * @param sce
  18672. * @return True if near wall; False otherwise
  18673. * @TODO: Seems wrong
  18674. */
  18675. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18676. {
  18677. bool wall = true;
  18678. if( bl->type == BL_PC ) { //Check for walls.
  18679. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18680. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18681. int i;
  18682. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18683. if( i == 8 )
  18684. wall = false;
  18685. }
  18686. if( sce ) {
  18687. if( !wall && sce->val1 < 3 ) //End camouflage.
  18688. status_change_end(bl, SC_CAMOUFLAGE);
  18689. status_calc_bl(bl, { SCB_SPEED });
  18690. }
  18691. return wall;
  18692. }
  18693. /**
  18694. * Process skill unit visibilty for single BL in area
  18695. * @param bl
  18696. * @param ap
  18697. * @author [Cydh]
  18698. **/
  18699. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18700. struct skill_unit *su = nullptr;
  18701. struct block_list *src = nullptr;
  18702. unsigned int party1 = 0;
  18703. bool visible = true;
  18704. nullpo_ret(bl);
  18705. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18706. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18707. party1 = va_arg(ap, unsigned int);
  18708. if (src != bl) {
  18709. unsigned int party2 = status_get_party_id(bl);
  18710. if (!party1 || !party2 || party1 != party2)
  18711. visible = false;
  18712. }
  18713. clif_getareachar_skillunit(bl, su, SELF, visible);
  18714. return 1;
  18715. }
  18716. /**
  18717. * Check for skill unit visibilty in area on
  18718. * - skill first placement
  18719. * - skill moved (knocked back, moved dance)
  18720. * @param su Skill unit
  18721. * @param target Affected target for this visibility @see enum send_target
  18722. * @author [Cydh]
  18723. **/
  18724. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18725. nullpo_retv(su);
  18726. if (!su->hidden) // It's not hidden, just do this!
  18727. clif_getareachar_skillunit(&su->bl, su, target, true);
  18728. else {
  18729. struct block_list *src = battle_get_master(&su->bl);
  18730. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18731. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18732. }
  18733. }
  18734. /**
  18735. * Check for skill unit visibilty on single BL on insight/spawn action
  18736. * @param su Skill unit
  18737. * @param bl Block list
  18738. * @author [Cydh]
  18739. **/
  18740. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18741. bool visible = true;
  18742. struct block_list *src = nullptr;
  18743. nullpo_retv(bl);
  18744. nullpo_retv(su);
  18745. nullpo_retv((src = battle_get_master(&su->bl)));
  18746. if (su->hidden && src != bl) {
  18747. unsigned int party1 = status_get_party_id(src);
  18748. unsigned int party2 = status_get_party_id(bl);
  18749. if (!party1 || !party2 || party1 != party2)
  18750. visible = false;
  18751. }
  18752. clif_getareachar_skillunit(bl, su, SELF, visible);
  18753. }
  18754. /**
  18755. * Initialize new skill unit for skill unit group.
  18756. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18757. * @param group Skill unit group
  18758. * @param idx
  18759. * @param x
  18760. * @param y
  18761. * @param val1
  18762. * @param val2
  18763. */
  18764. 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)
  18765. {
  18766. if (group == nullptr || group->unit == nullptr)
  18767. return nullptr;
  18768. skill_unit *unit = &group->unit[idx];
  18769. if (unit == nullptr)
  18770. return nullptr;
  18771. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18772. return unit;
  18773. if(!unit->alive)
  18774. group->alive_count++;
  18775. unit->bl.id = map_get_new_object_id();
  18776. unit->bl.type = BL_SKILL;
  18777. unit->bl.m = group->map;
  18778. unit->bl.x = x;
  18779. unit->bl.y = y;
  18780. unit->group = group;
  18781. unit->alive = 1;
  18782. unit->val1 = val1;
  18783. unit->val2 = val2;
  18784. unit->hidden = hidden;
  18785. // Stores new skill unit
  18786. idb_put(skillunit_db, unit->bl.id, unit);
  18787. map_addiddb(&unit->bl);
  18788. if(map_addblock(&unit->bl))
  18789. return nullptr;
  18790. // Perform oninit actions
  18791. switch (group->skill_id) {
  18792. case WZ_ICEWALL:
  18793. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18794. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18795. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18796. break;
  18797. case SA_LANDPROTECTOR:
  18798. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18799. break;
  18800. #ifndef RENEWAL
  18801. case HP_BASILICA:
  18802. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18803. break;
  18804. #endif
  18805. case SC_MAELSTROM:
  18806. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18807. break;
  18808. default:
  18809. if (group->state.song_dance&0x1) //Check for dissonance.
  18810. skill_dance_overlap(unit, 1);
  18811. break;
  18812. }
  18813. skill_getareachar_skillunit_visibilty(unit, AREA);
  18814. return unit;
  18815. }
  18816. /**
  18817. * Remove unit
  18818. * @param unit
  18819. */
  18820. int skill_delunit(struct skill_unit* unit)
  18821. {
  18822. nullpo_ret(unit);
  18823. if( !unit->alive )
  18824. return 0;
  18825. unit->alive = 0;
  18826. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18827. if (group == nullptr)
  18828. return 0;
  18829. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18830. skill_dance_overlap(unit, 0);
  18831. // invoke onout event
  18832. if( !unit->range )
  18833. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18834. // perform ondelete actions
  18835. switch (group->skill_id) {
  18836. case HT_ANKLESNARE:
  18837. case SC_ESCAPE:
  18838. {
  18839. struct block_list* target = map_id2bl(group->val2);
  18840. if( target )
  18841. status_change_end(target, SC_ANKLE);
  18842. }
  18843. break;
  18844. case WZ_ICEWALL:
  18845. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18846. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18847. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18848. break;
  18849. case SA_LANDPROTECTOR:
  18850. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18851. break;
  18852. #ifndef RENEWAL
  18853. case HP_BASILICA:
  18854. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18855. break;
  18856. #endif
  18857. case RA_ELECTRICSHOCKER: {
  18858. struct block_list* target = map_id2bl(group->val2);
  18859. if( target )
  18860. status_change_end(target, SC_ELECTRICSHOCKER);
  18861. }
  18862. break;
  18863. case SC_MAELSTROM:
  18864. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18865. break;
  18866. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18867. if( group->val2 ) { // Someone Traped
  18868. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18869. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18870. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18871. }
  18872. break;
  18873. }
  18874. clif_skill_delunit( *unit );
  18875. unit->group=nullptr;
  18876. map_delblock(&unit->bl); // don't free yet
  18877. map_deliddb(&unit->bl);
  18878. idb_remove(skillunit_db, unit->bl.id);
  18879. if(--group->alive_count==0)
  18880. skill_delunitgroup(group);
  18881. return 0;
  18882. }
  18883. 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*
  18884. /// Returns the target s_skill_unit_group or nullptr if not found.
  18885. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18886. return util::umap_find(skillunit_group_db, group_id);
  18887. }
  18888. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18889. /**
  18890. * Returns a new group_id that isn't being used in skillunit_group_db.
  18891. * Fatal error if nothing is available.
  18892. */
  18893. static int skill_get_new_group_id(void)
  18894. {
  18895. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18896. return skill_unit_group_newid++;// available
  18897. {// find next id
  18898. int base_id = skill_unit_group_newid;
  18899. while( base_id != ++skill_unit_group_newid )
  18900. {
  18901. if( skill_unit_group_newid < MAX_SKILL )
  18902. skill_unit_group_newid = MAX_SKILL;
  18903. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18904. return skill_unit_group_newid++;// available
  18905. }
  18906. // full loop, nothing available
  18907. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18908. exit(1);
  18909. }
  18910. }
  18911. /**
  18912. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18913. * @param src Object that cast the skill
  18914. * @param count How many 'cells' used that needed. Related with skill layout
  18915. * @param skill_id ID of used skill
  18916. * @param skill_lv Skill level of used skill
  18917. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18918. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18919. * @param interval Time interval
  18920. * @return s_skill_unit_group
  18921. */
  18922. 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)
  18923. {
  18924. nullpo_retr(nullptr, src);
  18925. unit_data *ud = unit_bl2ud(src);
  18926. nullpo_retr(nullptr, ud);
  18927. if (skill_id == 0 || skill_lv == 0)
  18928. return 0;
  18929. auto group = std::make_shared<s_skill_unit_group>();
  18930. group->src_id = src->id;
  18931. group->party_id = status_get_party_id(src);
  18932. group->guild_id = status_get_guild_id(src);
  18933. group->bg_id = bg_team_get_id(src);
  18934. group->group_id = skill_get_new_group_id();
  18935. group->link_group_id = 0;
  18936. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18937. group->unit_count = count;
  18938. group->alive_count = 0;
  18939. group->val1 = 0;
  18940. group->val2 = 0;
  18941. group->val3 = 0;
  18942. group->skill_id = skill_id;
  18943. group->skill_lv = skill_lv;
  18944. group->unit_id = unit_id;
  18945. group->map = src->m;
  18946. group->limit = limit;
  18947. group->interval = interval;
  18948. group->tick = gettick();
  18949. group->valstr = nullptr;
  18950. ud->skillunits.push_back(group);
  18951. // Stores this new group
  18952. skillunit_group_db.insert({ group->group_id, group });
  18953. return group;
  18954. }
  18955. /**
  18956. * Remove skill unit group
  18957. * @param group
  18958. * @param file
  18959. * @param line
  18960. * @param *func
  18961. */
  18962. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18963. {
  18964. struct block_list* src;
  18965. struct unit_data *ud;
  18966. short i;
  18967. int link_group_id;
  18968. if( group == nullptr ) {
  18969. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18970. return 0;
  18971. }
  18972. src = map_id2bl(group->src_id);
  18973. ud = unit_bl2ud(src);
  18974. if (!src || !ud) {
  18975. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18976. return 0;
  18977. }
  18978. if( !status_isdead(*src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18979. switch( group->skill_id ) {
  18980. case BA_DISSONANCE:
  18981. case BA_POEMBRAGI:
  18982. case BA_WHISTLE:
  18983. case BA_ASSASSINCROSS:
  18984. case BA_APPLEIDUN:
  18985. case DC_UGLYDANCE:
  18986. case DC_HUMMING:
  18987. case DC_DONTFORGETME:
  18988. case DC_FORTUNEKISS:
  18989. case DC_SERVICEFORYOU:
  18990. case NC_NEUTRALBARRIER:
  18991. case NC_STEALTHFIELD:
  18992. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18993. break;
  18994. }
  18995. }
  18996. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18997. status_change* sc = status_get_sc(src);
  18998. if (sc && sc->getSCE(SC_DANCING)) {
  18999. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  19000. status_change_end(src, SC_DANCING);
  19001. }
  19002. }
  19003. // End SC from the master when the skill group is deleted
  19004. i = SC_NONE;
  19005. switch (group->unit_id) {
  19006. case UNT_GOSPEL: i = SC_GOSPEL; break;
  19007. #ifndef RENEWAL
  19008. case UNT_BASILICA: i = SC_BASILICA; break;
  19009. #endif
  19010. }
  19011. if (i != SC_NONE) {
  19012. status_change *sc = status_get_sc(src);
  19013. if (sc && sc->getSCE(i)) {
  19014. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  19015. status_change_end(src, (sc_type)i);
  19016. }
  19017. }
  19018. switch( group->skill_id ) {
  19019. case PF_SPIDERWEB:
  19020. {
  19021. struct block_list* target = map_id2bl(group->val2);
  19022. status_change *sc;
  19023. bool removed = true;
  19024. //Clear group id from status change
  19025. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19026. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19027. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19028. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19029. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19030. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19031. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19032. else //Group was already removed in status_change_end, don't call it again!
  19033. removed = false;
  19034. //The last group was cleared, end status change
  19035. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19036. status_change_end(target, SC_SPIDERWEB);
  19037. }
  19038. }
  19039. break;
  19040. case SG_SUN_WARM:
  19041. case SG_MOON_WARM:
  19042. case SG_STAR_WARM: {
  19043. status_change *sc = status_get_sc(src);
  19044. if (sc && sc->getSCE(SC_WARM)) {
  19045. sc->getSCE(SC_WARM)->val4 = 0;
  19046. status_change_end(src, SC_WARM);
  19047. }
  19048. }
  19049. break;
  19050. case LG_BANDING: {
  19051. status_change *sc = status_get_sc(src);
  19052. if (sc && sc->getSCE(SC_BANDING)) {
  19053. sc->getSCE(SC_BANDING)->val4 = 0;
  19054. status_change_end(src, SC_BANDING);
  19055. }
  19056. }
  19057. break;
  19058. case NC_NEUTRALBARRIER:
  19059. {
  19060. status_change *sc = nullptr;
  19061. if( (sc = status_get_sc(src)) != nullptr ) {
  19062. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19063. {
  19064. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19065. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19066. }
  19067. status_change_end(src,SC_NEUTRALBARRIER);
  19068. }
  19069. }
  19070. break;
  19071. case NC_STEALTHFIELD:
  19072. {
  19073. status_change *sc = nullptr;
  19074. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19075. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19076. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19077. }
  19078. }
  19079. break;
  19080. }
  19081. if (src->type==BL_PC && group->state.ammo_consume)
  19082. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19083. group->alive_count=0;
  19084. // remove all unit cells
  19085. if(group->unit != nullptr)
  19086. for( int j = 0; j < group->unit_count; j++ )
  19087. skill_delunit(&group->unit[j]);
  19088. // clear Talkie-box string
  19089. if( group->valstr != nullptr ) {
  19090. aFree(group->valstr);
  19091. group->valstr = nullptr;
  19092. }
  19093. link_group_id = group->link_group_id;
  19094. if (skillunit_group_db.erase(group->group_id) != 1)
  19095. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19096. util::vector_erase_if_exists(ud->skillunits, group);
  19097. if(link_group_id) {
  19098. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19099. if(group_cur)
  19100. skill_delunitgroup(group_cur);
  19101. }
  19102. return 1;
  19103. }
  19104. /**
  19105. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19106. * @param src
  19107. */
  19108. void skill_clear_unitgroup(struct block_list *src)
  19109. {
  19110. nullpo_retv(src);
  19111. unit_data *ud = unit_bl2ud(src);
  19112. nullpo_retv(ud);
  19113. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19114. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19115. skill_delunitgroup(*it);
  19116. }
  19117. }
  19118. /**
  19119. * Search tickset for skill unit in skill unit group
  19120. * @param bl Block List for skill_unit
  19121. * @param group Skill unit group
  19122. * @param tick
  19123. * @return skill_unit_group_tickset if found
  19124. */
  19125. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19126. {
  19127. int i, j = -1, s, id;
  19128. struct unit_data *ud;
  19129. struct skill_unit_group_tickset *set;
  19130. nullpo_ret(bl);
  19131. if (group->interval == -1)
  19132. return nullptr;
  19133. ud = unit_bl2ud(bl);
  19134. if (!ud)
  19135. return nullptr;
  19136. set = ud->skillunittick;
  19137. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19138. id = s = group->skill_id;
  19139. else
  19140. id = s = group->group_id;
  19141. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19142. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19143. if (set[k].id == id)
  19144. return &set[k];
  19145. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19146. j=k;
  19147. }
  19148. if (j == -1) {
  19149. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19150. j = id % MAX_SKILLUNITGROUPTICKSET;
  19151. }
  19152. set[j].id = id;
  19153. set[j].tick = tick;
  19154. return &set[j];
  19155. }
  19156. /*==========================================
  19157. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19158. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19159. *------------------------------------------*/
  19160. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19161. {
  19162. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19163. t_tick tick = va_arg(ap,t_tick);
  19164. nullpo_ret(unit);
  19165. if( !unit->alive || bl->prev == nullptr )
  19166. return 0;
  19167. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19168. if (group == nullptr)
  19169. return 0;
  19170. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19171. 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)) )
  19172. return 0; //AoE skills are ineffective. [Skotlex]
  19173. #ifdef RENEWAL
  19174. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19175. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19176. return 0;
  19177. #endif
  19178. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19179. return 0;
  19180. skill_unit_onplace_timer(unit,bl,tick);
  19181. return 1;
  19182. }
  19183. /**
  19184. * @see DBApply
  19185. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19186. */
  19187. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19188. {
  19189. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19190. t_tick tick = va_arg(ap,t_tick);
  19191. bool dissonance;
  19192. struct block_list* bl = &unit->bl;
  19193. nullpo_ret(unit);
  19194. if( !unit->alive )
  19195. return 0;
  19196. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19197. if (group == nullptr)
  19198. return 0;
  19199. // Check for expiration
  19200. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19201. {// skill unit expired (inlined from skill_unit_onlimit())
  19202. switch( group->unit_id ) {
  19203. case UNT_ICEWALL:
  19204. unit->val1 -= 50; // icewall loses 50 hp every second
  19205. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19206. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19207. if( unit->val1 <= 0 )
  19208. skill_delunit(unit);
  19209. break;
  19210. case UNT_BLASTMINE:
  19211. #ifdef RENEWAL
  19212. case UNT_CLAYMORETRAP:
  19213. #endif
  19214. case UNT_GROUNDDRIFT_WIND:
  19215. case UNT_GROUNDDRIFT_DARK:
  19216. case UNT_GROUNDDRIFT_POISON:
  19217. case UNT_GROUNDDRIFT_WATER:
  19218. case UNT_GROUNDDRIFT_FIRE:
  19219. group->unit_id = UNT_USED_TRAPS;
  19220. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19221. group->limit=DIFF_TICK(tick+1500,group->tick);
  19222. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19223. break;
  19224. case UNT_ANKLESNARE:
  19225. case UNT_ELECTRICSHOCKER:
  19226. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19227. skill_delunit(unit);
  19228. break;
  19229. }
  19230. [[fallthrough]];
  19231. case UNT_SKIDTRAP:
  19232. case UNT_LANDMINE:
  19233. case UNT_SHOCKWAVE:
  19234. case UNT_SANDMAN:
  19235. case UNT_FLASHER:
  19236. case UNT_FREEZINGTRAP:
  19237. #ifndef RENEWAL
  19238. case UNT_CLAYMORETRAP:
  19239. #endif
  19240. case UNT_TALKIEBOX:
  19241. case UNT_CLUSTERBOMB:
  19242. case UNT_MAGENTATRAP:
  19243. case UNT_COBALTTRAP:
  19244. case UNT_MAIZETRAP:
  19245. case UNT_VERDURETRAP:
  19246. case UNT_FIRINGTRAP:
  19247. case UNT_ICEBOUNDTRAP:
  19248. {
  19249. struct block_list* src;
  19250. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19251. { // revert unit back into a trap
  19252. struct item item_tmp;
  19253. memset(&item_tmp,0,sizeof(item_tmp));
  19254. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19255. item_tmp.identify = 1;
  19256. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19257. }
  19258. skill_delunit(unit);
  19259. }
  19260. break;
  19261. case UNT_WARP_ACTIVE:
  19262. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19263. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19264. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19265. // restart timers
  19266. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19267. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19268. // apply effect to all units standing on it
  19269. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19270. break;
  19271. case UNT_CALLFAMILY:
  19272. {
  19273. map_session_data *sd = nullptr;
  19274. if(group->val1) {
  19275. sd = map_charid2sd(group->val1);
  19276. group->val1 = 0;
  19277. 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)))
  19278. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19279. }
  19280. if(group->val2) {
  19281. sd = map_charid2sd(group->val2);
  19282. group->val2 = 0;
  19283. 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)))
  19284. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19285. }
  19286. skill_delunit(unit);
  19287. }
  19288. break;
  19289. case UNT_REVERBERATION:
  19290. case UNT_NETHERWORLD:
  19291. if( unit->val1 <= 0 ) { // If it was deactivated.
  19292. skill_delunit(unit);
  19293. break;
  19294. }
  19295. clif_changetraplook(bl,UNT_USED_TRAPS);
  19296. if (group->unit_id == UNT_REVERBERATION)
  19297. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19298. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19299. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19300. group->unit_id = UNT_USED_TRAPS;
  19301. break;
  19302. case UNT_FEINTBOMB: {
  19303. struct block_list *src = map_id2bl(group->src_id);
  19304. if (src)
  19305. 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);
  19306. skill_delunit(unit);
  19307. }
  19308. break;
  19309. case UNT_BANDING:
  19310. {
  19311. struct block_list *src = map_id2bl(group->src_id);
  19312. status_change *sc;
  19313. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19314. skill_delunit(unit);
  19315. break;
  19316. }
  19317. // This unit isn't removed while SC_BANDING is active.
  19318. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19319. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19320. }
  19321. break;
  19322. case UNT_B_TRAP:
  19323. {
  19324. struct block_list* src;
  19325. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19326. struct item item_tmp;
  19327. memset(&item_tmp, 0, sizeof(item_tmp));
  19328. item_tmp.nameid = group->item_id;
  19329. item_tmp.identify = 1;
  19330. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19331. }
  19332. skill_delunit(unit);
  19333. }
  19334. break;
  19335. default:
  19336. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19337. 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 ||
  19338. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19339. // Deal damage before expiration
  19340. break;
  19341. }
  19342. skill_delunit(unit);
  19343. break;
  19344. }
  19345. } else {// skill unit is still active
  19346. switch( group->unit_id ) {
  19347. case UNT_BLASTMINE:
  19348. case UNT_SKIDTRAP:
  19349. case UNT_LANDMINE:
  19350. case UNT_SHOCKWAVE:
  19351. case UNT_SANDMAN:
  19352. case UNT_FLASHER:
  19353. case UNT_CLAYMORETRAP:
  19354. case UNT_FREEZINGTRAP:
  19355. case UNT_TALKIEBOX:
  19356. case UNT_ANKLESNARE:
  19357. case UNT_B_TRAP:
  19358. if( unit->val1 <= 0 ) {
  19359. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19360. skill_delunit(unit);
  19361. else {
  19362. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19363. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19364. group->unit_id = UNT_USED_TRAPS;
  19365. }
  19366. }
  19367. break;
  19368. case UNT_REVERBERATION:
  19369. case UNT_NETHERWORLD:
  19370. if (unit->val1 <= 0) {
  19371. clif_changetraplook(bl,UNT_USED_TRAPS);
  19372. if (group->unit_id == UNT_REVERBERATION)
  19373. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19374. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19375. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19376. group->unit_id = UNT_USED_TRAPS;
  19377. }
  19378. break;
  19379. case UNT_WALLOFTHORN:
  19380. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19381. skill_delunitgroup(group);
  19382. break;
  19383. }
  19384. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19385. skill_delunit(unit);
  19386. break;
  19387. case UNT_SANCTUARY:
  19388. if (group->val1 <= 0) {
  19389. skill_delunitgroup(group);
  19390. }
  19391. break;
  19392. default:
  19393. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19394. 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 ||
  19395. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19396. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19397. // Unit will expire the next interval, start dropping Meteor
  19398. block_list *src = map_id2bl(group->src_id);
  19399. if (src != nullptr) {
  19400. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19401. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19402. else
  19403. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19404. group->val2 = 1;
  19405. }
  19406. }
  19407. // No damage until expiration
  19408. return 0;
  19409. }
  19410. break;
  19411. }
  19412. }
  19413. //Don't continue if unit or even group is expired and has been deleted.
  19414. if( !group || !unit->alive )
  19415. return 0;
  19416. dissonance = skill_dance_switch(unit, 0);
  19417. if( unit->range >= 0 && group->interval != -1 )
  19418. {
  19419. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19420. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19421. group->unit_id = UNT_USED_TRAPS;
  19422. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19423. unit->range = -1; //Disable processed cell.
  19424. if (--group->val1 <= 0) { // number of live cells
  19425. //All tiles were processed, disable skill.
  19426. group->target_flag=BCT_NOONE;
  19427. group->bl_flag= BL_NUL;
  19428. }
  19429. }
  19430. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19431. 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 ||
  19432. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19433. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19434. skill_delunit(unit);
  19435. return 0;
  19436. }
  19437. }
  19438. if( dissonance )
  19439. skill_dance_switch(unit, 1);
  19440. return 0;
  19441. }
  19442. /*==========================================
  19443. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19444. *------------------------------------------*/
  19445. TIMER_FUNC(skill_unit_timer){
  19446. map_freeblock_lock();
  19447. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19448. map_freeblock_unlock();
  19449. return 0;
  19450. }
  19451. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19452. /*==========================================
  19453. * flag :
  19454. * 1 : store that skill_unit in array
  19455. * 2 : clear that skill_unit
  19456. * 4 : call_on_left
  19457. *------------------------------------------*/
  19458. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19459. {
  19460. struct skill_unit* unit = (struct skill_unit *)bl;
  19461. struct block_list* target = va_arg(ap,struct block_list*);
  19462. t_tick tick = va_arg(ap,t_tick);
  19463. int flag = va_arg(ap,int);
  19464. bool dissonance;
  19465. uint16 skill_id;
  19466. nullpo_ret(unit);
  19467. nullpo_ret(target);
  19468. if( !unit->alive || target->prev == nullptr )
  19469. return 0;
  19470. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19471. if (group == nullptr)
  19472. return 0;
  19473. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19474. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19475. dissonance = skill_dance_switch(unit, 0);
  19476. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19477. skill_id = group->skill_id;
  19478. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19479. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19480. if( dissonance ) {
  19481. skill_dance_switch(unit, 1);
  19482. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19483. }
  19484. return 0;
  19485. }
  19486. //Target-type check.
  19487. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19488. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19489. if( flag&1 ) {
  19490. if( flag&2 ) { //Clear this skill id.
  19491. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19492. }
  19493. } else {
  19494. if( flag&2 ) { //Store this skill id.
  19495. skill_unit_cell.push_back(skill_id);
  19496. }
  19497. }
  19498. if( flag&4 )
  19499. skill_unit_onleft(skill_id,target,tick);
  19500. }
  19501. if( dissonance )
  19502. skill_dance_switch(unit, 1);
  19503. return 0;
  19504. } else {
  19505. if( flag&1 ) {
  19506. int result = skill_unit_onplace(unit,target,tick);
  19507. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19508. util::vector_erase_if_exists(skill_unit_cell, result);
  19509. }
  19510. } else {
  19511. int result = skill_unit_onout(unit,target,tick);
  19512. if( flag&2 && result > 0 ) { //Store this unit id.
  19513. skill_unit_cell.push_back(skill_id);
  19514. }
  19515. }
  19516. //TODO: Normally, this is dangerous since the unit and group could be freed
  19517. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19518. //cells do not get deleted within them. [Skotlex]
  19519. if( dissonance )
  19520. skill_dance_switch(unit, 1);
  19521. if( flag&4 )
  19522. skill_unit_onleft(skill_id,target,tick);
  19523. return 1;
  19524. }
  19525. }
  19526. /*==========================================
  19527. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19528. * Flag values:
  19529. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19530. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19531. * units to figure out when they have left a group.
  19532. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19533. *------------------------------------------*/
  19534. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19535. {
  19536. nullpo_ret(bl);
  19537. if( bl->prev == nullptr )
  19538. return 0;
  19539. if( flag&2 && !(flag&1) ) //Onout, clear data
  19540. skill_unit_cell.clear();
  19541. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19542. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19543. for (const auto &it : skill_unit_cell) {
  19544. skill_unit_onleft(it, bl, tick);
  19545. }
  19546. }
  19547. return 0;
  19548. }
  19549. /*==========================================
  19550. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19551. * @param bl Skill unit
  19552. * @param m Map
  19553. * @param dx
  19554. * @param dy
  19555. *------------------------------------------*/
  19556. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19557. t_tick tick = gettick();
  19558. struct skill_unit *su;
  19559. if (bl->type != BL_SKILL)
  19560. return;
  19561. if (!(su = (struct skill_unit *)bl))
  19562. return;
  19563. if (!su->alive)
  19564. return;
  19565. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19566. return; //Ensembles may not be moved around.
  19567. if (!bl->prev) {
  19568. bl->x = dx;
  19569. bl->y = dy;
  19570. return;
  19571. }
  19572. map_moveblock(bl, dx, dy, tick);
  19573. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19574. skill_getareachar_skillunit_visibilty(su, AREA);
  19575. return;
  19576. }
  19577. /**
  19578. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19579. * @param group Skill Group
  19580. * @param m Map
  19581. * @param dx
  19582. * @param dy
  19583. */
  19584. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19585. {
  19586. int i, j;
  19587. t_tick tick = gettick();
  19588. int *m_flag;
  19589. struct skill_unit *unit1;
  19590. struct skill_unit *unit2;
  19591. if (group == nullptr)
  19592. return;
  19593. if (group->unit_count <= 0)
  19594. return;
  19595. if (group->unit == nullptr)
  19596. return;
  19597. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19598. return; //Ensembles may not be moved around.
  19599. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19600. // m_flag
  19601. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19602. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19603. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19604. // 3: Both 1+2.
  19605. for(i = 0; i < group->unit_count; i++) {
  19606. unit1 =& group->unit[i];
  19607. if (!unit1->alive || unit1->bl.m != m)
  19608. continue;
  19609. for(j = 0; j < group->unit_count; j++) {
  19610. unit2 = &group->unit[j];
  19611. if (!unit2->alive)
  19612. continue;
  19613. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19614. m_flag[i] |= 0x1;
  19615. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19616. m_flag[i] |= 0x2;
  19617. }
  19618. }
  19619. j = 0;
  19620. for (i = 0; i < group->unit_count; i++) {
  19621. unit1 = &group->unit[i];
  19622. if (!unit1->alive)
  19623. continue;
  19624. if (!(m_flag[i]&0x2)) {
  19625. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19626. skill_dance_overlap(unit1, 0);
  19627. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19628. }
  19629. //Move Cell using "smart" criteria (avoid useless moving around)
  19630. switch(m_flag[i]) {
  19631. case 0:
  19632. //Cell moves independently, safely move it.
  19633. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19634. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19635. break;
  19636. case 1:
  19637. //Cell moves unto another cell, look for a replacement cell that won't collide
  19638. //and has no cell moving into it (flag == 2)
  19639. for(; j < group->unit_count; j++) {
  19640. int dx2, dy2;
  19641. if(m_flag[j] != 2 || !group->unit[j].alive)
  19642. continue;
  19643. //Move to where this cell would had moved.
  19644. unit2 = &group->unit[j];
  19645. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19646. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19647. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19648. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19649. j++; //Skip this cell as we have used it.
  19650. break;
  19651. }
  19652. break;
  19653. case 2:
  19654. case 3:
  19655. break; //Don't move the cell as a cell will end on this tile anyway.
  19656. }
  19657. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19658. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19659. skill_dance_overlap(unit1, 1);
  19660. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19661. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19662. }
  19663. }
  19664. aFree(m_flag);
  19665. }
  19666. /**
  19667. * Checking product requirement in player's inventory.
  19668. * Checking if player has the item or not, the amount, and the weight limit.
  19669. * @param sd Player
  19670. * @param nameid Product requested
  19671. * @param trigger Trigger criteria to match will 'ItemLv'
  19672. * @param qty Amount of item will be created
  19673. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19674. */
  19675. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19676. {
  19677. nullpo_ret(sd);
  19678. if (!item_db.exists(nameid))
  19679. return 0;
  19680. short i, j;
  19681. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19682. if (skill_produce_db[i].nameid == nameid) {
  19683. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19684. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19685. continue; // must iterate again to check other skills that produce it. [malufett]
  19686. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19687. continue; // special case
  19688. break;
  19689. }
  19690. }
  19691. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19692. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19693. return 0;
  19694. }
  19695. if (i >= MAX_SKILL_PRODUCE_DB)
  19696. return 0;
  19697. // Cannot carry the produced stuff
  19698. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19699. return 0;
  19700. // Matching the requested produce list
  19701. if (trigger >= 0) {
  19702. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19703. if (skill_produce_db[i].itemlv != trigger)
  19704. return 0;
  19705. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19706. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19707. return 0;
  19708. } else { // Weapon (itemlv must be higher or equal)
  19709. if (skill_produce_db[i].itemlv > trigger)
  19710. return 0;
  19711. }
  19712. }
  19713. // Check on player's inventory
  19714. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19715. t_itemid nameid_produce;
  19716. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19717. continue;
  19718. if (skill_produce_db[i].mat_amount[j] == 0) {
  19719. if (pc_search_inventory(sd,nameid_produce) < 0)
  19720. return 0;
  19721. } else {
  19722. unsigned short idx, amt;
  19723. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19724. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19725. amt += sd->inventory.u.items_inventory[idx].amount;
  19726. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19727. return 0;
  19728. }
  19729. }
  19730. return i + 1;
  19731. }
  19732. /**
  19733. * Attempt to produce an item
  19734. * @param sd Player
  19735. * @param skill_id Skill used
  19736. * @param nameid Requested product
  19737. * @param slot1
  19738. * @param slot2
  19739. * @param slot3
  19740. * @param qty Amount of requested item
  19741. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19742. * @return True is success, False if failed
  19743. */
  19744. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19745. {
  19746. int slot[3];
  19747. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19748. int num = -1; // exclude the recipe
  19749. nullpo_ret(sd);
  19750. status_data* status = status_get_status_data(sd->bl);
  19751. if( sd->skill_id_old == skill_id )
  19752. skill_lv = sd->skill_lv_old;
  19753. if (produce_idx == -1) {
  19754. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19755. return false;
  19756. idx--;
  19757. }
  19758. else
  19759. idx = produce_idx;
  19760. if (qty < 1)
  19761. qty = 1;
  19762. if (!skill_id) //A skill can be specified for some override cases.
  19763. skill_id = skill_produce_db[idx].req_skill;
  19764. if( skill_id == GC_RESEARCHNEWPOISON )
  19765. skill_id = GC_CREATENEWPOISON;
  19766. slot[0] = slot1;
  19767. slot[1] = slot2;
  19768. slot[2] = slot3;
  19769. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19770. short j;
  19771. if (slot[i] <= 0)
  19772. continue;
  19773. j = pc_search_inventory(sd,slot[i]);
  19774. if (j < 0)
  19775. continue;
  19776. if (slot[i] == ITEMID_STAR_CRUMB) {
  19777. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19778. sc++;
  19779. }
  19780. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19781. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19782. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19783. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19784. }
  19785. }
  19786. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19787. short x, j;
  19788. t_itemid id = skill_produce_db[idx].mat_id[i];
  19789. if (!item_db.exists(id))
  19790. continue;
  19791. num++;
  19792. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19793. do {
  19794. int y = 0;
  19795. j = pc_search_inventory(sd,id);
  19796. if (j >= 0) {
  19797. y = sd->inventory.u.items_inventory[j].amount;
  19798. if (y > x)
  19799. y = x;
  19800. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19801. } else {
  19802. ShowError("skill_produce_mix: material item error\n");
  19803. return false;
  19804. }
  19805. x -= y;
  19806. } while( j >= 0 && x > 0 );
  19807. }
  19808. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19809. wlv = itemdb_wlv(nameid);
  19810. else
  19811. wlv = 0;
  19812. if (!equip) {
  19813. switch (skill_id) {
  19814. case BS_IRON:
  19815. case BS_STEEL:
  19816. case BS_ENCHANTEDSTONE:
  19817. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19818. i = pc_checkskill(sd,skill_id);
  19819. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19820. switch (nameid) {
  19821. case ITEMID_IRON:
  19822. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19823. break;
  19824. case ITEMID_STEEL:
  19825. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19826. break;
  19827. case ITEMID_STAR_CRUMB:
  19828. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19829. break;
  19830. default: // Enchanted Stones
  19831. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19832. break;
  19833. }
  19834. break;
  19835. case ASC_CDP:
  19836. make_per = (2000 + 40*status->dex + 20*status->luk);
  19837. break;
  19838. case AL_HOLYWATER:
  19839. case AB_ANCILLA:
  19840. make_per = 100000; //100% success
  19841. break;
  19842. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19843. case AM_TWILIGHT1:
  19844. case AM_TWILIGHT2:
  19845. case AM_TWILIGHT3:
  19846. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19847. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19848. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19849. if (hom_is_active(sd->hd)) {//Player got a homun
  19850. int skill;
  19851. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19852. make_per += skill*100; //+1% bonus per level
  19853. }
  19854. switch(nameid){
  19855. case ITEMID_RED_POTION:
  19856. case ITEMID_YELLOW_POTION:
  19857. case ITEMID_WHITE_POTION:
  19858. make_per += (1+rnd()%100)*10 + 2000;
  19859. break;
  19860. case ITEMID_ALCOHOL:
  19861. make_per += (1+rnd()%100)*10 + 1000;
  19862. break;
  19863. case ITEMID_FIRE_BOTTLE:
  19864. case ITEMID_ACID_BOTTLE:
  19865. case ITEMID_MAN_EATER_BOTTLE:
  19866. case ITEMID_MINI_BOTTLE:
  19867. make_per += (1+rnd()%100)*10;
  19868. break;
  19869. case ITEMID_YELLOW_SLIM_POTION:
  19870. make_per -= (1+rnd()%50)*10;
  19871. break;
  19872. case ITEMID_WHITE_SLIM_POTION:
  19873. case ITEMID_COATING_BOTTLE:
  19874. make_per -= (1+rnd()%100)*10;
  19875. break;
  19876. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19877. case ITEMID_BLUE_POTION:
  19878. case ITEMID_RED_SLIM_POTION:
  19879. case ITEMID_ANODYNE:
  19880. case ITEMID_ALOEBERA:
  19881. default:
  19882. break;
  19883. }
  19884. if (battle_config.pp_rate != 100)
  19885. make_per = make_per * battle_config.pp_rate / 100;
  19886. break;
  19887. case SA_CREATECON: // Elemental Converter Creation
  19888. make_per = 100000; // should be 100% success rate
  19889. break;
  19890. case RK_RUNEMASTERY: {
  19891. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19892. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19893. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19894. int D = 0;
  19895. switch (nameid) { //rune rank it_diff 9 craftable rune
  19896. case ITEMID_BERKANA:
  19897. D = -2000;
  19898. break; //Rank S
  19899. case ITEMID_NAUTHIZ:
  19900. case ITEMID_URUZ:
  19901. D = -1500;
  19902. break; //Rank A
  19903. case ITEMID_ISA:
  19904. case ITEMID_WYRD:
  19905. D = -1000;
  19906. break; //Rank B
  19907. case ITEMID_RAIDO:
  19908. case ITEMID_THURISAZ:
  19909. case ITEMID_HAGALAZ:
  19910. case ITEMID_OTHILA:
  19911. D = -500;
  19912. break; //Rank C
  19913. default:
  19914. D = -1500;
  19915. break; //not specified =-15%
  19916. }
  19917. make_per = A + B + C + D;
  19918. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19919. if (runemastery_skill_lv > 9)
  19920. qty = 2 + rnd() % 5; // 2~6
  19921. else if (runemastery_skill_lv > 4)
  19922. qty = 2 + rnd() % 3; // 2~4
  19923. else
  19924. qty = 2;
  19925. }
  19926. break;
  19927. case GC_CREATENEWPOISON:
  19928. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19929. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19930. break;
  19931. case GN_CHANGEMATERIAL:
  19932. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19933. if (skill_changematerial_db[i].nameid == nameid) {
  19934. make_per = skill_changematerial_db[i].rate * 10;
  19935. break;
  19936. }
  19937. }
  19938. break;
  19939. case GN_S_PHARMACY:
  19940. {
  19941. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19942. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19943. switch (nameid) { // Item difficulty factor
  19944. case ITEMID_HP_INCREASE_POTION_SMALL:
  19945. case ITEMID_SP_INCREASE_POTION_SMALL:
  19946. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19947. difficulty += 10;
  19948. break;
  19949. case ITEMID_BOMB_MUSHROOM_SPORE:
  19950. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19951. difficulty += 15;
  19952. break;
  19953. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19954. case ITEMID_SP_INCREASE_POTION_LARGE:
  19955. case ITEMID_VITATA500:
  19956. difficulty += 20;
  19957. break;
  19958. case ITEMID_SEED_OF_HORNY_PLANT:
  19959. case ITEMID_BLOODSUCK_PLANT_SEED:
  19960. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19961. difficulty += 30;
  19962. break;
  19963. case ITEMID_HP_INCREASE_POTION_LARGE:
  19964. case ITEMID_CURE_FREE:
  19965. difficulty += 40;
  19966. break;
  19967. }
  19968. 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) +
  19969. 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))
  19970. make_per -= difficulty;
  19971. qty = production_count[skill_lv - 1];
  19972. // Determine quantity from difficulty
  19973. if (make_per < 1)
  19974. qty -= 6;
  19975. else if (make_per < 100)
  19976. qty -= 5;
  19977. else if (make_per < 300)
  19978. qty -= 4;
  19979. else if (make_per < 400)
  19980. qty -= 3;
  19981. make_per = 100000; // Adjust success back to 100% for crafting
  19982. }
  19983. break;
  19984. case GN_MAKEBOMB:
  19985. case GN_MIX_COOKING:
  19986. {
  19987. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19988. switch (nameid) { // Item difficulty factor
  19989. // GN_MAKEBOMB
  19990. case ITEMID_APPLE_BOMB:
  19991. difficulty += 5;
  19992. break;
  19993. case ITEMID_COCONUT_BOMB:
  19994. case ITEMID_MELON_BOMB:
  19995. difficulty += 10;
  19996. break;
  19997. case ITEMID_PINEAPPLE_BOMB:
  19998. difficulty += 15;
  19999. break;
  20000. case ITEMID_BANANA_BOMB:
  20001. difficulty += 20;
  20002. break;
  20003. // GN_MIX_COOKING
  20004. case ITEMID_SAVAGE_FULL_ROAST:
  20005. case ITEMID_COCKTAIL_WARG_BLOOD:
  20006. case ITEMID_MINOR_STEW:
  20007. case ITEMID_SIROMA_ICED_TEA:
  20008. case ITEMID_DROSERA_HERB_SALAD:
  20009. case ITEMID_PETITE_TAIL_NOODLES:
  20010. difficulty += 15;
  20011. break;
  20012. }
  20013. 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)
  20014. if (skill_lv > 1) {
  20015. make_per -= difficulty;
  20016. // Determine quantity from difficulty
  20017. if (make_per >= 30)
  20018. qty = 10 + rnd() % 2;
  20019. else if (make_per >= 10)
  20020. qty = 10;
  20021. else if (make_per >= -10)
  20022. qty = 8;
  20023. else if (make_per >= -30)
  20024. qty = 5;
  20025. else
  20026. qty = 0;
  20027. } else {
  20028. if (make_per < difficulty)
  20029. qty = 0;
  20030. }
  20031. make_per = 100000; // Adjust success back to 100% for crafting
  20032. }
  20033. break;
  20034. case MT_M_MACHINE:
  20035. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20036. if (skill_id == MT_M_MACHINE)
  20037. qty = 7 + skill_lv;
  20038. else // BO_BIONIC_PHARMACY
  20039. qty = 10 + skill_lv;
  20040. make_per = 100000;
  20041. break;
  20042. default:
  20043. if (sd->menuskill_id == AM_PHARMACY &&
  20044. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20045. { //Assume Cooking Dish
  20046. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20047. make_per = 10000; //100% Success
  20048. else
  20049. make_per = 1200 * (sd->menuskill_val - 10)
  20050. + 20 * (sd->status.base_level + 1)
  20051. + 20 * (status->dex + 1)
  20052. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20053. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20054. - 10 * (100 - status->luk + 1)
  20055. - 500 * (num - 1)
  20056. - 100 * (rnd()%4 + 1);
  20057. break;
  20058. }
  20059. make_per = 5000;
  20060. break;
  20061. }
  20062. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20063. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20064. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20065. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20066. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20067. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20068. if( wlv >= 3 ){
  20069. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20070. }
  20071. // Element Stone: -20%
  20072. if( ele ){
  20073. make_per -= 2000;
  20074. }
  20075. // Star Crumb: -15% each
  20076. make_per -= sc * 1500;
  20077. // Weapon level malus: -0/-10/-20/-30
  20078. if( wlv > 1 ){
  20079. make_per -= ( wlv * 1000 );
  20080. }
  20081. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20082. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20083. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20084. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20085. if (battle_config.wp_rate != 100)
  20086. make_per = make_per * battle_config.wp_rate / 100;
  20087. }
  20088. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20089. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20090. if (make_per < 1) make_per = 1;
  20091. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20092. struct item tmp_item;
  20093. memset(&tmp_item,0,sizeof(tmp_item));
  20094. tmp_item.nameid = nameid;
  20095. tmp_item.amount = 1;
  20096. tmp_item.identify = 1;
  20097. if (equip) {
  20098. tmp_item.card[0] = CARD0_FORGE;
  20099. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20100. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20101. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20102. } else {
  20103. //Flag is only used on the end, so it can be used here. [Skotlex]
  20104. switch (skill_id) {
  20105. case BS_DAGGER:
  20106. case BS_SWORD:
  20107. case BS_TWOHANDSWORD:
  20108. case BS_AXE:
  20109. case BS_MACE:
  20110. case BS_KNUCKLE:
  20111. case BS_SPEAR:
  20112. flag = battle_config.produce_item_name_input&0x1;
  20113. break;
  20114. case AM_PHARMACY:
  20115. case AM_TWILIGHT1:
  20116. case AM_TWILIGHT2:
  20117. case AM_TWILIGHT3:
  20118. flag = battle_config.produce_item_name_input&0x2;
  20119. break;
  20120. case AL_HOLYWATER:
  20121. case AB_ANCILLA:
  20122. flag = battle_config.produce_item_name_input&0x8;
  20123. break;
  20124. case ASC_CDP:
  20125. flag = battle_config.produce_item_name_input&0x10;
  20126. break;
  20127. default:
  20128. flag = battle_config.produce_item_name_input&0x80;
  20129. break;
  20130. }
  20131. if (flag) {
  20132. tmp_item.card[0] = CARD0_CREATE;
  20133. tmp_item.card[1] = 0;
  20134. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20135. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20136. }
  20137. }
  20138. // if(log_config.produce > 0)
  20139. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20140. //TODO update PICKLOG
  20141. if (equip) {
  20142. clif_produceeffect(sd,0,nameid);
  20143. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20144. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20145. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20146. } else {
  20147. int fame = 0;
  20148. tmp_item.amount = 0;
  20149. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20150. 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) {
  20151. tmp_item.amount = qty;
  20152. break;
  20153. }
  20154. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20155. tmp_item.amount++;
  20156. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20157. continue;
  20158. if (skill_id != AM_PHARMACY &&
  20159. skill_id != AM_TWILIGHT1 &&
  20160. skill_id != AM_TWILIGHT2 &&
  20161. skill_id != AM_TWILIGHT3)
  20162. continue;
  20163. //Add fame as needed.
  20164. switch(++sd->potion_success_counter) {
  20165. case 3:
  20166. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20167. break;
  20168. case 5:
  20169. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20170. break;
  20171. case 7:
  20172. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20173. break;
  20174. case 10:
  20175. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20176. sd->potion_success_counter = 0;
  20177. break;
  20178. }
  20179. } else //Failure
  20180. sd->potion_success_counter = 0;
  20181. }
  20182. if (fame)
  20183. pc_addfame(*sd, fame);
  20184. //Visual effects and the like.
  20185. switch (skill_id) {
  20186. case AM_PHARMACY:
  20187. case AM_TWILIGHT1:
  20188. case AM_TWILIGHT2:
  20189. case AM_TWILIGHT3:
  20190. case ASC_CDP:
  20191. case GC_CREATENEWPOISON:
  20192. clif_produceeffect(sd,2,nameid);
  20193. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20194. break;
  20195. case BS_IRON:
  20196. case BS_STEEL:
  20197. case BS_ENCHANTEDSTONE:
  20198. clif_produceeffect(sd,0,nameid);
  20199. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20200. break;
  20201. default: //Those that don't require a skill?
  20202. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20203. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20204. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20205. }
  20206. break;
  20207. }
  20208. }
  20209. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20210. int j, k = 0, l;
  20211. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20212. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20213. if (skill_changematerial_db[i].nameid == nameid){
  20214. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20215. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20216. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20217. tmp_item.amount = (isStackable ? total_qty : 1);
  20218. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20219. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20220. clif_additem(sd,0,0,flag);
  20221. if( battle_config.skill_drop_items_full ){
  20222. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20223. }
  20224. }
  20225. }
  20226. k++;
  20227. }
  20228. }
  20229. break;
  20230. }
  20231. }
  20232. if (k) {
  20233. clif_produceeffect(sd,6,nameid);
  20234. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20235. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20236. return true;
  20237. }
  20238. } else if (tmp_item.amount) { //Success
  20239. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20240. clif_additem(sd,0,0,flag);
  20241. if( battle_config.skill_drop_items_full ){
  20242. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20243. }
  20244. }
  20245. switch (skill_id) {
  20246. case RK_RUNEMASTERY:
  20247. clif_produceeffect(sd, 4, nameid);
  20248. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20249. break;
  20250. case GN_MIX_COOKING:
  20251. case GN_MAKEBOMB:
  20252. case GN_S_PHARMACY:
  20253. clif_produceeffect(sd, 6, nameid);
  20254. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20255. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20256. break;
  20257. case MT_M_MACHINE:
  20258. clif_produceeffect(sd, 0, nameid);
  20259. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20260. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20261. break;
  20262. case BO_BIONIC_PHARMACY:
  20263. clif_produceeffect(sd, 2, nameid);
  20264. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20265. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20266. break;
  20267. }
  20268. return true;
  20269. }
  20270. }
  20271. //Failure
  20272. // if(log_config.produce)
  20273. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20274. //TODO update PICKLOG
  20275. if (equip) {
  20276. clif_produceeffect(sd,1,nameid);
  20277. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20278. } else {
  20279. switch (skill_id) {
  20280. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20281. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20282. [[fallthrough]];
  20283. case AM_PHARMACY:
  20284. case AM_TWILIGHT1:
  20285. case AM_TWILIGHT2:
  20286. case AM_TWILIGHT3:
  20287. case GC_CREATENEWPOISON:
  20288. clif_produceeffect(sd,3,nameid);
  20289. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20290. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20291. break;
  20292. case BS_IRON:
  20293. case BS_STEEL:
  20294. case BS_ENCHANTEDSTONE:
  20295. clif_produceeffect(sd,1,nameid);
  20296. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20297. break;
  20298. case RK_RUNEMASTERY:
  20299. clif_produceeffect(sd,5,nameid);
  20300. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20301. break;
  20302. case GN_MIX_COOKING:
  20303. if (qty == 0) {
  20304. item tmp_item;
  20305. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20306. int rate = rnd() % 1000 + 1;
  20307. memset(&tmp_item, 0, sizeof(tmp_item));
  20308. if (rate < 500)
  20309. i = 0;
  20310. else if (rate < 750)
  20311. i = 1;
  20312. else if (rate < 850)
  20313. i = 2;
  20314. else if (rate < 950)
  20315. i = 3;
  20316. else
  20317. i = 4;
  20318. tmp_item.nameid = compensation[i];
  20319. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20320. tmp_item.identify = 1;
  20321. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20322. clif_additem(sd,0,0,flag);
  20323. if( battle_config.skill_drop_items_full ){
  20324. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20325. }
  20326. }
  20327. clif_produceeffect(sd,7,nameid);
  20328. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20329. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20330. }
  20331. break;
  20332. case GN_MAKEBOMB:
  20333. case GN_S_PHARMACY:
  20334. case GN_CHANGEMATERIAL:
  20335. clif_produceeffect(sd,7,nameid);
  20336. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20337. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20338. break;
  20339. case MT_M_MACHINE:
  20340. clif_produceeffect(sd, 1, nameid);
  20341. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20342. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20343. break;
  20344. case BO_BIONIC_PHARMACY:
  20345. clif_produceeffect(sd, 3, nameid);
  20346. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20347. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20348. break;
  20349. default:
  20350. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20351. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20352. // todo: What in the world is this calculation
  20353. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20354. }
  20355. break;
  20356. }
  20357. }
  20358. return false;
  20359. }
  20360. /**
  20361. * Attempt to create arrow by specified material
  20362. * @param sd Player
  20363. * @param nameid Item ID of material
  20364. * @return True if created, False is failed
  20365. */
  20366. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20367. {
  20368. nullpo_ret(sd);
  20369. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20370. return false;
  20371. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20372. for (const auto &it : skill_arrow_db) {
  20373. if (nameid == it.second->nameid) {
  20374. arrow = it.second;
  20375. break;
  20376. }
  20377. }
  20378. short j;
  20379. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20380. return false;
  20381. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20382. for (const auto &it : arrow->created) {
  20383. char flag = 0;
  20384. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20385. continue;
  20386. struct item tmp_item = { 0 };
  20387. tmp_item.identify = 1;
  20388. tmp_item.nameid = it.first;
  20389. tmp_item.amount = it.second;
  20390. if (battle_config.produce_item_name_input&0x4) {
  20391. tmp_item.card[0] = CARD0_CREATE;
  20392. tmp_item.card[1] = 0;
  20393. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20394. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20395. }
  20396. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20397. clif_additem(sd,0,0,flag);
  20398. if( battle_config.skill_drop_items_full )
  20399. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20400. }
  20401. }
  20402. return true;
  20403. }
  20404. /**
  20405. * Enchant weapon with poison
  20406. * @param sd Player
  20407. * @nameid Item ID of poison type
  20408. */
  20409. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20410. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20411. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20412. return;
  20413. }
  20414. sc_type type;
  20415. int chance;
  20416. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20417. char output[CHAT_SIZE_MAX];
  20418. const char *msg;
  20419. switch( nameid ) {
  20420. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20421. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20422. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20423. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20424. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20425. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20426. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20427. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20428. default:
  20429. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20430. return;
  20431. }
  20432. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20433. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20434. 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
  20435. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20436. 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
  20437. sprintf(output, msg_txt(&sd,721), msg);
  20438. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20439. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20440. clif_msg(&sd,msg);
  20441. #endif*/
  20442. }
  20443. /**
  20444. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20445. * @param bl: Object
  20446. * @param skill_id: Skill invoking to determine if Magic type
  20447. */
  20448. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20449. {
  20450. status_change *sc = status_get_sc(bl);
  20451. // non-offensive and non-magic skills do not affect the status
  20452. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20453. return;
  20454. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20455. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20456. status_change_end(bl, SC_MAGICPOWER);
  20457. } else {
  20458. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20459. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20460. if(bl->type == BL_PC){// update current display.
  20461. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20462. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20463. }
  20464. }
  20465. }
  20466. }
  20467. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20468. int x, y, i, class_, skill;
  20469. struct mob_data *md;
  20470. skill = sd.menuskill_val;
  20471. 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) ) {
  20472. clif_skill_fail( sd, NC_MAGICDECOY );
  20473. return;
  20474. }
  20475. // Spawn Position
  20476. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20477. x = sd.sc.comet_x;
  20478. y = sd.sc.comet_y;
  20479. sd.sc.comet_x = 0;
  20480. sd.sc.comet_y = 0;
  20481. sd.menuskill_val = 0;
  20482. // Item picked decides the mob class
  20483. switch(nameid) {
  20484. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20485. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20486. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20487. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20488. default:
  20489. clif_skill_fail( sd, NC_MAGICDECOY );
  20490. return;
  20491. }
  20492. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20493. if( md ) {
  20494. struct unit_data *ud = unit_bl2ud(&md->bl);
  20495. md->master_id = sd.bl.id;
  20496. md->special_state.ai = AI_FAW;
  20497. if(ud) {
  20498. ud->skill_id = NC_MAGICDECOY;
  20499. ud->skill_lv = skill;
  20500. }
  20501. if( md->deletetimer != INVALID_TIMER )
  20502. delete_timer(md->deletetimer, mob_timer_delete);
  20503. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20504. mob_spawn(md);
  20505. }
  20506. }
  20507. /**
  20508. * Process Warlock Spellbooks
  20509. * @param sd: Player data
  20510. * @param nameid: Spellbook item used
  20511. */
  20512. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20513. if (reading_spellbook_db.empty())
  20514. return;
  20515. status_change *sc = status_get_sc(&sd.bl);
  20516. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20517. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20518. break;
  20519. if (i == SC_MAXSPELLBOOK) {
  20520. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20521. return;
  20522. }
  20523. }
  20524. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20525. if (spell == nullptr)
  20526. return;
  20527. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20528. if (skill_lv == 0) { // Caster hasn't learned the skill
  20529. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20530. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20531. return;
  20532. }
  20533. uint16 points = spell->points;
  20534. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20535. 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) {
  20536. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20537. return;
  20538. }
  20539. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20540. if (!sc->getSCE(i)) {
  20541. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20542. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20543. break;
  20544. }
  20545. }
  20546. } else {
  20547. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20548. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20549. }
  20550. // Reading Spell Book SP cost same as the sealed spell.
  20551. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20552. }
  20553. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20554. int lv, prob, aslvl = 0;
  20555. uint16 id, sk_idx = 0;
  20556. if (sd.sc.getSCE(SC_STOP)) {
  20557. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20558. status_change_end(&sd.bl,SC_STOP);
  20559. }
  20560. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20561. return;
  20562. 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 ) {
  20563. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20564. return;
  20565. }
  20566. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20567. lv = min(lv,sd.status.skill[sk_idx].lv);
  20568. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20569. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20570. }
  20571. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20572. nullpo_ret(item_list);
  20573. if( n <= 0 )
  20574. return 1;
  20575. for( int i = 0; i < n; i++ ) {
  20576. t_itemid nameid, product;
  20577. int add_amount, del_amount, idx;
  20578. struct item tmp_item;
  20579. idx = item_list[i*2+0]-2;
  20580. if( idx < 0 || idx >= MAX_INVENTORY ){
  20581. return 1;
  20582. }
  20583. del_amount = item_list[i*2+1];
  20584. if( skill_lv == 2 )
  20585. del_amount -= (del_amount % 10);
  20586. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20587. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20588. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20589. return 1;
  20590. }
  20591. switch( nameid ) {
  20592. // Level 1
  20593. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20594. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20595. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20596. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20597. // Level 2
  20598. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20599. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20600. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20601. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20602. default:
  20603. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20604. return 1;
  20605. }
  20606. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20607. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20608. return 1;
  20609. }
  20610. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20611. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20612. return 1;
  20613. }
  20614. memset(&tmp_item,0,sizeof(tmp_item));
  20615. tmp_item.nameid = product;
  20616. tmp_item.amount = add_amount;
  20617. tmp_item.identify = 1;
  20618. if( tmp_item.amount ) {
  20619. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20620. if( flag != 0 ) {
  20621. clif_additem(&sd,0,0,flag);
  20622. if( battle_config.skill_drop_items_full )
  20623. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  20624. }
  20625. }
  20626. }
  20627. return 0;
  20628. }
  20629. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20630. int i, j, k, c, p = 0, amount;
  20631. t_itemid nameid;
  20632. nullpo_ret(sd);
  20633. nullpo_ret(item_list);
  20634. // Search for objects that can be created.
  20635. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20636. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20637. p = 0;
  20638. do {
  20639. c = 0;
  20640. // Verification of overlap between the objects required and the list submitted.
  20641. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20642. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20643. for( k = 0; k < n; k++ ) {
  20644. int idx = item_list[k*2+0]-2;
  20645. if( idx < 0 || idx >= MAX_INVENTORY ){
  20646. return 0;
  20647. }
  20648. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20649. amount = item_list[k*2+1];
  20650. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20651. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  20652. return 0;
  20653. }
  20654. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20655. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20656. c++; // match
  20657. }
  20658. }
  20659. else
  20660. break; // No more items required
  20661. }
  20662. p++;
  20663. } while(n == j && c == n);
  20664. p--;
  20665. if ( p > 0 ) {
  20666. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20667. return 1;
  20668. }
  20669. }
  20670. }
  20671. if( p == 0)
  20672. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  20673. return 0;
  20674. }
  20675. /**
  20676. * For Royal Guard's LG_TRAMPLE
  20677. */
  20678. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20679. {
  20680. skill_unit *su = (struct skill_unit *)bl;
  20681. nullpo_ret(su);
  20682. std::shared_ptr<s_skill_unit_group> sg;
  20683. t_tick tick = va_arg(ap, t_tick);
  20684. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20685. switch( sg->unit_id ) {
  20686. case UNT_CLAYMORETRAP:
  20687. case UNT_FIRINGTRAP:
  20688. case UNT_ICEBOUNDTRAP:
  20689. 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);
  20690. break;
  20691. case UNT_LANDMINE:
  20692. case UNT_BLASTMINE:
  20693. case UNT_SHOCKWAVE:
  20694. case UNT_SANDMAN:
  20695. case UNT_FLASHER:
  20696. case UNT_FREEZINGTRAP:
  20697. case UNT_CLUSTERBOMB:
  20698. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20699. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20700. else
  20701. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20702. break;
  20703. }
  20704. // Traps aren't recovered.
  20705. skill_delunit(su);
  20706. }
  20707. return 0;
  20708. }
  20709. /*==========================================
  20710. *
  20711. *------------------------------------------*/
  20712. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20713. int i;
  20714. nullpo_retr(-1, sd);
  20715. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20716. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20717. }
  20718. TIMER_FUNC(skill_blockpc_end){
  20719. map_session_data *sd = map_id2sd(id);
  20720. int i = (int)data;
  20721. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20722. return 0;
  20723. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20724. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20725. return 0;
  20726. }
  20727. aFree(sd->scd[i]);
  20728. sd->scd[i] = nullptr;
  20729. return 1;
  20730. }
  20731. /**
  20732. * Flags a singular skill as being blocked from persistent usage.
  20733. * @param sd the player the skill delay affects
  20734. * @param skill_id the skill which should be delayed
  20735. * @param tick the length of time the delay should last
  20736. * @param load whether this assignment is being loaded upon player login
  20737. * @return 0 if successful, -1 otherwise
  20738. */
  20739. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20740. int i;
  20741. nullpo_retr(-1, sd);
  20742. if (!skill_id || tick < 1)
  20743. return -1;
  20744. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20745. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20746. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20747. aFree(sd->scd[i]);
  20748. sd->scd[i] = nullptr;
  20749. }
  20750. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20751. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20752. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20753. sd->scd[i]->skill_id = skill_id;
  20754. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20755. if (battle_config.display_status_timers)
  20756. clif_skill_cooldown( *sd, skill_id, tick );
  20757. return 1;
  20758. } else {
  20759. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20760. return 0;
  20761. }
  20762. }
  20763. int skill_blockpc_clear(map_session_data *sd) {
  20764. int i;
  20765. nullpo_ret(sd);
  20766. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20767. if (!sd->scd[i])
  20768. continue;
  20769. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20770. aFree(sd->scd[i]);
  20771. sd->scd[i] = nullptr;
  20772. }
  20773. return 1;
  20774. }
  20775. TIMER_FUNC(skill_blockhomun_end){
  20776. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20777. if (hd) {
  20778. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20779. if (skill != hd->blockskill.end())
  20780. hd->blockskill.erase(skill);
  20781. }
  20782. return 1;
  20783. }
  20784. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20785. {
  20786. nullpo_retr(-1, hd);
  20787. if (!skill_db.exists(skill_id))
  20788. return -1;
  20789. auto skill = util::vector_get(hd->blockskill, skill_id);
  20790. if (tick < 1 && skill != hd->blockskill.end()) {
  20791. hd->blockskill.erase(skill);
  20792. return -1;
  20793. }
  20794. hd->blockskill.push_back(skill_id);
  20795. if (battle_config.display_status_timers)
  20796. clif_skill_cooldown(*hd->master, skill_id, tick);
  20797. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20798. }
  20799. TIMER_FUNC(skill_blockmerc_end){
  20800. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20801. if (md) {
  20802. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20803. if (skill != md->blockskill.end())
  20804. md->blockskill.erase(skill);
  20805. }
  20806. return 1;
  20807. }
  20808. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20809. {
  20810. nullpo_retr(-1, md);
  20811. if (!skill_db.exists(skill_id))
  20812. return -1;
  20813. auto skill = util::vector_get(md->blockskill, skill_id);
  20814. if (tick < 1 && skill != md->blockskill.end()) {
  20815. md->blockskill.erase(skill);
  20816. return -1;
  20817. }
  20818. md->blockskill.push_back(skill_id);
  20819. if (battle_config.display_status_timers)
  20820. clif_skill_cooldown(*md->master, skill_id, tick);
  20821. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20822. }
  20823. /**
  20824. * Adds a new skill unit entry for this player to recast after map load
  20825. * @param sd: Player
  20826. * @param skill_id: Skill ID to save
  20827. * @param skill_lv: Skill level to save
  20828. */
  20829. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20830. {
  20831. struct skill_usave *sus = nullptr;
  20832. if (idb_exists(skillusave_db,sd->status.char_id))
  20833. idb_remove(skillusave_db,sd->status.char_id);
  20834. CREATE(sus, struct skill_usave, 1);
  20835. idb_put(skillusave_db, sd->status.char_id, sus);
  20836. sus->skill_id = skill_id;
  20837. sus->skill_lv = skill_lv;
  20838. }
  20839. /**
  20840. * Loads saved skill unit entries for this player after map load
  20841. * @param sd: Player
  20842. */
  20843. void skill_usave_trigger(map_session_data *sd)
  20844. {
  20845. skill_usave *sus;
  20846. std::shared_ptr<s_skill_unit_group> group;
  20847. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20848. return;
  20849. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20850. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20851. 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));
  20852. idb_remove(skillusave_db, sd->status.char_id);
  20853. }
  20854. /*
  20855. *
  20856. */
  20857. int skill_split_str (char *str, char **val, int num)
  20858. {
  20859. int i;
  20860. for( i = 0; i < num && str; i++ ) {
  20861. val[i] = str;
  20862. str = strchr(str,',');
  20863. if( str )
  20864. *str++ = 0;
  20865. }
  20866. return i;
  20867. }
  20868. /*
  20869. *
  20870. */
  20871. void skill_init_unit_layout (void) {
  20872. int i,j,pos = 0;
  20873. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20874. // standard square layouts go first
  20875. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20876. int size = i*2+1;
  20877. skill_unit_layout[i].count = size*size;
  20878. for (j=0; j<size*size; j++) {
  20879. skill_unit_layout[i].dx[j] = (j%size-i);
  20880. skill_unit_layout[i].dy[j] = (j/size-i);
  20881. }
  20882. }
  20883. // afterwards add special ones
  20884. pos = i;
  20885. for (const auto &it : skill_db) {
  20886. std::shared_ptr<s_skill_db> skill = it.second;
  20887. uint16 skill_id = skill->nameid;
  20888. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20889. continue;
  20890. if( skill_id == EL_FIRE_MANTLE ) {
  20891. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20892. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20893. skill_unit_layout[pos].count = 8;
  20894. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20895. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20896. } else {
  20897. switch (skill_id) {
  20898. case MG_FIREWALL:
  20899. case WZ_ICEWALL:
  20900. case WL_EARTHSTRAIN:
  20901. case RL_FIRE_RAIN:
  20902. // these will be handled later
  20903. break;
  20904. case PR_SANCTUARY:
  20905. case NPC_EVILLAND: {
  20906. static const int dx[] = {
  20907. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20908. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20909. static const int dy[]={
  20910. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20911. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20912. skill_unit_layout[pos].count = 21;
  20913. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20914. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20915. }
  20916. break;
  20917. case PR_MAGNUS: {
  20918. static const int dx[] = {
  20919. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20920. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20921. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20922. static const int dy[] = {
  20923. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20924. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20925. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20926. skill_unit_layout[pos].count = 33;
  20927. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20928. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20929. }
  20930. break;
  20931. case AS_VENOMDUST: {
  20932. static const int dx[] = {-1, 0, 0, 0, 1};
  20933. static const int dy[] = { 0,-1, 0, 1, 0};
  20934. skill_unit_layout[pos].count = 5;
  20935. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20936. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20937. }
  20938. break;
  20939. case CR_GRANDCROSS:
  20940. case NPC_GRANDDARKNESS: {
  20941. static const int dx[] = {
  20942. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20943. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20944. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20945. static const int dy[] = {
  20946. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20947. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20948. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20949. skill_unit_layout[pos].count = 29;
  20950. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20951. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20952. }
  20953. break;
  20954. case PF_FOGWALL: {
  20955. static const int dx[] = {
  20956. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20957. static const int dy[] = {
  20958. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20959. skill_unit_layout[pos].count = 15;
  20960. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20961. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20962. }
  20963. break;
  20964. case PA_GOSPEL: {
  20965. static const int dx[] = {
  20966. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20967. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20968. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20969. -1, 0, 1};
  20970. static const int dy[] = {
  20971. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20972. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20973. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20974. 3, 3, 3};
  20975. skill_unit_layout[pos].count = 33;
  20976. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20977. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20978. }
  20979. break;
  20980. case NJ_KAENSIN: {
  20981. 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};
  20982. 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};
  20983. skill_unit_layout[pos].count = 24;
  20984. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20985. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20986. }
  20987. break;
  20988. case NJ_TATAMIGAESHI: {
  20989. //Level 1 (count 4, cross of 3x3)
  20990. static const int dx1[] = {-1, 1, 0, 0};
  20991. static const int dy1[] = { 0, 0,-1, 1};
  20992. //Level 2-3 (count 8, cross of 5x5)
  20993. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20994. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20995. //Level 4-5 (count 12, cross of 7x7
  20996. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20997. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20998. //lv1
  20999. j = 0;
  21000. skill_unit_layout[pos].count = 4;
  21001. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  21002. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  21003. skill->unit_layout_type[j] = pos;
  21004. //lv2/3
  21005. j++;
  21006. pos++;
  21007. skill_unit_layout[pos].count = 8;
  21008. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  21009. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  21010. skill->unit_layout_type[j] = pos;
  21011. skill->unit_layout_type[++j] = pos;
  21012. //lv4/5
  21013. j++;
  21014. pos++;
  21015. skill_unit_layout[pos].count = 12;
  21016. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  21017. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  21018. skill->unit_layout_type[j] = pos;
  21019. skill->unit_layout_type[++j] = pos;
  21020. //Fill in the rest using lv 5.
  21021. for (;j<MAX_SKILL_LEVEL;j++)
  21022. skill->unit_layout_type[j] = pos;
  21023. //Skip, this way the check below will fail and continue to the next skill.
  21024. pos++;
  21025. }
  21026. break;
  21027. case GN_WALLOFTHORN: {
  21028. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21029. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21030. skill_unit_layout[pos].count = 16;
  21031. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21032. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21033. }
  21034. break;
  21035. case NPC_FLAMECROSS: {
  21036. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21037. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21038. skill_unit_layout[pos].count = 8;
  21039. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21040. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21041. }
  21042. break;
  21043. default:
  21044. ShowError("unknown unit layout at skill %d\n",i);
  21045. break;
  21046. }
  21047. }
  21048. if (!skill_unit_layout[pos].count)
  21049. continue;
  21050. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21051. skill->unit_layout_type[j] = pos;
  21052. pos++;
  21053. }
  21054. // firewall and icewall have 8 layouts (direction-dependent)
  21055. firewall_unit_pos = pos;
  21056. for (i=0;i<8;i++) {
  21057. if (i&1) {
  21058. skill_unit_layout[pos].count = 5;
  21059. if (i&0x2) {
  21060. int dx[] = {-1,-1, 0, 0, 1};
  21061. int dy[] = { 1, 0, 0,-1,-1};
  21062. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21063. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21064. } else {
  21065. int dx[] = { 1, 1 ,0, 0,-1};
  21066. int dy[] = { 1, 0, 0,-1,-1};
  21067. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21068. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21069. }
  21070. } else {
  21071. skill_unit_layout[pos].count = 3;
  21072. if (i%4==0) {
  21073. int dx[] = {-1, 0, 1};
  21074. int dy[] = { 0, 0, 0};
  21075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21077. } else {
  21078. int dx[] = { 0, 0, 0};
  21079. int dy[] = {-1, 0, 1};
  21080. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21081. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21082. }
  21083. }
  21084. pos++;
  21085. }
  21086. icewall_unit_pos = pos;
  21087. for (i=0;i<8;i++) {
  21088. skill_unit_layout[pos].count = 5;
  21089. if (i&1) {
  21090. if (i&0x2) {
  21091. int dx[] = {-2,-1, 0, 1, 2};
  21092. int dy[] = { 2, 1, 0,-1,-2};
  21093. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21094. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21095. } else {
  21096. int dx[] = { 2, 1 ,0,-1,-2};
  21097. int dy[] = { 2, 1, 0,-1,-2};
  21098. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21099. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21100. }
  21101. } else {
  21102. if (i%4==0) {
  21103. int dx[] = {-2,-1, 0, 1, 2};
  21104. int dy[] = { 0, 0, 0, 0, 0};
  21105. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21106. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21107. } else {
  21108. int dx[] = { 0, 0, 0, 0, 0};
  21109. int dy[] = {-2,-1, 0, 1, 2};
  21110. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21111. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21112. }
  21113. }
  21114. pos++;
  21115. }
  21116. earthstrain_unit_pos = pos;
  21117. for( i = 0; i < 8; i++ )
  21118. { // For each Direction
  21119. skill_unit_layout[pos].count = 15;
  21120. switch( i )
  21121. {
  21122. case 0: case 1: case 3: case 4: case 5: case 7:
  21123. {
  21124. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21125. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21126. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21127. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21128. }
  21129. break;
  21130. case 2:
  21131. case 6:
  21132. {
  21133. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21134. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21135. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21136. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21137. }
  21138. break;
  21139. }
  21140. pos++;
  21141. }
  21142. firerain_unit_pos = pos;
  21143. for( i = 0; i < 8; i++ ) {
  21144. skill_unit_layout[pos].count = 3;
  21145. switch( i ) {
  21146. case 0: case 1: case 3: case 4: case 5: case 7:
  21147. {
  21148. static const int dx[] = {-1, 0, 1};
  21149. static const int dy[] = { 0, 0, 0};
  21150. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21151. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21152. }
  21153. break;
  21154. case 2:
  21155. case 6:
  21156. {
  21157. static const int dx[] = { 0, 0, 0};
  21158. static const int dy[] = {-1, 0, 1};
  21159. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21160. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21161. }
  21162. break;
  21163. }
  21164. pos++;
  21165. }
  21166. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21167. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21168. }
  21169. void skill_init_nounit_layout (void) {
  21170. int i, pos = 0;
  21171. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21172. for( i = 0; i < 8; i++ ) {
  21173. if( i&1 ) {
  21174. skill_nounit_layout[pos].count = 33;
  21175. if( i&2 ) {
  21176. if( i&4 ) { // 7
  21177. 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};
  21178. 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};
  21179. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21180. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21181. } else { // 3
  21182. 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};
  21183. 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};
  21184. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21185. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21186. }
  21187. } else {
  21188. if( i&4 ) { // 5
  21189. 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};
  21190. 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};
  21191. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21192. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21193. } else { // 1
  21194. 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};
  21195. 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};
  21196. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21197. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21198. }
  21199. }
  21200. } else {
  21201. skill_nounit_layout[pos].count = 21;
  21202. if( i&2 ) {
  21203. if( i&4 ) { // 6
  21204. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21205. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21206. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21207. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21208. } else { // 2
  21209. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21210. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21211. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21212. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21213. }
  21214. } else {
  21215. if( i&4 ) { // 4
  21216. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21217. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21218. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21219. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21220. } else { // 0
  21221. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21222. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21223. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21224. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21225. }
  21226. }
  21227. }
  21228. pos++;
  21229. }
  21230. for( i = 0; i < 8; i++ ) {
  21231. if( i&1 ) {
  21232. skill_nounit_layout[pos].count = 74;
  21233. if( i&2 ) {
  21234. if( i&4 ) { // 7
  21235. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21236. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21237. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21238. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21239. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21240. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21241. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21242. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21243. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21244. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21245. } else { // 3
  21246. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21247. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21248. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21249. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21250. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21251. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21252. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21253. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21254. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21255. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21256. }
  21257. } else {
  21258. if( i&4 ) { // 5
  21259. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21260. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21261. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21262. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21263. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21264. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21265. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21266. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21267. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21268. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21269. } else { // 1
  21270. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21271. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21272. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21273. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21274. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21275. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21276. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21277. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21278. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21279. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21280. }
  21281. }
  21282. } else {
  21283. skill_nounit_layout[pos].count = 44;
  21284. if( i&2 ) {
  21285. if( i&4 ) { // 6
  21286. 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};
  21287. 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};
  21288. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21289. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21290. } else { // 2
  21291. 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};
  21292. 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};
  21293. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21294. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21295. }
  21296. } else {
  21297. if( i&4 ) { // 4
  21298. 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};
  21299. 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};
  21300. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21301. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21302. } else { // 0
  21303. 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};
  21304. 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};
  21305. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21306. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21307. }
  21308. }
  21309. }
  21310. pos++;
  21311. }
  21312. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21313. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21314. }
  21315. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21316. status_change *sc = status_get_sc(bl);
  21317. if( !sc || !bl || !skill_id )
  21318. return 0; // Can do it
  21319. switch (type) {
  21320. case SC_ANKLE:
  21321. if (skill_id == AL_TELEPORT)
  21322. return 1;
  21323. break;
  21324. case SC_STASIS:
  21325. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21326. return 1; // Can't do it.
  21327. break;
  21328. case SC_KAGEHUMI:
  21329. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21330. return 1;
  21331. break;
  21332. case SC_BITE:
  21333. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21334. return 1;
  21335. break;
  21336. }
  21337. return 0;
  21338. }
  21339. /**
  21340. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21341. * @param sc: Status changes active on target
  21342. * @param skill_id: Skill to toggle
  21343. * @return True on success or false otherwise
  21344. */
  21345. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21346. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21347. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21348. return false;
  21349. if (skill->inf2[INF2_TOGGLEABLE]) {
  21350. if (sc.getSCE(skill->sc))
  21351. return true;
  21352. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21353. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21354. return true;
  21355. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21356. return true;
  21357. }
  21358. return false;
  21359. }
  21360. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21361. int type = 0;
  21362. switch( skill_id ) {
  21363. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21364. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21365. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21366. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21367. }
  21368. type += skill_lv - 1;
  21369. return type;
  21370. }
  21371. /**
  21372. * Check before do `unit_movepos` call
  21373. * @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
  21374. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21375. **/
  21376. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21377. status_change *sc;
  21378. nullpo_retr(false, bl);
  21379. struct map_data *mapdata = map_getmapdata(bl->m);
  21380. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21381. return false;
  21382. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21383. return false;
  21384. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21385. return false;
  21386. sc = status_get_sc(bl);
  21387. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21388. return false;
  21389. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21390. }
  21391. /**
  21392. * Get skill duration after adjustments by skill_duration mapflag
  21393. * @param mapdata: Source map data
  21394. * @param skill_id: Skill ID
  21395. * @param skill_lv: Skill level
  21396. * @return Adjusted skill duration
  21397. */
  21398. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21399. int time = 0;
  21400. if (!(time = skill_get_time(skill_id, skill_lv)))
  21401. return 0;
  21402. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21403. return time / 100 * mapdata->skill_duration[skill_id];
  21404. return time;
  21405. }
  21406. const std::string SkillDatabase::getDefaultLocation() {
  21407. return std::string(db_path) + "/skill_db.yml";
  21408. }
  21409. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21410. int32 value;
  21411. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21412. if (!skNode.is_seq()) {
  21413. if (!this->asInt32(node, nodeName, value))
  21414. return false;
  21415. for (size_t i = 0; i < S; i++)
  21416. arr[i] = value;
  21417. } else {
  21418. uint16 max_level = 0;
  21419. for (const auto& it : skNode) {
  21420. uint16 skill_lv;
  21421. if (!this->asUInt16(it, "Level", skill_lv))
  21422. continue;
  21423. if (skill_lv > MAX_SKILL_LEVEL) {
  21424. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21425. return false;
  21426. }
  21427. if (!this->asInt32(it, subNodeName, value))
  21428. continue;
  21429. arr[skill_lv - 1] = value;
  21430. max_level = max(max_level, skill_lv);
  21431. }
  21432. size_t i = max_level, j;
  21433. // Check for linear change with increasing steps until we reach half of the data acquired.
  21434. for (size_t step = 1; step <= i / 2; step++) {
  21435. int diff = arr[i - 1] - arr[i - step - 1];
  21436. for (j = i - 1; j >= step; j--) {
  21437. if ((arr[j] - arr[j - step]) != diff)
  21438. break;
  21439. }
  21440. if (j >= step) // No match, try next step.
  21441. continue;
  21442. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21443. arr[i] = arr[i - step] + diff;
  21444. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21445. arr[i] = 1;
  21446. diff = 0;
  21447. step = 1;
  21448. }
  21449. }
  21450. return true;
  21451. }
  21452. // Unable to determine linear trend, fill remaining array values with last value
  21453. for (; i < S; i++)
  21454. arr[i] = arr[max_level - 1];
  21455. }
  21456. return true;
  21457. }
  21458. /**
  21459. * Reads and parses an entry from the skill_db.
  21460. * @param node: YAML node containing the entry.
  21461. * @return count of successfully parsed rows
  21462. */
  21463. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21464. uint16 skill_id;
  21465. if (!this->asUInt16(node, "Id", skill_id))
  21466. return 0;
  21467. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21468. bool exists = skill != nullptr;
  21469. if (!exists) {
  21470. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21471. return 0;
  21472. skill = std::make_shared<s_skill_db>();
  21473. skill->nameid = skill_id;
  21474. }
  21475. if (this->nodeExists(node, "Name")) {
  21476. std::string name;
  21477. if (!this->asString(node, "Name", name))
  21478. return 0;
  21479. name.resize(SKILL_NAME_LENGTH);
  21480. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21481. }
  21482. if (this->nodeExists(node, "Description")) {
  21483. std::string name;
  21484. if (!this->asString(node, "Description", name))
  21485. return 0;
  21486. name.resize(SKILL_DESC_LENGTH);
  21487. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21488. }
  21489. if (this->nodeExists(node, "MaxLevel")) {
  21490. uint16 skill_lv;
  21491. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21492. return 0;
  21493. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21494. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21495. return 0;
  21496. }
  21497. skill->max = skill_lv;
  21498. }
  21499. if (this->nodeExists(node, "Type")) {
  21500. std::string type;
  21501. if (!this->asString(node, "Type", type))
  21502. return 0;
  21503. std::string type_constant = "BF_" + type;
  21504. int64 constant;
  21505. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21506. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21507. return 0;
  21508. }
  21509. if (constant < BF_NONE || constant > BF_MISC) {
  21510. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21511. return 0;
  21512. }
  21513. skill->skill_type = static_cast<e_battle_flag>(constant);
  21514. } else {
  21515. if (!exists)
  21516. skill->skill_type = BF_NONE;
  21517. }
  21518. if (this->nodeExists(node, "TargetType")) {
  21519. std::string inf;
  21520. if (!this->asString(node, "TargetType", inf))
  21521. return 0;
  21522. std::string inf_constant = "INF_" + inf + "_SKILL";
  21523. int64 constant;
  21524. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21525. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21526. return 0;
  21527. }
  21528. skill->inf = static_cast<uint16>(constant);
  21529. }
  21530. if (this->nodeExists(node, "DamageFlags")) {
  21531. const auto& damageNode = node["DamageFlags"];
  21532. for (const auto& it : damageNode) {
  21533. std::string nk;
  21534. c4::from_chars(it.key(), &nk);
  21535. std::string nk_constant = "NK_" + nk;
  21536. int64 constant;
  21537. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21538. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21539. return 0;
  21540. }
  21541. bool active;
  21542. if (!this->asBool(damageNode, nk, active))
  21543. return 0;
  21544. if (active)
  21545. skill->nk.set(static_cast<uint8>(constant));
  21546. else
  21547. skill->nk.reset(static_cast<uint8>(constant));
  21548. }
  21549. }
  21550. if (this->nodeExists(node, "Flags")) {
  21551. const auto& infoNode = node["Flags"];
  21552. for (const auto& it : infoNode) {
  21553. std::string inf2;
  21554. c4::from_chars(it.key(), &inf2);
  21555. std::string inf2_constant = "INF2_" + inf2;
  21556. int64 constant;
  21557. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21558. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21559. continue;
  21560. }
  21561. bool active;
  21562. if (!this->asBool(infoNode, inf2, active))
  21563. return 0;
  21564. if (active)
  21565. skill->inf2.set(static_cast<uint8>(constant));
  21566. else
  21567. skill->inf2.reset(static_cast<uint8>(constant));
  21568. }
  21569. }
  21570. if (this->nodeExists(node, "Range")) {
  21571. if (!this->parseNode("Range", "Size", node, skill->range))
  21572. return 0;
  21573. } else {
  21574. if (!exists)
  21575. memset(skill->range, 0, sizeof(skill->range));
  21576. }
  21577. if (this->nodeExists(node, "Hit")) {
  21578. std::string hit;
  21579. if (!this->asString(node, "Hit", hit))
  21580. return 0;
  21581. std::string hit_constant = "DMG_" + hit;
  21582. int64 constant;
  21583. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21584. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21585. return 0;
  21586. }
  21587. skill->hit = static_cast<e_damage_type>(constant);
  21588. } else {
  21589. if (!exists)
  21590. skill->hit = DMG_NORMAL;
  21591. }
  21592. if (this->nodeExists(node, "HitCount")) {
  21593. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21594. return 0;
  21595. } else {
  21596. if (!exists)
  21597. memset(skill->num, 0, sizeof(skill->num));
  21598. }
  21599. if (this->nodeExists(node, "Element")) {
  21600. const auto elementNode = node["Element"];
  21601. std::string element;
  21602. if (!elementNode.is_seq()) {
  21603. if (!this->asString(node, "Element", element))
  21604. return 0;
  21605. std::string element_constant = "ELE_" + element;
  21606. int64 constant;
  21607. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21608. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21609. return 0;
  21610. }
  21611. if (constant == ELE_NONE) {
  21612. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21613. return 0;
  21614. }
  21615. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21616. } else {
  21617. for (const auto& it : elementNode) {
  21618. uint16 skill_lv;
  21619. if (!this->asUInt16(it, "Level", skill_lv))
  21620. continue;
  21621. if (skill_lv > MAX_SKILL_LEVEL) {
  21622. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21623. return false;
  21624. }
  21625. if (!this->asString(it, "Element", element))
  21626. continue;
  21627. std::string element_constant = "ELE_" + element;
  21628. int64 constant;
  21629. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21630. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21631. return 0;
  21632. }
  21633. if (constant == ELE_NONE) {
  21634. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21635. return 0;
  21636. }
  21637. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21638. }
  21639. }
  21640. } else {
  21641. if (!exists)
  21642. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21643. }
  21644. if (this->nodeExists(node, "SplashArea")) {
  21645. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21646. return 0;
  21647. } else {
  21648. if (!exists)
  21649. memset(skill->splash, 0, sizeof(skill->splash));
  21650. }
  21651. if (this->nodeExists(node, "ActiveInstance")) {
  21652. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21653. return 0;
  21654. } else {
  21655. if (!exists)
  21656. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21657. }
  21658. if (this->nodeExists(node, "Knockback")) {
  21659. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21660. return 0;
  21661. } else {
  21662. if (!exists)
  21663. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21664. }
  21665. if (this->nodeExists(node, "CopyFlags")) {
  21666. const auto& copyNode = node["CopyFlags"];
  21667. if (this->nodeExists(copyNode, "Skill")) {
  21668. const auto& copyskillNode = copyNode["Skill"];
  21669. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21670. bool active;
  21671. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21672. return 0;
  21673. if (active)
  21674. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21675. else
  21676. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21677. }
  21678. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21679. bool active;
  21680. if (!this->asBool(copyskillNode, "Reproduce", active))
  21681. return 0;
  21682. if (active)
  21683. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21684. else
  21685. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21686. }
  21687. } else {
  21688. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21689. return 0;
  21690. }
  21691. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21692. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21693. for (const auto& it : copyreqNode) {
  21694. std::string req;
  21695. c4::from_chars(it.key(), &req);
  21696. std::string req_constant = "SKILL_REQ_" + req;
  21697. int64 constant;
  21698. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21699. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21700. return 0;
  21701. }
  21702. skill->copyable.req_opt |= constant;
  21703. }
  21704. } else {
  21705. if (!exists)
  21706. skill->copyable.req_opt = 0;
  21707. }
  21708. }
  21709. if (this->nodeExists(node, "NoNearNPC")) {
  21710. const auto& npcNode = node["NoNearNPC"];
  21711. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21712. uint16 range;
  21713. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21714. return 0;
  21715. skill->unit_nonearnpc_range = range;
  21716. } else {
  21717. if (!exists)
  21718. skill->unit_nonearnpc_range = 0;
  21719. }
  21720. if (this->nodeExists(npcNode, "Type")) {
  21721. const auto& npctypeNode = npcNode["Type"];
  21722. for (const auto& it : npctypeNode) {
  21723. std::string type;
  21724. c4::from_chars(it.key(), &type);
  21725. std::string type_constant = "SKILL_NONEAR_" + type;
  21726. int64 constant;
  21727. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21728. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21729. return 0;
  21730. }
  21731. bool active;
  21732. if (!this->asBool(npctypeNode, type, active))
  21733. return 0;
  21734. if (active)
  21735. skill->unit_nonearnpc_type |= constant;
  21736. else
  21737. skill->unit_nonearnpc_type &= ~constant;
  21738. }
  21739. } else {
  21740. if (!exists)
  21741. skill->unit_nonearnpc_type = 0;
  21742. }
  21743. }
  21744. if (this->nodeExists(node, "CastCancel")) {
  21745. bool active;
  21746. if (!this->asBool(node, "CastCancel", active))
  21747. return 0;
  21748. skill->castcancel = active;
  21749. } else {
  21750. if (!exists)
  21751. skill->castcancel = false;
  21752. }
  21753. if (this->nodeExists(node, "CastDefenseReduction")) {
  21754. uint16 reduction;
  21755. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21756. return 0;
  21757. skill->cast_def_rate = reduction;
  21758. } else {
  21759. if (!exists)
  21760. skill->cast_def_rate = 0;
  21761. }
  21762. if (this->nodeExists(node, "CastTime")) {
  21763. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21764. return 0;
  21765. } else {
  21766. if (!exists)
  21767. memset(skill->cast, 0, sizeof(skill->cast));
  21768. }
  21769. if (this->nodeExists(node, "AfterCastActDelay")) {
  21770. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21771. return 0;
  21772. } else {
  21773. if (!exists)
  21774. memset(skill->delay, 0, sizeof(skill->delay));
  21775. }
  21776. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21777. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21778. return 0;
  21779. } else {
  21780. if (!exists)
  21781. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21782. }
  21783. if (this->nodeExists(node, "Duration1")) {
  21784. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21785. return 0;
  21786. } else {
  21787. if (!exists)
  21788. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21789. }
  21790. if (this->nodeExists(node, "Duration2")) {
  21791. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21792. return 0;
  21793. } else {
  21794. if (!exists)
  21795. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21796. }
  21797. if (this->nodeExists(node, "Cooldown")) {
  21798. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21799. return 0;
  21800. } else {
  21801. if (!exists)
  21802. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21803. }
  21804. #ifdef RENEWAL_CAST
  21805. if (this->nodeExists(node, "FixedCastTime")) {
  21806. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21807. return 0;
  21808. } else {
  21809. if (!exists)
  21810. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21811. }
  21812. #endif
  21813. if (this->nodeExists(node, "CastTimeFlags")) {
  21814. const auto& castNode = node["CastTimeFlags"];
  21815. for (const auto& it : castNode) {
  21816. std::string flag;
  21817. c4::from_chars(it.key(), &flag);
  21818. std::string flag_constant = "SKILL_CAST_" + flag;
  21819. int64 constant;
  21820. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21821. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21822. return 0;
  21823. }
  21824. bool active;
  21825. if (!this->asBool(castNode, flag, active))
  21826. return 0;
  21827. if (active)
  21828. skill->castnodex |= constant;
  21829. else
  21830. skill->castnodex &= ~constant;
  21831. }
  21832. }
  21833. if (this->nodeExists(node, "CastDelayFlags")) {
  21834. const auto& castNode = node["CastDelayFlags"];
  21835. for (const auto& it : castNode) {
  21836. std::string flag;
  21837. c4::from_chars(it.key(), &flag);
  21838. std::string flag_constant = "SKILL_CAST_" + flag;
  21839. int64 constant;
  21840. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21841. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21842. return 0;
  21843. }
  21844. bool active;
  21845. if (!this->asBool(castNode, flag, active))
  21846. return 0;
  21847. if (active)
  21848. skill->delaynodex |= constant;
  21849. else
  21850. skill->delaynodex &= ~constant;
  21851. }
  21852. }
  21853. if (this->nodeExists(node, "Requires")) {
  21854. const auto& requireNode = node["Requires"];
  21855. if (this->nodeExists(requireNode, "HpCost")) {
  21856. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21857. return 0;
  21858. } else {
  21859. if (!exists)
  21860. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21861. }
  21862. if (this->nodeExists(requireNode, "SpCost")) {
  21863. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21864. return 0;
  21865. } else {
  21866. if (!exists)
  21867. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21868. }
  21869. if (this->nodeExists(requireNode, "ApCost")) {
  21870. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21871. return 0;
  21872. } else {
  21873. if (!exists)
  21874. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21875. }
  21876. if (this->nodeExists(requireNode, "HpRateCost")) {
  21877. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21878. return 0;
  21879. } else {
  21880. if (!exists)
  21881. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21882. }
  21883. if (this->nodeExists(requireNode, "SpRateCost")) {
  21884. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21885. return 0;
  21886. } else {
  21887. if (!exists)
  21888. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21889. }
  21890. if (this->nodeExists(requireNode, "ApRateCost")) {
  21891. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21892. return 0;
  21893. } else {
  21894. if (!exists)
  21895. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21896. }
  21897. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21898. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21899. return 0;
  21900. } else {
  21901. if (!exists)
  21902. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21903. }
  21904. if (this->nodeExists(requireNode, "ZenyCost")) {
  21905. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21906. return 0;
  21907. } else {
  21908. if (!exists)
  21909. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21910. }
  21911. if (this->nodeExists(requireNode, "Weapon")) {
  21912. const auto& weaponNode = requireNode["Weapon"];
  21913. if (this->nodeExists(weaponNode, "All")) {
  21914. bool active;
  21915. if (!this->asBool(weaponNode, "All", active))
  21916. return 0;
  21917. if (active)
  21918. skill->require.weapon = 0;
  21919. } else {
  21920. for (const auto& it : weaponNode) {
  21921. std::string weapon;
  21922. c4::from_chars(it.key(), &weapon);
  21923. std::string weapon_constant = "W_" + weapon;
  21924. int64 constant;
  21925. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21926. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21927. return 0;
  21928. }
  21929. bool active;
  21930. if (!this->asBool(weaponNode, weapon, active))
  21931. return 0;
  21932. if (active)
  21933. skill->require.weapon |= 1 << constant;
  21934. else
  21935. skill->require.weapon &= ~(1 << constant);
  21936. }
  21937. }
  21938. } else {
  21939. if (!exists)
  21940. skill->require.weapon = 0;
  21941. }
  21942. if (this->nodeExists(requireNode, "Ammo")) {
  21943. const auto& ammoNode = requireNode["Ammo"];
  21944. if (this->nodeExists(ammoNode, "None")) {
  21945. bool active;
  21946. if (!this->asBool(ammoNode, "None", active))
  21947. return 0;
  21948. if (active)
  21949. skill->require.ammo = 0;
  21950. } else {
  21951. for (const auto& it : ammoNode) {
  21952. std::string ammo;
  21953. c4::from_chars(it.key(), &ammo);
  21954. std::string ammo_constant = "AMMO_" + ammo;
  21955. int64 constant;
  21956. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21957. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21958. return 0;
  21959. }
  21960. bool active;
  21961. if (!this->asBool(ammoNode, ammo, active))
  21962. return 0;
  21963. if (active)
  21964. skill->require.ammo |= 1 << constant;
  21965. else
  21966. skill->require.ammo &= ~(1 << constant);
  21967. }
  21968. }
  21969. } else {
  21970. if (!exists)
  21971. skill->require.ammo = 0;
  21972. }
  21973. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21974. if (skill->require.ammo == 0) {
  21975. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21976. return 0;
  21977. }
  21978. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21979. return 0;
  21980. } else {
  21981. if (!exists)
  21982. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21983. }
  21984. if (this->nodeExists(requireNode, "State")) {
  21985. std::string state;
  21986. if (!this->asString(requireNode, "State", state))
  21987. return 0;
  21988. std::string state_constant = "ST_" + state;
  21989. int64 constant;
  21990. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21991. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21992. return 0;
  21993. }
  21994. skill->require.state = static_cast<int32>(constant);
  21995. }
  21996. if (this->nodeExists(requireNode, "Status")) {
  21997. const auto& statusNode = requireNode["Status"];
  21998. for (const auto& it : statusNode) {
  21999. std::string status;
  22000. c4::from_chars(it.key(), &status);
  22001. std::string status_constant = "SC_" + status;
  22002. int64 constant;
  22003. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22004. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  22005. return 0;
  22006. }
  22007. bool active;
  22008. if (!this->asBool(statusNode, status, active))
  22009. return 0;
  22010. auto status_exists = util::vector_get(skill->require.status, constant);
  22011. if (active && status_exists == skill->require.status.end())
  22012. skill->require.status.push_back(static_cast<sc_type>(constant));
  22013. else if (!active && status_exists != skill->require.status.end())
  22014. skill->require.status.erase(status_exists);
  22015. }
  22016. }
  22017. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  22018. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  22019. return 0;
  22020. } else {
  22021. if (!exists)
  22022. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22023. }
  22024. if (this->nodeExists(requireNode, "ItemCost")) {
  22025. const auto itemNode = requireNode["ItemCost"];
  22026. int32 count = 0;
  22027. for (const auto& it : itemNode) {
  22028. std::string item_name;
  22029. if (!this->asString(it, "Item", item_name))
  22030. continue;
  22031. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22032. if (item == nullptr) {
  22033. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22034. return 0;
  22035. }
  22036. int32 amount;
  22037. if (!this->asInt32(it, "Amount", amount))
  22038. continue;
  22039. if (this->nodeExists(it, "Level")) {
  22040. uint16 cost_level;
  22041. if (!this->asUInt16(it, "Level", cost_level))
  22042. continue;
  22043. if (cost_level < 1 || cost_level > skill->max) {
  22044. 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);
  22045. return 0;
  22046. }
  22047. count = cost_level - 1;
  22048. if (!skill->require.itemid_level_dependent)
  22049. skill->require.itemid_level_dependent = true;
  22050. }
  22051. skill->require.itemid[count] = item->nameid;
  22052. skill->require.amount[count] = amount;
  22053. count++;
  22054. }
  22055. }
  22056. if (this->nodeExists(requireNode, "Equipment")) {
  22057. const auto& equipNode = requireNode["Equipment"];
  22058. for (const auto& it : equipNode) {
  22059. std::string item_name;
  22060. c4::from_chars(it.key(), &item_name);
  22061. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22062. if (item == nullptr) {
  22063. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22064. return 0;
  22065. }
  22066. bool active;
  22067. if (!this->asBool(equipNode, item_name, active))
  22068. return 0;
  22069. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22070. if (active && equip_exists == skill->require.eqItem.end())
  22071. skill->require.eqItem.push_back(item->nameid);
  22072. else if (!active && equip_exists != skill->require.eqItem.end())
  22073. skill->require.eqItem.erase(equip_exists);
  22074. }
  22075. }
  22076. }
  22077. if (this->nodeExists(node, "GiveAp")) {
  22078. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22079. return 0;
  22080. } else {
  22081. if (!exists)
  22082. memset(skill->giveap, 0, sizeof(skill->giveap));
  22083. }
  22084. if (this->nodeExists(node, "Unit")) {
  22085. const auto& unitNode = node["Unit"];
  22086. if (this->nodeExists(unitNode, "Id")) {
  22087. std::string unit;
  22088. if (!this->asString(unitNode, "Id", unit))
  22089. return 0;
  22090. std::string unit_constant = "UNT_" + unit;
  22091. int64 constant;
  22092. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22093. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22094. return 0;
  22095. }
  22096. skill->unit_id = static_cast<uint16>(constant);
  22097. } else {
  22098. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22099. return 0;
  22100. }
  22101. if (this->nodeExists(unitNode, "AlternateId")) {
  22102. std::string unit;
  22103. if (!this->asString(unitNode, "AlternateId", unit))
  22104. return 0;
  22105. std::string unit_constant = "UNT_" + unit;
  22106. int64 constant;
  22107. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22108. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22109. return 0;
  22110. }
  22111. skill->unit_id2 = static_cast<uint16>(constant);
  22112. } else {
  22113. if (!exists)
  22114. skill->unit_id2 = 0;
  22115. }
  22116. if (this->nodeExists(unitNode, "Layout")) {
  22117. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22118. return 0;
  22119. } else {
  22120. if (!exists)
  22121. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22122. }
  22123. if (this->nodeExists(unitNode, "Range")) {
  22124. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22125. return 0;
  22126. } else {
  22127. if (!exists)
  22128. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22129. }
  22130. if (this->nodeExists(unitNode, "Interval")) {
  22131. int16 interval;
  22132. if (!this->asInt16(unitNode, "Interval", interval))
  22133. return 0;
  22134. skill->unit_interval = interval;
  22135. } else {
  22136. if (!exists)
  22137. skill->unit_interval = 0;
  22138. }
  22139. if (this->nodeExists(unitNode, "Target")) {
  22140. std::string target;
  22141. if (!this->asString(unitNode, "Target", target))
  22142. return 0;
  22143. std::string target_constant = "BCT_" + target;
  22144. int64 constant;
  22145. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22146. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22147. return 0;
  22148. }
  22149. skill->unit_target = static_cast<int32>(constant);
  22150. } else {
  22151. if (!exists)
  22152. skill->unit_target = BCT_ALL;
  22153. }
  22154. if (this->nodeExists(unitNode, "Flag")) {
  22155. const auto& flagNode = unitNode["Flag"];
  22156. for (const auto& it : flagNode) {
  22157. std::string flag;
  22158. c4::from_chars(it.key(), &flag);
  22159. std::string flag_constant = "UF_" + flag;
  22160. int64 constant;
  22161. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22162. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22163. return 0;
  22164. }
  22165. bool active;
  22166. if (!this->asBool(flagNode, flag, active))
  22167. return 0;
  22168. if (active)
  22169. skill->unit_flag.set(static_cast<uint8>(constant));
  22170. else
  22171. skill->unit_flag.reset(static_cast<uint8>(constant));
  22172. }
  22173. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22174. skill->unit_target = BCT_NOENEMY;
  22175. // By default, target just characters.
  22176. skill->unit_target |= BL_CHAR;
  22177. if (skill->unit_flag[UF_NOPC])
  22178. skill->unit_target &= ~BL_PC;
  22179. if (skill->unit_flag[UF_NOMOB])
  22180. skill->unit_target &= ~BL_MOB;
  22181. if (skill->unit_flag[UF_SKILL])
  22182. skill->unit_target |= BL_SKILL;
  22183. } else {
  22184. if (!exists){
  22185. skill->unit_flag = UF_NONE;
  22186. // By default, target just characters.
  22187. skill->unit_target |= BL_CHAR;
  22188. }
  22189. }
  22190. }
  22191. if (this->nodeExists(node, "Status")) {
  22192. std::string status;
  22193. if (!this->asString(node, "Status", status))
  22194. return 0;
  22195. std::string status_constant = "SC_" + status;
  22196. int64 constant;
  22197. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22198. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22199. return 0;
  22200. }
  22201. if (constant < SC_NONE || constant >= SC_MAX) {
  22202. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22203. constant = SC_NONE;
  22204. }
  22205. skill->sc = static_cast<sc_type>(constant);
  22206. } else {
  22207. if (!exists)
  22208. skill->sc = SC_NONE;
  22209. }
  22210. if (!exists) {
  22211. this->put(skill_id, skill);
  22212. this->skilldb_id2idx[skill_id] = this->skill_num;
  22213. this->skill_num++;
  22214. }
  22215. return 1;
  22216. }
  22217. void SkillDatabase::clear() {
  22218. TypesafeCachedYamlDatabase::clear();
  22219. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22220. this->skill_num = 1;
  22221. }
  22222. void SkillDatabase::loadingFinished(){
  22223. if( this->skill_num > MAX_SKILL ){
  22224. 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 );
  22225. }
  22226. TypesafeCachedYamlDatabase::loadingFinished();
  22227. }
  22228. /**
  22229. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22230. * @param skill_id
  22231. * @param silent If Skill is undefined, show error message!
  22232. * @return Skill Index or 0 if not found/unset
  22233. **/
  22234. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22235. uint16 idx = this->skilldb_id2idx[skill_id];
  22236. if( idx == 0 && skill_id != 0 && !silent ){
  22237. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22238. }
  22239. return idx;
  22240. }
  22241. SkillDatabase skill_db;
  22242. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22243. return std::string(db_path) + "/spellbook_db.yml";
  22244. }
  22245. /**
  22246. * Reads and parses an entry from the spellbook_db.
  22247. * @param node: YAML node containing the entry.
  22248. * @return count of successfully parsed rows
  22249. */
  22250. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22251. std::string skill_name;
  22252. if (!this->asString(node, "Skill", skill_name))
  22253. return 0;
  22254. uint16 skill_id = skill_name2id(skill_name.c_str());
  22255. if (skill_id == 0) {
  22256. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22257. return 0;
  22258. }
  22259. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22260. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22261. return 0;
  22262. }
  22263. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22264. bool exists = spell != nullptr;
  22265. if (!exists) {
  22266. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22267. return 0;
  22268. spell = std::make_shared<s_skill_spellbook_db>();
  22269. spell->skill_id = skill_id;
  22270. }
  22271. if (this->nodeExists(node, "Book")) {
  22272. std::string book_name;
  22273. if (!this->asString(node, "Book", book_name))
  22274. return 0;
  22275. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22276. if (item == nullptr) {
  22277. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22278. return 0;
  22279. }
  22280. spell->nameid = item->nameid;
  22281. }
  22282. if (this->nodeExists(node, "PreservePoints")) {
  22283. uint16 points;
  22284. if (!this->asUInt16(node, "PreservePoints", points))
  22285. return 0;
  22286. spell->points = points;
  22287. }
  22288. if (!exists)
  22289. this->put(skill_id, spell);
  22290. return 1;
  22291. }
  22292. /**
  22293. * Check if the specified item is available in the spellbook_db or not
  22294. * @param nameid: Book Item ID
  22295. * @return Spell data or nullptr otherwise
  22296. */
  22297. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22298. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22299. return nullptr;
  22300. for (const auto &spell : reading_spellbook_db) {
  22301. if (spell.second->nameid == nameid)
  22302. return spell.second;
  22303. }
  22304. return nullptr;
  22305. }
  22306. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22307. return std::string(db_path) + "/magicmushroom_db.yml";
  22308. }
  22309. /**
  22310. * Reads and parses an entry from the magicmushroom_db.
  22311. * @param node: YAML node containing the entry.
  22312. * @return count of successfully parsed rows
  22313. */
  22314. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22315. std::string skill_name;
  22316. if (!this->asString(node, "Skill", skill_name))
  22317. return 0;
  22318. uint16 skill_id = skill_name2id(skill_name.c_str());
  22319. if (!skill_id) {
  22320. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22321. return 0;
  22322. }
  22323. if (!skill_get_inf(skill_id)) {
  22324. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22325. return 0;
  22326. }
  22327. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22328. bool exists = mushroom != nullptr;
  22329. if (!exists) {
  22330. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22331. mushroom->skill_id = skill_id;
  22332. this->put(skill_id, mushroom);
  22333. }
  22334. return 1;
  22335. }
  22336. /** Reads skill no cast db
  22337. * Structure: SkillID,Flag
  22338. */
  22339. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22340. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22341. if (!skill)
  22342. return false;
  22343. skill->nocast |= atoi(split[1]);
  22344. return true;
  22345. }
  22346. /** Reads Produce db
  22347. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22348. */
  22349. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22350. unsigned short x, y;
  22351. unsigned short id = atoi(split[0]);
  22352. t_itemid nameid = 0;
  22353. bool found = false;
  22354. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22355. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22356. return false;
  22357. }
  22358. // Clear previous data, for importing support
  22359. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22360. // Import just for clearing/disabling from original data
  22361. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22362. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22363. return true;
  22364. }
  22365. if (!item_db.exists(nameid)) {
  22366. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22367. return false;
  22368. }
  22369. skill_produce_db[id].nameid = nameid;
  22370. skill_produce_db[id].itemlv = atoi(split[2]);
  22371. skill_produce_db[id].req_skill = atoi(split[3]);
  22372. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22373. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22374. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22375. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22376. }
  22377. if (!found)
  22378. skill_produce_count++;
  22379. return true;
  22380. }
  22381. const std::string SkillArrowDatabase::getDefaultLocation() {
  22382. return std::string(db_path) + "/create_arrow_db.yml";
  22383. }
  22384. /**
  22385. * Reads and parses an entry from the create_arrow_db.
  22386. * @param node: YAML node containing the entry.
  22387. * @return count of successfully parsed rows
  22388. */
  22389. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22390. std::string source_name;
  22391. if (!this->asString(node, "Source", source_name))
  22392. return 0;
  22393. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22394. if (item == nullptr) {
  22395. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22396. return 0;
  22397. }
  22398. t_itemid nameid = item->nameid;
  22399. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22400. bool exists = arrow != nullptr;
  22401. if (!exists) {
  22402. arrow = std::make_shared<s_skill_arrow_db>();
  22403. arrow->nameid = nameid;
  22404. }
  22405. const auto& MakeNode = node["Make"];
  22406. for (const auto &it : MakeNode) {
  22407. std::string item_name;
  22408. if (!this->asString(it, "Item", item_name))
  22409. return 0;
  22410. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22411. if (item == nullptr) {
  22412. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22413. return 0;
  22414. }
  22415. uint16 amount;
  22416. if (!this->asUInt16(it, "Amount", amount))
  22417. return 0;
  22418. if (amount == 0) {
  22419. if (arrow->created.erase(item->nameid) == 0)
  22420. 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());
  22421. continue;
  22422. }
  22423. if (amount > MAX_AMOUNT) {
  22424. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22425. continue;
  22426. }
  22427. arrow->created[item->nameid] = amount;
  22428. }
  22429. if (!exists)
  22430. this->put(nameid, arrow);
  22431. return 1;
  22432. }
  22433. const std::string AbraDatabase::getDefaultLocation() {
  22434. return std::string(db_path) + "/abra_db.yml";
  22435. }
  22436. /**
  22437. * Reads and parses an entry from the abra_db.
  22438. * @param node: YAML node containing the entry.
  22439. * @return count of successfully parsed rows
  22440. */
  22441. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22442. std::string skill_name;
  22443. if (!this->asString(node, "Skill", skill_name))
  22444. return 0;
  22445. uint16 skill_id = skill_name2id(skill_name.c_str());
  22446. if (!skill_id) {
  22447. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22448. return 0;
  22449. }
  22450. if (!skill_get_inf(skill_id)) {
  22451. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22452. return 0;
  22453. }
  22454. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22455. bool exists = abra != nullptr;
  22456. if (!exists) {
  22457. abra = std::make_shared<s_skill_abra_db>();
  22458. abra->skill_id = skill_id;
  22459. }
  22460. if (this->nodeExists(node, "Probability")) {
  22461. const auto& probNode = node["Probability"];
  22462. uint16 probability;
  22463. if (!probNode.is_seq()) {
  22464. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22465. return 0;
  22466. abra->per.fill(probability);
  22467. } else {
  22468. abra->per.fill(0);
  22469. for (const auto& it : probNode) {
  22470. uint16 skill_lv;
  22471. if (!this->asUInt16(it, "Level", skill_lv))
  22472. continue;
  22473. if (skill_lv > MAX_SKILL_LEVEL) {
  22474. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22475. return 0;
  22476. }
  22477. if (!this->asUInt16Rate(it, "Probability", probability))
  22478. continue;
  22479. abra->per[skill_lv - 1] = probability;
  22480. }
  22481. }
  22482. } else {
  22483. if (!exists)
  22484. abra->per.fill(500);
  22485. }
  22486. if (!exists)
  22487. this->put(skill_id, abra);
  22488. return 1;
  22489. }
  22490. /** Reads change material db
  22491. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22492. */
  22493. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22494. uint16 id = atoi(split[0]);
  22495. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22496. short rate = atoi(split[2]);
  22497. bool found = false;
  22498. int x, y;
  22499. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22500. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22501. return false;
  22502. }
  22503. // Clear previous data, for importing support
  22504. if (skill_changematerial_db[id].nameid > 0) {
  22505. found = true;
  22506. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22507. }
  22508. // Import just for clearing/disabling from original data
  22509. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22510. if (nameid == 0) {
  22511. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22512. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22513. return true;
  22514. }
  22515. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22516. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22517. if (skill_produce_db[x].nameid == nameid)
  22518. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22519. break;
  22520. }
  22521. if (x >= MAX_SKILL_PRODUCE_DB) {
  22522. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22523. return false;
  22524. }
  22525. skill_changematerial_db[id].nameid = nameid;
  22526. skill_changematerial_db[id].rate = rate;
  22527. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22528. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22529. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22530. }
  22531. if (!found)
  22532. skill_changematerial_count++;
  22533. return true;
  22534. }
  22535. /**
  22536. * Reads skill damage adjustment
  22537. * @author [Lilith]
  22538. */
  22539. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22540. int64 caster_tmp;
  22541. uint16 id;
  22542. int caster, value;
  22543. char *result;
  22544. trim(split[0]);
  22545. if (ISDIGIT(split[0][0])) {
  22546. value = strtol(split[0], &result, 10);
  22547. if (*result) {
  22548. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22549. return false;
  22550. }
  22551. id = value;
  22552. } else
  22553. id = skill_name2id(split[0]);
  22554. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22555. if (!skill)
  22556. return false;
  22557. skill->damage = {};
  22558. trim(split[1]);
  22559. if (ISDIGIT(split[1][0])) {
  22560. value = strtol(split[1], &result, 10);
  22561. if (*result) {
  22562. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22563. return false;
  22564. }
  22565. caster = value;
  22566. } else { // Try to parse caster as constant
  22567. if (!script_get_constant(split[1], &caster_tmp)) {
  22568. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22569. return false;
  22570. }
  22571. caster = static_cast<uint16>(caster_tmp);
  22572. }
  22573. skill->damage.caster |= caster;
  22574. value = strtol(split[2], &result, 10);
  22575. if (*result) {
  22576. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22577. return false;
  22578. }
  22579. skill->damage.map |= value;
  22580. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22581. value = strtol(split[offset], &result, 10);
  22582. if (*result && *result != ' ') {
  22583. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22584. value = 0;
  22585. }
  22586. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22587. }
  22588. return true;
  22589. }
  22590. /** Reads skill database files */
  22591. static void skill_readdb(void) {
  22592. int i;
  22593. const char* dbsubpath[] = {
  22594. "",
  22595. "/" DBIMPORT,
  22596. //add other path here
  22597. };
  22598. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22599. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22600. skill_produce_count = skill_changematerial_count = 0;
  22601. skill_db.load();
  22602. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22603. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22604. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22605. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22606. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22607. if (i == 0) {
  22608. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22609. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22610. } else {
  22611. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22612. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22613. }
  22614. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22615. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22616. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22617. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22618. aFree(dbsubpath1);
  22619. aFree(dbsubpath2);
  22620. }
  22621. abra_db.load();
  22622. magic_mushroom_db.load();
  22623. reading_spellbook_db.load();
  22624. skill_arrow_db.load();
  22625. skill_init_unit_layout();
  22626. skill_init_nounit_layout();
  22627. }
  22628. void skill_reload (void) {
  22629. skill_db.clear();
  22630. abra_db.clear();
  22631. magic_mushroom_db.clear();
  22632. reading_spellbook_db.clear();
  22633. skill_arrow_db.clear();
  22634. skill_readdb();
  22635. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22636. s_mapiterator *iter = mapit_getallusers();
  22637. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22638. pc_validate_skill(sd);
  22639. clif_skillinfoblock(sd);
  22640. }
  22641. mapit_free(iter);
  22642. }
  22643. /*==========================================
  22644. *
  22645. *------------------------------------------*/
  22646. void do_init_skill(void)
  22647. {
  22648. skill_readdb();
  22649. skillunit_db = idb_alloc(DB_OPT_BASE);
  22650. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22651. bowling_db = idb_alloc(DB_OPT_BASE);
  22652. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22653. ers_chunk_size(skill_timer_ers, 150);
  22654. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22655. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22656. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22657. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22658. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22659. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22660. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22661. }
  22662. void do_final_skill(void)
  22663. {
  22664. skill_db.clear();
  22665. abra_db.clear();
  22666. magic_mushroom_db.clear();
  22667. reading_spellbook_db.clear();
  22668. skill_arrow_db.clear();
  22669. db_destroy(skillunit_db);
  22670. db_destroy(skillusave_db);
  22671. db_destroy(bowling_db);
  22672. ers_destroy(skill_timer_ers);
  22673. }