skill.c 349 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  625. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  628. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  629. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  630. // macros to check for out of bounds errors [celest]
  631. // i: Skill ID, l: Skill Level, var: Value to return after checking
  632. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  633. // for values that might need to use a different function just skill_chk would suffice.
  634. #define skill_chk(i, l) \
  635. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  636. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  637. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  638. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  639. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  640. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  641. #define skill_get(var, i, l) \
  642. { skill_chk(i, l); return var; }
  643. // Skill DB
  644. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  645. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  646. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  647. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  648. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  649. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  650. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  651. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  652. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  653. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  654. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  655. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  656. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  657. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  658. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  659. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  660. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  661. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  662. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  663. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  664. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  665. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  666. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  667. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  668. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  669. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  670. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  671. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  672. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  673. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  674. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  675. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  676. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  677. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  678. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  679. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  680. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  681. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  682. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  683. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  684. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  685. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  686. const char* skill_get_name( int id ){
  687. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  688. return "UNKNOWN_SKILL";
  689. if (id >= GD_SKILLBASE)
  690. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  691. if (id >= HM_SKILLBASE) //[orn]
  692. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  693. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  694. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  695. return skill_db[id].name;
  696. }
  697. int skill_tree_get_max(int id, int b_class){
  698. int i, skillid;
  699. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  700. if (id == skillid) return skill_tree[b_class][i].max;
  701. return skill_get_max (id);
  702. }
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_landprotector(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  719. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  720. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  721. int skill_get_casttype (int id)
  722. {
  723. int inf = skill_get_inf(id);
  724. if (inf&(INF_GROUND_SKILL))
  725. return CAST_GROUND;
  726. if (inf&INF_SUPPORT_SKILL)
  727. return CAST_NODAMAGE;
  728. if (inf&INF_SELF_SKILL) {
  729. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  730. return CAST_DAMAGE; //Combo skill.
  731. return CAST_NODAMAGE;
  732. }
  733. if (skill_get_nk(id)&NK_NO_DAMAGE)
  734. return CAST_NODAMAGE;
  735. return CAST_DAMAGE;
  736. };
  737. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  738. int skill_get_range2 (struct block_list *bl, int id, int lv)
  739. {
  740. int range = skill_get_range(id, lv);
  741. if(range < 0) {
  742. if (battle_config.use_weapon_skill_range&bl->type)
  743. return status_get_range(bl);
  744. range *=-1;
  745. }
  746. //Use attack range.
  747. if(!range && !(skill_get_inf(id)&INF_SELF_SKILL))
  748. return status_get_range(bl);
  749. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  750. switch (id) {
  751. case AC_SHOWER:
  752. case AC_DOUBLE:
  753. case HT_BLITZBEAT:
  754. case AC_CHARGEARROW:
  755. case SN_FALCONASSAULT:
  756. case SN_SHARPSHOOTING:
  757. case HT_POWER:
  758. if (bl->type == BL_PC)
  759. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  760. else
  761. range += 10; //Assume level 10?
  762. break;
  763. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  764. case GS_RAPIDSHOWER:
  765. case GS_TRACKING:
  766. case GS_PIERCINGSHOT:
  767. case GS_FULLBUSTER:
  768. case GS_SPREADATTACK:
  769. case GS_GROUNDDRIFT:
  770. if (bl->type == BL_PC)
  771. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  772. else
  773. range += 10; //Assume level 10?
  774. break;
  775. case NJ_KIRIKAGE:
  776. if (bl->type == BL_PC)
  777. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  778. break;
  779. }
  780. if(!range && bl->type != BL_PC)
  781. return 9; // Enable non players to use self skills on others. [Skotlex]
  782. return range;
  783. }
  784. int skill_calc_heal (struct block_list *bl, int skill_lv)
  785. {
  786. int skill, heal;
  787. if (skill_lv >= battle_config.max_heal_lv)
  788. return battle_config.max_heal;
  789. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  790. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  791. heal += heal * skill * 2 / 100;
  792. if(bl->type == BL_HOM && (skill = merc_hom_checkskill( ((TBL_HOM*)bl)->master, HLIF_BRAIN)) > 0) //[orn]
  793. heal += heal * skill * 2 / 100;
  794. return heal;
  795. }
  796. // Making plagiarize check its own function [Aru]
  797. int can_copy (struct map_session_data *sd, int skillid)
  798. {
  799. // Never copy NPC/Wedding Skills
  800. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  801. return 0;
  802. // High-class skills
  803. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  804. {
  805. if(battle_config.copyskill_restrict == 2)
  806. return 0;
  807. else if(battle_config.copyskill_restrict)
  808. return (sd->status.class_ == JOB_STALKER);
  809. }
  810. return 1;
  811. }
  812. // [MouseJstr] - skill ok to cast? and when?
  813. int skillnotok (int skillid, struct map_session_data *sd)
  814. {
  815. int i = skillid,m;
  816. nullpo_retr (1, sd);
  817. m = sd->bl.m;
  818. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  819. return 1;
  820. if (i >= GD_SKILLBASE)
  821. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  822. if (i >= HM_SKILLBASE) //[orn]
  823. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  824. if (i > MAX_SKILL || i < 0)
  825. return 1;
  826. if (sd->blockskill[i] > 0)
  827. return 1;
  828. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  829. return 0; // gm's can do anything damn thing they want
  830. // Check skill restrictions [Celest]
  831. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  832. return 1;
  833. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  834. return 1;
  835. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  836. return 1;
  837. if(agit_flag && skill_get_nocast (skillid) & 8)
  838. return 1;
  839. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  840. return 1;
  841. switch (skillid) {
  842. case AL_WARP:
  843. if(map[m].flag.nowarp) {
  844. clif_skill_teleportmessage(sd,0);
  845. return 1;
  846. }
  847. return 0;
  848. break;
  849. case AL_TELEPORT:
  850. if(map[m].flag.noteleport) {
  851. clif_skill_teleportmessage(sd,0);
  852. return 1;
  853. }
  854. return 0;
  855. case TK_HIGHJUMP:
  856. if(map[m].flag.noteleport && !map_flag_vs(m))
  857. { //Can't be used on noteleport maps, except for vs maps [Skotlex]
  858. clif_skill_fail(sd,skillid,0,0);
  859. return 1;
  860. }
  861. break;
  862. case WE_CALLPARTNER:
  863. case WE_CALLPARENT:
  864. case WE_CALLBABY:
  865. if (map[m].flag.nomemo) {
  866. clif_skill_teleportmessage(sd,1);
  867. return 1;
  868. }
  869. break;
  870. case MC_VENDING:
  871. case MC_IDENTIFY:
  872. return 0; // always allowed
  873. case WZ_ICEWALL:
  874. // noicewall flag [Valaris]
  875. if (map[m].flag.noicewall) {
  876. clif_skill_fail(sd,skillid,0,0);
  877. return 1;
  878. }
  879. break;
  880. case GD_EMERGENCYCALL:
  881. if ( //No use map_flag_gvg since config already takes that into account
  882. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  883. !(battle_config.emergency_call&
  884. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  885. (battle_config.emergency_call&16 && map[m].flag.nowarpto)
  886. ) {
  887. clif_skill_fail(sd,skillid,0,0);
  888. return 1;
  889. }
  890. break;
  891. }
  892. return (map[m].flag.noskill);
  893. }
  894. // [orn] - skill ok to cast? and when? //homunculus
  895. int skillnotok_hom (int skillid, struct homun_data *hd)
  896. {
  897. int i = skillid;
  898. nullpo_retr (1, hd);
  899. //if (sd == 0)
  900. //return 0;
  901. //return 1;
  902. // I think it was meant to be "no skills allowed when not a valid sd"
  903. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  904. return 1;
  905. if (i >= GD_SKILLBASE)
  906. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  907. if (i >= HM_SKILLBASE) //[orn]
  908. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  909. if (i > MAX_SKILL || i < 0)
  910. return 1;
  911. if (hd->blockskill[i] > 0)
  912. return 1;
  913. // Check skill restrictions [Celest]
  914. if(!map_flag_vs(hd->bl.m) && skill_get_nocast (skillid) & 1)
  915. return 1;
  916. if(map[hd->bl.m].flag.pvp) {
  917. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  918. return 1;
  919. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  920. return 1;
  921. }
  922. if(map_flag_gvg(hd->bl.m) && skill_get_nocast (skillid) & 4)
  923. return 1;
  924. if(agit_flag && skill_get_nocast (skillid) & 8)
  925. return 1;
  926. if(map[hd->bl.m].flag.restricted && map[hd->bl.m].zone && skill_get_nocast (skillid) & (8*map[hd->bl.m].zone))
  927. return 1;
  928. return (map[hd->bl.m].flag.noskill);
  929. }
  930. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  931. int firewall_unit_pos;
  932. int icewall_unit_pos;
  933. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  934. {
  935. int pos = skill_get_unit_layout_type(skillid,skilllv);
  936. int dir;
  937. if (pos != -1)
  938. return &skill_unit_layout[pos];
  939. if (src->x == x && src->y == y)
  940. dir = 2;
  941. else
  942. dir = map_calc_dir(src,x,y);
  943. if (skillid == MG_FIREWALL)
  944. return &skill_unit_layout [firewall_unit_pos + dir];
  945. else if (skillid == WZ_ICEWALL)
  946. return &skill_unit_layout [icewall_unit_pos + dir];
  947. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  948. return &skill_unit_layout[0];
  949. }
  950. /*==========================================
  951. *
  952. *------------------------------------------
  953. */
  954. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  955. {
  956. struct map_session_data *sd=NULL, *dstsd=NULL;
  957. struct mob_data *md=NULL, *dstmd=NULL;
  958. struct status_data *sstatus, *tstatus;
  959. struct status_change *sc, *tsc;
  960. int skill;
  961. int rate;
  962. nullpo_retr(0, src);
  963. nullpo_retr(0, bl);
  964. if(skillid < 0)
  965. { // remove the debug print when this case is finished
  966. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  967. src, bl,skillid,skilllv,attack_type,tick);
  968. return 0;
  969. }
  970. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  971. switch (src->type) {
  972. case BL_PC:
  973. sd = (struct map_session_data *)src;
  974. break;
  975. case BL_MOB:
  976. md = (struct mob_data *)src;
  977. break;
  978. }
  979. switch (bl->type) {
  980. case BL_PC:
  981. dstsd=(struct map_session_data *)bl;
  982. break;
  983. case BL_MOB:
  984. dstmd=(struct mob_data *)bl;
  985. break;
  986. }
  987. sc = status_get_sc(src);
  988. tsc = status_get_sc(bl);
  989. sstatus = status_get_status_data(src);
  990. tstatus = status_get_status_data(bl);
  991. if (!tsc) //skill additional effect is about adding effects to the target...
  992. //So if the target can't be inflicted with statuses, this is pointless.
  993. return 0;
  994. switch(skillid){
  995. case 0: // Normal attacks (no skill used)
  996. {
  997. if(sd) {
  998. // Automatic trigger of Blitz Beat
  999. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1000. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1001. int lv=(sd->status.job_level+9)/10;
  1002. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  1003. }
  1004. // Gank
  1005. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  1006. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1007. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1008. if(pc_steal_item(sd,bl))
  1009. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1010. else
  1011. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1012. }
  1013. // Chance to trigger Taekwon kicks [Dralnu]
  1014. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  1015. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  1016. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1017. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1018. ; //Stance triggered
  1019. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  1020. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1021. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1022. ; //Stance triggered
  1023. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  1024. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1025. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1026. ; //Stance triggered
  1027. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1028. { //additional chance from SG_FRIEND [Komurka]
  1029. rate = 20;
  1030. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1031. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1032. status_change_end(src,SC_SKILLRATE_UP,-1);
  1033. }
  1034. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1035. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1036. }
  1037. }
  1038. }
  1039. if (sc && sc->count) {
  1040. // Enchant Poison gives a chance to poison attacked enemies
  1041. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1042. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1043. sc->data[SC_ENCPOISON].val1,0,0,0,
  1044. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1045. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1046. if(sc->data[SC_EDP].timer != -1)
  1047. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1048. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1049. }
  1050. if (tsc->count) {
  1051. if (tsc->data[SC_SPLASHER].timer != -1)
  1052. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1053. tsc->data[SC_SPLASHER].val1,0,0,0,
  1054. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1055. }
  1056. }
  1057. break;
  1058. case SM_BASH:
  1059. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1060. //TODO: How much % per base level it actually is?
  1061. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1062. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1063. }
  1064. break;
  1065. case AS_VENOMKNIFE:
  1066. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1067. skilllv = pc_checkskill(sd, TF_POISON);
  1068. case TF_POISON:
  1069. case AS_SPLASHER:
  1070. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1071. && sd && skillid==TF_POISON
  1072. )
  1073. clif_skill_fail(sd,skillid,0,0);
  1074. break;
  1075. case AS_SONICBLOW:
  1076. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1077. break;
  1078. case AS_GRIMTOOTH:
  1079. {
  1080. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1081. if (tsc->data[type].timer == -1)
  1082. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1083. break;
  1084. }
  1085. case MG_FROSTDIVER:
  1086. case WZ_FROSTNOVA:
  1087. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case WZ_STORMGUST:
  1090. tsc->data[SC_FREEZE].val3++;
  1091. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1092. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1093. break;
  1094. case WZ_METEOR:
  1095. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1096. break;
  1097. case WZ_VERMILION:
  1098. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1099. break;
  1100. case HT_FREEZINGTRAP:
  1101. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case HT_FLASHER:
  1104. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case HT_LANDMINE:
  1107. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1108. break;
  1109. case HT_SHOCKWAVE:
  1110. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1111. break;
  1112. case HT_SANDMAN:
  1113. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case TF_SPRINKLESAND:
  1116. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case TF_THROWSTONE:
  1119. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1120. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1121. break;
  1122. case NPC_DARKCROSS:
  1123. case CR_HOLYCROSS:
  1124. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1125. break;
  1126. case CR_GRANDCROSS:
  1127. case NPC_GRANDDARKNESS:
  1128. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1129. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case AM_ACIDTERROR:
  1132. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1133. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1134. clif_emotion(bl,23);
  1135. break;
  1136. case AM_DEMONSTRATION:
  1137. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1138. break;
  1139. case CR_SHIELDCHARGE:
  1140. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1141. break;
  1142. case PA_PRESSURE:
  1143. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1144. break;
  1145. case RG_RAID:
  1146. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1147. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1148. break;
  1149. case BA_FROSTJOKE:
  1150. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1151. break;
  1152. case DC_SCREAM:
  1153. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1154. break;
  1155. case BD_LULLABY:
  1156. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1157. break;
  1158. case DC_UGLYDANCE:
  1159. rate = 5+5*skilllv;
  1160. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1161. rate += 5+skill;
  1162. status_zap(bl, 0, rate);
  1163. break;
  1164. case SL_STUN:
  1165. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1166. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1167. break;
  1168. case NPC_PETRIFYATTACK:
  1169. case NPC_CURSEATTACK:
  1170. case NPC_SLEEPATTACK:
  1171. case NPC_BLINDATTACK:
  1172. case NPC_POISON:
  1173. case NPC_SILENCEATTACK:
  1174. case NPC_STUNATTACK:
  1175. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case NPC_MENTALBREAKER:
  1178. status_percent_damage(src, bl, 0, -(10+skilllv));
  1179. break;
  1180. // Equipment breaking monster skills [Celest]
  1181. case NPC_BREAKWEAPON:
  1182. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1183. break;
  1184. case NPC_BREAKARMOR:
  1185. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1186. break;
  1187. case NPC_BREAKHELM:
  1188. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1189. break;
  1190. case NPC_BREAKSHIELD:
  1191. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1192. break;
  1193. case CH_TIGERFIST:
  1194. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1195. break;
  1196. case LK_SPIRALPIERCE:
  1197. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1198. break;
  1199. case ST_REJECTSWORD:
  1200. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1201. break;
  1202. case PF_FOGWALL:
  1203. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1204. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1205. break;
  1206. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1207. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1208. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1209. break;
  1210. case LK_JOINTBEAT:
  1211. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1212. break;
  1213. case ASC_METEORASSAULT:
  1214. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1215. switch(rand()%3) {
  1216. case 0:
  1217. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1218. break;
  1219. case 1:
  1220. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1221. break;
  1222. default:
  1223. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1224. }
  1225. break;
  1226. case HW_NAPALMVULCAN:
  1227. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1228. break;
  1229. case WS_CARTTERMINATION: // Cart termination
  1230. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1231. break;
  1232. case CR_ACIDDEMONSTRATION:
  1233. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1234. break;
  1235. case TK_DOWNKICK:
  1236. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1237. break;
  1238. case TK_JUMPKICK:
  1239. //Cancel out Soul Linker status of the target. [Skotlex]
  1240. if (tsc->count) {
  1241. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1242. break;
  1243. //Remove pitched potions effect.
  1244. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1245. status_change_end(bl, SC_ASPDPOTION0, -1);
  1246. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1247. status_change_end(bl, SC_ASPDPOTION1, -1);
  1248. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1249. status_change_end(bl, SC_ASPDPOTION2, -1);
  1250. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1251. status_change_end(bl, SC_ASPDPOTION3, -1);
  1252. if (tsc->data[SC_SPIRIT].timer != -1)
  1253. status_change_end(bl, SC_SPIRIT, -1);
  1254. if (tsc->data[SC_ONEHAND].timer != -1)
  1255. status_change_end(bl, SC_ONEHAND, -1);
  1256. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1257. status_change_end(bl, SC_ADRENALINE2, -1);
  1258. }
  1259. break;
  1260. case TK_TURNKICK:
  1261. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1262. if(attack_type == BF_MISC) //70% base stun chance...
  1263. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1264. break;
  1265. case GS_BULLSEYE: //0.1% coma rate.
  1266. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1267. break;
  1268. case GS_CRACKER:
  1269. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1270. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1271. break;
  1272. case GS_PIERCINGSHOT:
  1273. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1274. break;
  1275. case NJ_HYOUSYOURAKU:
  1276. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1277. break;
  1278. case GS_FLING:
  1279. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1280. break;
  1281. }
  1282. if(sd && attack_type&BF_WEAPON &&
  1283. skillid != MC_CARTREVOLUTION &&
  1284. skillid != AM_DEMONSTRATION &&
  1285. skillid != CR_REFLECTSHIELD
  1286. ){ //Trigger status effects
  1287. int i, type;
  1288. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1289. {
  1290. rate = sd->addeff[i].rate;
  1291. type = sd->state.arrow_atk; //Ranged?
  1292. if (type)
  1293. rate += sd->addeff[i].arrow_rate;
  1294. if (!rate) continue;
  1295. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1296. { //Trigger has range consideration.
  1297. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1298. (sd->addeff[i].flag&ATF_SHORT && type))
  1299. continue; //Range Failed.
  1300. }
  1301. type = sd->addeff[i].id;
  1302. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1303. if (sd->addeff[i].flag&ATF_TARGET)
  1304. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1305. if (sd->addeff[i].flag&ATF_SELF)
  1306. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1307. }
  1308. }
  1309. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1310. { //Pass heritage to Master for status causing effects. [Skotlex]
  1311. sd = map_id2sd(md->master_id);
  1312. src = sd?&sd->bl:src;
  1313. }
  1314. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1315. if(sd && !status_isdead(bl) && src != bl &&
  1316. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1317. struct block_list *tbl;
  1318. struct unit_data *ud;
  1319. int i, skilllv;
  1320. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1321. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1322. if (skillnotok(skill, sd))
  1323. continue;
  1324. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1325. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1326. if (rand()%1000 > rate)
  1327. continue;
  1328. if (sd->autospell[i].id < 0)
  1329. tbl = src;
  1330. else
  1331. tbl = bl;
  1332. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1333. continue; //Autoskills DO check for target-src range. [Skotlex]
  1334. rate = skill_get_inf(skill);
  1335. switch (skill_get_casttype(skill)) {
  1336. case CAST_GROUND:
  1337. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1338. break;
  1339. case CAST_NODAMAGE:
  1340. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1341. break;
  1342. case CAST_DAMAGE:
  1343. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1344. break;
  1345. }
  1346. //Set canact delay. [Skotlex]
  1347. ud = unit_bl2ud(src);
  1348. if (ud) {
  1349. rate = skill_delayfix(src, skill, skilllv)/2;
  1350. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1351. ud->canact_tick = tick+rate;
  1352. }
  1353. break; //Only one auto skill comes off at a time.
  1354. }
  1355. }
  1356. //Polymorph
  1357. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1358. dstmd && !(tstatus->mode&MD_BOSS) && !dstmd->guardian_data &&
  1359. (dstmd->class_ < 1324 || dstmd->class_ > 1363) && //Treasure boxes
  1360. !mob_is_clone(dstmd->class_) &&
  1361. (rand()%10000 < sd->classchange))
  1362. {
  1363. struct mob_db *mob;
  1364. int class_;
  1365. skill = 0;
  1366. do {
  1367. do {
  1368. class_ = rand() % MAX_MOB_DB;
  1369. } while (!mobdb_checkid(class_));
  1370. rate = rand() % 1000000;
  1371. mob = mob_db(class_);
  1372. } while (
  1373. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1374. (skill++) < 2000);
  1375. if (skill < 2000)
  1376. mob_class_change(dstmd,class_);
  1377. }
  1378. return 0;
  1379. }
  1380. /* Splitted off from skill_additional_effect, which is never called when the
  1381. * attack skill kills the enemy. Place in this function counter status effects
  1382. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1383. * from cards) that will take effect on the source, not the target. [Skotlex]
  1384. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1385. * type of skills, so not every instance of skill_additional_effect needs a call
  1386. * to this one.
  1387. */
  1388. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1389. {
  1390. int rate;
  1391. struct map_session_data *sd=NULL;
  1392. struct map_session_data *dstsd=NULL;
  1393. struct status_change *tsc;
  1394. nullpo_retr(0, src);
  1395. nullpo_retr(0, bl);
  1396. if(skillid < 0)
  1397. { // remove the debug print when this case is finished
  1398. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1399. src, bl,skillid,skilllv,attack_type,tick);
  1400. return 0;
  1401. }
  1402. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1403. tsc = status_get_sc(bl);
  1404. if (tsc && !tsc->count)
  1405. tsc = NULL;
  1406. BL_CAST(BL_PC, src, sd);
  1407. BL_CAST(BL_PC, bl, dstsd);
  1408. switch(skillid){
  1409. case 0: //Normal Attack
  1410. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1411. tsc->data[SC_KAAHI].val4 = add_timer(
  1412. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1413. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1414. break;
  1415. case MO_EXTREMITYFIST:
  1416. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1417. break;
  1418. case GS_FULLBUSTER:
  1419. sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1420. break;
  1421. }
  1422. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1423. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1424. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1425. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1426. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1427. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1428. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1429. }
  1430. if(dstsd && attack_type&BF_WEAPON)
  1431. { //Counter effects.
  1432. int i, type, time;
  1433. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1434. {
  1435. rate = dstsd->addeff2[i].rate;
  1436. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1437. if (type)
  1438. rate+=dstsd->addeff2[i].arrow_rate;
  1439. if (!rate) continue;
  1440. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1441. { //Trigger has range consideration.
  1442. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1443. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1444. continue; //Range Failed.
  1445. }
  1446. type = dstsd->addeff2[i].id;
  1447. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1448. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1449. status_change_start(src,type,rate,7,0,0,0,time,0);
  1450. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1451. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1452. }
  1453. }
  1454. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1455. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1456. {
  1457. struct block_list *tbl;
  1458. struct unit_data *ud;
  1459. int i, skillid, skilllv, rate;
  1460. for (i = 0; i < MAX_PC_BONUS; i++) {
  1461. if (dstsd->autospell2[i].id == 0)
  1462. break;
  1463. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1464. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1465. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1466. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1467. if (skillnotok(skillid, dstsd))
  1468. continue;
  1469. if (rand()%1000 > rate)
  1470. continue;
  1471. if (dstsd->autospell2[i].id < 0)
  1472. tbl = bl;
  1473. else
  1474. tbl = src;
  1475. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1476. continue; //Autoskills DO check for target-src range. [Skotlex]
  1477. switch (skill_get_casttype(skillid)) {
  1478. case CAST_GROUND:
  1479. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1480. break;
  1481. case CAST_NODAMAGE:
  1482. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1483. break;
  1484. case CAST_DAMAGE:
  1485. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1486. break;
  1487. }
  1488. //Set canact delay. [Skotlex]
  1489. ud = unit_bl2ud(bl);
  1490. if (ud) {
  1491. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1492. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1493. ud->canact_tick = tick+rate;
  1494. }
  1495. break; //trigger only one auto-spell per hit.
  1496. }
  1497. }
  1498. return 0;
  1499. }
  1500. /*=========================================================================
  1501. Breaks equipment. On-non players causes the corresponding strip effect.
  1502. - rate goes from 0 to 10000 (100.00%)
  1503. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1504. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1505. --------------------------------------------------------------------------*/
  1506. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1507. {
  1508. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1509. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1510. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1511. struct status_change *sc = status_get_sc(bl);
  1512. int i,j;
  1513. TBL_PC *sd;
  1514. BL_CAST(BL_PC, bl, sd);
  1515. if (sc && !sc->count)
  1516. sc = NULL;
  1517. if (sd) {
  1518. if (sd->unbreakable_equip)
  1519. where &= ~sd->unbreakable_equip;
  1520. if (sd->unbreakable)
  1521. rate -= rate*sd->unbreakable/100;
  1522. if (where&EQP_WEAPON) {
  1523. switch (sd->status.weapon) {
  1524. case W_FIST: //Bare fists should not break :P
  1525. case W_1HAXE:
  1526. case W_2HAXE:
  1527. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1528. case W_STAFF:
  1529. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1530. where &= ~EQP_WEAPON;
  1531. }
  1532. }
  1533. }
  1534. if (flag&BCT_ENEMY) {
  1535. if (battle_config.equip_skill_break_rate != 100)
  1536. rate = rate*battle_config.equip_skill_break_rate/100;
  1537. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1538. if (battle_config.equip_self_break_rate != 100)
  1539. rate = rate*battle_config.equip_self_break_rate/100;
  1540. }
  1541. for (i = 0; i < 4; i++) {
  1542. if (where&where_list[i]) {
  1543. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1544. where&=~where_list[i];
  1545. else if (rand()%10000 >= rate)
  1546. where&=~where_list[i];
  1547. else if (!sd) //Cause Strip effect.
  1548. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1549. }
  1550. }
  1551. if (!where) //Nothing to break.
  1552. return 0;
  1553. if (sd) {
  1554. for (i = 0; i < EQI_MAX; i++) {
  1555. j = sd->equip_index[i];
  1556. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1557. continue;
  1558. flag = 0;
  1559. switch(i) {
  1560. case EQI_HEAD_TOP: //Upper Head
  1561. flag = (where&EQP_HELM);
  1562. break;
  1563. case EQI_ARMOR: //Body
  1564. flag = (where&EQP_ARMOR);
  1565. break;
  1566. case EQI_HAND_R: //Left/Right hands
  1567. case EQI_HAND_L:
  1568. flag = (
  1569. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1570. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1571. break;
  1572. default:
  1573. continue;
  1574. }
  1575. if (flag) {
  1576. sd->status.inventory[j].attribute = 1;
  1577. pc_unequipitem(sd, j, 3);
  1578. }
  1579. }
  1580. clif_equiplist(sd);
  1581. }
  1582. return where; //Return list of pieces broken.
  1583. }
  1584. /*=========================================================================
  1585. Used to knock back players, monsters, traps, etc
  1586. If count&0xf00000, the direction is send in the 6th byte.
  1587. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1588. If count&0x20000, position update packets must not be sent.
  1589. IF count&0X40000, direction is random.
  1590. --------------------------------------------------------------------------*/
  1591. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1592. {
  1593. int dx=0,dy=0,nx,ny;
  1594. int x=target->x,y=target->y;
  1595. int dir,ret;
  1596. struct skill_unit *su=NULL;
  1597. nullpo_retr(0, src);
  1598. if (src != target && map_flag_gvg(target->m))
  1599. return 0; //No knocking back in WoE
  1600. if (!count&0xffff)
  1601. return 0; //Actual knockback distance is 0.
  1602. switch (target->type) {
  1603. case BL_MOB:
  1604. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1605. return 0;
  1606. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1607. return 0;
  1608. break;
  1609. case BL_SKILL:
  1610. su=(struct skill_unit *)target;
  1611. break;
  1612. }
  1613. if (count&0xf00000)
  1614. dir = (count>>20)&0xf;
  1615. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1616. dir = unit_getdir(target);
  1617. else if (count&0x40000) //Flag for random pushing.
  1618. dir = rand()%8;
  1619. else
  1620. dir = map_calc_dir(target,src->x,src->y);
  1621. if (dir>=0 && dir<8){
  1622. dx = -dirx[dir];
  1623. dy = -diry[dir];
  1624. }
  1625. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1626. nx=ret>>16;
  1627. ny=ret&0xffff;
  1628. if (!su)
  1629. unit_stop_walking(target,0);
  1630. dx = nx - x;
  1631. dy = ny - y;
  1632. if (!dx && !dy) //Could not knockback.
  1633. return 0;
  1634. map_foreachinmovearea(clif_outsight,target->m,
  1635. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1636. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1637. if(su)
  1638. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1639. else
  1640. map_moveblock(target, nx, ny, gettick());
  1641. map_foreachinmovearea(clif_insight,target->m,
  1642. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1643. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1644. if(!(count&0x20000))
  1645. clif_blown(target);
  1646. return (count&0xFFFF); //Return amount of knocked back cells.
  1647. }
  1648. /*
  1649. * =========================================================================
  1650. * スキル?U??果?�?まとめ
  1651. * flagの?明?B16?i?
  1652. * 00XRTTff
  1653. * ff = magicで計算に渡される?j
  1654. * TT = パケットのtype部分(0でデフォルト?j
  1655. * X = パケットのスキルLv
  1656. * R = 予約?iskill_area_subで使用する?j
  1657. *-------------------------------------------------------------------------
  1658. */
  1659. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1660. {
  1661. struct Damage dmg;
  1662. struct status_data *sstatus, *tstatus;
  1663. struct status_change *sc;
  1664. struct map_session_data *sd, *tsd;
  1665. int type,lv,damage,rdamage=0;
  1666. if(skillid > 0 && skilllv <= 0) return 0;
  1667. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1668. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1669. nullpo_retr(0, bl); //Target to be attacked.
  1670. if (src != dsrc) {
  1671. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1672. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1673. return 0;
  1674. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1675. //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]
  1676. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1677. return 0;
  1678. }
  1679. BL_CAST(BL_PC, dsrc, sd);
  1680. BL_CAST(BL_PC, bl, tsd);
  1681. sstatus = status_get_status_data(dsrc);
  1682. tstatus = status_get_status_data(bl);
  1683. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1684. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1685. return 0;
  1686. type=-1;
  1687. lv=(flag>>20)&0xf;
  1688. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1689. //Skotlex: Adjusted to the new system
  1690. if(src->type==BL_PET && (struct pet_data *)src)
  1691. { // [Valaris]
  1692. struct pet_data *pd = (struct pet_data *)src;
  1693. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1694. {
  1695. int element = skill_get_pl(skillid);
  1696. if (skillid == -1)
  1697. element = sstatus->rhw.ele;
  1698. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1699. dmg.damage2=0;
  1700. dmg.div_= pd->a_skill->div_;
  1701. }
  1702. }
  1703. sc= status_get_sc(bl);
  1704. if (sc && !sc->count) sc = NULL; //Don't need it.
  1705. if (attack_type&BF_MAGIC) {
  1706. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1707. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1708. { //Works on players or mobs with level under 80.
  1709. clif_specialeffect(bl, 438, AREA);
  1710. if (--sc->data[SC_KAITE].val2 <= 0)
  1711. status_change_end(bl, SC_KAITE, -1);
  1712. bl = src; //Just make the skill attack yourself @.@
  1713. sc = status_get_sc(bl);
  1714. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1715. if (sc && !sc->count)
  1716. sc = NULL; //Don't need it.
  1717. //Spirit of Wizard blocks bounced back spells.
  1718. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1719. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1720. {
  1721. if (tsd) pc_delitem(tsd, type, 1, 0);
  1722. dmg.damage = dmg.damage2 = 0;
  1723. dmg.dmg_lv = ATK_FLEE;
  1724. }
  1725. }
  1726. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1727. //struct unit_data *ud;
  1728. int sp = skill_get_sp(skillid,skilllv);
  1729. dmg.damage = dmg.damage2 = 0;
  1730. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1731. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1732. if(skillid == WZ_WATERBALL && skilllv > 1)
  1733. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1734. status_heal(bl, 0, sp, 2);
  1735. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1736. /* It was reported you don't get an act delay once it triggers.
  1737. ud = unit_bl2ud(bl);
  1738. if (ud) ud->canact_tick = tick
  1739. + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1740. */
  1741. }
  1742. }
  1743. damage = dmg.damage + dmg.damage2;
  1744. if (damage > 0 && src != bl && src == dsrc)
  1745. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1746. if(lv==15)
  1747. lv=-1;
  1748. if( flag&0xff00 )
  1749. type=(flag&0xff00)>>8;
  1750. if((damage <= 0 || damage < dmg.div_)
  1751. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1752. dmg.blewcount = 0;
  1753. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1754. if(battle_config.gx_disptype) dsrc = src;
  1755. if(src == bl) type = 4;
  1756. }
  1757. if(sd) {
  1758. //Sorry for removing the Japanese comments, but they were actually distracting
  1759. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1760. if (sd->sc.data[SC_COMBO].timer!=-1)
  1761. { //End combo state after skill is invoked. [Skotlex]
  1762. switch (skillid) {
  1763. case TK_TURNKICK:
  1764. case TK_STORMKICK:
  1765. case TK_DOWNKICK:
  1766. case TK_COUNTER:
  1767. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1768. { //Extend combo time.
  1769. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1770. sd->skilllv_old = skilllv;
  1771. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1772. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1773. sd->sc.data[SC_COMBO].timer = add_timer(
  1774. tick+sd->sc.data[SC_COMBO].val4,
  1775. status_change_timer, src->id, SC_COMBO);
  1776. break;
  1777. }
  1778. default:
  1779. status_change_end(src,SC_COMBO,-1);
  1780. }
  1781. }
  1782. switch(skillid)
  1783. {
  1784. case MO_TRIPLEATTACK:
  1785. {
  1786. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1787. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1788. delay += 300 * battle_config.combo_delay_rate / 100;
  1789. sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay);
  1790. clif_combo_delay(src, delay);
  1791. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1792. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1793. break;
  1794. }
  1795. case MO_CHAINCOMBO:
  1796. {
  1797. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1798. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1799. delay += 300 * battle_config.combo_delay_rate /100;
  1800. sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay);
  1801. clif_combo_delay(src,delay);
  1802. break;
  1803. }
  1804. case MO_COMBOFINISH:
  1805. {
  1806. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1807. if (
  1808. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1809. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1810. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1811. )
  1812. delay += 300 * battle_config.combo_delay_rate /100;
  1813. sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay);
  1814. clif_combo_delay(src,delay);
  1815. break;
  1816. }
  1817. case CH_TIGERFIST:
  1818. { //Tigerfist is now a combo-only skill. [Skotlex]
  1819. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1820. if(
  1821. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1822. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1823. )
  1824. delay += 300 * battle_config.combo_delay_rate /100;
  1825. sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay);
  1826. clif_combo_delay(src,delay);
  1827. break;
  1828. }
  1829. case CH_CHAINCRUSH:
  1830. {
  1831. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1832. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 &&
  1833. sd->spiritball >= 1 &&
  1834. sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1835. delay += 300 * battle_config.combo_delay_rate /100;
  1836. sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay);
  1837. clif_combo_delay(src,delay);
  1838. break;
  1839. }
  1840. case AC_DOUBLE:
  1841. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1842. pc_checkskill(sd, HT_POWER)) {
  1843. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1844. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1845. clif_combo_delay(src,2000);
  1846. }
  1847. break;
  1848. case TK_COUNTER:
  1849. { //bonus from SG_FRIEND [Komurka]
  1850. int level;
  1851. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1852. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1853. }
  1854. break;
  1855. case SL_STIN:
  1856. case SL_STUN:
  1857. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1858. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1859. break;
  1860. case GS_FULLBUSTER:
  1861. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1862. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1863. break;
  1864. } //Switch End
  1865. }
  1866. //Display damage.
  1867. switch(skillid){
  1868. //Skills who's damage should't show any skill-animation.
  1869. case SM_MAGNUM:
  1870. case AS_SPLASHER:
  1871. case ASC_METEORASSAULT:
  1872. // case GS_SPREADATTACK: <- as it is, it shows no animation at all.
  1873. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1874. break;
  1875. case KN_BRANDISHSPEAR:
  1876. case NJ_KAMAITACHI:
  1877. case NJ_HUUMA:
  1878. { //Only display skill animation for skill's target.
  1879. struct unit_data *ud = unit_bl2ud(src);
  1880. if (ud && ud->skilltarget == bl->id)
  1881. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1882. else
  1883. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
  1884. break;
  1885. }
  1886. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1887. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1888. break;
  1889. case NPC_SELFDESTRUCTION:
  1890. if(src->type==BL_PC)
  1891. dmg.blewcount = 10;
  1892. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1893. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1894. case TF_DOUBLE:
  1895. case GS_CHAINACTION:
  1896. case SN_SHARPSHOOTING:
  1897. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1898. break;
  1899. case CR_GRANDCROSS:
  1900. case NPC_GRANDDARKNESS:
  1901. //Only show animation when hitting yourself. [Skotlex]
  1902. if (src!=bl) {
  1903. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1904. break;
  1905. }
  1906. default:
  1907. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1908. }
  1909. map_freeblock_lock();
  1910. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1911. && pc_checkskill(tsd,RG_PLAGIARISM)
  1912. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1913. && damage < tsd->status.hp)
  1914. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1915. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1916. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1917. {
  1918. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1919. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1920. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1921. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1922. }
  1923. tsd->cloneskill_id = skillid;
  1924. tsd->status.skill[skillid].id = skillid;
  1925. tsd->status.skill[skillid].lv = skilllv;
  1926. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1927. tsd->status.skill[skillid].lv = lv;
  1928. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1929. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1930. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1931. clif_skillinfoblock(tsd);
  1932. }
  1933. }
  1934. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1935. struct skill_unit* su = (struct skill_unit*)bl;
  1936. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1937. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1938. }
  1939. if (!dmg.amotion) {
  1940. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1941. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1942. if (!status_isdead(bl))
  1943. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1944. //Counter status effects [Skotlex]
  1945. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1946. }
  1947. }
  1948. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1949. if (dmg.blewcount > 0 && !status_isdead(bl))
  1950. skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
  1951. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1952. if (dmg.amotion)
  1953. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1954. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1955. int rate = 50 + skilllv * 5;
  1956. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1957. if(rand()%100 < rate)
  1958. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1959. }
  1960. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1961. if (battle_config.left_cardfix_to_right)
  1962. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1963. else
  1964. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1965. }
  1966. if (rdamage>0) {
  1967. if (dmg.amotion)
  1968. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1969. else
  1970. status_fix_damage(bl,src,rdamage,0);
  1971. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1972. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1973. if (tsd && src != bl)
  1974. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1975. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1976. }
  1977. if (!(flag & 1) &&
  1978. (
  1979. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1980. ) &&
  1981. (sc = status_get_sc(src)) &&
  1982. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1983. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1984. {
  1985. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1986. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1987. }
  1988. map_freeblock_unlock();
  1989. return damage;
  1990. }
  1991. /*==========================================
  1992. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1993. * flagについて?F16?i?を確認
  1994. * MSB <- 00fTffff ->LSB
  1995. * T =タ?ゲット選?用(BCT_*)
  1996. * ffff=自由に使用可能
  1997. * 0 =予約?B0に固定
  1998. *------------------------------------------
  1999. */
  2000. static int skill_area_temp[8];
  2001. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  2002. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  2003. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2004. int skill_area_sub (struct block_list *bl, va_list ap)
  2005. {
  2006. struct block_list *src;
  2007. int skill_id,skill_lv,flag;
  2008. unsigned int tick;
  2009. SkillFunc func;
  2010. nullpo_retr(0, bl);
  2011. nullpo_retr(0, ap);
  2012. src=va_arg(ap,struct block_list *);
  2013. skill_id=va_arg(ap,int);
  2014. skill_lv=va_arg(ap,int);
  2015. tick=va_arg(ap,unsigned int);
  2016. flag=va_arg(ap,int);
  2017. func=va_arg(ap,SkillFunc);
  2018. if(battle_check_target(src,bl,flag) > 0)
  2019. func(src,bl,skill_id,skill_lv,tick,flag);
  2020. return 0;
  2021. }
  2022. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2023. {
  2024. struct skill_unit *unit;
  2025. int skillid,g_skillid;
  2026. unit = (struct skill_unit *)bl;
  2027. if(bl->prev == NULL || bl->type != BL_SKILL)
  2028. return 0;
  2029. if(!unit->alive)
  2030. return 0;
  2031. skillid = va_arg(ap,int);
  2032. g_skillid = unit->group->skill_id;
  2033. switch (skillid)
  2034. {
  2035. case MG_SAFETYWALL:
  2036. case AL_PNEUMA:
  2037. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2038. return 0;
  2039. break;
  2040. case AL_WARP:
  2041. case HT_SKIDTRAP:
  2042. case HT_LANDMINE:
  2043. case HT_ANKLESNARE:
  2044. case HT_SHOCKWAVE:
  2045. case HT_SANDMAN:
  2046. case HT_FLASHER:
  2047. case HT_FREEZINGTRAP:
  2048. case HT_BLASTMINE:
  2049. case HT_CLAYMORETRAP:
  2050. case HT_TALKIEBOX:
  2051. case HP_BASILICA:
  2052. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2053. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2054. return 0;
  2055. break;
  2056. default: //Avoid stacking with same kind of trap. [Skotlex]
  2057. if (g_skillid != skillid)
  2058. return 0;
  2059. break;
  2060. }
  2061. return 1;
  2062. }
  2063. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2064. {
  2065. //Non players do not check for the skill's splash-trigger area.
  2066. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2067. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2068. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2069. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2070. return 0;
  2071. }
  2072. range += layout_type;
  2073. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2074. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2075. }
  2076. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2077. {
  2078. int skillid;
  2079. if(bl->prev == NULL)
  2080. return 0;
  2081. if(status_isdead(bl))
  2082. return 0;
  2083. skillid = va_arg(ap,int);
  2084. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2085. return 0;
  2086. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2087. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2088. return 1;
  2089. }
  2090. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2091. {
  2092. int range, type;
  2093. switch (skillid) { // to be expanded later
  2094. case WZ_ICEWALL:
  2095. range = 2;
  2096. break;
  2097. default:
  2098. {
  2099. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2100. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2101. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2102. return 0;
  2103. }
  2104. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2105. }
  2106. break;
  2107. }
  2108. // if the caster is a monster/NPC, only check for players
  2109. // otherwise just check characters
  2110. if (bl->type == BL_PC)
  2111. type = BL_CHAR;
  2112. else
  2113. type = BL_PC;
  2114. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2115. x - range, y - range, x + range, y + range,
  2116. type, skillid);
  2117. }
  2118. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2119. {
  2120. struct map_session_data *sd;
  2121. int gid, id, strvit, agidex;
  2122. sd = (struct map_session_data *)bl;
  2123. id = va_arg(ap,int);
  2124. gid = va_arg(ap,int);
  2125. if (sd->status.guild_id != gid)
  2126. return 0;
  2127. if(id == sd->bl.id && battle_config.guild_aura&16)
  2128. return 0;
  2129. strvit = va_arg(ap,int);
  2130. agidex = va_arg(ap,int);
  2131. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2132. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2133. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2134. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2135. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2136. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2137. }
  2138. return 0;
  2139. }
  2140. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2141. return 1;
  2142. }
  2143. /*==========================================
  2144. * [orn]
  2145. * Checks that you have the requirements for casting a skill for homunculus.
  2146. * Flag:
  2147. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2148. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2149. *------------------------------------------
  2150. */
  2151. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2152. {
  2153. struct status_data *status;
  2154. struct status_change *sc;
  2155. int j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2156. nullpo_retr(0, hd);
  2157. if (lv <= 0) return 0;
  2158. status = &hd->battle_status;
  2159. sc = &hd->sc;
  2160. if (!sc->count)
  2161. sc = NULL;
  2162. // for the guild skills [celest]
  2163. if (skill >= HM_SKILLBASE) //[orn]
  2164. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2165. else
  2166. j = skill;
  2167. if (j < 0 || j >= MAX_SKILL_DB)
  2168. return 0;
  2169. //Code speedup, rather than using skill_get_* over and over again.
  2170. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2171. return 0;
  2172. hp = skill_db[j].hp[lv-1];
  2173. sp = skill_db[j].sp[lv-1];
  2174. hp_rate = skill_db[j].hp_rate[lv-1];
  2175. sp_rate = skill_db[j].sp_rate[lv-1];
  2176. state = skill_db[j].state;
  2177. mhp = skill_db[j].mhp[lv-1];
  2178. if(mhp > 0)
  2179. hp += (status->max_hp * mhp)/100;
  2180. if(hp_rate > 0)
  2181. hp += (status->hp * hp_rate)/100;
  2182. else
  2183. hp += (status->max_hp * (-hp_rate))/100;
  2184. if(sp_rate > 0)
  2185. sp += (status->sp * sp_rate)/100;
  2186. else
  2187. sp += (status->max_sp * (-sp_rate))/100;
  2188. switch(skill) { // Check for cost reductions due to skills & SCs
  2189. case HFLI_SBR44:
  2190. if(hd->master->homunculus.intimacy < 200)
  2191. return 0;
  2192. break;
  2193. case HVAN_EXPLOSION:
  2194. if(hd->master->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2195. return 0;
  2196. break;
  2197. }
  2198. if(!(type&2)){
  2199. if( hp>0 && status->hp <= (unsigned int)hp) {
  2200. clif_skill_fail(hd->master,skill,2,0);
  2201. return 0;
  2202. }
  2203. if( sp>0 && status->sp < (unsigned int)sp) {
  2204. clif_skill_fail(hd->master,skill,1,0);
  2205. return 0;
  2206. }
  2207. }
  2208. switch(state) {
  2209. case ST_MOVE_ENABLE:
  2210. //Check only on begin casting. [Skotlex]
  2211. if(!type && !unit_can_move(&hd->bl)) {
  2212. clif_skill_fail(hd->master,skill,0,0);
  2213. return 0;
  2214. }
  2215. break;
  2216. }
  2217. if(!(type&1))
  2218. return 1;
  2219. if(type&2)
  2220. return 1;
  2221. if(sp || hp)
  2222. status_zap(&hd->bl, hp, sp);
  2223. return 1;
  2224. }
  2225. /*=========================================================================
  2226. *
  2227. */
  2228. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2229. {
  2230. if(skill_area_temp[0] < 0xffff)
  2231. skill_area_temp[0]++;
  2232. return 1;
  2233. }
  2234. int skill_count_water (struct block_list *src, int range)
  2235. {
  2236. int i,x,y,cnt = 0,size = range*2+1;
  2237. struct skill_unit *unit;
  2238. for (i=0;i<size*size;i++) {
  2239. x = src->x+(i%size-range);
  2240. y = src->y+(i/size-range);
  2241. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2242. cnt++;
  2243. continue;
  2244. }
  2245. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2246. if (!unit)
  2247. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2248. if (unit) {
  2249. cnt++;
  2250. skill_delunit(unit);
  2251. }
  2252. }
  2253. return cnt;
  2254. }
  2255. /*==========================================
  2256. *
  2257. *------------------------------------------
  2258. */
  2259. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2260. {
  2261. struct block_list *src = map_id2bl(id),*target;
  2262. struct unit_data *ud = unit_bl2ud(src);
  2263. struct skill_timerskill *skl = NULL;
  2264. int range;
  2265. nullpo_retr(0, src);
  2266. nullpo_retr(0, ud);
  2267. skl = ud->skilltimerskill[data];
  2268. nullpo_retr(0, skl);
  2269. ud->skilltimerskill[data] = NULL;
  2270. do {
  2271. if(src->prev == NULL)
  2272. break;
  2273. if(skl->target_id) {
  2274. target = map_id2bl(skl->target_id);
  2275. if(!target && skl->skill_id == RG_INTIMIDATE)
  2276. target = src; //Required since it has to warp.
  2277. if(target == NULL)
  2278. break;
  2279. if(target->prev == NULL)
  2280. break;
  2281. if(src->m != target->m)
  2282. break;
  2283. if(status_isdead(src))
  2284. break;
  2285. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2286. break;
  2287. switch(skl->skill_id) {
  2288. case RG_INTIMIDATE:
  2289. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2290. short x,y;
  2291. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2292. if (target != src && !status_isdead(target))
  2293. unit_warp(target, -1, x, y, 3);
  2294. }
  2295. break;
  2296. case BA_FROSTJOKE:
  2297. case DC_SCREAM:
  2298. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2299. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2300. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2301. break;
  2302. case WZ_WATERBALL:
  2303. if (!status_isdead(target))
  2304. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2305. if (skl->type>1 && !status_isdead(target)) {
  2306. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2307. } else {
  2308. struct status_change *sc = status_get_sc(src);
  2309. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2310. status_change_end(src,SC_MAGICPOWER,-1);
  2311. }
  2312. break;
  2313. default:
  2314. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2315. break;
  2316. }
  2317. }
  2318. else {
  2319. if(src->m != skl->map)
  2320. break;
  2321. switch(skl->skill_id) {
  2322. case WZ_METEOR:
  2323. if(skl->type >= 0) {
  2324. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2325. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2326. }
  2327. else
  2328. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2329. break;
  2330. }
  2331. }
  2332. } while (0);
  2333. //Free skl now that it is no longer needed.
  2334. ers_free(skill_timer_ers, skl);
  2335. return 0;
  2336. }
  2337. /*==========================================
  2338. *
  2339. *------------------------------------------
  2340. */
  2341. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2342. {
  2343. int i;
  2344. struct unit_data *ud;
  2345. nullpo_retr(1, src);
  2346. ud = unit_bl2ud(src);
  2347. nullpo_retr(1, ud);
  2348. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2349. if (i==MAX_SKILLTIMERSKILL) return 1;
  2350. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2351. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2352. ud->skilltimerskill[i]->src_id = src->id;
  2353. ud->skilltimerskill[i]->target_id = target;
  2354. ud->skilltimerskill[i]->skill_id = skill_id;
  2355. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2356. ud->skilltimerskill[i]->map = src->m;
  2357. ud->skilltimerskill[i]->x = x;
  2358. ud->skilltimerskill[i]->y = y;
  2359. ud->skilltimerskill[i]->type = type;
  2360. ud->skilltimerskill[i]->flag = flag;
  2361. return 0;
  2362. }
  2363. /*==========================================
  2364. *
  2365. *------------------------------------------
  2366. */
  2367. int skill_cleartimerskill (struct block_list *src)
  2368. {
  2369. int i;
  2370. struct unit_data *ud;
  2371. nullpo_retr(0, src);
  2372. ud = unit_bl2ud(src);
  2373. nullpo_retr(0, ud);
  2374. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2375. if(ud->skilltimerskill[i]) {
  2376. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2377. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2378. ud->skilltimerskill[i]=NULL;
  2379. }
  2380. }
  2381. return 1;
  2382. }
  2383. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2384. {
  2385. TBL_SKILL *su = (TBL_SKILL*)bl;
  2386. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2387. { //Reveal trap.
  2388. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2389. //clif_changetraplook(bl, su->group->unit_id);
  2390. clif_skill_setunit(su);
  2391. return 1;
  2392. }
  2393. return 0;
  2394. }
  2395. /*==========================================
  2396. *
  2397. *
  2398. *------------------------------------------
  2399. */
  2400. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2401. {
  2402. struct map_session_data *sd = NULL, *tsd = NULL;
  2403. struct status_data *tstatus;
  2404. struct status_change *sc;
  2405. if (skillid > 0 && skilllv <= 0) return 0;
  2406. nullpo_retr(1, src);
  2407. nullpo_retr(1, bl);
  2408. if (src->m != bl->m)
  2409. return 1;
  2410. if (bl->prev == NULL)
  2411. return 1;
  2412. if (src->type == BL_PC)
  2413. sd = (struct map_session_data *)src;
  2414. if (bl->type == BL_PC)
  2415. tsd = (struct map_session_data *)bl;
  2416. if (status_isdead(bl))
  2417. return 1;
  2418. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2419. { //GTB makes all targetted magic fail silently.
  2420. if (sd) clif_skill_fail(sd,skillid,0,0);
  2421. return 1;
  2422. }
  2423. sc = status_get_sc(src);
  2424. if (sc && !sc->count)
  2425. sc = NULL; //Unneeded
  2426. tstatus = status_get_status_data(bl);
  2427. map_freeblock_lock();
  2428. switch(skillid)
  2429. {
  2430. case SM_BASH:
  2431. case MC_MAMMONITE:
  2432. case TF_DOUBLE:
  2433. case AC_DOUBLE:
  2434. case AS_SONICBLOW:
  2435. case KN_PIERCE:
  2436. case KN_SPEARBOOMERANG:
  2437. case KN_BRANDISHSPEAR:
  2438. case TF_POISON:
  2439. case TF_SPRINKLESAND:
  2440. case AC_CHARGEARROW:
  2441. case RG_RAID:
  2442. case RG_INTIMIDATE:
  2443. case AM_ACIDTERROR:
  2444. case BA_MUSICALSTRIKE:
  2445. case DC_THROWARROW:
  2446. case BA_DISSONANCE:
  2447. case CR_HOLYCROSS:
  2448. case NPC_DARKCROSS:
  2449. case CR_SHIELDCHARGE:
  2450. case CR_SHIELDBOOMERANG:
  2451. case NPC_PIERCINGATT:
  2452. case NPC_MENTALBREAKER:
  2453. case NPC_RANGEATTACK:
  2454. case NPC_CRITICALSLASH:
  2455. case NPC_COMBOATTACK:
  2456. case NPC_GUIDEDATTACK:
  2457. case NPC_POISON:
  2458. case NPC_BLINDATTACK:
  2459. case NPC_SILENCEATTACK:
  2460. case NPC_STUNATTACK:
  2461. case NPC_PETRIFYATTACK:
  2462. case NPC_CURSEATTACK:
  2463. case NPC_SLEEPATTACK:
  2464. case NPC_RANDOMATTACK:
  2465. case NPC_WATERATTACK:
  2466. case NPC_GROUNDATTACK:
  2467. case NPC_FIREATTACK:
  2468. case NPC_WINDATTACK:
  2469. case NPC_POISONATTACK:
  2470. case NPC_HOLYATTACK:
  2471. case NPC_DARKNESSATTACK:
  2472. case NPC_TELEKINESISATTACK:
  2473. case NPC_UNDEADATTACK:
  2474. case NPC_BREAKARMOR:
  2475. case NPC_BREAKWEAPON:
  2476. case NPC_BREAKHELM:
  2477. case NPC_BREAKSHIELD:
  2478. case LK_AURABLADE:
  2479. case LK_SPIRALPIERCE:
  2480. case LK_HEADCRUSH:
  2481. case LK_JOINTBEAT:
  2482. case CG_ARROWVULCAN:
  2483. case HW_MAGICCRASHER:
  2484. case ASC_METEORASSAULT:
  2485. case ITM_TOMAHAWK:
  2486. case MO_TRIPLEATTACK:
  2487. case CH_CHAINCRUSH:
  2488. case CH_TIGERFIST:
  2489. case PA_SHIELDCHAIN: // Shield Chain
  2490. case PA_SACRIFICE:
  2491. case WS_CARTTERMINATION: // Cart Termination
  2492. case AS_VENOMKNIFE:
  2493. case HT_PHANTASMIC:
  2494. case HT_POWER:
  2495. case TK_DOWNKICK:
  2496. case TK_COUNTER:
  2497. case GS_TRIPLEACTION:
  2498. case GS_MAGICALBULLET:
  2499. case GS_CRACKER:
  2500. case GS_TRACKING:
  2501. case GS_PIERCINGSHOT:
  2502. case GS_RAPIDSHOWER:
  2503. case GS_DUST:
  2504. case GS_FULLBUSTER:
  2505. case NJ_SYURIKEN:
  2506. case NJ_KUNAI:
  2507. case ASC_BREAKER:
  2508. case HFLI_MOON: //[orn]
  2509. case HFLI_SBR44: //[orn]
  2510. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2511. break;
  2512. case MO_COMBOFINISH:
  2513. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2514. { //Becomes a splash attack when Soul Linked.
  2515. map_foreachinrange(skill_area_sub, bl,
  2516. skill_get_splash(skillid, skilllv),BL_CHAR,
  2517. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2518. skill_castend_damage_id);
  2519. } else
  2520. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2521. break;
  2522. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2523. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2524. map_foreachinrange(skill_attack_area, src,
  2525. skill_get_splash(skillid, skilllv), BL_CHAR,
  2526. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2527. break;
  2528. case TK_JUMPKICK:
  2529. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2530. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2531. clif_slide(src,bl->x,bl->y);
  2532. break;
  2533. case SN_SHARPSHOOTING:
  2534. case NJ_KAMAITACHI:
  2535. //It won't shoot through walls since on castend there has to be a direct
  2536. //line of sight between caster and target.
  2537. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2538. skill_get_splash(skillid, skilllv),BL_CHAR,
  2539. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2540. break;
  2541. case MO_INVESTIGATE:
  2542. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2543. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2544. status_change_end(src,SC_BLADESTOP,-1);
  2545. break;
  2546. case RG_BACKSTAP:
  2547. {
  2548. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2549. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2550. if (sc && sc->data[SC_HIDING].timer != -1)
  2551. status_change_end(src, SC_HIDING, -1);
  2552. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2553. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2554. unit_setdir(bl,dir);
  2555. }
  2556. else if (sd)
  2557. clif_skill_fail(sd,skillid,0,0);
  2558. }
  2559. break;
  2560. case MO_FINGEROFFENSIVE:
  2561. {
  2562. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2563. if (battle_config.finger_offensive_type && sd) {
  2564. int i;
  2565. for (i = 1; i < sd->spiritball_old; i++)
  2566. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2567. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2568. }
  2569. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2570. status_change_end(src,SC_BLADESTOP,-1);
  2571. }
  2572. break;
  2573. case MO_CHAINCOMBO:
  2574. {
  2575. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2576. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2577. status_change_end(src,SC_BLADESTOP,-1);
  2578. }
  2579. break;
  2580. case MO_EXTREMITYFIST:
  2581. if (sc && sc->count)
  2582. {
  2583. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2584. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2585. if (sc->data[SC_BLADESTOP].timer != -1)
  2586. status_change_end(src,SC_BLADESTOP,-1);
  2587. }
  2588. case KN_CHARGEATK:
  2589. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2590. int dx,dy;
  2591. dx = bl->x - src->x;
  2592. dy = bl->y - src->y;
  2593. if(dx > 0) dx++;
  2594. else if(dx < 0) dx--;
  2595. if (dy > 0) dy++;
  2596. else if(dy < 0) dy--;
  2597. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2598. flag = distance_bl(src, bl);
  2599. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2600. if (sd) clif_skill_fail(sd,skillid,0,0);
  2601. break;
  2602. }
  2603. clif_slide(src,src->x,src->y);
  2604. } else //Assume minimum distance of 1 for Charge.
  2605. flag = 1;
  2606. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2607. break;
  2608. //Splash attack skills.
  2609. case AS_SPLASHER:
  2610. if ((flag&1) && bl->id == skill_area_temp[1])
  2611. { //Should do 100% damage on targetted character.
  2612. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 0);
  2613. break;
  2614. }
  2615. case AS_GRIMTOOTH:
  2616. case MC_CARTREVOLUTION:
  2617. case NPC_SPLASHATTACK:
  2618. case AC_SHOWER:
  2619. case MG_NAPALMBEAT:
  2620. case MG_FIREBALL:
  2621. case HW_NAPALMVULCAN:
  2622. case NJ_HUUMA:
  2623. case NJ_BAKUENRYU:
  2624. if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2625. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2626. else {
  2627. if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2628. skill_area_temp[0] = 0;
  2629. skill_area_temp[1] = bl->id;
  2630. if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2631. map_foreachinrange(skill_area_sub, bl,
  2632. skill_get_splash(skillid, skilllv), BL_CHAR,
  2633. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2634. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2635. skill_area_temp[0] = 2;
  2636. map_foreachinrange(skill_area_sub, bl,
  2637. skill_get_splash(skillid, skilllv), BL_CHAR,
  2638. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2639. skill_castend_damage_id);
  2640. }
  2641. break;
  2642. //Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
  2643. case HT_BLITZBEAT:
  2644. if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2645. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2646. else {
  2647. skill_area_temp[0] = 0;
  2648. skill_area_temp[1] = bl->id;
  2649. //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2650. if (skillid==HT_BLITZBEAT && flag&0xf00000)
  2651. map_foreachinrange(skill_area_sub, bl,
  2652. skill_get_splash(skillid, skilllv), BL_CHAR,
  2653. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2654. else
  2655. skill_area_temp[0] = 1;
  2656. map_foreachinrange(skill_area_sub, bl,
  2657. skill_get_splash(skillid, skilllv), BL_CHAR,
  2658. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2659. skill_castend_damage_id);
  2660. }
  2661. break;
  2662. case SM_MAGNUM:
  2663. if(flag&1)
  2664. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2665. else {
  2666. //If we get here, someone changed magnum to be a enemy targetted skill,
  2667. //so treat it as such.
  2668. map_foreachinrange(skill_area_sub, bl,
  2669. skill_get_splash(skillid, skilllv),BL_CHAR,
  2670. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2671. skill_castend_damage_id);
  2672. //Initiate 10% of your damage becomes fire element.
  2673. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2674. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2675. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2676. }
  2677. break;
  2678. case KN_BOWLINGBASH:
  2679. if(flag&1){
  2680. if(bl->id==skill_area_temp[1])
  2681. break;
  2682. //Splash damage is always two hits for 500%
  2683. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2684. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2685. } else {
  2686. int i,c;
  2687. c = skill_get_blewcount(skillid,skilllv);
  2688. for(i=0;i<c;i++){
  2689. if (!skill_blown(src,bl,0x20000|1))
  2690. break; //Can't knockback
  2691. skill_area_temp[0]=0;
  2692. map_foreachinrange(skill_area_sub,bl,
  2693. skill_get_splash(skillid, skilllv),BL_CHAR,
  2694. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2695. skill_area_sub_count);
  2696. if(skill_area_temp[0]>1) break;
  2697. }
  2698. clif_blown(bl); //Update target pos.
  2699. if (i==c) { //No targets found. Single attack for 600%
  2700. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,1);
  2701. } else {
  2702. skill_area_temp[1]=bl->id;
  2703. map_foreachinrange(skill_area_sub,bl,
  2704. skill_get_splash(skillid, skilllv),BL_CHAR,
  2705. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2706. skill_castend_damage_id);
  2707. //Weirdo dual-hit property, two attacks for 500%
  2708. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2709. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2710. }
  2711. }
  2712. break;
  2713. case KN_SPEARSTAB:
  2714. if(flag&1){
  2715. if (bl->id==skill_area_temp[1])
  2716. break;
  2717. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
  2718. skill_blown(src,bl,skill_area_temp[2]);
  2719. } else {
  2720. int x=bl->x,y=bl->y,i,dir;
  2721. dir = map_calc_dir(bl,src->x,src->y);
  2722. skill_area_temp[1] = bl->id;
  2723. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2724. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2725. skill_blown(src,bl,skill_area_temp[2]);
  2726. for (i=0;i<4;i++) {
  2727. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2728. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2729. skill_castend_damage_id);
  2730. x += dirx[dir];
  2731. y += diry[dir];
  2732. }
  2733. }
  2734. break;
  2735. case TK_TURNKICK:
  2736. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2737. {
  2738. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2739. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2740. map_foreachinrange(skill_area_sub,bl,
  2741. skill_get_splash(skillid, skilllv),BL_CHAR,
  2742. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2743. skill_castend_nodamage_id);
  2744. }
  2745. break;
  2746. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2747. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2748. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2749. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2750. break;
  2751. case PR_TURNUNDEAD:
  2752. case ALL_RESURRECTION:
  2753. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2754. break;
  2755. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2756. break;
  2757. case MG_SOULSTRIKE:
  2758. case NPC_DARKSTRIKE:
  2759. case MG_COLDBOLT:
  2760. case MG_FIREBOLT:
  2761. case MG_LIGHTNINGBOLT:
  2762. case WZ_EARTHSPIKE:
  2763. case AL_HEAL:
  2764. case AL_HOLYLIGHT:
  2765. case WZ_JUPITEL:
  2766. case NPC_DARKTHUNDER:
  2767. case NPC_MAGICALATTACK:
  2768. case PR_ASPERSIO:
  2769. case MG_FROSTDIVER:
  2770. case WZ_SIGHTBLASTER:
  2771. case WZ_SIGHTRASHER:
  2772. case NJ_KOUENKA:
  2773. case NJ_HYOUSENSOU:
  2774. case NJ_HUUJIN:
  2775. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2776. break;
  2777. case HVAN_CAPRICE: //[blackhole89]
  2778. {
  2779. int ran=rand()%4;
  2780. int sid = 0;
  2781. switch(ran)
  2782. {
  2783. case 0: sid=MG_COLDBOLT; break;
  2784. case 1: sid=MG_FIREBOLT; break;
  2785. case 2: sid=MG_LIGHTNINGBOLT; break;
  2786. case 3: sid=WZ_EARTHSPIKE; break;
  2787. }
  2788. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
  2789. }
  2790. break;
  2791. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2792. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2793. if (skilllv>1) {
  2794. int range = skilllv/2;
  2795. int cnt;
  2796. if (sd)
  2797. cnt = skill_count_water(src,range);
  2798. else {
  2799. range = 2*range+1;
  2800. cnt = range*range;
  2801. }
  2802. cnt--;
  2803. if (cnt > 0)
  2804. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2805. skillid,skilllv,cnt,flag);
  2806. } else if (sd) //Eat up deluge tiles.
  2807. skill_count_water(src,0);
  2808. break;
  2809. case PR_BENEDICTIO:
  2810. //Should attack undead and demons. [Skotlex]
  2811. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2812. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2813. break;
  2814. case SL_STIN:
  2815. case SL_STUN:
  2816. case SL_SMA:
  2817. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2818. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2819. clif_skill_fail(sd,skillid,0,0);
  2820. break;
  2821. }
  2822. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2823. break;
  2824. case NPC_DARKBREATH:
  2825. clif_emotion(src,7);
  2826. case SN_FALCONASSAULT:
  2827. case PA_PRESSURE:
  2828. case CR_ACIDDEMONSTRATION:
  2829. case TF_THROWSTONE:
  2830. case NPC_SMOKING:
  2831. case GS_FLING:
  2832. case NJ_ZENYNAGE:
  2833. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2834. break;
  2835. case HVAN_EXPLOSION:
  2836. case NPC_SELFDESTRUCTION:
  2837. if (src != bl)
  2838. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2839. break;
  2840. // Celest
  2841. case PF_SOULBURN:
  2842. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2843. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2844. if (skilllv == 5)
  2845. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2846. status_percent_damage(src, bl, 0, 100);
  2847. } else {
  2848. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2849. if (skilllv == 5)
  2850. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2851. status_percent_damage(src, src, 0, 100);
  2852. }
  2853. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2854. break;
  2855. case NPC_BLOODDRAIN:
  2856. case NPC_ENERGYDRAIN:
  2857. {
  2858. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2859. src, src, bl, skillid, skilllv, tick, flag);
  2860. if (heal > 0){
  2861. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2862. status_heal(src, heal, 0, 0);
  2863. }
  2864. }
  2865. break;
  2866. case GS_BULLSEYE:
  2867. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2868. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2869. else if (sd)
  2870. clif_skill_fail(sd,skillid,0,0);
  2871. break;
  2872. case GS_DESPERADO:
  2873. case GS_SPREADATTACK:
  2874. if(flag&1)
  2875. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2876. else {
  2877. //If we get here, someone changed it to be a enemy targetted skill,
  2878. //so treat it as such.
  2879. map_foreachinrange(skill_area_sub, bl,
  2880. skill_get_splash(skillid, skilllv),BL_CHAR,
  2881. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2882. skill_castend_damage_id);
  2883. }
  2884. break;
  2885. case NJ_KASUMIKIRI:
  2886. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2887. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2888. break;
  2889. case NJ_KIRIKAGE:
  2890. {
  2891. int dir = map_calc_dir(src,bl->x,bl->y);
  2892. status_change_end(src, SC_HIDING, -1);
  2893. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2894. if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
  2895. clif_slide(src,src->x,src->y);
  2896. }
  2897. break;
  2898. case NJ_ISSEN:
  2899. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2900. if (sc && sc->data[SC_NEN].timer != -1)
  2901. status_change_end(src,SC_NEN,-1);
  2902. break;
  2903. case 0:
  2904. if(sd) {
  2905. if (flag & 3){
  2906. if (bl->id != skill_area_temp[1])
  2907. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2908. } else {
  2909. skill_area_temp[1] = bl->id;
  2910. map_foreachinrange(skill_area_sub, bl,
  2911. sd->splash_range, BL_CHAR,
  2912. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2913. skill_castend_damage_id);
  2914. }
  2915. }
  2916. break;
  2917. default:
  2918. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2919. map_freeblock_unlock();
  2920. return 1;
  2921. }
  2922. map_freeblock_unlock();
  2923. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2924. battle_consume_ammo(sd, skillid, skilllv);
  2925. return 0;
  2926. }
  2927. /*==========================================
  2928. *
  2929. *------------------------------------------
  2930. */
  2931. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2932. {
  2933. struct map_session_data *sd = NULL;
  2934. struct homun_data *hd = NULL;
  2935. struct map_session_data *dstsd = NULL;
  2936. struct status_data *sstatus, *tstatus;
  2937. struct status_change *tsc;
  2938. struct mob_data *md = NULL;
  2939. struct mob_data *dstmd = NULL;
  2940. int i,type=-1;
  2941. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2942. nullpo_retr(1, src);
  2943. nullpo_retr(1, bl);
  2944. if (src->m != bl->m)
  2945. return 1;
  2946. if (src->type == BL_PC) {
  2947. sd = (struct map_session_data *)src;
  2948. } else if (src->type == BL_HOM) { //[orn]
  2949. hd = (struct homun_data *)src;
  2950. } else if (src->type == BL_MOB) {
  2951. md = (struct mob_data *)src;
  2952. }
  2953. if (bl->type == BL_PC){
  2954. dstsd = (struct map_session_data *)bl;
  2955. } else if (bl->type == BL_MOB){
  2956. dstmd = (struct mob_data *)bl;
  2957. }
  2958. if(bl->prev == NULL)
  2959. return 1;
  2960. if(status_isdead(src))
  2961. return 1;
  2962. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2963. return 1;
  2964. tstatus = status_get_status_data(bl);
  2965. sstatus = status_get_status_data(src);
  2966. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2967. switch (skillid) {
  2968. case HLIF_HEAL: //[orn]
  2969. if (bl->type != BL_HOM) {
  2970. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2971. break ;
  2972. }
  2973. case AL_HEAL:
  2974. case ALL_RESURRECTION:
  2975. case PR_ASPERSIO:
  2976. //Apparently only player casted skills can be offensive like this.
  2977. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2978. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2979. //Offensive heal does not works on non-enemies. [Skotlex]
  2980. clif_skill_fail(sd,skillid,0,0);
  2981. return 0;
  2982. }
  2983. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2984. }
  2985. break;
  2986. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2987. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2988. default:
  2989. //Skill is actually ground placed.
  2990. if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
  2991. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2992. }
  2993. if (skillid > 0)
  2994. type = SkillStatusChangeTable(skillid);
  2995. tsc = status_get_sc(bl);
  2996. map_freeblock_lock();
  2997. switch(skillid)
  2998. {
  2999. case HLIF_HEAL: //[orn]
  3000. case AL_HEAL:
  3001. {
  3002. int heal = skill_calc_heal(src, skilllv);
  3003. int heal_get_jobexp;
  3004. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3005. heal=0;
  3006. if (sd) {
  3007. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3008. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3009. heal = heal*2;
  3010. }
  3011. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3012. && !(sstatus->mode&MD_BOSS)
  3013. ) { //Bounce back heal
  3014. if (--tsc->data[SC_KAITE].val2 <= 0)
  3015. status_change_end(bl, SC_KAITE, -1);
  3016. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  3017. clif_skill_nodamage (src, src, skillid, heal, 1);
  3018. heal_get_jobexp = status_heal(src,heal,0,0);
  3019. } else {
  3020. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3021. heal_get_jobexp = status_heal(bl,heal,0,0);
  3022. }
  3023. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3024. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3025. if (heal_get_jobexp <= 0)
  3026. heal_get_jobexp = 1;
  3027. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3028. }
  3029. }
  3030. break;
  3031. case PR_REDEMPTIO:
  3032. if (sd && !(flag&1)) {
  3033. if (sd->status.party_id == 0) {
  3034. clif_skill_fail(sd,skillid,0,0);
  3035. break;
  3036. }
  3037. skill_area_temp[0] = 0;
  3038. party_foreachsamemap(skill_area_sub,
  3039. sd,skill_get_splash(skillid, skilllv),
  3040. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3041. skill_castend_nodamage_id);
  3042. if (skill_area_temp[0] == 0) {
  3043. clif_skill_fail(sd,skillid,0,0);
  3044. break;
  3045. }
  3046. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3047. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3048. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3049. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3050. clif_updatestatus(sd,SP_BASEEXP);
  3051. clif_updatestatus(sd,SP_JOBEXP);
  3052. }
  3053. status_set_hp(src, 1, 0);
  3054. status_set_sp(src, 0, 0);
  3055. break;
  3056. } else if (status_isdead(bl) && flag&1) { //Revive
  3057. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3058. skilllv = 3; //Resurrection level 3 is used
  3059. } else //Invalid target, skip resurrection.
  3060. break;
  3061. case ALL_RESURRECTION:
  3062. if(sd && map_flag_gvg(bl->m))
  3063. { //No reviving in WoE grounds!
  3064. clif_skill_fail(sd,skillid,0,0);
  3065. break;
  3066. }
  3067. if (!status_isdead(bl))
  3068. break;
  3069. {
  3070. int per = 0, sper = 0;
  3071. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3072. break;
  3073. switch(skilllv){
  3074. case 1: per=10; break;
  3075. case 2: per=30; break;
  3076. case 3: per=50; break;
  3077. case 4: per=80; break;
  3078. }
  3079. if(dstsd && dstsd->special_state.restart_full_recover)
  3080. per = sper = 100;
  3081. if (status_revive(bl, per, sper))
  3082. {
  3083. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3084. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3085. {
  3086. int exp = 0,jexp = 0;
  3087. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3088. if(lv > 0) {
  3089. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3090. if (exp < 1) exp = 1;
  3091. }
  3092. if(jlv > 0) {
  3093. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3094. if (jexp < 1) jexp = 1;
  3095. }
  3096. if(exp > 0 || jexp > 0)
  3097. pc_gainexp (sd, bl, exp, jexp);
  3098. }
  3099. }
  3100. }
  3101. break;
  3102. case AL_DECAGI:
  3103. clif_skill_nodamage (src, bl, skillid, skilllv,
  3104. sc_start(bl, type,
  3105. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3106. skilllv, skill_get_time(skillid,skilllv)));
  3107. break;
  3108. case AL_CRUCIS:
  3109. if (flag & 1) {
  3110. if (battle_check_target (src, bl, BCT_ENEMY))
  3111. sc_start(bl,type,
  3112. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3113. skilllv,60000);
  3114. } else {
  3115. map_foreachinrange(skill_area_sub, src,
  3116. skill_get_splash(skillid, skilllv), BL_CHAR,
  3117. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3118. skill_castend_nodamage_id);
  3119. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3120. }
  3121. break;
  3122. case PR_LEXDIVINA:
  3123. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3124. status_change_end(bl,type, -1);
  3125. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3126. } else
  3127. clif_skill_nodamage (src, bl, skillid, skilllv,
  3128. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3129. break;
  3130. case SA_ABRACADABRA:
  3131. {
  3132. int abra_skillid = 0, abra_skilllv;
  3133. do {
  3134. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3135. if (
  3136. //Unneeded check, use the "per" field to know if the skill is valid.
  3137. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3138. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3139. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3140. rand()%10000 >= skill_abra_db[abra_skillid].per
  3141. )
  3142. abra_skillid = 0; // reset to get a new id
  3143. } while (abra_skillid == 0);
  3144. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3145. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3146. if (sd)
  3147. { //Crash-protection against Abracadabra casting pets
  3148. sd->skillitem = abra_skillid;
  3149. sd->skillitemlv = abra_skilllv;
  3150. sd->state.abra_flag = 1;
  3151. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3152. } else
  3153. { // [Skotlex]
  3154. struct unit_data *ud = unit_bl2ud(src);
  3155. int inf = skill_get_inf(abra_skillid);
  3156. int target_id = 0;
  3157. if (!ud) break;
  3158. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3159. if (src->type == BL_PET)
  3160. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3161. if (!bl) bl = src;
  3162. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3163. } else { //Assume offensive skills
  3164. if (ud->target)
  3165. target_id = ud->target;
  3166. else switch (src->type) {
  3167. case BL_MOB:
  3168. target_id = ((TBL_MOB*)src)->target_id;
  3169. break;
  3170. case BL_PET:
  3171. target_id = ((TBL_PET*)src)->target_id;
  3172. break;
  3173. }
  3174. if (!target_id)
  3175. break;
  3176. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3177. bl = map_id2bl(target_id);
  3178. if (!bl) bl = src;
  3179. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3180. } else
  3181. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3182. }
  3183. }
  3184. }
  3185. break;
  3186. case SA_COMA:
  3187. clif_skill_nodamage(src,bl,skillid,skilllv,
  3188. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3189. break;
  3190. case SA_FULLRECOVERY:
  3191. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3192. if (status_isimmune(bl))
  3193. break;
  3194. status_percent_heal(bl, 100, 100);
  3195. break;
  3196. case SA_SUMMONMONSTER:
  3197. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3198. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3199. break;
  3200. case SA_LEVELUP:
  3201. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3202. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3203. break;
  3204. case SA_INSTANTDEATH:
  3205. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3206. status_set_hp(bl,1,0);
  3207. break;
  3208. case SA_QUESTION:
  3209. case SA_GRAVITY:
  3210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3211. break;
  3212. case SA_CLASSCHANGE:
  3213. {
  3214. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3215. ,1157,1159,1190,1272,1312,1373,1492};
  3216. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3218. if(dstmd) mob_class_change(dstmd,class_);
  3219. }
  3220. break;
  3221. case SA_MONOCELL:
  3222. {
  3223. static int poringclass[]={1002};
  3224. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3225. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3226. if(dstmd) mob_class_change(dstmd,class_);
  3227. }
  3228. break;
  3229. case SA_DEATH:
  3230. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3231. status_kill(bl);
  3232. break;
  3233. case SA_REVERSEORCISH:
  3234. clif_skill_nodamage(src,bl,skillid,skilllv,
  3235. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3236. break;
  3237. case SA_FORTUNE:
  3238. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3239. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3240. break;
  3241. case SA_TAMINGMONSTER:
  3242. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3243. if (sd && dstmd) {
  3244. for (i = 0; i < MAX_PET_DB; i++) {
  3245. if (dstmd->class_ == pet_db[i].class_) {
  3246. pet_catch_process1 (sd, dstmd->class_);
  3247. break;
  3248. }
  3249. }
  3250. }
  3251. break;
  3252. case AL_INCAGI:
  3253. case AL_BLESSING:
  3254. case PR_SLOWPOISON:
  3255. case PR_IMPOSITIO:
  3256. case PR_LEXAETERNA:
  3257. case PR_SUFFRAGIUM:
  3258. case PR_BENEDICTIO:
  3259. clif_skill_nodamage(src,bl,skillid,skilllv,
  3260. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3261. break;
  3262. case CR_PROVIDENCE:
  3263. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3264. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3265. clif_skill_fail(sd,skillid,0,0);
  3266. map_freeblock_unlock();
  3267. return 1;
  3268. }
  3269. }
  3270. clif_skill_nodamage(src,bl,skillid,skilllv,
  3271. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3272. break;
  3273. case CG_MARIONETTE:
  3274. {
  3275. struct status_change *sc= status_get_sc(src);
  3276. int type2 = SC_MARIONETTE2;
  3277. if(sc && tsc){
  3278. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3279. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3280. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3281. clif_marionette(src, bl);
  3282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3283. }
  3284. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3285. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3286. status_change_end(src, type, -1);
  3287. status_change_end(bl, type2, -1);
  3288. }
  3289. else {
  3290. if (sd) clif_skill_fail(sd,skillid,0,0);
  3291. map_freeblock_unlock();
  3292. return 1;
  3293. }
  3294. }
  3295. }
  3296. break;
  3297. case RG_CLOSECONFINE:
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,
  3299. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3300. break;
  3301. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3302. case SA_FROSTWEAPON:
  3303. case SA_LIGHTNINGLOADER:
  3304. case SA_SEISMICWEAPON:
  3305. if (dstsd) {
  3306. if(dstsd->status.weapon == W_FIST ||
  3307. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3308. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3309. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3310. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3311. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3312. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3313. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3314. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3315. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3316. ))
  3317. ) {
  3318. if (sd) clif_skill_fail(sd,skillid,0,0);
  3319. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3320. break;
  3321. }
  3322. }
  3323. if (sd) {
  3324. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3325. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3326. clif_skill_fail(sd,skillid,0,0);
  3327. break;
  3328. }
  3329. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3330. }
  3331. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3332. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3333. if (sd)
  3334. clif_skill_fail(sd,skillid,0,0);
  3335. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3336. clif_displaymessage(sd->fd,"You broke target's weapon");
  3337. }
  3338. break;
  3339. case PR_ASPERSIO:
  3340. if (sd && dstmd) {
  3341. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3342. break;
  3343. }
  3344. clif_skill_nodamage(src,bl,skillid,skilllv,
  3345. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3346. break;
  3347. case TK_SEVENWIND:
  3348. switch(skilllv){
  3349. case 1:
  3350. type=SC_EARTHWEAPON;
  3351. break;
  3352. case 2:
  3353. type=SC_WINDWEAPON;
  3354. break;
  3355. case 3:
  3356. type=SC_WATERWEAPON;
  3357. break;
  3358. case 4:
  3359. type=SC_FIREWEAPON;
  3360. break;
  3361. case 5:
  3362. type=SC_GHOSTWEAPON;
  3363. break;
  3364. case 6:
  3365. type=SC_SHADOWWEAPON;
  3366. break;
  3367. case 7:
  3368. type=SC_ASPERSIO;
  3369. break;
  3370. }
  3371. clif_skill_nodamage(src,bl,skillid,skilllv,
  3372. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3373. break;
  3374. case PR_KYRIE:
  3375. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3376. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3377. break;
  3378. //Passive Magnum, should had been casted on yourself.
  3379. case SM_MAGNUM:
  3380. map_foreachinrange(skill_area_sub, src,
  3381. skill_get_splash(skillid, skilllv),BL_CHAR,
  3382. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3383. skill_castend_damage_id);
  3384. //Initiate 10% of your damage becomes fire element.
  3385. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3386. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3387. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3388. break;
  3389. case LK_BERSERK:
  3390. case KN_AUTOCOUNTER:
  3391. case KN_TWOHANDQUICKEN:
  3392. case KN_ONEHAND:
  3393. case CR_SPEARQUICKEN:
  3394. case CR_REFLECTSHIELD:
  3395. case AS_POISONREACT:
  3396. case MC_LOUD:
  3397. case MG_ENERGYCOAT:
  3398. case MG_SIGHT:
  3399. case AL_RUWACH:
  3400. case MO_EXPLOSIONSPIRITS:
  3401. case MO_STEELBODY:
  3402. case MO_BLADESTOP:
  3403. case LK_AURABLADE:
  3404. case LK_PARRYING:
  3405. case LK_CONCENTRATION:
  3406. case WS_CARTBOOST:
  3407. case SN_SIGHT:
  3408. case WS_MELTDOWN:
  3409. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3410. case ST_REJECTSWORD:
  3411. case HW_MAGICPOWER:
  3412. case PF_MEMORIZE:
  3413. case PA_SACRIFICE:
  3414. case ASC_EDP: // [Celest]
  3415. case NPC_STOP:
  3416. case WZ_SIGHTBLASTER:
  3417. case SG_SUN_COMFORT:
  3418. case SG_MOON_COMFORT:
  3419. case SG_STAR_COMFORT:
  3420. case NPC_HALLUCINATION:
  3421. case HP_ASSUMPTIO:
  3422. case GS_MADNESSCANCEL:
  3423. case GS_ADJUSTMENT:
  3424. case GS_INCREASING:
  3425. case GS_CRACKER:
  3426. case NJ_KASUMIKIRI:
  3427. case NJ_UTSUSEMI:
  3428. case NJ_NEN:
  3429. clif_skill_nodamage(src,bl,skillid,skilllv,
  3430. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3431. break;
  3432. case HLIF_AVOID: //[orn]
  3433. case HAMI_DEFENCE:
  3434. i = skill_get_time(skillid,skilllv);
  3435. clif_skill_nodamage(src,bl,skillid,skilllv,
  3436. sc_start(src,type,100,skilllv,i));
  3437. if (bl != src)
  3438. clif_skill_nodamage(src,bl,skillid,skilllv,
  3439. sc_start(bl,type,100,skilllv,i));
  3440. break;
  3441. case NJ_BUNSINJYUTSU:
  3442. clif_skill_nodamage(src,bl,skillid,skilllv,
  3443. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3444. if (tsc && tsc->data[SC_NEN].timer != -1)
  3445. status_change_end(bl,SC_NEN,-1);
  3446. break;
  3447. case CG_MOONLIT:
  3448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3449. if (sd && battle_config.player_skill_partner_check &&
  3450. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3451. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3452. } else
  3453. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3454. break;
  3455. /* Was modified to only affect targetted char. [Skotlex]
  3456. case HP_ASSUMPTIO:
  3457. if (flag&1)
  3458. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3459. else
  3460. {
  3461. map_foreachinrange(skill_area_sub, bl,
  3462. skill_get_splash(skillid, skilllv), BL_PC,
  3463. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3464. skill_castend_nodamage_id);
  3465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3466. }
  3467. break;
  3468. */
  3469. case SM_ENDURE:
  3470. clif_skill_nodamage(src,bl,skillid,skilllv,
  3471. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3472. if (sd)
  3473. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3474. break;
  3475. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3476. if (sd && dstsd && dstsd->sc.count) {
  3477. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3478. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3479. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3480. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3481. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3482. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3483. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3484. ) {
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3486. clif_skill_fail(sd,skillid,0,0);
  3487. break;
  3488. }
  3489. }
  3490. clif_skill_nodamage(src,bl,skillid,skilllv,
  3491. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3492. break;
  3493. case LK_TENSIONRELAX:
  3494. clif_skill_nodamage(src,bl,skillid,skilllv,
  3495. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3496. skill_get_time(skillid,skilllv)));
  3497. break;
  3498. case MC_CHANGECART:
  3499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3500. break;
  3501. case TK_MISSION:
  3502. if (sd) {
  3503. int id;
  3504. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3505. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3506. clif_skill_fail(sd,skillid,0,0);
  3507. break;
  3508. }
  3509. id = mob_get_random_id(0,0, sd->status.base_level);
  3510. if (!id) {
  3511. clif_skill_fail(sd,skillid,0,0);
  3512. break;
  3513. }
  3514. sd->mission_mobid = id;
  3515. sd->mission_count = 0;
  3516. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3517. clif_mission_mob(sd, id, 0);
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3519. }
  3520. break;
  3521. case AC_CONCENTRATION:
  3522. {
  3523. clif_skill_nodamage(src,bl,skillid,skilllv,
  3524. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3525. map_foreachinrange( status_change_timer_sub, src,
  3526. skill_get_splash(skillid, skilllv), BL_CHAR,
  3527. src,status_get_sc(src),type,tick);
  3528. }
  3529. break;
  3530. case SM_PROVOKE:
  3531. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3532. map_freeblock_unlock();
  3533. return 1;
  3534. }
  3535. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3536. clif_skill_nodamage(src,bl,skillid,skilllv,
  3537. (i=sc_start(bl,type,
  3538. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3539. skilllv,skill_get_time(skillid,skilllv))));
  3540. if (!i)
  3541. {
  3542. if (sd)
  3543. clif_skill_fail(sd,skillid,0,0);
  3544. map_freeblock_unlock();
  3545. return 0;
  3546. }
  3547. unit_skillcastcancel(bl, 2);
  3548. if(tsc && tsc->count){
  3549. if(tsc->data[SC_FREEZE].timer!=-1)
  3550. status_change_end(bl,SC_FREEZE,-1);
  3551. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3552. status_change_end(bl,SC_STONE,-1);
  3553. if(tsc->data[SC_SLEEP].timer!=-1)
  3554. status_change_end(bl,SC_SLEEP,-1);
  3555. }
  3556. if(dstmd) {
  3557. dstmd->state.provoke_flag = src->id;
  3558. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3559. }
  3560. break;
  3561. case CR_DEVOTION:
  3562. if(sd && dstsd)
  3563. {
  3564. int lv = sd->status.base_level - dstsd->status.base_level;
  3565. if (lv < 0) lv = -lv;
  3566. if (lv > battle_config.devotion_level_difference ||
  3567. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3568. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3569. clif_skill_fail(sd,skillid,0,0);
  3570. map_freeblock_unlock();
  3571. return 1;
  3572. }
  3573. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3574. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3575. if (i == skilllv)
  3576. {
  3577. clif_skill_fail(sd,skillid,0,0);
  3578. map_freeblock_unlock();
  3579. return 1;
  3580. }
  3581. sd->devotion[i] = bl->id;
  3582. clif_skill_nodamage(src,bl,skillid,skilllv,
  3583. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3584. clif_devotion(sd);
  3585. }
  3586. else
  3587. if (sd)
  3588. clif_skill_fail(sd,skillid,0,0);
  3589. break;
  3590. case MO_CALLSPIRITS:
  3591. if(sd) {
  3592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3593. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3594. }
  3595. break;
  3596. case CH_SOULCOLLECT:
  3597. if(sd) {
  3598. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3599. for (i = 0; i < 5; i++)
  3600. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3601. }
  3602. break;
  3603. case MO_KITRANSLATION:
  3604. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3605. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3606. }
  3607. break;
  3608. case TK_TURNKICK:
  3609. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3610. if (skill_area_temp[1] != bl->id) {
  3611. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3612. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3613. }
  3614. break;
  3615. case MO_ABSORBSPIRITS:
  3616. i = 0;
  3617. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3618. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3619. i = dstsd->spiritball * 10;
  3620. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3621. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3622. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3623. i = 2 * dstmd->db->lv;
  3624. mob_target(dstmd,src,0);
  3625. }
  3626. if (i) {
  3627. status_heal(src, 0, i, 3);
  3628. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3629. }
  3630. break;
  3631. case AC_MAKINGARROW:
  3632. if(sd) {
  3633. clif_arrow_create_list(sd);
  3634. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3635. }
  3636. break;
  3637. case AM_PHARMACY:
  3638. if(sd) {
  3639. clif_skill_produce_mix_list(sd,22);
  3640. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3641. }
  3642. break;
  3643. case SA_CREATECON:
  3644. if(sd) {
  3645. clif_skill_produce_mix_list(sd,23);
  3646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3647. }
  3648. break;
  3649. case BS_HAMMERFALL:
  3650. clif_skill_nodamage(src,bl,skillid,skilllv,
  3651. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3652. break;
  3653. case RG_RAID:
  3654. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3655. map_foreachinrange(skill_area_sub, bl,
  3656. skill_get_splash(skillid, skilllv), BL_CHAR,
  3657. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3658. skill_castend_damage_id);
  3659. status_change_end(src, SC_HIDING, -1);
  3660. break;
  3661. case ASC_METEORASSAULT:
  3662. case GS_SPREADATTACK:
  3663. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3664. map_foreachinrange(skill_area_sub, src,
  3665. skill_get_splash(skillid, skilllv), BL_CHAR,
  3666. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3667. skill_castend_damage_id);
  3668. break;
  3669. case KN_BRANDISHSPEAR:
  3670. {
  3671. int c,n=4;
  3672. int dir = map_calc_dir(src,bl->x,bl->y);
  3673. struct square tc;
  3674. int x=bl->x,y=bl->y;
  3675. skill_brandishspear_first(&tc,dir,x,y);
  3676. skill_brandishspear_dir(&tc,dir,4);
  3677. if(skilllv > 9){
  3678. for(c=1;c<4;c++){
  3679. map_foreachincell(skill_area_sub,
  3680. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3681. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3682. skill_castend_damage_id);
  3683. }
  3684. }
  3685. if(skilllv > 6){
  3686. skill_brandishspear_dir(&tc,dir,-1);
  3687. n--;
  3688. }else{
  3689. skill_brandishspear_dir(&tc,dir,-2);
  3690. n-=2;
  3691. }
  3692. if(skilllv > 3){
  3693. for(c=0;c<5;c++){
  3694. map_foreachincell(skill_area_sub,
  3695. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3696. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3697. skill_castend_damage_id);
  3698. if(skilllv > 6 && n==3 && c==4){
  3699. skill_brandishspear_dir(&tc,dir,-1);
  3700. n--;c=-1;
  3701. }
  3702. }
  3703. }
  3704. for(c=0;c<10;c++){
  3705. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3706. map_foreachincell(skill_area_sub,
  3707. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3708. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3709. skill_castend_damage_id);
  3710. }
  3711. }
  3712. break;
  3713. case WZ_SIGHTRASHER:
  3714. //Passive side of the attack.
  3715. status_change_end(src,SC_SIGHT,-1);
  3716. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3717. map_foreachinrange(skill_area_sub,src,
  3718. skill_get_splash(skillid, skilllv),BL_CHAR,
  3719. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3720. skill_castend_damage_id);
  3721. break;
  3722. case NJ_HYOUSYOURAKU:
  3723. case NJ_RAIGEKISAI:
  3724. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3725. case WZ_FROSTNOVA:
  3726. map_foreachinrange(skill_attack_area, src,
  3727. skill_get_splash(skillid, skilllv), BL_CHAR,
  3728. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3729. break;
  3730. case HVAN_EXPLOSION: //[orn]
  3731. if(hd){
  3732. hd->master->homunculus.intimacy = 200;
  3733. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  3734. }
  3735. case NPC_SELFDESTRUCTION:
  3736. //Self Destruction hits everyone in range (allies+enemies)
  3737. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3738. i = ((hd || (md && md->special_state.ai == 2)) && !map_flag_vs(src->m))?
  3739. BCT_ENEMY:BCT_ALL;
  3740. clif_skill_nodamage(src, src, skillid, -1, 1);
  3741. map_foreachinrange(skill_area_sub, bl,
  3742. skill_get_splash(skillid, skilllv), BL_CHAR,
  3743. src, skillid, skilllv, tick, flag|i,
  3744. skill_castend_damage_id);
  3745. status_damage(src, src, sstatus->max_hp,0,0,1);
  3746. break;
  3747. case AL_ANGELUS:
  3748. case PR_MAGNIFICAT:
  3749. case PR_GLORIA:
  3750. case SN_WINDWALK:
  3751. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3752. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3753. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3754. } else if (sd) {
  3755. party_foreachsamemap (skill_area_sub,
  3756. sd,skill_get_splash(skillid, skilllv),
  3757. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3758. skill_castend_nodamage_id);
  3759. }
  3760. break;
  3761. case BS_ADRENALINE:
  3762. case BS_ADRENALINE2:
  3763. case BS_WEAPONPERFECT:
  3764. case BS_OVERTHRUST:
  3765. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3766. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3767. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3768. } else if (sd) {
  3769. party_foreachsamemap(skill_area_sub,
  3770. sd,skill_get_splash(skillid, skilllv),
  3771. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3772. skill_castend_nodamage_id);
  3773. }
  3774. break;
  3775. case BS_MAXIMIZE:
  3776. case NV_TRICKDEAD:
  3777. case CR_DEFENDER:
  3778. case CR_AUTOGUARD:
  3779. case TK_READYSTORM:
  3780. case TK_READYDOWN:
  3781. case TK_READYTURN:
  3782. case TK_READYCOUNTER:
  3783. case TK_DODGE:
  3784. case CR_SHRINK:
  3785. case ST_PRESERVE:
  3786. case SG_FUSION:
  3787. case GS_GATLINGFEVER:
  3788. if (tsc && tsc->data[type].timer != -1)
  3789. i = status_change_end(bl, type, -1);
  3790. else
  3791. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3792. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3793. break;
  3794. case SL_KAITE:
  3795. case SL_KAAHI:
  3796. case SL_KAIZEL:
  3797. case SL_KAUPE:
  3798. if (sd) {
  3799. if (!dstsd || !(
  3800. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3801. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3802. dstsd->char_id == sd->char_id ||
  3803. dstsd->char_id == sd->status.partner_id ||
  3804. dstsd->char_id == sd->status.child
  3805. )) {
  3806. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3807. clif_skill_fail(sd,skillid,0,0);
  3808. break;
  3809. }
  3810. }
  3811. clif_skill_nodamage(src,bl,skillid,skilllv,
  3812. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3813. break;
  3814. case SM_AUTOBERSERK: // Celest
  3815. if (tsc && tsc->data[type].timer != -1)
  3816. i = status_change_end(bl, type, -1);
  3817. else
  3818. i = sc_start(bl,type,100,skilllv,60000);
  3819. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3820. break;
  3821. case TF_HIDING:
  3822. case ST_CHASEWALK:
  3823. if (tsc && tsc->data[type].timer != -1)
  3824. i = status_change_end(bl, type, -1);
  3825. else
  3826. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3827. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3828. break;
  3829. case TK_RUN:
  3830. if (tsc && tsc->data[type].timer != -1)
  3831. i = status_change_end(bl, type, -1);
  3832. else
  3833. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3834. // If the client receives a skill-use packet inmediately before
  3835. // a walkok packet, it will discard the walk packet! [Skotlex]
  3836. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3837. break;
  3838. case AS_CLOAKING:
  3839. if(tsc && tsc->data[type].timer!=-1 )
  3840. i = status_change_end(bl, type, -1);
  3841. else
  3842. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3843. clif_skill_nodamage(src,bl,skillid,-1,i);
  3844. if (!i && sd)
  3845. clif_skill_fail(sd,skillid,0,0);
  3846. break;
  3847. case BD_ADAPTATION:
  3848. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3850. skill_stop_dancing(bl);
  3851. }
  3852. break;
  3853. case BA_FROSTJOKE:
  3854. case DC_SCREAM:
  3855. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3856. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3857. if (md) {
  3858. char temp[128];
  3859. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3860. break; //Message won't fit on buffer. [Skotlex]
  3861. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3862. clif_message(&md->bl,temp);
  3863. }
  3864. break;
  3865. case BA_PANGVOICE:
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,
  3867. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3868. break;
  3869. case DC_WINKCHARM:
  3870. if(dstsd){
  3871. clif_skill_nodamage(src,bl,skillid,skilllv,
  3872. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3873. }else if(dstmd)
  3874. {
  3875. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3876. clif_skill_nodamage(src,bl,skillid,skilllv,
  3877. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3878. } else{
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3880. if(sd) clif_skill_fail(sd,skillid,0,0);
  3881. }
  3882. }
  3883. break;
  3884. case TF_STEAL:
  3885. if(sd) {
  3886. if(pc_steal_item(sd,bl))
  3887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3888. else
  3889. clif_skill_fail(sd,skillid,0x0a,0);
  3890. }
  3891. break;
  3892. case RG_STEALCOIN:
  3893. if(sd) {
  3894. if(pc_steal_coin(sd,bl))
  3895. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3896. else
  3897. clif_skill_fail(sd,skillid,0,0);
  3898. }
  3899. break;
  3900. case MG_STONECURSE:
  3901. {
  3902. if (tstatus->mode&MD_BOSS) {
  3903. if (sd) clif_skill_fail(sd,skillid,0,0);
  3904. break;
  3905. }
  3906. if(status_isimmune(bl) || !tsc)
  3907. break;
  3908. if (dstmd)
  3909. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3910. if (tsc->data[SC_STONE].timer != -1) {
  3911. status_change_end(bl,SC_STONE,-1);
  3912. if (sd) clif_skill_fail(sd,skillid,0,0);
  3913. break;
  3914. }
  3915. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3916. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3917. else if(sd) {
  3918. clif_skill_fail(sd,skillid,0,0);
  3919. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3920. if (skilllv > 5) break;
  3921. }
  3922. if (sd) {
  3923. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3924. break; //Do not delete the gemstone.
  3925. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3926. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3927. }
  3928. }
  3929. break;
  3930. case NV_FIRSTAID:
  3931. clif_skill_nodamage(src,bl,skillid,5,1);
  3932. status_heal(bl,5,0,0);
  3933. break;
  3934. case AL_CURE:
  3935. if(status_isimmune(bl)) {
  3936. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3937. break;
  3938. }
  3939. status_change_end(bl, SC_SILENCE , -1 );
  3940. status_change_end(bl, SC_BLIND , -1 );
  3941. status_change_end(bl, SC_CONFUSION, -1 );
  3942. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3943. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3944. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3945. break;
  3946. case TF_DETOXIFY:
  3947. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3948. status_change_end(bl, SC_POISON , -1 );
  3949. status_change_end(bl, SC_DPOISON , -1 );
  3950. break;
  3951. case PR_STRECOVERY:
  3952. if(status_isimmune(bl)) {
  3953. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3954. break;
  3955. }
  3956. status_change_end(bl, SC_FREEZE , -1 );
  3957. status_change_end(bl, SC_STONE , -1 );
  3958. status_change_end(bl, SC_SLEEP , -1 );
  3959. status_change_end(bl, SC_STUN , -1 );
  3960. //Is this equation really right? It looks so... special.
  3961. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3962. {
  3963. status_change_start(bl, SC_BLIND,
  3964. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3965. 1,0,0,0,
  3966. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3967. }
  3968. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3969. if(dstmd)
  3970. mob_unlocktarget(dstmd,tick);
  3971. break;
  3972. case WZ_ESTIMATION:
  3973. if(sd) {
  3974. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3975. clif_skill_estimation((struct map_session_data *)src,bl);
  3976. }
  3977. break;
  3978. case BS_REPAIRWEAPON:
  3979. if(sd && dstsd)
  3980. clif_item_repair_list(sd,dstsd);
  3981. break;
  3982. case MC_IDENTIFY:
  3983. if(sd)
  3984. clif_item_identify_list(sd);
  3985. break;
  3986. // Weapon Refining [Celest]
  3987. case WS_WEAPONREFINE:
  3988. if(sd)
  3989. clif_item_refine_list(sd);
  3990. break;
  3991. case MC_VENDING:
  3992. if(sd)
  3993. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3994. if ( pc_can_give_items(pc_isGM(sd)) )
  3995. clif_skill_fail(sd,skillid,0,0);
  3996. else
  3997. clif_openvendingreq(sd,2+skilllv);
  3998. }
  3999. break;
  4000. case AL_TELEPORT:
  4001. if(sd) {
  4002. if (map[bl->m].flag.noteleport) {
  4003. clif_skill_teleportmessage(sd,0);
  4004. break;
  4005. }
  4006. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4007. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4008. break;
  4009. }
  4010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4011. if(skilllv == 1) {
  4012. // possibility to skip menu [LuzZza]
  4013. if(!battle_config.skip_teleport_lv1_menu &&
  4014. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4015. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4016. else
  4017. pc_randomwarp(sd,3);
  4018. } else {
  4019. if (sd->skillitem != AL_TELEPORT)
  4020. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4021. mapindex_id2name(sd->status.save_point.map),"","");
  4022. else //Autocasted Teleport level 2??
  4023. pc_setpos(sd,sd->status.save_point.map,
  4024. sd->status.save_point.x,sd->status.save_point.y,3);
  4025. }
  4026. } else
  4027. unit_warp(bl,-1,-1,-1,3);
  4028. break;
  4029. case AL_HOLYWATER:
  4030. if(sd) {
  4031. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4033. else
  4034. clif_skill_fail(sd,skillid,0,0);
  4035. }
  4036. break;
  4037. case TF_PICKSTONE:
  4038. if(sd) {
  4039. int eflag;
  4040. struct item item_tmp;
  4041. struct block_list tbl;
  4042. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4043. memset(&item_tmp,0,sizeof(item_tmp));
  4044. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4045. item_tmp.nameid = 7049;
  4046. item_tmp.identify = 1;
  4047. tbl.id = 0;
  4048. clif_takeitem(&sd->bl,&tbl);
  4049. eflag = pc_additem(sd,&item_tmp,1);
  4050. if(eflag) {
  4051. clif_additem(sd,0,0,eflag);
  4052. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4053. }
  4054. }
  4055. break;
  4056. case ASC_CDP:
  4057. if(sd) {
  4058. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4059. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4060. }
  4061. break;
  4062. case RG_STRIPWEAPON:
  4063. case RG_STRIPSHIELD:
  4064. case RG_STRIPARMOR:
  4065. case RG_STRIPHELM:
  4066. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4067. case GS_DISARM: // Added disarm. [Reddozen]
  4068. {
  4069. int strip_fix, equip = 0;
  4070. int sclist[4] = {0,0,0,0};
  4071. switch (skillid) {
  4072. case RG_STRIPWEAPON:
  4073. case GS_DISARM:
  4074. equip = EQP_WEAPON;
  4075. break;
  4076. case RG_STRIPSHIELD:
  4077. equip = EQP_SHIELD;
  4078. break;
  4079. case RG_STRIPARMOR:
  4080. equip = EQP_ARMOR;
  4081. break;
  4082. case RG_STRIPHELM:
  4083. equip = EQP_HELM;
  4084. break;
  4085. case ST_FULLSTRIP:
  4086. equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4087. break;
  4088. }
  4089. strip_fix = sstatus->dex - tstatus->dex;
  4090. if(strip_fix < 0)
  4091. strip_fix=0;
  4092. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4093. {
  4094. if (sd)
  4095. clif_skill_fail(sd,skillid,0,0);
  4096. break;
  4097. }
  4098. if (dstsd) {
  4099. for (i=0;i<EQI_MAX;i++) {
  4100. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4101. continue;
  4102. switch (i) {
  4103. case EQI_HAND_L: //Shield / left-hand weapon
  4104. if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
  4105. { //Shield
  4106. if (equip&EQP_SHIELD &&
  4107. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4108. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4109. ){
  4110. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4111. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4112. }
  4113. continue;
  4114. }
  4115. //Continue to weapon
  4116. case EQI_HAND_R:
  4117. if (equip&EQP_WEAPON &&
  4118. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4119. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4120. ) {
  4121. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4122. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4123. }
  4124. break;
  4125. case EQI_ARMOR: //Armor
  4126. if (equip &EQP_ARMOR &&
  4127. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4128. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4129. ) {
  4130. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4131. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4132. }
  4133. break;
  4134. case EQI_HEAD_TOP: //Helm
  4135. if (equip &EQP_HELM &&
  4136. !(dstsd->unstripable_equip &EQP_HELM) &&
  4137. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4138. ) {
  4139. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4140. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4141. }
  4142. break;
  4143. }
  4144. }
  4145. } else if (!(tstatus->mode&MD_BOSS)) {
  4146. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4147. sclist[0] = SC_STRIPWEAPON;
  4148. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4149. sclist[1] = SC_STRIPSHIELD;
  4150. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4151. sclist[2] = SC_STRIPARMOR;
  4152. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4153. sclist[3] = SC_STRIPHELM;
  4154. }
  4155. equip = 0; //Reuse equip to hold how many stats are invoked.
  4156. for (i=0;i<4;i++) {
  4157. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4158. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4159. }
  4160. if (equip)
  4161. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4162. else if (sd) //Nothing stripped.
  4163. clif_skill_fail(sd,skillid,0,0);
  4164. break;
  4165. }
  4166. /* PotionPitcher */
  4167. case AM_BERSERKPITCHER:
  4168. case AM_POTIONPITCHER:
  4169. {
  4170. int i,x,hp = 0,sp = 0,bonus=100;
  4171. if(sd) {
  4172. x = skilllv%11 - 1;
  4173. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4174. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4175. clif_skill_fail(sd,skillid,0,0);
  4176. map_freeblock_unlock();
  4177. return 1;
  4178. }
  4179. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4180. clif_skill_fail(sd,skillid,0,0);
  4181. map_freeblock_unlock();
  4182. return 1;
  4183. }
  4184. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4185. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4186. clif_skill_fail(sd,skillid,0,0);
  4187. map_freeblock_unlock();
  4188. return 1;
  4189. }
  4190. }
  4191. potion_flag = 1;
  4192. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4193. potion_target = bl->id;
  4194. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4195. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4196. potion_flag = potion_target = 0;
  4197. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4198. bonus += sd->status.base_level;
  4199. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4200. hp = tstatus->max_hp * potion_per_hp / 100;
  4201. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4202. if(dstsd) {
  4203. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4204. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4205. }
  4206. }
  4207. else {
  4208. if(potion_hp > 0) {
  4209. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4210. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4211. if(dstsd)
  4212. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4213. }
  4214. if(potion_sp > 0) {
  4215. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4216. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4217. if(dstsd)
  4218. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4219. }
  4220. }
  4221. }
  4222. else {
  4223. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4224. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4225. if(dstsd)
  4226. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4227. }
  4228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4229. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4230. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4231. if(sp > 0)
  4232. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4233. status_heal(bl,hp,sp,0);
  4234. }
  4235. break;
  4236. case AM_CP_WEAPON:
  4237. case AM_CP_SHIELD:
  4238. case AM_CP_ARMOR:
  4239. case AM_CP_HELM:
  4240. {
  4241. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4242. if(tsc && tsc->data[scid].timer != -1)
  4243. status_change_end(bl, scid, -1 );
  4244. clif_skill_nodamage(src,bl,skillid,skilllv,
  4245. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4246. }
  4247. break;
  4248. case AM_TWILIGHT1:
  4249. if (sd) {
  4250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4251. //Prepare 200 White Potions.
  4252. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4253. clif_skill_fail(sd,skillid,0,0);
  4254. }
  4255. break;
  4256. case AM_TWILIGHT2:
  4257. if (sd) {
  4258. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4259. //Prepare 200 Slim White Potions.
  4260. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4261. clif_skill_fail(sd,skillid,0,0);
  4262. }
  4263. break;
  4264. case AM_TWILIGHT3:
  4265. if (sd) {
  4266. //check if you can produce all three, if not, then fail:
  4267. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4268. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4269. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4270. ) {
  4271. clif_skill_fail(sd,skillid,0,0);
  4272. break;
  4273. }
  4274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4275. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4276. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4277. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4278. }
  4279. break;
  4280. case SA_DISPELL:
  4281. {
  4282. int i;
  4283. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4284. i = status_get_sc_def_mdef(bl);
  4285. if (i >= 10000 ||
  4286. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4287. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4288. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4289. {
  4290. if (sd)
  4291. clif_skill_fail(sd,skillid,0,0);
  4292. break;
  4293. }
  4294. if(status_isimmune(bl) || !tsc->count)
  4295. break;
  4296. for(i=0;i<SC_MAX;i++){
  4297. if (tsc->data[i].timer == -1)
  4298. continue;
  4299. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4300. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4301. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4302. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4303. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4304. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4305. )
  4306. continue;
  4307. if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  4308. status_change_end(bl,i,-1);
  4309. }
  4310. }
  4311. break;
  4312. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4314. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4315. break;
  4316. case TK_HIGHJUMP:
  4317. {
  4318. int x,y, dir = unit_getdir(src);
  4319. x = src->x + dirx[dir]*skilllv*2;
  4320. y = src->y + diry[dir]*skilllv*2;
  4321. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4322. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4323. unit_movepos(src, x, y, 1, 0);
  4324. clif_slide(src,x,y);
  4325. }
  4326. }
  4327. break;
  4328. case SA_CASTCANCEL:
  4329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4330. unit_skillcastcancel(src,1);
  4331. if(sd) {
  4332. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4333. sp = sp * (90 - (skilllv-1)*20) / 100;
  4334. if(sp < 0) sp = 0;
  4335. status_zap(src, 0, sp);
  4336. }
  4337. break;
  4338. case SA_SPELLBREAKER:
  4339. {
  4340. int sp;
  4341. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4342. sp = skill_get_sp(skillid,skilllv);
  4343. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4344. if(sp < 1) sp = 1;
  4345. status_heal(bl,0,sp,2);
  4346. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4347. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4348. } else {
  4349. struct unit_data *ud = unit_bl2ud(bl);
  4350. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4351. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4352. bl_skillid = ud->skillid;
  4353. bl_skilllv = ud->skilllv;
  4354. if (tstatus->mode & MD_BOSS)
  4355. { //Only 10% success chance against bosses. [Skotlex]
  4356. if (rand()%100 < 90)
  4357. {
  4358. if (sd) clif_skill_fail(sd,skillid,0,0);
  4359. break;
  4360. }
  4361. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4362. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4364. unit_skillcastcancel(bl,0);
  4365. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4366. status_zap(bl, hp, sp);
  4367. if (hp && skilllv >= 5)
  4368. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4369. else
  4370. hp = 0;
  4371. if (skilllv > 1 && sp) //Recover some of the SP used
  4372. sp = sp*(25*(skilllv-1))/100;
  4373. else
  4374. sp = 0;
  4375. if(hp || sp)
  4376. status_heal(src, hp, sp, 2);
  4377. }
  4378. }
  4379. break;
  4380. case SA_MAGICROD:
  4381. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4382. break;
  4383. case SA_AUTOSPELL:
  4384. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4385. if(sd)
  4386. clif_autospell(sd,skilllv);
  4387. else {
  4388. int maxlv=1,spellid=0;
  4389. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4390. if(skilllv >= 10) {
  4391. spellid = MG_FROSTDIVER;
  4392. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4393. // maxlv = 10;
  4394. // else
  4395. maxlv = skilllv - 9;
  4396. }
  4397. else if(skilllv >=8) {
  4398. spellid = MG_FIREBALL;
  4399. maxlv = skilllv - 7;
  4400. }
  4401. else if(skilllv >=5) {
  4402. spellid = MG_SOULSTRIKE;
  4403. maxlv = skilllv - 4;
  4404. }
  4405. else if(skilllv >=2) {
  4406. int i = rand()%3;
  4407. spellid = spellarray[i];
  4408. maxlv = skilllv - 1;
  4409. }
  4410. else if(skilllv > 0) {
  4411. spellid = MG_NAPALMBEAT;
  4412. maxlv = 3;
  4413. }
  4414. if(spellid > 0)
  4415. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4416. skill_get_time(SA_AUTOSPELL,skilllv));
  4417. }
  4418. break;
  4419. case BS_GREED:
  4420. if(sd){
  4421. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4422. map_foreachinrange(skill_greed,bl,
  4423. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4424. }
  4425. break;
  4426. case SA_ELEMENTWATER:
  4427. case SA_ELEMENTFIRE:
  4428. case SA_ELEMENTGROUND:
  4429. case SA_ELEMENTWIND:
  4430. if(sd && !dstmd) //Only works on monsters.
  4431. break;
  4432. if(tstatus->mode&MD_BOSS)
  4433. break;
  4434. case NPC_ATTRICHANGE:
  4435. case NPC_CHANGEWATER:
  4436. case NPC_CHANGEGROUND:
  4437. case NPC_CHANGEFIRE:
  4438. case NPC_CHANGEWIND:
  4439. case NPC_CHANGEPOISON:
  4440. case NPC_CHANGEHOLY:
  4441. case NPC_CHANGEDARKNESS:
  4442. case NPC_CHANGETELEKINESIS:
  4443. case NPC_CHANGEUNDEAD:
  4444. clif_skill_nodamage(src,bl,skillid,skilllv,
  4445. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4446. skill_get_time(skillid, skilllv)));
  4447. break;
  4448. case NPC_PROVOCATION:
  4449. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4450. if(md && md->skillidx >= 0)
  4451. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4452. break;
  4453. case NPC_KEEPING:
  4454. case NPC_BARRIER:
  4455. {
  4456. int skill_time = skill_get_time(skillid,skilllv);
  4457. struct unit_data *ud = unit_bl2ud(bl);
  4458. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4459. sc_start(bl,type,100,skilllv,skill_time))
  4460. && ud) { //Disable attacking/acting/moving for skill's duration.
  4461. ud->attackabletime =
  4462. ud->canact_tick =
  4463. ud->canmove_tick = tick + skill_time;
  4464. }
  4465. }
  4466. break;
  4467. case NPC_REBIRTH:
  4468. //New rebirth System uses Kaizel lv1. [Skotlex]
  4469. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4470. break;
  4471. case NPC_DARKBLESSING:
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,
  4473. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4474. break;
  4475. case NPC_LICK:
  4476. status_zap(bl, 0, 100);
  4477. clif_skill_nodamage(src,bl,skillid,skilllv,
  4478. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4479. break;
  4480. case NPC_SUICIDE:
  4481. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4482. status_kill(src); //When suiciding, neither exp nor drops is given.
  4483. break;
  4484. case NPC_SUMMONSLAVE:
  4485. case NPC_SUMMONMONSTER:
  4486. if(md && md->skillidx >= 0)
  4487. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4488. break;
  4489. case NPC_CALLSLAVE:
  4490. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4491. break;
  4492. case NPC_RANDOMMOVE:
  4493. if (md) {
  4494. md->next_walktime = tick - 1;
  4495. mob_randomwalk(md,tick);
  4496. }
  4497. break;
  4498. case NPC_SPEEDUP:
  4499. {
  4500. // or does it increase casting rate? just a guess xD
  4501. int i = SC_ASPDPOTION0 + skilllv - 1;
  4502. if (i > SC_ASPDPOTION3)
  4503. i = SC_ASPDPOTION3;
  4504. clif_skill_nodamage(src,bl,skillid,skilllv,
  4505. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4506. }
  4507. break;
  4508. case NPC_REVENGE:
  4509. // not really needed... but adding here anyway ^^
  4510. if (md && md->master_id > 0) {
  4511. struct block_list *mbl, *tbl;
  4512. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4513. (tbl = battle_gettargeted(mbl)) == NULL)
  4514. break;
  4515. md->state.provoke_flag = tbl->id;
  4516. mob_target(md, tbl, sstatus->rhw.range);
  4517. }
  4518. break;
  4519. case NPC_RUN:
  4520. {
  4521. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4522. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4523. unit_stop_attack(src);
  4524. //Run skillv tiles overriding the can-move check.
  4525. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4526. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4527. }
  4528. break;
  4529. case NPC_TRANSFORMATION:
  4530. case NPC_METAMORPHOSIS:
  4531. if(md && md->skillidx >= 0) {
  4532. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4533. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4534. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4535. if (class_) mob_class_change(md, class_);
  4536. }
  4537. break;
  4538. case NPC_EMOTION_ON:
  4539. case NPC_EMOTION:
  4540. if(md && md->skillidx >= 0)
  4541. {
  4542. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4543. if(!md->special_state.ai &&
  4544. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4545. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4546. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4547. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4548. sc_start4(src, type, 100, skilllv,
  4549. md->db->skill[md->skillidx].val[1],
  4550. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4551. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4552. skill_get_time(skillid, skilllv));
  4553. }
  4554. break;
  4555. case NPC_DEFENDER:
  4556. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4557. break;
  4558. case NPC_POWERUP:
  4559. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4560. clif_skill_nodamage(src,bl,skillid,skilllv,
  4561. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4562. break;
  4563. case NPC_AGIUP:
  4564. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4565. clif_skill_nodamage(src,bl,skillid,skilllv,
  4566. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4567. break;
  4568. case NPC_INVISIBLE:
  4569. //On level 1, use level 10 cloaking (no speed penalty)
  4570. //with val4 passed as 1 is for "infinite cloak".
  4571. clif_skill_nodamage(src,bl,skillid,skilllv,
  4572. sc_start4(bl,type,100,9+skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4573. break;
  4574. case NPC_SIEGEMODE:
  4575. // not sure what it does
  4576. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4577. break;
  4578. case WE_MALE:
  4579. {
  4580. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4581. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4582. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4583. }
  4584. break;
  4585. case WE_FEMALE:
  4586. {
  4587. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4588. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4589. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4590. }
  4591. break;
  4592. // parent-baby skills
  4593. case WE_BABY:
  4594. if(sd){
  4595. struct map_session_data *f_sd = pc_get_father(sd);
  4596. struct map_session_data *m_sd = pc_get_mother(sd);
  4597. // if neither was found
  4598. if(!f_sd && !m_sd){
  4599. clif_skill_fail(sd,skillid,0,0);
  4600. map_freeblock_unlock();
  4601. return 0;
  4602. }
  4603. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4604. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4605. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4606. }
  4607. break;
  4608. case PF_HPCONVERSION:
  4609. {
  4610. int hp, sp;
  4611. hp = sstatus->max_hp/10;
  4612. sp = hp * 10 * skilllv / 100;
  4613. if (!status_charge(src,hp,0)) {
  4614. if (sd) clif_skill_fail(sd,skillid,0,0);
  4615. break;
  4616. }
  4617. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4618. status_heal(bl,0,sp,2);
  4619. }
  4620. break;
  4621. case HT_REMOVETRAP:
  4622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4623. {
  4624. struct skill_unit *su=NULL;
  4625. struct item item_tmp;
  4626. int flag;
  4627. if((bl->type==BL_SKILL) &&
  4628. (su=(struct skill_unit *)bl) &&
  4629. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4630. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4631. {
  4632. if(sd && !su->group->state.into_abyss)
  4633. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4634. if(battle_config.skill_removetrap_type){
  4635. for(i=0;i<10;i++) {
  4636. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4637. memset(&item_tmp,0,sizeof(item_tmp));
  4638. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4639. item_tmp.identify = 1;
  4640. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4641. clif_additem(sd,0,0,flag);
  4642. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4643. }
  4644. }
  4645. }
  4646. }else{
  4647. memset(&item_tmp,0,sizeof(item_tmp));
  4648. item_tmp.nameid = 1065;
  4649. item_tmp.identify = 1;
  4650. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4651. clif_additem(sd,0,0,flag);
  4652. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4653. }
  4654. }
  4655. }
  4656. skill_delunit(su);
  4657. }
  4658. }
  4659. break;
  4660. case HT_SPRINGTRAP:
  4661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4662. {
  4663. struct skill_unit *su=NULL;
  4664. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4665. switch(su->group->unit_id){
  4666. case UNT_ANKLESNARE: // ankle snare
  4667. if (su->group->val2 != 0)
  4668. // if it is already trapping something don't spring it,
  4669. // remove trap should be used instead
  4670. break;
  4671. // otherwise fallthrough to below
  4672. case UNT_BLASTMINE:
  4673. case UNT_SKIDTRAP:
  4674. case UNT_LANDMINE:
  4675. case UNT_SHOCKWAVE:
  4676. case UNT_SANDMAN:
  4677. case UNT_FLASHER:
  4678. case UNT_FREEZINGTRAP:
  4679. case UNT_CLAYMORETRAP:
  4680. case UNT_TALKIEBOX:
  4681. su->group->unit_id = UNT_USED_TRAPS;
  4682. clif_changetraplook(bl, UNT_USED_TRAPS);
  4683. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4684. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4685. }
  4686. }
  4687. }
  4688. break;
  4689. case BD_ENCORE:
  4690. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4691. if(sd)
  4692. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4693. break;
  4694. case AS_SPLASHER:
  4695. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4696. map_freeblock_unlock();
  4697. return 1;
  4698. }
  4699. clif_skill_nodamage(src,bl,skillid,skilllv,
  4700. sc_start4(bl,type,100,
  4701. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4702. break;
  4703. case PF_MINDBREAKER:
  4704. {
  4705. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4706. {
  4707. map_freeblock_unlock();
  4708. return 1;
  4709. }
  4710. if (tsc && tsc->data[type].timer != -1)
  4711. { //HelloKitty2 (?) explained that this silently fails when target is
  4712. //already inflicted. [Skotlex]
  4713. map_freeblock_unlock();
  4714. return 1;
  4715. }
  4716. //Has a 55% + skilllv*5% success chance.
  4717. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4718. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4719. {
  4720. if (sd) clif_skill_fail(sd,skillid,0,0);
  4721. map_freeblock_unlock();
  4722. return 0;
  4723. }
  4724. unit_skillcastcancel(bl,0);
  4725. if(tsc && tsc->count){
  4726. if(tsc->data[SC_FREEZE].timer!=-1)
  4727. status_change_end(bl,SC_FREEZE,-1);
  4728. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4729. status_change_end(bl,SC_STONE,-1);
  4730. if(tsc->data[SC_SLEEP].timer!=-1)
  4731. status_change_end(bl,SC_SLEEP,-1);
  4732. }
  4733. if(dstmd)
  4734. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4735. }
  4736. break;
  4737. case PF_SOULCHANGE:
  4738. {
  4739. unsigned int sp1 = 0, sp2 = 0;
  4740. if (dstmd) {
  4741. if (dstmd->state.soul_change_flag) {
  4742. if(sd) clif_skill_fail(sd,skillid,0,0);
  4743. break;
  4744. }
  4745. dstmd->state.soul_change_flag = 1;
  4746. sp2 = sstatus->max_sp * 3 /100;
  4747. status_heal(src, 0, sp2, 2);
  4748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4749. break;
  4750. }
  4751. sp1 = sstatus->sp;
  4752. sp2 = tstatus->sp;
  4753. status_set_sp(src, sp2, 3);
  4754. status_set_sp(bl, sp1, 3);
  4755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4756. }
  4757. break;
  4758. // Slim Pitcher (normally Condensed Potion doesn't give SP (Heals party members))
  4759. case CR_SLIMPITCHER:
  4760. if (potion_hp || potion_sp) {
  4761. int hp = potion_hp, sp = potion_sp;
  4762. hp = hp * (100 + (tstatus->vit<<1))/100;
  4763. sp = sp * (100 + (tstatus->int_<<1))/100;
  4764. if (dstsd) {
  4765. if (hp)
  4766. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4767. if (sp)
  4768. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4769. }
  4770. if(hp > 0)
  4771. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4772. if(sp > 0)
  4773. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4774. status_heal(bl,hp,sp,0);
  4775. }
  4776. break;
  4777. // Full Chemical Protection
  4778. case CR_FULLPROTECTION:
  4779. {
  4780. int i, skilltime;
  4781. skilltime = skill_get_time(skillid,skilllv);
  4782. if (!tsc) {
  4783. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4784. break;
  4785. }
  4786. for (i=0; i<4; i++) {
  4787. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4788. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4789. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4790. }
  4791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4792. }
  4793. break;
  4794. case RG_CLEANER: //AppleGirl
  4795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4796. break;
  4797. case PF_DOUBLECASTING:
  4798. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4799. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4800. if (sd) clif_skill_fail(sd,skillid,0,0);
  4801. break;
  4802. case CG_LONGINGFREEDOM:
  4803. {
  4804. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4805. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4806. {
  4807. clif_skill_nodamage(src,bl,skillid,skilllv,
  4808. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4809. }
  4810. }
  4811. break;
  4812. case CG_TAROTCARD:
  4813. {
  4814. int eff, count = -1;
  4815. if (rand() % 100 > skilllv * 8) {
  4816. if (sd) clif_skill_fail(sd,skillid,0,0);
  4817. map_freeblock_unlock();
  4818. return 0;
  4819. }
  4820. do {
  4821. eff = rand() % 14;
  4822. clif_specialeffect(bl, 523 + eff, AREA);
  4823. switch (eff)
  4824. {
  4825. case 0: // heals SP to 0
  4826. status_percent_damage(src, bl, 0, 100);
  4827. break;
  4828. case 1: // matk halved
  4829. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4830. break;
  4831. case 2: // all buffs removed
  4832. status_change_clear_buffs(bl,1);
  4833. break;
  4834. case 3: // 1000 damage, random armor destroyed
  4835. {
  4836. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4837. status_fix_damage(src, bl, 1000, 0);
  4838. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4839. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4840. }
  4841. break;
  4842. case 4: // atk halved
  4843. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4844. break;
  4845. case 5: // 2000HP heal, random teleported
  4846. status_heal(src, 2000, 0, 0);
  4847. unit_warp(src, -1,-1,-1, 3);
  4848. break;
  4849. case 6: // random 2 other effects
  4850. if (count == -1)
  4851. count = 3;
  4852. else
  4853. count++; //Should not retrigger this one.
  4854. break;
  4855. case 7: // stop freeze or stoned
  4856. {
  4857. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4858. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4859. }
  4860. break;
  4861. case 8: // curse coma and poison
  4862. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4863. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4864. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4865. break;
  4866. case 9: // confusion
  4867. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4868. break;
  4869. case 10: // 6666 damage, atk matk halved, cursed
  4870. status_fix_damage(src, bl, 6666, 0);
  4871. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4872. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4873. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4874. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4875. break;
  4876. case 11: // 4444 damage
  4877. status_fix_damage(src, bl, 4444, 0);
  4878. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4879. break;
  4880. case 12: // stun
  4881. sc_start(bl,SC_STUN,100,skilllv,5000);
  4882. break;
  4883. case 13: // atk,matk,hit,flee,def reduced
  4884. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4885. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4886. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4887. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4888. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4889. break;
  4890. default:
  4891. break;
  4892. }
  4893. } while ((--count) > 0);
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. }
  4896. break;
  4897. case SL_ALCHEMIST:
  4898. case SL_ASSASIN:
  4899. case SL_BARDDANCER:
  4900. case SL_BLACKSMITH:
  4901. case SL_CRUSADER:
  4902. case SL_HUNTER:
  4903. case SL_KNIGHT:
  4904. case SL_MONK:
  4905. case SL_PRIEST:
  4906. case SL_ROGUE:
  4907. case SL_SAGE:
  4908. case SL_SOULLINKER:
  4909. case SL_STAR:
  4910. case SL_SUPERNOVICE:
  4911. case SL_WIZARD:
  4912. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4913. clif_skill_fail(sd,skillid,0,0);
  4914. break;
  4915. }
  4916. clif_skill_nodamage(src,bl,skillid,skilllv,
  4917. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4918. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4919. break;
  4920. case SL_HIGH:
  4921. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4922. clif_skill_fail(sd,skillid,0,0);
  4923. break;
  4924. }
  4925. clif_skill_nodamage(src,bl,skillid,skilllv,
  4926. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4927. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4928. break;
  4929. case SL_SWOO:
  4930. if (tsc && tsc->data[type].timer != -1) {
  4931. sc_start(src,SC_STUN,100,skilllv,10000);
  4932. break;
  4933. }
  4934. case SL_SKA: // [marquis007]
  4935. case SL_SKE:
  4936. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4937. clif_skill_fail(sd,skillid,0,0);
  4938. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4939. } else
  4940. clif_skill_nodamage(src,bl,skillid,skilllv,
  4941. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4942. if (skillid == SL_SKE)
  4943. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4944. break;
  4945. // New guild skills [Celest]
  4946. case GD_BATTLEORDER:
  4947. if(flag&1) {
  4948. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4949. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4950. } else if (status_get_guild_id(src)) {
  4951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4952. map_foreachinrange(skill_area_sub, src,
  4953. skill_get_splash(skillid, skilllv), BL_CHAR,
  4954. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4955. skill_castend_nodamage_id);
  4956. if (sd)
  4957. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4958. }
  4959. break;
  4960. case GD_REGENERATION:
  4961. if(flag&1) {
  4962. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4963. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4964. } else if (status_get_guild_id(src)) {
  4965. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4966. map_foreachinrange(skill_area_sub, src,
  4967. skill_get_splash(skillid, skilllv), BL_CHAR,
  4968. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4969. skill_castend_nodamage_id);
  4970. if (sd)
  4971. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4972. }
  4973. break;
  4974. case GD_RESTORE:
  4975. if(flag&1) {
  4976. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4977. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4978. } else if (status_get_guild_id(src)) {
  4979. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4980. map_foreachinrange(skill_area_sub, src,
  4981. skill_get_splash(skillid, skilllv), BL_CHAR,
  4982. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4983. skill_castend_nodamage_id);
  4984. if (sd)
  4985. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4986. }
  4987. break;
  4988. case GD_EMERGENCYCALL:
  4989. {
  4990. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4991. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4992. int j = 0;
  4993. struct guild *g = NULL;
  4994. // i don't know if it actually summons in a circle, but oh well. ;P
  4995. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4996. if (!g)
  4997. break;
  4998. for(i = 0; i < g->max_member; i++, j++) {
  4999. if (j>8) j=0;
  5000. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5001. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5002. continue;
  5003. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5004. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5005. dx[j] = dy[j] = 0;
  5006. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5007. }
  5008. }
  5009. if (sd)
  5010. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5011. }
  5012. break;
  5013. case SG_FEEL:
  5014. if (sd) {
  5015. if(!sd->feel_map[skilllv-1].index) {
  5016. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5017. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5018. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5019. }
  5020. else
  5021. clif_feel_info(sd, skilllv-1);
  5022. }
  5023. break;
  5024. case SG_HATE:
  5025. if (sd) {
  5026. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5027. if(dstsd) //PC
  5028. {
  5029. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5030. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5031. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5032. }
  5033. else if(dstmd) // mob
  5034. {
  5035. switch(skilllv)
  5036. {
  5037. case 1:
  5038. if (tstatus->size==0)
  5039. {
  5040. sd->hate_mob[0] = dstmd->class_;
  5041. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5042. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5043. } else clif_skill_fail(sd,skillid,0,0);
  5044. break;
  5045. case 2:
  5046. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5047. {
  5048. sd->hate_mob[1] = dstmd->class_;
  5049. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5050. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5051. } else clif_skill_fail(sd,skillid,0,0);
  5052. break;
  5053. case 3:
  5054. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5055. {
  5056. sd->hate_mob[2] = dstmd->class_;
  5057. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5058. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5059. } else clif_skill_fail(sd,skillid,0,0);
  5060. break;
  5061. default:
  5062. clif_skill_fail(sd,skillid,0,0);
  5063. break;
  5064. }
  5065. }
  5066. }
  5067. break;
  5068. case GS_GLITTERING:
  5069. if(sd) {
  5070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5071. if(rand()%100 < (50+10*skilllv))
  5072. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5073. else if(sd->spiritball > 0)
  5074. pc_delspiritball(sd,1,0);
  5075. }
  5076. break;
  5077. case AM_REST: //[orn]
  5078. if (sd && !merc_hom_vaporize(sd,1))
  5079. clif_skill_fail(sd,skillid,0,0);
  5080. break;
  5081. case HAMI_CASTLE: //[orn]
  5082. if(rand()%100 > 20*skilllv || src == bl)
  5083. break; //Failed.
  5084. {
  5085. int x,y;
  5086. x = src->x;
  5087. y = src->y;
  5088. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5089. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5090. clif_fixpos(src) ;
  5091. if (unit_movepos(bl,x,y,0,0))
  5092. clif_fixpos(bl) ;
  5093. //TODO: Shouldn't also players and the like switch targets?
  5094. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5095. AREA_SIZE, BL_MOB, bl, src);
  5096. }
  5097. }
  5098. break;
  5099. case HVAN_CHAOTIC: //[orn]
  5100. {
  5101. if(hd){
  5102. //HOM,PC,MOB
  5103. struct block_list* heal_target=NULL;
  5104. int heal = skill_calc_heal( src, 1+rand()%skilllv );
  5105. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5106. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5107. int rnd = rand()%100;
  5108. if(rnd<per[skilllv-1][0])
  5109. {
  5110. heal_target = &hd->bl;
  5111. }else if(rnd<per[skilllv-1][1])
  5112. {
  5113. if(!status_isdead(&hd->master->bl))
  5114. heal_target = &hd->master->bl;
  5115. else
  5116. heal_target = &hd->bl;
  5117. }else{//MOB
  5118. heal_target = map_id2bl(hd->target_id);
  5119. if(heal_target==NULL)
  5120. heal_target = &hd->bl;
  5121. }
  5122. clif_skill_nodamage(src,heal_target,AL_HEAL,heal,1);
  5123. clif_skill_nodamage(src,heal_target,skillid,heal,1);
  5124. status_heal(heal_target, heal, 0, 0);
  5125. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5126. }
  5127. }
  5128. break;
  5129. case HAMI_BLOODLUST: //[orn]
  5130. case HFLI_FLEET: //[orn]
  5131. case HFLI_SPEED: //[orn]
  5132. if ( hd ) {
  5133. clif_skill_nodamage(src,bl,skillid,skilllv,
  5134. sc_start(&hd->bl,type,100,skilllv,skill_get_time(skillid,skilllv))) ;
  5135. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5136. }
  5137. else
  5138. clif_skill_fail(hd->master,skillid,0,0);
  5139. break;
  5140. case HLIF_CHANGE: //[orn]
  5141. clif_skill_nodamage(src,bl,skillid,skilllv,
  5142. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5143. if (sd)
  5144. skill_blockpc_start(sd, skillid, skill_get_time2(skillid,skilllv));
  5145. if (hd)
  5146. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5147. break;
  5148. default:
  5149. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5150. map_freeblock_unlock();
  5151. return 1;
  5152. }
  5153. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5154. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5155. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5156. battle_consume_ammo(sd, skillid, skilllv);
  5157. map_freeblock_unlock();
  5158. return 0;
  5159. }
  5160. /*==========================================
  5161. *
  5162. *------------------------------------------
  5163. */
  5164. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5165. {
  5166. struct block_list *target, *src = map_id2bl(id);
  5167. struct map_session_data* sd = NULL;
  5168. struct homun_data* hd = NULL; //[orn]
  5169. struct mob_data* md = NULL;
  5170. struct unit_data* ud = unit_bl2ud(src);
  5171. struct status_change *sc = NULL;
  5172. int inf,inf2;
  5173. nullpo_retr(0, ud);
  5174. BL_CAST( BL_PC, src, sd);
  5175. BL_CAST( BL_HOM, src, hd); //[orn]
  5176. BL_CAST( BL_MOB, src, md);
  5177. if( src->prev == NULL ) {
  5178. ud->skilltimer = -1;
  5179. return 0;
  5180. }
  5181. switch (ud->skillid) {
  5182. //These should become skill_castend_pos
  5183. case WE_CALLPARTNER:
  5184. case WE_CALLPARENT:
  5185. case WE_CALLBABY:
  5186. case AM_CALLHOMUN:
  5187. case AM_RESURRECTHOMUN:
  5188. //Find a random spot to place the skill. [Skotlex]
  5189. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5190. ud->skillx = src->x + inf2;
  5191. ud->skilly = src->y + inf2;
  5192. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5193. ud->skillx = src->x;
  5194. ud->skilly = src->y;
  5195. }
  5196. return skill_castend_pos(tid,tick,id,data);
  5197. }
  5198. if(ud->skillid != SA_CASTCANCEL ) {
  5199. if( ud->skilltimer != tid ) {
  5200. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5201. ud->skilltimer = -1;
  5202. return 0;
  5203. }
  5204. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5205. status_freecast_switch(sd);
  5206. ud->skilltimer=-1;
  5207. }
  5208. if (ud->skilltarget == id)
  5209. target = src;
  5210. else
  5211. target = map_id2bl(ud->skilltarget);
  5212. // Use a do so that you can break out of it when the skill fails.
  5213. do {
  5214. if(!target || target->prev==NULL) break;
  5215. if(src->m != target->m || status_isdead(src)) break;
  5216. if(ud->skillid == RG_BACKSTAP) {
  5217. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5218. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5219. break;
  5220. }
  5221. }
  5222. if (ud->skillid == PR_LEXDIVINA)
  5223. {
  5224. sc = status_get_sc(target);
  5225. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5226. (!sc || sc->data[SC_SILENCE].timer == -1))
  5227. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5228. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5229. break;
  5230. }
  5231. } else {
  5232. //Check target validity.
  5233. inf = skill_get_inf(ud->skillid);
  5234. inf2 = skill_get_inf2(ud->skillid);
  5235. if(inf&INF_ATTACK_SKILL ||
  5236. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5237. inf = BCT_ENEMY; //Offensive skill.
  5238. else
  5239. inf = 0;
  5240. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5241. inf |=
  5242. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5243. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5244. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5245. if (inf && battle_check_target(src, target, inf) <= 0)
  5246. break;
  5247. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5248. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5249. rand()%100 < 75)
  5250. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5251. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5252. break;
  5253. }
  5254. }
  5255. //Avoid doing double checks for instant-cast skills.
  5256. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5257. break;
  5258. if(md) {
  5259. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5260. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5261. if(md->skillidx >= 0) {
  5262. md->skilldelay[md->skillidx]=tick;
  5263. if (md->db->skill[md->skillidx].emotion >= 0)
  5264. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5265. }
  5266. }
  5267. if(src != target && battle_config.skill_add_range &&
  5268. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5269. {
  5270. if (sd) {
  5271. clif_skill_fail(sd,ud->skillid,0,0);
  5272. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5273. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5274. }
  5275. break;
  5276. }
  5277. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5278. break;
  5279. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5280. break;
  5281. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5282. unit_stop_walking(src,1);
  5283. if (ud->skillid == SA_MAGICROD)
  5284. ud->canact_tick = tick;
  5285. else
  5286. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5287. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5288. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5289. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5290. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5291. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5292. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5293. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5294. else
  5295. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5296. sc = status_get_sc(src);
  5297. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5298. status_change_end(src,SC_MAGICPOWER,-1);
  5299. if (ud->skilltimer == -1) {
  5300. if(md) md->skillidx = -1;
  5301. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5302. ud->skilllv = ud->skilltarget = 0;
  5303. }
  5304. return 1;
  5305. } while(0);
  5306. //Skill failed.
  5307. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5308. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5309. { //When Asura fails... (except when it fails from Fog of Wall)
  5310. //Consume SP/spheres
  5311. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5312. status_set_sp(src, 0, 0);
  5313. sc = &sd->sc;
  5314. if (sc->count)
  5315. { //End states
  5316. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5317. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5318. if (sc->data[SC_BLADESTOP].timer != -1)
  5319. status_change_end(src,SC_BLADESTOP,-1);
  5320. }
  5321. if (target && target->m == src->m)
  5322. { //Move character to target anyway.
  5323. int dx,dy;
  5324. dx = target->x - src->x;
  5325. dy = target->y - src->y;
  5326. if(dx > 0) dx++;
  5327. else if(dx < 0) dx--;
  5328. if (dy > 0) dy++;
  5329. else if(dy < 0) dy--;
  5330. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5331. { //Display movement + animation.
  5332. clif_slide(src,src->x,src->y);
  5333. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5334. }
  5335. clif_skill_fail(sd,ud->skillid,0,0);
  5336. }
  5337. }
  5338. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5339. ud->canact_tick = tick;
  5340. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5341. if(md) md->skillidx = -1;
  5342. return 0;
  5343. }
  5344. /*==========================================
  5345. *
  5346. *------------------------------------------
  5347. */
  5348. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5349. {
  5350. struct block_list* src = map_id2bl(id);
  5351. int maxcount;
  5352. struct map_session_data *sd = NULL;
  5353. struct homun_data *hd = NULL; //[orn]
  5354. struct unit_data *ud = unit_bl2ud(src);
  5355. struct mob_data *md = NULL;
  5356. nullpo_retr(0, ud);
  5357. BL_CAST( BL_PC , src, sd);
  5358. BL_CAST( BL_HOM , src, hd); //[orn]
  5359. BL_CAST( BL_MOB, src, md);
  5360. if( src->prev == NULL ) {
  5361. ud->skilltimer = -1;
  5362. return 0;
  5363. }
  5364. if( ud->skilltimer != tid )
  5365. {
  5366. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5367. ud->skilltimer = -1;
  5368. return 0;
  5369. }
  5370. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5371. status_freecast_switch(sd);
  5372. ud->skilltimer=-1;
  5373. do {
  5374. if(status_isdead(src)) break;
  5375. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5376. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5377. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5378. )
  5379. break;
  5380. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5381. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5382. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5383. )
  5384. break;
  5385. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5386. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5387. ) {
  5388. int i;
  5389. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5390. if(ud->skillunit[i]->skill_id == ud->skillid)
  5391. maxcount--;
  5392. }
  5393. if(!maxcount)
  5394. break;
  5395. }
  5396. if(tid != -1)
  5397. { //Avoid double checks on instant cast skills. [Skotlex]
  5398. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5399. break;
  5400. if(battle_config.skill_add_range &&
  5401. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5402. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5403. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5404. break;
  5405. }
  5406. }
  5407. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5408. break;
  5409. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5410. break;
  5411. if(md) {
  5412. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5413. if(md->skillidx >= 0) {
  5414. md->skilldelay[md->skillidx]=tick;
  5415. if (md->db->skill[md->skillidx].emotion >= 0)
  5416. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5417. }
  5418. }
  5419. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5420. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5421. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5422. unit_stop_walking(src,1);
  5423. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5424. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5425. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5426. if (ud->skilltimer == -1) {
  5427. if (md) md->skillidx = -1;
  5428. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5429. ud->skilllv = ud->skillx = ud->skilly = 0;
  5430. }
  5431. return 1;
  5432. } while(0);
  5433. ud->canact_tick = tick;
  5434. ud->skillid = ud->skilllv = 0;
  5435. if(sd) {
  5436. clif_skill_fail(sd,ud->skillid,0,0);
  5437. sd->skillitem = sd->skillitemlv = -1;
  5438. }
  5439. if(md) md->skillidx = -1;
  5440. return 0;
  5441. }
  5442. /*==========================================
  5443. *
  5444. *------------------------------------------
  5445. */
  5446. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5447. {
  5448. struct map_session_data *sd=NULL;
  5449. struct status_change *sc;
  5450. struct skill_unit_group *sg;
  5451. int i,type;
  5452. //if(skilllv <= 0) return 0;
  5453. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5454. nullpo_retr(0, src);
  5455. if(status_isdead(src))
  5456. return 0;
  5457. if(src->type==BL_PC)
  5458. sd=(struct map_session_data *)src;
  5459. sc = status_get_sc(src);
  5460. if (sc && !sc->count)
  5461. sc = NULL; //Unneeded.
  5462. type = SkillStatusChangeTable(skillid);
  5463. switch (skillid) { //Skill effect.
  5464. case WZ_METEOR:
  5465. case MO_BODYRELOCATION:
  5466. case CR_CULTIVATION:
  5467. case HW_GANBANTEIN:
  5468. break; //Effect is displayed on respective switch case.
  5469. default:
  5470. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5471. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5472. else
  5473. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5474. }
  5475. switch(skillid)
  5476. {
  5477. case PR_BENEDICTIO:
  5478. skill_area_temp[1] = src->id;
  5479. i = skill_get_splash(skillid, skilllv);
  5480. map_foreachinarea(skill_area_sub,
  5481. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5482. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5483. skill_castend_nodamage_id);
  5484. map_foreachinarea(skill_area_sub,
  5485. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5486. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5487. skill_castend_damage_id);
  5488. break;
  5489. case BS_HAMMERFALL:
  5490. i = skill_get_splash(skillid, skilllv);
  5491. map_foreachinarea (skill_area_sub,
  5492. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5493. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5494. skill_castend_nodamage_id);
  5495. break;
  5496. case HT_DETECTING:
  5497. i = skill_get_splash(skillid, skilllv);
  5498. map_foreachinarea( status_change_timer_sub,
  5499. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5500. src,status_get_sc(src),SC_SIGHT,tick);
  5501. if(battle_config.traps_setting&1)
  5502. map_foreachinarea( skill_reveal_trap,
  5503. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5504. break;
  5505. case MG_SAFETYWALL:
  5506. case MG_FIREWALL:
  5507. case MG_THUNDERSTORM:
  5508. case AL_PNEUMA:
  5509. case WZ_ICEWALL:
  5510. case WZ_FIREPILLAR:
  5511. case WZ_QUAGMIRE:
  5512. case WZ_VERMILION:
  5513. case WZ_STORMGUST:
  5514. case WZ_HEAVENDRIVE:
  5515. case PR_SANCTUARY:
  5516. case PR_MAGNUS:
  5517. case CR_GRANDCROSS:
  5518. case NPC_GRANDDARKNESS:
  5519. case HT_SKIDTRAP:
  5520. case HT_LANDMINE:
  5521. case HT_ANKLESNARE:
  5522. case HT_SHOCKWAVE:
  5523. case HT_SANDMAN:
  5524. case HT_FLASHER:
  5525. case HT_FREEZINGTRAP:
  5526. case HT_BLASTMINE:
  5527. case HT_CLAYMORETRAP:
  5528. case AS_VENOMDUST:
  5529. case AM_DEMONSTRATION:
  5530. case PF_FOGWALL:
  5531. case PF_SPIDERWEB:
  5532. case HT_TALKIEBOX:
  5533. case WE_CALLPARTNER:
  5534. case WE_CALLPARENT:
  5535. case WE_CALLBABY:
  5536. case AC_SHOWER: //Ground-placed skill implementation.
  5537. case SA_VOLCANO:
  5538. case SA_DELUGE:
  5539. case SA_VIOLENTGALE:
  5540. case SA_LANDPROTECTOR:
  5541. case BD_LULLABY:
  5542. case BD_RICHMANKIM:
  5543. case BD_ETERNALCHAOS:
  5544. case BD_DRUMBATTLEFIELD:
  5545. case BD_RINGNIBELUNGEN:
  5546. case BD_ROKISWEIL:
  5547. case BD_INTOABYSS:
  5548. case BD_SIEGFRIED:
  5549. case BA_DISSONANCE:
  5550. case BA_POEMBRAGI:
  5551. case BA_WHISTLE:
  5552. case BA_ASSASSINCROSS:
  5553. case BA_APPLEIDUN:
  5554. case DC_UGLYDANCE:
  5555. case DC_HUMMING:
  5556. case DC_DONTFORGETME:
  5557. case DC_FORTUNEKISS:
  5558. case DC_SERVICEFORYOU:
  5559. case GS_DESPERADO:
  5560. case NJ_KAENSIN:
  5561. case NJ_BAKUENRYU:
  5562. case NJ_SUITON:
  5563. case NJ_HYOUSYOURAKU:
  5564. case NJ_RAIGEKISAI:
  5565. case NJ_KAMAITACHI:
  5566. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5567. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5568. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5569. break;
  5570. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5571. skill_clear_unitgroup(src);
  5572. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5573. flag|=1;
  5574. break;
  5575. case HP_BASILICA:
  5576. skill_clear_unitgroup(src);
  5577. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5578. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5579. flag|=1;
  5580. break;
  5581. case CG_HERMODE:
  5582. skill_clear_unitgroup(src);
  5583. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5584. sc_start4(src,SC_DANCING,100,
  5585. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5586. flag|=1;
  5587. break;
  5588. case RG_CLEANER: // [Valaris]
  5589. i = skill_get_splash(skillid, skilllv);
  5590. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5591. break;
  5592. case WZ_METEOR:
  5593. {
  5594. int flag=0, area = skill_get_splash(skillid, skilllv);
  5595. short tmpx, tmpy, x1 = 0, y1 = 0;
  5596. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5597. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5598. for(i=0;i<2+(skilllv>>1);i++) {
  5599. tmpx = x;
  5600. tmpy = y;
  5601. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5602. continue;
  5603. if(!(flag&1)){
  5604. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5605. flag=flag|1;
  5606. }
  5607. if(i > 0)
  5608. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5609. x1 = tmpx;
  5610. y1 = tmpy;
  5611. }
  5612. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5613. }
  5614. break;
  5615. case AL_WARP:
  5616. if(sd) {
  5617. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5618. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5619. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5620. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5621. }
  5622. break;
  5623. case MO_BODYRELOCATION:
  5624. if (unit_movepos(src, x, y, 1, 1)) {
  5625. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5626. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5627. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5628. }
  5629. break;
  5630. case NJ_SHADOWJUMP:
  5631. {
  5632. unit_movepos(src, x, y, 1, 0);
  5633. unit_setdir(src, (unit_getdir(src) + 4)%8);
  5634. clif_slide(src,x,y);
  5635. if (sc && sc->data[SC_HIDING].timer != -1)
  5636. status_change_end(src, SC_HIDING, -1);
  5637. }
  5638. break;
  5639. case AM_SPHEREMINE:
  5640. case AM_CANNIBALIZE:
  5641. if(sd) {
  5642. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5643. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5644. struct mob_data *md;
  5645. // Correct info, don't change any of this! [celest]
  5646. md = mob_once_spawn_sub(src, src->m, x, y, sd->status.name,class_,"");
  5647. if (md) {
  5648. md->master_id = src->id;
  5649. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5650. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5651. mob_spawn (md); //Now it is ready for spawning.
  5652. }
  5653. }
  5654. break;
  5655. // Slim Pitcher [Celest] (normally Condensed Potion doesn't give SP (Heals party members))
  5656. case CR_SLIMPITCHER:
  5657. if (sd) {
  5658. int i = skilllv%11 - 1;
  5659. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5660. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5661. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5662. clif_skill_fail(sd,skillid,0,0);
  5663. return 1;
  5664. }
  5665. potion_flag = 1;
  5666. potion_hp = 0;
  5667. potion_sp = 0;
  5668. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5669. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5670. potion_flag = 0;
  5671. //Apply skill bonuses
  5672. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5673. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5674. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5675. potion_hp = potion_hp * (100+i)/100;
  5676. potion_sp = potion_sp * (100+i)/100;
  5677. if(potion_hp > 0 || potion_sp > 0) {
  5678. i = skill_get_splash(skillid, skilllv);
  5679. map_foreachinarea(skill_area_sub,
  5680. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5681. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5682. skill_castend_nodamage_id);
  5683. }
  5684. } else {
  5685. int i = skilllv%11 - 1;
  5686. struct item_data *item = itemdb_search(i);
  5687. i = skill_db[skillid].itemid[i];
  5688. item = itemdb_search(i);
  5689. potion_flag = 1;
  5690. potion_hp = 0;
  5691. potion_sp = 0;
  5692. run_script(item->script,0,src->id,0);
  5693. potion_flag = 0;
  5694. i = skill_get_max(CR_SLIMPITCHER)*10;
  5695. potion_hp = potion_hp * (100+i)/100;
  5696. potion_sp = potion_sp * (100+i)/100;
  5697. if(potion_hp > 0 || potion_sp > 0) {
  5698. i = skill_get_splash(skillid, skilllv);
  5699. map_foreachinarea(skill_area_sub,
  5700. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5701. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5702. skill_castend_nodamage_id);
  5703. }
  5704. }
  5705. break;
  5706. case HW_GANBANTEIN:
  5707. if (rand()%100 < 80) {
  5708. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5709. i = skill_get_splash(skillid, skilllv);
  5710. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5711. } else {
  5712. if (sd) clif_skill_fail(sd,skillid,0,0);
  5713. return 1;
  5714. }
  5715. break;
  5716. case HW_GRAVITATION:
  5717. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5718. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5719. flag|=1;
  5720. break;
  5721. // Plant Cultivation [Celest]
  5722. case CR_CULTIVATION:
  5723. if (sd) {
  5724. int i = skilllv - 1;
  5725. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5726. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5727. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5728. clif_skill_fail(sd,skillid,0,0);
  5729. return 1;
  5730. }
  5731. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5732. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5733. if (rand()%100 < 50)
  5734. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5735. else
  5736. clif_skill_fail(sd,skillid,0,0);
  5737. }
  5738. break;
  5739. case SG_SUN_WARM:
  5740. case SG_MOON_WARM:
  5741. case SG_STAR_WARM:
  5742. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5743. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5744. flag|=1;
  5745. break;
  5746. case PA_GOSPEL:
  5747. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5748. status_change_end(src,SC_GOSPEL,-1);
  5749. else
  5750. {
  5751. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5752. if (sc && sc->data[type].timer != -1)
  5753. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5754. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5755. }
  5756. break;
  5757. case NJ_TATAMIGAESHI:
  5758. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5759. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5760. break;
  5761. case AM_CALLHOMUN: //[orn]
  5762. if (sd && !merc_call_homunculus(sd, x, y))
  5763. clif_skill_fail(sd,skillid,0,0);
  5764. break;
  5765. case AM_RESURRECTHOMUN: //[orn]
  5766. if (sd)
  5767. {
  5768. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5769. !merc_revive_homunculus(sd, 10*skilllv, x, y))
  5770. {
  5771. clif_skill_fail(sd,skillid,0,0);
  5772. break;
  5773. }
  5774. }
  5775. break;
  5776. default:
  5777. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5778. return 1;
  5779. }
  5780. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5781. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5782. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5783. battle_consume_ammo(sd, skillid, skilllv);
  5784. return 0;
  5785. }
  5786. /*==========================================
  5787. *
  5788. *------------------------------------------
  5789. */
  5790. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5791. {
  5792. int x=0,y=0;
  5793. nullpo_retr(0, sd);
  5794. //Simplify skill_failed code.
  5795. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5796. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5797. return 0;
  5798. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5799. skill_failed(sd);
  5800. return 0;
  5801. }
  5802. if(sd->sc.count && (
  5803. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5804. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5805. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5806. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5807. sd->sc.data[SC_DANCING].timer!=-1 ||
  5808. sd->sc.data[SC_BERSERK].timer != -1 ||
  5809. sd->sc.data[SC_MARIONETTE].timer != -1
  5810. ))
  5811. return 0;
  5812. if( skill_num != sd->menuskill_id)
  5813. return 0;
  5814. if (strlen(map) > MAP_NAME_LENGTH-1)
  5815. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5816. if (battle_config.error_log)
  5817. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5818. skill_failed(sd);
  5819. return 0;
  5820. }
  5821. pc_stop_attack(sd);
  5822. pc_stop_walking(sd,0);
  5823. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5824. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5825. if(strcmp(map,"cancel")==0) {
  5826. skill_failed(sd);
  5827. return 0;
  5828. }
  5829. switch(skill_num){
  5830. case AL_TELEPORT:
  5831. if(strcmp(map,"Random")==0)
  5832. pc_randomwarp(sd,3);
  5833. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5834. pc_setpos(sd,sd->status.save_point.map,
  5835. sd->status.save_point.x,sd->status.save_point.y,3);
  5836. break;
  5837. case AL_WARP:
  5838. {
  5839. const struct point *p[4];
  5840. struct skill_unit_group *group;
  5841. int i, lv, wx, wy;
  5842. int maxcount=0;
  5843. unsigned short mapindex;
  5844. mapindex = mapindex_name2id((char*)map);
  5845. if(!mapindex) { //Given map not found?
  5846. clif_skill_fail(sd,skill_num,0,0);
  5847. skill_failed(sd);
  5848. return 0;
  5849. }
  5850. p[0] = &sd->status.save_point;
  5851. p[1] = &sd->status.memo_point[0];
  5852. p[2] = &sd->status.memo_point[1];
  5853. p[3] = &sd->status.memo_point[2];
  5854. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5855. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5856. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5857. maxcount--;
  5858. }
  5859. if(!maxcount) {
  5860. clif_skill_fail(sd,skill_num,0,0);
  5861. skill_failed(sd);
  5862. return 0;
  5863. }
  5864. }
  5865. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5866. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5867. wx = sd->menuskill_lv>>16;
  5868. wy = sd->menuskill_lv&0xffff;
  5869. if(lv <= 0) return 0;
  5870. for(i=0;i<lv;i++){
  5871. if(mapindex == p[i]->map){
  5872. x=p[i]->x;
  5873. y=p[i]->y;
  5874. break;
  5875. }
  5876. }
  5877. if(x==0 || y==0) {
  5878. skill_failed(sd);
  5879. return 0;
  5880. }
  5881. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5882. {
  5883. skill_failed(sd);
  5884. return 0;
  5885. }
  5886. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5887. clif_skill_fail(sd,0,0,0);
  5888. skill_failed(sd);
  5889. return 0;
  5890. }
  5891. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5892. skill_failed(sd);
  5893. return 0;
  5894. }
  5895. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5896. group->val2=(x<<16)|y;
  5897. group->val3 = mapindex;
  5898. }
  5899. break;
  5900. }
  5901. sd->menuskill_id = sd->menuskill_lv = 0;
  5902. return 0;
  5903. #undef skill_failed
  5904. }
  5905. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5906. {
  5907. struct skill_unit *target = (struct skill_unit*)bl,
  5908. *src = va_arg(ap, struct skill_unit*);
  5909. int flag = va_arg(ap, int);
  5910. if (src == target)
  5911. return 0;
  5912. if (!target->group || !(target->group->state.song_dance&0x1))
  5913. return 0;
  5914. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5915. return 0;
  5916. if (flag) { //Set dissonance
  5917. target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
  5918. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5919. } else { //Remove dissonance
  5920. target->val1 = target->group->skill_id; //Restore skill id
  5921. target->val2 &= ~UF_ENSEMBLE;
  5922. }
  5923. clif_skill_setunit(target); //Update look of affected cell.
  5924. return 1;
  5925. }
  5926. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5927. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5928. //When 1, this unit has been positioned, so start the cancel effect.
  5929. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5930. {
  5931. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5932. return 0;
  5933. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5934. return 0; //Nothing to remove, this unit is not overlapped.
  5935. if (unit->val1 != unit->group->skill_id)
  5936. { //Reset state
  5937. unit->val1 = unit->group->skill_id;
  5938. unit->val2 &= ~UF_ENSEMBLE;
  5939. }
  5940. return map_foreachincell(skill_dance_overlap_sub,
  5941. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5942. }
  5943. /*==========================================
  5944. * Initializes and sets a ground skill.
  5945. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5946. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5947. *------------------------------------------
  5948. */
  5949. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5950. {
  5951. struct skill_unit_group *group;
  5952. int i,limit,val1=0,val2=0,val3=0;
  5953. int count=0;
  5954. int target,interval,range,unit_flag;
  5955. struct skill_unit_layout *layout;
  5956. struct map_session_data *sd;
  5957. struct status_data *status;
  5958. struct status_change *sc;
  5959. int active_flag=1;
  5960. nullpo_retr(0, src);
  5961. limit = skill_get_time(skillid,skilllv);
  5962. range = skill_get_unit_range(skillid,skilllv);
  5963. interval = skill_get_unit_interval(skillid);
  5964. target = skill_get_unit_target(skillid);
  5965. unit_flag = skill_get_unit_flag(skillid);
  5966. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5967. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  5968. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5969. group= ((TBL_SKILL*)src)->group;
  5970. src = map_id2bl(group->src_id);
  5971. if (!src) return NULL;
  5972. val2=group->val2; //Copy the (x,y) position you warp to
  5973. val3=group->val3; //as well as the mapindex to warp to.
  5974. }
  5975. BL_CAST(BL_PC, src, sd);
  5976. status = status_get_status_data(src);
  5977. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5978. if (sc && !sc->count)
  5979. sc = NULL;
  5980. switch(skillid){
  5981. case MG_SAFETYWALL:
  5982. val2=skilllv+1;
  5983. break;
  5984. case MG_FIREWALL:
  5985. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5986. limit = limit*3/2;
  5987. val2=4+skilllv;
  5988. break;
  5989. case AL_WARP:
  5990. val1=skilllv+6;
  5991. if(!(flag&1))
  5992. limit=2000;
  5993. break;
  5994. case PR_SANCTUARY:
  5995. val1=(skilllv+3)*2;
  5996. val2=(skilllv>6)?777:skilllv*100;
  5997. break;
  5998. case WZ_FIREPILLAR:
  5999. if((flag&1)!=0)
  6000. limit=1000;
  6001. val1=skilllv+2;
  6002. break;
  6003. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6004. case AM_DEMONSTRATION:
  6005. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6006. && (src->type&battle_config.vs_traps_bctall))
  6007. target = BCT_ALL;
  6008. break;
  6009. case NJ_SUITON:
  6010. skill_clear_group(src,1);
  6011. break;
  6012. case HT_SHOCKWAVE:
  6013. val1=skilllv*15+10;
  6014. case HT_SANDMAN:
  6015. case HT_CLAYMORETRAP:
  6016. case HT_SKIDTRAP:
  6017. case HT_LANDMINE:
  6018. case HT_ANKLESNARE:
  6019. case HT_FLASHER:
  6020. case HT_FREEZINGTRAP:
  6021. case HT_BLASTMINE:
  6022. if (map_flag_gvg(src->m))
  6023. limit *= 4; // longer trap times in WOE [celest]
  6024. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6025. && (src->type&battle_config.vs_traps_bctall))
  6026. target = BCT_ALL;
  6027. break;
  6028. case SA_LANDPROTECTOR:
  6029. {
  6030. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6031. val1=skilllv*15+10;
  6032. aoe_diameter=skilllv+skilllv%2+5;
  6033. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6034. }
  6035. //No break because we also have to check if we use gemstones. [Skotlex]
  6036. case SA_VOLCANO:
  6037. case SA_DELUGE:
  6038. case SA_VIOLENTGALE:
  6039. {
  6040. struct skill_unit_group *old_sg;
  6041. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6042. {
  6043. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6044. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6045. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6046. if (limit < 0) //This can happen...
  6047. limit = skill_get_time(skillid,skilllv);
  6048. }
  6049. skill_clear_group(src,1);
  6050. }
  6051. break;
  6052. }
  6053. case BA_DISSONANCE:
  6054. case DC_UGLYDANCE:
  6055. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6056. break;
  6057. case BA_WHISTLE:
  6058. val1 = skilllv +status->agi/10; // Flee increase
  6059. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6060. if(sd){
  6061. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6062. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6063. }
  6064. break;
  6065. case DC_HUMMING:
  6066. val1 = 2*skilllv+status->dex/10; // Hit increase
  6067. if(sd)
  6068. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6069. break;
  6070. case BA_POEMBRAGI:
  6071. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6072. //For some reason at level 10 the base delay reduction is 50%.
  6073. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6074. if(sd){
  6075. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6076. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6077. }
  6078. break;
  6079. case DC_DONTFORGETME:
  6080. val1 = 30*skilllv+status->dex; // ASPD decrease
  6081. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6082. if(sd){
  6083. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6084. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6085. }
  6086. if (val2 < 1) val2 = 1;
  6087. break;
  6088. case BA_APPLEIDUN:
  6089. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6090. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6091. if(sd){
  6092. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6093. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6094. }
  6095. break;
  6096. case DC_SERVICEFORYOU:
  6097. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6098. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6099. if(sd){
  6100. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6101. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6102. }
  6103. break;
  6104. case BA_ASSASSINCROSS:
  6105. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6106. if(sd)
  6107. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6108. break;
  6109. case DC_FORTUNEKISS:
  6110. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6111. if(sd)
  6112. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6113. val1*=10; //Because every 10 crit is an actual cri point.
  6114. break;
  6115. case BD_DRUMBATTLEFIELD:
  6116. val1 = (skilllv+1)*25; //Watk increase
  6117. val2 = (skilllv+1)*2; //Def increase
  6118. break;
  6119. case BD_RINGNIBELUNGEN:
  6120. val1 = (skilllv+2)*25; //Watk increase
  6121. break;
  6122. case BD_RICHMANKIM:
  6123. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6124. break;
  6125. case BD_SIEGFRIED:
  6126. val1 = 55 + skilllv*5; //Elemental Resistance
  6127. val2 = skilllv*10; //Status ailment resistance
  6128. break;
  6129. case PF_FOGWALL:
  6130. if(sc && (
  6131. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6132. )) limit *= 2;
  6133. break;
  6134. case RG_GRAFFITI: /* Graffiti */
  6135. count=1; // Leave this at 1 [Valaris]
  6136. break;
  6137. case WE_CALLPARTNER:
  6138. if (sd) val1 = sd->status.partner_id;
  6139. break;
  6140. case WE_CALLPARENT:
  6141. if (sd) {
  6142. val1 = sd->status.father;
  6143. val2 = sd->status.mother;
  6144. }
  6145. break;
  6146. case WE_CALLBABY:
  6147. if (sd) val1 = sd->status.child;
  6148. break;
  6149. case NJ_KAENSIN:
  6150. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6151. val2 = (skilllv+1)/2 + 4;
  6152. break;
  6153. case GS_GROUNDDRIFT:
  6154. { //Take on the base element, not the elemental one.
  6155. struct status_data *bstatus = status_get_base_status(src);
  6156. val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
  6157. if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
  6158. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
  6159. break;
  6160. }
  6161. }
  6162. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6163. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6164. group->val1=val1;
  6165. group->val2=val2;
  6166. group->val3=val3;
  6167. group->target_flag=target;
  6168. group->bl_flag= skill_get_unit_bl_target(skillid);
  6169. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6170. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6171. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6172. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6173. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6174. if (DIFF_TICK(group->tick, gettick()) > 100)
  6175. active_flag = 0;
  6176. if(skillid==HT_TALKIEBOX ||
  6177. skillid==RG_GRAFFITI){
  6178. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6179. if(group->valstr==NULL){
  6180. ShowFatalError("skill_castend_map: out of memory !\n");
  6181. exit(1);
  6182. }
  6183. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6184. group->valstr[MESSAGE_SIZE-1] = '\0';
  6185. }
  6186. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6187. val1=skilllv;
  6188. val2=0;
  6189. limit=group->limit;
  6190. count=group->unit_count;
  6191. for(i=0;i<count;i++){
  6192. struct skill_unit *unit;
  6193. int ux,uy,alive=1;
  6194. ux = x + layout->dx[i];
  6195. uy = y + layout->dy[i];
  6196. switch (skillid) {
  6197. case MG_FIREWALL:
  6198. case NJ_KAENSIN:
  6199. val2=group->val2;
  6200. break;
  6201. case WZ_ICEWALL:
  6202. if(skilllv <= 1)
  6203. val1 = 500;
  6204. else
  6205. val1 = 200 + 200*skilllv;
  6206. break;
  6207. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6208. ux+=(i%5-2);
  6209. uy+=(i/5-2);
  6210. break;
  6211. default:
  6212. if (group->state.song_dance&0x1) {
  6213. val1 = skillid; //Holds SKILL id to use.
  6214. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6215. }
  6216. break;
  6217. }
  6218. if(range<=0)
  6219. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6220. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6221. alive = 0;
  6222. if (alive && battle_config.skill_wall_check) {
  6223. //Check if there's a path between cell and center of casting.
  6224. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6225. alive = 0;
  6226. }
  6227. if(alive && skillid == WZ_ICEWALL) {
  6228. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6229. alive=0;
  6230. else {
  6231. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6232. if(val2==5 || val2==1)
  6233. alive=0;
  6234. else
  6235. clif_changemapcell(src->m,ux,uy,5,0);
  6236. }
  6237. }
  6238. if(alive){
  6239. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6240. unit->limit=limit;
  6241. unit->range=range;
  6242. if (range==0 && active_flag)
  6243. map_foreachincell(skill_unit_effect,unit->bl.m,
  6244. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6245. }
  6246. }
  6247. if (!group->alive_count)
  6248. { //No cells? Something that was blocked completely by Land Protector?
  6249. skill_delunitgroup(src, group);
  6250. return NULL;
  6251. }
  6252. return group;
  6253. }
  6254. /*==========================================
  6255. *
  6256. *------------------------------------------
  6257. */
  6258. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6259. {
  6260. struct skill_unit_group *sg;
  6261. struct block_list *ss;
  6262. struct status_change *sc;
  6263. int type,skillid;
  6264. nullpo_retr(0, src);
  6265. nullpo_retr(0, bl);
  6266. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6267. return 0;
  6268. nullpo_retr(0, sg=src->group);
  6269. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6270. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6271. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6272. return 0; //AoE skills are ineffective. [Skotlex]
  6273. sc = status_get_sc(bl);
  6274. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6275. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6276. type = SkillStatusChangeTable(sg->skill_id);
  6277. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6278. switch (sg->unit_id) {
  6279. case UNT_SAFETYWALL:
  6280. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6281. if (sc && sc->data[type].timer == -1)
  6282. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6283. break;
  6284. case UNT_WARP_WAITING:
  6285. if(bl->type==BL_PC){
  6286. struct map_session_data *sd = (struct map_session_data *)bl;
  6287. if((!sd->chatID || battle_config.chat_warpportal)
  6288. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6289. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6290. if (--sg->val1<=0 || sg->src_id == bl->id)
  6291. skill_delunitgroup(NULL, sg);
  6292. }
  6293. }
  6294. } else
  6295. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6296. {
  6297. int m = map_mapindex2mapid(sg->val3);
  6298. if (m < 0) break; //Map not available on this map-server.
  6299. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6300. }
  6301. break;
  6302. case UNT_QUAGMIRE:
  6303. if(sc && sc->data[type].timer==-1)
  6304. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6305. break;
  6306. case UNT_VOLCANO:
  6307. case UNT_DELUGE:
  6308. case UNT_VIOLENTGALE:
  6309. case UNT_SUITON:
  6310. if(sc && sc->data[type].timer==-1)
  6311. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6312. break;
  6313. case UNT_RICHMANKIM:
  6314. case UNT_ETERNALCHAOS:
  6315. case UNT_DRUMBATTLEFIELD:
  6316. case UNT_RINGNIBELUNGEN:
  6317. case UNT_ROKISWEIL:
  6318. case UNT_INTOABYSS:
  6319. case UNT_SIEGFRIED:
  6320. case UNT_HERMODE:
  6321. //Needed to check when a dancer/bard leaves their ensemble area.
  6322. if (sg->src_id==bl->id &&
  6323. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6324. return skillid;
  6325. if (sc && sc->data[type].timer==-1)
  6326. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6327. break;
  6328. case UNT_WHISTLE:
  6329. case UNT_ASSASSINCROSS:
  6330. case UNT_POEMBRAGI:
  6331. case UNT_APPLEIDUN:
  6332. case UNT_HUMMING:
  6333. case UNT_DONTFORGETME:
  6334. case UNT_FORTUNEKISS:
  6335. case UNT_SERVICEFORYOU:
  6336. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6337. return 0;
  6338. if (!sc) return 0;
  6339. if (sc->data[type].timer==-1)
  6340. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6341. else if (sc->data[type].val4 == 1) {
  6342. //Readjust timers since the effect will not last long.
  6343. sc->data[type].val4 = 0;
  6344. delete_timer(sc->data[type].timer, status_change_timer);
  6345. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6346. }
  6347. break;
  6348. case UNT_FOGWALL:
  6349. if (sc && sc->data[type].timer==-1)
  6350. {
  6351. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6352. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6353. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6354. }
  6355. break;
  6356. case UNT_GRAVITATION:
  6357. if (sc && sc->data[type].timer==-1)
  6358. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6359. break;
  6360. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6361. src->val1 = 0;
  6362. if(src->limit + sg->tick > tick + 700)
  6363. src->limit = DIFF_TICK(tick+700,sg->tick);
  6364. break;
  6365. }
  6366. return skillid;
  6367. }
  6368. /*==========================================
  6369. *
  6370. *------------------------------------------
  6371. */
  6372. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6373. {
  6374. struct skill_unit_group *sg;
  6375. struct block_list *ss;
  6376. struct map_session_data *sd;
  6377. struct status_data *tstatus, *sstatus;
  6378. struct status_change *tsc, *sc;
  6379. struct skill_unit_group_tickset *ts;
  6380. int matk_min = 0, matk_max = 0; //For Magic power...
  6381. int type, skillid;
  6382. int diff=0;
  6383. nullpo_retr(0, src);
  6384. nullpo_retr(0, bl);
  6385. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6386. return 0;
  6387. nullpo_retr(0, sg=src->group);
  6388. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6389. BL_CAST(BL_PC, ss, sd);
  6390. tsc = status_get_sc(bl);
  6391. tstatus = status_get_status_data(bl);
  6392. if (sg->state.magic_power) //For magic power.
  6393. {
  6394. sc = status_get_sc(ss);
  6395. sstatus = status_get_status_data(ss);
  6396. } else {
  6397. sc = NULL;
  6398. sstatus = NULL;
  6399. }
  6400. type = SkillStatusChangeTable(sg->skill_id);
  6401. skillid = sg->skill_id;
  6402. if (sg->interval == -1) {
  6403. switch (sg->unit_id) {
  6404. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6405. case UNT_SPIDERWEB:
  6406. case UNT_FIREPILLAR_ACTIVE:
  6407. return 0;
  6408. default:
  6409. if (battle_config.error_log)
  6410. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6411. return 0;
  6412. }
  6413. }
  6414. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6415. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6416. diff = DIFF_TICK(tick,ts->tick);
  6417. if (diff < 0)
  6418. return 0;
  6419. ts->tick = tick+sg->interval;
  6420. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6421. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6422. }
  6423. //Temporarily set magic power to have it take effect. [Skotlex]
  6424. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6425. { //Store previous values.
  6426. matk_min = sstatus->matk_min;
  6427. matk_max = sstatus->matk_max;
  6428. //Note to NOT return from the function until this is unset!
  6429. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6430. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6431. }
  6432. switch (sg->unit_id)
  6433. {
  6434. case UNT_FIREWALL:
  6435. {
  6436. int count=0;
  6437. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6438. //This is the best Aegis approximation we can do without
  6439. //changing the minimum skill unit interval. [Skotlex]
  6440. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6441. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6442. } else {
  6443. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6444. src->val2--;
  6445. }
  6446. if (src->val2<=0)
  6447. skill_delunit(src);
  6448. break;
  6449. }
  6450. case UNT_SANCTUARY:
  6451. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6452. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6453. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6454. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6455. // reduce healing count if this was meant for damaging [hekate]
  6456. sg->val1 -= 2;
  6457. } else {
  6458. int heal = sg->val2;
  6459. if (tstatus->hp >= tstatus->max_hp)
  6460. break;
  6461. if (status_isimmune(bl))
  6462. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6463. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6464. status_heal(bl, heal, 0, 0);
  6465. if (diff >= 500)
  6466. sg->val1--;
  6467. }
  6468. if (sg->val1 <= 0)
  6469. skill_delunitgroup(NULL,sg);
  6470. break;
  6471. case UNT_MAGNUS:
  6472. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6473. break;
  6474. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6475. break;
  6476. case UNT_ATTACK_SKILLS:
  6477. switch (sg->skill_id)
  6478. {
  6479. case SG_SUN_WARM: //SG skills [Komurka]
  6480. case SG_MOON_WARM:
  6481. case SG_STAR_WARM:
  6482. if(bl->type==BL_PC)
  6483. //Only damage SP [Skotlex]
  6484. status_zap(bl, 0, 60);
  6485. else if(status_charge(bl, 0, 2))
  6486. //Otherwise, Knockback attack.
  6487. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6488. break;
  6489. default:
  6490. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6491. }
  6492. break;
  6493. case UNT_FIREPILLAR_WAITING:
  6494. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6495. skill_delunit(src);
  6496. break;
  6497. case UNT_FIREPILLAR_ACTIVE:
  6498. map_foreachinrange(skill_attack_area,bl,
  6499. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6500. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6501. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6502. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6503. break;
  6504. case UNT_SKIDTRAP:
  6505. {
  6506. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6507. sg->unit_id = UNT_USED_TRAPS;
  6508. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6509. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6510. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6511. }
  6512. break;
  6513. case UNT_SPIDERWEB:
  6514. case UNT_ANKLESNARE:
  6515. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6516. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6517. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6518. {
  6519. struct TimerData* td = get_timer(tsc->data[type].timer);
  6520. if (td) sec = DIFF_TICK(td->tick, tick);
  6521. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6522. clif_fixpos(bl);
  6523. sg->val2=bl->id;
  6524. } else
  6525. sec = 3000; //Couldn't trap it?
  6526. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6527. // 01AC: long ID
  6528. // Indicates that an object is trapped, but ID is not a
  6529. // valid monster or player ID.
  6530. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6531. sg->interval = -1;
  6532. src->range = 0;
  6533. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6534. }
  6535. break;
  6536. case UNT_VENOMDUST:
  6537. if(tsc && tsc->data[type].timer==-1 )
  6538. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6539. break;
  6540. case UNT_LANDMINE:
  6541. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6542. sg->unit_id = UNT_USED_TRAPS;
  6543. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6544. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6545. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6546. break;
  6547. case UNT_CLAYMORETRAP:
  6548. case UNT_BLASTMINE:
  6549. //Hold number of targets (required for damage calculation)
  6550. type = map_foreachinrange(skill_count_target,&src->bl,
  6551. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6552. case UNT_SHOCKWAVE:
  6553. case UNT_SANDMAN:
  6554. case UNT_FLASHER:
  6555. case UNT_FREEZINGTRAP:
  6556. map_foreachinrange(skill_trap_splash,&src->bl,
  6557. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6558. &src->bl,tick,type);
  6559. sg->unit_id = UNT_USED_TRAPS;
  6560. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6561. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6562. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6563. break;
  6564. case UNT_TALKIEBOX:
  6565. if (sg->src_id == bl->id)
  6566. break;
  6567. if (sg->val2 == 0){
  6568. clif_talkiebox(&src->bl, sg->valstr);
  6569. sg->unit_id = UNT_USED_TRAPS;
  6570. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6571. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6572. sg->val2 = -1;
  6573. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6574. }
  6575. break;
  6576. case UNT_LULLABY:
  6577. if (ss->id == bl->id)
  6578. break;
  6579. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6580. break;
  6581. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6582. if (ss->id != bl->id)
  6583. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6584. break;
  6585. case UNT_DISSONANCE:
  6586. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6587. break;
  6588. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6589. {
  6590. int heal;
  6591. if (sg->src_id == bl->id)
  6592. break;
  6593. heal = sg->val2;
  6594. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6595. status_heal(bl, heal, 0, 0);
  6596. break;
  6597. }
  6598. case UNT_TATAMIGAESHI:
  6599. {
  6600. /* NJ_TATAMIGAESHI has to work like that (has to be instant, instead of during 1s), according to Tharis' last video
  6601. Did not find a better way to do it (even in traps' code) */
  6602. struct skill_unit_group *sug; // better name needed
  6603. if ( (sug = map_find_skill_unit_oncell(bl,bl->x,bl->y,NJ_TATAMIGAESHI,NULL)->group) != NULL )
  6604. {
  6605. if ( DIFF_TICK(gettick(), sug->tick) <= skill_get_time2(sg->skill_id, sg->skill_lv) )
  6606. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6607. }
  6608. break;
  6609. }
  6610. case UNT_DEMONSTRATION:
  6611. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6612. break;
  6613. case UNT_GOSPEL:
  6614. if (rand()%100 > sg->skill_lv*10)
  6615. break;
  6616. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6617. int i = rand()%13; // Positive buff count
  6618. switch (i)
  6619. {
  6620. case 0: // Heal 1~9999 HP
  6621. {
  6622. int heal = rand() %9999+1;
  6623. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6624. status_heal(bl,heal,0,0);
  6625. }
  6626. break;
  6627. case 1: // End all negative status
  6628. status_change_clear_buffs(bl,2);
  6629. break;
  6630. case 2: // Level 10 Blessing
  6631. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6632. break;
  6633. case 3: // Level 10 Increase AGI
  6634. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6635. break;
  6636. case 4: // Enchant weapon with Holy element
  6637. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6638. break;
  6639. case 5: // Enchant armor with Holy element
  6640. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6641. break;
  6642. case 6: // MaxHP +100%
  6643. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6644. break;
  6645. case 7: // MaxSP +100%
  6646. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6647. break;
  6648. case 8: // All stats +20
  6649. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6650. break;
  6651. case 9: // DEF +25%
  6652. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6653. break;
  6654. case 10: // ATK +100%
  6655. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6656. break;
  6657. case 11: // HIT/Flee +50
  6658. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6659. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6660. break;
  6661. case 12: // Immunity to all status
  6662. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6663. break;
  6664. }
  6665. }
  6666. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6667. int i = rand()%9; // Negative buff count
  6668. switch (i)
  6669. {
  6670. case 0: // Deal 1~9999 damage
  6671. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6672. break;
  6673. case 1: // Curse
  6674. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6675. break;
  6676. case 2: // Blind
  6677. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6678. break;
  6679. case 3: // Poison
  6680. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6681. break;
  6682. case 4: // Level 10 Provoke
  6683. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6684. break;
  6685. case 5: // DEF -100%
  6686. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6687. break;
  6688. case 6: // ATK -100%
  6689. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6690. break;
  6691. case 7: // Flee -100%
  6692. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6693. break;
  6694. case 8: // Speed/ASPD -25%
  6695. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6696. break;
  6697. }
  6698. }
  6699. break;
  6700. case UNT_GRAVITATION:
  6701. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6702. break;
  6703. case UNT_DESPERADO:
  6704. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6705. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6706. break;
  6707. case UNT_GROUNDDRIFT:
  6708. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6709. break;
  6710. case UNT_KAENSIN:
  6711. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6712. if (--src->val2 <= 0)
  6713. skill_delunit(src);
  6714. break;
  6715. }
  6716. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6717. { //Unset magic power.
  6718. sstatus->matk_min = matk_min;
  6719. sstatus->matk_max = matk_max;
  6720. }
  6721. if (bl->type == BL_MOB && ss != bl)
  6722. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6723. return skillid;
  6724. }
  6725. /*==========================================
  6726. *
  6727. *------------------------------------------
  6728. */
  6729. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6730. {
  6731. struct skill_unit_group *sg;
  6732. struct status_change *sc;
  6733. int type;
  6734. nullpo_retr(0, src);
  6735. nullpo_retr(0, bl);
  6736. nullpo_retr(0, sg=src->group);
  6737. sc = status_get_sc(bl);
  6738. if (sc && !sc->count)
  6739. sc = NULL;
  6740. type = SkillStatusChangeTable(sg->skill_id);
  6741. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6742. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6743. return 0;
  6744. switch(sg->unit_id){
  6745. case UNT_SAFETYWALL:
  6746. if (sc && sc->data[type].timer!=-1)
  6747. status_change_end(bl,type,-1);
  6748. break;
  6749. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6750. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6751. status_change_end(bl,type,-1);
  6752. break;
  6753. case UNT_SPIDERWEB:
  6754. {
  6755. struct block_list *target = map_id2bl(sg->val2);
  6756. if (target && target==bl)
  6757. {
  6758. status_change_end(bl,SC_SPIDERWEB,-1);
  6759. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6760. }
  6761. break;
  6762. }
  6763. }
  6764. return sg->skill_id;
  6765. }
  6766. /*==========================================
  6767. * Triggered when a char steps out of a skill group [Skotlex]
  6768. *------------------------------------------
  6769. */
  6770. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6771. {
  6772. struct status_change *sc;
  6773. int type;
  6774. sc = status_get_sc(bl);
  6775. if (sc && !sc->count)
  6776. sc = NULL;
  6777. type = SkillStatusChangeTable(skill_id);
  6778. switch (skill_id)
  6779. {
  6780. case WZ_QUAGMIRE:
  6781. if (bl->type==BL_MOB)
  6782. break;
  6783. if (sc && sc->data[type].timer != -1)
  6784. status_change_end(bl, type, -1);
  6785. break;
  6786. case BD_LULLABY:
  6787. case BD_RICHMANKIM:
  6788. case BD_ETERNALCHAOS:
  6789. case BD_DRUMBATTLEFIELD:
  6790. case BD_RINGNIBELUNGEN:
  6791. case BD_ROKISWEIL:
  6792. case BD_INTOABYSS:
  6793. case BD_SIEGFRIED:
  6794. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6795. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6796. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6797. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6798. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6799. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6800. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6801. skill_stop_dancing(bl);
  6802. }
  6803. case MG_SAFETYWALL:
  6804. case AL_PNEUMA:
  6805. case SA_VOLCANO:
  6806. case SA_DELUGE:
  6807. case SA_VIOLENTGALE:
  6808. case CG_HERMODE:
  6809. case HW_GRAVITATION:
  6810. case NJ_SUITON:
  6811. if (sc && sc->data[type].timer != -1)
  6812. status_change_end(bl, type, -1);
  6813. break;
  6814. case BA_POEMBRAGI:
  6815. case BA_WHISTLE:
  6816. case BA_ASSASSINCROSS:
  6817. case BA_APPLEIDUN:
  6818. case DC_HUMMING:
  6819. case DC_DONTFORGETME:
  6820. case DC_FORTUNEKISS:
  6821. case DC_SERVICEFORYOU:
  6822. if (sc && sc->data[type].timer != -1)
  6823. {
  6824. delete_timer(sc->data[type].timer, status_change_timer);
  6825. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6826. //not possible on our current implementation.
  6827. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6828. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6829. }
  6830. break;
  6831. case PF_FOGWALL:
  6832. if (sc && sc->data[type].timer != -1)
  6833. {
  6834. status_change_end(bl,type,-1);
  6835. if (sc->data[SC_BLIND].timer!=-1)
  6836. {
  6837. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6838. status_change_end(bl, SC_BLIND, -1);
  6839. else {
  6840. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6841. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6842. }
  6843. }
  6844. }
  6845. break;
  6846. case UNT_GOSPEL:
  6847. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6848. status_change_end(bl, type, -1);
  6849. break;
  6850. }
  6851. return skill_id;
  6852. }
  6853. /*==========================================
  6854. * Invoked when a unit cell has been placed/removed/deleted.
  6855. * flag values:
  6856. * flag&1: Invoke onplace function (otherwise invoke onout)
  6857. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6858. *------------------------------------------
  6859. */
  6860. int skill_unit_effect (struct block_list *bl, va_list ap)
  6861. {
  6862. struct skill_unit *unit;
  6863. struct skill_unit_group *group;
  6864. int flag,unit_id=0,skill_id;
  6865. unsigned int tick;
  6866. unit=va_arg(ap,struct skill_unit*);
  6867. tick = va_arg(ap,unsigned int);
  6868. flag = va_arg(ap,unsigned int);
  6869. if (!unit->alive || bl->prev==NULL)
  6870. return 0;
  6871. nullpo_retr(0, group=unit->group);
  6872. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6873. skill_id = group->skill_id;
  6874. //Target-type check.
  6875. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6876. {
  6877. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6878. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6879. return 0;
  6880. }
  6881. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  6882. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  6883. //Values will be restored on proper switch case.
  6884. flag|=64; //Signal to remember to restore it.
  6885. unit_id = group->unit_id;
  6886. unit->val1 = group->skill_id;
  6887. if (unit->val2&UF_SONG) {
  6888. group->unit_id = UNT_DISSONANCE;
  6889. group->skill_id = BA_DISSONANCE;
  6890. } else {
  6891. group->unit_id = UNT_UGLYDANCE;
  6892. group->skill_id = DC_UGLYDANCE;
  6893. }
  6894. }
  6895. if (flag&1)
  6896. skill_unit_onplace(unit,bl,tick);
  6897. else
  6898. skill_unit_onout(unit,bl,tick);
  6899. if (flag&64)
  6900. { //TODO: Normally, this is dangerous since the unit and group could be freed
  6901. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  6902. //cells do not get deleted within them. [Skotlex]
  6903. skill_id = group->skill_id;
  6904. group->unit_id = unit_id;
  6905. group->skill_id = unit->val1;
  6906. }
  6907. if (flag&4) skill_unit_onleft(skill_id, bl, tick);
  6908. return 0;
  6909. }
  6910. /*==========================================
  6911. *
  6912. *------------------------------------------
  6913. */
  6914. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
  6915. {
  6916. struct skill_unit_group *sg;
  6917. nullpo_retr(0, src);
  6918. nullpo_retr(0, sg=src->group);
  6919. switch(sg->unit_id){
  6920. case UNT_WARP_ACTIVE:
  6921. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6922. break;
  6923. case UNT_ICEWALL:
  6924. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6925. break;
  6926. case UNT_CALLFAMILY:
  6927. {
  6928. struct map_session_data *sd = NULL;
  6929. if(sg->val1) {
  6930. sd = map_charid2sd(sg->val1);
  6931. sg->val1 = 0;
  6932. if (sd && !map[sd->bl.m].flag.nowarp)
  6933. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6934. }
  6935. if(sg->val2) {
  6936. sd = map_charid2sd(sg->val2);
  6937. sg->val2 = 0;
  6938. if (sd && !map[sd->bl.m].flag.nowarp)
  6939. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6940. }
  6941. }
  6942. break;
  6943. case UNT_ANKLESNARE:
  6944. {
  6945. struct block_list *target = map_id2bl(sg->val2);
  6946. if(target)
  6947. status_change_end(target,SC_ANKLE,-1);
  6948. }
  6949. break;
  6950. }
  6951. return 0;
  6952. }
  6953. /*==========================================
  6954. *
  6955. *------------------------------------------
  6956. */
  6957. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6958. {
  6959. struct skill_unit_group *sg;
  6960. nullpo_retr(0, src);
  6961. nullpo_retr(0, sg=src->group);
  6962. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6963. skill_delunitgroup(NULL,sg);
  6964. else
  6965. switch(sg->unit_id){
  6966. case UNT_ICEWALL:
  6967. src->val1-=damage;
  6968. break;
  6969. default:
  6970. damage = 0;
  6971. break;
  6972. }
  6973. return damage;
  6974. }
  6975. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6976. struct block_list *src = va_arg(ap, struct block_list*);
  6977. struct block_list *partner = va_arg(ap, struct block_list*);
  6978. int blowcount = va_arg(ap, int);
  6979. if (bl == src || bl == partner)
  6980. return 0;
  6981. skill_blown(src, bl, blowcount);
  6982. return 1;
  6983. }
  6984. /*==========================================
  6985. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6986. * partner may be null, but src cannot be.
  6987. *------------------------------------------
  6988. */
  6989. static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv)
  6990. {
  6991. int range = skill_get_splash(CG_MOONLIT, skilllv);
  6992. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6993. map_foreachinrange(skill_moonlit_sub,src,
  6994. range, BL_CHAR,src,partner,blowcount);
  6995. if(partner)
  6996. map_foreachinrange(skill_moonlit_sub,partner,
  6997. range, BL_CHAR,src,partner,blowcount);
  6998. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6999. sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7000. if (partner) {
  7001. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  7002. sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  7003. }
  7004. }
  7005. /*==========================================
  7006. *
  7007. *------------------------------------------
  7008. */
  7009. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7010. {
  7011. int *c, skillid;
  7012. struct block_list *src;
  7013. struct map_session_data *sd;
  7014. struct map_session_data *tsd;
  7015. int *p_sd; //Contains the list of characters found.
  7016. nullpo_retr(0, bl);
  7017. nullpo_retr(0, ap);
  7018. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7019. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7020. nullpo_retr(0, sd=(struct map_session_data*)src);
  7021. c=va_arg(ap,int *);
  7022. p_sd = va_arg(ap, int *);
  7023. skillid = va_arg(ap,int);
  7024. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7025. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7026. if (bl == src)
  7027. return 0;
  7028. if(pc_isdead(tsd))
  7029. return 0;
  7030. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7031. return 0;
  7032. switch(skillid)
  7033. {
  7034. case PR_BENEDICTIO:
  7035. {
  7036. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7037. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7038. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7039. && sd->status.sp >= 10)
  7040. p_sd[(*c)++]=tsd->bl.id;
  7041. return 1;
  7042. }
  7043. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7044. {
  7045. int skilllv;
  7046. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7047. return 0;
  7048. if (sd->status.sex != tsd->status.sex &&
  7049. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7050. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7051. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7052. sd->status.party_id && tsd->status.party_id &&
  7053. sd->status.party_id == tsd->status.party_id &&
  7054. tsd->sc.data[SC_DANCING].timer == -1)
  7055. {
  7056. p_sd[(*c)++]=tsd->bl.id;
  7057. return skilllv;
  7058. } else {
  7059. return 0;
  7060. }
  7061. }
  7062. break;
  7063. }
  7064. return 0;
  7065. }
  7066. /*==========================================
  7067. * Checks and stores partners for ensemble skills [Skotlex]
  7068. *------------------------------------------
  7069. */
  7070. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7071. {
  7072. static int c=0;
  7073. static int p_sd[2] = { 0, 0 };
  7074. int i;
  7075. if (cast_flag)
  7076. { //Execute the skill on the partners.
  7077. struct map_session_data* tsd;
  7078. switch (skill_id)
  7079. {
  7080. case PR_BENEDICTIO:
  7081. for (i = 0; i < c; i++)
  7082. {
  7083. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7084. status_charge(&tsd->bl, 0, 10);
  7085. }
  7086. return c;
  7087. case CG_MOONLIT:
  7088. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7089. {
  7090. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7091. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  7092. tsd->skillid_dance = skill_id;
  7093. tsd->skilllv_dance = *skill_lv;
  7094. }
  7095. return c;
  7096. default: //Warning: Assuming Ensemble skills here (for speed)
  7097. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7098. {
  7099. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7100. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7101. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7102. tsd->skillid_dance = skill_id;
  7103. tsd->skilllv_dance = *skill_lv;
  7104. }
  7105. return c;
  7106. }
  7107. }
  7108. //Else: new search for partners.
  7109. c = 0;
  7110. memset (p_sd, 0, sizeof(p_sd));
  7111. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7112. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7113. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7114. *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.
  7115. return c;
  7116. }
  7117. /*==========================================
  7118. *
  7119. *------------------------------------------
  7120. */
  7121. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7122. {
  7123. int *c,src_id,mob_class,skill;
  7124. struct mob_data *md;
  7125. md=(struct mob_data*)bl;
  7126. src_id=va_arg(ap,int);
  7127. mob_class=va_arg(ap,int);
  7128. skill=va_arg(ap,int);
  7129. c=va_arg(ap,int *);
  7130. if(md->master_id != src_id ||
  7131. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7132. return 0; //Non alchemist summoned mobs have nothing to do here.
  7133. if(md->class_==mob_class)
  7134. (*c)++;
  7135. return 1;
  7136. }
  7137. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7138. {
  7139. struct npc_data *nd;
  7140. nd=(struct npc_data*)bl;
  7141. if (nd->bl.subtype == WARP)
  7142. return 1;
  7143. return 0;
  7144. }
  7145. /*==========================================
  7146. * Determines if a given skill should be made to consume ammo
  7147. * when used by the player. [Skotlex]
  7148. *------------------------------------------
  7149. */
  7150. int skill_isammotype (TBL_PC *sd, int skill)
  7151. {
  7152. return (
  7153. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7154. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  7155. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  7156. );
  7157. }
  7158. /*==========================================
  7159. * Checks that you have the requirements for casting a skill.
  7160. * Flag:
  7161. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7162. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7163. *------------------------------------------
  7164. */
  7165. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7166. {
  7167. struct status_data *status;
  7168. struct status_change *sc;
  7169. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7170. int index[10],itemid[10],amount[10];
  7171. int delitem_flag = 1, checkitem_flag = 1;
  7172. nullpo_retr(0, sd);
  7173. if (lv <= 0) return 0;
  7174. if( battle_config.gm_skilluncond &&
  7175. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7176. sd->skillitem != skill)
  7177. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7178. sd->skillitem = sd->skillitemlv = -1;
  7179. return 1;
  7180. }
  7181. status = &sd->battle_status;
  7182. sc = &sd->sc;
  7183. if (!sc->count)
  7184. sc = NULL;
  7185. if(pc_is90overweight(sd)) {
  7186. clif_skill_fail(sd,skill,9,0);
  7187. sd->skillitem = sd->skillitemlv = -1;
  7188. return 0;
  7189. }
  7190. if (sd->state.abra_flag)
  7191. {
  7192. sd->skillitem = sd->skillitemlv = -1;
  7193. if(type&1) sd->state.abra_flag = 0;
  7194. return 1;
  7195. }
  7196. if (sd->menuskill_id == AM_PHARMACY &&
  7197. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7198. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7199. )) {
  7200. sd->skillitem = sd->skillitemlv = -1;
  7201. return 0;
  7202. }
  7203. if(sd->skillitem == skill) {
  7204. if(!type) //When a target was selected
  7205. { //Consume items that were skipped in pc_use_item [Skotlex]
  7206. if((i = sd->itemindex) == -1 ||
  7207. sd->status.inventory[i].nameid != sd->itemid ||
  7208. sd->inventory_data[i] == NULL ||
  7209. !sd->inventory_data[i]->flag.delay_consume ||
  7210. sd->status.inventory[i].amount < 1
  7211. )
  7212. { //Something went wrong, item exploit?
  7213. sd->itemid = sd->itemindex = -1;
  7214. return 0;
  7215. }
  7216. //Consume
  7217. sd->itemid = sd->itemindex = -1;
  7218. if(skill == WZ_EARTHSPIKE && sc &&
  7219. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7220. ; //Do not consume item.
  7221. else
  7222. pc_delitem(sd,i,1,0);
  7223. }
  7224. if (type&1) //Casting finished
  7225. sd->skillitem = sd->skillitemlv = -1;
  7226. return 1;
  7227. }
  7228. // for the guild skills [celest]
  7229. if (skill >= GD_SKILLBASE)
  7230. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7231. else if (skill >= HM_SKILLBASE) //[orn]
  7232. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7233. else
  7234. j = skill;
  7235. if (j < 0 || j >= MAX_SKILL_DB)
  7236. return 0;
  7237. //Code speedup, rather than using skill_get_* over and over again.
  7238. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7239. return 0;
  7240. hp = skill_db[j].hp[lv-1];
  7241. sp = skill_db[j].sp[lv-1];
  7242. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7243. sp=sp/2;
  7244. hp_rate = skill_db[j].hp_rate[lv-1];
  7245. sp_rate = skill_db[j].sp_rate[lv-1];
  7246. zeny = skill_db[j].zeny[lv-1];
  7247. weapon = skill_db[j].weapon;
  7248. ammo = skill_db[j].ammo;
  7249. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7250. state = skill_db[j].state;
  7251. spiritball = skill_db[j].spiritball[lv-1];
  7252. mhp = skill_db[j].mhp[lv-1];
  7253. for(i = 0; i < 10; i++) {
  7254. itemid[i] = skill_db[j].itemid[i];
  7255. amount[i] = skill_db[j].amount[i];
  7256. }
  7257. if(mhp > 0)
  7258. hp += (status->max_hp * mhp)/100;
  7259. if(hp_rate > 0)
  7260. hp += (status->hp * hp_rate)/100;
  7261. else
  7262. hp += (status->max_hp * (-hp_rate))/100;
  7263. if(sp_rate > 0)
  7264. sp += (status->sp * sp_rate)/100;
  7265. else
  7266. sp += (status->max_sp * (-sp_rate))/100;
  7267. if (!ammo && skill && skill_isammotype(sd, skill))
  7268. { //Assume this skill is using the weapon, therefore it requires arrows.
  7269. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7270. ammo_qty = skill_get_num(skill, lv);
  7271. if (ammo_qty < 0) ammo_qty *= -1;
  7272. }
  7273. switch(skill) { // Check for cost reductions due to skills & SCs
  7274. case MC_MAMMONITE:
  7275. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7276. zeny -= zeny*10/100;
  7277. break;
  7278. case AL_HOLYLIGHT:
  7279. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7280. sp *= 5;
  7281. break;
  7282. case SL_SMA:
  7283. case SL_STUN:
  7284. case SL_STIN:
  7285. {
  7286. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7287. if(kaina_lv==0 || sd->status.base_level<70)
  7288. break;
  7289. if(sd->status.base_level>=90)
  7290. sp -= sp*7*kaina_lv/100;
  7291. else if(sd->status.base_level>=80)
  7292. sp -= sp*5*kaina_lv/100;
  7293. else if(sd->status.base_level>=70)
  7294. sp -= sp*3*kaina_lv/100;
  7295. }
  7296. break;
  7297. case MO_TRIPLEATTACK:
  7298. case MO_CHAINCOMBO:
  7299. case MO_COMBOFINISH:
  7300. case CH_TIGERFIST:
  7301. case CH_CHAINCRUSH:
  7302. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7303. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7304. break;
  7305. }
  7306. if(sd->dsprate!=100)
  7307. sp=sp*sd->dsprate/100;
  7308. switch(skill) {
  7309. case SA_CASTCANCEL:
  7310. if(sd->ud.skilltimer == -1) {
  7311. clif_skill_fail(sd,skill,0,0);
  7312. return 0;
  7313. }
  7314. break;
  7315. case BS_MAXIMIZE:
  7316. case NV_TRICKDEAD:
  7317. case TF_HIDING:
  7318. case AS_CLOAKING:
  7319. case CR_AUTOGUARD:
  7320. case CR_DEFENDER:
  7321. case ST_CHASEWALK:
  7322. case PA_GOSPEL:
  7323. case CR_SHRINK:
  7324. case TK_RUN:
  7325. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7326. return 1; //Allow turning off.
  7327. break;
  7328. case AL_WARP:
  7329. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7330. delitem_flag = 0;
  7331. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7332. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7333. return 0;
  7334. }
  7335. break;
  7336. case MO_CALLSPIRITS:
  7337. if(sd->spiritball >= lv) {
  7338. clif_skill_fail(sd,skill,0,0);
  7339. return 0;
  7340. }
  7341. break;
  7342. case CH_SOULCOLLECT:
  7343. if(sd->spiritball >= 5) {
  7344. clif_skill_fail(sd,skill,0,0);
  7345. return 0;
  7346. }
  7347. break;
  7348. case MO_FINGEROFFENSIVE: //謖�シセ
  7349. case GS_FLING:
  7350. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7351. spiritball = sd->spiritball;
  7352. sd->spiritball_old = sd->spiritball;
  7353. }
  7354. else sd->spiritball_old = spiritball;
  7355. break;
  7356. case MO_BODYRELOCATION:
  7357. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7358. spiritball = 0;
  7359. break;
  7360. case MO_CHAINCOMBO:
  7361. if(!sc)
  7362. return 0;
  7363. if(sc->data[SC_BLADESTOP].timer!=-1)
  7364. break;
  7365. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7366. break;
  7367. return 0;
  7368. case MO_COMBOFINISH: //迪幃セ肴教
  7369. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7370. return 0;
  7371. break;
  7372. case CH_TIGERFIST: //莨剰剋諡ウ
  7373. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7374. return 0;
  7375. break;
  7376. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7377. if(!sc || sc->data[SC_COMBO].timer == -1)
  7378. return 0;
  7379. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7380. return 0;
  7381. break;
  7382. case MO_EXTREMITYFIST:
  7383. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7384. // return 0;
  7385. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7386. spiritball--;
  7387. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7388. switch(sc->data[SC_COMBO].val1) {
  7389. case MO_COMBOFINISH:
  7390. spiritball = 4;
  7391. break;
  7392. case CH_TIGERFIST:
  7393. spiritball = 3;
  7394. break;
  7395. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7396. spiritball = sd->spiritball?sd->spiritball:1;
  7397. break;
  7398. default:
  7399. return 0;
  7400. }
  7401. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7402. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7403. clif_skill_fail(sd,skill,0,0);
  7404. return 0;
  7405. }
  7406. break;
  7407. case TK_MISSION: //Does not works on Non-Taekwon
  7408. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7409. clif_skill_fail(sd,skill,0,0);
  7410. return 0;
  7411. }
  7412. break;
  7413. case TK_READYCOUNTER:
  7414. case TK_READYDOWN:
  7415. case TK_READYSTORM:
  7416. case TK_READYTURN:
  7417. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7418. return 1; //Enable disabling them regardless of who you are.
  7419. case TK_JUMPKICK:
  7420. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7421. //They do not work on Soul Linkers.
  7422. clif_skill_fail(sd,skill,0,0);
  7423. return 0;
  7424. }
  7425. break;
  7426. case TK_TURNKICK:
  7427. case TK_STORMKICK:
  7428. case TK_DOWNKICK:
  7429. case TK_COUNTER:
  7430. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7431. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7432. if(!sc || sc->data[SC_COMBO].timer == -1)
  7433. return 0; //Combo needs to be ready
  7434. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7435. { //Unlimited Combo
  7436. if (skill == sd->skillid_old) {
  7437. status_change_end(&sd->bl, SC_COMBO, -1);
  7438. sd->skillid_old = sd->skilllv_old = 0;
  7439. return 0; //Can't repeat previous combo skill.
  7440. }
  7441. break;
  7442. } else
  7443. if(sc->data[SC_COMBO].val1 == skill)
  7444. break; //Combo ready.
  7445. return 0;
  7446. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7447. {
  7448. struct skill_unit_group *group=NULL;
  7449. int time;
  7450. if(!sc || sc->data[SC_DANCING].timer==-1)
  7451. {
  7452. clif_skill_fail(sd,skill,0,0);
  7453. return 0;
  7454. }
  7455. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7456. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7457. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7458. {
  7459. clif_skill_fail(sd,skill,0,0);
  7460. return 0;
  7461. }
  7462. }
  7463. break;
  7464. case PR_BENEDICTIO:
  7465. {
  7466. if (!battle_config.player_skill_partner_check ||
  7467. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7468. )
  7469. break; //No need to do any partner checking [Skotlex]
  7470. if (!(type&1))
  7471. { //Started casting.
  7472. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7473. {
  7474. clif_skill_fail(sd,skill,0,0);
  7475. return 0;
  7476. }
  7477. }
  7478. else
  7479. { //Done casting
  7480. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7481. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7482. }
  7483. }
  7484. break;
  7485. case AM_CANNIBALIZE:
  7486. case AM_SPHEREMINE:
  7487. if(type&1){
  7488. int c=0;
  7489. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7490. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7491. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7492. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7493. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7494. if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i))
  7495. { //Fails when: exceed max limit. There are other plant types already out.
  7496. clif_skill_fail(sd,skill,0,0);
  7497. return 0;
  7498. }
  7499. }
  7500. }
  7501. break;
  7502. case WZ_FIREPILLAR: // celest
  7503. if (lv <= 5) // no gems required at level 1-5
  7504. itemid[0] = 0;
  7505. break;
  7506. case SL_SMA:
  7507. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7508. if(!sc || sc->data[SC_SMA].timer == -1)
  7509. return 0;
  7510. break;
  7511. case HT_POWER:
  7512. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7513. return 0;
  7514. break;
  7515. case AM_BERSERKPITCHER:
  7516. case AM_POTIONPITCHER:
  7517. case CR_SLIMPITCHER:
  7518. case MG_STONECURSE:
  7519. case CR_CULTIVATION:
  7520. case SA_FLAMELAUNCHER:
  7521. case SA_FROSTWEAPON:
  7522. case SA_LIGHTNINGLOADER:
  7523. case SA_SEISMICWEAPON:
  7524. delitem_flag = 0;
  7525. break;
  7526. case SA_DELUGE:
  7527. case SA_VOLCANO:
  7528. case SA_VIOLENTGALE:
  7529. case SA_LANDPROTECTOR:
  7530. { //Does not consumes if the skill is already active. [Skotlex]
  7531. struct skill_unit_group *sg;
  7532. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7533. {
  7534. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7535. checkitem_flag = delitem_flag = 0;
  7536. else sg->limit = 0; //Disable it.
  7537. }
  7538. break;
  7539. }
  7540. case CG_HERMODE:
  7541. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7542. skill_get_splash(skill, lv), BL_NPC) < 1)
  7543. {
  7544. clif_skill_fail(sd,skill,0,0);
  7545. return 0;
  7546. }
  7547. break;
  7548. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7549. {
  7550. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7551. int size = range*2+1;
  7552. for (i=0;i<size*size;i++) {
  7553. x = sd->bl.x+(i%size-range);
  7554. y = sd->bl.y+(i/size-range);
  7555. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7556. clif_skill_fail(sd,skill,0,0);
  7557. return 0;
  7558. }
  7559. }
  7560. }
  7561. break;
  7562. case PR_REDEMPTIO:
  7563. {
  7564. int exp;
  7565. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7566. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7567. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7568. return 0;
  7569. }
  7570. break;
  7571. }
  7572. case AM_TWILIGHT2:
  7573. case AM_TWILIGHT3:
  7574. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7575. {
  7576. clif_skill_fail(sd,skill,0,0);
  7577. return 0;
  7578. }
  7579. break;
  7580. //SHOULD BE OPTIMALIZED [Komurka]
  7581. //Optimized #1. optimize comfort later. [Vicious]
  7582. case SG_SUN_WARM:
  7583. case SG_MOON_WARM:
  7584. case SG_STAR_WARM:
  7585. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7586. break;
  7587. clif_skill_fail(sd,skill,0,0);
  7588. return 0;
  7589. break;
  7590. case SG_SUN_COMFORT:
  7591. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7592. break;
  7593. clif_skill_fail(sd,skill,0,0);
  7594. return 0;
  7595. case SG_MOON_COMFORT:
  7596. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7597. break;
  7598. clif_skill_fail(sd,skill,0,0);
  7599. return 0;
  7600. case SG_STAR_COMFORT:
  7601. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7602. break;
  7603. clif_skill_fail(sd,skill,0,0);
  7604. return 0;
  7605. case SG_FUSION:
  7606. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7607. return 1;
  7608. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7609. break;
  7610. return 0;
  7611. case GD_BATTLEORDER:
  7612. case GD_REGENERATION:
  7613. case GD_RESTORE:
  7614. //Emergency Recall is handled on skill_notok
  7615. if (skill != GD_EMERGENCYCALL && !agit_flag) {
  7616. clif_skill_fail(sd,skill,0,0);
  7617. return 0;
  7618. }
  7619. case GD_EMERGENCYCALL:
  7620. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7621. return 0;
  7622. if (lv <= 0)
  7623. return 0;
  7624. break;
  7625. case GS_GLITTERING:
  7626. if(sd->spiritball >= 10) {
  7627. clif_skill_fail(sd,skill,0,0);
  7628. return 0;
  7629. }
  7630. break;
  7631. case NJ_ISSEN:
  7632. case NJ_BUNSINJYUTSU:
  7633. if (!sc || sc->data[SC_NEN].timer==-1) {
  7634. clif_skill_fail(sd,skill,0,0);
  7635. return 0;
  7636. }
  7637. break;
  7638. case NJ_ZENYNAGE:
  7639. if(sd->status.zeny < zeny) {
  7640. clif_skill_fail(sd,skill,5,0);
  7641. return 0;
  7642. }
  7643. zeny = 0; //Zeny is reduced on skill_attack.
  7644. break;
  7645. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7646. if (sd->status.hom_id && !sd->homunculus.vaporize) {
  7647. clif_skill_fail(sd,skill,0,0);
  7648. return 0;
  7649. }
  7650. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7651. checkitem_flag = delitem_flag = 0;
  7652. break;
  7653. }
  7654. if(!(type&2)){
  7655. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7656. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7657. return 0;
  7658. }
  7659. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7660. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7661. return 0;
  7662. }
  7663. if( zeny>0 && sd->status.zeny < zeny) {
  7664. clif_skill_fail(sd,skill,5,0);
  7665. return 0;
  7666. }
  7667. if(!pc_check_weapontype(sd,weapon)) {
  7668. clif_skill_fail(sd,skill,6,0);
  7669. return 0;
  7670. }
  7671. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7672. if((i=sd->equip_index[10]) < 0 ||
  7673. !sd->inventory_data[i] ||
  7674. sd->status.inventory[i].amount < ammo_qty
  7675. ) {
  7676. clif_arrow_fail(sd,0);
  7677. return 0;
  7678. }
  7679. if (!(ammo&1<<sd->inventory_data[i]->look))
  7680. { //Ammo type check. Send the "wrong weapon type" message
  7681. //which is the closest we have to wrong ammo type. [Skotlex]
  7682. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7683. //clif_skill_fail(sd,skill,6,0);
  7684. return 0;
  7685. }
  7686. }
  7687. if( spiritball > 0 && sd->spiritball < spiritball) {
  7688. clif_skill_fail(sd,skill,0,0);
  7689. return 0;
  7690. }
  7691. }
  7692. switch(state) {
  7693. case ST_HIDING:
  7694. if(!(sc && sc->option&OPTION_HIDE)) {
  7695. clif_skill_fail(sd,skill,0,0);
  7696. return 0;
  7697. }
  7698. break;
  7699. case ST_CLOAKING:
  7700. if(!pc_iscloaking(sd)) {
  7701. clif_skill_fail(sd,skill,0,0);
  7702. return 0;
  7703. }
  7704. break;
  7705. case ST_HIDDEN:
  7706. if(!pc_ishiding(sd)) {
  7707. clif_skill_fail(sd,skill,0,0);
  7708. return 0;
  7709. }
  7710. break;
  7711. case ST_RIDING:
  7712. if(!pc_isriding(sd)) {
  7713. clif_skill_fail(sd,skill,0,0);
  7714. return 0;
  7715. }
  7716. break;
  7717. case ST_FALCON:
  7718. if(!pc_isfalcon(sd)) {
  7719. clif_skill_fail(sd,skill,0,0);
  7720. return 0;
  7721. }
  7722. break;
  7723. case ST_CART:
  7724. if(!pc_iscarton(sd)) {
  7725. clif_skill_fail(sd,skill,0,0);
  7726. return 0;
  7727. }
  7728. break;
  7729. case ST_SHIELD:
  7730. if(sd->status.shield <= 0) {
  7731. clif_skill_fail(sd,skill,0,0);
  7732. return 0;
  7733. }
  7734. break;
  7735. case ST_SIGHT:
  7736. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7737. clif_skill_fail(sd,skill,0,0);
  7738. return 0;
  7739. }
  7740. break;
  7741. case ST_EXPLOSIONSPIRITS:
  7742. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7743. clif_skill_fail(sd,skill,0,0);
  7744. return 0;
  7745. }
  7746. break;
  7747. case ST_CARTBOOST:
  7748. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7749. clif_skill_fail(sd,skill,0,0);
  7750. return 0;
  7751. }
  7752. break;
  7753. case ST_RECOV_WEIGHT_RATE:
  7754. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. break;
  7759. case ST_MOVE_ENABLE:
  7760. if(type)//Check only on begin casting. [Skotlex]
  7761. break;
  7762. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7763. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7764. if (!unit_can_move(&sd->bl)) {
  7765. clif_skill_fail(sd,skill,0,0);
  7766. return 0;
  7767. }
  7768. break;
  7769. case ST_WATER:
  7770. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7771. break;
  7772. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7773. break;
  7774. clif_skill_fail(sd,skill,0,0);
  7775. return 0;
  7776. }
  7777. if (checkitem_flag) {
  7778. for(i=0;i<10;i++) {
  7779. int x = lv%11 - 1;
  7780. index[i] = -1;
  7781. if(itemid[i] <= 0)
  7782. continue;
  7783. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7784. {
  7785. if (sd->special_state.no_gemstone)
  7786. { //Make it substract 1 gem rather than skipping the cost.
  7787. if (--amount[i] < 1)
  7788. continue;
  7789. }
  7790. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7791. continue;
  7792. } else
  7793. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7794. continue;
  7795. if((skill == AM_POTIONPITCHER ||
  7796. skill == CR_SLIMPITCHER ||
  7797. skill == CR_CULTIVATION) && i != x)
  7798. continue;
  7799. index[i] = pc_search_inventory(sd,itemid[i]);
  7800. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7801. if(itemid[i] == 716 || itemid[i] == 717)
  7802. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7803. else
  7804. clif_skill_fail(sd,skill,0,0);
  7805. return 0;
  7806. }
  7807. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7808. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7809. }
  7810. }
  7811. if(!(type&1))
  7812. return 1;
  7813. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7814. if(delitem_flag) {
  7815. for(i=0;i<10;i++) {
  7816. if(index[i] >= 0)
  7817. pc_delitem(sd,index[i],amount[i],0);
  7818. }
  7819. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7820. // if (ammo && battle_config.arrow_decrement)
  7821. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7822. }
  7823. if(type&2)
  7824. return 1;
  7825. if(sp || hp)
  7826. status_zap(&sd->bl, hp, sp);
  7827. if(zeny > 0) // Zeny豸郁イサ
  7828. pc_payzeny(sd,zeny);
  7829. if(spiritball > 0)
  7830. pc_delspiritball(sd,spiritball,0);
  7831. return 1;
  7832. }
  7833. /*==========================================
  7834. *
  7835. *------------------------------------------
  7836. */
  7837. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7838. {
  7839. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7840. int time = skill_get_cast(skill_id, skill_lv);
  7841. struct map_session_data *sd;
  7842. nullpo_retr(0, bl);
  7843. BL_CAST(BL_PC, bl, sd);
  7844. // calculate base cast time (reduced by dex)
  7845. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7846. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7847. if (scale > 0) // not instant cast
  7848. time = time * scale / battle_config.castrate_dex_scale;
  7849. else return 0; // instant cast
  7850. }
  7851. // calculate cast time reduced by card bonuses
  7852. if (sd && sd->castrate != 100)
  7853. time = time * sd->castrate / 100;
  7854. // config cast time multiplier
  7855. if (battle_config.cast_rate != 100)
  7856. time = time * battle_config.cast_rate / 100;
  7857. // calculate cast time reduced by skill bonuses
  7858. if (!(castnodex&2))
  7859. time = skill_castfix_sc(bl, time);
  7860. // return final cast time
  7861. return (time > 0) ? time : 0;
  7862. }
  7863. /*==========================================
  7864. * Does cast-time reductions based on sc data.
  7865. *------------------------------------------
  7866. */
  7867. int skill_castfix_sc (struct block_list *bl, int time)
  7868. {
  7869. struct status_change *sc = status_get_sc(bl);
  7870. if (sc && sc->count) {
  7871. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7872. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7873. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7874. }
  7875. if (time <= 0)
  7876. return 0; //Only Suffragium gets consumed even if time is 0
  7877. if (sc->data[SC_MEMORIZE].timer != -1 && time > 0) {
  7878. time>>=1;
  7879. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7880. status_change_end(bl, SC_MEMORIZE, -1);
  7881. }
  7882. if (sc->data[SC_POEMBRAGI].timer != -1)
  7883. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7884. }
  7885. return (time > 0) ? time : 0;
  7886. }
  7887. /*==========================================
  7888. *
  7889. *------------------------------------------
  7890. */
  7891. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7892. {
  7893. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7894. int time = skill_get_delay(skill_id, skill_lv);
  7895. nullpo_retr(0, bl);
  7896. if (bl->type&battle_config.no_skill_delay)
  7897. return battle_config.min_skill_delay_limit;
  7898. // instant cast attack skills depend on aspd as delay [celest]
  7899. if (time == 0) {
  7900. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7901. time = status_get_adelay(bl); //Use attack delay as default delay.
  7902. else
  7903. time = battle_config.default_skill_delay;
  7904. } else if (time < 0)
  7905. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7906. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7907. { // if skill casttime is allowed to be reduced by dex
  7908. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7909. if (scale > 0)
  7910. time = time * scale / battle_config.castrate_dex_scale;
  7911. else //To be capped later to minimum.
  7912. time = 0;
  7913. }
  7914. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7915. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7916. if (battle_config.delay_rate != 100)
  7917. time = time * battle_config.delay_rate / 100;
  7918. if (!(delaynodex&2))
  7919. {
  7920. struct status_change *sc;
  7921. sc= status_get_sc(bl);
  7922. if (sc && sc->count) {
  7923. if (sc->data[SC_POEMBRAGI].timer != -1)
  7924. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7925. if (sc->data[SC_SPIRIT].timer != -1)
  7926. switch (skill_id) {
  7927. case CR_SHIELDBOOMERANG:
  7928. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7929. time /=2;
  7930. break;
  7931. case AS_SONICBLOW:
  7932. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7933. time /= 2;
  7934. break;
  7935. }
  7936. }
  7937. }
  7938. return (time < battle_config.min_skill_delay_limit)?
  7939. battle_config.min_skill_delay_limit:time;
  7940. }
  7941. /*=========================================
  7942. *
  7943. *----------------------------------------
  7944. */
  7945. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7946. {
  7947. nullpo_retv(tc);
  7948. if(dir == 0){
  7949. tc->val1[0]=x-2;
  7950. tc->val1[1]=x-1;
  7951. tc->val1[2]=x;
  7952. tc->val1[3]=x+1;
  7953. tc->val1[4]=x+2;
  7954. tc->val2[0]=
  7955. tc->val2[1]=
  7956. tc->val2[2]=
  7957. tc->val2[3]=
  7958. tc->val2[4]=y-1;
  7959. }
  7960. else if(dir==2){
  7961. tc->val1[0]=
  7962. tc->val1[1]=
  7963. tc->val1[2]=
  7964. tc->val1[3]=
  7965. tc->val1[4]=x+1;
  7966. tc->val2[0]=y+2;
  7967. tc->val2[1]=y+1;
  7968. tc->val2[2]=y;
  7969. tc->val2[3]=y-1;
  7970. tc->val2[4]=y-2;
  7971. }
  7972. else if(dir==4){
  7973. tc->val1[0]=x-2;
  7974. tc->val1[1]=x-1;
  7975. tc->val1[2]=x;
  7976. tc->val1[3]=x+1;
  7977. tc->val1[4]=x+2;
  7978. tc->val2[0]=
  7979. tc->val2[1]=
  7980. tc->val2[2]=
  7981. tc->val2[3]=
  7982. tc->val2[4]=y+1;
  7983. }
  7984. else if(dir==6){
  7985. tc->val1[0]=
  7986. tc->val1[1]=
  7987. tc->val1[2]=
  7988. tc->val1[3]=
  7989. tc->val1[4]=x-1;
  7990. tc->val2[0]=y+2;
  7991. tc->val2[1]=y+1;
  7992. tc->val2[2]=y;
  7993. tc->val2[3]=y-1;
  7994. tc->val2[4]=y-2;
  7995. }
  7996. else if(dir==1){
  7997. tc->val1[0]=x-1;
  7998. tc->val1[1]=x;
  7999. tc->val1[2]=x+1;
  8000. tc->val1[3]=x+2;
  8001. tc->val1[4]=x+3;
  8002. tc->val2[0]=y-4;
  8003. tc->val2[1]=y-3;
  8004. tc->val2[2]=y-1;
  8005. tc->val2[3]=y;
  8006. tc->val2[4]=y+1;
  8007. }
  8008. else if(dir==3){
  8009. tc->val1[0]=x+3;
  8010. tc->val1[1]=x+2;
  8011. tc->val1[2]=x+1;
  8012. tc->val1[3]=x;
  8013. tc->val1[4]=x-1;
  8014. tc->val2[0]=y-1;
  8015. tc->val2[1]=y;
  8016. tc->val2[2]=y+1;
  8017. tc->val2[3]=y+2;
  8018. tc->val2[4]=y+3;
  8019. }
  8020. else if(dir==5){
  8021. tc->val1[0]=x+1;
  8022. tc->val1[1]=x;
  8023. tc->val1[2]=x-1;
  8024. tc->val1[3]=x-2;
  8025. tc->val1[4]=x-3;
  8026. tc->val2[0]=y+3;
  8027. tc->val2[1]=y+2;
  8028. tc->val2[2]=y+1;
  8029. tc->val2[3]=y;
  8030. tc->val2[4]=y-1;
  8031. }
  8032. else if(dir==7){
  8033. tc->val1[0]=x-3;
  8034. tc->val1[1]=x-2;
  8035. tc->val1[2]=x-1;
  8036. tc->val1[3]=x;
  8037. tc->val1[4]=x+1;
  8038. tc->val2[1]=y;
  8039. tc->val2[0]=y+1;
  8040. tc->val2[2]=y-1;
  8041. tc->val2[3]=y-2;
  8042. tc->val2[4]=y-3;
  8043. }
  8044. }
  8045. /*=========================================
  8046. *
  8047. *-----------------------------------------
  8048. */
  8049. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8050. {
  8051. int c;
  8052. nullpo_retv(tc);
  8053. for(c=0;c<5;c++){
  8054. if(dir==0){
  8055. tc->val2[c]+=are;
  8056. }else if(dir==1){
  8057. tc->val1[c]-=are; tc->val2[c]+=are;
  8058. }else if(dir==2){
  8059. tc->val1[c]-=are;
  8060. }else if(dir==3){
  8061. tc->val1[c]-=are; tc->val2[c]-=are;
  8062. }else if(dir==4){
  8063. tc->val2[c]-=are;
  8064. }else if(dir==5){
  8065. tc->val1[c]+=are; tc->val2[c]-=are;
  8066. }else if(dir==6){
  8067. tc->val1[c]+=are;
  8068. }else if(dir==7){
  8069. tc->val1[c]+=are; tc->val2[c]+=are;
  8070. }
  8071. }
  8072. }
  8073. /*==========================================
  8074. * Weapon Repair [Celest/DracoRPG]
  8075. *------------------------------------------
  8076. */
  8077. void skill_repairweapon (struct map_session_data *sd, int idx)
  8078. {
  8079. int material;
  8080. int materials[4] = { 1002, 998, 999, 756 };
  8081. struct item *item;
  8082. struct map_session_data *target_sd;
  8083. nullpo_retv(sd);
  8084. target_sd = map_id2sd(sd->menuskill_lv);
  8085. if (!target_sd) //Failed....
  8086. return;
  8087. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8088. return;
  8089. if(idx < 0 || idx >= MAX_INVENTORY)
  8090. return; //Invalid index??
  8091. item = &target_sd->status.inventory[idx];
  8092. if(item->nameid <= 0 || item->attribute == 0)
  8093. return; //Again invalid item....
  8094. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8095. clif_item_repaireffect(sd,item->nameid,1);
  8096. return;
  8097. }
  8098. if (itemdb_type(item->nameid)==4)
  8099. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8100. else
  8101. material = materials [2]; // Armors consume 1 Steel
  8102. if (pc_search_inventory(sd,material) < 0 ) {
  8103. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8104. return;
  8105. }
  8106. item->attribute=0;
  8107. clif_equiplist(target_sd);
  8108. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8109. clif_item_repaireffect(sd,item->nameid,0);
  8110. if(sd!=target_sd)
  8111. clif_item_repaireffect(target_sd,item->nameid,0);
  8112. }
  8113. /*==========================================
  8114. * Item Appraisal
  8115. *------------------------------------------
  8116. */
  8117. void skill_identify (struct map_session_data *sd, int idx)
  8118. {
  8119. int flag=1;
  8120. nullpo_retv(sd);
  8121. if(idx >= 0 && idx < MAX_INVENTORY) {
  8122. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8123. flag=0;
  8124. sd->status.inventory[idx].identify=1;
  8125. }
  8126. }
  8127. clif_item_identified(sd,idx,flag);
  8128. }
  8129. /*==========================================
  8130. * Weapon Refine [Celest]
  8131. *------------------------------------------
  8132. */
  8133. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8134. {
  8135. int i = 0, ep = 0, per;
  8136. int material[5] = { 0, 1010, 1011, 984, 984 };
  8137. struct item *item;
  8138. nullpo_retv(sd);
  8139. if (idx >= 0 && idx < MAX_INVENTORY) {
  8140. struct item_data *ditem = sd->inventory_data[idx];
  8141. item = &sd->status.inventory[idx];
  8142. if(item->nameid > 0 && ditem->type == 4) {
  8143. if (item->refine >= sd->menuskill_lv ||
  8144. item->refine >= MAX_REFINE || // if it's no longer refineable
  8145. ditem->flag.no_refine || // if the item isn't refinable
  8146. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8147. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8148. return;
  8149. }
  8150. per = percentrefinery [ditem->wlv][(int)item->refine];
  8151. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8152. if (per > rand() % 100) {
  8153. item->refine++;
  8154. pc_delitem(sd, i, 1, 0);
  8155. if(item->equip) {
  8156. ep = item->equip;
  8157. pc_unequipitem(sd,idx,3);
  8158. }
  8159. clif_refine(sd->fd,sd,0,idx,item->refine);
  8160. clif_delitem(sd,idx,1);
  8161. clif_additem(sd,idx,1,0);
  8162. if (ep)
  8163. pc_equipitem(sd,idx,ep);
  8164. clif_misceffect(&sd->bl,3);
  8165. if(item->refine == MAX_REFINE && item->card[0] == CARD0_FORGE &&
  8166. MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8167. switch(ditem->wlv){
  8168. case 1:
  8169. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8170. break;
  8171. case 2:
  8172. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8173. break;
  8174. case 3:
  8175. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8176. break;
  8177. }
  8178. }
  8179. } else {
  8180. pc_delitem(sd, i, 1, 0);
  8181. item->refine = 0;
  8182. if(item->equip)
  8183. pc_unequipitem(sd,idx,3);
  8184. clif_refine(sd->fd,sd,1,idx,item->refine);
  8185. pc_delitem(sd,idx,1,0);
  8186. clif_misceffect(&sd->bl,2);
  8187. clif_emotion(&sd->bl, 23);
  8188. }
  8189. }
  8190. }
  8191. }
  8192. /*==========================================
  8193. *
  8194. *------------------------------------------
  8195. */
  8196. int skill_autospell (struct map_session_data *sd, int skillid)
  8197. {
  8198. int skilllv;
  8199. int maxlv=1,lv;
  8200. nullpo_retr(0, sd);
  8201. skilllv = sd->menuskill_lv;
  8202. lv=pc_checkskill(sd,skillid);
  8203. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8204. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8205. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8206. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8207. maxlv =10; //Soul Linker bonus. [Skotlex]
  8208. else if(skilllv==2) maxlv=1;
  8209. else if(skilllv==3) maxlv=2;
  8210. else if(skilllv>=4) maxlv=3;
  8211. }
  8212. else if(skillid==MG_SOULSTRIKE){
  8213. if(skilllv==5) maxlv=1;
  8214. else if(skilllv==6) maxlv=2;
  8215. else if(skilllv>=7) maxlv=3;
  8216. }
  8217. else if(skillid==MG_FIREBALL){
  8218. if(skilllv==8) maxlv=1;
  8219. else if(skilllv>=9) maxlv=2;
  8220. }
  8221. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8222. else return 0;
  8223. if(maxlv > lv)
  8224. maxlv = lv;
  8225. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8226. skill_get_time(SA_AUTOSPELL,skilllv));
  8227. return 0;
  8228. }
  8229. /*==========================================
  8230. *
  8231. *------------------------------------------
  8232. */
  8233. static int skill_gangster_count (struct block_list *bl, va_list ap)
  8234. {
  8235. struct map_session_data *sd;
  8236. sd=(struct map_session_data*)bl;
  8237. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8238. return 1;
  8239. return 0;
  8240. }
  8241. static int skill_gangster_in (struct block_list *bl, va_list ap)
  8242. {
  8243. struct map_session_data *sd;
  8244. sd=(struct map_session_data*)bl;
  8245. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8246. sd->state.gangsterparadise=1;
  8247. return 0;
  8248. }
  8249. static int skill_gangster_out (struct block_list *bl, va_list ap)
  8250. {
  8251. struct map_session_data *sd;
  8252. sd=(struct map_session_data*)bl;
  8253. if(sd && sd->state.gangsterparadise)
  8254. sd->state.gangsterparadise=0;
  8255. return 0;
  8256. }
  8257. int skill_gangsterparadise (struct map_session_data *sd, int type)
  8258. {
  8259. int range;
  8260. nullpo_retr(0, sd);
  8261. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8262. return 0;
  8263. range = skill_get_splash(RG_GANGSTER, range);
  8264. if(type==1) {
  8265. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8266. {
  8267. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8268. sd->state.gangsterparadise = 1;
  8269. }
  8270. return 0;
  8271. }
  8272. else if(type==0) {
  8273. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8274. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8275. sd->state.gangsterparadise = 0;
  8276. return 0;
  8277. }
  8278. return 0;
  8279. }
  8280. /*==========================================
  8281. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8282. *------------------------------------------
  8283. */
  8284. static int skill_rest_count (struct block_list *bl, va_list ap)
  8285. {
  8286. struct map_session_data *sd;
  8287. sd=(struct map_session_data*)bl;
  8288. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8289. return 1;
  8290. return 0;
  8291. }
  8292. static int skill_rest_in(struct block_list *bl, va_list ap)
  8293. {
  8294. struct map_session_data *sd;
  8295. nullpo_retr(0, bl);
  8296. nullpo_retr(0, ap);
  8297. sd=(struct map_session_data*)bl;
  8298. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8299. sd->state.rest=1;
  8300. status_calc_pc(sd,0);
  8301. }
  8302. return 0;
  8303. }
  8304. static int skill_rest_out(struct block_list *bl, va_list ap)
  8305. {
  8306. struct map_session_data *sd;
  8307. sd=(struct map_session_data*)bl;
  8308. if(sd && sd->state.rest != 0)
  8309. sd->state.rest=0;
  8310. return 0;
  8311. }
  8312. int skill_rest(struct map_session_data *sd, int type)
  8313. {
  8314. int range;
  8315. nullpo_retr(0, sd);
  8316. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8317. range = skill_get_splash(TK_HPTIME, range);
  8318. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8319. range = skill_get_splash(TK_SPTIME, range);
  8320. else
  8321. return 0;
  8322. if(type==1) { //When you sit down
  8323. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8324. {
  8325. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8326. sd->state.rest = 1;
  8327. status_calc_pc(sd,0);
  8328. }
  8329. return 0;
  8330. }
  8331. else if(type==0) { //When you stand up
  8332. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8333. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8334. sd->state.rest = 0;
  8335. status_calc_pc(sd,0);
  8336. return 0;
  8337. }
  8338. return 0;
  8339. }
  8340. /*==========================================
  8341. *
  8342. *------------------------------------------
  8343. */
  8344. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8345. {
  8346. struct block_list *src;
  8347. int skillnum,skilllv;
  8348. unsigned int tick;
  8349. nullpo_retr(0, bl);
  8350. nullpo_retr(0, ap);
  8351. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8352. skillnum=va_arg(ap,int);
  8353. skilllv=va_arg(ap,int);
  8354. if(skilllv <= 0) return 0;
  8355. tick=va_arg(ap,unsigned int);
  8356. if (src == bl || status_isdead(bl))
  8357. return 0;
  8358. if (bl->type == BL_PC) {
  8359. struct map_session_data *sd = (struct map_session_data *)bl;
  8360. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8361. return 0;
  8362. }
  8363. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8364. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8365. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8366. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8367. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8368. return 0;
  8369. }
  8370. /*==========================================
  8371. *
  8372. *------------------------------------------
  8373. */
  8374. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8375. {
  8376. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8377. int size = range*2+1;
  8378. for (i=0;i<size*size;i++) {
  8379. x = src->bl.x+(i%size-range);
  8380. y = src->bl.y+(i/size-range);
  8381. map_setcell(src->bl.m,x,y,flag);
  8382. }
  8383. }
  8384. /*==========================================
  8385. * Sets a map cell around the caster, according to the skill's splash range.
  8386. *------------------------------------------
  8387. */
  8388. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8389. {
  8390. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8391. int size = range*2+1;
  8392. for (i=0;i<size*size;i++) {
  8393. x = src->x+(i%size-range);
  8394. y = src->y+(i/size-range);
  8395. map_setcell(src->m,x,y,flag);
  8396. }
  8397. }
  8398. /*==========================================
  8399. *
  8400. *------------------------------------------
  8401. */
  8402. int skill_attack_area (struct block_list *bl, va_list ap)
  8403. {
  8404. struct block_list *src,*dsrc;
  8405. int atk_type,skillid,skilllv,flag,type;
  8406. unsigned int tick;
  8407. if(status_isdead(bl))
  8408. return 0;
  8409. atk_type = va_arg(ap,int);
  8410. src=va_arg(ap,struct block_list*);
  8411. dsrc=va_arg(ap,struct block_list*);
  8412. skillid=va_arg(ap,int);
  8413. skilllv=va_arg(ap,int);
  8414. tick=va_arg(ap,unsigned int);
  8415. flag=va_arg(ap,int);
  8416. type=va_arg(ap,int);
  8417. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8418. !status_check_skilluse(NULL, bl, skillid, 2))
  8419. return 0;
  8420. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8421. }
  8422. /*==========================================
  8423. *
  8424. *------------------------------------------
  8425. */
  8426. int skill_clear_group (struct block_list *bl, int flag)
  8427. {
  8428. struct unit_data *ud = unit_bl2ud(bl);
  8429. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8430. int i, count=0;
  8431. nullpo_retr(0, bl);
  8432. if (!ud) return 0;
  8433. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8434. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8435. {
  8436. switch (ud->skillunit[i]->skill_id) {
  8437. case SA_DELUGE:
  8438. case SA_VOLCANO:
  8439. case SA_VIOLENTGALE:
  8440. case SA_LANDPROTECTOR:
  8441. case NJ_SUITON:
  8442. case NJ_KAENSIN:
  8443. if (flag&1)
  8444. group[count++]= ud->skillunit[i];
  8445. break;
  8446. default:
  8447. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8448. group[count++]= ud->skillunit[i];
  8449. break;
  8450. }
  8451. }
  8452. for (i=0;i<count;i++)
  8453. skill_delunitgroup(bl, group[i]);
  8454. return count;
  8455. }
  8456. /*==========================================
  8457. * Returns the first element field found [Skotlex]
  8458. *------------------------------------------
  8459. */
  8460. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8461. {
  8462. struct unit_data *ud = unit_bl2ud(bl);
  8463. int i;
  8464. nullpo_retr(0, bl);
  8465. if (!ud) return NULL;
  8466. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8467. switch (ud->skillunit[i]->skill_id) {
  8468. case SA_DELUGE:
  8469. case SA_VOLCANO:
  8470. case SA_VIOLENTGALE:
  8471. case SA_LANDPROTECTOR:
  8472. case NJ_SUITON:
  8473. return ud->skillunit[i];
  8474. }
  8475. }
  8476. return NULL;
  8477. }
  8478. // for graffiti cleaner [Valaris]
  8479. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8480. {
  8481. struct skill_unit *unit=NULL;
  8482. nullpo_retr(0, bl);
  8483. nullpo_retr(0, ap);
  8484. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8485. return 0;
  8486. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8487. skill_delunit(unit);
  8488. return 0;
  8489. }
  8490. int skill_greed (struct block_list *bl, va_list ap)
  8491. {
  8492. struct block_list *src;
  8493. struct map_session_data *sd=NULL;
  8494. struct flooritem_data *fitem=NULL;
  8495. nullpo_retr(0, bl);
  8496. nullpo_retr(0, ap);
  8497. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8498. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8499. pc_takeitem(sd, fitem);
  8500. return 0;
  8501. }
  8502. /*==========================================
  8503. *
  8504. *------------------------------------------
  8505. */
  8506. int skill_landprotector (struct block_list *bl, va_list ap)
  8507. {
  8508. int skillid;
  8509. int *alive;
  8510. struct skill_unit *unit;
  8511. struct block_list *src;
  8512. skillid = va_arg(ap,int);
  8513. alive = va_arg(ap,int *);
  8514. src = va_arg(ap,struct block_list *);
  8515. unit = (struct skill_unit *)bl;
  8516. if (unit == NULL || unit->group == NULL)
  8517. return 0;
  8518. switch (skillid)
  8519. {
  8520. case SA_LANDPROTECTOR:
  8521. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8522. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8523. { //Check for offensive Land Protector to delete both. [Skotlex]
  8524. (*alive) = 0;
  8525. skill_delunit(unit);
  8526. return 1;
  8527. }
  8528. //Delete the rest of types.
  8529. case HW_GANBANTEIN:
  8530. if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
  8531. { //Delete Magical effects
  8532. skill_delunit(unit);
  8533. return 1;
  8534. }
  8535. break;
  8536. case SA_VOLCANO:
  8537. case SA_DELUGE:
  8538. case SA_VIOLENTGALE:
  8539. case NJ_SUITON:
  8540. case NJ_KAENSIN:
  8541. switch (unit->group->skill_id)
  8542. { //These cannot override each other.
  8543. case SA_VOLCANO:
  8544. case SA_DELUGE:
  8545. case SA_VIOLENTGALE:
  8546. case NJ_SUITON:
  8547. case NJ_KAENSIN:
  8548. (*alive) = 0;
  8549. return 1;
  8550. }
  8551. break;
  8552. case HP_BASILICA:
  8553. if (unit->group->skill_id == HP_BASILICA)
  8554. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8555. (*alive) = 0;
  8556. return 1;
  8557. }
  8558. break;
  8559. }
  8560. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8561. skill_get_type(skillid) == BF_MAGIC)
  8562. { //Magic tile won't be activated
  8563. (*alive) = 0;
  8564. return 1;
  8565. }
  8566. return 0;
  8567. }
  8568. /*==========================================
  8569. * variation of skill_landprotector
  8570. *------------------------------------------
  8571. */
  8572. int skill_ganbatein (struct block_list *bl, va_list ap)
  8573. {
  8574. struct skill_unit *unit;
  8575. nullpo_retr(0, bl);
  8576. nullpo_retr(0, ap);
  8577. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8578. return 0;
  8579. // Apparently, it REMOVES traps.
  8580. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8581. // return 0; //Do not remove traps.
  8582. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8583. skill_delunit(unit);
  8584. else skill_delunitgroup(NULL, unit->group);
  8585. return 1;
  8586. }
  8587. /*==========================================
  8588. *
  8589. *------------------------------------------
  8590. */
  8591. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8592. {
  8593. struct mob_data* md;
  8594. struct unit_data*ud = unit_bl2ud(bl);
  8595. struct block_list *from_bl;
  8596. struct block_list *to_bl;
  8597. md = (struct mob_data*)bl;
  8598. from_bl = va_arg(ap,struct block_list *);
  8599. to_bl = va_arg(ap,struct block_list *);
  8600. if(ud && ud->target == from_bl->id)
  8601. ud->target = to_bl->id;
  8602. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8603. md->target_id = to_bl->id;
  8604. return 0;
  8605. }
  8606. /*==========================================
  8607. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8608. *------------------------------------------
  8609. */
  8610. int skill_count_target (struct block_list *bl, va_list ap)
  8611. {
  8612. struct block_list *src = va_arg(ap,struct block_list *);
  8613. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8614. return 1;
  8615. return 0;
  8616. }
  8617. /*==========================================
  8618. *
  8619. *------------------------------------------
  8620. */
  8621. int skill_trap_splash (struct block_list *bl, va_list ap)
  8622. {
  8623. struct block_list *src;
  8624. int tick;
  8625. struct skill_unit *unit;
  8626. struct skill_unit_group *sg;
  8627. struct block_list *ss;
  8628. int i,count;
  8629. src = va_arg(ap,struct block_list *);
  8630. unit = (struct skill_unit *)src;
  8631. tick = va_arg(ap,int);
  8632. count = va_arg(ap,int);
  8633. nullpo_retr(0, sg = unit->group);
  8634. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8635. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8636. switch(sg->unit_id){
  8637. case UNT_SHOCKWAVE:
  8638. case UNT_SANDMAN:
  8639. case UNT_FLASHER:
  8640. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8641. break;
  8642. case UNT_BLASTMINE:
  8643. case UNT_CLAYMORETRAP:
  8644. //Special property: Each target is hit N times (N = number of targets on splash area)
  8645. if (!count) count = 1;
  8646. for(i=0;i<count;i++)
  8647. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8648. break;
  8649. case UNT_FREEZINGTRAP:
  8650. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8651. break;
  8652. }
  8653. }
  8654. return 0;
  8655. }
  8656. /*==========================================
  8657. *
  8658. *------------------------------------------
  8659. */
  8660. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8661. {
  8662. struct status_change *sc;
  8663. nullpo_retr(0, bl);
  8664. nullpo_retr(0, sc= status_get_sc(bl));
  8665. if (!sc->count) return 0;
  8666. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8667. status_change_end(bl, SC_ENCPOISON, -1);
  8668. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8669. status_change_end(bl, SC_ASPERSIO, -1);
  8670. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8671. status_change_end(bl, SC_FIREWEAPON, -1);
  8672. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8673. status_change_end(bl, SC_WATERWEAPON, -1);
  8674. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8675. status_change_end(bl, SC_WINDWEAPON, -1);
  8676. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8677. status_change_end(bl, SC_EARTHWEAPON, -1);
  8678. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8679. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8680. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8681. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8682. return 0;
  8683. }
  8684. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8685. {
  8686. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8687. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8688. int end = 1,i;
  8689. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8690. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8691. { //Check for walls.
  8692. for (i = 0; i < 8; i++)
  8693. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8694. {
  8695. end = 0;
  8696. break;
  8697. }
  8698. } else
  8699. end = 0; //No wall check.
  8700. if(end){
  8701. if (sc->data[SC_CLOAKING].timer != -1) {
  8702. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8703. status_change_end(bl, SC_CLOAKING, -1);
  8704. else if(sc->data[SC_CLOAKING].val4&1)
  8705. { //Remove wall bonus
  8706. sc->data[SC_CLOAKING].val4&=~1;
  8707. status_calc_bl(bl,SCB_SPEED);
  8708. }
  8709. }
  8710. }
  8711. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8712. { //Add wall speed bonus
  8713. sc->data[SC_CLOAKING].val4|=1;
  8714. status_calc_bl(bl,SCB_SPEED);
  8715. }
  8716. return end;
  8717. }
  8718. /*
  8719. *----------------------------------------------------------------------------
  8720. *
  8721. *----------------------------------------------------------------------------
  8722. */
  8723. /*==========================================
  8724. *
  8725. *
  8726. *------------------------------------------
  8727. */
  8728. void skill_stop_dancing (struct block_list *src)
  8729. {
  8730. struct status_change* sc;
  8731. struct skill_unit_group* group;
  8732. struct map_session_data* dsd = NULL;
  8733. nullpo_retv(src);
  8734. nullpo_retv(sc = status_get_sc(src));
  8735. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8736. return;
  8737. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8738. sc->data[SC_DANCING].val2 = 0;
  8739. if (sc->data[SC_DANCING].val4)
  8740. {
  8741. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8742. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8743. sc->data[SC_DANCING].val4 = 0;
  8744. }
  8745. if (group)
  8746. skill_delunitgroup(NULL, group);
  8747. if (dsd)
  8748. {
  8749. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8750. status_change_end(&dsd->bl, SC_DANCING, -1);
  8751. }
  8752. status_change_end(src, SC_DANCING, -1);
  8753. }
  8754. /*==========================================
  8755. *
  8756. *------------------------------------------
  8757. */
  8758. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8759. {
  8760. struct skill_unit *unit;
  8761. nullpo_retr(NULL, group);
  8762. nullpo_retr(NULL, unit=&group->unit[idx]);
  8763. if(!unit->alive)
  8764. group->alive_count++;
  8765. unit->bl.id=map_addobject(&unit->bl);
  8766. unit->bl.type=BL_SKILL;
  8767. unit->bl.m=group->map;
  8768. unit->bl.x=x;
  8769. unit->bl.y=y;
  8770. unit->group=group;
  8771. unit->alive=1;
  8772. unit->val1=val1;
  8773. unit->val2=val2;
  8774. map_addblock(&unit->bl);
  8775. switch (group->skill_id) {
  8776. case AL_PNEUMA:
  8777. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8778. break;
  8779. case MG_SAFETYWALL:
  8780. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8781. break;
  8782. case SA_LANDPROTECTOR:
  8783. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8784. break;
  8785. case HP_BASILICA:
  8786. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8787. break;
  8788. case WZ_ICEWALL:
  8789. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8790. break;
  8791. default:
  8792. if (group->state.song_dance&0x1) //Check for dissonance.
  8793. skill_dance_overlap(unit, 1);
  8794. break;
  8795. }
  8796. clif_skill_setunit(unit);
  8797. return unit;
  8798. }
  8799. /*==========================================
  8800. *
  8801. *------------------------------------------
  8802. */
  8803. int skill_delunit (struct skill_unit *unit)
  8804. {
  8805. struct skill_unit_group *group;
  8806. nullpo_retr(0, unit);
  8807. if(!unit->alive)
  8808. return 0;
  8809. nullpo_retr(0, group=unit->group);
  8810. skill_unit_onlimit( unit,gettick() );
  8811. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8812. skill_dance_overlap(unit, 0);
  8813. if (!unit->range) {
  8814. map_foreachincell(skill_unit_effect,unit->bl.m,
  8815. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8816. }
  8817. switch (group->skill_id) {
  8818. case AL_PNEUMA:
  8819. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8820. break;
  8821. case MG_SAFETYWALL:
  8822. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8823. break;
  8824. case SA_LANDPROTECTOR:
  8825. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8826. break;
  8827. case HP_BASILICA:
  8828. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8829. break;
  8830. case WZ_ICEWALL:
  8831. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8832. break;
  8833. }
  8834. clif_skill_delunit(unit);
  8835. unit->group=NULL;
  8836. unit->alive=0;
  8837. map_delobjectnofree(unit->bl.id);
  8838. if(--group->alive_count==0)
  8839. skill_delunitgroup(NULL, group);
  8840. return 0;
  8841. }
  8842. /*==========================================
  8843. *
  8844. *------------------------------------------
  8845. */
  8846. static int skill_unit_group_newid = MAX_SKILL_DB;
  8847. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8848. {
  8849. struct unit_data *ud = unit_bl2ud(src);
  8850. struct skill_unit_group *group=NULL;
  8851. int i;
  8852. if(skilllv <= 0) return 0;
  8853. nullpo_retr(NULL, src);
  8854. nullpo_retr(NULL, ud);
  8855. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8856. if(i == MAX_SKILLUNITGROUP) {
  8857. int j=0;
  8858. unsigned maxdiff=0,x,tick=gettick();
  8859. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8860. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8861. maxdiff=x;
  8862. j=i;
  8863. }
  8864. skill_delunitgroup(src, ud->skillunit[j]);
  8865. //Since elements must have shifted, we use the last slot.
  8866. i = MAX_SKILLUNITGROUP-1;
  8867. }
  8868. if (!ud->skillunit[i])
  8869. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8870. group=ud->skillunit[i];
  8871. group->src_id=src->id;
  8872. group->party_id=status_get_party_id(src);
  8873. group->guild_id=status_get_guild_id(src);
  8874. group->group_id=skill_unit_group_newid++;
  8875. if(skill_unit_group_newid<=0)
  8876. skill_unit_group_newid = MAX_SKILL_DB;
  8877. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8878. group->unit_count=count;
  8879. group->alive_count=0;
  8880. group->val1=group->val2=group->val3=0;
  8881. group->skill_id=skillid;
  8882. group->skill_lv=skilllv;
  8883. group->unit_id=unit_id;
  8884. group->map=src->m;
  8885. group->limit=limit;
  8886. group->interval=interval;
  8887. group->tick=gettick();
  8888. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8889. group->tick += 1500;
  8890. group->valstr=NULL;
  8891. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8892. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8893. struct map_session_data *sd = NULL;
  8894. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8895. sd->skillid_dance=skillid;
  8896. sd->skilllv_dance=skilllv;
  8897. }
  8898. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8899. if (sd && i&UF_ENSEMBLE &&
  8900. battle_config.player_skill_partner_check &&
  8901. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8902. ) {
  8903. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8904. }
  8905. }
  8906. return group;
  8907. }
  8908. /*==========================================
  8909. *
  8910. *------------------------------------------
  8911. */
  8912. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8913. {
  8914. struct unit_data *ud;
  8915. int i,j;
  8916. nullpo_retr(0, group);
  8917. if (!src) src=map_id2bl(group->src_id);
  8918. ud = unit_bl2ud(src);
  8919. if(!src || !ud) {
  8920. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8921. return 0;
  8922. }
  8923. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8924. {
  8925. struct status_change* sc = status_get_sc(src);
  8926. if (sc && sc->data[SC_DANCING].timer != -1)
  8927. {
  8928. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8929. status_change_end(src,SC_DANCING,-1);
  8930. }
  8931. }
  8932. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8933. struct status_change *sc = status_get_sc(src);
  8934. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8935. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8936. status_change_end(src,SC_GOSPEL,-1);
  8937. }
  8938. }
  8939. if (group->skill_id == SG_SUN_WARM ||
  8940. group->skill_id == SG_MOON_WARM ||
  8941. group->skill_id == SG_STAR_WARM) {
  8942. struct status_change *sc = status_get_sc(src);
  8943. if(sc && sc->data[SC_WARM].timer != -1) {
  8944. sc->data[SC_WARM].val4 = 0;
  8945. status_change_end(src,SC_WARM,-1);
  8946. }
  8947. }
  8948. if (src->type==BL_PC && group->state.ammo_consume)
  8949. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8950. group->alive_count=0;
  8951. if(group->unit!=NULL){
  8952. for(i=0;i<group->unit_count;i++)
  8953. if(group->unit[i].alive)
  8954. skill_delunit(&group->unit[i]);
  8955. }
  8956. if(group->valstr!=NULL){
  8957. aFree(group->valstr);
  8958. group->valstr=NULL;
  8959. }
  8960. map_freeblock((struct block_list*)group->unit);
  8961. group->unit=NULL;
  8962. group->group_id=0;
  8963. group->unit_count=0;
  8964. //Locate and clear this unit from the array.
  8965. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8966. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8967. j--;
  8968. if (i<MAX_SKILLUNITGROUP) {
  8969. ud->skillunit[i] = ud->skillunit[j];
  8970. ud->skillunit[j] = NULL;
  8971. ers_free(skill_unit_ers, group);
  8972. } else
  8973. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8974. return 1;
  8975. }
  8976. /*==========================================
  8977. *
  8978. *------------------------------------------
  8979. */
  8980. int skill_clear_unitgroup (struct block_list *src)
  8981. {
  8982. struct unit_data *ud = unit_bl2ud(src);
  8983. nullpo_retr(0, ud);
  8984. while (ud->skillunit[0])
  8985. skill_delunitgroup(src, ud->skillunit[0]);
  8986. return 1;
  8987. }
  8988. /*==========================================
  8989. *
  8990. *------------------------------------------
  8991. */
  8992. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8993. {
  8994. int i,j=-1,k,s,id;
  8995. struct unit_data *ud;
  8996. struct skill_unit_group_tickset *set;
  8997. nullpo_retr(0, bl);
  8998. if (group->interval==-1)
  8999. return NULL;
  9000. ud = unit_bl2ud(bl);
  9001. if (!ud) return NULL;
  9002. set = ud->skillunittick;
  9003. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9004. id = s = group->skill_id;
  9005. else
  9006. id = s = group->group_id;
  9007. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9008. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9009. if (set[k].id == id)
  9010. return &set[k];
  9011. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9012. j=k;
  9013. }
  9014. if (j == -1) {
  9015. if(battle_config.error_log) {
  9016. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9017. }
  9018. j = id % MAX_SKILLUNITGROUPTICKSET;
  9019. }
  9020. set[j].id = id;
  9021. set[j].tick = tick;
  9022. return &set[j];
  9023. }
  9024. /*==========================================
  9025. *
  9026. *------------------------------------------
  9027. */
  9028. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9029. {
  9030. struct skill_unit *unit;
  9031. struct skill_unit_group *group;
  9032. unsigned int tick;
  9033. unit = va_arg(ap,struct skill_unit *);
  9034. tick = va_arg(ap,unsigned int);
  9035. if (!unit->alive || bl->prev==NULL)
  9036. return 0;
  9037. nullpo_retr(0, group=unit->group);
  9038. if (skill_get_type(group->skill_id)==BF_MAGIC
  9039. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9040. return 0; //AoE skills are ineffective. [Skotlex]
  9041. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9042. return 0;
  9043. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9044. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9045. //Values will be restored on proper switch case.
  9046. int id = group->unit_id;
  9047. unit->val1 = group->skill_id;
  9048. if (unit->val2&UF_SONG) {
  9049. group->unit_id = UNT_DISSONANCE;
  9050. group->skill_id = BA_DISSONANCE;
  9051. } else {
  9052. group->unit_id = UNT_UGLYDANCE;
  9053. group->skill_id = DC_UGLYDANCE;
  9054. }
  9055. skill_unit_onplace_timer(unit,bl,tick);
  9056. group->unit_id = id;
  9057. group->skill_id = unit->val1;
  9058. } else
  9059. skill_unit_onplace_timer(unit,bl,tick);
  9060. return 0;
  9061. }
  9062. /*==========================================
  9063. *
  9064. *------------------------------------------
  9065. */
  9066. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9067. {
  9068. struct skill_unit *unit;
  9069. struct skill_unit_group *group;
  9070. unsigned int tick;
  9071. unit=(struct skill_unit *)bl;
  9072. tick=va_arg(ap,unsigned int);
  9073. if(!unit->alive)
  9074. return 0;
  9075. group=unit->group;
  9076. nullpo_retr(0, group);
  9077. if (unit->range>=0 && group->interval!=-1) {
  9078. if (battle_config.skill_wall_check)
  9079. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9080. group->bl_flag,bl,tick);
  9081. else
  9082. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9083. group->bl_flag,bl,tick);
  9084. if (!unit->alive)
  9085. return 0;
  9086. }
  9087. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9088. switch(group->unit_id){
  9089. case UNT_BLASTMINE:
  9090. group->unit_id = UNT_USED_TRAPS;
  9091. clif_changetraplook(bl, UNT_USED_TRAPS);
  9092. group->limit=DIFF_TICK(tick+1500,group->tick);
  9093. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9094. break;
  9095. case UNT_SKIDTRAP:
  9096. case UNT_ANKLESNARE:
  9097. case UNT_LANDMINE:
  9098. case UNT_SHOCKWAVE:
  9099. case UNT_SANDMAN:
  9100. case UNT_FLASHER:
  9101. case UNT_FREEZINGTRAP:
  9102. case UNT_CLAYMORETRAP:
  9103. case UNT_TALKIEBOX:
  9104. {
  9105. struct block_list *src=map_id2bl(group->src_id);
  9106. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9107. else{
  9108. if(src && src->type==BL_PC && !group->state.into_abyss)
  9109. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9110. struct item item_tmp;
  9111. memset(&item_tmp,0,sizeof(item_tmp));
  9112. item_tmp.nameid=1065;
  9113. item_tmp.identify=1;
  9114. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9115. }
  9116. }
  9117. skill_delunit(unit);
  9118. }
  9119. break;
  9120. case 0xc1:
  9121. case 0xc2:
  9122. case 0xc3:
  9123. case 0xc4:
  9124. {
  9125. struct block_list *src=map_id2bl(group->src_id);
  9126. if (src)
  9127. group->tick = tick;
  9128. }
  9129. break;
  9130. default:
  9131. skill_delunit(unit);
  9132. }
  9133. }
  9134. if(group->unit_id == UNT_ICEWALL) {
  9135. unit->val1 -= 5;
  9136. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9137. unit->limit = DIFF_TICK(tick+700,group->tick);
  9138. }
  9139. return 0;
  9140. }
  9141. /*==========================================
  9142. *
  9143. *------------------------------------------
  9144. */
  9145. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9146. {
  9147. map_freeblock_lock();
  9148. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9149. map_freeblock_unlock();
  9150. return 0;
  9151. }
  9152. /*==========================================
  9153. *
  9154. *------------------------------------------
  9155. */
  9156. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9157. {
  9158. struct skill_unit *unit = (struct skill_unit *)bl;
  9159. struct skill_unit_group *group;
  9160. struct block_list *target;
  9161. unsigned int tick,flag,result;
  9162. int skill_id,unit_id=0; //Set to 0 to shut-up compiler warnings.
  9163. target=va_arg(ap,struct block_list*);
  9164. tick = va_arg(ap,unsigned int);
  9165. flag = va_arg(ap,int);
  9166. nullpo_retr(0, group=unit->group);
  9167. if (!unit->alive || target->prev==NULL)
  9168. return 0;
  9169. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9170. skill_id = unit->group->skill_id;
  9171. if (unit->group->interval!=-1 &&
  9172. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9173. return 0;
  9174. //Target-type check.
  9175. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9176. {
  9177. if(group->src_id == target->id && group->state.song_dance&0x2)
  9178. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9179. if (flag&1)
  9180. {
  9181. if (flag&2)
  9182. { //Clear skill ids we have stored in onout.
  9183. int i;
  9184. for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
  9185. if (i<8)
  9186. skill_unit_temp[i] = 0;
  9187. }
  9188. }
  9189. else
  9190. {
  9191. if (flag&2 && skill_unit_index < 7) //Store this unit id.
  9192. skill_unit_temp[skill_unit_index++] = skill_id;
  9193. }
  9194. if (flag&4)
  9195. skill_unit_onleft(skill_id,target,tick);
  9196. }
  9197. return 0;
  9198. }
  9199. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9200. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9201. //Values will be restored on proper switch case.
  9202. flag|=64; //Signal to remember to restore it.
  9203. unit_id = group->unit_id;
  9204. unit->val1 = group->skill_id;
  9205. if (unit->val2&UF_SONG) {
  9206. group->unit_id = UNT_DISSONANCE;
  9207. group->skill_id = BA_DISSONANCE;
  9208. } else {
  9209. group->unit_id = UNT_UGLYDANCE;
  9210. group->skill_id = DC_UGLYDANCE;
  9211. }
  9212. }
  9213. if (flag&1)
  9214. {
  9215. result = skill_unit_onplace(unit,target,tick);
  9216. if (flag&2 && result)
  9217. { //Clear skill ids we have stored in onout.
  9218. int i;
  9219. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9220. if (i<8)
  9221. skill_unit_temp[i] = 0;
  9222. }
  9223. }
  9224. else
  9225. {
  9226. result = skill_unit_onout(unit,target,tick);
  9227. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9228. skill_unit_temp[skill_unit_index++] = result;
  9229. }
  9230. if (flag&64)
  9231. { //TODO: Normally, this is dangerous since the unit and group could be freed
  9232. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9233. //cells do not get deleted within them. [Skotlex]
  9234. skill_id = group->skill_id;
  9235. group->unit_id = unit_id;
  9236. group->skill_id = unit->val1;
  9237. }
  9238. if (flag&4)
  9239. skill_unit_onleft(skill_id,target,tick);
  9240. return 1;
  9241. }
  9242. /*==========================================
  9243. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9244. * Flag values:
  9245. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9246. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9247. * units to figure out when they have left a group.
  9248. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9249. *------------------------------------------
  9250. */
  9251. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9252. {
  9253. nullpo_retr(0, bl);
  9254. if(bl->prev==NULL )
  9255. return 0;
  9256. if (flag&2 && !(flag&1))
  9257. { //Onout, clear data
  9258. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9259. skill_unit_index=0;
  9260. }
  9261. map_foreachincell(skill_unit_move_sub,
  9262. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9263. if (flag&2 && flag&1)
  9264. { //Onplace, check any skill units you have left.
  9265. int i;
  9266. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9267. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9268. }
  9269. return 0;
  9270. }
  9271. /*==========================================
  9272. *
  9273. *------------------------------------------
  9274. */
  9275. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9276. {
  9277. int i,j;
  9278. unsigned int tick = gettick();
  9279. int *m_flag;
  9280. struct skill_unit *unit1;
  9281. struct skill_unit *unit2;
  9282. nullpo_retr(0, group);
  9283. if (group->unit_count<=0)
  9284. return 0;
  9285. if (group->unit==NULL)
  9286. return 0;
  9287. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9288. return 0;
  9289. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9290. // m_flag
  9291. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9292. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9293. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9294. // 3: Both 1+2.
  9295. for(i=0;i<group->unit_count;i++){
  9296. unit1=&group->unit[i];
  9297. if (!unit1->alive || unit1->bl.m!=m)
  9298. continue;
  9299. for(j=0;j<group->unit_count;j++){
  9300. unit2=&group->unit[j];
  9301. if (!unit2->alive)
  9302. continue;
  9303. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9304. m_flag[i] |= 0x1;
  9305. }
  9306. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9307. m_flag[i] |= 0x2;
  9308. }
  9309. }
  9310. }
  9311. j = 0;
  9312. for (i=0;i<group->unit_count;i++) {
  9313. unit1=&group->unit[i];
  9314. if (!unit1->alive)
  9315. continue;
  9316. if (!(m_flag[i]&0x2)) {
  9317. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9318. skill_dance_overlap(unit1, 0);
  9319. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9320. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9321. }
  9322. //Move Cell using "smart" criteria (avoid useless moving around)
  9323. switch(m_flag[i])
  9324. {
  9325. case 0:
  9326. //Cell moves independently, safely move it.
  9327. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9328. break;
  9329. case 1:
  9330. //Cell moves unto another cell, look for a replacement cell that won't collide
  9331. //and has no cell moving into it (flag == 2)
  9332. for(;j<group->unit_count;j++)
  9333. {
  9334. if(m_flag[j]!=2 || !group->unit[j].alive)
  9335. continue;
  9336. //Move to where this cell would had moved.
  9337. unit2 = &group->unit[j];
  9338. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9339. j++; //Skip this cell as we have used it.
  9340. break;
  9341. }
  9342. break;
  9343. case 2:
  9344. case 3:
  9345. break; //Don't move the cell as a cell will end on this tile anyway.
  9346. }
  9347. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9348. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9349. skill_dance_overlap(unit1, 1);
  9350. clif_skill_setunit(unit1);
  9351. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9352. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9353. }
  9354. }
  9355. aFree(m_flag);
  9356. return 0;
  9357. }
  9358. /*----------------------------------------------------------------------------
  9359. *
  9360. *----------------------------------------------------------------------------
  9361. */
  9362. /*==========================================
  9363. *
  9364. *------------------------------------------
  9365. */
  9366. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9367. {
  9368. int i,j;
  9369. nullpo_retr(0, sd);
  9370. if(nameid<=0)
  9371. return 0;
  9372. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9373. if(skill_produce_db[i].nameid == nameid )
  9374. break;
  9375. }
  9376. if( i >= MAX_SKILL_PRODUCE_DB )
  9377. return 0;
  9378. if(trigger>=0){
  9379. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9380. if(skill_produce_db[i].itemlv!=trigger)
  9381. return 0;
  9382. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9383. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9384. return 0;
  9385. } else { // Weapon (itemlv must be higher or equal)
  9386. if(skill_produce_db[i].itemlv>trigger)
  9387. return 0;
  9388. }
  9389. }
  9390. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9391. return 0;
  9392. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9393. int id,x,y;
  9394. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9395. continue;
  9396. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9397. if(pc_search_inventory(sd,id) < 0)
  9398. return 0;
  9399. }
  9400. else {
  9401. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9402. if( sd->status.inventory[y].nameid == id )
  9403. x+=sd->status.inventory[y].amount;
  9404. if(x<qty*skill_produce_db[i].mat_amount[j])
  9405. return 0;
  9406. }
  9407. }
  9408. return i+1;
  9409. }
  9410. /*==========================================
  9411. *
  9412. *------------------------------------------
  9413. */
  9414. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9415. {
  9416. int slot[3];
  9417. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9418. struct status_data *status;
  9419. nullpo_retr(0, sd);
  9420. status = status_get_status_data(&sd->bl);
  9421. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9422. return 0;
  9423. idx--;
  9424. if (qty < 1)
  9425. qty = 1;
  9426. if (!skill_id) //A skill can be specified for some override cases.
  9427. skill_id = skill_produce_db[idx].req_skill;
  9428. slot[0]=slot1;
  9429. slot[1]=slot2;
  9430. slot[2]=slot3;
  9431. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9432. int j;
  9433. if( slot[i]<=0 )
  9434. continue;
  9435. j = pc_search_inventory(sd,slot[i]);
  9436. if(j < 0)
  9437. continue;
  9438. if(slot[i]==1000){ /* Star Crumb */
  9439. pc_delitem(sd,j,1,1);
  9440. sc++;
  9441. }
  9442. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9443. static const int ele_table[4]={3,1,4,2};
  9444. pc_delitem(sd,j,1,1);
  9445. ele=ele_table[slot[i]-994];
  9446. }
  9447. }
  9448. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9449. int j,id,x;
  9450. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9451. continue;
  9452. x=qty*skill_produce_db[idx].mat_amount[i];
  9453. do{
  9454. int y=0;
  9455. j = pc_search_inventory(sd,id);
  9456. if(j >= 0){
  9457. y = sd->status.inventory[j].amount;
  9458. if(y>x)y=x;
  9459. pc_delitem(sd,j,y,0);
  9460. }else {
  9461. if(battle_config.error_log)
  9462. ShowError("skill_produce_mix: material item error\n");
  9463. }
  9464. x-=y;
  9465. }while( j>=0 && x>0 );
  9466. }
  9467. if((equip=itemdb_isequip(nameid)))
  9468. wlv = itemdb_wlv(nameid);
  9469. if(!equip) {
  9470. switch(skill_id){
  9471. case BS_IRON:
  9472. case BS_STEEL:
  9473. case BS_ENCHANTEDSTONE:
  9474. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9475. i = pc_checkskill(sd,skill_id);
  9476. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9477. switch(nameid){
  9478. case 998: // Iron
  9479. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9480. break;
  9481. case 999: // Steel
  9482. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9483. break;
  9484. case 1000: //Star Crumb
  9485. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9486. break;
  9487. default: // Enchanted Stones
  9488. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9489. break;
  9490. }
  9491. break;
  9492. case ASC_CDP:
  9493. make_per = (2000 + 40*status->dex + 20*status->luk);
  9494. break;
  9495. case AL_HOLYWATER:
  9496. make_per = 100000; //100% success
  9497. break;
  9498. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9499. case AM_TWILIGHT1:
  9500. case AM_TWILIGHT2:
  9501. case AM_TWILIGHT3:
  9502. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9503. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9504. + status->int_*5 + status->dex*10+status->luk*10;
  9505. switch(nameid){
  9506. case 501: // Red Potion
  9507. case 503: // Yellow Potion
  9508. case 504: // White Potion
  9509. case 605: // Anodyne
  9510. case 606: // Aloevera
  9511. make_per += 2000;
  9512. break;
  9513. case 505: // Blue Potion
  9514. make_per -= 500;
  9515. break;
  9516. case 545: // Condensed Red Potion
  9517. case 546: // Condensed Yellow Potion
  9518. case 547: // Condensed White Potion
  9519. make_per -= 1000;
  9520. break;
  9521. case 970: // Alcohol
  9522. make_per += 1000;
  9523. break;
  9524. case 7139: // Glistening Coat
  9525. make_per -= 1000;
  9526. break;
  9527. case 7135: // Bottle Grenade
  9528. case 7136: // Acid Bottle
  9529. case 7137: // Plant Bottle
  9530. case 7138: // Marine Sphere Bottle
  9531. default:
  9532. break;
  9533. }
  9534. if(battle_config.pp_rate != 100)
  9535. make_per = make_per * battle_config.pp_rate / 100;
  9536. break;
  9537. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9538. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9539. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9540. switch(nameid){
  9541. case 12114:
  9542. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9543. if (flag > 0)
  9544. make_per += 1000*flag-500;
  9545. break;
  9546. case 12115:
  9547. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9548. if (flag > 0)
  9549. make_per += 1000*flag-500;
  9550. break;
  9551. case 12116:
  9552. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9553. if (flag > 0)
  9554. make_per += 1000*flag-500;
  9555. break;
  9556. case 12117:
  9557. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9558. if (flag > 0)
  9559. make_per += 1000*flag-500;
  9560. break;
  9561. }
  9562. break;
  9563. default:
  9564. if (sd->menuskill_id == AM_PHARMACY &&
  9565. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9566. { //Assume Cooking Dish
  9567. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9568. make_per = 10000; //100% Success
  9569. else
  9570. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9571. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9572. break;
  9573. }
  9574. make_per = 5000;
  9575. break;
  9576. }
  9577. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9578. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9579. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9580. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9581. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9582. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9583. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9584. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9585. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9586. if(battle_config.wp_rate != 100)
  9587. make_per = make_per * battle_config.wp_rate / 100;
  9588. }
  9589. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9590. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9591. make_per = (make_per * 80) / 100; //Lupus
  9592. if(make_per < 1) make_per = 1;
  9593. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9594. struct item tmp_item;
  9595. memset(&tmp_item,0,sizeof(tmp_item));
  9596. tmp_item.nameid=nameid;
  9597. tmp_item.amount=1;
  9598. tmp_item.identify=1;
  9599. if(equip){
  9600. tmp_item.card[0]=CARD0_FORGE;
  9601. tmp_item.card[1]=((sc*5)<<8)+ele;
  9602. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9603. tmp_item.card[3]=GetWord(sd->char_id,1);
  9604. } else {
  9605. //Flag is only used on the end, so it can be used here. [Skotlex]
  9606. switch (skill_id) {
  9607. case AM_PHARMACY:
  9608. case AM_TWILIGHT1:
  9609. case AM_TWILIGHT2:
  9610. case AM_TWILIGHT3:
  9611. flag = battle_config.produce_potion_name_input;
  9612. break;
  9613. case AL_HOLYWATER:
  9614. flag = battle_config.holywater_name_input;
  9615. break;
  9616. case ASC_CDP:
  9617. flag = battle_config.cdp_name_input;
  9618. break;
  9619. default:
  9620. flag = battle_config.produce_item_name_input;
  9621. break;
  9622. }
  9623. if (flag) {
  9624. tmp_item.card[0]=CARD0_CREATE;
  9625. tmp_item.card[1]=0;
  9626. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9627. tmp_item.card[3]=GetWord(sd->char_id,1);
  9628. }
  9629. }
  9630. // if(log_config.produce > 0)
  9631. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9632. //TODO update PICKLOG
  9633. if(equip){
  9634. clif_produceeffect(sd,0,nameid);
  9635. clif_misceffect(&sd->bl,3);
  9636. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9637. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9638. } else {
  9639. int fame = 0;
  9640. tmp_item.amount = 0;
  9641. for (i=0; i< qty; i++)
  9642. { //Apply quantity modifiers.
  9643. if (rand()%10000 < make_per || qty == 1)
  9644. { //Success
  9645. tmp_item.amount++;
  9646. if(nameid < 545 || nameid > 547)
  9647. continue;
  9648. if(skill_id != AM_PHARMACY &&
  9649. skill_id != AM_TWILIGHT1 &&
  9650. skill_id != AM_TWILIGHT2 &&
  9651. skill_id != AM_TWILIGHT3)
  9652. continue;
  9653. //Add fame as needed.
  9654. switch(++sd->potion_success_counter) {
  9655. case 3:
  9656. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9657. break;
  9658. case 5:
  9659. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9660. break;
  9661. case 7:
  9662. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9663. break;
  9664. case 10:
  9665. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9666. sd->potion_success_counter = 0;
  9667. break;
  9668. }
  9669. } else //Failure
  9670. sd->potion_success_counter = 0;
  9671. }
  9672. if (fame)
  9673. pc_addfame(sd,fame);
  9674. //Visual effects and the like.
  9675. switch (skill_id) {
  9676. case AM_PHARMACY:
  9677. case AM_TWILIGHT1:
  9678. case AM_TWILIGHT2:
  9679. case AM_TWILIGHT3:
  9680. case ASC_CDP:
  9681. clif_produceeffect(sd,2,nameid);
  9682. clif_misceffect(&sd->bl,5);
  9683. break;
  9684. case BS_IRON:
  9685. case BS_STEEL:
  9686. case BS_ENCHANTEDSTONE:
  9687. clif_produceeffect(sd,0,nameid);
  9688. clif_misceffect(&sd->bl,3);
  9689. break;
  9690. default: //Those that don't require a skill?
  9691. if (skill_produce_db[idx].itemlv>10 &&
  9692. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9693. clif_specialeffect(&sd->bl, 608, AREA);
  9694. break;
  9695. }
  9696. }
  9697. if (tmp_item.amount) { //Success
  9698. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9699. clif_additem(sd,0,0,flag);
  9700. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9701. }
  9702. return 1;
  9703. }
  9704. }
  9705. //Failure
  9706. // if(log_config.produce)
  9707. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9708. //TODO update PICKLOG
  9709. if(equip){
  9710. clif_produceeffect(sd,1,nameid);
  9711. clif_misceffect(&sd->bl,2);
  9712. } else {
  9713. switch (skill_id) {
  9714. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9715. status_percent_damage(NULL, &sd->bl, -25, 0);
  9716. case AM_PHARMACY:
  9717. case AM_TWILIGHT1:
  9718. case AM_TWILIGHT2:
  9719. case AM_TWILIGHT3:
  9720. clif_produceeffect(sd,3,nameid);
  9721. clif_misceffect(&sd->bl,6);
  9722. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9723. break;
  9724. case BS_IRON:
  9725. case BS_STEEL:
  9726. case BS_ENCHANTEDSTONE:
  9727. clif_produceeffect(sd,1,nameid);
  9728. clif_misceffect(&sd->bl,2);
  9729. break;
  9730. default:
  9731. if (skill_produce_db[idx].itemlv>10 &&
  9732. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9733. clif_specialeffect(&sd->bl, 609, AREA);
  9734. }
  9735. }
  9736. return 0;
  9737. }
  9738. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9739. {
  9740. int i,j,flag,index=-1;
  9741. struct item tmp_item;
  9742. nullpo_retr(0, sd);
  9743. if(nameid <= 0)
  9744. return 1;
  9745. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9746. if(nameid == skill_arrow_db[i].nameid) {
  9747. index = i;
  9748. break;
  9749. }
  9750. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9751. return 1;
  9752. pc_delitem(sd,j,1,0);
  9753. for(i=0;i<5;i++) {
  9754. memset(&tmp_item,0,sizeof(tmp_item));
  9755. tmp_item.identify = 1;
  9756. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9757. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9758. if(battle_config.making_arrow_name_input) {
  9759. tmp_item.card[0]=CARD0_CREATE;
  9760. tmp_item.card[1]=0;
  9761. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9762. tmp_item.card[3]=GetWord(sd->char_id,1);
  9763. }
  9764. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9765. continue;
  9766. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9767. clif_additem(sd,0,0,flag);
  9768. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9769. }
  9770. }
  9771. return 0;
  9772. }
  9773. /*==========================================
  9774. *
  9775. *------------------------------------------
  9776. */
  9777. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9778. {
  9779. struct map_session_data *sd = map_id2sd(id);
  9780. if (data <= 0 || data >= MAX_SKILL)
  9781. return 0;
  9782. if (sd) sd->blockskill[data] = 0;
  9783. return 1;
  9784. }
  9785. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9786. {
  9787. nullpo_retr (-1, sd);
  9788. if (skillid >= GD_SKILLBASE)
  9789. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9790. if (skillid >= HM_SKILLBASE) //[orn]
  9791. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9792. if (skillid < 1 || skillid > MAX_SKILL)
  9793. return -1;
  9794. sd->blockskill[skillid] = 1;
  9795. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9796. }
  9797. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9798. {
  9799. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9800. if (data <= 0 || data >= MAX_SKILL)
  9801. return 0;
  9802. if (hd) hd->blockskill[data] = 0;
  9803. return 1;
  9804. }
  9805. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9806. {
  9807. nullpo_retr (-1, hd);
  9808. if (skillid >= GD_SKILLBASE)
  9809. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9810. if (skillid >= HM_SKILLBASE) //[orn]
  9811. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9812. if (skillid < 1 || skillid > MAX_SKILL)
  9813. return -1;
  9814. hd->blockskill[skillid] = 1;
  9815. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9816. }
  9817. /*----------------------------------------------------------------------------
  9818. *
  9819. */
  9820. /*
  9821. *
  9822. */
  9823. int skill_split_str (char *str, char **val, int num)
  9824. {
  9825. int i;
  9826. for (i=0; i<num && str; i++){
  9827. val[i] = str;
  9828. str = strchr(str,',');
  9829. if (str)
  9830. *str++=0;
  9831. }
  9832. return i;
  9833. }
  9834. /*
  9835. *
  9836. */
  9837. int skill_split_atoi (char *str, int *val)
  9838. {
  9839. int i, j, diff, step = 1;
  9840. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9841. if (!str) break;
  9842. val[i] = atoi(str);
  9843. str = strchr(str,':');
  9844. if (str)
  9845. *str++=0;
  9846. }
  9847. if(i==0) //No data found.
  9848. return 0;
  9849. if(i==1)
  9850. { //Single value, have the whole range have the same value.
  9851. for (; i < MAX_SKILL_LEVEL; i++)
  9852. val[i] = val[i-1];
  9853. return i;
  9854. }
  9855. //Check for linear change with increasing steps until we reach half of the data acquired.
  9856. for (step = 1; step <= i/2; step++)
  9857. {
  9858. diff = val[i-1] - val[i-step-1];
  9859. for(j = i-1; j >= step; j--)
  9860. if ((val[j]-val[j-step]) != diff)
  9861. break;
  9862. if (j>=step) //No match, try next step.
  9863. continue;
  9864. for(; i < MAX_SKILL_LEVEL; i++)
  9865. { //Apply linear increase
  9866. val[i] = val[i-step]+diff;
  9867. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9868. { val[i] = 1; diff = 0; step = 1; }
  9869. }
  9870. return i;
  9871. }
  9872. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9873. for (;i<MAX_SKILL_LEVEL; i++)
  9874. val[i] = val[i-1];
  9875. return i;
  9876. }
  9877. /*
  9878. *
  9879. */
  9880. void skill_init_unit_layout (void)
  9881. {
  9882. int i,j,size,pos = 0;
  9883. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9884. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9885. size = i*2+1;
  9886. skill_unit_layout[i].count = size*size;
  9887. for (j=0; j<size*size; j++) {
  9888. skill_unit_layout[i].dx[j] = (j%size-i);
  9889. skill_unit_layout[i].dy[j] = (j/size-i);
  9890. }
  9891. }
  9892. pos = i;
  9893. for (i=0;i<MAX_SKILL_DB;i++) {
  9894. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9895. continue;
  9896. switch (i) {
  9897. case MG_FIREWALL:
  9898. case WZ_ICEWALL:
  9899. break;
  9900. case PR_SANCTUARY:
  9901. {
  9902. static const int dx[] = {
  9903. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9904. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9905. static const int dy[]={
  9906. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9907. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9908. skill_unit_layout[pos].count = 21;
  9909. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9910. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9911. break;
  9912. }
  9913. case PR_MAGNUS:
  9914. {
  9915. static const int dx[] = {
  9916. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9917. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9918. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9919. static const int dy[] = {
  9920. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9921. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9922. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9923. skill_unit_layout[pos].count = 33;
  9924. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9925. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9926. break;
  9927. }
  9928. case AS_VENOMDUST:
  9929. {
  9930. static const int dx[] = {-1, 0, 0, 0, 1};
  9931. static const int dy[] = { 0,-1, 0, 1, 0};
  9932. skill_unit_layout[pos].count = 5;
  9933. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9934. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9935. break;
  9936. }
  9937. case CR_GRANDCROSS:
  9938. case NPC_GRANDDARKNESS:
  9939. {
  9940. static const int dx[] = {
  9941. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9942. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9943. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9944. static const int dy[] = {
  9945. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9946. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9947. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9948. skill_unit_layout[pos].count = 29;
  9949. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9950. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9951. break;
  9952. }
  9953. case PF_FOGWALL:
  9954. {
  9955. static const int dx[] = {
  9956. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9957. static const int dy[] = {
  9958. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9959. skill_unit_layout[pos].count = 15;
  9960. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9961. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9962. break;
  9963. }
  9964. case PA_GOSPEL:
  9965. {
  9966. static const int dx[] = {
  9967. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9968. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9969. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9970. -1, 0, 1};
  9971. static const int dy[] = {
  9972. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9973. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9974. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9975. 3, 3, 3};
  9976. skill_unit_layout[pos].count = 33;
  9977. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9978. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9979. break;
  9980. }
  9981. case NJ_KAENSIN:
  9982. {
  9983. 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};
  9984. 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};
  9985. skill_unit_layout[pos].count = 24;
  9986. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9987. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9988. break;
  9989. }
  9990. case NJ_TATAMIGAESHI:
  9991. {
  9992. //Level 1 (count 4, cross of 3x3)
  9993. static const int dx1[] = {-1, 1, 0, 0};
  9994. static const int dy1[] = { 0, 0,-1, 1};
  9995. //Level 2-3 (count 8, cross of 5x5)
  9996. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9997. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9998. //Level 4-5 (count 12, cross of 7x7
  9999. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10000. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10001. //lv1
  10002. j = 0;
  10003. skill_unit_layout[pos].count = 4;
  10004. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10005. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10006. skill_db[i].unit_layout_type[j] = pos;
  10007. //lv2/3
  10008. j++;
  10009. pos++;
  10010. skill_unit_layout[pos].count = 8;
  10011. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10012. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10013. skill_db[i].unit_layout_type[j] = pos;
  10014. skill_db[i].unit_layout_type[++j] = pos;
  10015. //lv4/5
  10016. j++;
  10017. pos++;
  10018. skill_unit_layout[pos].count = 12;
  10019. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10020. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10021. skill_db[i].unit_layout_type[j] = pos;
  10022. skill_db[i].unit_layout_type[++j] = pos;
  10023. //Fill in the rest using lv 5.
  10024. for (;j<MAX_SKILL_LEVEL;j++)
  10025. skill_db[i].unit_layout_type[j] = pos;
  10026. //Skip, this way the check below will fail and continue to the next skill.
  10027. pos++;
  10028. break;
  10029. }
  10030. default:
  10031. ShowError("unknown unit layout at skill %d\n",i);
  10032. break;
  10033. }
  10034. if (!skill_unit_layout[pos].count)
  10035. continue;
  10036. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10037. skill_db[i].unit_layout_type[j] = pos;
  10038. pos++;
  10039. }
  10040. firewall_unit_pos = pos;
  10041. for (i=0;i<8;i++) {
  10042. if (i&1) {
  10043. skill_unit_layout[pos].count = 5;
  10044. if (i&0x2) {
  10045. int dx[] = {-1,-1, 0, 0, 1};
  10046. int dy[] = { 1, 0, 0,-1,-1};
  10047. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10048. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10049. } else {
  10050. int dx[] = { 1, 1 ,0, 0,-1};
  10051. int dy[] = { 1, 0, 0,-1,-1};
  10052. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10053. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10054. }
  10055. } else {
  10056. skill_unit_layout[pos].count = 3;
  10057. if (i%4==0) {
  10058. int dx[] = {-1, 0, 1};
  10059. int dy[] = { 0, 0, 0};
  10060. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10061. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10062. } else {
  10063. int dx[] = { 0, 0, 0};
  10064. int dy[] = {-1, 0, 1};
  10065. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10066. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10067. }
  10068. }
  10069. pos++;
  10070. }
  10071. icewall_unit_pos = pos;
  10072. for (i=0;i<8;i++) {
  10073. skill_unit_layout[pos].count = 5;
  10074. if (i&1) {
  10075. if (i&0x2) {
  10076. int dx[] = {-2,-1, 0, 1, 2};
  10077. int dy[] = { 2, 1, 0,-1,-2};
  10078. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10079. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10080. } else {
  10081. int dx[] = { 2, 1 ,0,-1,-2};
  10082. int dy[] = { 2, 1, 0,-1,-2};
  10083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10085. }
  10086. } else {
  10087. if (i%4==0) {
  10088. int dx[] = {-2,-1, 0, 1, 2};
  10089. int dy[] = { 0, 0, 0, 0, 0};
  10090. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10091. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10092. } else {
  10093. int dx[] = { 0, 0, 0, 0, 0};
  10094. int dy[] = {-2,-1, 0, 1, 2};
  10095. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10096. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10097. }
  10098. }
  10099. pos++;
  10100. }
  10101. }
  10102. /*==========================================
  10103. * DB reading.
  10104. * skill_db.txt
  10105. * skill_cast_db.txt
  10106. * produce_db.txt
  10107. * create_arrow_db.txt
  10108. * abra_db.txt
  10109. *------------------------------------------
  10110. */
  10111. int skill_readdb (void)
  10112. {
  10113. int i,j,k,l,m;
  10114. FILE *fp;
  10115. char line[1024],path[1024],*p;
  10116. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10117. memset(skill_db,0,sizeof(skill_db));
  10118. sprintf(path, "%s/skill_db.txt", db_path);
  10119. fp=fopen(path,"r");
  10120. if(fp==NULL){
  10121. ShowError("can't read %s\n", path);
  10122. return 1;
  10123. }
  10124. while(fgets(line,1020,fp)){
  10125. char *split[50];
  10126. if(line[0]=='/' && line[1]=='/')
  10127. continue;
  10128. j = skill_split_str(line,split,15);
  10129. if(j < 15 || split[14]==NULL)
  10130. continue;
  10131. i=atoi(split[0]);
  10132. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10133. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10134. continue;
  10135. }
  10136. if (i >= GD_SKILLBASE)
  10137. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10138. if (i >= HM_SKILLBASE) //[orn]
  10139. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10140. if(i<=0 || i>MAX_SKILL_DB)
  10141. continue;
  10142. skill_split_atoi(split[1],skill_db[i].range);
  10143. skill_db[i].hit=atoi(split[2]);
  10144. skill_db[i].inf=atoi(split[3]);
  10145. skill_db[i].pl=atoi(split[4]);
  10146. skill_db[i].nk=atoi(split[5]);
  10147. skill_split_atoi(split[6],skill_db[i].splash);
  10148. skill_db[i].max=atoi(split[7]);
  10149. skill_split_atoi(split[8],skill_db[i].num);
  10150. if(strcmpi(split[9],"yes") == 0)
  10151. skill_db[i].castcancel=1;
  10152. else
  10153. skill_db[i].castcancel=0;
  10154. skill_db[i].cast_def_rate=atoi(split[10]);
  10155. skill_db[i].inf2=atoi(split[11]);
  10156. skill_db[i].maxcount=atoi(split[12]);
  10157. if(strcmpi(split[13],"weapon") == 0)
  10158. skill_db[i].skill_type=BF_WEAPON;
  10159. else if(strcmpi(split[13],"magic") == 0)
  10160. skill_db[i].skill_type=BF_MAGIC;
  10161. else if(strcmpi(split[13],"misc") == 0)
  10162. skill_db[i].skill_type=BF_MISC;
  10163. else
  10164. skill_db[i].skill_type=0;
  10165. skill_split_atoi(split[14],skill_db[i].blewcount);
  10166. for (j = 0; skill_names[j].id != 0; j++)
  10167. if (skill_names[j].id == i) {
  10168. skill_db[i].name = skill_names[j].name;
  10169. skill_db[i].desc = skill_names[j].desc;
  10170. break;
  10171. }
  10172. }
  10173. fclose(fp);
  10174. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10175. sprintf(path, "%s/skill_require_db.txt", db_path);
  10176. fp=fopen(path,"r");
  10177. if(fp==NULL){
  10178. ShowError("can't read %s\n", path);
  10179. return 1;
  10180. }
  10181. while(fgets(line,1020,fp)){
  10182. char *split[50];
  10183. if(line[0]=='/' && line[1]=='/')
  10184. continue;
  10185. j = skill_split_str(line,split,32);
  10186. if(j < 32 || split[31]==NULL)
  10187. continue;
  10188. i=atoi(split[0]);
  10189. if (i >= GD_SKILLBASE)
  10190. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10191. if (i >= HM_SKILLBASE) //[orn]
  10192. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10193. if(i<=0 || i>MAX_SKILL_DB)
  10194. continue;
  10195. skill_split_atoi(split[1],skill_db[i].hp);
  10196. skill_split_atoi(split[2],skill_db[i].mhp);
  10197. skill_split_atoi(split[3],skill_db[i].sp);
  10198. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10199. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10200. skill_split_atoi(split[6],skill_db[i].zeny);
  10201. p = split[7];
  10202. for(j=0;j<32;j++){
  10203. l = atoi(p);
  10204. if (l==99) {
  10205. skill_db[i].weapon = 0xffffffff;
  10206. break;
  10207. }
  10208. else
  10209. skill_db[i].weapon |= 1<<l;
  10210. p=strchr(p,':');
  10211. if(!p)
  10212. break;
  10213. p++;
  10214. }
  10215. p = split[8];
  10216. for(j=0;j<32;j++){
  10217. l = atoi(p);
  10218. if (l)
  10219. skill_db[i].ammo |= 1<<l;
  10220. p=strchr(p,':');
  10221. if(!p)
  10222. break;
  10223. p++;
  10224. }
  10225. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10226. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10227. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10228. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10229. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10230. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10231. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10232. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10233. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10234. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10235. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10236. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10237. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10238. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10239. else skill_db[i].state=ST_NONE;
  10240. skill_split_atoi(split[11],skill_db[i].spiritball);
  10241. for (j = 0; j < 10; j++) {
  10242. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10243. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10244. }
  10245. }
  10246. fclose(fp);
  10247. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10248. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10249. fp=fopen(path,"r");
  10250. if(fp==NULL){
  10251. ShowError("can't read %s\n", path);
  10252. return 1;
  10253. }
  10254. l=0;
  10255. while(fgets(line,1020,fp)){
  10256. char *split[50];
  10257. l++;
  10258. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10259. if(line[0]=='/' && line[1]=='/')
  10260. continue;
  10261. j = skill_split_str(line,split,6);
  10262. if(split[0]==NULL || j<2)
  10263. continue; //Blank line.
  10264. if(split[5]==NULL || j<6) {
  10265. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10266. continue;
  10267. }
  10268. i=atoi(split[0]);
  10269. if (i >= GD_SKILLBASE)
  10270. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10271. if (i >= HM_SKILLBASE) //[orn]
  10272. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10273. if(i<=0 || i>MAX_SKILL_DB)
  10274. continue;
  10275. skill_split_atoi(split[1],skill_db[i].cast);
  10276. skill_split_atoi(split[2],skill_db[i].delay);
  10277. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10278. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10279. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10280. }
  10281. fclose(fp);
  10282. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10283. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10284. fp=fopen(path,"r");
  10285. if (fp==NULL) {
  10286. ShowError("can't read %s\n", path);
  10287. return 1;
  10288. }
  10289. k = 0;
  10290. while (fgets(line,1020,fp)) {
  10291. char *split[50];
  10292. if (line[0]=='/' && line[1]=='/')
  10293. continue;
  10294. j = skill_split_str(line,split,8);
  10295. if (split[7]==NULL || j<8)
  10296. continue;
  10297. i=atoi(split[0]);
  10298. if (i >= GD_SKILLBASE)
  10299. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10300. if (i >= HM_SKILLBASE) //[orn]
  10301. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10302. if(i<=0 || i>MAX_SKILL_DB)
  10303. continue;
  10304. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10305. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10306. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10307. skill_split_atoi(split[4],skill_db[i].unit_range);
  10308. skill_db[i].unit_interval = atoi(split[5]);
  10309. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10310. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10311. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10312. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10313. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10314. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10315. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10316. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10317. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10318. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10319. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10320. skill_db[i].unit_target=BCT_NOENEMY;
  10321. //By default, target just characters.
  10322. skill_db[i].unit_target |= BL_CHAR;
  10323. if (skill_db[i].unit_flag&UF_NOPC)
  10324. skill_db[i].unit_target &= ~BL_PC;
  10325. if (skill_db[i].unit_flag&UF_NOMOB)
  10326. skill_db[i].unit_target &= ~BL_MOB;
  10327. if (skill_db[i].unit_flag&UF_SKILL)
  10328. skill_db[i].unit_target |= BL_SKILL;
  10329. k++;
  10330. }
  10331. fclose(fp);
  10332. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10333. skill_init_unit_layout();
  10334. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10335. for(m=0;m<2;m++){
  10336. sprintf(path, "%s/%s", db_path, filename[m]);
  10337. fp=fopen(path,"r");
  10338. if(fp==NULL){
  10339. if(m>0)
  10340. continue;
  10341. ShowError("can't read %s\n",path);
  10342. return 1;
  10343. }
  10344. k=0;
  10345. while(fgets(line,1020,fp)){
  10346. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10347. int x,y;
  10348. if(line[0]=='/' && line[1]=='/')
  10349. continue;
  10350. memset(split,0,sizeof(split));
  10351. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10352. if(split[0]==0) //fixed by Lupus
  10353. continue;
  10354. i=atoi(split[0]);
  10355. if(i<=0) continue;
  10356. skill_produce_db[k].nameid=i;
  10357. skill_produce_db[k].itemlv=atoi(split[1]);
  10358. skill_produce_db[k].req_skill=atoi(split[2]);
  10359. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10360. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10361. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10362. }
  10363. k++;
  10364. if(k >= MAX_SKILL_PRODUCE_DB)
  10365. break;
  10366. }
  10367. fclose(fp);
  10368. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10369. }
  10370. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10371. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10372. fp=fopen(path,"r");
  10373. if(fp==NULL){
  10374. ShowError("can't read %s\n", path);
  10375. return 1;
  10376. }
  10377. k=0;
  10378. while(fgets(line,1020,fp)){
  10379. char *split[16];
  10380. int x,y;
  10381. if(line[0]=='/' && line[1]=='/')
  10382. continue;
  10383. memset(split,0,sizeof(split));
  10384. j = skill_split_str(line,split,13);
  10385. if(split[0]==0) //fixed by Lupus
  10386. continue;
  10387. i=atoi(split[0]);
  10388. if(i<=0)
  10389. continue;
  10390. skill_arrow_db[k].nameid=i;
  10391. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10392. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10393. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10394. }
  10395. k++;
  10396. if(k >= MAX_SKILL_ARROW_DB)
  10397. break;
  10398. }
  10399. fclose(fp);
  10400. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10401. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10402. sprintf(path, "%s/abra_db.txt", db_path);
  10403. fp=fopen(path,"r");
  10404. if(fp==NULL){
  10405. ShowError("can't read %s\n", path);
  10406. return 1;
  10407. }
  10408. k=0;
  10409. while(fgets(line,1020,fp)){
  10410. char *split[16];
  10411. if(line[0]=='/' && line[1]=='/')
  10412. continue;
  10413. memset(split,0,sizeof(split));
  10414. j = skill_split_str(line,split,13);
  10415. if(split[0]==0) //fixed by Lupus
  10416. continue;
  10417. i=atoi(split[0]);
  10418. if(i<=0)
  10419. continue;
  10420. skill_abra_db[i].req_lv=atoi(split[2]);
  10421. skill_abra_db[i].per=atoi(split[3]);
  10422. k++;
  10423. if(k >= MAX_SKILL_ABRA_DB)
  10424. break;
  10425. }
  10426. fclose(fp);
  10427. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10428. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10429. fp=fopen(path,"r");
  10430. if(fp==NULL){
  10431. ShowError("can't read %s\n", path);
  10432. return 1;
  10433. }
  10434. while(fgets(line,1020,fp)){
  10435. char *split[50];
  10436. if(line[0]=='/' && line[1]=='/')
  10437. continue;
  10438. memset(split,0,sizeof(split));
  10439. j = skill_split_str(line,split,3);
  10440. if(split[0]==0) //fixed by Lupus
  10441. continue;
  10442. i=atoi(split[0]);
  10443. if (i >= GD_SKILLBASE)
  10444. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10445. if(i<=0 || i>MAX_SKILL_DB)
  10446. continue;
  10447. skill_split_atoi(split[1],skill_db[i].castnodex);
  10448. if (!split[2])
  10449. continue;
  10450. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10451. }
  10452. fclose(fp);
  10453. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10454. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10455. fp=fopen(path,"r");
  10456. if(fp==NULL){
  10457. ShowError("can't read %s\n", path);
  10458. return 1;
  10459. }
  10460. k=0;
  10461. while(fgets(line,1020,fp)){
  10462. char *split[16];
  10463. if(line[0]=='/' && line[1]=='/')
  10464. continue;
  10465. memset(split,0,sizeof(split));
  10466. j = skill_split_str(line,split,2);
  10467. if(split[0]==0) //fixed by Lupus
  10468. continue;
  10469. i=atoi(split[0]);
  10470. if (i >= GD_SKILLBASE)
  10471. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10472. if(i<=0 || i>MAX_SKILL_DB)
  10473. continue;
  10474. skill_db[i].nocast|=atoi(split[1]);
  10475. k++;
  10476. }
  10477. fclose(fp);
  10478. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10479. return 0;
  10480. }
  10481. /*===============================================
  10482. * For reading leveluseskillspamount.txt [Celest]
  10483. *-----------------------------------------------
  10484. */
  10485. static int skill_read_skillspamount (void)
  10486. {
  10487. char *buf,*p;
  10488. struct skill_db *skill = NULL;
  10489. int s, idx, new_flag=1, level=1, sp=0;
  10490. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10491. if(buf==NULL)
  10492. return -1;
  10493. buf[s]=0;
  10494. for(p=buf;p-buf<s;){
  10495. char buf2[64];
  10496. if (sscanf(p,"%[@]",buf2) == 1) {
  10497. level = 1;
  10498. new_flag = 1;
  10499. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10500. for (idx=0; skill_names[idx].id != 0; idx++) {
  10501. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10502. skill = &skill_db[ skill_names[idx].id ];
  10503. new_flag = 0;
  10504. break;
  10505. }
  10506. }
  10507. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10508. skill->sp[level-1]=sp;
  10509. level++;
  10510. }
  10511. p=strchr(p,10);
  10512. if(!p) break;
  10513. p++;
  10514. }
  10515. aFree(buf);
  10516. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10517. return 0;
  10518. }
  10519. void skill_reload (void)
  10520. {
  10521. skill_readdb();
  10522. if (battle_config.skill_sp_override_grffile)
  10523. skill_read_skillspamount();
  10524. }
  10525. /*==========================================
  10526. *
  10527. *------------------------------------------
  10528. */
  10529. int do_init_skill (void)
  10530. {
  10531. skill_readdb();
  10532. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10533. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10534. if (battle_config.skill_sp_override_grffile)
  10535. skill_read_skillspamount();
  10536. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10537. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10538. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10539. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10540. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10541. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10542. return 0;
  10543. }
  10544. int do_final_skill(void)
  10545. {
  10546. ers_destroy(skill_unit_ers);
  10547. ers_destroy(skill_timer_ers);
  10548. return 0;
  10549. }