skill.cpp 731 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <math.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <string.h>
  8. #include <time.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utils.hpp"
  18. #include "achievement.hpp"
  19. #include "battle.hpp"
  20. #include "battleground.hpp"
  21. #include "chrif.hpp"
  22. #include "clif.hpp"
  23. #include "date.hpp"
  24. #include "elemental.hpp"
  25. #include "guild.hpp"
  26. #include "homunculus.hpp"
  27. #include "intif.hpp"
  28. #include "itemdb.hpp"
  29. #include "log.hpp"
  30. #include "map.hpp"
  31. #include "mercenary.hpp"
  32. #include "mob.hpp"
  33. #include "npc.hpp"
  34. #include "party.hpp"
  35. #include "path.hpp"
  36. #include "pc.hpp"
  37. #include "pc_groups.hpp"
  38. #include "pet.hpp"
  39. #include "script.hpp"
  40. #include "status.hpp"
  41. #include "unit.hpp"
  42. #define SKILLUNITTIMER_INTERVAL 100
  43. #define TIMERSKILL_INTERVAL 150
  44. // ranges reserved for mapping skill ids to skilldb offsets
  45. #define HM_SKILLRANGEMIN 700
  46. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  47. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  48. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  49. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  50. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  51. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  52. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  53. #if GD_SKILLRANGEMAX > 999
  54. #error GD_SKILLRANGEMAX is greater than 999
  55. #endif
  56. DBMap* skilldb_name2id = NULL;
  57. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  58. struct s_skill_db **skill_db; /// Skill DB
  59. static uint16 skill_num; /// Skill count, also as last index
  60. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  61. static uint16 skill_db_create(uint16 skill_id);
  62. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  63. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  64. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  65. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  66. /**
  67. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  68. */
  69. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  70. struct skill_usave {
  71. uint16 skill_id, skill_lv;
  72. };
  73. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  74. static unsigned short skill_produce_count;
  75. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  76. static unsigned short skill_arrow_count;
  77. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  78. unsigned short skill_abra_count;
  79. struct s_skill_improvise_db {
  80. uint16 skill_id;
  81. unsigned short per;//1-10000
  82. };
  83. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  84. static unsigned short skill_improvise_count;
  85. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  86. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  87. struct s_skill_changematerial_db {
  88. unsigned short nameid;
  89. unsigned short rate;
  90. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  91. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  94. static unsigned short skill_changematerial_count;
  95. //Warlock
  96. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  97. unsigned short skill_spellbook_count;
  98. //Guillotine Cross
  99. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  100. unsigned short skill_magicmushroom_count;
  101. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  102. int firewall_unit_pos;
  103. int icewall_unit_pos;
  104. int earthstrain_unit_pos;
  105. int firerain_unit_pos;
  106. int wallofthorn_unit_pos;
  107. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  108. int overbrand_nounit_pos;
  109. int overbrand_brandish_nounit_pos;
  110. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  111. //Early declaration
  112. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  113. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  114. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  115. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  116. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  117. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  118. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  119. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  120. // Use this function for splash skills that can't hit icewall when cast by players
  121. static inline int splash_target(struct block_list* bl) {
  122. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  123. }
  124. uint16 SKILL_MAX_DB(void) {
  125. return skill_num;
  126. }
  127. /**
  128. * Get skill id from name
  129. * @param name
  130. * @return Skill ID of the skill, or 0 if not found.
  131. **/
  132. int skill_name2id(const char* name) {
  133. if( name == NULL )
  134. return 0;
  135. return strdb_iget(skilldb_name2id, name);
  136. }
  137. /**
  138. * Get Skill ID from Skill Index
  139. * @param idx
  140. * @return Skill ID or 0 if not found
  141. **/
  142. uint16 skill_idx2id(uint16 idx) {
  143. if (idx < SKILL_MAX_DB() && skill_db[idx])
  144. return skill_db[idx]->nameid;
  145. return 0;
  146. }
  147. /**
  148. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  149. * @param skill_id
  150. * @param silent If Skill is undefined, show error message!
  151. * @return Skill Index or 0 if not found/unset
  152. **/
  153. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  154. uint16 idx = skilldb_id2idx[skill_id];
  155. if (!idx && skill_id != 0 && !silent)
  156. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  157. return idx;
  158. }
  159. /**
  160. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  161. * @param skill_id
  162. * @return Skill index
  163. **/
  164. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  165. uint16 idx = skill_get_index2(skill_id);
  166. if (idx || idx == skill_id)
  167. return idx;
  168. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  169. idx = skill_db_create(skill_id);
  170. return idx;
  171. }
  172. /**
  173. * Get Skill name
  174. * @param skill_id
  175. * @return AEGIS Skill name
  176. **/
  177. const char* skill_get_name( uint16 skill_id ) {
  178. return skill_db[skill_get_index(skill_id)]->name;
  179. }
  180. /**
  181. * Get Skill name
  182. * @param skill_id
  183. * @return English Skill name
  184. **/
  185. const char* skill_get_desc( uint16 skill_id ) {
  186. return skill_db[skill_get_index(skill_id)]->desc;
  187. }
  188. /// out of bounds error checking [celest]
  189. static void skill_chk(uint16 *skill_id) {
  190. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  191. }
  192. /// checks/adjusts index. make sure we don't use negative index
  193. static void skill_chk2(int *idx) {
  194. if (*idx < 0) *idx = 0;
  195. }
  196. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  197. #define skill_get2(id, lv, arrvar) do {\
  198. int idx;\
  199. skill_chk(&(id));\
  200. if (!(id))\
  201. return 0;\
  202. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  203. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  204. int a__ = (arrvar)[idx-2];\
  205. int b__ = (arrvar)[idx-1];\
  206. int c__ = (arrvar)[idx];\
  207. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  208. }\
  209. return ((arrvar)[idx]);\
  210. } while(0)
  211. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  212. // Skill DB
  213. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_chk(&skill_id); if (!skill_id) return DMG_NORMAL; return static_cast<e_damage_type>(skill_db[skill_id]->hit); }
  214. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  215. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  216. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  217. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  218. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  219. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  220. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  221. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  222. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  223. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  224. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  225. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  226. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  227. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  228. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  229. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  230. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  231. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  232. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  233. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  234. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  235. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  236. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  237. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  238. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  239. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  240. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  241. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  242. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  243. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  244. #ifdef RENEWAL_CAST
  245. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  246. #endif
  247. // Skill requirements
  248. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  249. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  250. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  251. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  252. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  253. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  254. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  255. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  256. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  257. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  258. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  259. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  260. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  261. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  262. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  263. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  264. int splash = skill_get_splash_(skill_id, skill_lv);
  265. if (splash < 0)
  266. return AREA_SIZE;
  267. return splash;
  268. }
  269. int skill_tree_get_max(uint16 skill_id, int b_class)
  270. {
  271. int i;
  272. b_class = pc_class2idx(b_class);
  273. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  274. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  275. return skill_tree[b_class][i].skill_lv;
  276. else
  277. return skill_get_max(skill_id);
  278. }
  279. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  280. int skill_attack_area(struct block_list *bl,va_list ap);
  281. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  282. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  283. int skill_greed(struct block_list *bl, va_list ap);
  284. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  285. static int skill_trap_splash(struct block_list *bl, va_list ap);
  286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,t_tick tick);
  287. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  288. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  289. static int skill_unit_effect(struct block_list *bl,va_list ap);
  290. static int skill_bind_trap(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. if (inf&INF_SELF_SKILL) {
  298. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  299. return CAST_DAMAGE; //Combo skill.
  300. return CAST_NODAMAGE;
  301. }
  302. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  303. return CAST_NODAMAGE;
  304. return CAST_DAMAGE;
  305. }
  306. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  307. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  308. int range, inf3=0;
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. if (isServer && range > 14) {
  318. range = 14; // Server-sided base range can't be above 14
  319. }
  320. inf3 = skill_get_inf3(skill_id);
  321. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  322. if( bl->type == BL_PC ) {
  323. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  324. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  325. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  326. } else
  327. range += battle_config.mob_eye_range_bonus;
  328. }
  329. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  330. if( bl->type == BL_PC ) {
  331. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  332. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  333. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_CN_METEOR2:
  383. return SU_CN_METEOR;
  384. case SU_SV_ROOTTWIST_ATK:
  385. return SU_SV_ROOTTWIST;
  386. case SU_LUNATICCARROTBEAT2:
  387. return SU_LUNATICCARROTBEAT;
  388. }
  389. return skill_id;
  390. }
  391. /**
  392. * Calculates heal value of skill's effect
  393. * @param src: Unit casting heal
  394. * @param target: Target of src
  395. * @param skill_id: Skill ID used
  396. * @param skill_lv: Skill Level used
  397. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  398. * @return modified heal value
  399. */
  400. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  401. int skill, hp = 0, hp_bonus = 0;
  402. double global_bonus = 1;
  403. struct map_session_data *sd = BL_CAST(BL_PC, src);
  404. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  405. struct status_change *sc, *tsc;
  406. sc = status_get_sc(src);
  407. tsc = status_get_sc(target);
  408. switch( skill_id ) {
  409. case BA_APPLEIDUN:
  410. #ifdef RENEWAL
  411. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  412. #else
  413. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  414. #endif
  415. if (sd)
  416. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  417. break;
  418. case PR_SANCTUARY:
  419. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  420. break;
  421. case NPC_EVILLAND:
  422. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  423. break;
  424. case AB_HIGHNESSHEAL:
  425. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  426. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  427. hp_bonus += skill * 2;
  428. break;
  429. case SU_FRESHSHRIMP:
  430. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  431. break;
  432. case SU_BUNCHOFSHRIMP:
  433. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  434. break;
  435. default:
  436. if (skill_lv >= battle_config.max_heal_lv)
  437. return battle_config.max_heal;
  438. #ifdef RENEWAL
  439. /**
  440. * Renewal Heal Formula
  441. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  442. */
  443. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  444. #else
  445. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  446. #endif
  447. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  448. hp_bonus += skill * 2;
  449. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  450. hp_bonus += skill * 2;
  451. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  452. hp *= 2;
  453. break;
  454. }
  455. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  456. hp >>= 1;
  457. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  458. hp_bonus += 10;
  459. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  460. hp_bonus += 20;
  461. }
  462. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  463. hp_bonus += skill;
  464. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  465. hp_bonus += skill;
  466. if (sc && sc->count) {
  467. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  468. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  469. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  470. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  471. }
  472. if (tsc && tsc->count) {
  473. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  474. if (tsc->data[SC_INCHEALRATE])
  475. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  476. if (tsc->data[SC_GLASTHEIM_HEAL])
  477. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  478. if (tsc->data[SC_ANCILLA])
  479. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  480. }
  481. }
  482. if (hp_bonus)
  483. hp += hp * hp_bonus / 100;
  484. #ifdef RENEWAL
  485. // MATK part of the RE heal formula [malufett]
  486. // Note: in this part matk bonuses from items or skills are not applied
  487. switch( skill_id ) {
  488. case BA_APPLEIDUN:
  489. case PR_SANCTUARY:
  490. case NPC_EVILLAND:
  491. break;
  492. default:
  493. {
  494. struct status_data *status = status_get_status_data(src);
  495. int min, max;
  496. min = status_base_matk_min(src, status, status_get_lv(src));
  497. max = status_base_matk_max(src, status, status_get_lv(src));
  498. if( status->rhw.matk > 0 ){
  499. int wMatk, variance;
  500. wMatk = status->rhw.matk;
  501. variance = wMatk * status->rhw.wlv / 10;
  502. min += wMatk - variance;
  503. max += wMatk + variance;
  504. }
  505. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  506. min = max;
  507. if( sd && sd->right_weapon.overrefine > 0 ){
  508. min++;
  509. max += sd->right_weapon.overrefine - 1;
  510. }
  511. if(max > min)
  512. hp += min+rnd()%(max-min);
  513. else
  514. hp += min;
  515. }
  516. }
  517. #endif
  518. // Global multipliers are applied after the MATK is applied
  519. if (tsc && tsc->count) {
  520. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  521. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  522. global_bonus *= 1.1f;
  523. }
  524. }
  525. if (skill_id == AB_HIGHNESSHEAL)
  526. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  527. if (heal && tsc && tsc->count) {
  528. uint8 penalty = 0;
  529. if (tsc->data[SC_CRITICALWOUND])
  530. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  531. if (tsc->data[SC_DEATHHURT])
  532. penalty += 20;
  533. if (tsc->data[SC_NORECOVER_STATE])
  534. penalty = 100;
  535. if (penalty > 0) {
  536. penalty = cap_value(penalty, 1, 100);
  537. global_bonus *= (100 - penalty) / 100.f;
  538. }
  539. }
  540. hp = (int)(hp * global_bonus);
  541. return (heal) ? max(1, hp) : hp;
  542. }
  543. /**
  544. * Making Plagiarism and Reproduce check their own function
  545. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  546. * @param sd: Player who will copy the skill
  547. * @param skill_id: Target skill
  548. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  549. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  550. */
  551. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  552. // Only copy skill that player doesn't have or the skill is old clone
  553. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  554. return 0;
  555. // Check if the skill is copyable by class
  556. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  557. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  558. while (1) {
  559. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  560. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  561. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  562. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  563. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  564. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  565. return 0;
  566. }
  567. }
  568. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  569. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  570. return 1;
  571. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  572. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  573. return 2;
  574. return 0;
  575. }
  576. /**
  577. * Check if the skill is ok to cast and when.
  578. * Done before check_condition_begin, requirement
  579. * @param skill_id: Skill ID that casted
  580. * @param sd: Player who casted
  581. * @return true: Skill cannot be used, false: otherwise
  582. * @author [MouseJstr]
  583. */
  584. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  585. {
  586. int16 idx,m;
  587. uint32 skill_nocast = 0;
  588. nullpo_retr(1,sd);
  589. m = sd->bl.m;
  590. idx = skill_get_index(skill_id);
  591. if (idx == 0)
  592. return true; // invalid skill id
  593. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  594. return false; // can do any damn thing they want
  595. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  596. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  597. struct map_data *mapdata = map_getmapdata(m);
  598. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH)
  599. return true;
  600. // Epoque:
  601. // This code will compare the player's attack motion value which is influenced by ASPD before
  602. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  603. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  604. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  605. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  606. {// attempted to cast a skill before the attack motion has finished
  607. return true;
  608. }
  609. if (skill_blockpc_get(sd, skill_id) != -1){
  610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  611. return true;
  612. }
  613. /**
  614. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  615. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  616. */
  617. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  618. return false;
  619. skill_nocast = skill_get_nocast(skill_id);
  620. // Check skill restrictions [Celest]
  621. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  622. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  623. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  624. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  625. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  626. (mapdata->zone && skill_nocast&(8*mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  627. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  628. return true;
  629. }
  630. if( sd->sc.data[SC_ALL_RIDING] )
  631. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  632. switch (skill_id) {
  633. case AL_WARP:
  634. case RETURN_TO_ELDICASTES:
  635. case ALL_GUARDIAN_RECALL:
  636. case ECLAGE_RECALL:
  637. if(mapdata->flag[MF_NOWARP]) {
  638. clif_skill_teleportmessage(sd,0);
  639. return true;
  640. }
  641. return false;
  642. case AL_TELEPORT:
  643. case SC_FATALMENACE:
  644. case SC_DIMENSIONDOOR:
  645. case ALL_ODINS_RECALL:
  646. case WE_CALLALLFAMILY:
  647. if(mapdata->flag[MF_NOTELEPORT]) {
  648. clif_skill_teleportmessage(sd,0);
  649. return true;
  650. }
  651. return false; // gonna be checked in 'skill_castend_nodamage_id'
  652. case WE_CALLPARTNER:
  653. case WE_CALLPARENT:
  654. case WE_CALLBABY:
  655. if (mapdata->flag[MF_NOMEMO]) {
  656. clif_skill_teleportmessage(sd,1);
  657. return true;
  658. }
  659. break;
  660. case MC_VENDING:
  661. case ALL_BUYING_STORE:
  662. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  663. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  665. return true;
  666. }
  667. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  668. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  670. return true;
  671. }
  672. if( npc_isnear(&sd->bl) ) {
  673. // uncomment to send msg_txt.
  674. //char output[150];
  675. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  676. //clif_displaymessage(sd->fd, output);
  677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  678. return true;
  679. }
  680. case MC_IDENTIFY:
  681. return false; // always allowed
  682. case WZ_ICEWALL:
  683. // noicewall flag [Valaris]
  684. if (mapdata->flag[MF_NOICEWALL]) {
  685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  686. return true;
  687. }
  688. break;
  689. case GC_DARKILLUSION:
  690. if( mapdata_flag_gvg2(mapdata) ) {
  691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  692. return true;
  693. }
  694. break;
  695. case GD_EMERGENCYCALL:
  696. case GD_ITEMEMERGENCYCALL:
  697. if (
  698. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  699. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  700. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  701. ) {
  702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  703. return true;
  704. }
  705. break;
  706. case WM_SIRCLEOFNATURE:
  707. case WM_SOUND_OF_DESTRUCTION:
  708. case WM_LULLABY_DEEPSLEEP:
  709. case WM_SATURDAY_NIGHT_FEVER:
  710. if( !mapdata_flag_vs(mapdata) ) {
  711. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  712. return true;
  713. }
  714. break;
  715. }
  716. return false;
  717. }
  718. /**
  719. * Check if the homunculus skill is ok to be processed
  720. * After checking from Homunculus side, also check the master condition
  721. * @param hd: Homunculus who casted
  722. * @param skill_id: Skill ID casted
  723. * @param skill_lv: Skill level casted
  724. * @return true: Skill cannot be used, false: otherwise
  725. */
  726. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  727. {
  728. uint16 idx = skill_get_index(skill_id);
  729. struct map_session_data *sd = NULL;
  730. struct status_change *sc;
  731. int8 spiritball = 0;
  732. nullpo_retr(true, hd);
  733. if (idx == 0)
  734. return true; // invalid skill id
  735. spiritball = skill_get_spiritball(skill_id, skill_lv);
  736. sd = hd->master;
  737. sc = status_get_sc(&hd->bl);
  738. if (!sd)
  739. return true;
  740. if (sc && !sc->count)
  741. sc = NULL;
  742. if (hd->blockskill[idx] > 0)
  743. return true;
  744. switch(skill_id) {
  745. case HFLI_SBR44:
  746. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  747. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  748. return true;
  749. }
  750. break;
  751. case HVAN_EXPLOSION:
  752. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  753. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  754. return true;
  755. }
  756. break;
  757. case MH_LIGHT_OF_REGENE: // Must be cordial
  758. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  759. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  760. return true;
  761. }
  762. break;
  763. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  764. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  765. return true;
  766. break;
  767. case MH_ANGRIFFS_MODUS:
  768. if (sc && sc->data[SC_GOLDENE_FERSE])
  769. return true;
  770. break;
  771. case MH_TINDER_BREAKER: // Must be in grappling mode
  772. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  774. return true;
  775. }
  776. break;
  777. case MH_SONIC_CRAW: // Must be in fighting mode
  778. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  779. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  780. return true;
  781. }
  782. break;
  783. case MH_SILVERVEIN_RUSH:
  784. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  785. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  786. return true;
  787. }
  788. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  789. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  790. return true;
  791. }
  792. break;
  793. case MH_MIDNIGHT_FRENZY:
  794. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  795. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  796. return true;
  797. }
  798. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  799. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  800. return true;
  801. }
  802. break;
  803. case MH_CBC:
  804. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  805. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  806. return true;
  807. }
  808. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  809. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  810. return true;
  811. }
  812. break;
  813. case MH_EQC:
  814. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  815. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  816. return true;
  817. }
  818. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  819. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  820. return true;
  821. }
  822. break;
  823. }
  824. if (spiritball) {
  825. if (hd->homunculus.spiritball < spiritball) {
  826. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  827. return true;
  828. }
  829. hom_delspiritball(hd, spiritball, 1);
  830. }
  831. //Use master's criteria.
  832. return skill_isNotOk(skill_id, hd->master);
  833. }
  834. /**
  835. * Check if the mercenary skill is ok to be processed
  836. * After checking from Homunculus side, also check the master condition
  837. * @param skill_id: Skill ID that casted
  838. * @param md: Mercenary who casted
  839. * @return true: Skill cannot be used, false: otherwise
  840. */
  841. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  842. {
  843. uint16 idx = skill_get_index(skill_id);
  844. nullpo_retr(1, md);
  845. if (!idx)
  846. return true; // Invalid Skill ID
  847. if (md->blockskill[idx] > 0)
  848. return true;
  849. return skill_isNotOk(skill_id, md->master);
  850. }
  851. /**
  852. * Check if the skill can be casted near NPC or not
  853. * @param src Object who casted
  854. * @param skill_id Skill ID that casted
  855. * @param skill_lv Skill Lv
  856. * @param pos_x Position x of the target
  857. * @param pos_y Position y of the target
  858. * @return true: Skill cannot be used, false: otherwise
  859. * @author [Cydh]
  860. */
  861. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  862. int inf;
  863. if (!src || !skill_get_index(skill_id))
  864. return false;
  865. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  866. return false;
  867. inf = skill_get_inf(skill_id);
  868. //if self skill
  869. if (inf&INF_SELF_SKILL) {
  870. pos_x = src->x;
  871. pos_y = src->y;
  872. }
  873. if (pos_x <= 0) pos_x = src->x;
  874. if (pos_y <= 0) pos_y = src->y;
  875. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  876. }
  877. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  878. {
  879. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  880. uint8 dir;
  881. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  882. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  883. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  884. }
  885. nullpo_retr(NULL, src);
  886. //Monsters sometimes deploy more units on level 10
  887. if (src->type == BL_MOB && skill_lv >= 10) {
  888. if (skill_id == WZ_WATERBALL)
  889. pos = 4; //9x9 Area
  890. }
  891. if (pos != -1) // simple single-definition layout
  892. return &skill_unit_layout[pos];
  893. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  894. if (skill_id == MG_FIREWALL)
  895. return &skill_unit_layout [firewall_unit_pos + dir];
  896. else if (skill_id == WZ_ICEWALL)
  897. return &skill_unit_layout [icewall_unit_pos + dir];
  898. else if( skill_id == WL_EARTHSTRAIN )
  899. return &skill_unit_layout [earthstrain_unit_pos + dir];
  900. else if( skill_id == RL_FIRE_RAIN )
  901. return &skill_unit_layout[firerain_unit_pos + dir];
  902. else if( skill_id == GN_WALLOFTHORN )
  903. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  904. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  905. return &skill_unit_layout[0]; // default 1x1 layout
  906. }
  907. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  908. {
  909. if( skill_id == LG_OVERBRAND )
  910. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  911. else if( skill_id == LG_OVERBRAND_BRANDISH )
  912. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  913. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  914. return &skill_nounit_layout[0];
  915. }
  916. /** Stores temporary values.
  917. * Common usages:
  918. * [0] holds number of targets in area
  919. * [1] holds the id of the original target
  920. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  921. */
  922. static int skill_area_temp[8];
  923. /*==========================================
  924. * Add effect to skill when hit succesfully target
  925. *------------------------------------------*/
  926. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  927. {
  928. struct map_session_data *sd, *dstsd;
  929. struct mob_data *md, *dstmd;
  930. struct status_data *sstatus, *tstatus;
  931. struct status_change *sc, *tsc;
  932. enum sc_type status;
  933. int skill;
  934. int rate;
  935. nullpo_ret(src);
  936. nullpo_ret(bl);
  937. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  938. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  939. return 0;
  940. sd = BL_CAST(BL_PC, src);
  941. md = BL_CAST(BL_MOB, src);
  942. dstsd = BL_CAST(BL_PC, bl);
  943. dstmd = BL_CAST(BL_MOB, bl);
  944. sc = status_get_sc(src);
  945. tsc = status_get_sc(bl);
  946. sstatus = status_get_status_data(src);
  947. tstatus = status_get_status_data(bl);
  948. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  949. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  950. // Chance to trigger Taekwon kicks
  951. if (sc->data[SC_READYSTORM] &&
  952. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  953. 0, 2, 0,
  954. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  955. ; //Stance triggered
  956. else if (sc->data[SC_READYDOWN] &&
  957. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  958. 0, 2, 0,
  959. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  960. ; //Stance triggered
  961. else if (sc->data[SC_READYTURN] &&
  962. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  963. 0, 2, 0,
  964. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  965. ; //Stance triggered
  966. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  967. rate = 20;
  968. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  969. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  970. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  971. }
  972. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  973. 0, 2, 0,
  974. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  975. ; //Stance triggered
  976. }
  977. }
  978. if (!tsc) //skill additional effect is about adding effects to the target...
  979. //So if the target can't be inflicted with statuses, this is pointless.
  980. return 0;
  981. if( sd )
  982. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  983. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  984. // Trigger status effects
  985. enum sc_type type;
  986. unsigned int time;
  987. for (const auto &it : sd->addeff) {
  988. rate = it.rate;
  989. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  990. rate += it.arrow_rate;
  991. if( !rate )
  992. continue;
  993. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  994. // Trigger has attack type consideration.
  995. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  996. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  997. (it.flag&ATF_MISC && attack_type&BF_MISC))
  998. ;
  999. else
  1000. continue;
  1001. }
  1002. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1003. // Trigger has range consideration.
  1004. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1005. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1006. continue; //Range Failed.
  1007. }
  1008. type = it.sc;
  1009. time = it.duration;
  1010. if (it.flag&ATF_TARGET)
  1011. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1012. if (it.flag&ATF_SELF)
  1013. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1014. }
  1015. }
  1016. if( skill_id ) {
  1017. // Trigger status effects on skills
  1018. enum sc_type type;
  1019. unsigned int time;
  1020. for (const auto &it : sd->addeff_onskill) {
  1021. if (skill_id != it.skill_id || !it.rate)
  1022. continue;
  1023. type = it.sc;
  1024. time = it.duration;
  1025. if (it.target&ATF_TARGET)
  1026. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1027. if (it.target&ATF_SELF)
  1028. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1029. }
  1030. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1031. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1032. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1033. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1034. clif_emotion(bl,ET_HUK);
  1035. }
  1036. }
  1037. }
  1038. if( dmg_lv < ATK_DEF ) // no damage, return;
  1039. return 0;
  1040. switch(skill_id) {
  1041. case 0:
  1042. { // Normal attacks (no skill used)
  1043. if( attack_type&BF_SKILL )
  1044. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1045. if(sd) {
  1046. // Automatic trigger of Blitz Beat
  1047. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1048. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1049. rate=(sd->status.job_level+9)/10;
  1050. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1051. }
  1052. // Automatic trigger of Warg Strike [Jobbie]
  1053. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1054. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1055. // Gank
  1056. if(dstmd && sd->status.weapon != W_BOW &&
  1057. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1058. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1059. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1060. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1061. else
  1062. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1063. }
  1064. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1065. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1066. }
  1067. if (sc) {
  1068. struct status_change_entry *sce;
  1069. // Enchant Poison gives a chance to poison attacked enemies
  1070. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1071. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1072. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1073. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1074. if((sce=sc->data[SC_EDP]))
  1075. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1076. skill_get_time2(ASC_EDP,sce->val1));
  1077. }
  1078. }
  1079. break;
  1080. case SM_BASH:
  1081. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1082. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1083. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1084. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1085. }
  1086. break;
  1087. case MER_CRASH:
  1088. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1089. break;
  1090. case AS_VENOMKNIFE:
  1091. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1092. skill_lv = pc_checkskill(sd, TF_POISON);
  1093. case TF_POISON:
  1094. case AS_SPLASHER:
  1095. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1096. && sd && skill_id==TF_POISON
  1097. )
  1098. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1099. break;
  1100. case AS_SONICBLOW:
  1101. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. break;
  1103. case WZ_FIREPILLAR:
  1104. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1105. break;
  1106. case MG_FROSTDIVER:
  1107. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1109. break;
  1110. case WZ_FROSTNOVA:
  1111. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1112. break;
  1113. case WZ_STORMGUST:
  1114. // Storm Gust counter was dropped in renewal
  1115. #ifdef RENEWAL
  1116. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1117. #else
  1118. //On third hit, there is a 150% to freeze the target
  1119. if(tsc->sg_counter >= 3 &&
  1120. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1121. tsc->sg_counter = 0;
  1122. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1123. else if( tsc->sg_counter > 250 )
  1124. tsc->sg_counter = 0;
  1125. #endif
  1126. break;
  1127. case WZ_METEOR:
  1128. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case WZ_VERMILION:
  1131. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case WZ_HEAVENDRIVE:
  1134. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1135. break;
  1136. case HT_FREEZINGTRAP:
  1137. case MA_FREEZINGTRAP:
  1138. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1139. break;
  1140. case HT_FLASHER:
  1141. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1142. break;
  1143. case HT_LANDMINE:
  1144. case MA_LANDMINE:
  1145. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1146. break;
  1147. case HT_SHOCKWAVE:
  1148. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1149. break;
  1150. case HT_SANDMAN:
  1151. case MA_SANDMAN:
  1152. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1153. break;
  1154. case TF_SPRINKLESAND:
  1155. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1156. break;
  1157. case TF_THROWSTONE:
  1158. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1159. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1160. break;
  1161. case NPC_DARKCROSS:
  1162. case CR_HOLYCROSS:
  1163. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1164. break;
  1165. case NPC_GRANDDARKNESS:
  1166. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1167. attack_type |= BF_WEAPON;
  1168. break;
  1169. case CR_GRANDCROSS:
  1170. //Chance to cause blind status vs demon and undead element, but not against players
  1171. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1172. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. attack_type |= BF_WEAPON;
  1174. break;
  1175. case AM_ACIDTERROR:
  1176. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1177. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1178. clif_emotion(bl,ET_HUK);
  1179. break;
  1180. case AM_DEMONSTRATION:
  1181. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1182. break;
  1183. case CR_SHIELDCHARGE:
  1184. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1185. break;
  1186. case PA_PRESSURE:
  1187. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1188. //Fall through
  1189. case HW_GRAVITATION:
  1190. //Pressure and Gravitation can trigger physical autospells
  1191. attack_type |= BF_NORMAL;
  1192. attack_type |= BF_WEAPON;
  1193. break;
  1194. case RG_RAID:
  1195. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1196. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1197. #ifdef RENEWAL
  1198. sc_start(src,bl,SC_RAID,100,7,5000);
  1199. break;
  1200. case RG_BACKSTAP:
  1201. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1202. #endif
  1203. break;
  1204. case BA_FROSTJOKER:
  1205. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1206. break;
  1207. case DC_SCREAM:
  1208. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1209. break;
  1210. case BD_LULLABY:
  1211. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1212. break;
  1213. case DC_UGLYDANCE:
  1214. rate = 5+5*skill_lv;
  1215. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1216. rate += 5+skill;
  1217. status_zap(bl, 0, rate);
  1218. break;
  1219. case SL_STUN:
  1220. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1221. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1222. break;
  1223. case NPC_PETRIFYATTACK:
  1224. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1225. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1226. skill_get_time2(skill_id,skill_lv));
  1227. break;
  1228. case NPC_CURSEATTACK:
  1229. case NPC_SLEEPATTACK:
  1230. case NPC_BLINDATTACK:
  1231. case NPC_POISON:
  1232. case NPC_SILENCEATTACK:
  1233. case NPC_STUNATTACK:
  1234. case NPC_BLEEDING:
  1235. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1236. break;
  1237. case NPC_ACIDBREATH:
  1238. case NPC_ICEBREATH:
  1239. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1240. break;
  1241. case NPC_MENTALBREAKER:
  1242. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1243. //equal to Matk*skLevel.
  1244. rate = sstatus->matk_min;
  1245. if (rate < sstatus->matk_max)
  1246. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1247. rate*=skill_lv;
  1248. status_zap(bl, 0, rate);
  1249. break;
  1250. }
  1251. // Equipment breaking monster skills [Celest]
  1252. case NPC_WEAPONBRAKER:
  1253. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1254. break;
  1255. case NPC_ARMORBRAKE:
  1256. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1257. break;
  1258. case NPC_HELMBRAKE:
  1259. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1260. break;
  1261. case NPC_SHIELDBRAKE:
  1262. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1263. break;
  1264. case CH_TIGERFIST: {
  1265. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1266. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1267. if (status_get_class_(bl) == CLASS_BOSS)
  1268. basetime /= 5;
  1269. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1270. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1271. }
  1272. break;
  1273. case LK_SPIRALPIERCE:
  1274. case ML_SPIRALPIERCE:
  1275. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1276. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1277. break;
  1278. case ST_REJECTSWORD:
  1279. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1280. break;
  1281. case PF_FOGWALL:
  1282. if (src != bl && !tsc->data[SC_DELUGE])
  1283. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. break;
  1285. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1286. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1287. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1288. break;
  1289. case LK_JOINTBEAT:
  1290. status = status_skill2sc(skill_id);
  1291. if (tsc->jb_flag) {
  1292. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1293. tsc->jb_flag = 0;
  1294. }
  1295. break;
  1296. case ASC_METEORASSAULT:
  1297. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1298. switch(rnd()%3) {
  1299. case 0:
  1300. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1301. break;
  1302. case 1:
  1303. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1304. break;
  1305. default:
  1306. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1307. }
  1308. break;
  1309. case HW_NAPALMVULCAN:
  1310. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WS_CARTTERMINATION: // Cart termination
  1313. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case CR_ACIDDEMONSTRATION:
  1316. case GN_FIRE_EXPANSION_ACID:
  1317. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1318. break;
  1319. case TK_DOWNKICK:
  1320. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case TK_JUMPKICK:
  1323. // debuff the following statuses
  1324. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1325. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1326. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1327. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1328. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1329. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1330. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1331. }
  1332. break;
  1333. case TK_TURNKICK:
  1334. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1335. if(attack_type&BF_MISC) //70% base stun chance...
  1336. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1337. break;
  1338. case GS_BULLSEYE: //0.1% coma rate.
  1339. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1340. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1341. break;
  1342. case GS_PIERCINGSHOT:
  1343. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1344. break;
  1345. case NJ_HYOUSYOURAKU:
  1346. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1347. break;
  1348. case GS_FLING:
  1349. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1350. break;
  1351. case GS_DISARM:
  1352. skill_strip_equip(src, bl, skill_id, skill_lv);
  1353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1354. break;
  1355. case NPC_EVILLAND:
  1356. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case NPC_HELLJUDGEMENT:
  1359. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1360. break;
  1361. case NPC_CRITICALWOUND:
  1362. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1363. break;
  1364. case RK_WINDCUTTER:
  1365. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1366. break;
  1367. case RK_DRAGONBREATH:
  1368. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1369. break;
  1370. case RK_DRAGONBREATH_WATER:
  1371. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1372. break;
  1373. case AB_ADORAMUS:
  1374. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1375. break;
  1376. case WL_CRIMSONROCK:
  1377. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1378. break;
  1379. case WL_COMET:
  1380. case NPC_COMET:
  1381. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1382. break;
  1383. case WL_EARTHSTRAIN:
  1384. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1385. break;
  1386. skill_strip_equip(src, bl, skill_id, skill_lv);
  1387. break;
  1388. case WL_JACKFROST:
  1389. case NPC_JACKFROST:
  1390. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1391. break;
  1392. case RA_WUGBITE: {
  1393. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1394. if (wug_rate < 50)
  1395. wug_rate = 50;
  1396. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1397. }
  1398. break;
  1399. case RA_SENSITIVEKEEN:
  1400. if( rnd()%100 < 8 * skill_lv )
  1401. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1402. break;
  1403. case RA_FIRINGTRAP:
  1404. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1405. break;
  1406. case RA_ICEBOUNDTRAP:
  1407. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1408. break;
  1409. case NC_PILEBUNKER:
  1410. if( rnd()%100 < 25 + 15*skill_lv ) {
  1411. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1412. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1413. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1414. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1415. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1416. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1417. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1418. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1419. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1420. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1421. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1422. }
  1423. break;
  1424. case NC_FLAMELAUNCHER:
  1425. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1426. break;
  1427. case NC_COLDSLOWER:
  1428. // Status chances are applied officially through a check
  1429. // The skill first trys to give the frozen status to targets that are hit
  1430. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1431. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1432. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1433. break;
  1434. case NC_POWERSWING:
  1435. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1436. if( rnd()%100 < 5*skill_lv )
  1437. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1438. break;
  1439. case GC_WEAPONCRUSH:
  1440. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1441. break;
  1442. case LG_SHIELDPRESS:
  1443. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1444. break;
  1445. case LG_PINPOINTATTACK:
  1446. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1447. switch( skill_lv ) {
  1448. case 1:
  1449. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1450. break;
  1451. case 2:
  1452. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1453. break;
  1454. case 3:
  1455. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1456. break;
  1457. case 4:
  1458. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1459. break;
  1460. case 5:
  1461. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1462. break;
  1463. }
  1464. break;
  1465. case LG_MOONSLASHER:
  1466. rate = 32 + 8 * skill_lv;
  1467. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1468. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1469. else if( dstmd )
  1470. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1471. break;
  1472. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1473. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1474. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1475. break;
  1476. case LG_EARTHDRIVE:
  1477. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1478. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1479. break;
  1480. case LG_HESPERUSLIT:
  1481. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1482. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1483. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1484. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1485. break;
  1486. case SR_DRAGONCOMBO:
  1487. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1488. break;
  1489. case SR_FALLENEMPIRE:
  1490. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1491. break;
  1492. case SR_WINDMILL:
  1493. if( dstsd )
  1494. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1495. else if( dstmd )
  1496. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1497. break;
  1498. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1499. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1500. break;
  1501. case SR_EARTHSHAKER:
  1502. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1503. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1504. break;
  1505. case SR_HOWLINGOFLION:
  1506. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1507. break;
  1508. case WM_SOUND_OF_DESTRUCTION:
  1509. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1510. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1511. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1512. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1513. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1514. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1515. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1516. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1517. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1518. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1519. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1520. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1521. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1522. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1523. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1524. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1525. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1526. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1527. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1528. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1529. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1530. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1531. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1532. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1533. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1534. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1535. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1536. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1537. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1538. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1539. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1540. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1541. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1542. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1543. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1544. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1545. }
  1546. break;
  1547. case SO_EARTHGRAVE:
  1548. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1549. break;
  1550. case SO_DIAMONDDUST:
  1551. rate = 5 + 5 * skill_lv;
  1552. if( sc && sc->data[SC_COOLER_OPTION] )
  1553. rate += (sd ? sd->status.job_level / 5 : 0);
  1554. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1555. break;
  1556. case SO_VARETYR_SPEAR:
  1557. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1558. break;
  1559. case GN_SLINGITEM_RANGEMELEEATK:
  1560. if( sd ) {
  1561. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1562. case ITEMID_COCONUT_BOMB:
  1563. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1564. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1565. break;
  1566. case ITEMID_MELON_BOMB:
  1567. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1568. break;
  1569. case ITEMID_BANANA_BOMB:
  1570. {
  1571. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1572. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1573. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1574. break;
  1575. }
  1576. }
  1577. sd->itemid = -1;
  1578. }
  1579. break;
  1580. case GN_HELLS_PLANT_ATK:
  1581. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1582. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1583. break;
  1584. case EL_WIND_SLASH: // Non confirmed rate.
  1585. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1586. break;
  1587. case EL_STONE_HAMMER:
  1588. rate = 10 * skill_lv;
  1589. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1590. break;
  1591. case EL_ROCK_CRUSHER:
  1592. case EL_ROCK_CRUSHER_ATK:
  1593. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1594. break;
  1595. case EL_TYPOON_MIS:
  1596. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1597. break;
  1598. case KO_JYUMONJIKIRI:
  1599. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1600. break;
  1601. case KO_SETSUDAN:
  1602. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1603. break;
  1604. case KO_MAKIBISHI:
  1605. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1606. break;
  1607. case MH_EQC:
  1608. {
  1609. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1610. if (hd) {
  1611. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1612. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1613. }
  1614. }
  1615. break;
  1616. case MH_LAVA_SLIDE:
  1617. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1618. break;
  1619. case MH_STAHL_HORN:
  1620. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1621. break;
  1622. case MH_NEEDLE_OF_PARALYZE:
  1623. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1624. break;
  1625. case MH_SILVERVEIN_RUSH:
  1626. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1627. break;
  1628. case MH_MIDNIGHT_FRENZY:
  1629. {
  1630. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1631. int spiritball = (hd?hd->homunculus.spiritball:1);
  1632. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1633. }
  1634. break;
  1635. case MH_XENO_SLASHER:
  1636. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1637. break;
  1638. case NC_MAGMA_ERUPTION:
  1639. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1640. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1641. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1642. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1643. break;
  1644. case GN_ILLUSIONDOPING:
  1645. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1646. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1647. break;
  1648. case RL_MASS_SPIRAL:
  1649. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1650. break;
  1651. case RL_SLUGSHOT:
  1652. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1653. break;
  1654. case RL_BANISHING_BUSTER: {
  1655. uint16 i, n = skill_lv;
  1656. if (!tsc || !tsc->count)
  1657. break;
  1658. if (status_isimmune(bl))
  1659. break;
  1660. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1661. if (sd)
  1662. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1663. break;
  1664. }
  1665. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1666. if (!tsc->data[i])
  1667. continue;
  1668. switch (i) {
  1669. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1670. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1671. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1672. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1673. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1674. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1675. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1676. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1677. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1678. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1679. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1680. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1681. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1682. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1683. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1684. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1685. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1686. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1687. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1688. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1689. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1690. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1691. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1692. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1693. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1694. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1695. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1696. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1697. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1698. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1699. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1700. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1701. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1702. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1703. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1704. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1705. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1706. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1707. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1708. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1709. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1710. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1711. case SC_P_ALTER: case SC_E_CHAIN:
  1712. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1713. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1714. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1715. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1716. #ifdef RENEWAL
  1717. case SC_EXTREMITYFIST2:
  1718. #endif
  1719. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1720. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1721. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1722. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1723. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1724. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1725. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1726. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1727. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1728. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1729. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1730. case SC_SPRITEMABLE: case SC_BITESCAR:
  1731. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1732. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1733. case SC_DAILYSENDMAILCNT:
  1734. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1735. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1736. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1737. continue;
  1738. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1739. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1740. case SC_FORTUNE: case SC_SERVICE4U:
  1741. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1742. continue; //If in song area don't end it, even if config enabled
  1743. break;
  1744. case SC_ASSUMPTIO:
  1745. if( bl->type == BL_MOB )
  1746. continue;
  1747. break;
  1748. }
  1749. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1750. tsc->data[i]->val2 = 0;
  1751. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1752. n--;
  1753. }
  1754. //Remove bonus_script by Banishing Buster
  1755. if (dstsd)
  1756. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1757. }
  1758. break;
  1759. case RL_S_STORM:
  1760. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1761. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1762. break;
  1763. case RL_AM_BLAST:
  1764. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1765. break;
  1766. case RL_HAMMER_OF_GOD:
  1767. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1768. break;
  1769. case SU_SCRATCH:
  1770. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1771. break;
  1772. case SU_SV_STEMSPEAR:
  1773. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1774. break;
  1775. case SU_CN_METEOR2:
  1776. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1777. break;
  1778. case SU_SCAROFTAROU:
  1779. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1780. break;
  1781. case SU_LUNATICCARROTBEAT2:
  1782. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1783. break;
  1784. } //end switch skill_id
  1785. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1786. { //Pass heritage to Master for status causing effects. [Skotlex]
  1787. sd = map_id2sd(md->master_id);
  1788. src = sd?&sd->bl:src;
  1789. }
  1790. // Coma
  1791. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1792. rate = 0;
  1793. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1794. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1795. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1796. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1797. }
  1798. if (attack_type&BF_WEAPON) {
  1799. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1800. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1801. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1802. }
  1803. if (rate > 0)
  1804. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1805. }
  1806. if( attack_type&BF_WEAPON )
  1807. { // Breaking Equipment
  1808. if( sd && battle_config.equip_self_break_rate )
  1809. { // Self weapon breaking
  1810. rate = battle_config.equip_natural_break_rate;
  1811. if( sc )
  1812. {
  1813. if(sc->data[SC_OVERTHRUST])
  1814. rate += 10;
  1815. if(sc->data[SC_MAXOVERTHRUST])
  1816. rate += 10;
  1817. }
  1818. if( rate )
  1819. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1820. }
  1821. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1822. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1823. // Target weapon breaking
  1824. rate = 0;
  1825. if( sd )
  1826. rate += sd->bonus.break_weapon_rate;
  1827. if( sc && sc->data[SC_MELTDOWN] )
  1828. rate += sc->data[SC_MELTDOWN]->val2;
  1829. if( rate )
  1830. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1831. // Target armor breaking
  1832. rate = 0;
  1833. if( sd )
  1834. rate += sd->bonus.break_armor_rate;
  1835. if( sc && sc->data[SC_MELTDOWN] )
  1836. rate += sc->data[SC_MELTDOWN]->val3;
  1837. if( rate )
  1838. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1839. }
  1840. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1841. if (sd->def_set_race[tstatus->race].rate)
  1842. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1843. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1844. if (sd->mdef_set_race[tstatus->race].rate)
  1845. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1846. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1847. if (sd->norecover_state_race[tstatus->race].rate)
  1848. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1849. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1850. }
  1851. }
  1852. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1853. struct unit_data *ud = unit_bl2ud(src);
  1854. if( sc->data[SC_WILD_STORM_OPTION] )
  1855. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1856. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1857. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1858. else if( sc->data[SC_TROPIC_OPTION] )
  1859. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1860. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1861. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1862. else
  1863. skill = 0;
  1864. if ( rnd()%100 < 25 && skill ){
  1865. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1866. if (ud) {
  1867. rate = skill_delayfix(src, skill, skill_lv);
  1868. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1869. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1870. if ( battle_config.display_status_timers )
  1871. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1872. }
  1873. }
  1874. }
  1875. }
  1876. // Autospell when attacking
  1877. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1878. {
  1879. struct block_list *tbl;
  1880. struct unit_data *ud;
  1881. int autospl_skill_lv, type;
  1882. for (const auto &it : sd->autospell) {
  1883. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1884. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1885. ((it.flag)&attack_type)&BF_SKILLMASK))
  1886. continue; // one or more trigger conditions were not fulfilled
  1887. skill = (it.id > 0) ? it.id : -it.id;
  1888. sd->state.autocast = 1;
  1889. if ( skill_isNotOk(skill, sd) ) {
  1890. sd->state.autocast = 0;
  1891. continue;
  1892. }
  1893. sd->state.autocast = 0;
  1894. autospl_skill_lv = it.lv?it.lv:1;
  1895. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1896. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1897. if (rnd()%1000 >= rate)
  1898. continue;
  1899. tbl = (it.id < 0) ? src : bl;
  1900. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1901. int maxcount = 0;
  1902. if( !(BL_PC&battle_config.skill_reiteration) &&
  1903. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1904. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1905. )
  1906. continue;
  1907. if( BL_PC&battle_config.skill_nofootset &&
  1908. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1909. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1910. )
  1911. continue;
  1912. if( BL_PC&battle_config.land_skill_limit &&
  1913. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1914. ) {
  1915. int v;
  1916. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1917. if(sd->ud.skillunit[v]->skill_id == skill)
  1918. maxcount--;
  1919. }
  1920. if( maxcount == 0 )
  1921. continue;
  1922. }
  1923. }
  1924. if (battle_config.autospell_check_range &&
  1925. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1926. continue;
  1927. if (skill == AS_SONICBLOW)
  1928. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1929. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1930. type = CAST_GROUND;
  1931. sd->state.autocast = 1;
  1932. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1933. skill_toggle_magicpower(src, skill);
  1934. switch (type) {
  1935. case CAST_GROUND:
  1936. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1937. break;
  1938. case CAST_NODAMAGE:
  1939. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1940. break;
  1941. case CAST_DAMAGE:
  1942. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1943. break;
  1944. }
  1945. sd->state.autocast = 0;
  1946. //Set canact delay. [Skotlex]
  1947. ud = unit_bl2ud(src);
  1948. if (ud) {
  1949. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1950. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1951. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1952. if ( battle_config.display_status_timers && sd )
  1953. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1954. }
  1955. }
  1956. }
  1957. }
  1958. //Autobonus when attacking
  1959. if( sd && !sd->autobonus.empty() )
  1960. {
  1961. for(auto &it : sd->autobonus) {
  1962. if (rnd()%1000 >= it.rate)
  1963. continue;
  1964. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  1965. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  1966. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  1967. continue; // one or more trigger conditions were not fulfilled
  1968. pc_exeautobonus(sd, &sd->autobonus, &it);
  1969. }
  1970. }
  1971. //Polymorph
  1972. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1973. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1974. (rnd()%10000 < sd->bonus.classchange))
  1975. {
  1976. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  1977. if (class_ != 0 && mobdb_checkid(class_))
  1978. mob_class_change(dstmd,class_);
  1979. }
  1980. return 0;
  1981. }
  1982. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  1983. struct block_list *tbl;
  1984. if( sd == NULL || !skill_id )
  1985. return 0;
  1986. for (auto &it : sd->autospell3) {
  1987. int skill, skill_lv, type;
  1988. if (it.flag != skill_id)
  1989. continue;
  1990. if (it.lock)
  1991. continue; // autospell already being executed
  1992. skill = it.id;
  1993. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1994. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1995. sd->state.autocast = 0;
  1996. continue;
  1997. }
  1998. sd->state.autocast = 0;
  1999. if( skill >= 0 && bl == NULL )
  2000. continue; // No target
  2001. if( rnd()%1000 >= it.rate )
  2002. continue;
  2003. skill_lv = it.lv ? it.lv : 1;
  2004. if( skill < 0 ) {
  2005. tbl = &sd->bl;
  2006. skill *= -1;
  2007. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2008. }
  2009. else
  2010. tbl = bl;
  2011. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  2012. int maxcount = 0;
  2013. if( !(BL_PC&battle_config.skill_reiteration) &&
  2014. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  2015. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  2016. continue;
  2017. if( BL_PC&battle_config.skill_nofootset &&
  2018. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  2019. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  2020. continue;
  2021. if( BL_PC&battle_config.land_skill_limit &&
  2022. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  2023. {
  2024. int v;
  2025. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  2026. if(sd->ud.skillunit[v]->skill_id == skill)
  2027. maxcount--;
  2028. }
  2029. if( maxcount == 0 )
  2030. continue;
  2031. }
  2032. }
  2033. if (battle_config.autospell_check_range &&
  2034. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2035. continue;
  2036. sd->state.autocast = 1;
  2037. it.lock = true;
  2038. skill_consume_requirement(sd,skill,skill_lv,1);
  2039. switch( type ) {
  2040. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2041. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2042. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2043. }
  2044. it.lock = false;
  2045. sd->state.autocast = 0;
  2046. }
  2047. if( sd && !sd->autobonus3.empty() ) {
  2048. for (auto &it : sd->autobonus3) {
  2049. if (rnd()%1000 >= it.rate)
  2050. continue;
  2051. if (it.atk_type != skill_id)
  2052. continue;
  2053. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2054. }
  2055. }
  2056. return 1;
  2057. }
  2058. /* Splitted off from skill_additional_effect, which is never called when the
  2059. * attack skill kills the enemy. Place in this function counter status effects
  2060. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2061. * from cards) that will take effect on the source, not the target. [Skotlex]
  2062. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2063. * type of skills, so not every instance of skill_additional_effect needs a call
  2064. * to this one.
  2065. */
  2066. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2067. {
  2068. int rate;
  2069. struct map_session_data *sd=NULL;
  2070. struct map_session_data *dstsd=NULL;
  2071. nullpo_ret(src);
  2072. nullpo_ret(bl);
  2073. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2074. sd = BL_CAST(BL_PC, src);
  2075. dstsd = BL_CAST(BL_PC, bl);
  2076. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2077. enum sc_type type;
  2078. unsigned int time;
  2079. for (const auto &it : dstsd->addeff_atked) {
  2080. rate = it.rate;
  2081. if (attack_type&BF_LONG)
  2082. rate += it.arrow_rate;
  2083. if (!rate)
  2084. continue;
  2085. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2086. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2087. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2088. continue; //Range Failed.
  2089. }
  2090. type = it.sc;
  2091. time = it.duration;
  2092. if (it.flag&ATF_TARGET && src != bl)
  2093. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2094. if (it.flag&ATF_SELF && !status_isdead(bl))
  2095. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2096. }
  2097. }
  2098. switch(skill_id) {
  2099. case MO_EXTREMITYFIST:
  2100. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2101. break;
  2102. case GS_FULLBUSTER:
  2103. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2104. break;
  2105. case HFLI_SBR44: //[orn]
  2106. case HVAN_EXPLOSION:
  2107. if(src->type == BL_HOM){
  2108. TBL_HOM *hd = (TBL_HOM*)src;
  2109. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2110. if (hd->master)
  2111. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2112. }
  2113. break;
  2114. case CR_GRANDCROSS:
  2115. case NPC_GRANDDARKNESS:
  2116. attack_type |= BF_WEAPON;
  2117. break;
  2118. case LG_HESPERUSLIT:
  2119. {
  2120. struct status_change *sc = status_get_sc(src);
  2121. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2122. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2123. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2124. }
  2125. }
  2126. break;
  2127. }
  2128. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2129. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2130. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2131. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2132. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2133. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2134. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2135. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2136. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2137. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2138. }
  2139. if( sd && status_isdead(bl) ) {
  2140. int sp = 0, hp = 0;
  2141. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2142. sp += sd->bonus.sp_gain_value;
  2143. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2144. hp += sd->bonus.hp_gain_value;
  2145. }
  2146. if( attack_type&BF_MAGIC ) {
  2147. sp += sd->bonus.magic_sp_gain_value;
  2148. hp += sd->bonus.magic_hp_gain_value;
  2149. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2150. struct status_change *sc = NULL;
  2151. if( ( sc = status_get_sc(src) ) ) {
  2152. if(sc->data[SC_SPIRIT] &&
  2153. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2154. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2155. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2156. }
  2157. }
  2158. }
  2159. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2160. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2161. }
  2162. }
  2163. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  2164. struct status_change *sc = status_get_sc(bl);
  2165. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2166. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2167. }
  2168. // Trigger counter-spells to retaliate against damage causing skills.
  2169. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2170. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2171. {
  2172. struct block_list *tbl;
  2173. struct unit_data *ud;
  2174. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2175. for (const auto &it : dstsd->autospell2) {
  2176. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2177. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2178. ((it.flag)&attack_type)&BF_SKILLMASK))
  2179. continue; // one or more trigger conditions were not fulfilled
  2180. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2181. autospl_skill_lv = it.lv ? it.lv : 1;
  2182. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2183. autospl_rate = it.rate;
  2184. //Physical range attacks only trigger autospells half of the time
  2185. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2186. autospl_rate>>=1;
  2187. dstsd->state.autocast = 1;
  2188. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2189. dstsd->state.autocast = 0;
  2190. continue;
  2191. }
  2192. dstsd->state.autocast = 0;
  2193. if (rnd()%1000 >= autospl_rate)
  2194. continue;
  2195. tbl = (it.id < 0) ? bl : src;
  2196. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2197. int maxcount = 0;
  2198. if( !(BL_PC&battle_config.skill_reiteration) &&
  2199. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2200. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2201. )
  2202. continue;
  2203. if( BL_PC&battle_config.skill_nofootset &&
  2204. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2205. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2206. )
  2207. continue;
  2208. if( BL_PC&battle_config.land_skill_limit &&
  2209. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2210. ) {
  2211. int v;
  2212. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2213. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2214. maxcount--;
  2215. }
  2216. if( maxcount == 0 ) {
  2217. continue;
  2218. }
  2219. }
  2220. }
  2221. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2222. continue;
  2223. dstsd->state.autocast = 1;
  2224. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2225. switch (type) {
  2226. case CAST_GROUND:
  2227. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2228. break;
  2229. case CAST_NODAMAGE:
  2230. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2231. break;
  2232. case CAST_DAMAGE:
  2233. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2234. break;
  2235. }
  2236. dstsd->state.autocast = 0;
  2237. //Set canact delay. [Skotlex]
  2238. ud = unit_bl2ud(bl);
  2239. if (ud) {
  2240. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2241. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2242. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2243. if ( battle_config.display_status_timers && dstsd )
  2244. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2245. }
  2246. }
  2247. }
  2248. }
  2249. //Autobonus when attacked
  2250. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2251. for (auto &it : dstsd->autobonus2) {
  2252. if (rnd()%1000 >= it.rate)
  2253. continue;
  2254. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2255. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2256. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2257. continue; // one or more trigger conditions were not fulfilled
  2258. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2259. }
  2260. }
  2261. return 0;
  2262. }
  2263. /*=========================================================================
  2264. Breaks equipment. On-non players causes the corresponding strip effect.
  2265. - rate goes from 0 to 10000 (100.00%)
  2266. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2267. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2268. --------------------------------------------------------------------------*/
  2269. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2270. {
  2271. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2272. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2273. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2274. struct status_change *sc = status_get_sc(bl);
  2275. int i;
  2276. TBL_PC *sd;
  2277. sd = BL_CAST(BL_PC, bl);
  2278. if (sc && !sc->count)
  2279. sc = NULL;
  2280. if (sd) {
  2281. if (sd->bonus.unbreakable_equip)
  2282. where &= ~sd->bonus.unbreakable_equip;
  2283. if (sd->bonus.unbreakable)
  2284. rate -= rate*sd->bonus.unbreakable/100;
  2285. if (where&EQP_WEAPON) {
  2286. switch (sd->status.weapon) {
  2287. case W_FIST: //Bare fists should not break :P
  2288. case W_1HAXE:
  2289. case W_2HAXE:
  2290. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2291. case W_2HMACE:
  2292. case W_STAFF:
  2293. case W_2HSTAFF:
  2294. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2295. case W_HUUMA:
  2296. where &= ~EQP_WEAPON;
  2297. }
  2298. }
  2299. }
  2300. if (flag&BCT_ENEMY) {
  2301. if (battle_config.equip_skill_break_rate != 100)
  2302. rate = rate*battle_config.equip_skill_break_rate/100;
  2303. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2304. if (battle_config.equip_self_break_rate != 100)
  2305. rate = rate*battle_config.equip_self_break_rate/100;
  2306. }
  2307. for (i = 0; i < 4; i++) {
  2308. if (where&where_list[i]) {
  2309. if (sc && sc->count && sc->data[scdef[i]])
  2310. where&=~where_list[i];
  2311. else if (rnd()%10000 >= rate)
  2312. where&=~where_list[i];
  2313. else if (!sd) //Cause Strip effect.
  2314. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2315. }
  2316. }
  2317. if (!where) //Nothing to break.
  2318. return 0;
  2319. if (sd) {
  2320. for (i = 0; i < EQI_MAX; i++) {
  2321. short j = sd->equip_index[i];
  2322. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2323. continue;
  2324. switch(i) {
  2325. case EQI_HEAD_TOP: //Upper Head
  2326. flag = (where&EQP_HELM);
  2327. break;
  2328. case EQI_ARMOR: //Body
  2329. flag = (where&EQP_ARMOR);
  2330. break;
  2331. case EQI_HAND_R: //Left/Right hands
  2332. case EQI_HAND_L:
  2333. flag = (
  2334. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2335. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2336. break;
  2337. case EQI_SHOES:
  2338. flag = (where&EQP_SHOES);
  2339. break;
  2340. case EQI_GARMENT:
  2341. flag = (where&EQP_GARMENT);
  2342. break;
  2343. default:
  2344. continue;
  2345. }
  2346. if (flag) {
  2347. sd->inventory.u.items_inventory[j].attribute = 1;
  2348. pc_unequipitem(sd, j, 3);
  2349. }
  2350. }
  2351. clif_equiplist(sd);
  2352. }
  2353. return where; //Return list of pieces broken.
  2354. }
  2355. /**
  2356. * Strip equipment from a target
  2357. * @param src: Source of call
  2358. * @param target: Target to strip
  2359. * @param skill_id: Skill used
  2360. * @param skill_lv: Skill level used
  2361. * @return True on successful strip or false otherwise
  2362. */
  2363. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2364. {
  2365. nullpo_retr(false, src);
  2366. nullpo_retr(false, target);
  2367. struct status_change *tsc = status_get_sc(target);
  2368. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2369. return false;
  2370. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2371. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2372. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2373. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2374. int rate, time, location, mod = 100;
  2375. switch (skill_id) { // Rate
  2376. case RG_STRIPWEAPON:
  2377. case RG_STRIPARMOR:
  2378. case RG_STRIPSHIELD:
  2379. case RG_STRIPHELM:
  2380. case GC_WEAPONCRUSH:
  2381. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2382. mod = 1000;
  2383. break;
  2384. case ST_FULLSTRIP: {
  2385. int min_rate = 50 + 20 * skill_lv;
  2386. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2387. rate = max(min_rate, rate);
  2388. mod = 1000;
  2389. break;
  2390. }
  2391. case GS_DISARM:
  2392. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2393. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2394. break;
  2395. case WL_EARTHSTRAIN: {
  2396. int job_lv = 0;
  2397. if (src->type == BL_PC)
  2398. job_lv = ((TBL_PC*)src)->status.job_level;
  2399. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2400. break;
  2401. }
  2402. case SC_STRIPACCESSARY:
  2403. rate = 12 + 2 * skill_lv;
  2404. break;
  2405. default:
  2406. return false;
  2407. }
  2408. if (rnd()%mod >= rate)
  2409. return false;
  2410. switch (skill_id) { // Duration
  2411. case SC_STRIPACCESSARY:
  2412. case GS_DISARM:
  2413. time = skill_get_time(skill_id, skill_lv);
  2414. break;
  2415. case WL_EARTHSTRAIN:
  2416. case RG_STRIPWEAPON:
  2417. case RG_STRIPARMOR:
  2418. case RG_STRIPSHIELD:
  2419. case RG_STRIPHELM:
  2420. case GC_WEAPONCRUSH:
  2421. case ST_FULLSTRIP:
  2422. if (skill_id == WL_EARTHSTRAIN)
  2423. time = skill_get_time2(skill_id, skill_lv);
  2424. else
  2425. time = skill_get_time(skill_id, skill_lv);
  2426. if (target->type == BL_PC)
  2427. time += skill_lv + 500 * (sstatus->dex - tstatus->dex);
  2428. else {
  2429. time += 15000;
  2430. time += skill_lv + 500 * (sstatus->dex - tstatus->dex);
  2431. }
  2432. break;
  2433. }
  2434. switch (skill_id) { // Location
  2435. case GC_WEAPONCRUSH:
  2436. case RG_STRIPWEAPON:
  2437. case GS_DISARM:
  2438. location = EQP_WEAPON;
  2439. break;
  2440. case RG_STRIPARMOR:
  2441. location = EQP_ARMOR;
  2442. break;
  2443. case RG_STRIPSHIELD:
  2444. location = EQP_SHIELD;
  2445. break;
  2446. case RG_STRIPHELM:
  2447. location = EQP_HELM;
  2448. break;
  2449. case ST_FULLSTRIP:
  2450. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2451. break;
  2452. case SC_STRIPACCESSARY:
  2453. location = EQP_ACC;
  2454. break;
  2455. case WL_EARTHSTRAIN:
  2456. location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2457. if (skill_lv >= 4)
  2458. location |= EQP_WEAPON;
  2459. if (skill_lv >= 5)
  2460. location |= EQP_ACC;
  2461. break;
  2462. }
  2463. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2464. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2465. location &=~ pos[i];
  2466. }
  2467. if (!location)
  2468. return false;
  2469. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2470. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2471. location &=~ pos[i];
  2472. }
  2473. return location ? true : false;
  2474. }
  2475. /**
  2476. * Used to knock back players, monsters, traps, etc
  2477. * @param src Object that give knock back
  2478. * @param target Object that receive knock back
  2479. * @param count Number of knock back cell requested
  2480. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2481. * @param flag
  2482. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2483. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2484. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2485. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2486. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2487. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2488. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2489. * @return Number of knocked back cells done
  2490. */
  2491. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2492. {
  2493. int dx = 0, dy = 0;
  2494. uint8 checkflag = 0;
  2495. struct status_change *tsc = status_get_sc(target);
  2496. enum e_unit_blown reason = UB_KNOCKABLE;
  2497. nullpo_ret(src);
  2498. nullpo_ret(target);
  2499. if (!count)
  2500. return count; // Actual knockback distance is 0.
  2501. // Create flag needed in unit_blown_immune
  2502. if(src != target)
  2503. checkflag |= 0x1; // Offensive
  2504. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2505. checkflag |= 0x2; // Knockback type
  2506. if(status_get_class_(src) == CLASS_BOSS)
  2507. checkflag |= 0x4; // Boss attack
  2508. // Get reason and check for flags
  2509. reason = unit_blown_immune(target, checkflag);
  2510. switch(reason) {
  2511. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2512. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2513. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2514. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2515. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2516. }
  2517. if (dir == -1) // <optimized>: do the computation here instead of outside
  2518. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2519. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2520. dx = -dirx[dir];
  2521. dy = -diry[dir];
  2522. }
  2523. if (tsc) {
  2524. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2525. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2526. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2527. return 0;
  2528. }
  2529. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2530. }
  2531. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2532. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2533. // In case of success returns type of reflection, otherwise 0
  2534. // 1 - Regular reflection (Maya)
  2535. // 2 - SL_KAITE reflection
  2536. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2537. {
  2538. struct status_change *sc = status_get_sc(bl);
  2539. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2540. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2541. // Item-based reflection - Bypasses Boss check
  2542. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2543. return 1;
  2544. }
  2545. // Magic Mirror reflection - Bypasses Boss check
  2546. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2547. return 1;
  2548. if( status_get_class_(src) == CLASS_BOSS )
  2549. return 0;
  2550. // status-based reflection
  2551. if( !sc || sc->count == 0 )
  2552. return 0;
  2553. // Kaite reflection - Does not bypass Boss check
  2554. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2555. #ifdef RENEWAL
  2556. && type // Does not reflect AoE
  2557. #endif
  2558. ) {
  2559. // Kaite only works against non-players if they are low-level.
  2560. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2561. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2562. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2563. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2564. return 2;
  2565. }
  2566. return 0;
  2567. }
  2568. /**
  2569. * Checks whether a skill can be used in combos or not
  2570. * @param skill_id: Target skill
  2571. * @return 0: Skill is not a combo
  2572. * 1: Skill is a normal combo
  2573. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2574. * @author Panikon
  2575. */
  2576. int skill_is_combo(uint16 skill_id) {
  2577. switch(skill_id) {
  2578. case MO_CHAINCOMBO:
  2579. case MO_COMBOFINISH:
  2580. case CH_TIGERFIST:
  2581. case CH_CHAINCRUSH:
  2582. case MO_EXTREMITYFIST:
  2583. case TK_TURNKICK:
  2584. case TK_STORMKICK:
  2585. case TK_DOWNKICK:
  2586. case TK_COUNTER:
  2587. case TK_JUMPKICK:
  2588. case HT_POWER:
  2589. case GC_COUNTERSLASH:
  2590. case GC_WEAPONCRUSH:
  2591. case SR_DRAGONCOMBO:
  2592. return 1;
  2593. case SR_FALLENEMPIRE:
  2594. case SR_TIGERCANNON:
  2595. case SR_GATEOFHELL:
  2596. return 2;
  2597. }
  2598. return 0;
  2599. }
  2600. /*
  2601. * Combo handler, start stop combo status
  2602. */
  2603. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2604. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2605. switch (skill_id) {
  2606. case MH_MIDNIGHT_FRENZY:
  2607. case MH_EQC:
  2608. {
  2609. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2610. short idx = hom_skill_get_index(skill_id2);
  2611. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2612. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2613. if (idx == -1)
  2614. break;
  2615. sd = hd->master;
  2616. hd->homunculus.hskill[idx].flag= flag;
  2617. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2618. }
  2619. break;
  2620. case MO_COMBOFINISH:
  2621. case CH_TIGERFIST:
  2622. case CH_CHAINCRUSH:
  2623. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2624. break;
  2625. case TK_JUMPKICK:
  2626. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2627. break;
  2628. case MO_TRIPLEATTACK:
  2629. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2630. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2631. break;
  2632. case SR_FALLENEMPIRE:
  2633. if (sd){
  2634. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2635. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2636. }
  2637. break;
  2638. }
  2639. }
  2640. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2641. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2642. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2643. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2644. struct status_change_entry *sce;
  2645. TBL_PC *sd = BL_CAST(BL_PC,src);
  2646. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2647. struct status_change *sc = status_get_sc(src);
  2648. if(sc == NULL) return;
  2649. //End previous combo state after skill is invoked
  2650. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2651. switch (skill_id) {
  2652. case TK_TURNKICK:
  2653. case TK_STORMKICK:
  2654. case TK_DOWNKICK:
  2655. case TK_COUNTER:
  2656. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2657. sce->val1 = skill_id; //Update combo-skill
  2658. sce->val3 = skill_id;
  2659. if( sce->timer != INVALID_TIMER )
  2660. delete_timer(sce->timer, status_change_timer);
  2661. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2662. break;
  2663. }
  2664. unit_cancel_combo(src); // Cancel combo wait
  2665. break;
  2666. default:
  2667. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2668. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2669. }
  2670. }
  2671. //start new combo
  2672. if (sd) { //player only
  2673. switch (skill_id) {
  2674. case MO_TRIPLEATTACK:
  2675. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2676. duration = 1;
  2677. target_id = 0; // Will target current auto-target instead
  2678. }
  2679. break;
  2680. case MO_CHAINCOMBO:
  2681. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2682. duration = 1;
  2683. target_id = 0; // Will target current auto-target instead
  2684. }
  2685. break;
  2686. case MO_COMBOFINISH:
  2687. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2688. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2689. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2690. duration = 1;
  2691. target_id = 0; // Will target current auto-target instead
  2692. }
  2693. case CH_TIGERFIST:
  2694. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2695. duration = 1;
  2696. target_id = 0; // Will target current auto-target instead
  2697. }
  2698. case CH_CHAINCRUSH:
  2699. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2700. duration = 1;
  2701. target_id = 0; // Will target current auto-target instead
  2702. }
  2703. break;
  2704. case AC_DOUBLE:
  2705. if (pc_checkskill(sd, HT_POWER)) {
  2706. duration = 2000;
  2707. nodelay = 1; //Neither gives walk nor attack delay
  2708. target_id = 0; //Does not need to be used on previous target
  2709. }
  2710. break;
  2711. case SR_DRAGONCOMBO:
  2712. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2713. duration = 1;
  2714. break;
  2715. case SR_FALLENEMPIRE:
  2716. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2717. duration = 1;
  2718. break;
  2719. }
  2720. }
  2721. else { //other
  2722. switch(skill_id) {
  2723. case MH_TINDER_BREAKER:
  2724. case MH_CBC:
  2725. case MH_SONIC_CRAW:
  2726. case MH_SILVERVEIN_RUSH:
  2727. if(hd->homunculus.spiritball > 0) duration = 2000;
  2728. nodelay = 1;
  2729. break;
  2730. case MH_EQC:
  2731. case MH_MIDNIGHT_FRENZY:
  2732. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2733. nodelay = 1;
  2734. break;
  2735. }
  2736. }
  2737. if (duration) { //Possible to chain
  2738. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2739. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2740. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2741. clif_combo_delay(src, duration);
  2742. }
  2743. }
  2744. /**
  2745. * Copy skill by Plagiarism or Reproduce
  2746. * @param src: The caster
  2747. * @param bl: The target
  2748. * @param skill_id: Skill that casted
  2749. * @param skill_lv: Skill level of the casted skill
  2750. */
  2751. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2752. {
  2753. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2754. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2755. return;
  2756. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2757. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2758. return;
  2759. else {
  2760. uint16 idx;
  2761. unsigned char lv;
  2762. skill_id = skill_dummy2skill_id(skill_id);
  2763. //Use skill index, avoiding out-of-bound array [Cydh]
  2764. if (!(idx = skill_get_index(skill_id)))
  2765. return;
  2766. switch (skill_isCopyable(tsd,idx)) {
  2767. case 1: //Copied by Plagiarism
  2768. {
  2769. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2770. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2771. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2772. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2773. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2774. }
  2775. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2776. tsd->cloneskill_idx = idx;
  2777. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2778. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2779. }
  2780. break;
  2781. case 2: //Copied by Reproduce
  2782. {
  2783. struct status_change *tsc = status_get_sc(bl);
  2784. //Already did SC check
  2785. //Skill level copied depends on Reproduce skill that used
  2786. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2787. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2788. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2789. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2790. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2791. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2792. }
  2793. //Level dependent and limitation.
  2794. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2795. lv = min(lv,skill_get_max(skill_id));
  2796. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2797. lv = min(lv,skill_lv);
  2798. tsd->reproduceskill_idx = idx;
  2799. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2800. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2801. }
  2802. break;
  2803. default: return;
  2804. }
  2805. tsd->status.skill[idx].id = skill_id;
  2806. tsd->status.skill[idx].lv = lv;
  2807. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2808. clif_addskill(tsd,skill_id);
  2809. }
  2810. }
  2811. /**
  2812. * Knockback the target on skill_attack
  2813. * @param src is the master behind the attack
  2814. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2815. * @param target is the target to be attacked.
  2816. * @param blewcount
  2817. * @param skill_id
  2818. * @param skill_lv
  2819. * @param damage
  2820. * @param tick
  2821. * @param flag can hold a bunch of information:
  2822. */
  2823. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2824. int8 dir = -1; // Default direction
  2825. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2826. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2827. if (!blewcount || target == dsrc || status_isdead(target))
  2828. return;
  2829. // Skill specific direction
  2830. switch (skill_id) {
  2831. case MG_FIREWALL:
  2832. case GN_WALLOFTHORN:
  2833. case EL_FIRE_MANTLE:
  2834. dir = unit_getdir(target); // Backwards
  2835. break;
  2836. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2837. case WZ_STORMGUST:
  2838. if(!battle_config.stormgust_knockback)
  2839. dir = rnd()%8;
  2840. break;
  2841. case MC_CARTREVOLUTION:
  2842. if (battle_config.cart_revo_knockback)
  2843. dir = 6; // Official servers push target to the West
  2844. break;
  2845. case AC_SHOWER:
  2846. case WL_CRIMSONROCK:
  2847. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2848. dir = map_calc_dir(target, src->x, src->y);
  2849. else
  2850. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2851. break;
  2852. case HT_PHANTASMIC: // issue #1378
  2853. if (status_get_hp(target) - damage <= 0) return;
  2854. break;
  2855. }
  2856. // Blown-specific handling
  2857. switch( skill_id ) {
  2858. case LG_OVERBRAND_BRANDISH:
  2859. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2860. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2861. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2862. break;
  2863. case SR_KNUCKLEARROW:
  2864. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2865. // Boss & Immune Knockback stay in place and don't get bonus damage
  2866. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2867. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2868. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2869. dir_ka = -1;
  2870. break;
  2871. case RL_R_TRIP:
  2872. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2873. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2874. break;
  2875. default:
  2876. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2877. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2878. TBL_SKILL *su = (TBL_SKILL*)target;
  2879. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2880. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2881. }
  2882. break;
  2883. }
  2884. clif_fixpos(target);
  2885. }
  2886. /*
  2887. * =========================================================================
  2888. * Does a skill attack with the given properties.
  2889. * @param src is the master behind the attack (player/mob/pet)
  2890. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2891. * @param bl is the target to be attacked.
  2892. * @param flag can hold a bunch of information:
  2893. * flag&1
  2894. * flag&2 - Disable re-triggered by double casting
  2895. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2896. * flag&8 - SC_COMBO state used to deal bonus damage
  2897. *
  2898. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2899. * (usually holds number of targets, or just 1 for simple splash attacks)
  2900. *
  2901. * flag&0xF000 - Values from enum e_skill_display
  2902. * flag&0x3F0000 - Values from enum e_battle_check_target
  2903. *
  2904. * flag&0x1000000 - Return 0 if damage was reflected
  2905. *-------------------------------------------------------------------------*/
  2906. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2907. {
  2908. struct Damage dmg;
  2909. struct status_data *sstatus, *tstatus;
  2910. struct status_change *sc, *tsc;
  2911. struct map_session_data *sd, *tsd;
  2912. int64 damage;
  2913. int8 rmdamage = 0;//magic reflected
  2914. int type;
  2915. enum e_damage_type dmg_type;
  2916. bool shadow_flag = false;
  2917. bool additional_effects = true;
  2918. if(skill_id > 0 && !skill_lv)
  2919. return 0;
  2920. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2921. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2922. nullpo_ret(bl); //Target to be attacked.
  2923. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2924. return 0;
  2925. if (src != dsrc) {
  2926. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2927. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2928. return 0;
  2929. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2930. //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]
  2931. if (!status_check_skilluse(src, bl, skill_id, 2))
  2932. return 0;
  2933. }
  2934. sd = BL_CAST(BL_PC, src);
  2935. tsd = BL_CAST(BL_PC, bl);
  2936. sstatus = status_get_status_data(src);
  2937. tstatus = status_get_status_data(bl);
  2938. sc= status_get_sc(src);
  2939. tsc= status_get_sc(bl);
  2940. if (tsc && !tsc->count)
  2941. tsc = NULL; //Don't need it.
  2942. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2943. if (tsc && tsc->data[SC_TRICKDEAD])
  2944. return 0;
  2945. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2946. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2947. return 0;
  2948. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2949. //If the damage source is a unit, the damage is not delayed
  2950. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2951. dmg.amotion = 0;
  2952. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2953. // Adjusted to the new system [Skotlex]
  2954. if( src->type == BL_PET ) { // [Valaris]
  2955. struct pet_data *pd = (TBL_PET*)src;
  2956. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2957. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2958. int element = skill_get_ele(skill_id, skill_lv);
  2959. /*if (skill_id == -1) Does it ever worked?
  2960. element = sstatus->rhw.ele;*/
  2961. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2962. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2963. else
  2964. dmg.damage = pd->a_skill->damage; // Fixed damage
  2965. }
  2966. else
  2967. dmg.damage = 1*pd->a_skill->div_;
  2968. dmg.damage2 = 0;
  2969. dmg.div_= pd->a_skill->div_;
  2970. }
  2971. }
  2972. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2973. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2974. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2975. { //Magic reflection, switch caster/target
  2976. struct block_list *tbl = bl;
  2977. rmdamage = 1;
  2978. bl = src;
  2979. src = tbl;
  2980. dsrc = tbl;
  2981. sd = BL_CAST(BL_PC, src);
  2982. tsd = BL_CAST(BL_PC, bl);
  2983. tsc = status_get_sc(bl);
  2984. if (tsc && !tsc->count)
  2985. tsc = NULL; //Don't need it.
  2986. /* bugreport:2564 flag&2 disables double casting trigger */
  2987. flag |= 2;
  2988. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2989. flag |= 4;
  2990. //Spirit of Wizard blocks Kaite's reflection
  2991. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2992. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2993. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2994. if (type >= 0) {
  2995. if ( tsd )
  2996. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2997. dmg.damage = dmg.damage2 = 0;
  2998. dmg.dmg_lv = ATK_MISS;
  2999. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3000. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3001. }
  3002. } else if( type != 2 ) /* Kaite bypasses */
  3003. additional_effects = false;
  3004. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3005. #if MAGIC_REFLECTION_TYPE
  3006. #ifdef RENEWAL
  3007. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3008. #else
  3009. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3010. // regardless of caster's equipment (Aegis 11.1)
  3011. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3012. #endif
  3013. short s_ele = skill_get_ele(skill_id, skill_lv);
  3014. if (s_ele == -1) // the skill takes the weapon's element
  3015. s_ele = sstatus->rhw.ele;
  3016. else if (s_ele == -2) //Use status element
  3017. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3018. else if( s_ele == -3 ) //Use random element
  3019. s_ele = rnd()%ELE_ALL;
  3020. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3021. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3022. struct status_data *status = status_get_status_data(bl);
  3023. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3024. per /=20; //Uses 20% SP intervals.
  3025. //SP Cost: 1% + 0.5% per every 20% SP
  3026. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3027. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3028. //Reduction: 6% + 6% every 20%
  3029. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3030. }
  3031. }
  3032. #endif
  3033. }
  3034. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3035. int sp = skill_get_sp(skill_id,skill_lv);
  3036. #ifndef RENEWAL
  3037. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3038. #endif
  3039. dmg.damage = dmg.damage2 = 0;
  3040. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3041. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3042. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3043. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3044. status_heal(bl, 0, sp, 2);
  3045. }
  3046. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3047. dmg.damage = dmg.damage2 = 0;
  3048. dmg.dmg_lv = ATK_MISS;
  3049. }
  3050. }
  3051. damage = dmg.damage + dmg.damage2;
  3052. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3053. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3054. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3055. damage = 1;
  3056. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3057. struct block_list *nbl;
  3058. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3059. if( nbl ){ // Only one target is chosen.
  3060. damage = damage / 2; // Deflect half of the damage to a target nearby
  3061. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL);
  3062. }
  3063. }
  3064. //Skill hit type
  3065. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3066. switch( skill_id ) {
  3067. case WL_HELLINFERNO:
  3068. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  3069. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  3070. break;
  3071. case SC_TRIANGLESHOT:
  3072. if( rnd()%100 > (1 + skill_lv) )
  3073. dmg.blewcount = 0;
  3074. break;
  3075. default:
  3076. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3077. dmg.blewcount = 0; //only pushback when it hit for other
  3078. break;
  3079. }
  3080. switch( skill_id ) {
  3081. case CR_GRANDCROSS:
  3082. case NPC_GRANDDARKNESS:
  3083. if( battle_config.gx_disptype)
  3084. dsrc = src;
  3085. if( src == bl)
  3086. dmg_type = DMG_ENDURE;
  3087. else
  3088. flag|= SD_ANIMATION;
  3089. break;
  3090. case NJ_TATAMIGAESHI: //For correct knockback.
  3091. dsrc = src;
  3092. flag|= SD_ANIMATION;
  3093. break;
  3094. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3095. int level;
  3096. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3097. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3098. }
  3099. break;
  3100. case SL_STIN:
  3101. case SL_STUN:
  3102. if (skill_lv >= 7) {
  3103. struct status_change *sc_cur = status_get_sc(src);
  3104. if (sc_cur && !sc_cur->data[SC_SMA])
  3105. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3106. }
  3107. break;
  3108. }
  3109. //combo handling
  3110. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3111. //Display damage.
  3112. switch( skill_id ) {
  3113. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3114. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3115. break;
  3116. //Skills that need be passed as a normal attack for the client to display correctly.
  3117. case HVAN_EXPLOSION:
  3118. case NPC_SELFDESTRUCTION:
  3119. if(src->type == BL_PC)
  3120. dmg.blewcount = 10;
  3121. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3122. // fall through
  3123. case KN_AUTOCOUNTER:
  3124. case NPC_CRITICALSLASH:
  3125. case TF_DOUBLE:
  3126. case GS_CHAINACTION:
  3127. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3128. break;
  3129. case AS_SPLASHER:
  3130. if( flag&SD_ANIMATION ) // the surrounding targets
  3131. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3132. else // the central target doesn't display an animation
  3133. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3134. break;
  3135. case GN_SPORE_EXPLOSION:
  3136. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3137. break;
  3138. case WL_HELLINFERNO:
  3139. case SR_EARTHSHAKER:
  3140. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  3141. break;
  3142. case WL_SOULEXPANSION:
  3143. case WL_COMET:
  3144. case NPC_COMET:
  3145. case KO_MUCHANAGE:
  3146. case NJ_HUUMA:
  3147. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3148. break;
  3149. case WL_CHAINLIGHTNING_ATK:
  3150. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  3151. break;
  3152. case WL_TETRAVORTEX_FIRE:
  3153. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3154. break;
  3155. case LG_SHIELDPRESS:
  3156. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  3157. break;
  3158. case LG_OVERBRAND:
  3159. case LG_OVERBRAND_BRANDISH:
  3160. dmg.amotion = status_get_amotion(src) * 2;
  3161. case LG_OVERBRAND_PLUSATK:
  3162. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3163. break;
  3164. case NPC_DARKPIERCING:
  3165. case EL_FIRE_BOMB:
  3166. case EL_FIRE_BOMB_ATK:
  3167. case EL_FIRE_WAVE:
  3168. case EL_FIRE_WAVE_ATK:
  3169. case EL_FIRE_MANTLE:
  3170. case EL_CIRCLE_OF_FIRE:
  3171. case EL_FIRE_ARROW:
  3172. case EL_ICE_NEEDLE:
  3173. case EL_WATER_SCREW:
  3174. case EL_WATER_SCREW_ATK:
  3175. case EL_WIND_SLASH:
  3176. case EL_TIDAL_WEAPON:
  3177. case EL_ROCK_CRUSHER:
  3178. case EL_ROCK_CRUSHER_ATK:
  3179. case EL_HURRICANE:
  3180. case EL_HURRICANE_ATK:
  3181. case KO_BAKURETSU:
  3182. case GN_CRAZYWEED_ATK:
  3183. case NC_MAGMA_ERUPTION:
  3184. case SU_SV_ROOTTWIST_ATK:
  3185. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3186. break;
  3187. case GN_FIRE_EXPANSION_ACID:
  3188. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3189. break;
  3190. case GN_SLINGITEM_RANGEMELEEATK:
  3191. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3192. break;
  3193. case EL_STONE_RAIN:
  3194. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3195. break;
  3196. case WM_SEVERE_RAINSTORM_MELEE:
  3197. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3198. break;
  3199. case SR_TIGERCANNON:
  3200. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3201. break;
  3202. case HT_CLAYMORETRAP:
  3203. case HT_BLASTMINE:
  3204. case HT_FLASHER:
  3205. case HT_FREEZINGTRAP:
  3206. case RA_CLUSTERBOMB:
  3207. case RA_FIRINGTRAP:
  3208. case RA_ICEBOUNDTRAP:
  3209. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3210. if( dsrc != src ) // avoid damage display redundancy
  3211. break;
  3212. //Fall through
  3213. case HT_LANDMINE:
  3214. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3215. break;
  3216. case WZ_SIGHTBLASTER:
  3217. //Sightblaster should never call clif_skill_damage twice
  3218. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3219. break;
  3220. case RL_R_TRIP_PLUSATK:
  3221. case RL_S_STORM:
  3222. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3223. break;
  3224. case SU_LUNATICCARROTBEAT:
  3225. case SU_LUNATICCARROTBEAT2:
  3226. if (dmg.div_ < 2)
  3227. type = DMG_SPLASH;
  3228. if (!(flag&SD_ANIMATION))
  3229. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3230. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3231. break;
  3232. case AB_DUPLELIGHT_MELEE:
  3233. case AB_DUPLELIGHT_MAGIC:
  3234. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3235. default:
  3236. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3237. dmg_type = DMG_SPLASH;
  3238. if (src->type == BL_SKILL) {
  3239. TBL_SKILL *su = (TBL_SKILL*)src;
  3240. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3241. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3242. break;
  3243. }
  3244. }
  3245. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3246. break;
  3247. }
  3248. map_freeblock_lock();
  3249. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3250. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3251. skill_do_copy(src,bl,skill_id,skill_lv);
  3252. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3253. { //Skills with can't walk delay also stop normal attacking for that
  3254. //duration when the attack connects. [Skotlex]
  3255. struct unit_data *ud = unit_bl2ud(src);
  3256. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3257. ud->attackabletime = tick + type;
  3258. }
  3259. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3260. // Instant damage
  3261. if( !dmg.amotion ) {
  3262. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3263. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3264. if( !status_isdead(bl) && additional_effects )
  3265. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3266. if( damage > 0 ) //Counter status effects [Skotlex]
  3267. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3268. }
  3269. // Blow!
  3270. if (!(flag&4))
  3271. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3272. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3273. if( dmg.amotion ) {
  3274. if( shadow_flag ) {
  3275. if( !status_isdead(bl) && additional_effects )
  3276. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3277. if( dmg.flag > ATK_BLOCK )
  3278. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3279. } else
  3280. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3281. }
  3282. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3283. if (tsc->data[SC_DEVOTION]) {
  3284. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3285. struct block_list *d_bl = map_id2bl(sce->val1);
  3286. if (d_bl && (
  3287. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3288. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3289. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3290. {
  3291. if (!rmdamage) {
  3292. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3293. status_fix_damage(NULL, d_bl, damage, 0);
  3294. } else {
  3295. bool isDevotRdamage = false;
  3296. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3297. isDevotRdamage = true;
  3298. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3299. // This check is only for magical skill.
  3300. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3301. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3302. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3303. }
  3304. } else {
  3305. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3306. if (!dmg.amotion)
  3307. status_fix_damage(src, bl, damage, dmg.dmotion);
  3308. }
  3309. }
  3310. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3311. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3312. struct block_list *e_bl = map_id2bl(sce->val1);
  3313. if (e_bl) {
  3314. if (!rmdamage) {
  3315. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3316. status_fix_damage(NULL, e_bl, damage, 0);
  3317. } else {
  3318. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3319. status_fix_damage(bl, bl, damage, 0);
  3320. }
  3321. }
  3322. }
  3323. }
  3324. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3325. if( skill_id == RG_INTIMIDATE ) {
  3326. int rate = 50 + skill_lv * 5;
  3327. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3328. if(rnd()%100 < rate)
  3329. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3330. } else if( skill_id == SC_FATALMENACE ) {
  3331. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3332. map_search_freecell(NULL, bl->m, &x, &y, 2, 2, 1);
  3333. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3334. }
  3335. }
  3336. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3337. dmg.flag |= BF_WEAPON;
  3338. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3339. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3340. {
  3341. if (battle_config.left_cardfix_to_right)
  3342. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3343. else
  3344. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3345. }
  3346. if( damage > 0 ) { // Post-damage effects
  3347. switch( skill_id ) {
  3348. case GC_VENOMPRESSURE: {
  3349. struct status_change *ssc = status_get_sc(src);
  3350. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3351. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3352. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3354. }
  3355. }
  3356. break;
  3357. case WM_METALICSOUND:
  3358. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3359. break;
  3360. case SR_TIGERCANNON:
  3361. status_zap(bl, 0, damage * 10 / 100);
  3362. break;
  3363. }
  3364. if( sd )
  3365. skill_onskillusage(sd, bl, skill_id, tick);
  3366. }
  3367. if (!(flag&2) &&
  3368. (
  3369. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3370. ) &&
  3371. (tsc = status_get_sc(src)) &&
  3372. tsc->data[SC_DOUBLECAST] &&
  3373. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3374. {
  3375. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3376. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3377. }
  3378. map_freeblock_unlock();
  3379. if ((flag&0x1000000) && rmdamage == 1)
  3380. return 0; //Should return 0 when damage was reflected
  3381. return damage;
  3382. }
  3383. /*==========================================
  3384. * Sub function for recursive skill call.
  3385. * Checking bl battle flag and display damage
  3386. * then call func with source,target,skill_id,skill_lv,tick,flag
  3387. *------------------------------------------*/
  3388. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3389. int skill_area_sub(struct block_list *bl, va_list ap)
  3390. {
  3391. struct block_list *src;
  3392. uint16 skill_id,skill_lv;
  3393. int flag;
  3394. t_tick tick;
  3395. SkillFunc func;
  3396. nullpo_ret(bl);
  3397. src = va_arg(ap,struct block_list *);
  3398. skill_id = va_arg(ap,int);
  3399. skill_lv = va_arg(ap,int);
  3400. tick = va_arg(ap,t_tick);
  3401. flag = va_arg(ap,int);
  3402. func = va_arg(ap,SkillFunc);
  3403. if (flag&BCT_WOS && src == bl)
  3404. return 0;
  3405. if(battle_check_target(src,bl,flag) > 0) {
  3406. // several splash skills need this initial dummy packet to display correctly
  3407. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3408. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3409. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3410. skill_area_temp[2]++;
  3411. return func(src,bl,skill_id,skill_lv,tick,flag);
  3412. }
  3413. return 0;
  3414. }
  3415. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3416. {
  3417. struct skill_unit *unit;
  3418. uint16 skill_id,g_skill_id;
  3419. unit = (struct skill_unit *)bl;
  3420. if(bl->prev == NULL || bl->type != BL_SKILL)
  3421. return 0;
  3422. if(!unit->alive)
  3423. return 0;
  3424. skill_id = va_arg(ap,int);
  3425. g_skill_id = unit->group->skill_id;
  3426. switch (skill_id) {
  3427. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3428. if(g_skill_id == SA_LANDPROTECTOR)
  3429. break;
  3430. //Fall through
  3431. case MH_STEINWAND:
  3432. case MG_SAFETYWALL:
  3433. case SC_MAELSTROM:
  3434. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3435. return 0;
  3436. break;
  3437. case AL_WARP:
  3438. case HT_SKIDTRAP:
  3439. case MA_SKIDTRAP:
  3440. case HT_LANDMINE:
  3441. case MA_LANDMINE:
  3442. case HT_ANKLESNARE:
  3443. case HT_SHOCKWAVE:
  3444. case HT_SANDMAN:
  3445. case MA_SANDMAN:
  3446. case HT_FLASHER:
  3447. case HT_FREEZINGTRAP:
  3448. case MA_FREEZINGTRAP:
  3449. case HT_BLASTMINE:
  3450. case HT_CLAYMORETRAP:
  3451. case HT_TALKIEBOX:
  3452. case HP_BASILICA:
  3453. case RA_ELECTRICSHOCKER:
  3454. case RA_CLUSTERBOMB:
  3455. case RA_MAGENTATRAP:
  3456. case RA_COBALTTRAP:
  3457. case RA_MAIZETRAP:
  3458. case RA_VERDURETRAP:
  3459. case RA_FIRINGTRAP:
  3460. case RA_ICEBOUNDTRAP:
  3461. case SC_DIMENSIONDOOR:
  3462. case SC_BLOODYLUST:
  3463. case WM_REVERBERATION:
  3464. case GN_THORNS_TRAP:
  3465. case GN_HELLS_PLANT:
  3466. case RL_B_TRAP:
  3467. case SC_ESCAPE:
  3468. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3469. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3470. return 0;
  3471. break;
  3472. default: //Avoid stacking with same kind of trap. [Skotlex]
  3473. if (g_skill_id != skill_id)
  3474. return 0;
  3475. break;
  3476. }
  3477. return 1;
  3478. }
  3479. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3480. {
  3481. //Non players do not check for the skill's splash-trigger area.
  3482. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3483. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3484. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3485. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3486. return 0;
  3487. }
  3488. range += layout_type;
  3489. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3490. }
  3491. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3492. {
  3493. uint16 skill_id;
  3494. if(bl->prev == NULL)
  3495. return 0;
  3496. skill_id = va_arg(ap,int);
  3497. if( status_isdead(bl) && skill_id != AL_WARP )
  3498. return 0;
  3499. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3500. return 0;
  3501. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3502. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3503. return 1;
  3504. }
  3505. /**
  3506. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3507. * @param bl Object that casted skill
  3508. * @param x Position x of the target
  3509. * @param y Position y of the target
  3510. * @param skill_id The casted skill
  3511. * @param skill_lv The skill Lv
  3512. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3513. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3514. */
  3515. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3516. {
  3517. int range = 0, type;
  3518. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3519. if (isNearNPC)
  3520. range = skill_get_splash(skill_id,skill_lv);
  3521. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3522. if (!isNearNPC || !range) {
  3523. switch (skill_id) { // to be expanded later
  3524. case WZ_ICEWALL:
  3525. range = 2;
  3526. break;
  3527. case SC_MANHOLE:
  3528. case GN_HELLS_PLANT:
  3529. range = 0;
  3530. break;
  3531. default: {
  3532. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3533. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3534. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3535. return 0;
  3536. }
  3537. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3538. }
  3539. break;
  3540. }
  3541. }
  3542. //Check the additional range [Cydh]
  3543. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3544. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3545. if (!isNearNPC) { //Doesn't check the NPC range
  3546. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3547. if (bl->type&battle_config.skill_nofootset)
  3548. type = BL_CHAR;
  3549. else if(bl->type == BL_MOB)
  3550. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3551. else
  3552. return 0; //Don't check
  3553. } else
  3554. type = BL_NPC;
  3555. return (!isNearNPC) ?
  3556. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3557. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3558. //isNearNPC is used to check range from NPC
  3559. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3560. }
  3561. /*==========================================
  3562. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3563. * Flag:
  3564. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3565. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3566. *------------------------------------------*/
  3567. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3568. {
  3569. struct status_data *status;
  3570. struct map_session_data *sd = NULL;
  3571. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3572. uint16 idx;
  3573. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3574. nullpo_retr(0, bl);
  3575. switch( bl->type )
  3576. {
  3577. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3578. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3579. }
  3580. status = status_get_status_data(bl);
  3581. if ((idx = skill_get_index(skill_id)) == 0)
  3582. return 0;
  3583. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3584. // Requirements
  3585. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3586. {
  3587. itemid[i] = skill_db[idx]->require.itemid[i];
  3588. amount[i] = skill_db[idx]->require.amount[i];
  3589. }
  3590. hp = skill_db[idx]->require.hp[skill_lv - 1];
  3591. sp = skill_db[idx]->require.sp[skill_lv - 1];
  3592. hp_rate = skill_db[idx]->require.hp_rate[skill_lv - 1];
  3593. sp_rate = skill_db[idx]->require.sp_rate[skill_lv - 1];
  3594. state = skill_db[idx]->require.state;
  3595. if ((mhp = skill_db[idx]->require.mhp[skill_lv - 1]) > 0)
  3596. hp += (status->max_hp * mhp) / 100;
  3597. if( hp_rate > 0 )
  3598. hp += (status->hp * hp_rate) / 100;
  3599. else
  3600. hp += (status->max_hp * (-hp_rate)) / 100;
  3601. if( sp_rate > 0 )
  3602. sp += (status->sp * sp_rate) / 100;
  3603. else
  3604. sp += (status->max_sp * (-sp_rate)) / 100;
  3605. if( !(type&2) )
  3606. {
  3607. if( hp > 0 && status->hp <= (unsigned int)hp )
  3608. {
  3609. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3610. return 0;
  3611. }
  3612. if( sp > 0 && status->sp <= (unsigned int)sp )
  3613. {
  3614. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3615. return 0;
  3616. }
  3617. }
  3618. if( !type )
  3619. switch( state )
  3620. {
  3621. case ST_MOVE_ENABLE:
  3622. if( !unit_can_move(bl) )
  3623. {
  3624. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3625. return 0;
  3626. }
  3627. break;
  3628. }
  3629. if( !(type&1) )
  3630. return 1;
  3631. // Check item existences
  3632. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3633. {
  3634. index[i] = -1;
  3635. if( itemid[i] < 1 ) continue; // No item
  3636. index[i] = pc_search_inventory(sd, itemid[i]);
  3637. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3638. {
  3639. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3640. return 0;
  3641. }
  3642. }
  3643. // Consume items
  3644. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3645. {
  3646. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3647. }
  3648. if( type&2 )
  3649. return 1;
  3650. if( sp || hp )
  3651. status_zap(bl, hp, sp);
  3652. return 1;
  3653. }
  3654. /*==========================================
  3655. *
  3656. *------------------------------------------*/
  3657. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3658. {
  3659. switch (skill_id) {
  3660. case RL_QD_SHOT:
  3661. {
  3662. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3663. struct unit_data *ud = unit_bl2ud(src);
  3664. if (ud && ud->target == target->id)
  3665. return 1;
  3666. }
  3667. }
  3668. case RL_D_TAIL:
  3669. if (src->type != BL_PC)
  3670. return 0;
  3671. {
  3672. struct status_change *tsc = status_get_sc(target);
  3673. // Only counts marked target with SC_C_MARKER
  3674. if (!tsc || !tsc->data[SC_C_MARKER])
  3675. return 0;
  3676. }
  3677. break;
  3678. }
  3679. return 1;
  3680. }
  3681. /*==========================================
  3682. *
  3683. *------------------------------------------*/
  3684. static TIMER_FUNC(skill_timerskill){
  3685. struct block_list *src = map_id2bl(id),*target;
  3686. struct unit_data *ud = unit_bl2ud(src);
  3687. struct skill_timerskill *skl;
  3688. struct skill_unit *unit = NULL;
  3689. int range;
  3690. nullpo_ret(src);
  3691. nullpo_ret(ud);
  3692. skl = ud->skilltimerskill[data];
  3693. nullpo_ret(skl);
  3694. ud->skilltimerskill[data] = NULL;
  3695. do {
  3696. if(src->prev == NULL)
  3697. break; // Source not on Map
  3698. if(skl->target_id) {
  3699. target = map_id2bl(skl->target_id);
  3700. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3701. target = src; //Required since it has to warp.
  3702. if (skl->skill_id == SR_SKYNETBLOW) {
  3703. skill_area_temp[1] = 0;
  3704. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3705. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3706. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3707. break;
  3708. }
  3709. if(target == NULL)
  3710. break; // Target offline?
  3711. if(target->prev == NULL)
  3712. break; // Target not on Map
  3713. if(src->m != target->m)
  3714. break; // Different Maps
  3715. if(status_isdead(src)) {
  3716. switch(skl->skill_id) {
  3717. case WL_CHAINLIGHTNING_ATK:
  3718. case WL_TETRAVORTEX_FIRE:
  3719. case WL_TETRAVORTEX_WATER:
  3720. case WL_TETRAVORTEX_WIND:
  3721. case WL_TETRAVORTEX_GROUND:
  3722. // For SR_FLASHCOMBO
  3723. case SR_DRAGONCOMBO:
  3724. case SR_FALLENEMPIRE:
  3725. case SR_TIGERCANNON:
  3726. case SR_SKYNETBLOW:
  3727. break; // Exceptions
  3728. default:
  3729. continue; // Caster is Dead
  3730. }
  3731. }
  3732. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3733. break;
  3734. switch(skl->skill_id) {
  3735. case KN_AUTOCOUNTER:
  3736. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3737. break;
  3738. case RG_INTIMIDATE:
  3739. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3740. short x,y;
  3741. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3742. if (target != src && !status_isdead(target))
  3743. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3744. }
  3745. break;
  3746. case BA_FROSTJOKER:
  3747. case DC_SCREAM:
  3748. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3749. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3750. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3751. break;
  3752. case PR_LEXDIVINA:
  3753. if (src->type == BL_MOB) {
  3754. // Monsters use the default duration when casting Lex Divina
  3755. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3756. break;
  3757. }
  3758. // Fall through
  3759. case PR_STRECOVERY:
  3760. case BS_HAMMERFALL:
  3761. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3762. break;
  3763. case NPC_EARTHQUAKE:
  3764. if( skl->type > 1 )
  3765. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3766. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3767. skill_area_temp[1] = src->id;
  3768. skill_area_temp[2] = 0;
  3769. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3770. break;
  3771. case WZ_WATERBALL:
  3772. {
  3773. //Get the next waterball cell to consume
  3774. struct s_skill_unit_layout *layout;
  3775. int i;
  3776. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3777. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3778. int ux = skl->x + layout->dx[i];
  3779. int uy = skl->y + layout->dy[i];
  3780. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3781. if (unit)
  3782. break;
  3783. }
  3784. } // Fall through
  3785. case WZ_JUPITEL:
  3786. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3787. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3788. // Apply canact delay here to prevent hacks (unlimited casting)
  3789. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3790. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3791. }
  3792. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3793. skill_delunit(unit); // Consume unit for next waterball
  3794. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3795. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3796. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3797. } else {
  3798. struct status_change *sc = status_get_sc(src);
  3799. if(sc) {
  3800. if(sc->data[SC_SPIRIT] &&
  3801. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3802. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3803. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3804. }
  3805. }
  3806. break;
  3807. case WL_CHAINLIGHTNING_ATK: {
  3808. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3809. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3810. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3811. { // Remaining Chains Hit
  3812. struct block_list *nbl = NULL; // Next Target of Chain
  3813. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3814. splash_target(src), target->id); // Search for a new Target around current one...
  3815. if( nbl == NULL )
  3816. skl->x++;
  3817. else
  3818. skl->x = 0;
  3819. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3820. }
  3821. }
  3822. break;
  3823. case WL_TETRAVORTEX_FIRE:
  3824. case WL_TETRAVORTEX_WATER:
  3825. case WL_TETRAVORTEX_WIND:
  3826. case WL_TETRAVORTEX_GROUND:
  3827. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3828. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3829. if (skl->type >= 3) { // Final Hit
  3830. if (!status_isdead(target)) { // Final Status Effect
  3831. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3832. applyeffects[4] = { 0, 0, 0, 0 },
  3833. i, j = 0, k = 0;
  3834. for(i = 1; i <= 8; i = i + i) {
  3835. if (skl->x&i) {
  3836. applyeffects[j] = effects[k];
  3837. j++;
  3838. }
  3839. k++;
  3840. }
  3841. if (j) {
  3842. i = applyeffects[rnd()%j];
  3843. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3844. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3845. (i == SC_BURNING ? src->id : 0), 0,
  3846. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3847. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3848. }
  3849. }
  3850. }
  3851. break;
  3852. case WM_REVERBERATION_MELEE:
  3853. case WM_REVERBERATION_MAGIC:
  3854. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3855. break;
  3856. case SC_FATALMENACE:
  3857. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3858. break;
  3859. case LG_MOONSLASHER:
  3860. case SR_WINDMILL:
  3861. if( target->type == BL_PC ) {
  3862. struct map_session_data *tsd = NULL;
  3863. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3864. pc_setsit(tsd);
  3865. skill_sit(tsd, true);
  3866. clif_sitting(&tsd->bl);
  3867. }
  3868. }
  3869. break;
  3870. case SR_KNUCKLEARROW:
  3871. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3872. break;
  3873. case GN_SPORE_EXPLOSION:
  3874. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3875. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3876. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3877. break;
  3878. case CH_PALMSTRIKE:
  3879. {
  3880. struct status_change* tsc = status_get_sc(target);
  3881. struct status_change* sc = status_get_sc(src);
  3882. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3883. ( sc && sc->option&OPTION_HIDE ) ){
  3884. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3885. break;
  3886. }
  3887. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3888. break;
  3889. }
  3890. // For SR_FLASHCOMBO
  3891. case SR_DRAGONCOMBO:
  3892. case SR_FALLENEMPIRE:
  3893. case SR_TIGERCANNON:
  3894. case SR_SKYNETBLOW:
  3895. if( src->type == BL_PC ) {
  3896. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3897. break;
  3898. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3899. }
  3900. break;
  3901. case SU_SV_ROOTTWIST_ATK: {
  3902. struct status_change *tsc = status_get_sc(target);
  3903. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3904. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3905. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3906. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3907. }
  3908. }
  3909. break;
  3910. default:
  3911. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3912. break;
  3913. }
  3914. }
  3915. else {
  3916. if(src->m != skl->map)
  3917. break;
  3918. switch( skl->skill_id )
  3919. {
  3920. case GN_CRAZYWEED_ATK:
  3921. {
  3922. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3923. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3924. }
  3925. case WL_EARTHSTRAIN:
  3926. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3927. break;
  3928. case LG_OVERBRAND_BRANDISH: {
  3929. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3930. int x = src->x, y = src->y;
  3931. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3932. for( i = 0; i < layout->count; i++ )
  3933. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3934. }
  3935. break;
  3936. case RL_FIRE_RAIN: {
  3937. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3938. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3939. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3940. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3941. }
  3942. break;
  3943. case NC_MAGMA_ERUPTION:
  3944. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3945. break;
  3946. }
  3947. }
  3948. } while (0);
  3949. //Free skl now that it is no longer needed.
  3950. ers_free(skill_timer_ers, skl);
  3951. return 0;
  3952. }
  3953. /*==========================================
  3954. *
  3955. *------------------------------------------*/
  3956. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3957. {
  3958. int i;
  3959. struct unit_data *ud;
  3960. nullpo_retr(1, src);
  3961. if (src->prev == NULL)
  3962. return 0;
  3963. ud = unit_bl2ud(src);
  3964. nullpo_retr(1, ud);
  3965. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3966. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3967. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3968. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3969. ud->skilltimerskill[i]->src_id = src->id;
  3970. ud->skilltimerskill[i]->target_id = target;
  3971. ud->skilltimerskill[i]->skill_id = skill_id;
  3972. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3973. ud->skilltimerskill[i]->map = src->m;
  3974. ud->skilltimerskill[i]->x = x;
  3975. ud->skilltimerskill[i]->y = y;
  3976. ud->skilltimerskill[i]->type = type;
  3977. ud->skilltimerskill[i]->flag = flag;
  3978. return 0;
  3979. }
  3980. /*==========================================
  3981. *
  3982. *------------------------------------------*/
  3983. int skill_cleartimerskill (struct block_list *src)
  3984. {
  3985. int i;
  3986. struct unit_data *ud;
  3987. nullpo_ret(src);
  3988. ud = unit_bl2ud(src);
  3989. nullpo_ret(ud);
  3990. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3991. if(ud->skilltimerskill[i]) {
  3992. switch(ud->skilltimerskill[i]->skill_id) {
  3993. case WL_TETRAVORTEX_FIRE:
  3994. case WL_TETRAVORTEX_WATER:
  3995. case WL_TETRAVORTEX_WIND:
  3996. case WL_TETRAVORTEX_GROUND:
  3997. // For SR_FLASHCOMBO
  3998. case SR_DRAGONCOMBO:
  3999. case SR_FALLENEMPIRE:
  4000. case SR_TIGERCANNON:
  4001. case SR_SKYNETBLOW:
  4002. continue;
  4003. }
  4004. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4005. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4006. ud->skilltimerskill[i]=NULL;
  4007. }
  4008. }
  4009. return 1;
  4010. }
  4011. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4012. struct skill_unit *su = (TBL_SKILL*)bl;
  4013. struct skill_unit_group *sg = NULL;
  4014. nullpo_ret(su);
  4015. if (bl->type != BL_SKILL)
  4016. return 0;
  4017. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  4018. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4019. su->limit = DIFF_TICK(gettick(), sg->tick);
  4020. sg->unit_id = UNT_USED_TRAPS;
  4021. }
  4022. return 1;
  4023. }
  4024. /**
  4025. * Reveal hidden trap
  4026. **/
  4027. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4028. {
  4029. TBL_SKILL *su = (TBL_SKILL*)bl;
  4030. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  4031. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4032. //clif_changetraplook(bl, su->group->unit_id);
  4033. su->hidden = false;
  4034. skill_getareachar_skillunit_visibilty(su, AREA);
  4035. return 1;
  4036. }
  4037. return 0;
  4038. }
  4039. /**
  4040. * Attempt to reveal trap in area
  4041. * @param src Skill caster
  4042. * @param range Affected range
  4043. * @param x
  4044. * @param y
  4045. * TODO: Remove hardcode usages for this function
  4046. **/
  4047. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4048. if (!battle_config.traps_setting)
  4049. return;
  4050. nullpo_retv(src);
  4051. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4052. }
  4053. /*========================================== [Playtester]
  4054. * Process tarot card's effects
  4055. * @param src: Source of the tarot card effect
  4056. * @param target: Target of the tartor card effect
  4057. * @param skill_id: ID of the skill used
  4058. * @param skill_lv: Level of the skill used
  4059. * @param tick: Processing tick time
  4060. * @return Card number
  4061. *------------------------------------------*/
  4062. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4063. {
  4064. int card = 0;
  4065. if (battle_config.tarotcard_equal_chance) {
  4066. //eAthena equal chances
  4067. card = rnd() % 14 + 1;
  4068. }
  4069. else {
  4070. //Official chances
  4071. int rate = rnd() % 100;
  4072. if (rate < 10) card = 1; // THE FOOL
  4073. else if (rate < 20) card = 2; // THE MAGICIAN
  4074. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4075. else if (rate < 37) card = 4; // THE CHARIOT
  4076. else if (rate < 47) card = 5; // STRENGTH
  4077. else if (rate < 62) card = 6; // THE LOVERS
  4078. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4079. else if (rate < 69) card = 8; // THE HANGED MAN
  4080. else if (rate < 74) card = 9; // DEATH
  4081. else if (rate < 82) card = 10; // TEMPERANCE
  4082. else if (rate < 83) card = 11; // THE DEVIL
  4083. else if (rate < 85) card = 12; // THE TOWER
  4084. else if (rate < 90) card = 13; // THE STAR
  4085. else card = 14; // THE SUN
  4086. }
  4087. switch (card) {
  4088. case 1: // THE FOOL - heals SP to 0
  4089. {
  4090. status_percent_damage(src, target, 0, 100, false);
  4091. break;
  4092. }
  4093. case 2: // THE MAGICIAN - matk halved
  4094. {
  4095. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4096. break;
  4097. }
  4098. case 3: // THE HIGH PRIESTESS - all buffs removed
  4099. {
  4100. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4101. break;
  4102. }
  4103. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4104. {
  4105. status_fix_damage(src, target, 1000, 0);
  4106. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4107. if (!status_isdead(target))
  4108. {
  4109. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4110. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4111. }
  4112. break;
  4113. }
  4114. case 5: // STRENGTH - atk halved
  4115. {
  4116. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4117. break;
  4118. }
  4119. case 6: // THE LOVERS - 2000HP heal, random teleported
  4120. {
  4121. status_heal(target, 2000, 0, 0);
  4122. if (!map_flag_vs(target->m))
  4123. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4124. break;
  4125. }
  4126. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4127. {
  4128. // Recursive call
  4129. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4130. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4131. break;
  4132. }
  4133. case 8: // THE HANGED MAN - stop, freeze or stoned
  4134. {
  4135. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4136. uint8 rand_eff = rnd() % 3;
  4137. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4138. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4139. break;
  4140. }
  4141. case 9: // DEATH - curse, coma and poison
  4142. {
  4143. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4144. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4145. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4146. break;
  4147. }
  4148. case 10: // TEMPERANCE - confusion
  4149. {
  4150. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4151. break;
  4152. }
  4153. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4154. {
  4155. status_fix_damage(src, target, 6666, 0);
  4156. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4157. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4158. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4159. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4160. break;
  4161. }
  4162. case 12: // THE TOWER - 4444 damage
  4163. {
  4164. status_fix_damage(src, target, 4444, 0);
  4165. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4166. break;
  4167. }
  4168. case 13: // THE STAR - stun
  4169. {
  4170. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4171. break;
  4172. }
  4173. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4174. {
  4175. #ifdef RENEWAL
  4176. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4177. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4178. #endif
  4179. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4180. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4181. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4182. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4183. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4184. return 14; //To make sure a valid number is returned
  4185. }
  4186. }
  4187. return card;
  4188. }
  4189. /*==========================================
  4190. *
  4191. *
  4192. *------------------------------------------*/
  4193. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4194. {
  4195. struct map_session_data *sd = NULL;
  4196. struct status_data *tstatus;
  4197. struct status_change *sc, *tsc;
  4198. if (skill_id > 0 && !skill_lv) return 0;
  4199. nullpo_retr(1, src);
  4200. nullpo_retr(1, bl);
  4201. if (src->m != bl->m)
  4202. return 1;
  4203. if (bl->prev == NULL)
  4204. return 1;
  4205. sd = BL_CAST(BL_PC, src);
  4206. if (status_isdead(bl))
  4207. return 1;
  4208. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4209. { //GTB makes all targetted magic display miss with a single bolt.
  4210. sc_type sct = status_skill2sc(skill_id);
  4211. if(sct != SC_NONE)
  4212. status_change_end(bl, sct, INVALID_TIMER);
  4213. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4214. return 1;
  4215. }
  4216. sc = status_get_sc(src);
  4217. tsc = status_get_sc(bl);
  4218. if (sc && !sc->count)
  4219. sc = NULL; //Unneeded
  4220. if (tsc && !tsc->count)
  4221. tsc = NULL;
  4222. tstatus = status_get_status_data(bl);
  4223. map_freeblock_lock();
  4224. switch(skill_id) {
  4225. case MER_CRASH:
  4226. case SM_BASH:
  4227. case MS_BASH:
  4228. case MC_MAMMONITE:
  4229. case TF_DOUBLE:
  4230. case AC_DOUBLE:
  4231. case MA_DOUBLE:
  4232. case AS_SONICBLOW:
  4233. case KN_PIERCE:
  4234. case ML_PIERCE:
  4235. case KN_SPEARBOOMERANG:
  4236. case TF_POISON:
  4237. case TF_SPRINKLESAND:
  4238. case AC_CHARGEARROW:
  4239. case MA_CHARGEARROW:
  4240. case RG_INTIMIDATE:
  4241. case AM_ACIDTERROR:
  4242. case BA_MUSICALSTRIKE:
  4243. case DC_THROWARROW:
  4244. case BA_DISSONANCE:
  4245. case CR_HOLYCROSS:
  4246. case NPC_DARKCROSS:
  4247. case CR_SHIELDCHARGE:
  4248. case CR_SHIELDBOOMERANG:
  4249. case NPC_PIERCINGATT:
  4250. case NPC_MENTALBREAKER:
  4251. case NPC_RANGEATTACK:
  4252. case NPC_CRITICALSLASH:
  4253. case NPC_COMBOATTACK:
  4254. case NPC_GUIDEDATTACK:
  4255. case NPC_POISON:
  4256. case NPC_RANDOMATTACK:
  4257. case NPC_WATERATTACK:
  4258. case NPC_GROUNDATTACK:
  4259. case NPC_FIREATTACK:
  4260. case NPC_WINDATTACK:
  4261. case NPC_POISONATTACK:
  4262. case NPC_HOLYATTACK:
  4263. case NPC_DARKNESSATTACK:
  4264. case NPC_TELEKINESISATTACK:
  4265. case NPC_UNDEADATTACK:
  4266. case NPC_ARMORBRAKE:
  4267. case NPC_WEAPONBRAKER:
  4268. case NPC_HELMBRAKE:
  4269. case NPC_SHIELDBRAKE:
  4270. case NPC_BLINDATTACK:
  4271. case NPC_SILENCEATTACK:
  4272. case NPC_STUNATTACK:
  4273. case NPC_PETRIFYATTACK:
  4274. case NPC_CURSEATTACK:
  4275. case NPC_SLEEPATTACK:
  4276. case LK_AURABLADE:
  4277. case LK_SPIRALPIERCE:
  4278. case ML_SPIRALPIERCE:
  4279. case LK_HEADCRUSH:
  4280. case CG_ARROWVULCAN:
  4281. case HW_MAGICCRASHER:
  4282. case ITM_TOMAHAWK:
  4283. case CH_CHAINCRUSH:
  4284. case CH_TIGERFIST:
  4285. case PA_SHIELDCHAIN: // Shield Chain
  4286. case PA_SACRIFICE:
  4287. case WS_CARTTERMINATION: // Cart Termination
  4288. case AS_VENOMKNIFE:
  4289. case HT_PHANTASMIC:
  4290. case TK_DOWNKICK:
  4291. case TK_COUNTER:
  4292. case GS_CHAINACTION:
  4293. case GS_TRIPLEACTION:
  4294. #ifndef RENEWAL
  4295. case GS_MAGICALBULLET:
  4296. #endif
  4297. case GS_TRACKING:
  4298. case GS_PIERCINGSHOT:
  4299. case GS_RAPIDSHOWER:
  4300. case GS_DUST:
  4301. case GS_DISARM: // Added disarm. [Reddozen]
  4302. case GS_FULLBUSTER:
  4303. case NJ_SYURIKEN:
  4304. case NJ_KUNAI:
  4305. #ifndef RENEWAL
  4306. case ASC_BREAKER:
  4307. #endif
  4308. case HFLI_MOON: //[orn]
  4309. case HFLI_SBR44: //[orn]
  4310. case NPC_BLEEDING:
  4311. case NPC_CRITICALWOUND:
  4312. case NPC_HELLPOWER:
  4313. case RK_SONICWAVE:
  4314. case AB_DUPLELIGHT_MELEE:
  4315. case RA_AIMEDBOLT:
  4316. case NC_BOOSTKNUCKLE:
  4317. case NC_PILEBUNKER:
  4318. case NC_AXEBOOMERANG:
  4319. case NC_POWERSWING:
  4320. case NC_MAGMA_ERUPTION:
  4321. case GC_CROSSIMPACT:
  4322. case GC_VENOMPRESSURE:
  4323. case SC_TRIANGLESHOT:
  4324. case SC_FEINTBOMB:
  4325. case LG_BANISHINGPOINT:
  4326. case LG_SHIELDPRESS:
  4327. case LG_RAGEBURST:
  4328. case LG_RAYOFGENESIS:
  4329. case LG_HESPERUSLIT:
  4330. case LG_OVERBRAND:
  4331. case LG_OVERBRAND_BRANDISH:
  4332. case SR_FALLENEMPIRE:
  4333. case SR_CRESCENTELBOW_AUTOSPELL:
  4334. case SR_GATEOFHELL:
  4335. case SR_GENTLETOUCH_QUIET:
  4336. case WM_SEVERE_RAINSTORM_MELEE:
  4337. case WM_GREAT_ECHO:
  4338. case GN_SLINGITEM_RANGEMELEEATK:
  4339. case KO_SETSUDAN:
  4340. case RL_MASS_SPIRAL:
  4341. case RL_BANISHING_BUSTER:
  4342. case RL_SLUGSHOT:
  4343. case RL_AM_BLAST:
  4344. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4345. break;
  4346. case MO_TRIPLEATTACK:
  4347. case RK_WINDCUTTER:
  4348. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4349. break;
  4350. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4351. switch( rnd()%6 ){
  4352. case 0: flag |= BREAK_ANKLE; break;
  4353. case 1: flag |= BREAK_WRIST; break;
  4354. case 2: flag |= BREAK_KNEE; break;
  4355. case 3: flag |= BREAK_SHOULDER; break;
  4356. case 4: flag |= BREAK_WAIST; break;
  4357. case 5: flag |= BREAK_NECK; break;
  4358. }
  4359. //TODO: is there really no cleaner way to do this?
  4360. sc = status_get_sc(bl);
  4361. if (sc) sc->jb_flag = flag;
  4362. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4363. break;
  4364. case MO_COMBOFINISH:
  4365. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4366. { //Becomes a splash attack when Soul Linked.
  4367. map_foreachinshootrange(skill_area_sub, bl,
  4368. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4369. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4370. skill_castend_damage_id);
  4371. } else
  4372. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4373. break;
  4374. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4376. skill_area_temp[1] = 0;
  4377. map_foreachinshootrange(skill_attack_area, src,
  4378. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4379. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4380. break;
  4381. case KN_CHARGEATK:
  4382. {
  4383. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4384. unsigned int dist = distance_bl(src, bl);
  4385. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4386. // teleport to target (if not on WoE grounds)
  4387. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4388. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4389. // cause damage and knockback if the path to target was a straight one
  4390. if (path) {
  4391. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4392. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4393. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4394. // make the caster look in the direction of the target
  4395. unit_setdir(src, (dir+4)%8);
  4396. }
  4397. }
  4398. break;
  4399. case NC_FLAMELAUNCHER:
  4400. case LG_CANNONSPEAR:
  4401. if(skill_id == LG_CANNONSPEAR)
  4402. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4403. skill_area_temp[1] = bl->id;
  4404. if (battle_config.skill_eightpath_algorithm) {
  4405. //Use official AoE algorithm
  4406. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4407. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4408. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4409. } else {
  4410. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4411. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4412. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4413. }
  4414. break;
  4415. case SN_SHARPSHOOTING:
  4416. case MA_SHARPSHOOTING:
  4417. case NJ_KAMAITACHI:
  4418. case NPC_DARKPIERCING:
  4419. case NPC_ACIDBREATH:
  4420. case NPC_DARKNESSBREATH:
  4421. case NPC_FIREBREATH:
  4422. case NPC_ICEBREATH:
  4423. case NPC_THUNDERBREATH:
  4424. skill_area_temp[1] = bl->id;
  4425. if (battle_config.skill_eightpath_algorithm) {
  4426. //Use official AoE algorithm
  4427. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4428. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4429. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4430. //These skills hit at least the target if the AoE doesn't hit
  4431. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4432. }
  4433. } else {
  4434. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4435. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4436. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4437. }
  4438. if (skill_id == SN_SHARPSHOOTING)
  4439. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4440. break;
  4441. case MO_INVESTIGATE:
  4442. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4443. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4444. break;
  4445. case RG_BACKSTAP:
  4446. {
  4447. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4448. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4449. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4450. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4451. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4452. unit_setdir(bl,dir);
  4453. }
  4454. else if (sd)
  4455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4456. }
  4457. break;
  4458. case MO_FINGEROFFENSIVE:
  4459. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4460. if (battle_config.finger_offensive_type && sd) {
  4461. int i;
  4462. for (i = 1; i < sd->spiritball_old; i++)
  4463. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4464. }
  4465. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4466. break;
  4467. case MO_CHAINCOMBO:
  4468. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4469. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4470. break;
  4471. #ifndef RENEWAL
  4472. case NJ_ISSEN:
  4473. #endif
  4474. case MO_EXTREMITYFIST:
  4475. {
  4476. struct block_list *mbl = bl; // For NJ_ISSEN
  4477. short x, y, i = 2; // Move 2 cells (From target)
  4478. short dir = map_calc_dir(src,bl->x,bl->y);
  4479. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4480. if (skill_id == MO_EXTREMITYFIST) {
  4481. status_set_sp(src, 0, 0);
  4482. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4483. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4484. #ifdef RENEWAL
  4485. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4486. #endif
  4487. } else {
  4488. status_set_hp(src, 1, 0);
  4489. status_change_end(src, SC_NEN, INVALID_TIMER);
  4490. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4491. }
  4492. if (skill_id == MO_EXTREMITYFIST) {
  4493. mbl = src; // For MO_EXTREMITYFIST
  4494. i = 3; // Move 3 cells (From caster)
  4495. }
  4496. if (dir > 0 && dir < 4)
  4497. x = -i;
  4498. else if (dir > 4)
  4499. x = i;
  4500. else
  4501. x = 0;
  4502. if (dir > 2 && dir < 6)
  4503. y = -i;
  4504. else if (dir == 7 || dir < 2)
  4505. y = i;
  4506. else
  4507. y = 0;
  4508. // Ashura Strike still has slide effect in GVG
  4509. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4510. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4511. clif_blown(src);
  4512. clif_spiritball(src);
  4513. }
  4514. }
  4515. break;
  4516. case HT_POWER:
  4517. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4518. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4519. break;
  4520. case SU_PICKYPECK:
  4521. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4522. case SU_BITE:
  4523. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4524. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4525. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4526. break;
  4527. case SU_SVG_SPIRIT:
  4528. skill_area_temp[1] = bl->id;
  4529. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4530. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4531. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4532. break;
  4533. //Splash attack skills.
  4534. case AS_GRIMTOOTH:
  4535. case MC_CARTREVOLUTION:
  4536. case NPC_SPLASHATTACK:
  4537. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4538. case AS_SPLASHER:
  4539. case HT_BLITZBEAT:
  4540. case AC_SHOWER:
  4541. case MA_SHOWER:
  4542. case MG_NAPALMBEAT:
  4543. case MG_FIREBALL:
  4544. case RG_RAID:
  4545. case HW_NAPALMVULCAN:
  4546. case NJ_HUUMA:
  4547. case ASC_METEORASSAULT:
  4548. case GS_SPREADATTACK:
  4549. case NPC_EARTHQUAKE:
  4550. case NPC_PULSESTRIKE:
  4551. case NPC_HELLJUDGEMENT:
  4552. case NPC_VAMPIRE_GIFT:
  4553. case NPC_MAXPAIN_ATK:
  4554. case NPC_JACKFROST:
  4555. case NPC_ARROWSTORM:
  4556. case RK_IGNITIONBREAK:
  4557. case AB_JUDEX:
  4558. case AB_ADORAMUS:
  4559. case WL_SOULEXPANSION:
  4560. case WL_CRIMSONROCK:
  4561. case WL_JACKFROST:
  4562. case RA_ARROWSTORM:
  4563. case RA_WUGDASH:
  4564. case NC_VULCANARM:
  4565. case NC_COLDSLOWER:
  4566. case NC_SELFDESTRUCTION:
  4567. case NC_AXETORNADO:
  4568. case GC_ROLLINGCUTTER:
  4569. case GC_COUNTERSLASH:
  4570. case LG_MOONSLASHER:
  4571. case LG_EARTHDRIVE:
  4572. case SR_RAMPAGEBLASTER:
  4573. case SR_SKYNETBLOW:
  4574. case SR_WINDMILL:
  4575. case SR_RIDEINLIGHTNING:
  4576. case WM_REVERBERATION_MELEE:
  4577. case WM_REVERBERATION_MAGIC:
  4578. case SO_VARETYR_SPEAR:
  4579. case GN_CART_TORNADO:
  4580. case GN_CARTCANNON:
  4581. case GN_DEMONIC_FIRE:
  4582. case GN_FIRE_EXPANSION_ACID:
  4583. case KO_HAPPOKUNAI:
  4584. case KO_HUUMARANKA:
  4585. case KO_MUCHANAGE:
  4586. case KO_BAKURETSU:
  4587. case GN_ILLUSIONDOPING:
  4588. case RL_FIREDANCE:
  4589. case RL_S_STORM:
  4590. case RL_R_TRIP:
  4591. case RL_HAMMER_OF_GOD:
  4592. case MH_XENO_SLASHER:
  4593. case NC_ARMSCANNON:
  4594. case SU_SCRATCH:
  4595. case SU_LUNATICCARROTBEAT:
  4596. case SU_LUNATICCARROTBEAT2:
  4597. if( flag&1 ) {//Recursive invocation
  4598. int sflag = skill_area_temp[0] & 0xFFF;
  4599. int heal = 0;
  4600. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4601. break; // Under Hovering characters are immune to select trap and ground target skills.
  4602. if( flag&SD_LEVEL )
  4603. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4604. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4605. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4606. switch(skill_id) {
  4607. case SR_SKYNETBLOW:
  4608. if (flag&8)
  4609. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4610. break;
  4611. }
  4612. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4613. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4614. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4615. status_heal(src,heal,0,0);
  4616. }
  4617. if (skill_id == SU_SCRATCH && status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4618. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4619. } else {
  4620. int starget = BL_CHAR|BL_SKILL;
  4621. skill_area_temp[0] = 0;
  4622. skill_area_temp[1] = bl->id;
  4623. skill_area_temp[2] = 0;
  4624. switch ( skill_id ) {
  4625. case LG_EARTHDRIVE:
  4626. case GN_CARTCANNON:
  4627. case SU_SCRATCH:
  4628. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4629. break;
  4630. case LG_MOONSLASHER:
  4631. case MH_XENO_SLASHER:
  4632. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4633. break;
  4634. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4635. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4636. break;
  4637. case WM_REVERBERATION_MELEE:
  4638. case WM_REVERBERATION_MAGIC:
  4639. case NC_ARMSCANNON:
  4640. skill_area_temp[1] = 0;
  4641. starget = splash_target(src);
  4642. break;
  4643. case WL_CRIMSONROCK:
  4644. skill_area_temp[4] = bl->x;
  4645. skill_area_temp[5] = bl->y;
  4646. break;
  4647. case SU_LUNATICCARROTBEAT:
  4648. if (sd && pc_search_inventory(sd, skill_get_itemid(SU_LUNATICCARROTBEAT, 0)) >= 0)
  4649. skill_id = SU_LUNATICCARROTBEAT2;
  4650. break;
  4651. }
  4652. // if skill damage should be split among targets, count them
  4653. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4654. //special case: Venom Splasher uses a different range for searching than for splashing
  4655. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4656. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4657. // recursive invocation of skill_castend_damage_id() with flag|1
  4658. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4659. if (skill_id == RA_ARROWSTORM)
  4660. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4661. if( skill_id == AS_SPLASHER ) {
  4662. map_freeblock_unlock(); // Don't consume a second gemstone.
  4663. return 0;
  4664. }
  4665. }
  4666. break;
  4667. //Place units around target
  4668. case NJ_BAKUENRYU:
  4669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4670. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4671. break;
  4672. case WL_COMET:
  4673. case NPC_COMET:
  4674. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4675. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4676. break;
  4677. case SM_MAGNUM:
  4678. case MS_MAGNUM:
  4679. if( flag&1 ) {
  4680. // For players, damage depends on distance, so add it to flag if it is > 1
  4681. // Cannot hit hidden targets
  4682. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4683. }
  4684. break;
  4685. case KN_BRANDISHSPEAR:
  4686. case ML_BRANDISH:
  4687. //Coded apart for it needs the flag passed to the damage calculation.
  4688. if (skill_area_temp[1] != bl->id)
  4689. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4690. else
  4691. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4692. break;
  4693. case KN_BOWLINGBASH:
  4694. case MS_BOWLINGBASH:
  4695. {
  4696. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4697. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4698. c = (skill_lv-(flag&0xFFF)+1)/2;
  4699. // Determine the Bowling Bash area depending on configuration
  4700. if (battle_config.bowling_bash_area == 0) {
  4701. // Gutter line system
  4702. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4703. if(min_x < 0) min_x = 0;
  4704. max_x = min_x + 39;
  4705. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4706. if(min_y < 0) min_y = 0;
  4707. max_y = min_y + 39;
  4708. } else if (battle_config.bowling_bash_area == 1) {
  4709. // Gutter line system without demi gutter bug
  4710. min_x = src->x - (src->x)%40;
  4711. max_x = min_x + 39;
  4712. min_y = src->y - (src->y)%40;
  4713. max_y = min_y + 39;
  4714. } else {
  4715. // Area around caster
  4716. min_x = src->x - battle_config.bowling_bash_area;
  4717. max_x = src->x + battle_config.bowling_bash_area;
  4718. min_y = src->y - battle_config.bowling_bash_area;
  4719. max_y = src->y + battle_config.bowling_bash_area;
  4720. }
  4721. // Initialization, break checks, direction
  4722. if((flag&0xFFF) > 0) {
  4723. // Ignore monsters outside area
  4724. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4725. break;
  4726. // Ignore monsters already in list
  4727. if(idb_exists(bowling_db, bl->id))
  4728. break;
  4729. // Random direction
  4730. dir = rnd()%8;
  4731. } else {
  4732. // Create an empty list of already hit targets
  4733. db_clear(bowling_db);
  4734. // Direction is walkpath
  4735. dir = (unit_getdir(src)+4)%8;
  4736. }
  4737. // Add current target to the list of already hit targets
  4738. idb_put(bowling_db, bl->id, bl);
  4739. // Keep moving target in direction square by square
  4740. tx = bl->x;
  4741. ty = bl->y;
  4742. for(i=0;i<c;i++) {
  4743. // Target coordinates (get changed even if knockback fails)
  4744. tx -= dirx[dir];
  4745. ty -= diry[dir];
  4746. // If target cell is a wall then break
  4747. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4748. break;
  4749. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4750. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4751. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4752. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4753. (map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4754. // Recursive call
  4755. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4756. // Self-collision
  4757. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4758. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4759. break;
  4760. }
  4761. }
  4762. // Original hit or chain hit depending on flag
  4763. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4764. }
  4765. break;
  4766. case KN_SPEARSTAB:
  4767. if(flag&1) {
  4768. if (bl->id==skill_area_temp[1])
  4769. break;
  4770. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4771. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4772. } else {
  4773. int x=bl->x,y=bl->y,i,dir;
  4774. dir = map_calc_dir(bl,src->x,src->y);
  4775. skill_area_temp[1] = bl->id;
  4776. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4777. // all the enemies between the caster and the target are hit, as well as the target
  4778. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4779. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4780. for (i=0;i<4;i++) {
  4781. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4782. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4783. x += dirx[dir];
  4784. y += diry[dir];
  4785. }
  4786. }
  4787. break;
  4788. case TK_TURNKICK:
  4789. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4790. {
  4791. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4792. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4793. map_foreachinallrange(skill_area_sub,bl,
  4794. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4795. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4796. skill_castend_nodamage_id);
  4797. }
  4798. break;
  4799. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4800. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4801. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4802. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4803. break;
  4804. case PR_TURNUNDEAD:
  4805. case ALL_RESURRECTION:
  4806. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4807. break;
  4808. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4809. break;
  4810. case AL_HOLYLIGHT:
  4811. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4812. case MG_SOULSTRIKE:
  4813. case NPC_DARKSTRIKE:
  4814. case MG_COLDBOLT:
  4815. case MG_FIREBOLT:
  4816. case MG_LIGHTNINGBOLT:
  4817. case WZ_EARTHSPIKE:
  4818. case AL_HEAL:
  4819. case NPC_DARKTHUNDER:
  4820. case PR_ASPERSIO:
  4821. case MG_FROSTDIVER:
  4822. case WZ_SIGHTBLASTER:
  4823. case WZ_SIGHTRASHER:
  4824. case NJ_KOUENKA:
  4825. case NJ_HYOUSENSOU:
  4826. case NJ_HUUJIN:
  4827. case AB_HIGHNESSHEAL:
  4828. case AB_DUPLELIGHT_MAGIC:
  4829. case WM_METALICSOUND:
  4830. case KO_KAIHOU:
  4831. case MH_ERASER_CUTTER:
  4832. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4833. break;
  4834. case NPC_MAGICALATTACK:
  4835. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4836. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4837. break;
  4838. case HVAN_CAPRICE: //[blackhole89]
  4839. {
  4840. int ran=rnd()%4;
  4841. int sid = 0;
  4842. switch(ran)
  4843. {
  4844. case 0: sid=MG_COLDBOLT; break;
  4845. case 1: sid=MG_FIREBOLT; break;
  4846. case 2: sid=MG_LIGHTNINGBOLT; break;
  4847. case 3: sid=WZ_EARTHSPIKE; break;
  4848. }
  4849. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4850. }
  4851. break;
  4852. case WZ_WATERBALL:
  4853. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4854. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4855. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4856. break;
  4857. case WZ_JUPITEL:
  4858. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4859. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4860. break;
  4861. case PR_BENEDICTIO:
  4862. //Should attack undead and demons. [Skotlex]
  4863. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4864. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4865. break;
  4866. case SL_SMA:
  4867. status_change_end(src, SC_SMA, INVALID_TIMER);
  4868. case SL_STIN:
  4869. case SL_STUN:
  4870. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4871. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4873. break;
  4874. }
  4875. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4876. break;
  4877. case NPC_DARKBREATH:
  4878. clif_emotion(src,ET_ANGER);
  4879. case SN_FALCONASSAULT:
  4880. case PA_PRESSURE:
  4881. case CR_ACIDDEMONSTRATION:
  4882. case TF_THROWSTONE:
  4883. #ifdef RENEWAL
  4884. case ASC_BREAKER:
  4885. #endif
  4886. case NPC_SMOKING:
  4887. case GS_FLING:
  4888. case NJ_ZENYNAGE:
  4889. case GN_THORNS_TRAP:
  4890. case GN_HELLS_PLANT_ATK:
  4891. case RL_B_TRAP:
  4892. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4893. break;
  4894. #ifdef RENEWAL
  4895. case NJ_ISSEN: {
  4896. short x, y;
  4897. short dir = map_calc_dir(src, bl->x, bl->y);
  4898. // Move 2 cells (From target)
  4899. if (dir > 0 && dir < 4)
  4900. x = -2;
  4901. else if (dir > 4)
  4902. x = 2;
  4903. else
  4904. x = 0;
  4905. if (dir > 2 && dir < 6)
  4906. y = -2;
  4907. else if (dir == 7 || dir < 2)
  4908. y = 2;
  4909. else
  4910. y = 0;
  4911. // Doesn't have slide effect in GVG
  4912. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4913. clif_blown(src);
  4914. clif_spiritball(src);
  4915. }
  4916. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4917. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4918. status_change_end(src, SC_NEN, INVALID_TIMER);
  4919. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4920. }
  4921. break;
  4922. #endif
  4923. case RK_DRAGONBREATH_WATER:
  4924. case RK_DRAGONBREATH:
  4925. if( tsc && tsc->data[SC_HIDING] )
  4926. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4927. else
  4928. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4929. break;
  4930. case NPC_SELFDESTRUCTION:
  4931. if( tsc && tsc->data[SC_HIDING] )
  4932. break;
  4933. case HVAN_EXPLOSION:
  4934. if (src != bl)
  4935. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4936. break;
  4937. // Celest
  4938. case PF_SOULBURN:
  4939. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4940. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4941. if (skill_lv == 5)
  4942. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4943. status_percent_damage(src, bl, 0, 100, false);
  4944. } else {
  4945. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4946. if (skill_lv == 5)
  4947. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4948. status_percent_damage(src, src, 0, 100, false);
  4949. }
  4950. break;
  4951. case NPC_BLOODDRAIN:
  4952. case NPC_ENERGYDRAIN:
  4953. {
  4954. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4955. src, src, bl, skill_id, skill_lv, tick, flag);
  4956. if (heal > 0){
  4957. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4958. status_heal(src, heal, 0, 0);
  4959. }
  4960. }
  4961. break;
  4962. case GS_BULLSEYE:
  4963. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4964. break;
  4965. case NJ_KASUMIKIRI:
  4966. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4967. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4968. break;
  4969. case NJ_KIRIKAGE:
  4970. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  4971. { //You don't move on GVG grounds.
  4972. short x, y;
  4973. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4974. if (unit_movepos(src, x, y, 0, 0)) {
  4975. clif_blown(src);
  4976. }
  4977. }
  4978. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4979. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4980. break;
  4981. case RK_HUNDREDSPEAR:
  4982. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4983. if(rnd()%100 < (10 + 3*skill_lv)) {
  4984. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4985. if( !skill_req )
  4986. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4987. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4988. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4989. }
  4990. break;
  4991. case RK_PHANTOMTHRUST:
  4992. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4994. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  4995. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4996. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4997. break;
  4998. case RK_STORMBLAST:
  4999. if( flag&1 )
  5000. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5001. else {
  5002. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5003. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5004. }
  5005. break;
  5006. case GC_DARKILLUSION:
  5007. {
  5008. short x, y;
  5009. short dir = map_calc_dir(src,bl->x,bl->y);
  5010. if( dir > 0 && dir < 4) x = 2;
  5011. else if( dir > 4 ) x = -2;
  5012. else x = 0;
  5013. if( dir > 2 && dir < 6 ) y = 2;
  5014. else if( dir == 7 || dir < 2 ) y = -2;
  5015. else y = 0;
  5016. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5017. clif_blown(src);
  5018. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5019. if( rnd()%100 < 4 * skill_lv )
  5020. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5021. }
  5022. }
  5023. break;
  5024. case GC_WEAPONCRUSH:
  5025. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  5026. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5027. else if( sd )
  5028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  5029. break;
  5030. case GC_CROSSRIPPERSLASHER:
  5031. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5033. else
  5034. {
  5035. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5036. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  5037. }
  5038. break;
  5039. case GC_PHANTOMMENACE:
  5040. if (flag&1) { // Only Hits Invisible Targets
  5041. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5042. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5043. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5044. }
  5045. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5046. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5047. }
  5048. break;
  5049. case GC_DARKCROW:
  5050. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5051. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5052. break;
  5053. case WL_DRAINLIFE:
  5054. {
  5055. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5056. int rate = 70 + 5 * skill_lv;
  5057. heal = heal * (5 + 5 * skill_lv) / 100;
  5058. if( bl->type == BL_SKILL )
  5059. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5060. if( heal && rnd()%100 < rate )
  5061. {
  5062. status_heal(src, heal, 0, 0);
  5063. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5064. }
  5065. }
  5066. break;
  5067. case WL_TETRAVORTEX:
  5068. if( sd && sc ) { // No SC? No spheres
  5069. int spheres[5] = { 0, 0, 0, 0, 0 },
  5070. positions[5] = {-1,-1,-1,-1,-1 },
  5071. i, j = 0, k, subskill = 0;
  5072. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5073. if( sc->data[i] ) {
  5074. spheres[j] = i;
  5075. positions[j] = sc->data[i]->val2;
  5076. j++;
  5077. }
  5078. // Sphere Sort, this time from new to old
  5079. for( i = 0; i <= j - 2; i++ )
  5080. for( k = i + 1; k <= j - 1; k++ )
  5081. if( positions[i] < positions[k] ) {
  5082. SWAP(positions[i],positions[k]);
  5083. SWAP(spheres[i],spheres[k]);
  5084. }
  5085. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5086. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5087. j = 4;
  5088. }
  5089. k = 0;
  5090. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5091. switch( sc->data[spheres[i]]->val1 ) {
  5092. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5093. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5094. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5095. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5096. }
  5097. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5098. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  5099. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5100. }
  5101. }
  5102. break;
  5103. case WL_RELEASE:
  5104. if( sd )
  5105. {
  5106. int i;
  5107. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5108. // Priority is to release SpellBook
  5109. if( sc && sc->data[SC_FREEZE_SP] )
  5110. { // SpellBook
  5111. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5112. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5113. int cooldown;
  5114. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5115. if( sc->data[i] ) spell[s++] = i;
  5116. if ( s == 0 )
  5117. break;
  5118. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5119. if(sc->data[i] ){// Now extract the data from the preserved spell
  5120. pres_skill_id = sc->data[i]->val1;
  5121. pres_skill_lv = sc->data[i]->val2;
  5122. point = sc->data[i]->val3;
  5123. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5124. }else //something went wrong :(
  5125. break;
  5126. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5127. sc->data[SC_FREEZE_SP]->val2 -= point;
  5128. else // Last spell to be released
  5129. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5130. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5131. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5132. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5133. break;
  5134. // Get the requirement for the preserved skill
  5135. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5136. switch( skill_get_casttype(pres_skill_id) )
  5137. {
  5138. case CAST_GROUND:
  5139. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5140. break;
  5141. case CAST_NODAMAGE:
  5142. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5143. break;
  5144. case CAST_DAMAGE:
  5145. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5146. break;
  5147. }
  5148. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5149. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5150. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5151. if( cooldown )
  5152. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5153. }
  5154. else
  5155. { // Summon Balls
  5156. int j = 0, k;
  5157. int spheres[5] = { 0, 0, 0, 0, 0 },
  5158. positions[5] = {-1,-1,-1,-1,-1 };
  5159. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5160. if( sc && sc->data[i] )
  5161. {
  5162. spheres[j] = i;
  5163. positions[j] = sc->data[i]->val2;
  5164. sc->data[i]->val2--; // Prepares for next position
  5165. j++;
  5166. }
  5167. if( j == 0 )
  5168. { // No Spheres
  5169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5170. break;
  5171. }
  5172. // Sphere Sort
  5173. for( i = 0; i <= j - 2; i++ )
  5174. for( k = i + 1; k <= j - 1; k++ )
  5175. if( positions[i] > positions[k] )
  5176. {
  5177. SWAP(positions[i],positions[k]);
  5178. SWAP(spheres[i],spheres[k]);
  5179. }
  5180. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5181. for( i = 0; i < j; i++ )
  5182. {
  5183. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5184. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5185. skill_addtimerskill(src,tick+(t_tick)status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5186. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5187. }
  5188. clif_skill_nodamage(src,bl,skill_id,0,1);
  5189. }
  5190. }
  5191. break;
  5192. case WL_FROSTMISTY:
  5193. // Causes Freezing status through walls.
  5194. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5195. // Doesn't deal damage through non-shootable walls.
  5196. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5197. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5198. break;
  5199. case WL_HELLINFERNO:
  5200. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5201. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5202. break;
  5203. case RA_WUGSTRIKE:
  5204. if( sd && pc_isridingwug(sd) ){
  5205. short x[8]={0,-1,-1,-1,0,1,1,1};
  5206. short y[8]={1,1,0,-1,-1,-1,0,1};
  5207. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5208. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5209. clif_blown(src);
  5210. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5211. }
  5212. break;
  5213. }
  5214. case RA_WUGBITE:
  5215. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5216. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5217. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5218. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5219. break;
  5220. case RA_SENSITIVEKEEN:
  5221. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5222. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5223. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5224. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5225. }
  5226. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5227. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5228. } else {
  5229. struct skill_unit *su = NULL;
  5230. struct skill_unit_group* sg;
  5231. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5232. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5233. {
  5234. struct item item_tmp;
  5235. memset(&item_tmp,0,sizeof(item_tmp));
  5236. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5237. item_tmp.identify = 1;
  5238. if( item_tmp.nameid )
  5239. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5240. }
  5241. skill_delunit(su);
  5242. }
  5243. }
  5244. break;
  5245. case NC_INFRAREDSCAN:
  5246. if( flag&1 ) {
  5247. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5248. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5249. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5250. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5251. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5252. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5253. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5254. } else {
  5255. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5256. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5257. }
  5258. break;
  5259. case NC_MAGNETICFIELD:
  5260. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5261. break;
  5262. case SC_FATALMENACE:
  5263. if( flag&1 )
  5264. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5265. else
  5266. {
  5267. short x, y;
  5268. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5269. // Destination area
  5270. skill_area_temp[4] = x;
  5271. skill_area_temp[5] = y;
  5272. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5273. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5274. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5275. }
  5276. break;
  5277. case LG_PINPOINTATTACK:
  5278. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5279. clif_blown(src);
  5280. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5281. break;
  5282. case LG_SHIELDSPELL:
  5283. if (skill_lv == 1)
  5284. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5285. else if (skill_lv == 2)
  5286. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5287. break;
  5288. case SR_DRAGONCOMBO:
  5289. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5290. break;
  5291. case SR_KNUCKLEARROW:
  5292. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5293. dir_ka = map_calc_dir(bl, src->x, src->y);
  5294. // Has slide effect
  5295. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5296. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5297. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5298. break;
  5299. case SR_HOWLINGOFLION:
  5300. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5301. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5302. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5303. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5304. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5305. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5306. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5307. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5308. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5309. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5310. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5311. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5312. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5313. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5314. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5315. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5316. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5317. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5318. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5319. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5320. break;
  5321. case SR_EARTHSHAKER:
  5322. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5323. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5324. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5325. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5326. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5327. } else {
  5328. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5329. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5330. }
  5331. break;
  5332. case SR_TIGERCANNON:
  5333. if (flag&1) {
  5334. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5335. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5336. } else if (sd) {
  5337. skill_area_temp[1] = bl->id;
  5338. skill_area_temp[3] = skill_id;
  5339. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5340. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5341. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5342. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5343. }
  5344. break;
  5345. case SO_POISON_BUSTER:
  5346. if( tsc && tsc->data[SC_POISON] ) {
  5347. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5348. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5349. }
  5350. else if( sd )
  5351. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5352. break;
  5353. case GN_SPORE_EXPLOSION:
  5354. if( flag&1 )
  5355. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5356. else {
  5357. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5358. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5359. }
  5360. break;
  5361. case KO_JYUMONJIKIRI: {
  5362. short x, y;
  5363. short dir = map_calc_dir(src,bl->x,bl->y);
  5364. if (dir > 0 && dir < 4)
  5365. x = 2;
  5366. else if (dir > 4)
  5367. x = -2;
  5368. else
  5369. x = 0;
  5370. if (dir > 2 && dir < 6)
  5371. y = 2;
  5372. else if (dir == 7 || dir < 2)
  5373. y = -2;
  5374. else
  5375. y = 0;
  5376. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5377. clif_blown(src);
  5378. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5379. }
  5380. }
  5381. break;
  5382. case EL_FIRE_BOMB:
  5383. case EL_FIRE_WAVE:
  5384. case EL_WATER_SCREW:
  5385. case EL_HURRICANE:
  5386. case EL_TYPOON_MIS:
  5387. if( flag&1 )
  5388. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5389. else {
  5390. int i = skill_get_splash(skill_id,skill_lv);
  5391. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5392. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5393. if( rnd()%100 < 30 )
  5394. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5395. else
  5396. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5397. }
  5398. break;
  5399. case EL_ROCK_CRUSHER:
  5400. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5401. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5402. if( rnd()%100 < 50 )
  5403. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5404. else
  5405. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5406. break;
  5407. case EL_STONE_RAIN:
  5408. if( flag&1 )
  5409. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5410. else {
  5411. int i = skill_get_splash(skill_id,skill_lv);
  5412. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5413. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5414. if( rnd()%100 < 30 )
  5415. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5416. else
  5417. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5418. }
  5419. break;
  5420. case EL_FIRE_ARROW:
  5421. case EL_ICE_NEEDLE:
  5422. case EL_WIND_SLASH:
  5423. case EL_STONE_HAMMER:
  5424. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5425. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5426. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5427. break;
  5428. case EL_TIDAL_WEAPON:
  5429. if( src->type == BL_ELEM ) {
  5430. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5431. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5432. sc_type type = status_skill2sc(skill_id), type2;
  5433. type2 = static_cast<sc_type>(type - 1);
  5434. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5435. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5436. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5437. elemental_clean_single_effect(ele, skill_id);
  5438. }
  5439. if( rnd()%100 < 50 )
  5440. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5441. else {
  5442. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5443. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5444. }
  5445. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5446. }
  5447. break;
  5448. //recursive homon skill
  5449. case MH_MAGMA_FLOW:
  5450. case MH_HEILIGE_STANGE:
  5451. if(flag&1){
  5452. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5453. break;//chance to not trigger atk for magma
  5454. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5455. }
  5456. else
  5457. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5458. break;
  5459. case MH_STAHL_HORN:
  5460. case MH_NEEDLE_OF_PARALYZE:
  5461. case MH_SONIC_CRAW:
  5462. case MH_MIDNIGHT_FRENZY:
  5463. case MH_SILVERVEIN_RUSH:
  5464. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5465. break;
  5466. case MH_TINDER_BREAKER:
  5467. case MH_CBC:
  5468. case MH_EQC:
  5469. {
  5470. int duration = 0;
  5471. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5472. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5473. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5474. clif_blown(src);
  5475. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5476. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5477. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5478. break;
  5479. }
  5480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5481. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5482. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5483. }
  5484. break;
  5485. case RL_H_MINE:
  5486. if (!(flag&1)) {
  5487. // Direct attack
  5488. if (!sd || !sd->flicker) {
  5489. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5490. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5491. break;
  5492. }
  5493. // Triggered by RL_FLICKER
  5494. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5495. // Splash damage around it!
  5496. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5497. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5498. flag |= 1; // Don't consume requirement
  5499. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5500. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5501. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5502. }
  5503. }
  5504. else
  5505. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5506. if (sd && sd->flicker)
  5507. flag |= 1; // Don't consume requirement
  5508. break;
  5509. case RL_QD_SHOT:
  5510. case RL_D_TAIL:
  5511. if (!sd || (tsc && tsc->data[SC_C_MARKER])) {
  5512. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5513. break;
  5514. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5515. }
  5516. break;
  5517. case SU_SCAROFTAROU:
  5518. case SU_SV_STEMSPEAR:
  5519. if (skill_id == SU_SCAROFTAROU)
  5520. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5521. else {
  5522. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5523. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5524. }
  5525. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5526. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  5527. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  5528. break;
  5529. case 0:/* no skill - basic/normal attack */
  5530. if(sd) {
  5531. if (flag & 3){
  5532. if (bl->id != skill_area_temp[1])
  5533. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5534. } else {
  5535. skill_area_temp[1] = bl->id;
  5536. map_foreachinallrange(skill_area_sub, bl,
  5537. sd->bonus.splash_range, BL_CHAR,
  5538. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5539. skill_castend_damage_id);
  5540. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5541. }
  5542. }
  5543. break;
  5544. default:
  5545. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5546. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5547. 0, abs(skill_get_num(skill_id, skill_lv)),
  5548. skill_id, skill_lv, skill_get_hit(skill_id));
  5549. map_freeblock_unlock();
  5550. return 1;
  5551. }
  5552. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5553. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5554. map_freeblock_unlock();
  5555. if( sd && !(flag&1) )
  5556. {// ensure that the skill last-cast tick is recorded
  5557. sd->canskill_tick = gettick();
  5558. if( sd->state.arrow_atk )
  5559. {// consume arrow on last invocation to this skill.
  5560. battle_consume_ammo(sd, skill_id, skill_lv);
  5561. }
  5562. // perform skill requirement consumption
  5563. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5564. }
  5565. return 0;
  5566. }
  5567. /**
  5568. * Use no-damage skill from 'src' to 'bl
  5569. * @param src Caster
  5570. * @param bl Target of the skill, bl maybe same with src for self skill
  5571. * @param skill_id
  5572. * @param skill_lv
  5573. * @param tick
  5574. * @param flag Various value, &1: Recursive effect
  5575. **/
  5576. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5577. {
  5578. struct map_session_data *sd, *dstsd;
  5579. struct mob_data *md, *dstmd;
  5580. struct homun_data *hd;
  5581. struct mercenary_data *mer;
  5582. struct status_data *sstatus, *tstatus;
  5583. struct status_change *tsc;
  5584. struct status_change_entry *tsce;
  5585. int i = 0;
  5586. enum sc_type type;
  5587. if(skill_id > 0 && !skill_lv) return 0; // celest
  5588. nullpo_retr(1, src);
  5589. nullpo_retr(1, bl);
  5590. if (src->m != bl->m)
  5591. return 1;
  5592. sd = BL_CAST(BL_PC, src);
  5593. hd = BL_CAST(BL_HOM, src);
  5594. md = BL_CAST(BL_MOB, src);
  5595. mer = BL_CAST(BL_MER, src);
  5596. dstsd = BL_CAST(BL_PC, bl);
  5597. dstmd = BL_CAST(BL_MOB, bl);
  5598. if(bl->prev == NULL)
  5599. return 1;
  5600. if(status_isdead(src))
  5601. return 1;
  5602. if( src != bl && status_isdead(bl) ) {
  5603. switch( skill_id ) { // Skills that may be cast on dead targets
  5604. case NPC_WIDESOULDRAIN:
  5605. case PR_REDEMPTIO:
  5606. case ALL_RESURRECTION:
  5607. case WM_DEADHILLHERE:
  5608. case WE_ONEFOREVER:
  5609. break;
  5610. default:
  5611. return 1;
  5612. }
  5613. }
  5614. tstatus = status_get_status_data(bl);
  5615. sstatus = status_get_status_data(src);
  5616. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5617. switch (skill_id) {
  5618. case HLIF_HEAL: //[orn]
  5619. if (bl->type != BL_HOM) {
  5620. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5621. break ;
  5622. }
  5623. case AL_HEAL:
  5624. case ALL_RESURRECTION:
  5625. case PR_ASPERSIO:
  5626. case AB_HIGHNESSHEAL:
  5627. //Apparently only player casted skills can be offensive like this.
  5628. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5629. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5630. //Offensive heal does not works on non-enemies. [Skotlex]
  5631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5632. return 0;
  5633. }
  5634. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5635. }
  5636. break;
  5637. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5638. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5639. case MH_STEINWAND: {
  5640. struct block_list *s_src = battle_get_master(src);
  5641. short ret = 0;
  5642. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5643. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5644. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5645. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5646. if (hd)
  5647. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5648. return ret;
  5649. }
  5650. break;
  5651. default:
  5652. //Skill is actually ground placed.
  5653. if (src == bl && skill_get_unit_id(skill_id,0))
  5654. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5655. }
  5656. type = status_skill2sc(skill_id);
  5657. tsc = status_get_sc(bl);
  5658. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5659. if (src!=bl && type > -1 &&
  5660. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5661. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5662. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5663. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5664. map_freeblock_lock();
  5665. switch(skill_id)
  5666. {
  5667. case HLIF_HEAL: //[orn]
  5668. case AL_HEAL:
  5669. case AB_HIGHNESSHEAL:
  5670. {
  5671. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5672. int heal_get_jobexp;
  5673. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5674. heal = 0;
  5675. if( tsc && tsc->count ) {
  5676. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5677. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5678. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5679. if (src == bl)
  5680. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5681. else {
  5682. bl = src;
  5683. dstsd = sd;
  5684. }
  5685. }
  5686. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5687. heal = 0; //Needed so that it actually displays 0 when healing.
  5688. }
  5689. if (skill_id == AL_HEAL)
  5690. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5691. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5692. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5693. heal = ~heal + 1;
  5694. heal_get_jobexp = status_heal(bl,heal,0,0);
  5695. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5696. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5697. if (heal_get_jobexp <= 0)
  5698. heal_get_jobexp = 1;
  5699. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5700. }
  5701. }
  5702. break;
  5703. case PR_REDEMPTIO:
  5704. if (sd && !(flag&1)) {
  5705. if (sd->status.party_id == 0) {
  5706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5707. break;
  5708. }
  5709. skill_area_temp[0] = 0;
  5710. party_foreachsamemap(skill_area_sub,
  5711. sd,skill_get_splash(skill_id, skill_lv),
  5712. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5713. skill_castend_nodamage_id);
  5714. if (skill_area_temp[0] == 0) {
  5715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5716. break;
  5717. }
  5718. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5719. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5720. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5721. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5722. }
  5723. status_set_hp(src, 1, 0);
  5724. status_set_sp(src, 0, 0);
  5725. break;
  5726. } else if (status_isdead(bl) && flag&1) { //Revive
  5727. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5728. skill_lv = 3; //Resurrection level 3 is used
  5729. } else //Invalid target, skip resurrection.
  5730. break;
  5731. case ALL_RESURRECTION:
  5732. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5733. { //No reviving in WoE grounds!
  5734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5735. break;
  5736. }
  5737. if (!status_isdead(bl))
  5738. break;
  5739. {
  5740. int per = 0, sper = 0;
  5741. if (tsc && tsc->data[SC_HELLPOWER]) {
  5742. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5743. break;
  5744. }
  5745. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5746. break;
  5747. switch(skill_lv){
  5748. case 1: per=10; break;
  5749. case 2: per=30; break;
  5750. case 3: per=50; break;
  5751. case 4: per=80; break;
  5752. }
  5753. if(dstsd && dstsd->special_state.restart_full_recover)
  5754. per = sper = 100;
  5755. if (status_revive(bl, per, sper))
  5756. {
  5757. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5758. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5759. {
  5760. int exp = 0,jexp = 0;
  5761. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5762. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5763. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5764. if (exp < 1) exp = 1;
  5765. }
  5766. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5767. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5768. if (jexp < 1) jexp = 1;
  5769. }
  5770. if(exp > 0 || jexp > 0)
  5771. pc_gainexp (sd, bl, exp, jexp, 0);
  5772. }
  5773. }
  5774. }
  5775. break;
  5776. case AL_DECAGI:
  5777. case MER_DECAGI:
  5778. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5779. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5780. break;
  5781. case AL_CRUCIS:
  5782. if (flag&1)
  5783. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5784. else {
  5785. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5786. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5787. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5788. }
  5789. break;
  5790. case PR_LEXDIVINA:
  5791. case MER_LEXDIVINA:
  5792. if (tsce)
  5793. status_change_end(bl, type, INVALID_TIMER);
  5794. else
  5795. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5796. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5797. break;
  5798. case SA_ABRACADABRA:
  5799. if (!skill_abra_count) {
  5800. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5801. break;
  5802. }
  5803. else {
  5804. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5805. do {
  5806. i = rnd() % MAX_SKILL_ABRA_DB;
  5807. abra_skill_id = skill_abra_db[i].skill_id;
  5808. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5809. } while ( checked++ < checked_max &&
  5810. (abra_skill_id == 0 ||
  5811. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5812. if (!skill_get_index(abra_skill_id))
  5813. break;
  5814. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5815. if( sd )
  5816. {// player-casted
  5817. sd->state.abra_flag = 1;
  5818. sd->skillitem = abra_skill_id;
  5819. sd->skillitemlv = abra_skill_lv;
  5820. sd->skillitem_keep_requirement = false;
  5821. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5822. }
  5823. else
  5824. {// mob-casted
  5825. struct unit_data *ud = unit_bl2ud(src);
  5826. int inf = skill_get_inf(abra_skill_id);
  5827. if (!ud) break;
  5828. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5829. if (src->type == BL_PET)
  5830. bl = (struct block_list*)((TBL_PET*)src)->master;
  5831. if (!bl) bl = src;
  5832. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5833. } else { //Assume offensive skills
  5834. int target_id = 0;
  5835. if (ud->target)
  5836. target_id = ud->target;
  5837. else switch (src->type) {
  5838. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5839. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5840. }
  5841. if (!target_id)
  5842. break;
  5843. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5844. bl = map_id2bl(target_id);
  5845. if (!bl) bl = src;
  5846. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5847. } else
  5848. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5849. }
  5850. }
  5851. }
  5852. break;
  5853. case SA_COMA:
  5854. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5855. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5856. break;
  5857. case SA_FULLRECOVERY:
  5858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5859. if (status_isimmune(bl))
  5860. break;
  5861. status_percent_heal(bl, 100, 100);
  5862. break;
  5863. case NPC_ALLHEAL:
  5864. {
  5865. int heal;
  5866. if( status_isimmune(bl) )
  5867. break;
  5868. heal = status_percent_heal(bl, 100, 0);
  5869. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5870. if( dstmd )
  5871. { // Reset Damage Logs
  5872. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5873. dstmd->tdmg = 0;
  5874. }
  5875. }
  5876. break;
  5877. case SA_SUMMONMONSTER:
  5878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5879. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5880. break;
  5881. case SA_LEVELUP:
  5882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5883. if (sd && pc_nextbaseexp(sd))
  5884. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5885. break;
  5886. case SA_INSTANTDEATH:
  5887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5888. status_kill(src);
  5889. break;
  5890. case SA_QUESTION:
  5891. clif_emotion(src,ET_QUESTION);
  5892. case SA_GRAVITY:
  5893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5894. break;
  5895. case SA_CLASSCHANGE:
  5896. case SA_MONOCELL:
  5897. if (dstmd)
  5898. {
  5899. int class_;
  5900. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5902. break;
  5903. }
  5904. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  5905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5906. mob_class_change(dstmd,class_);
  5907. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5908. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  5909. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5910. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5911. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5912. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5913. }
  5914. }
  5915. break;
  5916. case SA_DEATH:
  5917. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5918. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5919. break;
  5920. }
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5922. status_kill(bl);
  5923. break;
  5924. case SA_REVERSEORCISH:
  5925. case ALL_REVERSEORCISH:
  5926. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5927. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5928. break;
  5929. case SA_FORTUNE:
  5930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5931. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5932. break;
  5933. case SA_TAMINGMONSTER:
  5934. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5935. if (sd && dstmd && pet_db(dstmd->mob_id)) {
  5936. pet_catch_process1(sd, dstmd->mob_id);
  5937. }
  5938. break;
  5939. case CR_PROVIDENCE:
  5940. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5941. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5943. map_freeblock_unlock();
  5944. return 1;
  5945. }
  5946. }
  5947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5948. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5949. break;
  5950. case CG_MARIONETTE:
  5951. {
  5952. struct status_change* sc = status_get_sc(src);
  5953. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5954. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5956. map_freeblock_unlock();
  5957. return 1;
  5958. }
  5959. if( sc && tsc )
  5960. {
  5961. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5962. {
  5963. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5964. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5966. }
  5967. else
  5968. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5969. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5970. {
  5971. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5972. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5973. }
  5974. else
  5975. {
  5976. if( sd )
  5977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5978. map_freeblock_unlock();
  5979. return 1;
  5980. }
  5981. }
  5982. }
  5983. break;
  5984. case RG_CLOSECONFINE:
  5985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5986. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5987. break;
  5988. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5989. case SA_FROSTWEAPON:
  5990. case SA_LIGHTNINGLOADER:
  5991. case SA_SEISMICWEAPON:
  5992. if (dstsd && dstsd->status.weapon == W_FIST) {
  5993. if (sd)
  5994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5995. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5996. break;
  5997. }
  5998. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5999. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6000. if (dstsd){
  6001. short index = dstsd->equip_index[EQI_HAND_R];
  6002. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6003. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6004. }
  6005. if (sd)
  6006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6007. }
  6008. break;
  6009. case PR_ASPERSIO:
  6010. if (sd && dstmd) {
  6011. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6012. break;
  6013. }
  6014. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6015. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6016. break;
  6017. case ITEM_ENCHANTARMS:
  6018. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6019. sc_start2(src,bl,type,100,skill_lv,
  6020. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  6021. break;
  6022. case TK_SEVENWIND:
  6023. switch(skill_get_ele(skill_id,skill_lv)) {
  6024. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6025. case ELE_WIND : type = SC_WINDWEAPON; break;
  6026. case ELE_WATER : type = SC_WATERWEAPON; break;
  6027. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6028. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6029. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6030. case ELE_HOLY : type = SC_ASPERSIO; break;
  6031. }
  6032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6033. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6034. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6035. break;
  6036. case PR_KYRIE:
  6037. case MER_KYRIE:
  6038. case SU_TUNAPARTY:
  6039. case SU_GROOMING:
  6040. case SU_CHATTERING:
  6041. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6042. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6043. break;
  6044. //Passive Magnum, should had been casted on yourself.
  6045. case SM_MAGNUM:
  6046. case MS_MAGNUM:
  6047. skill_area_temp[1] = 0;
  6048. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6049. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6050. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6051. // Initiate 20% of your damage becomes fire element.
  6052. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6053. if( sd )
  6054. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  6055. else if( bl->type == BL_MER )
  6056. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  6057. break;
  6058. case TK_JUMPKICK:
  6059. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6060. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6061. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6062. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6063. clif_blown(src);
  6064. }
  6065. } else
  6066. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6067. break;
  6068. case PR_BENEDICTIO:
  6069. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6070. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6071. break;
  6072. case AL_INCAGI:
  6073. case AL_BLESSING:
  6074. case MER_INCAGI:
  6075. case MER_BLESSING:
  6076. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6077. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6078. break;
  6079. }
  6080. case PR_SLOWPOISON:
  6081. case PR_IMPOSITIO:
  6082. case PR_LEXAETERNA:
  6083. case PR_SUFFRAGIUM:
  6084. case LK_BERSERK:
  6085. case MS_BERSERK:
  6086. case KN_TWOHANDQUICKEN:
  6087. case KN_ONEHAND:
  6088. case MER_QUICKEN:
  6089. case CR_SPEARQUICKEN:
  6090. case CR_REFLECTSHIELD:
  6091. case MS_REFLECTSHIELD:
  6092. case AS_POISONREACT:
  6093. case MC_LOUD:
  6094. case MG_ENERGYCOAT:
  6095. case MO_EXPLOSIONSPIRITS:
  6096. case MO_STEELBODY:
  6097. case MO_BLADESTOP:
  6098. case LK_AURABLADE:
  6099. case LK_PARRYING:
  6100. case MS_PARRYING:
  6101. case LK_CONCENTRATION:
  6102. case WS_CARTBOOST:
  6103. case SN_SIGHT:
  6104. case WS_MELTDOWN:
  6105. case WS_OVERTHRUSTMAX:
  6106. case ST_REJECTSWORD:
  6107. case HW_MAGICPOWER:
  6108. case PF_MEMORIZE:
  6109. case PA_SACRIFICE:
  6110. case ASC_EDP:
  6111. case PF_DOUBLECASTING:
  6112. case SG_SUN_COMFORT:
  6113. case SG_MOON_COMFORT:
  6114. case SG_STAR_COMFORT:
  6115. case GS_MADNESSCANCEL:
  6116. case GS_ADJUSTMENT:
  6117. case GS_INCREASING:
  6118. #ifdef RENEWAL
  6119. case GS_MAGICALBULLET:
  6120. #endif
  6121. case NJ_KASUMIKIRI:
  6122. case NJ_UTSUSEMI:
  6123. case NJ_NEN:
  6124. case NPC_DEFENDER:
  6125. case NPC_MAGICMIRROR:
  6126. case ST_PRESERVE:
  6127. case NPC_INVINCIBLE:
  6128. case NPC_INVINCIBLEOFF:
  6129. case MER_INVINCIBLEOFF2:
  6130. case RK_DEATHBOUND:
  6131. case AB_EXPIATIO:
  6132. case AB_DUPLELIGHT:
  6133. case AB_SECRAMENT:
  6134. case AB_OFFERTORIUM:
  6135. case NC_ACCELERATION:
  6136. case NC_HOVERING:
  6137. case NC_SHAPESHIFT:
  6138. case WL_MARSHOFABYSS:
  6139. case WL_RECOGNIZEDSPELL:
  6140. case GC_VENOMIMPRESS:
  6141. case SC_DEADLYINFECT:
  6142. case LG_EXEEDBREAK:
  6143. case LG_PRESTIGE:
  6144. case SR_CRESCENTELBOW:
  6145. case SR_LIGHTNINGWALK:
  6146. case GN_CARTBOOST:
  6147. case KO_MEIKYOUSISUI:
  6148. case ALL_ODINS_POWER:
  6149. case ALL_FULL_THROTTLE:
  6150. case RA_UNLIMIT:
  6151. case WL_TELEKINESIS_INTENSE:
  6152. case RL_HEAT_BARREL:
  6153. case RL_P_ALTER:
  6154. case RL_E_CHAIN:
  6155. case SU_FRESHSHRIMP:
  6156. case SU_ARCLOUSEDASH:
  6157. case NPC_MAXPAIN:
  6158. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6159. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6160. break;
  6161. case NPC_HALLUCINATION:
  6162. case NPC_HELLPOWER:
  6163. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6164. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6165. break;
  6166. case KN_AUTOCOUNTER:
  6167. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6168. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6169. break;
  6170. case SO_STRIKING:
  6171. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6172. int bonus = 0;
  6173. if (dstsd) {
  6174. short index = dstsd->equip_index[EQI_HAND_R];
  6175. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6176. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6177. }
  6178. if (sd)
  6179. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6180. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6181. } else if (sd)
  6182. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6183. break;
  6184. case NPC_STOP:
  6185. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6186. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6187. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6188. break;
  6189. case HP_ASSUMPTIO:
  6190. if( sd && dstmd )
  6191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6192. else
  6193. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6194. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6195. break;
  6196. case MG_SIGHT:
  6197. case MER_SIGHT:
  6198. case AL_RUWACH:
  6199. case WZ_SIGHTBLASTER:
  6200. case NPC_WIDESIGHT:
  6201. case NPC_STONESKIN:
  6202. case NPC_ANTIMAGIC:
  6203. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6204. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6205. break;
  6206. case HLIF_AVOID:
  6207. case HAMI_DEFENCE:
  6208. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6209. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6210. break;
  6211. case NJ_BUNSINJYUTSU:
  6212. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6213. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6214. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6215. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6216. break;
  6217. /* Was modified to only affect targetted char. [Skotlex]
  6218. case HP_ASSUMPTIO:
  6219. if (flag&1)
  6220. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6221. else
  6222. {
  6223. map_foreachinallrange(skill_area_sub, bl,
  6224. skill_get_splash(skill_id, skill_lv), BL_PC,
  6225. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6226. skill_castend_nodamage_id);
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6228. }
  6229. break;
  6230. */
  6231. case SM_ENDURE:
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6233. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6234. break;
  6235. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6236. if (sd && dstsd && dstsd->sc.count) {
  6237. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6238. dstsd->sc.data[SC_WATERWEAPON] ||
  6239. dstsd->sc.data[SC_WINDWEAPON] ||
  6240. dstsd->sc.data[SC_EARTHWEAPON] ||
  6241. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6242. dstsd->sc.data[SC_GHOSTWEAPON]
  6243. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6244. ) {
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6247. break;
  6248. }
  6249. }
  6250. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6251. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6252. break;
  6253. case LK_TENSIONRELAX:
  6254. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6255. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6256. skill_get_time(skill_id,skill_lv)));
  6257. break;
  6258. case MC_CHANGECART:
  6259. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6260. break;
  6261. case MC_CARTDECORATE:
  6262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6263. if( sd ) {
  6264. clif_SelectCart(sd);
  6265. }
  6266. break;
  6267. case TK_MISSION:
  6268. if (sd) {
  6269. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6270. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6272. break;
  6273. }
  6274. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6275. if (!id) {
  6276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6277. break;
  6278. }
  6279. sd->mission_mobid = id;
  6280. sd->mission_count = 0;
  6281. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6282. clif_mission_info(sd, id, 0);
  6283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6284. }
  6285. break;
  6286. case AC_CONCENTRATION:
  6287. {
  6288. int splash = skill_get_splash(skill_id, skill_lv);
  6289. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6290. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6291. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6292. map_foreachinallrange( status_change_timer_sub, src,
  6293. splash, BL_CHAR, src, NULL, type, tick);
  6294. }
  6295. break;
  6296. case SM_PROVOKE:
  6297. case SM_SELFPROVOKE:
  6298. case MER_PROVOKE:
  6299. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6300. map_freeblock_unlock();
  6301. return 1;
  6302. }
  6303. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6304. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6305. {
  6306. if( sd )
  6307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6308. map_freeblock_unlock();
  6309. return 0;
  6310. }
  6311. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6312. unit_skillcastcancel(bl, 2);
  6313. if( tsc && tsc->count )
  6314. {
  6315. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6316. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6317. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6318. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6319. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6320. }
  6321. if( dstmd )
  6322. {
  6323. dstmd->state.provoke_flag = src->id;
  6324. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6325. }
  6326. break;
  6327. case ML_DEVOTION:
  6328. case CR_DEVOTION:
  6329. {
  6330. int count, lv;
  6331. if( !dstsd || (!sd && !mer) )
  6332. { // Only players can be devoted
  6333. if( sd )
  6334. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6335. break;
  6336. }
  6337. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6338. lv = -lv;
  6339. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6340. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6341. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6342. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6343. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6344. {
  6345. if( sd )
  6346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6347. map_freeblock_unlock();
  6348. return 1;
  6349. }
  6350. i = 0;
  6351. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6352. if( sd )
  6353. { // Player Devoting Player
  6354. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6355. if( i == count )
  6356. {
  6357. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6358. if( i == count )
  6359. { // No free slots, skill Fail
  6360. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6361. map_freeblock_unlock();
  6362. return 1;
  6363. }
  6364. }
  6365. sd->devotion[i] = bl->id;
  6366. }
  6367. else
  6368. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6369. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6370. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6371. clif_devotion(src, NULL);
  6372. }
  6373. break;
  6374. case MO_CALLSPIRITS:
  6375. if(sd) {
  6376. int limit = skill_lv;
  6377. if( sd->sc.data[SC_RAISINGDRAGON] )
  6378. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6379. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6380. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6381. }
  6382. break;
  6383. case CH_SOULCOLLECT:
  6384. if(sd) {
  6385. int limit = 5;
  6386. if( sd->sc.data[SC_RAISINGDRAGON] )
  6387. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6388. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6389. for (i = 0; i < limit; i++)
  6390. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6391. }
  6392. break;
  6393. case MO_KITRANSLATION:
  6394. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6395. //Require will define how many spiritballs will be transferred
  6396. struct skill_condition require;
  6397. require = skill_get_requirement(sd,skill_id,skill_lv);
  6398. pc_delspiritball(sd,require.spiritball,0);
  6399. for (i = 0; i < require.spiritball; i++)
  6400. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6401. } else {
  6402. if(sd)
  6403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6404. map_freeblock_unlock();
  6405. return 0;
  6406. }
  6407. break;
  6408. case TK_TURNKICK:
  6409. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6410. if (skill_area_temp[1] != bl->id) {
  6411. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6412. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6413. }
  6414. break;
  6415. case MO_ABSORBSPIRITS:
  6416. i = 0;
  6417. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6418. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6419. if (dstsd->spiritball > 0) {
  6420. i = dstsd->spiritball * 7;
  6421. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6422. }
  6423. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6424. i += dstsd->spiritcharm * 7;
  6425. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6426. }
  6427. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6428. i = 2 * dstmd->level;
  6429. mob_target(dstmd,src,0);
  6430. } else {
  6431. if (sd)
  6432. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6433. break;
  6434. }
  6435. if (i) status_heal(src, 0, i, 3);
  6436. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6437. break;
  6438. case AC_MAKINGARROW:
  6439. if(sd) {
  6440. clif_arrow_create_list(sd);
  6441. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6442. }
  6443. break;
  6444. case AM_PHARMACY:
  6445. if(sd) {
  6446. clif_skill_produce_mix_list(sd,skill_id,22);
  6447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6448. }
  6449. break;
  6450. case SA_CREATECON:
  6451. if(sd) {
  6452. clif_elementalconverter_list(sd);
  6453. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6454. }
  6455. break;
  6456. case BS_HAMMERFALL:
  6457. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6458. break;
  6459. case RG_RAID:
  6460. skill_area_temp[1] = 0;
  6461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6462. map_foreachinrange(skill_area_sub, bl,
  6463. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6464. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6465. skill_castend_damage_id);
  6466. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6467. break;
  6468. //List of self skills that give damage around caster
  6469. case ASC_METEORASSAULT:
  6470. case GS_SPREADATTACK:
  6471. case RK_STORMBLAST:
  6472. case NC_AXETORNADO:
  6473. case GC_COUNTERSLASH:
  6474. case SR_SKYNETBLOW:
  6475. case SR_RAMPAGEBLASTER:
  6476. case SR_HOWLINGOFLION:
  6477. case KO_HAPPOKUNAI:
  6478. case RL_FIREDANCE:
  6479. case RL_R_TRIP:
  6480. {
  6481. struct status_change *sc = status_get_sc(src);
  6482. int starget = BL_CHAR|BL_SKILL;
  6483. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6484. flag |= 8;
  6485. if (skill_id == SR_HOWLINGOFLION)
  6486. starget = splash_target(src);
  6487. skill_area_temp[1] = 0;
  6488. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6489. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6490. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6491. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6492. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6493. }
  6494. break;
  6495. case RK_IGNITIONBREAK:
  6496. skill_area_temp[1] = 0;
  6497. #if PACKETVER >= 20180207
  6498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6499. #else
  6500. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6501. #endif
  6502. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6503. break;
  6504. case SR_WINDMILL:
  6505. case GN_CART_TORNADO:
  6506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6507. case SR_EARTHSHAKER:
  6508. case NC_INFRAREDSCAN:
  6509. case NPC_EARTHQUAKE:
  6510. case NPC_VAMPIRE_GIFT:
  6511. case NPC_HELLJUDGEMENT:
  6512. case NPC_PULSESTRIKE:
  6513. case LG_MOONSLASHER:
  6514. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6515. break;
  6516. case KN_BRANDISHSPEAR:
  6517. case ML_BRANDISH:
  6518. {
  6519. skill_area_temp[1] = bl->id;
  6520. if(skill_lv >= 10)
  6521. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6522. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6523. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6524. skill_castend_damage_id);
  6525. if(skill_lv >= 7)
  6526. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6527. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6528. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6529. skill_castend_damage_id);
  6530. if(skill_lv >= 4)
  6531. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6532. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6533. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6534. skill_castend_damage_id);
  6535. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6536. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6537. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6538. skill_castend_damage_id);
  6539. }
  6540. break;
  6541. case WZ_SIGHTRASHER:
  6542. //Passive side of the attack.
  6543. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6545. map_foreachinshootrange(skill_area_sub,src,
  6546. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6547. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6548. skill_castend_damage_id);
  6549. break;
  6550. case WZ_FROSTNOVA:
  6551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6552. skill_area_temp[1] = 0;
  6553. map_foreachinshootrange(skill_attack_area, src,
  6554. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6555. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6556. break;
  6557. case HVAN_EXPLOSION: //[orn]
  6558. case NPC_SELFDESTRUCTION:
  6559. //Self Destruction hits everyone in range (allies+enemies)
  6560. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6561. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6562. BCT_ENEMY:BCT_ALL;
  6563. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6564. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6565. map_foreachinshootrange(skill_area_sub, bl,
  6566. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6567. src, skill_id, skill_lv, tick, flag|i,
  6568. skill_castend_damage_id);
  6569. if(map_addblock(src)) {
  6570. map_freeblock_unlock();
  6571. return 1;
  6572. }
  6573. status_damage(src, src, sstatus->max_hp,0,0,1);
  6574. break;
  6575. case AL_ANGELUS:
  6576. case PR_MAGNIFICAT:
  6577. case PR_GLORIA:
  6578. case SN_WINDWALK:
  6579. case CASH_BLESSING:
  6580. case CASH_INCAGI:
  6581. case CASH_ASSUMPTIO:
  6582. case WM_FRIGG_SONG:
  6583. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6584. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6585. else if( sd )
  6586. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6587. break;
  6588. case MER_MAGNIFICAT:
  6589. if( mer != NULL )
  6590. {
  6591. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6592. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6593. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6594. else if( mer->master && !(flag&1) )
  6595. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6596. }
  6597. break;
  6598. case BS_ADRENALINE:
  6599. case BS_ADRENALINE2:
  6600. case BS_WEAPONPERFECT:
  6601. case BS_OVERTHRUST:
  6602. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6603. int weapontype = skill_get_weapontype(skill_id);
  6604. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6605. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6606. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6607. }
  6608. } else if (sd) {
  6609. party_foreachsamemap(skill_area_sub,
  6610. sd,skill_get_splash(skill_id, skill_lv),
  6611. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6612. skill_castend_nodamage_id);
  6613. }
  6614. break;
  6615. case BS_MAXIMIZE:
  6616. case NV_TRICKDEAD:
  6617. case CR_DEFENDER:
  6618. case ML_DEFENDER:
  6619. case CR_AUTOGUARD:
  6620. case ML_AUTOGUARD:
  6621. case TK_READYSTORM:
  6622. case TK_READYDOWN:
  6623. case TK_READYTURN:
  6624. case TK_READYCOUNTER:
  6625. case TK_DODGE:
  6626. case CR_SHRINK:
  6627. case SG_FUSION:
  6628. case GS_GATLINGFEVER:
  6629. if( tsce )
  6630. {
  6631. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6632. map_freeblock_unlock();
  6633. return 0;
  6634. }
  6635. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6636. break;
  6637. case SL_KAITE:
  6638. case SL_KAAHI:
  6639. case SL_KAIZEL:
  6640. case SL_KAUPE:
  6641. if (sd) {
  6642. if (!dstsd || !(
  6643. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6644. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6645. dstsd->status.char_id == sd->status.char_id ||
  6646. dstsd->status.char_id == sd->status.partner_id ||
  6647. dstsd->status.char_id == sd->status.child
  6648. )) {
  6649. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6651. break;
  6652. }
  6653. }
  6654. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6655. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6656. break;
  6657. case SM_AUTOBERSERK:
  6658. case MER_AUTOBERSERK:
  6659. if( tsce )
  6660. i = status_change_end(bl, type, INVALID_TIMER);
  6661. else
  6662. i = sc_start(src,bl,type,100,skill_lv,60000);
  6663. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6664. break;
  6665. case TF_HIDING:
  6666. case ST_CHASEWALK:
  6667. case KO_YAMIKUMO:
  6668. if (tsce)
  6669. {
  6670. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6671. map_freeblock_unlock();
  6672. return 0;
  6673. }
  6674. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6675. break;
  6676. case TK_RUN:
  6677. if (tsce)
  6678. {
  6679. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6680. map_freeblock_unlock();
  6681. return 0;
  6682. }
  6683. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6684. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6685. clif_walkok(sd); // So aegis has to resend the walk ok.
  6686. break;
  6687. case AS_CLOAKING:
  6688. case GC_CLOAKINGEXCEED:
  6689. case LG_FORCEOFVANGUARD:
  6690. case SC_REPRODUCE:
  6691. case SC_INVISIBILITY:
  6692. case RA_CAMOUFLAGE:
  6693. if (tsce) {
  6694. i = status_change_end(bl, type, INVALID_TIMER);
  6695. if( i )
  6696. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6697. else if( sd )
  6698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6699. map_freeblock_unlock();
  6700. return 0;
  6701. }
  6702. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6703. if( i )
  6704. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6705. else if( sd )
  6706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6707. break;
  6708. case BD_ADAPTATION:
  6709. if(tsc && tsc->data[SC_DANCING]){
  6710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6711. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6712. }
  6713. break;
  6714. case BA_FROSTJOKER:
  6715. case DC_SCREAM:
  6716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6717. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6718. if (md) {
  6719. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6720. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6721. char temp[70];
  6722. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6723. clif_disp_overhead(&md->bl,temp);
  6724. }
  6725. break;
  6726. case BA_PANGVOICE:
  6727. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6728. break;
  6729. case DC_WINKCHARM:
  6730. if( dstsd )
  6731. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6732. else
  6733. if( dstmd )
  6734. {
  6735. if( status_get_lv(src) > status_get_lv(bl)
  6736. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6737. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6738. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6739. else
  6740. {
  6741. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6742. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6743. }
  6744. }
  6745. break;
  6746. case TF_STEAL:
  6747. if(sd) {
  6748. if(pc_steal_item(sd,bl,skill_lv))
  6749. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6750. else
  6751. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6752. }
  6753. break;
  6754. case RG_STEALCOIN:
  6755. if(sd) {
  6756. if(pc_steal_coin(sd,bl))
  6757. {
  6758. dstmd->state.provoke_flag = src->id;
  6759. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6761. }
  6762. else
  6763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6764. }
  6765. break;
  6766. case MG_STONECURSE:
  6767. {
  6768. int brate = 0;
  6769. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6770. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6771. break;
  6772. }
  6773. if(status_isimmune(bl) || !tsc)
  6774. break;
  6775. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6776. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6777. if (tsc && tsc->data[type]) {
  6778. status_change_end(bl, type, INVALID_TIMER);
  6779. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6780. break;
  6781. }
  6782. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6783. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6784. skill_get_time2(skill_id,skill_lv)))
  6785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6786. else if(sd) {
  6787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6788. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6789. if (skill_lv > 5)
  6790. { // not to consume items
  6791. map_freeblock_unlock();
  6792. return 0;
  6793. }
  6794. }
  6795. }
  6796. break;
  6797. case NV_FIRSTAID:
  6798. clif_skill_nodamage(src,bl,skill_id,5,1);
  6799. status_heal(bl,5,0,0);
  6800. break;
  6801. case AL_CURE:
  6802. if(status_isimmune(bl)) {
  6803. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6804. break;
  6805. }
  6806. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6807. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6808. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6809. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6811. break;
  6812. case TF_DETOXIFY:
  6813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6814. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6815. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6816. break;
  6817. case PR_STRECOVERY:
  6818. if(status_isimmune(bl)) {
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6820. break;
  6821. }
  6822. if (tsc && tsc->opt1) {
  6823. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6824. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6825. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6826. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6827. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6828. }
  6829. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6830. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6831. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6832. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6834. if(dstmd)
  6835. mob_unlocktarget(dstmd,tick);
  6836. break;
  6837. // Mercenary Supportive Skills
  6838. case MER_BENEDICTION:
  6839. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6840. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6841. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6842. break;
  6843. case MER_COMPRESS:
  6844. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6845. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6846. break;
  6847. case MER_MENTALCURE:
  6848. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6850. break;
  6851. case MER_RECUPERATE:
  6852. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6853. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6854. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6856. break;
  6857. case MER_REGAIN:
  6858. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6859. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6861. break;
  6862. case MER_TENDER:
  6863. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6864. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6866. break;
  6867. case MER_SCAPEGOAT:
  6868. if( mer && mer->master )
  6869. {
  6870. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6871. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6872. }
  6873. break;
  6874. case MER_ESTIMATION:
  6875. if( !mer )
  6876. break;
  6877. sd = mer->master;
  6878. case WZ_ESTIMATION:
  6879. if( sd == NULL )
  6880. break;
  6881. if( dstsd )
  6882. { // Fail on Players
  6883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6884. break;
  6885. }
  6886. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6887. clif_skill_estimation(sd, bl);
  6888. if( skill_id == MER_ESTIMATION )
  6889. sd = NULL;
  6890. break;
  6891. case BS_REPAIRWEAPON:
  6892. if(sd && dstsd)
  6893. clif_item_repair_list(sd,dstsd,skill_lv);
  6894. break;
  6895. case MC_IDENTIFY:
  6896. if(sd) {
  6897. clif_item_identify_list(sd);
  6898. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6899. map_freeblock_unlock();
  6900. return 1;
  6901. }
  6902. else { // consume sp only if succeeded
  6903. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6904. status_zap(src,0,req.sp);
  6905. }
  6906. }
  6907. break;
  6908. // Weapon Refining [Celest]
  6909. case WS_WEAPONREFINE:
  6910. if(sd)
  6911. clif_item_refine_list(sd);
  6912. break;
  6913. case MC_VENDING:
  6914. if(sd)
  6915. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6916. if ( !pc_can_give_items(sd) )
  6917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6918. else {
  6919. sd->state.prevend = 1;
  6920. sd->state.workinprogress = WIP_DISABLE_ALL;
  6921. sd->vend_skill_lv = skill_lv;
  6922. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6923. if (i < MAX_CART)
  6924. intif_storage_save(sd, &sd->cart);
  6925. else
  6926. clif_openvendingreq(sd,2+skill_lv);
  6927. }
  6928. }
  6929. break;
  6930. case AL_TELEPORT:
  6931. case ALL_ODINS_RECALL:
  6932. if(sd)
  6933. {
  6934. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  6935. clif_skill_teleportmessage(sd,0);
  6936. break;
  6937. }
  6938. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6939. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6940. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6941. break;
  6942. }
  6943. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6944. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6945. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6946. {
  6947. if( skill_lv == 1 )
  6948. pc_randomwarp(sd,CLR_TELEPORT);
  6949. else
  6950. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6951. break;
  6952. }
  6953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6954. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6955. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6956. else
  6957. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6958. } else
  6959. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6960. break;
  6961. case NPC_EXPULSION:
  6962. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6963. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6964. break;
  6965. case AL_HOLYWATER:
  6966. if(sd) {
  6967. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6968. struct skill_unit* su;
  6969. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6970. skill_delunit(su);
  6971. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6972. }
  6973. else
  6974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6975. }
  6976. break;
  6977. case TF_PICKSTONE:
  6978. if(sd) {
  6979. unsigned char eflag;
  6980. struct item item_tmp;
  6981. struct block_list tbl;
  6982. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6983. memset(&item_tmp,0,sizeof(item_tmp));
  6984. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6985. item_tmp.nameid = ITEMID_STONE;
  6986. item_tmp.identify = 1;
  6987. tbl.id = 0;
  6988. // Commented because of duplicate animation [Lemongrass]
  6989. // At the moment this displays the pickup animation a second time
  6990. // If this is required in older clients, we need to add a version check here
  6991. //clif_takeitem(&sd->bl,&tbl);
  6992. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6993. if(eflag) {
  6994. clif_additem(sd,0,0,eflag);
  6995. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6996. }
  6997. }
  6998. break;
  6999. case ASC_CDP:
  7000. if(sd) {
  7001. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7002. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7003. else
  7004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7005. }
  7006. break;
  7007. case RG_STRIPWEAPON:
  7008. case RG_STRIPSHIELD:
  7009. case RG_STRIPARMOR:
  7010. case RG_STRIPHELM:
  7011. case ST_FULLSTRIP:
  7012. case GC_WEAPONCRUSH:
  7013. case SC_STRIPACCESSARY: {
  7014. bool i;
  7015. //Special message when trying to use strip on FCP [Jobbie]
  7016. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7017. {
  7018. clif_gospel_info(sd, 0x28);
  7019. break;
  7020. }
  7021. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7022. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7023. //Nothing stripped.
  7024. if( sd && !i )
  7025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7026. break;
  7027. }
  7028. case AM_BERSERKPITCHER:
  7029. case AM_POTIONPITCHER:
  7030. {
  7031. int j,hp = 0,sp = 0;
  7032. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7033. map_freeblock_unlock();
  7034. return 1;
  7035. }
  7036. if( sd ) {
  7037. int x,bonus=100;
  7038. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7039. x = skill_lv%11 - 1;
  7040. j = pc_search_inventory(sd, require.itemid[x]);
  7041. if (j < 0 || require.itemid[x] <= 0) {
  7042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7043. map_freeblock_unlock();
  7044. return 1;
  7045. }
  7046. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7048. map_freeblock_unlock();
  7049. return 1;
  7050. }
  7051. if( skill_id == AM_BERSERKPITCHER ) {
  7052. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7054. map_freeblock_unlock();
  7055. return 1;
  7056. }
  7057. }
  7058. potion_flag = 1;
  7059. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7060. potion_target = bl->id;
  7061. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7062. potion_flag = potion_target = 0;
  7063. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7064. bonus += sd->status.base_level;
  7065. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7066. hp = tstatus->max_hp * potion_per_hp / 100;
  7067. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7068. if( dstsd ) {
  7069. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7070. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7071. }
  7072. } else {
  7073. if( potion_hp > 0 ) {
  7074. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7075. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7076. if( dstsd )
  7077. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7078. }
  7079. if( potion_sp > 0 ) {
  7080. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7081. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7082. if( dstsd )
  7083. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7084. }
  7085. }
  7086. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7087. hp += hp * bonus / 100;
  7088. sp += sp * bonus / 100;
  7089. }
  7090. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7091. hp += hp * j / 100;
  7092. sp += sp * j / 100;
  7093. }
  7094. } else {
  7095. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7096. switch (skill_lv) {
  7097. case 1: hp = 45; break;
  7098. case 2: hp = 105; break;
  7099. case 3: hp = 175; break;
  7100. default: hp = 325; break;
  7101. }
  7102. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7103. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7104. if( dstsd )
  7105. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7106. }
  7107. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7108. hp += hp * j / 100;
  7109. sp += sp * j / 100;
  7110. }
  7111. if (tsc && tsc->count) {
  7112. uint8 penalty = 0;
  7113. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7114. hp += hp / 10;
  7115. sp += sp / 10;
  7116. }
  7117. if (tsc->data[SC_CRITICALWOUND])
  7118. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7119. if (tsc->data[SC_DEATHHURT])
  7120. penalty += 20;
  7121. if (tsc->data[SC_NORECOVER_STATE])
  7122. penalty = 100;
  7123. if (penalty > 0) {
  7124. hp -= hp * penalty / 100;
  7125. sp -= sp * penalty / 100;
  7126. }
  7127. }
  7128. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7129. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7130. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7131. if( sp > 0 )
  7132. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7133. if (tsc) {
  7134. #ifdef RENEWAL
  7135. if (tsc->data[SC_EXTREMITYFIST2])
  7136. sp = 0;
  7137. #endif
  7138. if (tsc->data[SC_NORECOVER_STATE]) {
  7139. hp = 0;
  7140. sp = 0;
  7141. }
  7142. }
  7143. status_heal(bl,hp,sp,0);
  7144. }
  7145. break;
  7146. case AM_CP_WEAPON:
  7147. case AM_CP_SHIELD:
  7148. case AM_CP_ARMOR:
  7149. case AM_CP_HELM:
  7150. {
  7151. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7152. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7154. map_freeblock_unlock(); // Don't consume item requirements
  7155. return 0;
  7156. }
  7157. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7158. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7159. }
  7160. break;
  7161. case AM_TWILIGHT1:
  7162. if (sd) {
  7163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7164. //Prepare 200 White Potions.
  7165. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7167. }
  7168. break;
  7169. case AM_TWILIGHT2:
  7170. if (sd) {
  7171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7172. //Prepare 200 Slim White Potions.
  7173. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7175. }
  7176. break;
  7177. case AM_TWILIGHT3:
  7178. if (sd) {
  7179. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7180. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7181. if( ebottle >= 0 )
  7182. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7183. //check if you can produce all three, if not, then fail:
  7184. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7185. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7186. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7187. || ebottle < 200 //200 empty bottle are required at total.
  7188. ) {
  7189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7190. break;
  7191. }
  7192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7193. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7194. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7195. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7196. }
  7197. break;
  7198. case SA_DISPELL:
  7199. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7200. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7201. break; // Outside PvP it should only affect party members and no skill fail message
  7202. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7203. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7204. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7205. || rnd()%100 >= 50+10*skill_lv)
  7206. {
  7207. if (sd)
  7208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7209. break;
  7210. }
  7211. if(status_isimmune(bl))
  7212. break;
  7213. //Remove bonus_script by Dispell
  7214. if (dstsd)
  7215. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7216. if(!tsc || !tsc->count)
  7217. break;
  7218. for(i=0;i<SC_MAX;i++) {
  7219. if (!tsc->data[i])
  7220. continue;
  7221. switch (i) {
  7222. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7223. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7224. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7225. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7226. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7227. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7228. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7229. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7230. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7231. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7232. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7233. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7234. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7235. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7236. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7237. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7238. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7239. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7240. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7241. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7242. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7243. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7244. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7245. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7246. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7247. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7248. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7249. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7250. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7251. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7252. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7253. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7254. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7255. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7256. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7257. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7258. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7259. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7260. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7261. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7262. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7263. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7264. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7265. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7266. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7267. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7268. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7269. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7270. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7271. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7272. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7273. #ifdef RENEWAL
  7274. case SC_EXTREMITYFIST2:
  7275. #endif
  7276. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7277. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7278. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7279. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7280. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7281. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7282. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7283. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7284. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7285. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7286. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7287. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7288. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7289. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7290. // Clans
  7291. case SC_CLAN_INFO:
  7292. case SC_SWORDCLAN:
  7293. case SC_ARCWANDCLAN:
  7294. case SC_GOLDENMACECLAN:
  7295. case SC_CROSSBOWCLAN:
  7296. case SC_JUMPINGCLAN:
  7297. case SC_DAILYSENDMAILCNT:
  7298. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7299. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7300. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7301. continue;
  7302. case SC_WHISTLE:
  7303. case SC_ASSNCROS:
  7304. case SC_POEMBRAGI:
  7305. case SC_APPLEIDUN:
  7306. case SC_HUMMING:
  7307. case SC_DONTFORGETME:
  7308. case SC_FORTUNE:
  7309. case SC_SERVICE4U:
  7310. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7311. continue; //If in song area don't end it, even if config enabled
  7312. break;
  7313. case SC_ASSUMPTIO:
  7314. if( bl->type == BL_MOB )
  7315. continue;
  7316. break;
  7317. }
  7318. 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.
  7319. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7320. }
  7321. break;
  7322. }
  7323. //Affect all targets on splash area.
  7324. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7325. src, skill_id, skill_lv, tick, flag|1,
  7326. skill_castend_damage_id);
  7327. break;
  7328. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7329. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7331. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7332. break;
  7333. case TK_HIGHJUMP:
  7334. {
  7335. int x,y, dir = unit_getdir(src);
  7336. struct map_data *mapdata = &map[src->m];
  7337. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7338. if( mapdata->flag[MF_NOTELEPORT] &&
  7339. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7340. ) {
  7341. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7342. break;
  7343. } else if(dir%2) {
  7344. //Diagonal
  7345. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7346. y = src->y + diry[dir]*(skill_lv*4)/3;
  7347. } else {
  7348. x = src->x + dirx[dir]*skill_lv*2;
  7349. y = src->y + diry[dir]*skill_lv*2;
  7350. }
  7351. int x1 = x + dirx[dir];
  7352. int y1 = y + diry[dir];
  7353. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7354. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7355. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7356. unit_movepos(src, x, y, 1, 0))
  7357. clif_blown(src);
  7358. }
  7359. break;
  7360. case SA_CASTCANCEL:
  7361. case SO_SPELLFIST:
  7362. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7363. unit_skillcastcancel(src,1);
  7364. if(sd) {
  7365. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7366. if( skill_id == SO_SPELLFIST ){
  7367. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7368. sd->skill_id_old = sd->skill_lv_old = 0;
  7369. break;
  7370. }
  7371. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7372. if(sp < 0) sp = 0;
  7373. status_zap(src, 0, sp);
  7374. }
  7375. break;
  7376. case SA_SPELLBREAKER:
  7377. {
  7378. int sp;
  7379. if(tsc && tsc->data[SC_MAGICROD]) {
  7380. sp = skill_get_sp(skill_id,skill_lv);
  7381. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7382. if(sp < 1) sp = 1;
  7383. status_heal(bl,0,sp,2);
  7384. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7385. } else {
  7386. struct unit_data *ud = unit_bl2ud(bl);
  7387. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7388. if (!ud || ud->skilltimer == INVALID_TIMER)
  7389. break; //Nothing to cancel.
  7390. bl_skill_id = ud->skill_id;
  7391. bl_skill_lv = ud->skill_lv;
  7392. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7393. if (rnd()%100 < 90)
  7394. {
  7395. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7396. break;
  7397. }
  7398. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7399. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7400. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7401. unit_skillcastcancel(bl,0);
  7402. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7403. status_zap(bl, hp, sp);
  7404. if (hp && skill_lv >= 5)
  7405. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7406. else
  7407. hp = 0;
  7408. if (sp) //Recover some of the SP used
  7409. sp = sp*(25*(skill_lv-1))/100;
  7410. if(hp || sp)
  7411. status_heal(src, hp, sp, 2);
  7412. }
  7413. }
  7414. break;
  7415. case SA_MAGICROD:
  7416. #ifdef RENEWAL
  7417. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7418. #endif
  7419. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7420. break;
  7421. case SA_AUTOSPELL:
  7422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7423. if (sd) {
  7424. sd->state.workinprogress = WIP_DISABLE_ALL;
  7425. clif_autospell(sd,skill_lv);
  7426. } else {
  7427. int maxlv=1,spellid=0;
  7428. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7429. if(skill_lv >= 10) {
  7430. spellid = MG_FROSTDIVER;
  7431. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7432. // maxlv = 10;
  7433. // else
  7434. maxlv = skill_lv - 9;
  7435. }
  7436. else if(skill_lv >=8) {
  7437. spellid = MG_FIREBALL;
  7438. maxlv = skill_lv - 7;
  7439. }
  7440. else if(skill_lv >=5) {
  7441. spellid = MG_SOULSTRIKE;
  7442. maxlv = skill_lv - 4;
  7443. }
  7444. else if(skill_lv >=2) {
  7445. int i_rnd = rnd()%3;
  7446. spellid = spellarray[i_rnd];
  7447. maxlv = skill_lv - 1;
  7448. }
  7449. else if(skill_lv > 0) {
  7450. spellid = MG_NAPALMBEAT;
  7451. maxlv = 3;
  7452. }
  7453. if(spellid > 0)
  7454. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7455. skill_get_time(SA_AUTOSPELL,skill_lv));
  7456. }
  7457. break;
  7458. case BS_GREED:
  7459. if(sd){
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7461. map_foreachinallrange(skill_greed,bl,
  7462. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7463. }
  7464. break;
  7465. case SA_ELEMENTWATER:
  7466. case SA_ELEMENTFIRE:
  7467. case SA_ELEMENTGROUND:
  7468. case SA_ELEMENTWIND:
  7469. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7470. break;
  7471. case NPC_ATTRICHANGE:
  7472. case NPC_CHANGEWATER:
  7473. case NPC_CHANGEGROUND:
  7474. case NPC_CHANGEFIRE:
  7475. case NPC_CHANGEWIND:
  7476. case NPC_CHANGEPOISON:
  7477. case NPC_CHANGEHOLY:
  7478. case NPC_CHANGEDARKNESS:
  7479. case NPC_CHANGETELEKINESIS:
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7481. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7482. skill_get_time(skill_id, skill_lv)));
  7483. break;
  7484. case NPC_CHANGEUNDEAD:
  7485. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7486. //TO-DO This is ugly, fix it
  7487. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7488. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7489. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7490. skill_get_time(skill_id, skill_lv)));
  7491. break;
  7492. case NPC_PROVOCATION:
  7493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7494. if (md) mob_unlocktarget(md, tick);
  7495. break;
  7496. case NPC_KEEPING:
  7497. case NPC_BARRIER:
  7498. {
  7499. int skill_time = skill_get_time(skill_id,skill_lv);
  7500. struct unit_data *ud = unit_bl2ud(bl);
  7501. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7502. sc_start(src,bl,type,100,skill_lv,skill_time))
  7503. && ud) { //Disable attacking/acting/moving for skill's duration.
  7504. ud->attackabletime =
  7505. ud->canact_tick =
  7506. ud->canmove_tick = tick + skill_time;
  7507. }
  7508. }
  7509. break;
  7510. case NPC_REBIRTH:
  7511. if( md && md->state.rebirth )
  7512. break; // only works once
  7513. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7514. break;
  7515. case NPC_DARKBLESSING:
  7516. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7517. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7518. break;
  7519. case NPC_LICK:
  7520. status_zap(bl, 0, 100);
  7521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7522. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7523. break;
  7524. case NPC_SUICIDE:
  7525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7526. status_kill(src); //When suiciding, neither exp nor drops is given.
  7527. break;
  7528. case NPC_SUMMONSLAVE:
  7529. case NPC_SUMMONMONSTER:
  7530. case NPC_DEATHSUMMON:
  7531. if(md && md->skill_idx >= 0)
  7532. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7533. break;
  7534. case NPC_CALLSLAVE:
  7535. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7536. break;
  7537. case NPC_RANDOMMOVE:
  7538. if (md) {
  7539. md->next_walktime = tick - 1;
  7540. mob_randomwalk(md,tick);
  7541. }
  7542. break;
  7543. case NPC_SPEEDUP:
  7544. {
  7545. // or does it increase casting rate? just a guess xD
  7546. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7547. if (i_type > SC_ASPDPOTION3)
  7548. i_type = SC_ASPDPOTION3;
  7549. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7550. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7551. }
  7552. break;
  7553. case NPC_REVENGE:
  7554. // not really needed... but adding here anyway ^^
  7555. if (md && md->master_id > 0) {
  7556. struct block_list *mbl, *tbl;
  7557. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7558. (tbl = battle_gettargeted(mbl)) == NULL)
  7559. break;
  7560. md->state.provoke_flag = tbl->id;
  7561. mob_target(md, tbl, sstatus->rhw.range);
  7562. }
  7563. break;
  7564. case NPC_RUN:
  7565. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7566. mob_unlocktarget(md, tick);
  7567. break;
  7568. case NPC_TRANSFORMATION:
  7569. case NPC_METAMORPHOSIS:
  7570. if(md && md->skill_idx >= 0) {
  7571. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7572. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7573. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7574. if (class_) mob_class_change(md, class_);
  7575. }
  7576. break;
  7577. case NPC_EMOTION_ON:
  7578. case NPC_EMOTION:
  7579. //val[0] is the emotion to use.
  7580. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7581. //val[1] 'sets' the mode
  7582. //val[2] adds to the current mode
  7583. //val[3] removes from the current mode
  7584. //val[4] if set, asks to delete the previous mode change.
  7585. if(md && md->skill_idx >= 0 && tsc)
  7586. {
  7587. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7588. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7589. status_change_end(bl, type, INVALID_TIMER);
  7590. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7591. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7592. mob_unlocktarget(md,tick);
  7593. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7594. sc_start4(src,src, type, 100, skill_lv,
  7595. md->db->skill[md->skill_idx].val[1],
  7596. md->db->skill[md->skill_idx].val[2],
  7597. md->db->skill[md->skill_idx].val[3],
  7598. skill_get_time(skill_id, skill_lv));
  7599. //Reset aggressive state depending on resulting mode
  7600. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7601. }
  7602. break;
  7603. case NPC_POWERUP:
  7604. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7605. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7606. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7607. break;
  7608. case NPC_AGIUP:
  7609. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7610. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7611. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7612. break;
  7613. case NPC_INVISIBLE:
  7614. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7615. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7616. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7617. break;
  7618. case NPC_SIEGEMODE:
  7619. // not sure what it does
  7620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7621. break;
  7622. case WE_MALE: {
  7623. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7624. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7625. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7626. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7627. }
  7628. }
  7629. break;
  7630. case WE_FEMALE: {
  7631. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7632. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7633. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7634. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7635. }
  7636. }
  7637. break;
  7638. // parent-baby skills
  7639. case WE_BABY:
  7640. if(sd){
  7641. struct map_session_data *f_sd = pc_get_father(sd);
  7642. struct map_session_data *m_sd = pc_get_mother(sd);
  7643. if( (!f_sd && !m_sd) // if neither was found
  7644. || (sd->status.party_id != 0 && //not in same party
  7645. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7646. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7647. ))
  7648. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7649. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7650. ) {
  7651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7652. map_freeblock_unlock();
  7653. return 0;
  7654. }
  7655. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7656. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7657. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7658. }
  7659. break;
  7660. case WE_CALLALLFAMILY:
  7661. if (sd) {
  7662. struct map_session_data *p_sd = pc_get_partner(sd);
  7663. struct map_session_data *c_sd = pc_get_child(sd);
  7664. if (!p_sd && !c_sd) { // Fail if no family members are found
  7665. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7666. map_freeblock_unlock();
  7667. return 1;
  7668. }
  7669. // Partner must be on the same map and in same party
  7670. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  7671. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7672. // Child must be on the same map and in same party as the parent casting
  7673. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  7674. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7675. }
  7676. break;
  7677. case WE_ONEFOREVER:
  7678. if (sd) {
  7679. struct map_session_data *p_sd = pc_get_partner(sd);
  7680. struct map_session_data *c_sd = pc_get_child(sd);
  7681. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  7682. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7683. map_freeblock_unlock();
  7684. return 1;
  7685. }
  7686. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  7687. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7688. break;
  7689. }
  7690. if (status_isdead(bl)) {
  7691. int per = 30, sper = 0;
  7692. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  7693. break;
  7694. if (tsc && tsc->data[SC_HELLPOWER])
  7695. break;
  7696. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  7697. break;
  7698. if (dstsd->special_state.restart_full_recover)
  7699. per = sper = 100;
  7700. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  7701. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7702. }
  7703. }
  7704. break;
  7705. case WE_CHEERUP:
  7706. if (sd) {
  7707. struct map_session_data *f_sd = pc_get_father(sd);
  7708. struct map_session_data *m_sd = pc_get_mother(sd);
  7709. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  7710. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7711. map_freeblock_unlock();
  7712. return 1;
  7713. }
  7714. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  7715. if (dstsd == f_sd || dstsd == m_sd)
  7716. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7717. } else
  7718. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  7719. }
  7720. break;
  7721. case PF_HPCONVERSION:
  7722. {
  7723. int hp, sp;
  7724. hp = sstatus->max_hp/10;
  7725. sp = hp * 10 * skill_lv / 100;
  7726. if (!status_charge(src,hp,0)) {
  7727. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7728. break;
  7729. }
  7730. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7731. status_heal(bl,0,sp,2);
  7732. }
  7733. break;
  7734. case MA_REMOVETRAP:
  7735. case HT_REMOVETRAP:
  7736. {
  7737. struct skill_unit* su;
  7738. struct skill_unit_group* sg = NULL;
  7739. su = BL_CAST(BL_SKILL, bl);
  7740. // Mercenaries can remove any trap
  7741. // Players can only remove their own traps or traps on Vs maps.
  7742. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7743. {
  7744. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7745. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7746. { // prevent picking up expired traps
  7747. if( battle_config.skill_removetrap_type )
  7748. { // get back all items used to deploy the trap
  7749. for( i = 0; i < 10; i++ )
  7750. {
  7751. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7752. {
  7753. int flag2;
  7754. struct item item_tmp;
  7755. memset(&item_tmp,0,sizeof(item_tmp));
  7756. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7757. item_tmp.identify = 1;
  7758. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7759. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7760. clif_additem(sd,0,0,flag2);
  7761. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7762. }
  7763. }
  7764. }
  7765. }
  7766. else
  7767. { // get back 1 trap
  7768. struct item item_tmp;
  7769. memset(&item_tmp,0,sizeof(item_tmp));
  7770. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7771. item_tmp.identify = 1;
  7772. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7773. {
  7774. clif_additem(sd,0,0,flag);
  7775. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7776. }
  7777. }
  7778. }
  7779. skill_delunit(su);
  7780. }else if(sd)
  7781. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7782. }
  7783. break;
  7784. case HT_SPRINGTRAP:
  7785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7786. {
  7787. struct skill_unit *su=NULL;
  7788. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7789. switch(su->group->unit_id){
  7790. case UNT_ANKLESNARE: // ankle snare
  7791. if (su->group->val2 != 0)
  7792. // if it is already trapping something don't spring it,
  7793. // remove trap should be used instead
  7794. break;
  7795. // otherwise fallthrough to below
  7796. case UNT_BLASTMINE:
  7797. case UNT_SKIDTRAP:
  7798. case UNT_LANDMINE:
  7799. case UNT_SHOCKWAVE:
  7800. case UNT_SANDMAN:
  7801. case UNT_FLASHER:
  7802. case UNT_FREEZINGTRAP:
  7803. case UNT_CLAYMORETRAP:
  7804. case UNT_TALKIEBOX:
  7805. su->group->unit_id = UNT_USED_TRAPS;
  7806. clif_changetraplook(bl, UNT_USED_TRAPS);
  7807. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7808. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7809. }
  7810. }
  7811. }
  7812. break;
  7813. case BD_ENCORE:
  7814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7815. if(sd)
  7816. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7817. break;
  7818. case AS_SPLASHER:
  7819. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7820. // Renewal dropped the 3/4 hp requirement
  7821. #ifndef RENEWAL
  7822. || tstatus-> hp > tstatus->max_hp*3/4
  7823. #endif
  7824. ) {
  7825. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7826. map_freeblock_unlock();
  7827. return 1;
  7828. }
  7829. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7830. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7831. #ifndef RENEWAL
  7832. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7833. #endif
  7834. break;
  7835. case PF_MINDBREAKER:
  7836. {
  7837. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7838. map_freeblock_unlock();
  7839. return 1;
  7840. }
  7841. if (tsce)
  7842. { //HelloKitty2 (?) explained that this silently fails when target is
  7843. //already inflicted. [Skotlex]
  7844. map_freeblock_unlock();
  7845. return 1;
  7846. }
  7847. //Has a 55% + skill_lv*5% success chance.
  7848. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7849. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7850. {
  7851. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7852. map_freeblock_unlock();
  7853. return 0;
  7854. }
  7855. unit_skillcastcancel(bl,0);
  7856. if(tsc && tsc->count){
  7857. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7858. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7859. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7860. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7861. }
  7862. if (dstmd)
  7863. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7864. }
  7865. break;
  7866. case PF_SOULCHANGE:
  7867. {
  7868. unsigned int sp1 = 0, sp2 = 0;
  7869. if (dstmd) {
  7870. if (dstmd->state.soul_change_flag) {
  7871. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7872. break;
  7873. }
  7874. dstmd->state.soul_change_flag = 1;
  7875. sp2 = sstatus->max_sp * 3 /100;
  7876. status_heal(src, 0, sp2, 2);
  7877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7878. break;
  7879. }
  7880. sp1 = sstatus->sp;
  7881. sp2 = tstatus->sp;
  7882. #ifdef RENEWAL
  7883. sp1 = sp1 / 2;
  7884. sp2 = sp2 / 2;
  7885. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7886. sp1 = tstatus->sp;
  7887. #endif
  7888. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7889. sp1 = tstatus->sp;
  7890. status_set_sp(src, sp2, 3);
  7891. status_set_sp(bl, sp1, 3);
  7892. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7893. }
  7894. break;
  7895. // Slim Pitcher
  7896. case CR_SLIMPITCHER:
  7897. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7898. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7899. break;
  7900. if (potion_hp || potion_sp) {
  7901. int hp = potion_hp, sp = potion_sp;
  7902. hp = hp * (100 + (tstatus->vit<<1))/100;
  7903. sp = sp * (100 + (tstatus->int_<<1))/100;
  7904. if (dstsd) {
  7905. if (hp)
  7906. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7907. if (sp)
  7908. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7909. }
  7910. if (tsc && tsc->count) {
  7911. uint8 penalty = 0;
  7912. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7913. hp += hp / 10;
  7914. sp += sp / 10;
  7915. }
  7916. if (tsc->data[SC_CRITICALWOUND])
  7917. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7918. if (tsc->data[SC_DEATHHURT])
  7919. penalty += 20;
  7920. if (tsc->data[SC_NORECOVER_STATE])
  7921. penalty = 100;
  7922. if (penalty > 0) {
  7923. hp -= hp * penalty / 100;
  7924. sp -= sp * penalty / 100;
  7925. }
  7926. }
  7927. if(hp > 0)
  7928. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7929. if(sp > 0)
  7930. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7931. status_heal(bl,hp,sp,0);
  7932. }
  7933. break;
  7934. // Full Chemical Protection
  7935. case CR_FULLPROTECTION:
  7936. {
  7937. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7938. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7939. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7940. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7941. continue;
  7942. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7943. s++;
  7944. }
  7945. if( sd && !s ){
  7946. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7947. map_freeblock_unlock(); // Don't consume item requirements
  7948. return 0;
  7949. }
  7950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7951. }
  7952. break;
  7953. case RG_CLEANER: //AppleGirl
  7954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7955. break;
  7956. case CG_LONGINGFREEDOM:
  7957. {
  7958. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7959. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7960. {
  7961. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7962. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7963. }
  7964. }
  7965. break;
  7966. case CG_TAROTCARD:
  7967. {
  7968. int card = -1;
  7969. if (tsc && tsc->data[SC_TAROTCARD]) {
  7970. //Target currently has the SUN tarot card effect and is immune to any other effect
  7971. map_freeblock_unlock();
  7972. return 0;
  7973. }
  7974. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7975. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7976. if( sd )
  7977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7978. map_freeblock_unlock();
  7979. return 0;
  7980. }
  7981. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7982. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7983. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  7984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7985. }
  7986. break;
  7987. case SL_ALCHEMIST:
  7988. case SL_ASSASIN:
  7989. case SL_BARDDANCER:
  7990. case SL_BLACKSMITH:
  7991. case SL_CRUSADER:
  7992. case SL_HUNTER:
  7993. case SL_KNIGHT:
  7994. case SL_MONK:
  7995. case SL_PRIEST:
  7996. case SL_ROGUE:
  7997. case SL_SAGE:
  7998. case SL_SOULLINKER:
  7999. case SL_STAR:
  8000. case SL_SUPERNOVICE:
  8001. case SL_WIZARD:
  8002. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8003. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8005. break;
  8006. }
  8007. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8008. { //Erase death count 1% of the casts
  8009. dstsd->die_counter = 0;
  8010. pc_setglobalreg(dstsd, add_str(PCDIECOUNTER_VAR), 0);
  8011. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8012. //SC_SPIRIT invokes status_calc_pc for us.
  8013. }
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8015. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8016. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8017. break;
  8018. case SL_HIGH:
  8019. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8021. break;
  8022. }
  8023. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8024. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8025. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8026. break;
  8027. case SL_SWOO:
  8028. if (tsce) {
  8029. if(sd)
  8030. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8031. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8032. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8033. break;
  8034. }
  8035. case SL_SKA: // [marquis007]
  8036. case SL_SKE:
  8037. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8039. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8040. break;
  8041. }
  8042. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8043. if (skill_id == SL_SKE)
  8044. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8045. break;
  8046. // New guild skills [Celest]
  8047. case GD_BATTLEORDER:
  8048. case GD_REGENERATION:
  8049. case GD_RESTORE:
  8050. if(flag&1) {
  8051. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8052. if( skill_id == GD_RESTORE )
  8053. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8054. else
  8055. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8056. }
  8057. } else if (status_get_guild_id(src)) {
  8058. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8059. map_foreachinallrange(skill_area_sub, src,
  8060. skill_get_splash(skill_id, skill_lv), BL_PC,
  8061. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8062. skill_castend_nodamage_id);
  8063. if (sd)
  8064. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8065. }
  8066. break;
  8067. case GD_EMERGENCYCALL:
  8068. case GD_ITEMEMERGENCYCALL:
  8069. {
  8070. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8071. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8072. uint8 j = 0, calls = 0, called = 0;
  8073. struct guild *g;
  8074. // i don't know if it actually summons in a circle, but oh well. ;P
  8075. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8076. if (!g)
  8077. break;
  8078. if (skill_id == GD_ITEMEMERGENCYCALL)
  8079. switch (skill_lv) {
  8080. case 1: calls = 7; break;
  8081. case 2: calls = 12; break;
  8082. case 3: calls = 20; break;
  8083. default: calls = 0; break;
  8084. }
  8085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8086. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8087. if (j > 8)
  8088. j = 0;
  8089. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8090. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8091. continue;
  8092. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8093. continue;
  8094. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8095. dx[j] = dy[j] = 0;
  8096. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8097. called++;
  8098. }
  8099. }
  8100. if (sd)
  8101. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8102. }
  8103. break;
  8104. case SG_FEEL:
  8105. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8106. if (sd) {
  8107. if(!sd->feel_map[skill_lv-1].index)
  8108. clif_feel_req(sd->fd,sd, skill_lv);
  8109. else
  8110. clif_feel_info(sd, skill_lv-1, 1);
  8111. }
  8112. break;
  8113. case SG_HATE:
  8114. if (sd) {
  8115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8116. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8118. }
  8119. break;
  8120. case GS_GLITTERING:
  8121. if(sd) {
  8122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8123. if(rnd()%100 < (20+10*skill_lv))
  8124. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8125. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8126. pc_delspiritball(sd,1,0);
  8127. }
  8128. break;
  8129. case GS_CRACKER:
  8130. /* per official standards, this skill works on players and mobs. */
  8131. if (sd && (dstsd || dstmd))
  8132. {
  8133. i =65 -5*distance_bl(src,bl); //Base rate
  8134. if (i < 30) i = 30;
  8135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8136. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8137. }
  8138. break;
  8139. case AM_CALLHOMUN: //[orn]
  8140. if (sd && !hom_call(sd))
  8141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8142. break;
  8143. case AM_REST:
  8144. if (sd) {
  8145. if (hom_vaporize(sd,HOM_ST_REST))
  8146. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8147. else
  8148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8149. }
  8150. break;
  8151. case HAMI_CASTLE: //[orn]
  8152. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8153. int x = src->x, y = src->y;
  8154. if (hd)
  8155. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8156. // Move source
  8157. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8158. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8159. clif_blown(src);
  8160. // Move target
  8161. if (unit_movepos(bl,x,y,0,0)) {
  8162. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8163. clif_blown(bl);
  8164. }
  8165. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8166. }
  8167. }
  8168. else if (hd && hd->master) // Failed
  8169. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8170. else if (sd)
  8171. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8172. break;
  8173. case HVAN_CHAOTIC: //[orn]
  8174. {
  8175. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8176. int r = rnd()%100;
  8177. i = (skill_lv-1)%5;
  8178. if(r<per[i][0]) //Self
  8179. bl = src;
  8180. else if(r<per[i][1]) //Master
  8181. bl = battle_get_master(src);
  8182. else //Enemy
  8183. bl = map_id2bl(battle_gettarget(src));
  8184. if (!bl) bl = src;
  8185. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8186. //Eh? why double skill packet?
  8187. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8188. clif_skill_nodamage(src,bl,skill_id,i,1);
  8189. status_heal(bl, i, 0, 0);
  8190. }
  8191. break;
  8192. //Homun single-target support skills [orn]
  8193. case HAMI_BLOODLUST:
  8194. case HFLI_FLEET:
  8195. case HFLI_SPEED:
  8196. case HLIF_CHANGE:
  8197. case MH_ANGRIFFS_MODUS:
  8198. case MH_GOLDENE_FERSE:
  8199. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8200. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8201. if (hd)
  8202. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8203. break;
  8204. case NPC_DRAGONFEAR:
  8205. if (flag&1) {
  8206. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8207. int j;
  8208. j = i = rnd()%ARRAYLENGTH(sc);
  8209. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8210. i++;
  8211. if ( i == ARRAYLENGTH(sc) )
  8212. i = 0;
  8213. if (i == j)
  8214. break;
  8215. }
  8216. break;
  8217. }
  8218. case NPC_WIDEBLEEDING:
  8219. case NPC_WIDECONFUSE:
  8220. case NPC_WIDECURSE:
  8221. case NPC_WIDEFREEZE:
  8222. case NPC_WIDESLEEP:
  8223. case NPC_WIDESILENCE:
  8224. case NPC_WIDESTONE:
  8225. case NPC_WIDESTUN:
  8226. case NPC_SLOWCAST:
  8227. case NPC_WIDEHELLDIGNITY:
  8228. case NPC_WIDEHEALTHFEAR:
  8229. case NPC_WIDEBODYBURNNING:
  8230. case NPC_WIDEFROSTMISTY:
  8231. case NPC_WIDECOLD:
  8232. case NPC_WIDE_DEEP_SLEEP:
  8233. case NPC_WIDESIREN:
  8234. if (flag&1){
  8235. switch ( type ) {
  8236. case SC_BURNING:
  8237. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8238. break;
  8239. case SC_VOICEOFSIREN:
  8240. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8241. break;
  8242. default:
  8243. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8244. }
  8245. }
  8246. else {
  8247. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8248. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8249. map_foreachinallrange(skill_area_sub, bl,
  8250. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8251. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8252. skill_castend_nodamage_id);
  8253. }
  8254. break;
  8255. case NPC_WIDESOULDRAIN:
  8256. if (flag&1)
  8257. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8258. else {
  8259. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8261. map_foreachinallrange(skill_area_sub, bl,
  8262. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8263. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8264. skill_castend_nodamage_id);
  8265. }
  8266. break;
  8267. case ALL_PARTYFLEE:
  8268. if( sd && !(flag&1) ) {
  8269. if( !sd->status.party_id ) {
  8270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8271. break;
  8272. }
  8273. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8274. } else
  8275. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8276. break;
  8277. case NPC_TALK:
  8278. case ALL_WEWISH:
  8279. case ALL_CATCRY:
  8280. case ALL_DREAM_SUMMERNIGHT:
  8281. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8282. break;
  8283. case ALL_BUYING_STORE:
  8284. if( sd )
  8285. {// players only, skill allows 5 buying slots
  8286. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8287. }
  8288. break;
  8289. case RK_ENCHANTBLADE:
  8290. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8291. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8292. break;
  8293. case RK_DRAGONHOWLING:
  8294. if( flag&1)
  8295. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8296. else
  8297. {
  8298. skill_area_temp[2] = 0;
  8299. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8300. map_foreachinallrange(skill_area_sub, src,
  8301. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8302. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8303. skill_castend_nodamage_id);
  8304. }
  8305. break;
  8306. case LG_EARTHDRIVE: {
  8307. int dummy = 1;
  8308. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8309. i = skill_get_splash(skill_id,skill_lv);
  8310. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8311. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8312. }
  8313. break;
  8314. case RK_GIANTGROWTH:
  8315. case RK_STONEHARDSKIN:
  8316. case RK_VITALITYACTIVATION:
  8317. case RK_ABUNDANCE:
  8318. case RK_CRUSHSTRIKE:
  8319. case RK_REFRESH:
  8320. case RK_MILLENNIUMSHIELD:
  8321. if (sd) {
  8322. uint8 rune_level = 1; // RK_GIANTGROWTH
  8323. if (skill_id == RK_VITALITYACTIVATION)
  8324. rune_level = 2;
  8325. else if (skill_id == RK_STONEHARDSKIN)
  8326. rune_level = 4;
  8327. else if (skill_id == RK_ABUNDANCE)
  8328. rune_level = 6;
  8329. else if (skill_id == RK_CRUSHSTRIKE)
  8330. rune_level = 7;
  8331. else if (skill_id == RK_REFRESH)
  8332. rune_level = 8;
  8333. else if (skill_id == RK_MILLENNIUMSHIELD)
  8334. rune_level = 9;
  8335. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8336. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8337. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8338. else if (skill_id == RK_STONEHARDSKIN)
  8339. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8340. } else
  8341. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8342. }
  8343. break;
  8344. case RK_FIGHTINGSPIRIT: {
  8345. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: (70 + 7 * PartyMember) / 2
  8346. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8347. if( flag&1 ) {
  8348. if( skill_area_temp[1] == bl->id )
  8349. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8350. else
  8351. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8352. } else {
  8353. if( sd && sd->status.party_id ) {
  8354. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8355. skill_area_temp[1] = src->id;
  8356. skill_area_temp[3] = (70 + 7 * skill_area_temp[0]) / 2;
  8357. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8358. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8359. }
  8360. else
  8361. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8362. clif_skill_nodamage(src,bl,skill_id,1,1);
  8363. }
  8364. }
  8365. break;
  8366. case RK_LUXANIMA:
  8367. {
  8368. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8369. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8370. if (src->id == bl->id) // Don't give it back to the RK
  8371. break;
  8372. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8373. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8374. } else if (sd) { // Find which SC is going to be given
  8375. int recent = 0, result = -1;
  8376. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8377. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8378. recent = sd->sc.data[runes[i]]->timer;
  8379. result = i;
  8380. }
  8381. }
  8382. if (result != -1) {
  8383. skill_area_temp[5] = result;
  8384. status_change_end(src, runes[result], INVALID_TIMER);
  8385. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8386. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8387. }
  8388. }
  8389. }
  8390. break;
  8391. case GC_ROLLINGCUTTER:
  8392. {
  8393. short count = 1;
  8394. skill_area_temp[2] = 0;
  8395. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8396. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8397. { // Every time the skill is casted the status change is reseted adding a counter.
  8398. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8399. if( count > 10 )
  8400. count = 10; // Max coounter
  8401. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8402. }
  8403. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8404. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8405. }
  8406. break;
  8407. case GC_WEAPONBLOCKING:
  8408. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8409. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8410. else
  8411. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8413. break;
  8414. case GC_CREATENEWPOISON:
  8415. if( sd )
  8416. {
  8417. clif_skill_produce_mix_list(sd,skill_id,25);
  8418. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8419. }
  8420. break;
  8421. case GC_POISONINGWEAPON:
  8422. if( sd ) {
  8423. clif_poison_list(sd,skill_lv);
  8424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8425. }
  8426. break;
  8427. case GC_ANTIDOTE:
  8428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8429. if( tsc )
  8430. {
  8431. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8432. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8433. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8434. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8435. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8436. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8437. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8438. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8439. }
  8440. break;
  8441. case GC_PHANTOMMENACE:
  8442. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8444. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8445. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8446. break;
  8447. case GC_HALLUCINATIONWALK:
  8448. {
  8449. int heal = status_get_max_hp(bl) / 10;
  8450. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8451. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8452. break;
  8453. }
  8454. if( !status_charge(bl,heal,0) )
  8455. {
  8456. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8457. break;
  8458. }
  8459. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8460. }
  8461. break;
  8462. case AB_ANCILLA:
  8463. if( sd ) {
  8464. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8465. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8466. }
  8467. break;
  8468. case AB_CLEMENTIA:
  8469. case AB_CANTO:
  8470. {
  8471. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8472. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8473. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8474. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8475. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8476. else if( sd )
  8477. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8478. }
  8479. break;
  8480. case AB_PRAEFATIO:
  8481. case AB_RENOVATIO:
  8482. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8483. if (skill_id == AB_PRAEFATIO)
  8484. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8485. else
  8486. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8487. } else if( sd )
  8488. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8489. break;
  8490. case AB_CHEAL:
  8491. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8492. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8493. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8494. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8495. if( partycount > 1 )
  8496. i += (i / 100) * (partycount * 10) / 4;
  8497. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8498. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8499. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8500. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8501. i = ~i + 1;
  8502. status_heal(bl, i, 0, 0);
  8503. }
  8504. } else if( sd )
  8505. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8506. break;
  8507. case AB_ORATIO:
  8508. if( flag&1 )
  8509. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8510. else {
  8511. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8512. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8513. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8514. }
  8515. break;
  8516. case AB_LAUDAAGNUS:
  8517. if( flag&1 || !sd || !sd->status.party_id ) {
  8518. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8519. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8520. // Success Chance: (60 + 10 * Skill Level) %
  8521. if( rnd()%100 > 60+10*skill_lv ) break;
  8522. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8523. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8524. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8525. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8526. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8527. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8528. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8529. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8530. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8531. } else if( sd )
  8532. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8533. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8534. break;
  8535. case AB_LAUDARAMUS:
  8536. if( flag&1 || !sd || !sd->status.party_id ) {
  8537. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8538. // Success Chance: (60 + 10 * Skill Level) %
  8539. if( rnd()%100 > 60+10*skill_lv ) break;
  8540. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8541. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8542. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8543. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8544. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8545. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8546. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8547. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8548. } else if( sd )
  8549. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8550. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8551. break;
  8552. case AB_CLEARANCE:
  8553. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8554. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8555. break;
  8556. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8557. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8558. if (sd)
  8559. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8560. break;
  8561. }
  8562. if(status_isimmune(bl))
  8563. break;
  8564. //Remove bonus_script by Clearance
  8565. if (dstsd)
  8566. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8567. if(!tsc || !tsc->count)
  8568. break;
  8569. for( i = 0; i < SC_MAX; i++ ) {
  8570. if (!tsc->data[i])
  8571. continue;
  8572. switch (i) {
  8573. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8574. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8575. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8576. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8577. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8578. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8579. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8580. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8581. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8582. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8583. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8584. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8585. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8586. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8587. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8588. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8589. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8590. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8591. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8592. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8593. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8594. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8595. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8596. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8597. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8598. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8599. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8600. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8601. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8602. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8603. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8604. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8605. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8606. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8607. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8608. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8609. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8610. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8611. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8612. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8613. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8614. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8615. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8616. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8617. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8618. case SC_P_ALTER: case SC_E_CHAIN:
  8619. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8620. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8621. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8622. #ifdef RENEWAL
  8623. case SC_EXTREMITYFIST2:
  8624. #endif
  8625. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8626. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8627. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8628. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8629. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8630. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8631. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8632. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8633. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8634. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8635. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8636. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  8637. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8638. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8639. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8640. case SC_DAILYSENDMAILCNT:
  8641. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  8642. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  8643. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  8644. continue;
  8645. case SC_ASSUMPTIO:
  8646. if( bl->type == BL_MOB )
  8647. continue;
  8648. break;
  8649. }
  8650. 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.
  8651. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8652. }
  8653. break;
  8654. }
  8655. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8656. break;
  8657. case AB_SILENTIUM:
  8658. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8659. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8660. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8662. break;
  8663. case WL_STASIS:
  8664. if (flag&1)
  8665. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8666. else {
  8667. struct map_data *mapdata = map_getmapdata(src->m);
  8668. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8670. }
  8671. break;
  8672. case WL_CHAINLIGHTNING:
  8673. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  8674. break;
  8675. case WL_WHITEIMPRISON:
  8676. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  8677. {
  8678. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8679. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8680. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8681. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8682. if( sd )
  8683. skill_blockpc_start(sd,skill_id,4000);
  8684. if( !(tsc && tsc->data[type]) ){
  8685. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8686. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8687. if( !i )
  8688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8689. }
  8690. }else
  8691. if( sd )
  8692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8693. break;
  8694. case WL_FROSTMISTY:
  8695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8696. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8697. break;
  8698. case WL_JACKFROST:
  8699. case NPC_JACKFROST:
  8700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8701. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8702. break;
  8703. case WL_SIENNAEXECRATE:
  8704. if( status_isimmune(bl) || !tsc )
  8705. break;
  8706. if( flag&1 ) {
  8707. if( bl->id == skill_area_temp[1] )
  8708. break; // Already work on this target
  8709. if( tsc && tsc->data[type] )
  8710. status_change_end(bl,type,INVALID_TIMER);
  8711. else
  8712. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8713. } else {
  8714. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8715. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8716. if( rnd()%100 < rate ) { // Success on First Target
  8717. if( !tsc->data[type] )
  8718. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8719. else {
  8720. rate = 1;
  8721. status_change_end(bl,type,INVALID_TIMER);
  8722. }
  8723. if( rate ) {
  8724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8725. skill_area_temp[1] = bl->id;
  8726. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8727. }
  8728. // Doesn't send failure packet if it fails on defense.
  8729. }
  8730. else if( sd ) // Failure on Rate
  8731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8732. }
  8733. break;
  8734. case WL_SUMMONFB:
  8735. case WL_SUMMONBL:
  8736. case WL_SUMMONWB:
  8737. case WL_SUMMONSTONE:
  8738. {
  8739. short element = 0, sctype = 0, pos = -1;
  8740. struct status_change *sc = status_get_sc(src);
  8741. if( !sc )
  8742. break;
  8743. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8744. if( !sctype && !sc->data[i] )
  8745. sctype = i; // Take the free SC
  8746. if( sc->data[i] )
  8747. pos = max(sc->data[i]->val2,pos);
  8748. }
  8749. if( !sctype ) {
  8750. if( sd ) // No free slots to put SC
  8751. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8752. break;
  8753. }
  8754. pos++; // Used in val2 for SC. Indicates the order of this ball
  8755. switch( skill_id ) { // Set val1. The SC element for this ball
  8756. case WL_SUMMONFB: element = WLS_FIRE; break;
  8757. case WL_SUMMONBL: element = WLS_WIND; break;
  8758. case WL_SUMMONWB: element = WLS_WATER; break;
  8759. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8760. }
  8761. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8762. clif_skill_nodamage(src,bl,skill_id,0,0);
  8763. }
  8764. break;
  8765. case WL_READING_SB:
  8766. if( sd ) {
  8767. struct status_change *sc = status_get_sc(bl);
  8768. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8769. if( sc && !sc->data[i] )
  8770. break;
  8771. if( i == SC_MAXSPELLBOOK ) {
  8772. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8773. break;
  8774. }
  8775. sc_start(src,bl, SC_STOP, 100, skill_lv, INFINITE_TICK); //Can't move while selecting a spellbook.
  8776. clif_spellbook_list(sd);
  8777. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8778. }
  8779. break;
  8780. case RA_FEARBREEZE:
  8781. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8782. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8783. break;
  8784. case RA_WUGMASTERY:
  8785. if( sd ) {
  8786. if( !pc_iswug(sd) )
  8787. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8788. else
  8789. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8791. }
  8792. break;
  8793. case RA_WUGRIDER:
  8794. if( sd ) {
  8795. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8796. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8797. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8798. } else if( pc_isridingwug(sd) ) {
  8799. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8800. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8801. }
  8802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8803. }
  8804. break;
  8805. case RA_WUGDASH:
  8806. if( tsce ) {
  8807. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8808. map_freeblock_unlock();
  8809. return 0;
  8810. }
  8811. if( sd && pc_isridingwug(sd) ) {
  8812. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8813. clif_walkok(sd);
  8814. }
  8815. break;
  8816. case RA_SENSITIVEKEEN:
  8817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8818. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8819. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8820. break;
  8821. case NC_F_SIDESLIDE:
  8822. case NC_B_SIDESLIDE:
  8823. {
  8824. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8825. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8827. }
  8828. break;
  8829. case NC_SELFDESTRUCTION:
  8830. if( sd ) {
  8831. if( pc_ismadogear(sd) )
  8832. pc_setmadogear(sd, 0);
  8833. skill_area_temp[1] = 0;
  8834. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8835. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8836. status_set_sp(src, 0, 0);
  8837. skill_clear_unitgroup(src);
  8838. }
  8839. break;
  8840. case NC_EMERGENCYCOOL:
  8841. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8842. if (sd) {
  8843. struct skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  8844. int16 limit[] = { -45, -75, -105 };
  8845. uint8 i;
  8846. for (i = 0; i < req.eqItem_count; i++) {
  8847. if (pc_search_inventory(sd, req.eqItem[i]) != -1)
  8848. break;
  8849. }
  8850. pc_overheat(sd, limit[i]);
  8851. }
  8852. break;
  8853. case NC_ANALYZE:
  8854. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8855. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8856. break;
  8857. case NC_MAGNETICFIELD:
  8858. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8859. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8860. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8861. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8862. break;
  8863. case NC_REPAIR:
  8864. if( sd ) {
  8865. int heal, hp = 0;
  8866. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8867. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8868. break;
  8869. }
  8870. switch(skill_lv) {
  8871. case 1: hp = 4; break;
  8872. case 2: hp = 7; break;
  8873. case 3: hp = 13; break;
  8874. case 4: hp = 17; break;
  8875. case 5: default: hp = 23; break;
  8876. }
  8877. heal = dstsd->status.max_hp * hp / 100;
  8878. status_heal(bl,heal,0,2);
  8879. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8880. }
  8881. break;
  8882. case NC_DISJOINT:
  8883. {
  8884. if( bl->type != BL_MOB ) break;
  8885. md = map_id2md(bl->id);
  8886. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8887. status_kill(bl);
  8888. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8889. }
  8890. break;
  8891. case SC_AUTOSHADOWSPELL:
  8892. if( sd ) {
  8893. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8894. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8895. {
  8896. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8897. clif_autoshadowspell_list(sd);
  8898. clif_skill_nodamage(src,bl,skill_id,1,1);
  8899. }
  8900. else
  8901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8902. }
  8903. break;
  8904. case SC_SHADOWFORM:
  8905. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8906. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8907. dstsd->shadowform_id = src->id;
  8908. }
  8909. else if( sd )
  8910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8911. break;
  8912. case SC_BODYPAINT:
  8913. if( flag&1 ) {
  8914. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8915. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8916. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8917. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8918. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8919. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8920. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8921. }
  8922. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8923. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8924. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8925. } else {
  8926. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8927. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8928. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8929. }
  8930. break;
  8931. case SC_ENERVATION:
  8932. case SC_GROOMY:
  8933. case SC_LAZINESS:
  8934. case SC_UNLUCKY:
  8935. case SC_WEAKNESS:
  8936. if( !(tsc && tsc->data[type]) ) {
  8937. int rate;
  8938. if (status_get_class_(bl) == CLASS_BOSS)
  8939. break;
  8940. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8941. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8942. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8943. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8944. } else if( sd )
  8945. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8946. break;
  8947. case SC_IGNORANCE:
  8948. if( !(tsc && tsc->data[type]) ) {
  8949. int rate;
  8950. if (status_get_class_(bl) == CLASS_BOSS)
  8951. break;
  8952. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8953. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8954. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8955. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8956. int sp = 100 * skill_lv;
  8957. if( dstmd )
  8958. sp = dstmd->level;
  8959. if( !dstmd )
  8960. status_zap(bl, 0, sp);
  8961. status_heal(src, 0, sp / 2, 3);
  8962. } else if( sd )
  8963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8964. } else if( sd )
  8965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8966. break;
  8967. case LG_TRAMPLE:
  8968. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8969. if (rnd()%100 < (25 + 25 * skill_lv))
  8970. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8971. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8972. break;
  8973. case LG_REFLECTDAMAGE:
  8974. if( tsc && tsc->data[type] )
  8975. status_change_end(bl,type,INVALID_TIMER);
  8976. else
  8977. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8979. break;
  8980. case LG_SHIELDSPELL:
  8981. if (sd) {
  8982. int opt = 0;
  8983. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8984. struct item_data *shield_data = NULL;
  8985. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8986. shield_data = sd->inventory_data[index];
  8987. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8988. shield_def = shield_mdef = shield_refine = 10;
  8989. else {
  8990. shield_def = shield_data->def;
  8991. shield_mdef = sd->bonus.shieldmdef;
  8992. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8993. }
  8994. if (flag&1) {
  8995. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8996. break;
  8997. }
  8998. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8999. switch(skill_lv) {
  9000. case 1: { // DEF Based
  9001. int splashrange = 0;
  9002. #ifdef RENEWAL
  9003. if (shield_def >= 0 && shield_def <= 40)
  9004. #else
  9005. if (shield_def >= 0 && shield_def <= 4)
  9006. #endif
  9007. splashrange = 1;
  9008. #ifdef RENEWAL
  9009. else if (shield_def >= 41 && shield_def <= 80)
  9010. #else
  9011. else if (shield_def >= 5 && shield_def <= 9)
  9012. #endif
  9013. splashrange = 2;
  9014. else
  9015. splashrange = 3;
  9016. switch(opt) {
  9017. case 1: // Splash AoE ATK
  9018. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9019. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9020. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9021. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9022. break;
  9023. case 2: // % Damage Reflecting Increase
  9024. #ifdef RENEWAL
  9025. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9026. #else
  9027. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9028. #endif
  9029. break;
  9030. case 3: // Equipment Attack Increase
  9031. #ifdef RENEWAL
  9032. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9033. #else
  9034. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9035. #endif
  9036. break;
  9037. }
  9038. }
  9039. break;
  9040. case 2: { // MDEF Based
  9041. int splashrange = 0;
  9042. if (shield_mdef >= 1 && shield_mdef <= 3)
  9043. splashrange = 1;
  9044. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9045. splashrange = 2;
  9046. else
  9047. splashrange = 3;
  9048. switch(opt) {
  9049. case 1: // Splash AoE MATK
  9050. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9051. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9052. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9053. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9054. break;
  9055. case 2: // Splash AoE Lex Divina
  9056. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9057. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9058. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9059. break;
  9060. case 3: // Casts Magnificat.
  9061. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9062. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9063. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9064. break;
  9065. }
  9066. }
  9067. break;
  9068. case 3: // Refine Based
  9069. switch(opt) {
  9070. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9071. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9072. break;
  9073. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9074. #ifdef RENEWAL
  9075. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9076. #else
  9077. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9078. #endif
  9079. break;
  9080. case 3: // Recovers HP depending on Shield refine rate.
  9081. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9082. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9083. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9084. break;
  9085. }
  9086. break;
  9087. }
  9088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9089. }
  9090. break;
  9091. case LG_PIETY:
  9092. if( flag&1 )
  9093. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9094. else {
  9095. skill_area_temp[2] = 0;
  9096. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9098. }
  9099. break;
  9100. case LG_INSPIRATION:
  9101. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9102. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9103. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9104. break;
  9105. case SR_CURSEDCIRCLE:
  9106. if( flag&1 ) {
  9107. if( status_get_class_(bl) == CLASS_BOSS )
  9108. break;
  9109. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9110. if( bl->type == BL_MOB )
  9111. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9112. clif_bladestop(src, bl->id, 1);
  9113. map_freeblock_unlock();
  9114. return 1;
  9115. }
  9116. } else {
  9117. int count = 0;
  9118. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9119. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9120. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9121. if( sd ) pc_delspiritball(sd, count, 0);
  9122. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9123. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9124. }
  9125. break;
  9126. case SR_RAISINGDRAGON:
  9127. if( sd ) {
  9128. short max = 5 + skill_lv;
  9129. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9130. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9131. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9132. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9133. }
  9134. break;
  9135. case SR_ASSIMILATEPOWER:
  9136. if (flag&1) {
  9137. i = 0;
  9138. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9139. if (dstsd->spiritball > 0) {
  9140. i = dstsd->spiritball;
  9141. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9142. }
  9143. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9144. i += dstsd->spiritcharm;
  9145. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9146. }
  9147. }
  9148. if (i)
  9149. status_percent_heal(src, 0, i);
  9150. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9151. } else {
  9152. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9153. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9154. }
  9155. break;
  9156. case SR_POWERVELOCITY:
  9157. if( !dstsd )
  9158. break;
  9159. if( sd && dstsd->spiritball <= 5 ) {
  9160. for(i = 0; i <= 5; i++) {
  9161. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9162. pc_delspiritball(sd, sd->spiritball, 0);
  9163. }
  9164. }
  9165. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9166. break;
  9167. case SR_GENTLETOUCH_CURE:
  9168. {
  9169. unsigned int heal;
  9170. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9171. heal = 0;
  9172. else {
  9173. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9174. status_heal(bl, heal, 0, 0);
  9175. }
  9176. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9177. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9178. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9179. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9180. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9181. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9182. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9183. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9184. }
  9185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9186. }
  9187. break;
  9188. case SR_GENTLETOUCH_ENERGYGAIN:
  9189. case SR_GENTLETOUCH_CHANGE:
  9190. case SR_GENTLETOUCH_REVITALIZE:
  9191. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9192. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9193. break;
  9194. case SR_FLASHCOMBO: {
  9195. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9196. const int delay[] = { 0, 250, 500, 2000 };
  9197. if (sd) // Disable attacking/acting/moving for skill's duration.
  9198. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9199. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9200. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9201. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9202. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9203. }
  9204. break;
  9205. case WA_SWING_DANCE:
  9206. case WA_MOONLIT_SERENADE:
  9207. case WA_SYMPHONY_OF_LOVER:
  9208. case MI_RUSH_WINDMILL:
  9209. case MI_ECHOSONG:
  9210. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9212. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9213. } else if( sd ) {
  9214. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9215. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9217. }
  9218. break;
  9219. case MI_HARMONIZE:
  9220. if( src != bl )
  9221. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9222. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9223. break;
  9224. case WM_DEADHILLHERE:
  9225. if( bl->type == BL_PC ) {
  9226. if( !status_isdead(bl) )
  9227. break;
  9228. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9229. int heal = tstatus->sp;
  9230. if( heal <= 0 )
  9231. heal = 1;
  9232. tstatus->hp = heal;
  9233. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. pc_revive((TBL_PC*)bl,heal,0);
  9236. clif_resurrection(bl,1);
  9237. }
  9238. }
  9239. break;
  9240. case WM_SIRCLEOFNATURE:
  9241. if( flag&1 )
  9242. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9243. else {
  9244. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9246. }
  9247. break;
  9248. case WM_VOICEOFSIREN:
  9249. if (flag&1)
  9250. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9251. else {
  9252. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9253. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9254. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9255. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9257. }
  9258. break;
  9259. case WM_GLOOMYDAY:
  9260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9261. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9262. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9263. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9264. {
  9265. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9266. break;
  9267. }
  9268. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9269. break;
  9270. case WM_SATURDAY_NIGHT_FEVER:
  9271. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9272. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9273. break;
  9274. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9275. } else if( flag&2 ) {
  9276. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9277. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9278. } else if( sd ) {
  9279. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9280. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9282. break;
  9283. }
  9284. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9285. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9286. flag |= 2;
  9287. else
  9288. flag |= 1;
  9289. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9290. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9291. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9292. if( flag&2 ) // Dealed here to prevent conflicts
  9293. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9294. }
  9295. break;
  9296. case WM_SONG_OF_MANA:
  9297. case WM_DANCE_WITH_WUG:
  9298. case WM_LERADS_DEW:
  9299. case WM_UNLIMITED_HUMMING_VOICE:
  9300. if( flag&1 ) { // These affect to to all party members near the caster.
  9301. struct status_change *sc = status_get_sc(src);
  9302. if( sc && sc->data[type] ) {
  9303. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9304. }
  9305. } else if( sd ) {
  9306. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9307. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9308. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9309. }
  9310. break;
  9311. case WM_MELODYOFSINK:
  9312. case WM_BEYOND_OF_WARCRY:
  9313. if( flag&1 ) {
  9314. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9315. } else { // These affect to all targets arround the caster.
  9316. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9317. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9319. }
  9320. }
  9321. break;
  9322. case WM_RANDOMIZESPELL:
  9323. if (!skill_improvise_count) {
  9324. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9325. break;
  9326. }
  9327. else {
  9328. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9329. do {
  9330. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9331. improv_skill_id = skill_improvise_db[i].skill_id;
  9332. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9333. if (!skill_get_index(improv_skill_id)) {
  9334. if (sd)
  9335. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9336. break;
  9337. }
  9338. improv_skill_lv = 4 + skill_lv;
  9339. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9340. if( sd ) {
  9341. sd->state.abra_flag = 2;
  9342. sd->skillitem = improv_skill_id;
  9343. sd->skillitemlv = improv_skill_lv;
  9344. sd->skillitem_keep_requirement = false;
  9345. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9346. } else {
  9347. struct unit_data *ud = unit_bl2ud(src);
  9348. int inf = skill_get_inf(improv_skill_id);
  9349. if (!ud) break;
  9350. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9351. if (src->type == BL_PET)
  9352. bl = (struct block_list*)((TBL_PET*)src)->master;
  9353. if (!bl) bl = src;
  9354. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9355. } else {
  9356. int target_id = 0;
  9357. if (ud->target)
  9358. target_id = ud->target;
  9359. else switch (src->type) {
  9360. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9361. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9362. }
  9363. if (!target_id)
  9364. break;
  9365. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9366. bl = map_id2bl(target_id);
  9367. if (!bl) bl = src;
  9368. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9369. } else
  9370. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9371. }
  9372. }
  9373. }
  9374. break;
  9375. case RETURN_TO_ELDICASTES:
  9376. case ALL_GUARDIAN_RECALL:
  9377. case ECLAGE_RECALL:
  9378. if( sd )
  9379. {
  9380. short x=0, y=0; // Destiny position.
  9381. unsigned short mapindex=0;
  9382. switch(skill_id){
  9383. default:
  9384. case RETURN_TO_ELDICASTES:
  9385. x = 198;
  9386. y = 187;
  9387. mapindex = mapindex_name2id(MAP_DICASTES);
  9388. break;
  9389. case ALL_GUARDIAN_RECALL:
  9390. x = 44;
  9391. y = 151;
  9392. mapindex = mapindex_name2id(MAP_MORA);
  9393. break;
  9394. case ECLAGE_RECALL:
  9395. x = 47;
  9396. y = 31;
  9397. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9398. break;
  9399. }
  9400. if(!mapindex)
  9401. { //Given map not found?
  9402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9403. map_freeblock_unlock();
  9404. return 0;
  9405. }
  9406. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9407. }
  9408. break;
  9409. case ECL_SNOWFLIP:
  9410. case ECL_PEONYMAMY:
  9411. case ECL_SADAGUI:
  9412. case ECL_SEQUOIADUST:
  9413. switch(skill_id){
  9414. case ECL_SNOWFLIP:
  9415. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9416. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9417. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9418. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9419. break;
  9420. case ECL_PEONYMAMY:
  9421. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9422. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9423. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9424. break;
  9425. case ECL_SADAGUI:
  9426. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9427. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9428. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9429. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9430. break;
  9431. case ECL_SEQUOIADUST:
  9432. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9433. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9434. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9435. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9436. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9437. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9438. break;
  9439. }
  9440. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9441. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9442. break;
  9443. case GM_SANDMAN:
  9444. if( tsc ) {
  9445. if( tsc->opt1 == OPT1_SLEEP )
  9446. tsc->opt1 = 0;
  9447. else
  9448. tsc->opt1 = OPT1_SLEEP;
  9449. clif_changeoption(bl);
  9450. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9451. }
  9452. break;
  9453. case SO_ARRULLO:
  9454. {
  9455. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9456. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9457. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9458. }
  9459. break;
  9460. case WM_LULLABY_DEEPSLEEP:
  9461. if (flag&1) {
  9462. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9463. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9464. sc_start(src, bl, type, rate, skill_lv, duration);
  9465. } else {
  9466. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9467. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9468. }
  9469. break;
  9470. case SO_SUMMON_AGNI:
  9471. case SO_SUMMON_AQUA:
  9472. case SO_SUMMON_VENTUS:
  9473. case SO_SUMMON_TERA:
  9474. if( sd ) {
  9475. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9476. // Remove previous elemental first.
  9477. if( sd->ed )
  9478. elemental_delete(sd->ed);
  9479. // Summoning the new one.
  9480. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9482. break;
  9483. }
  9484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9485. }
  9486. break;
  9487. case SO_EL_CONTROL:
  9488. if( sd ) {
  9489. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9490. if( !sd->ed ) break;
  9491. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9492. elemental_delete(sd->ed);
  9493. break;
  9494. }
  9495. switch( skill_lv ) {// Select mode bassed on skill level used.
  9496. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9497. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9498. }
  9499. if( !elemental_change_mode(sd->ed,mode) ) {
  9500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9501. break;
  9502. }
  9503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9504. }
  9505. break;
  9506. case SO_EL_ACTION:
  9507. if( sd ) {
  9508. int duration = 3000;
  9509. if( !sd->ed )
  9510. break;
  9511. switch(sd->ed->db->class_) {
  9512. case 2115:case 2124:
  9513. case 2118:case 2121:
  9514. duration = 6000;
  9515. break;
  9516. case 2116:case 2119:
  9517. case 2122:case 2125:
  9518. duration = 9000;
  9519. break;
  9520. }
  9521. sd->skill_id_old = skill_id;
  9522. elemental_action(sd->ed, bl, tick);
  9523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9524. skill_blockpc_start(sd, skill_id, duration);
  9525. }
  9526. break;
  9527. case SO_EL_CURE:
  9528. if( sd ) {
  9529. struct elemental_data *ed = sd->ed;
  9530. int s_hp, s_sp;
  9531. if( !ed )
  9532. break;
  9533. s_hp = sd->battle_status.hp * 10 / 100;
  9534. s_sp = sd->battle_status.sp * 10 / 100;
  9535. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9537. break;
  9538. }
  9539. status_heal(&ed->bl,s_hp,s_sp,3);
  9540. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9541. }
  9542. break;
  9543. case GN_CHANGEMATERIAL:
  9544. case SO_EL_ANALYSIS:
  9545. if( sd ) {
  9546. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9547. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9548. }
  9549. break;
  9550. case GN_BLOOD_SUCKER:
  9551. {
  9552. struct status_change *sc = status_get_sc(src);
  9553. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9554. if( tsc && tsc->data[type] ){
  9555. (sc->bs_counter)--;
  9556. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9557. }
  9558. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9559. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9560. (sc->bs_counter)++;
  9561. } else if( sd ) {
  9562. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9563. break;
  9564. }
  9565. }
  9566. break;
  9567. case GN_MANDRAGORA:
  9568. if( flag&1 ) {
  9569. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9570. if (rate < 10)
  9571. rate = 10;
  9572. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9573. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9574. if (rnd()%100 < rate) {
  9575. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9576. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9577. }
  9578. } else {
  9579. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9580. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9581. }
  9582. break;
  9583. case GN_SLINGITEM:
  9584. if( sd ) {
  9585. int ammo_id;
  9586. i = sd->equip_index[EQI_AMMO];
  9587. if( i < 0 )
  9588. break; // No ammo.
  9589. ammo_id = sd->inventory_data[i]->nameid;
  9590. if( ammo_id <= 0 )
  9591. break;
  9592. sd->itemid = ammo_id;
  9593. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9594. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9595. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9596. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9597. else
  9598. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9599. } else //Otherwise, it fails, shows animation and removes items.
  9600. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9601. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id)) {
  9602. switch (ammo_id) {
  9603. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9604. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  9605. status_percent_heal(bl, 1, 0);
  9606. break;
  9607. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9608. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  9609. status_percent_heal(bl, 2, 0);
  9610. break;
  9611. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9612. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  9613. status_percent_heal(bl, 5, 0);
  9614. break;
  9615. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9616. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  9617. status_percent_heal(bl, 0, 2);
  9618. break;
  9619. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9620. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  9621. status_percent_heal(bl, 0, 4);
  9622. break;
  9623. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9624. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  9625. status_percent_heal(bl, 0, 8);
  9626. break;
  9627. default:
  9628. if (dstsd)
  9629. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9630. break;
  9631. }
  9632. }
  9633. }
  9634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9636. break;
  9637. case GN_MIX_COOKING:
  9638. case GN_MAKEBOMB:
  9639. case GN_S_PHARMACY:
  9640. if( sd ) {
  9641. int qty = 1;
  9642. sd->skill_id_old = skill_id;
  9643. sd->skill_lv_old = skill_lv;
  9644. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9645. qty = 10;
  9646. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9648. }
  9649. break;
  9650. case EL_CIRCLE_OF_FIRE:
  9651. case EL_PYROTECHNIC:
  9652. case EL_HEATER:
  9653. case EL_TROPIC:
  9654. case EL_AQUAPLAY:
  9655. case EL_COOLER:
  9656. case EL_CHILLY_AIR:
  9657. case EL_GUST:
  9658. case EL_BLAST:
  9659. case EL_WILD_STORM:
  9660. case EL_PETROLOGY:
  9661. case EL_CURSED_SOIL:
  9662. case EL_UPHEAVAL:
  9663. case EL_FIRE_CLOAK:
  9664. case EL_WATER_DROP:
  9665. case EL_WIND_CURTAIN:
  9666. case EL_SOLID_SKIN:
  9667. case EL_STONE_SHIELD:
  9668. case EL_WIND_STEP: {
  9669. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9670. if( ele ) {
  9671. sc_type type2 = (sc_type)(type-1);
  9672. struct status_change *sc = status_get_sc(&ele->bl);
  9673. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9674. elemental_clean_single_effect(ele, skill_id);
  9675. } else {
  9676. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9677. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9678. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9679. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9680. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9681. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9682. }
  9683. }
  9684. }
  9685. break;
  9686. case EL_FIRE_MANTLE:
  9687. case EL_WATER_BARRIER:
  9688. case EL_ZEPHYR:
  9689. case EL_POWER_OF_GAIA:
  9690. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9691. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9692. break;
  9693. case EL_WATER_SCREEN: {
  9694. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9695. if( ele ) {
  9696. struct status_change *sc = status_get_sc(&ele->bl);
  9697. sc_type type2 = (sc_type)(type-1);
  9698. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9699. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9700. elemental_clean_single_effect(ele, skill_id);
  9701. } else {
  9702. // This not heals at the end.
  9703. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9704. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9705. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9706. }
  9707. }
  9708. }
  9709. break;
  9710. case KO_KAHU_ENTEN:
  9711. case KO_HYOUHU_HUBUKI:
  9712. case KO_KAZEHU_SEIRAN:
  9713. case KO_DOHU_KOUKAI:
  9714. if (sd) {
  9715. int ele_type = skill_get_ele(skill_id,skill_lv);
  9716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9717. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9718. }
  9719. break;
  9720. case KO_ZANZOU:
  9721. if(sd){
  9722. struct mob_data *md2;
  9723. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9724. if( md2 )
  9725. {
  9726. md2->master_id = src->id;
  9727. md2->special_state.ai = AI_ZANZOU;
  9728. if( md2->deletetimer != INVALID_TIMER )
  9729. delete_timer(md2->deletetimer, mob_timer_delete);
  9730. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9731. mob_spawn( md2 );
  9732. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  9733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9734. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9735. }
  9736. }
  9737. break;
  9738. case KO_KYOUGAKU:
  9739. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9740. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9741. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9742. }else if( sd )
  9743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9744. break;
  9745. case KO_JYUSATSU:
  9746. if( dstsd && tsc && !tsc->data[type] &&
  9747. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9748. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9749. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9750. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9751. if( status_get_lv(bl) <= status_get_lv(src) )
  9752. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9753. }else if( sd )
  9754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9755. break;
  9756. case KO_GENWAKU:
  9757. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9758. int x = src->x, y = src->y;
  9759. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9761. break;
  9762. }
  9763. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9764. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9765. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9766. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9767. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9768. clif_blown(src);
  9769. if (!unit_blown_immune(bl, 0x1)) {
  9770. unit_movepos(bl,x,y,0,0);
  9771. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9772. clif_sitting(bl); //Avoid sitting sync problem
  9773. clif_blown(bl);
  9774. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  9775. }
  9776. }
  9777. }
  9778. break;
  9779. case OB_AKAITSUKI:
  9780. case OB_OBOROGENSOU:
  9781. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9782. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9784. break;
  9785. }
  9786. case KO_IZAYOI:
  9787. case OB_ZANGETSU:
  9788. case KG_KYOMU:
  9789. case KG_KAGEMUSYA:
  9790. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9791. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9792. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9793. break;
  9794. case KG_KAGEHUMI:
  9795. if( flag&1 ){
  9796. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9797. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9798. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9799. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9800. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9801. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9802. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9803. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9804. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9805. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9806. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9807. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9808. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9809. }
  9810. if( skill_area_temp[2] == 1 ){
  9811. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9812. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9813. }
  9814. }else{
  9815. skill_area_temp[2] = 0;
  9816. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9817. }
  9818. break;
  9819. case MH_SILENT_BREEZE:
  9820. {
  9821. int heal = 5 * status_get_lv(&hd->bl) +
  9822. #ifdef RENEWAL
  9823. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9824. #else
  9825. status_base_matk_min(&hd->battle_status);
  9826. #endif
  9827. //Silences the homunculus and target
  9828. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9829. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9830. //Recover the target's HP
  9831. status_heal(bl,heal,0,3);
  9832. //Removes these SC from target
  9833. if (tsc) {
  9834. const enum sc_type scs[] = {
  9835. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9836. };
  9837. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9838. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9839. }
  9840. if (hd)
  9841. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9842. }
  9843. break;
  9844. case MH_OVERED_BOOST:
  9845. if (hd && battle_get_master(src)) {
  9846. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9847. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9848. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9849. }
  9850. break;
  9851. case MH_GRANITIC_ARMOR:
  9852. case MH_PYROCLASTIC:
  9853. if(hd) {
  9854. struct block_list *s_bl = battle_get_master(src);
  9855. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9856. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9857. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9858. }
  9859. break;
  9860. case MH_LIGHT_OF_REGENE: //self
  9861. if(hd) {
  9862. struct block_list *s_bl = battle_get_master(src);
  9863. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9864. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9865. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9866. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9867. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9868. }
  9869. break;
  9870. case MH_STYLE_CHANGE:
  9871. if(hd){
  9872. struct status_change_entry *sce;
  9873. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9874. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9875. else sce->val1 = MH_MD_FIGHTING;
  9876. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9877. // char output[128];
  9878. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9879. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9880. //}
  9881. }
  9882. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  9883. }
  9884. break;
  9885. case MH_MAGMA_FLOW:
  9886. case MH_PAIN_KILLER:
  9887. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9888. if (hd)
  9889. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9890. break;
  9891. case MH_SUMMON_LEGION: {
  9892. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9893. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9894. struct mob_data *sum_md;
  9895. int i_slave,c=0;
  9896. int maxcount = qty[skill_lv-1];
  9897. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9898. if(c >= maxcount) {
  9899. map_freeblock_unlock();
  9900. return 0; //max qty already spawned
  9901. }
  9902. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9903. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9904. if (sum_md) {
  9905. sum_md->master_id = src->id;
  9906. sum_md->special_state.ai = AI_LEGION;
  9907. if (sum_md->deletetimer != INVALID_TIMER)
  9908. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9909. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9910. mob_spawn(sum_md); //Now it is ready for spawning.
  9911. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9912. }
  9913. }
  9914. if (hd)
  9915. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9916. }
  9917. break;
  9918. case RL_RICHS_COIN:
  9919. if (sd) {
  9920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9921. for (i = 0; i < 10; i++)
  9922. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9923. }
  9924. break;
  9925. case RL_C_MARKER:
  9926. if (sd) {
  9927. // If marked by someone else remove it
  9928. if (tsce && tsce->val2 != src->id)
  9929. status_change_end(bl, type, INVALID_TIMER);
  9930. // Check if marked before
  9931. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9932. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9933. // Find empty slot
  9934. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9935. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9937. break;
  9938. }
  9939. }
  9940. sd->c_marker[i] = bl->id;
  9941. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9942. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9943. }
  9944. // If mob casts this, at least SC_C_MARKER as debuff
  9945. else {
  9946. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9947. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9948. }
  9949. break;
  9950. case RL_D_TAIL:
  9951. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9952. break;
  9953. case RL_QD_SHOT:
  9954. if (sd) {
  9955. skill_area_temp[1] = bl->id;
  9956. // Check surrounding
  9957. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9958. if (skill_area_temp[0])
  9959. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9960. // Main target always receives damage
  9961. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9962. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9963. }
  9964. else {
  9965. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9966. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9967. }
  9968. skill_area_temp[0] = 0;
  9969. skill_area_temp[1] = 0;
  9970. break;
  9971. case RL_FLICKER:
  9972. if (sd) {
  9973. sd->flicker = true;
  9974. skill_area_temp[1] = 0;
  9975. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9976. // Detonate RL_B_TRAP
  9977. if (pc_checkskill(sd, RL_B_TRAP))
  9978. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9979. // Detonate RL_H_MINE
  9980. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9981. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9982. sd->flicker = false;
  9983. }
  9984. break;
  9985. case SO_ELEMENTAL_SHIELD:
  9986. if (!sd || sd->status.party_id == 0 || flag&1) {
  9987. if (sd && sd->status.party_id == 0) {
  9988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9989. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9990. elemental_delete(sd->ed);
  9991. }
  9992. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9993. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9994. }
  9995. else {
  9996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9997. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9998. elemental_delete(sd->ed);
  9999. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10000. }
  10001. break;
  10002. case SU_HIDE:
  10003. if (tsce) {
  10004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10005. status_change_end(bl, type, INVALID_TIMER);
  10006. map_freeblock_unlock();
  10007. return 0;
  10008. }
  10009. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10010. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10011. break;
  10012. case SU_STOOP:
  10013. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10014. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10015. break;
  10016. case SU_SV_ROOTTWIST:
  10017. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10018. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10019. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10020. break;
  10021. }
  10022. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10023. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10024. else {
  10025. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10026. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10027. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10028. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10029. }
  10030. break;
  10031. case SU_TUNABELLY:
  10032. {
  10033. unsigned int heal = 0;
  10034. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10035. heal = 0;
  10036. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10037. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10038. status_heal(bl, heal, 0, 1|2|4);
  10039. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10040. }
  10041. break;
  10042. case SU_BUNCHOFSHRIMP:
  10043. case SU_HISS:
  10044. case SU_PURRING:
  10045. case SU_MEOWMEOW:
  10046. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10047. int duration = skill_get_time(skill_id, skill_lv);
  10048. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10049. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10050. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10051. } else if (sd) {
  10052. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10053. }
  10054. break;
  10055. case SU_SHRIMPARTY:
  10056. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10057. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10058. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10059. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10060. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10061. }
  10062. } else if (sd)
  10063. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10064. break;
  10065. case SU_POWEROFFLOCK:
  10066. if (flag&1) {
  10067. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10068. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10069. } else {
  10070. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10071. if (battle_config.skill_wall_check)
  10072. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10073. else
  10074. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10075. }
  10076. break;
  10077. case ALL_EQSWITCH:
  10078. if( sd ){
  10079. clif_equipswitch_reply( sd, false );
  10080. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10081. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10082. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10083. }
  10084. }
  10085. }
  10086. break;
  10087. case AB_VITUPERATUM:
  10088. if (flag&1)
  10089. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10090. else {
  10091. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10092. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10093. }
  10094. break;
  10095. case AB_CONVENIO:
  10096. if (sd) {
  10097. party_data *p = party_search(sd->status.party_id);
  10098. int i = 0, count = 0;
  10099. // Only usable in party
  10100. if (p == nullptr) {
  10101. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10102. break;
  10103. }
  10104. // Only usable as party leader.
  10105. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10106. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10107. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10108. break;
  10109. }
  10110. // Do the teleport part
  10111. for (i = 0; i < MAX_PARTY; ++i) {
  10112. map_session_data *pl_sd = p->data[i].sd;
  10113. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10114. sd->bl.m != pl_sd->bl.m)
  10115. continue;
  10116. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10117. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10118. count++;
  10119. }
  10120. }
  10121. if (!count)
  10122. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10123. }
  10124. break;
  10125. default:
  10126. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10128. map_freeblock_unlock();
  10129. return 1;
  10130. }
  10131. if (skill_id != SR_CURSEDCIRCLE) {
  10132. struct status_change *sc = status_get_sc(src);
  10133. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10134. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10135. }
  10136. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10137. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10138. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10139. }
  10140. if( sd && !(flag&1) )
  10141. {// ensure that the skill last-cast tick is recorded
  10142. sd->canskill_tick = gettick();
  10143. if( sd->state.arrow_atk )
  10144. {// consume arrow on last invocation to this skill.
  10145. battle_consume_ammo(sd, skill_id, skill_lv);
  10146. }
  10147. skill_onskillusage(sd, bl, skill_id, tick);
  10148. // perform skill requirement consumption
  10149. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10150. }
  10151. map_freeblock_unlock();
  10152. return 0;
  10153. }
  10154. /**
  10155. * Checking that causing skill failed
  10156. * @param src Caster
  10157. * @param target Target
  10158. * @param skill_id
  10159. * @param skill_lv
  10160. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10161. **/
  10162. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10163. int inf = skill_get_inf(skill_id);
  10164. int inf2 = skill_get_inf2(skill_id);
  10165. struct status_change *tsc = status_get_sc(target);
  10166. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10167. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10168. switch (skill_id) {
  10169. case AL_HEAL:
  10170. case AL_INCAGI:
  10171. case AL_DECAGI:
  10172. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10173. case AB_RENOVATIO:
  10174. case AB_HIGHNESSHEAL:
  10175. if (tsc && tsc->option&OPTION_MADOGEAR)
  10176. return USESKILL_FAIL_TOTARGET;
  10177. break;
  10178. case RG_BACKSTAP:
  10179. {
  10180. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10181. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10182. return USESKILL_FAIL_MAX;
  10183. }
  10184. break;
  10185. case PR_TURNUNDEAD:
  10186. {
  10187. struct status_data *tstatus = status_get_status_data(target);
  10188. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10189. return USESKILL_FAIL_MAX;
  10190. }
  10191. break;
  10192. case PR_LEXDIVINA:
  10193. case MER_LEXDIVINA:
  10194. {
  10195. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10196. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10197. return USESKILL_FAIL_LEVEL;
  10198. else
  10199. return -1; //Works on silenced allies
  10200. }
  10201. break;
  10202. case RA_WUGSTRIKE:
  10203. // Check if path can be reached
  10204. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10205. return USESKILL_FAIL_MAX;
  10206. break;
  10207. case MG_NAPALMBEAT:
  10208. case MG_FIREBALL:
  10209. case HT_BLITZBEAT:
  10210. case AS_GRIMTOOTH:
  10211. case MO_COMBOFINISH:
  10212. case NC_VULCANARM:
  10213. case SR_TIGERCANNON:
  10214. // These can damage traps, but can't target traps directly
  10215. if (target->type == BL_SKILL) {
  10216. TBL_SKILL *su = (TBL_SKILL*)target;
  10217. if (!su || !su->group)
  10218. return USESKILL_FAIL_MAX;
  10219. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10220. return USESKILL_FAIL_MAX;
  10221. }
  10222. break;
  10223. case RL_D_TAIL:
  10224. if (src) {
  10225. int count = 0;
  10226. if (battle_config.skill_wall_check)
  10227. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10228. else
  10229. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10230. if (!count) {
  10231. return USESKILL_FAIL_LEVEL;
  10232. }
  10233. }
  10234. break;
  10235. }
  10236. if (inf&INF_ATTACK_SKILL ||
  10237. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10238. ) // Casted through combo.
  10239. inf = BCT_ENEMY; //Offensive skill.
  10240. else if (inf2&INF2_NO_ENEMY)
  10241. inf = BCT_NOENEMY;
  10242. else
  10243. inf = 0;
  10244. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10245. inf |=
  10246. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10247. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10248. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10249. inf &= ~BCT_NEUTRAL;
  10250. }
  10251. switch (skill_id) {
  10252. // Cannot be casted to Emperium
  10253. case WZ_ESTIMATION:
  10254. case SL_SKE:
  10255. case SL_SKA:
  10256. case RK_PHANTOMTHRUST:
  10257. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10258. return USESKILL_FAIL_MAX;
  10259. break;
  10260. }
  10261. if (inf && battle_check_target(src, target, inf) <= 0) {
  10262. switch(skill_id) {
  10263. case RK_PHANTOMTHRUST:
  10264. case AB_CLEARANCE:
  10265. return USESKILL_FAIL_TOTARGET;
  10266. default:
  10267. return USESKILL_FAIL_LEVEL;
  10268. }
  10269. }
  10270. // Fogwall makes all offensive-type targetted skills fail at 75%
  10271. // Jump Kick can still fail even though you can jump to friendly targets.
  10272. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10273. return USESKILL_FAIL_LEVEL;
  10274. return -1;
  10275. }
  10276. /**
  10277. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10278. * @param tid
  10279. * @param tick
  10280. * @param data
  10281. **/
  10282. TIMER_FUNC(skill_castend_id){
  10283. struct block_list *target, *src;
  10284. struct map_session_data *sd;
  10285. struct mob_data *md;
  10286. struct unit_data *ud;
  10287. struct status_change *sc = NULL;
  10288. int flag = 0;
  10289. src = map_id2bl(id);
  10290. if( src == NULL )
  10291. {
  10292. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10293. return 0;// not found
  10294. }
  10295. ud = unit_bl2ud(src);
  10296. if( ud == NULL )
  10297. {
  10298. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10299. return 0;// ???
  10300. }
  10301. sd = BL_CAST(BL_PC, src);
  10302. md = BL_CAST(BL_MOB, src);
  10303. if( src->prev == NULL ) {
  10304. ud->skilltimer = INVALID_TIMER;
  10305. return 0;
  10306. }
  10307. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10308. if( ud->skilltimer != tid ) {
  10309. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10310. ud->skilltimer = INVALID_TIMER;
  10311. return 0;
  10312. }
  10313. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10314. {// restore original walk speed
  10315. ud->skilltimer = INVALID_TIMER;
  10316. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10317. } else
  10318. ud->skilltimer = INVALID_TIMER;
  10319. }
  10320. if (ud->skilltarget == id)
  10321. target = src;
  10322. else
  10323. target = map_id2bl(ud->skilltarget);
  10324. // Use a do so that you can break out of it when the skill fails.
  10325. do {
  10326. bool fail = false;
  10327. int8 res = USESKILL_FAIL_LEVEL;
  10328. if (!target || target->prev == NULL)
  10329. break;
  10330. if (src->m != target->m || status_isdead(src))
  10331. break;
  10332. //These should become skill_castend_pos
  10333. switch (ud->skill_id) {
  10334. case WE_CALLPARTNER:
  10335. if (sd)
  10336. clif_callpartner(sd);
  10337. case WE_CALLPARENT:
  10338. if (sd) {
  10339. struct map_session_data *f_sd = pc_get_father(sd);
  10340. struct map_session_data *m_sd = pc_get_mother(sd);
  10341. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10342. fail = true;
  10343. break;
  10344. }
  10345. }
  10346. case WE_CALLBABY:
  10347. if (sd) {
  10348. struct map_session_data *c_sd = pc_get_child(sd);
  10349. if (c_sd && c_sd->state.autotrade) {
  10350. fail = true;
  10351. break;
  10352. }
  10353. }
  10354. case AM_RESURRECTHOMUN:
  10355. case PF_SPIDERWEB:
  10356. {
  10357. //Find a random spot to place the skill. [Skotlex]
  10358. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10359. ud->skillx = target->x + splash;
  10360. ud->skilly = target->y + splash;
  10361. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10362. ud->skillx = target->x;
  10363. ud->skilly = target->y;
  10364. }
  10365. ud->skilltimer = tid;
  10366. return skill_castend_pos(tid,tick,id,data);
  10367. }
  10368. case GN_WALLOFTHORN:
  10369. case SC_ESCAPE:
  10370. case SU_CN_POWDERING:
  10371. ud->skillx = target->x;
  10372. ud->skilly = target->y;
  10373. ud->skilltimer = tid;
  10374. return skill_castend_pos(tid,tick,id,data);
  10375. case RL_HAMMER_OF_GOD:
  10376. if ((sc = status_get_sc(target)) && sc->data[SC_C_MARKER]) {
  10377. ud->skillx = target->x;
  10378. ud->skilly = target->y;
  10379. } else {
  10380. int splash = skill_get_splash(ud->skill_id, ud->skill_lv); // !TODO: What's the random AoE size?
  10381. ud->skillx = target->x + splash;
  10382. ud->skilly = target->y + splash;
  10383. if (!map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10384. ud->skillx = target->x;
  10385. ud->skilly = target->y;
  10386. }
  10387. }
  10388. ud->skilltimer = tid;
  10389. return skill_castend_pos(tid,tick,id,data);
  10390. }
  10391. // Failing
  10392. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10393. if (sd && res != USESKILL_FAIL_MAX)
  10394. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10395. break;
  10396. }
  10397. //Avoid doing double checks for instant-cast skills.
  10398. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10399. break;
  10400. if(md) {
  10401. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10402. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10403. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10404. }
  10405. if (src != target && battle_config.skill_add_range &&
  10406. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10407. {
  10408. if (sd) {
  10409. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10410. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10411. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10412. }
  10413. break;
  10414. }
  10415. #ifdef OFFICIAL_WALKPATH
  10416. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10417. {
  10418. if (sd) {
  10419. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10420. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10421. }
  10422. break;
  10423. }
  10424. #endif
  10425. if( sd )
  10426. {
  10427. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10428. break;
  10429. else {
  10430. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10431. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10432. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10433. break; // Show a skill fail message (Damage type consumes requirements)
  10434. }
  10435. }
  10436. }
  10437. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10438. break;
  10439. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10440. ud->state.running = 0;
  10441. status_change_end(src, SC_RUN, INVALID_TIMER);
  10442. flag = 1;
  10443. }
  10444. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10445. unit_stop_walking(src,1);
  10446. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10447. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10448. if (sd) { //Cooldown application
  10449. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10450. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10451. }
  10452. if( battle_config.display_status_timers && sd )
  10453. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10454. if( sd )
  10455. {
  10456. switch( ud->skill_id )
  10457. {
  10458. case GS_DESPERADO:
  10459. case RL_FIREDANCE:
  10460. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10461. break;
  10462. case CR_GRANDCROSS:
  10463. case NPC_GRANDDARKNESS:
  10464. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10465. {
  10466. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10467. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10468. break;
  10469. }
  10470. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10471. break;
  10472. }
  10473. }
  10474. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10475. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10476. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10477. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10478. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10479. map_freeblock_lock();
  10480. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10481. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10482. else
  10483. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10484. sc = status_get_sc(src);
  10485. if(sc && sc->count) {
  10486. if (ud->skill_id != RA_CAMOUFLAGE)
  10487. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10488. if(sc->data[SC_SPIRIT] &&
  10489. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10490. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10491. ud->skill_id != WZ_WATERBALL)
  10492. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10493. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10494. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10495. }
  10496. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10497. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10498. if (ud->skilltimer == INVALID_TIMER) {
  10499. if(md) md->skill_idx = -1;
  10500. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10501. ud->skill_lv = ud->skilltarget = 0;
  10502. }
  10503. map_freeblock_unlock();
  10504. return 1;
  10505. } while(0);
  10506. //Skill failed.
  10507. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10508. { //When Asura fails... (except when it fails from Wall of Fog)
  10509. //Consume SP/spheres
  10510. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10511. status_set_sp(src, 0, 0);
  10512. sc = &sd->sc;
  10513. if (sc->count)
  10514. { //End states
  10515. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10516. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10517. #ifdef RENEWAL
  10518. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10519. #endif
  10520. }
  10521. if( target && target->m == src->m ) { //Move character to target anyway.
  10522. short x, y;
  10523. short dir = map_calc_dir(src,target->x,target->y);
  10524. //Move 3 cells (From Caster)
  10525. if( dir > 0 && dir < 4 )
  10526. x = -3;
  10527. else if( dir > 4 )
  10528. x = 3;
  10529. else
  10530. x = 0;
  10531. if( dir > 2 && dir < 6 )
  10532. y = -3;
  10533. else if( dir == 7 || dir < 2 )
  10534. y = 3;
  10535. else
  10536. y = 0;
  10537. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10538. clif_blown(src);
  10539. clif_spiritball(src);
  10540. }
  10541. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10542. }
  10543. }
  10544. ud->skill_id = ud->skilltarget = 0;
  10545. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10546. ud->canact_tick = tick;
  10547. //You can't place a skill failed packet here because it would be
  10548. //sent in ALL cases, even cases where skill_check_condition fails
  10549. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10550. if(sd)
  10551. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10552. else if(md)
  10553. md->skill_idx = -1;
  10554. return 0;
  10555. }
  10556. /*==========================================
  10557. *
  10558. *------------------------------------------*/
  10559. TIMER_FUNC(skill_castend_pos){
  10560. struct block_list* src = map_id2bl(id);
  10561. struct map_session_data *sd;
  10562. struct unit_data *ud = unit_bl2ud(src);
  10563. struct mob_data *md;
  10564. nullpo_ret(ud);
  10565. sd = BL_CAST(BL_PC , src);
  10566. md = BL_CAST(BL_MOB, src);
  10567. if( src->prev == NULL ) {
  10568. ud->skilltimer = INVALID_TIMER;
  10569. return 0;
  10570. }
  10571. if( ud->skilltimer != tid )
  10572. {
  10573. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10574. ud->skilltimer = INVALID_TIMER;
  10575. return 0;
  10576. }
  10577. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10578. {// restore original walk speed
  10579. ud->skilltimer = INVALID_TIMER;
  10580. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10581. } else
  10582. ud->skilltimer = INVALID_TIMER;
  10583. do {
  10584. int maxcount=0;
  10585. if( status_isdead(src) )
  10586. break;
  10587. if( !(src->type&battle_config.skill_reiteration) &&
  10588. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10589. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10590. )
  10591. {
  10592. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10593. break;
  10594. }
  10595. if( skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10596. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10597. )
  10598. {
  10599. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10600. break;
  10601. }
  10602. if( src->type&battle_config.land_skill_limit &&
  10603. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10604. ) {
  10605. int i;
  10606. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10607. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10608. maxcount--;
  10609. }
  10610. if( maxcount == 0 )
  10611. {
  10612. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10613. break;
  10614. }
  10615. }
  10616. if(tid != INVALID_TIMER)
  10617. { //Avoid double checks on instant cast skills. [Skotlex]
  10618. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10619. break;
  10620. if (battle_config.skill_add_range &&
  10621. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10622. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10623. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10624. break;
  10625. }
  10626. }
  10627. if( sd )
  10628. {
  10629. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10630. break;
  10631. else
  10632. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10633. }
  10634. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10635. break;
  10636. if(md) {
  10637. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10638. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10639. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10640. }
  10641. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10642. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10643. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10644. if (ud->walktimer != INVALID_TIMER)
  10645. unit_stop_walking(src,1);
  10646. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10647. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10648. if (sd) { //Cooldown application
  10649. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10650. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10651. }
  10652. if( battle_config.display_status_timers && sd )
  10653. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10654. // if( sd )
  10655. // {
  10656. // switch( ud->skill_id )
  10657. // {
  10658. // case ????:
  10659. // sd->canequip_tick = tick + ????;
  10660. // break;
  10661. // }
  10662. // }
  10663. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10664. map_freeblock_lock();
  10665. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10666. if (ud->skill_id != RA_CAMOUFLAGE)
  10667. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10668. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10669. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10670. if (ud->skilltimer == INVALID_TIMER) {
  10671. if (md) md->skill_idx = -1;
  10672. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10673. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10674. }
  10675. map_freeblock_unlock();
  10676. return 1;
  10677. } while(0);
  10678. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10679. ud->canact_tick = tick;
  10680. ud->skill_id = ud->skill_lv = 0;
  10681. if(sd)
  10682. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10683. else if(md)
  10684. md->skill_idx = -1;
  10685. return 0;
  10686. }
  10687. /* skill count without self */
  10688. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10689. struct block_list* src = va_arg(ap, struct block_list*);
  10690. if( src->id != bl->id ) {
  10691. return 1;
  10692. }
  10693. return 0;
  10694. }
  10695. /*==========================================
  10696. *
  10697. *------------------------------------------*/
  10698. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  10699. {
  10700. struct map_session_data* sd;
  10701. struct status_change* sc;
  10702. struct status_change_entry *sce;
  10703. struct skill_unit_group* sg;
  10704. enum sc_type type;
  10705. int i;
  10706. //if(skill_lv <= 0) return 0;
  10707. if(skill_id > 0 && !skill_lv) return 0; // celest
  10708. nullpo_ret(src);
  10709. if(status_isdead(src))
  10710. return 0;
  10711. sd = BL_CAST(BL_PC, src);
  10712. sc = status_get_sc(src);
  10713. type = status_skill2sc(skill_id);
  10714. sce = (sc && type != -1)?sc->data[type]:NULL;
  10715. switch (skill_id) { //Skill effect.
  10716. case WZ_METEOR:
  10717. case WZ_ICEWALL:
  10718. case MO_BODYRELOCATION:
  10719. case CR_CULTIVATION:
  10720. case HW_GANBANTEIN:
  10721. case LG_EARTHDRIVE:
  10722. case SC_ESCAPE:
  10723. case SU_CN_METEOR:
  10724. break; //Effect is displayed on respective switch case.
  10725. default:
  10726. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10727. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10728. else
  10729. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10730. }
  10731. switch(skill_id)
  10732. {
  10733. case PR_BENEDICTIO:
  10734. skill_area_temp[1] = src->id;
  10735. i = skill_get_splash(skill_id, skill_lv);
  10736. map_foreachinallarea(skill_area_sub,
  10737. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10738. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10739. skill_castend_nodamage_id);
  10740. map_foreachinallarea(skill_area_sub,
  10741. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10742. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10743. skill_castend_damage_id);
  10744. break;
  10745. case BS_HAMMERFALL:
  10746. i = skill_get_splash(skill_id, skill_lv);
  10747. map_foreachinallarea(skill_area_sub,
  10748. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10749. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10750. skill_castend_nodamage_id);
  10751. break;
  10752. case HT_DETECTING:
  10753. i = skill_get_splash(skill_id, skill_lv);
  10754. map_foreachinallarea( status_change_timer_sub,
  10755. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10756. src,NULL,SC_SIGHT,tick);
  10757. skill_reveal_trap_inarea(src, i, x, y);
  10758. break;
  10759. case SR_RIDEINLIGHTNING:
  10760. i = skill_get_splash(skill_id, skill_lv);
  10761. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10762. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10763. break;
  10764. case NPC_LEX_AETERNA:
  10765. i = skill_get_splash(skill_id, skill_lv);
  10766. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  10767. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10768. break;
  10769. case SA_VOLCANO:
  10770. case SA_DELUGE:
  10771. case SA_VIOLENTGALE:
  10772. { //Does not consumes if the skill is already active. [Skotlex]
  10773. struct skill_unit_group *sg2;
  10774. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10775. {
  10776. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10777. {
  10778. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10779. return 0; // not to consume items
  10780. }
  10781. else
  10782. sg2->limit = 0; //Disable it.
  10783. }
  10784. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10785. break;
  10786. }
  10787. // Skill Unit Setting
  10788. case MG_SAFETYWALL:
  10789. case MG_FIREWALL:
  10790. case MG_THUNDERSTORM:
  10791. case AL_PNEUMA:
  10792. case WZ_FIREPILLAR:
  10793. case WZ_QUAGMIRE:
  10794. case WZ_VERMILION:
  10795. case WZ_STORMGUST:
  10796. case WZ_HEAVENDRIVE:
  10797. case PR_SANCTUARY:
  10798. case PR_MAGNUS:
  10799. case CR_GRANDCROSS:
  10800. case NPC_GRANDDARKNESS:
  10801. case HT_SKIDTRAP:
  10802. case MA_SKIDTRAP:
  10803. case HT_LANDMINE:
  10804. case MA_LANDMINE:
  10805. case HT_ANKLESNARE:
  10806. case HT_SHOCKWAVE:
  10807. case HT_SANDMAN:
  10808. case MA_SANDMAN:
  10809. case HT_FLASHER:
  10810. case HT_FREEZINGTRAP:
  10811. case MA_FREEZINGTRAP:
  10812. case HT_BLASTMINE:
  10813. case HT_CLAYMORETRAP:
  10814. case AS_VENOMDUST:
  10815. case AM_DEMONSTRATION:
  10816. case PF_FOGWALL:
  10817. case PF_SPIDERWEB:
  10818. case HT_TALKIEBOX:
  10819. case WE_CALLPARTNER:
  10820. case WE_CALLPARENT:
  10821. case WE_CALLBABY:
  10822. case SA_LANDPROTECTOR:
  10823. case BD_LULLABY:
  10824. case BD_RICHMANKIM:
  10825. case BD_ETERNALCHAOS:
  10826. case BD_DRUMBATTLEFIELD:
  10827. case BD_RINGNIBELUNGEN:
  10828. case BD_ROKISWEIL:
  10829. case BD_INTOABYSS:
  10830. case BD_SIEGFRIED:
  10831. case BA_DISSONANCE:
  10832. case BA_POEMBRAGI:
  10833. case BA_WHISTLE:
  10834. case BA_ASSASSINCROSS:
  10835. case BA_APPLEIDUN:
  10836. case DC_UGLYDANCE:
  10837. case DC_HUMMING:
  10838. case DC_DONTFORGETME:
  10839. case DC_FORTUNEKISS:
  10840. case DC_SERVICEFORYOU:
  10841. case CG_MOONLIT:
  10842. case GS_DESPERADO:
  10843. case NJ_KAENSIN:
  10844. case NJ_BAKUENRYU:
  10845. case NJ_SUITON:
  10846. case NJ_HYOUSYOURAKU:
  10847. case NJ_RAIGEKISAI:
  10848. case NJ_KAMAITACHI:
  10849. #ifdef RENEWAL
  10850. case NJ_HUUMA:
  10851. #endif
  10852. case NPC_EVILLAND:
  10853. case NPC_VENOMFOG:
  10854. case NPC_ICEMINE:
  10855. case NPC_FLAMECROSS:
  10856. case RA_ELECTRICSHOCKER:
  10857. case RA_CLUSTERBOMB:
  10858. case RA_MAGENTATRAP:
  10859. case RA_COBALTTRAP:
  10860. case RA_MAIZETRAP:
  10861. case RA_VERDURETRAP:
  10862. case RA_FIRINGTRAP:
  10863. case RA_ICEBOUNDTRAP:
  10864. case SC_MANHOLE:
  10865. case SC_DIMENSIONDOOR:
  10866. case SC_CHAOSPANIC:
  10867. case SC_MAELSTROM:
  10868. case SC_BLOODYLUST:
  10869. case WM_REVERBERATION:
  10870. case WM_POEMOFNETHERWORLD:
  10871. case SO_PSYCHIC_WAVE:
  10872. case SO_VACUUM_EXTREME:
  10873. case GN_THORNS_TRAP:
  10874. case GN_HELLS_PLANT:
  10875. case SO_EARTHGRAVE:
  10876. case SO_DIAMONDDUST:
  10877. case SO_FIRE_INSIGNIA:
  10878. case SO_WATER_INSIGNIA:
  10879. case SO_WIND_INSIGNIA:
  10880. case SO_EARTH_INSIGNIA:
  10881. case KO_HUUMARANKA:
  10882. case KO_BAKURETSU:
  10883. case KO_ZENKAI:
  10884. case MH_LAVA_SLIDE:
  10885. case MH_VOLCANIC_ASH:
  10886. case MH_POISON_MIST:
  10887. case MH_STEINWAND:
  10888. case MH_XENO_SLASHER:
  10889. case LG_KINGS_GRACE:
  10890. case RL_B_TRAP:
  10891. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10892. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10893. case GN_WALLOFTHORN:
  10894. case GN_DEMONIC_FIRE:
  10895. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10896. break;
  10897. case WZ_ICEWALL:
  10898. flag|=1;
  10899. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10900. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10901. break;
  10902. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10903. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10904. flag|=1;
  10905. break;
  10906. case HP_BASILICA:
  10907. if( sc->data[SC_BASILICA] ) {
  10908. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10909. return 0;
  10910. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10911. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10912. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10913. return 0;
  10914. }
  10915. skill_clear_unitgroup(src);
  10916. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10917. flag|=1;
  10918. }
  10919. break;
  10920. case CG_HERMODE:
  10921. skill_clear_unitgroup(src);
  10922. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10923. sc_start4(src,src,SC_DANCING,100,
  10924. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10925. flag|=1;
  10926. break;
  10927. case RG_CLEANER: // [Valaris]
  10928. i = skill_get_splash(skill_id, skill_lv);
  10929. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10930. break;
  10931. case SO_WARMER:
  10932. case SO_CLOUD_KILL:
  10933. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10934. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10935. break;
  10936. case SU_CN_POWDERING:
  10937. case SU_NYANGGRASS:
  10938. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  10939. if (skill_id == SU_CN_POWDERING)
  10940. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  10941. else
  10942. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10943. }
  10944. flag |= 1;
  10945. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10946. break;
  10947. case SU_CN_METEOR:
  10948. if (sd) {
  10949. if (pc_search_inventory(sd, skill_get_itemid(SU_CN_METEOR, 0)) >= 0)
  10950. skill_id = SU_CN_METEOR2;
  10951. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  10952. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  10953. }
  10954. // Fall through
  10955. case WZ_METEOR: {
  10956. int area = skill_get_splash(skill_id, skill_lv);
  10957. short tmpx = 0, tmpy = 0;
  10958. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10959. // Creates a random Cell in the Splash Area
  10960. tmpx = x - area + rnd()%(area * 2 + 1);
  10961. tmpy = y - area + rnd()%(area * 2 + 1);
  10962. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10963. }
  10964. }
  10965. break;
  10966. case AL_WARP:
  10967. if(sd)
  10968. {
  10969. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10970. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10971. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10972. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10973. );
  10974. }
  10975. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10976. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10977. return 0; // not to consume item.
  10978. case MO_BODYRELOCATION:
  10979. if (unit_movepos(src, x, y, 2, 1)) {
  10980. #if PACKETVER >= 20111005
  10981. clif_snap(src, src->x, src->y);
  10982. #else
  10983. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10984. #endif
  10985. if (sd)
  10986. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10987. }
  10988. break;
  10989. case NJ_SHADOWJUMP:
  10990. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10991. clif_blown(src);
  10992. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10993. break;
  10994. case AM_SPHEREMINE:
  10995. case AM_CANNIBALIZE:
  10996. {
  10997. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10998. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10999. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11000. struct mob_data *md;
  11001. // Correct info, don't change any of this! [celest]
  11002. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11003. if (md) {
  11004. md->master_id = src->id;
  11005. md->special_state.ai = ai;
  11006. if( md->deletetimer != INVALID_TIMER )
  11007. delete_timer(md->deletetimer, mob_timer_delete);
  11008. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11009. mob_spawn (md); //Now it is ready for spawning.
  11010. }
  11011. }
  11012. break;
  11013. // Slim Pitcher [Celest]
  11014. case CR_SLIMPITCHER:
  11015. if (sd) {
  11016. int i_lv = 0, j = 0;
  11017. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11018. i_lv = skill_lv%11 - 1;
  11019. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11020. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11021. {
  11022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11023. return 1;
  11024. }
  11025. potion_flag = 1;
  11026. potion_hp = 0;
  11027. potion_sp = 0;
  11028. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11029. potion_flag = 0;
  11030. //Apply skill bonuses
  11031. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11032. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11033. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11034. + pc_skillheal_bonus(sd, skill_id);
  11035. potion_hp = potion_hp * (100+i_lv)/100;
  11036. potion_sp = potion_sp * (100+i_lv)/100;
  11037. if(potion_hp > 0 || potion_sp > 0) {
  11038. i_lv = skill_get_splash(skill_id, skill_lv);
  11039. map_foreachinallarea(skill_area_sub,
  11040. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11041. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11042. skill_castend_nodamage_id);
  11043. }
  11044. } else {
  11045. int id = skill_get_itemid(skill_id, skill_lv);
  11046. struct item_data *item;
  11047. item = itemdb_search(id);
  11048. potion_flag = 1;
  11049. potion_hp = 0;
  11050. potion_sp = 0;
  11051. run_script(item->script,0,src->id,0);
  11052. potion_flag = 0;
  11053. id = skill_get_max(CR_SLIMPITCHER)*10;
  11054. potion_hp = potion_hp * (100+id)/100;
  11055. potion_sp = potion_sp * (100+id)/100;
  11056. if(potion_hp > 0 || potion_sp > 0) {
  11057. id = skill_get_splash(skill_id, skill_lv);
  11058. map_foreachinallarea(skill_area_sub,
  11059. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11060. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11061. skill_castend_nodamage_id);
  11062. }
  11063. }
  11064. break;
  11065. case HW_GANBANTEIN:
  11066. if (rnd()%100 < 80) {
  11067. int dummy = 1;
  11068. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11069. i = skill_get_splash(skill_id, skill_lv);
  11070. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11071. } else {
  11072. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11073. return 1;
  11074. }
  11075. break;
  11076. case HW_GRAVITATION:
  11077. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11078. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11079. flag|=1;
  11080. break;
  11081. // Plant Cultivation [Celest]
  11082. case CR_CULTIVATION:
  11083. if (sd) {
  11084. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11085. {
  11086. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11087. return 1;
  11088. }
  11089. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11090. if (rnd()%100 < 50) {
  11091. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11092. } else {
  11093. TBL_MOB* md = NULL;
  11094. int t, mob_id;
  11095. if (skill_lv == 1)
  11096. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11097. else {
  11098. int rand_val = rnd() % 100;
  11099. if (rand_val < 30)
  11100. mob_id = MOBID_GREEN_PLANT;
  11101. else if (rand_val < 55)
  11102. mob_id = MOBID_RED_PLANT;
  11103. else if (rand_val < 80)
  11104. mob_id = MOBID_YELLOW_PLANT;
  11105. else if (rand_val < 90)
  11106. mob_id = MOBID_WHITE_PLANT;
  11107. else if (rand_val < 98)
  11108. mob_id = MOBID_BLUE_PLANT;
  11109. else
  11110. mob_id = MOBID_SHINING_PLANT;
  11111. }
  11112. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11113. if (!md)
  11114. break;
  11115. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11116. {
  11117. if( md->deletetimer != INVALID_TIMER )
  11118. delete_timer(md->deletetimer, mob_timer_delete);
  11119. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11120. }
  11121. mob_spawn(md);
  11122. }
  11123. }
  11124. break;
  11125. case SG_SUN_WARM:
  11126. case SG_MOON_WARM:
  11127. case SG_STAR_WARM:
  11128. skill_clear_unitgroup(src);
  11129. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11130. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11131. flag|=1;
  11132. break;
  11133. case PA_GOSPEL:
  11134. if (sce && sce->val4 == BCT_SELF)
  11135. {
  11136. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11137. return 0;
  11138. }
  11139. else
  11140. {
  11141. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11142. if (!sg) break;
  11143. if (sce)
  11144. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11145. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11146. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11147. }
  11148. break;
  11149. case NJ_TATAMIGAESHI:
  11150. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11151. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11152. break;
  11153. case AM_RESURRECTHOMUN: //[orn]
  11154. if (sd)
  11155. {
  11156. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11157. {
  11158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11159. break;
  11160. }
  11161. }
  11162. break;
  11163. case RK_WINDCUTTER:
  11164. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11165. case AC_SHOWER:
  11166. if (skill_id == AC_SHOWER)
  11167. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11168. case MA_SHOWER:
  11169. case NC_COLDSLOWER:
  11170. case RK_DRAGONBREATH:
  11171. case RK_DRAGONBREATH_WATER:
  11172. case RL_HAMMER_OF_GOD:
  11173. // Cast center might be relevant later (e.g. for knockback direction)
  11174. skill_area_temp[4] = x;
  11175. skill_area_temp[5] = y;
  11176. i = skill_get_splash(skill_id,skill_lv);
  11177. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11178. break;
  11179. case SO_ARRULLO:
  11180. i = skill_get_splash(skill_id,skill_lv);
  11181. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11182. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11183. break;
  11184. case GC_POISONSMOKE:
  11185. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11186. if( sd )
  11187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11188. return 0;
  11189. }
  11190. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  11191. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11192. break;
  11193. case AB_EPICLESIS:
  11194. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11195. i = skill_get_splash(skill_id, skill_lv);
  11196. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11197. }
  11198. break;
  11199. case WL_COMET:
  11200. case NPC_COMET:
  11201. if( sc ) {
  11202. sc->comet_x = x;
  11203. sc->comet_y = y;
  11204. }
  11205. i = skill_get_splash(skill_id,skill_lv);
  11206. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11207. break;
  11208. case WL_EARTHSTRAIN:
  11209. {
  11210. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11211. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11212. for( w = 1; w <= wave; w++ )
  11213. {
  11214. switch( dir ){
  11215. case 0: case 1: case 7: sy = y + w; break;
  11216. case 3: case 4: case 5: sy = y - w; break;
  11217. case 2: sx = x - w; break;
  11218. case 6: sx = x + w; break;
  11219. }
  11220. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11221. }
  11222. }
  11223. break;
  11224. case RA_DETONATOR:
  11225. i = skill_get_splash(skill_id, skill_lv);
  11226. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11227. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11228. break;
  11229. case NC_NEUTRALBARRIER:
  11230. case NC_STEALTHFIELD:
  11231. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11232. skill_clear_unitgroup(src);
  11233. return 0;
  11234. }
  11235. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11236. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11237. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11238. }
  11239. break;
  11240. case NC_SILVERSNIPER:
  11241. {
  11242. struct mob_data *md;
  11243. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11244. if( md ) {
  11245. md->master_id = src->id;
  11246. md->special_state.ai = AI_FAW;
  11247. if( md->deletetimer != INVALID_TIMER )
  11248. delete_timer(md->deletetimer, mob_timer_delete);
  11249. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11250. mob_spawn(md);
  11251. }
  11252. }
  11253. break;
  11254. case NC_MAGICDECOY:
  11255. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11256. break;
  11257. case SC_FEINTBOMB: {
  11258. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11259. if( group == NULL || group->unit == NULL ) {
  11260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11261. return 1;
  11262. }
  11263. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11264. pc_setinvincibletimer(sd, skill_get_time(skill_id, skill_lv));
  11265. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11266. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11267. }
  11268. break;
  11269. case SC_ESCAPE:
  11270. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11271. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_NONE);
  11272. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11273. flag |= 1;
  11274. break;
  11275. case LG_OVERBRAND: {
  11276. int dir = map_calc_dir(src,x,y);
  11277. int sx = src->x, sy = src->y;
  11278. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11279. for( i = 0; i < layout->count; i++ )
  11280. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11281. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11282. }
  11283. break;
  11284. case LG_BANDING:
  11285. if( sc && sc->data[SC_BANDING] )
  11286. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11287. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11288. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11289. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11290. break;
  11291. case LG_RAYOFGENESIS:
  11292. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11293. i = skill_get_splash(skill_id,skill_lv);
  11294. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11295. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11296. } else if( sd )
  11297. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11298. break;
  11299. case WM_DOMINION_IMPULSE:
  11300. i = skill_get_splash(skill_id, skill_lv);
  11301. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11302. break;
  11303. case WM_GREAT_ECHO:
  11304. case WM_SOUND_OF_DESTRUCTION:
  11305. i = skill_get_splash(skill_id,skill_lv);
  11306. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11307. break;
  11308. case WM_SEVERE_RAINSTORM:
  11309. flag |= 1;
  11310. if (sd)
  11311. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11312. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11313. break;
  11314. case GN_CRAZYWEED: {
  11315. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11316. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11317. int x1 = x - area + rnd()%(area * 2 + 1);
  11318. int y1 = y - area + rnd()%(area * 2 + 1);
  11319. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11320. }
  11321. }
  11322. break;
  11323. case GN_FIRE_EXPANSION: {
  11324. int i_su;
  11325. struct unit_data *ud = unit_bl2ud(src);
  11326. if( !ud ) break;
  11327. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11328. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11329. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11330. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11331. switch (skill_lv) {
  11332. case 1: {
  11333. // TODO:
  11334. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11335. skill_delunit(su);
  11336. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11337. flag |= 1;
  11338. }
  11339. break;
  11340. case 2:
  11341. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11342. if (su != NULL)
  11343. skill_delunit(su);
  11344. break;
  11345. case 3:
  11346. skill_delunit(su);
  11347. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11348. flag |= 1;
  11349. break;
  11350. case 4:
  11351. skill_delunit(su);
  11352. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11353. flag |= 1;
  11354. break;
  11355. case 5: {
  11356. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11357. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11358. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11359. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11360. if (su != NULL)
  11361. skill_delunit(su);
  11362. }
  11363. break;
  11364. }
  11365. }
  11366. }
  11367. }
  11368. break;
  11369. case SO_FIREWALK:
  11370. case SO_ELECTRICWALK:
  11371. if( sc && sc->data[type] )
  11372. status_change_end(src,type,INVALID_TIMER);
  11373. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11374. break;
  11375. case KO_MAKIBISHI:
  11376. for( i = 0; i < (skill_lv+2); i++ ) {
  11377. x = src->x - 1 + rnd()%3;
  11378. y = src->y - 1 + rnd()%3;
  11379. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11380. }
  11381. break;
  11382. case KO_MUCHANAGE: {
  11383. struct status_data *sstatus;
  11384. int rate = 0;
  11385. sstatus = status_get_status_data(src);
  11386. i = skill_get_splash(skill_id,skill_lv);
  11387. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11388. if( rate < 0 )
  11389. rate = 0;
  11390. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11391. if( rnd()%100 < rate )
  11392. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11393. }
  11394. break;
  11395. case RL_FALLEN_ANGEL:
  11396. if (unit_movepos(src,x,y,1,1)) {
  11397. clif_snap(src, src->x, src->y);
  11398. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11399. } else {
  11400. if (sd)
  11401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11402. }
  11403. break;
  11404. case RL_FIRE_RAIN: {
  11405. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11406. int sx = x = src->x, sy = y = src->y;
  11407. for (w = 0; w <= wave; w++) {
  11408. switch (dir) {
  11409. case DIR_NORTH:
  11410. case DIR_NORTHWEST:
  11411. case DIR_NORTHEAST:
  11412. sy = y + w;
  11413. break;
  11414. case DIR_WEST:
  11415. sx = x - w;
  11416. break;
  11417. case DIR_SOUTHWEST:
  11418. case DIR_SOUTH:
  11419. case DIR_SOUTHEAST:
  11420. sy = y - w;
  11421. break;
  11422. case DIR_EAST:
  11423. sx = x + w;
  11424. break;
  11425. }
  11426. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11427. }
  11428. }
  11429. break;
  11430. case NC_MAGMA_ERUPTION:
  11431. // 1st, AoE 'slam' damage
  11432. i = skill_get_splash(skill_id, skill_lv);
  11433. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11434. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11435. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11436. // 2nd, AoE 'eruption' unit
  11437. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11438. }
  11439. break;
  11440. case SU_LOPE:
  11441. {
  11442. uint8 dir = map_calc_dir(src, x, y);
  11443. // Fails on noteleport maps, except for GvG and BG maps
  11444. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11445. x = src->x;
  11446. y = src->y;
  11447. }
  11448. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11449. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11450. clif_blown(src);
  11451. }
  11452. break;
  11453. default:
  11454. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11455. return 1;
  11456. }
  11457. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11458. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11459. if( sd )
  11460. {// ensure that the skill last-cast tick is recorded
  11461. sd->canskill_tick = gettick();
  11462. if( sd->state.arrow_atk && !(flag&1) )
  11463. {// consume arrow if this is a ground skill
  11464. battle_consume_ammo(sd, skill_id, skill_lv);
  11465. }
  11466. skill_onskillusage(sd, NULL, skill_id, tick);
  11467. // perform skill requirement consumption
  11468. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11469. }
  11470. return 0;
  11471. }
  11472. /*==========================================
  11473. *
  11474. *------------------------------------------*/
  11475. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11476. {
  11477. nullpo_ret(sd);
  11478. //Simplify skill_failed code.
  11479. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11480. if(skill_id != sd->menuskill_id)
  11481. return 0;
  11482. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11483. skill_failed(sd);
  11484. return 0;
  11485. }
  11486. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11487. skill_failed(sd);
  11488. return 0;
  11489. }
  11490. pc_stop_attack(sd);
  11491. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11492. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11493. if(strcmp(mapname,"cancel")==0) {
  11494. skill_failed(sd);
  11495. return 0;
  11496. }
  11497. switch(skill_id)
  11498. {
  11499. case AL_TELEPORT:
  11500. case ALL_ODINS_RECALL:
  11501. //The storage window is closed automatically by the client when there's
  11502. //any kind of map change, so we need to restore it automatically
  11503. //bugreport:8027
  11504. if(strcmp(mapname,"Random") == 0)
  11505. pc_randomwarp(sd,CLR_TELEPORT);
  11506. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11507. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11508. clif_refresh_storagewindow(sd);
  11509. break;
  11510. case AL_WARP:
  11511. {
  11512. const struct point *p[4];
  11513. struct skill_unit_group *group;
  11514. int i, lv, wx, wy;
  11515. int maxcount=0;
  11516. int x,y;
  11517. unsigned short mapindex;
  11518. mapindex = mapindex_name2id((char*)mapname);
  11519. if(!mapindex) { //Given map not found?
  11520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11521. skill_failed(sd);
  11522. return 0;
  11523. }
  11524. p[0] = &sd->status.save_point;
  11525. p[1] = &sd->status.memo_point[0];
  11526. p[2] = &sd->status.memo_point[1];
  11527. p[3] = &sd->status.memo_point[2];
  11528. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11529. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11530. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11531. maxcount--;
  11532. }
  11533. if(!maxcount) {
  11534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11535. skill_failed(sd);
  11536. return 0;
  11537. }
  11538. }
  11539. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11540. wx = sd->menuskill_val>>16;
  11541. wy = sd->menuskill_val&0xffff;
  11542. if( lv <= 0 ) return 0;
  11543. if( lv > 4 ) lv = 4; // crash prevention
  11544. // check if the chosen map exists in the memo list
  11545. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11546. if( i < lv ) {
  11547. x=p[i]->x;
  11548. y=p[i]->y;
  11549. } else {
  11550. skill_failed(sd);
  11551. return 0;
  11552. }
  11553. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11554. { // This checks versus skill_id/skill_lv...
  11555. skill_failed(sd);
  11556. return 0;
  11557. }
  11558. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11559. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11560. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11561. skill_failed(sd);
  11562. return 0;
  11563. }
  11564. group->val1 = (group->val1<<16)|(short)0;
  11565. // record the destination coordinates
  11566. group->val2 = (x<<16)|y;
  11567. group->val3 = mapindex;
  11568. }
  11569. break;
  11570. }
  11571. sd->menuskill_id = sd->menuskill_val = 0;
  11572. return 0;
  11573. #undef skill_failed
  11574. }
  11575. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11576. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11577. {
  11578. struct skill_unit* target = (struct skill_unit*)bl;
  11579. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11580. int flag = va_arg(ap, int);
  11581. if (src == target)
  11582. return 0;
  11583. if (!target->group || !(target->group->state.song_dance&0x1))
  11584. return 0;
  11585. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11586. return 0;
  11587. if (flag) //Set dissonance
  11588. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11589. else //Remove dissonance
  11590. target->val2 &= ~UF_ENSEMBLE;
  11591. skill_getareachar_skillunit_visibilty(target, AREA);
  11592. return 1;
  11593. }
  11594. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11595. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11596. //When 1, this unit has been positioned, so start the cancel effect.
  11597. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11598. {
  11599. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11600. return 0;
  11601. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11602. return 0; //Nothing to remove, this unit is not overlapped.
  11603. if (unit->val1 != unit->group->skill_id)
  11604. { //Reset state
  11605. unit->val1 = unit->group->skill_id;
  11606. unit->val2 &= ~UF_ENSEMBLE;
  11607. }
  11608. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11609. }
  11610. /**
  11611. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11612. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11613. * @param flag 0 Convert
  11614. * @param flag 1 Revert
  11615. * @return true success
  11616. * @TODO: This should be completely removed later and rewritten
  11617. * The entire execution of the overlapping songs instances is dirty and hacked together
  11618. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11619. */
  11620. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11621. {
  11622. static int prevflag = 1; // by default the backup is empty
  11623. static struct skill_unit_group backup;
  11624. struct skill_unit_group* group;
  11625. if( unit == NULL || (group = unit->group) == NULL )
  11626. return false;
  11627. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11628. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11629. return false;
  11630. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11631. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11632. flag ? "read an empty backup" : "write to a full backup",
  11633. group->skill_id, group->skill_lv, group->src_id);
  11634. return false;
  11635. }
  11636. prevflag = flag;
  11637. if (!flag) { //Transform
  11638. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11639. // backup
  11640. backup.skill_id = group->skill_id;
  11641. backup.skill_lv = group->skill_lv;
  11642. backup.unit_id = group->unit_id;
  11643. backup.target_flag = group->target_flag;
  11644. backup.bl_flag = group->bl_flag;
  11645. backup.interval = group->interval;
  11646. // replace
  11647. group->skill_id = skill_id;
  11648. group->skill_lv = 1;
  11649. group->unit_id = skill_get_unit_id(skill_id,0);
  11650. group->target_flag = skill_get_unit_target(skill_id);
  11651. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11652. group->interval = skill_get_unit_interval(skill_id);
  11653. } else { //Restore
  11654. group->skill_id = backup.skill_id;
  11655. group->skill_lv = backup.skill_lv;
  11656. group->unit_id = backup.unit_id;
  11657. group->target_flag = backup.target_flag;
  11658. group->bl_flag = backup.bl_flag;
  11659. group->interval = backup.interval;
  11660. }
  11661. return true;
  11662. }
  11663. /**
  11664. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11665. * @param src Object that triggers the skill
  11666. * @param skill_id Skill ID
  11667. * @param skill_lv Skill level of used skill
  11668. * @param x Position x
  11669. * @param y Position y
  11670. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11671. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11672. * @return skill_unit_group
  11673. */
  11674. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11675. {
  11676. struct skill_unit_group *group;
  11677. int i, val1 = 0, val2 = 0, val3 = 0;
  11678. t_tick limit;
  11679. int link_group_id = 0;
  11680. int target, interval, range, unit_flag, req_item = 0;
  11681. struct s_skill_unit_layout *layout;
  11682. struct map_session_data *sd;
  11683. struct status_data *status;
  11684. struct status_change *sc;
  11685. int active_flag = 1;
  11686. int subunt = 0;
  11687. bool hidden = false;
  11688. struct map_data *mapdata;
  11689. nullpo_retr(NULL, src);
  11690. mapdata = map_getmapdata(src->m);
  11691. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  11692. range = skill_get_unit_range(skill_id,skill_lv);
  11693. interval = skill_get_unit_interval(skill_id);
  11694. target = skill_get_unit_target(skill_id);
  11695. unit_flag = skill_get_unit_flag(skill_id);
  11696. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11697. sd = BL_CAST(BL_PC, src);
  11698. status = status_get_status_data(src);
  11699. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11700. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11701. switch( skill_id ) {
  11702. case MH_STEINWAND:
  11703. val2 = 4 + skill_lv;
  11704. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11705. break;
  11706. case MG_SAFETYWALL:
  11707. #ifdef RENEWAL
  11708. val2 = status_get_max_hp(src) * 3;
  11709. #else
  11710. val2 = skill_lv+1;
  11711. #endif
  11712. break;
  11713. case MG_FIREWALL:
  11714. if(sc && sc->data[SC_VIOLENTGALE])
  11715. limit = limit*3/2;
  11716. val2 = 4+skill_lv;
  11717. break;
  11718. case AL_WARP:
  11719. val1=skill_lv+6;
  11720. if(!(flag&1))
  11721. limit=2000;
  11722. else // previous implementation (not used anymore)
  11723. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11724. if( src->type != BL_SKILL ) return NULL;
  11725. group = ((TBL_SKILL*)src)->group;
  11726. src = map_id2bl(group->src_id);
  11727. if( !src ) return NULL;
  11728. val2 = group->val2; //Copy the (x,y) position you warp to
  11729. val3 = group->val3; //as well as the mapindex to warp to.
  11730. }
  11731. break;
  11732. case HP_BASILICA:
  11733. val1 = src->id; // Store caster id.
  11734. break;
  11735. case PR_SANCTUARY:
  11736. case NPC_EVILLAND:
  11737. val1=skill_lv+3;
  11738. break;
  11739. case WZ_METEOR:
  11740. case SU_CN_METEOR:
  11741. case SU_CN_METEOR2:
  11742. limit = flag;
  11743. flag = 0; // Flag should not influence anything else for these skills
  11744. break;
  11745. case WZ_FIREPILLAR:
  11746. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11747. return NULL;
  11748. if((flag&1)!=0)
  11749. limit=1000;
  11750. val1=skill_lv+2;
  11751. break;
  11752. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11753. case AM_DEMONSTRATION:
  11754. case GN_HELLS_PLANT:
  11755. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11756. return NULL;
  11757. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  11758. target = BCT_ALL;
  11759. break;
  11760. case HT_SKIDTRAP:
  11761. case MA_SKIDTRAP:
  11762. //Save position of caster
  11763. val1 = ((src->x)<<16)|(src->y);
  11764. case HT_ANKLESNARE:
  11765. case HT_SHOCKWAVE:
  11766. case HT_SANDMAN:
  11767. case MA_SANDMAN:
  11768. case HT_CLAYMORETRAP:
  11769. case HT_LANDMINE:
  11770. case MA_LANDMINE:
  11771. case HT_FLASHER:
  11772. case HT_FREEZINGTRAP:
  11773. case MA_FREEZINGTRAP:
  11774. case HT_BLASTMINE:
  11775. case RA_ELECTRICSHOCKER:
  11776. case RA_CLUSTERBOMB:
  11777. case RA_MAGENTATRAP:
  11778. case RA_COBALTTRAP:
  11779. case RA_MAIZETRAP:
  11780. case RA_VERDURETRAP:
  11781. case RA_FIRINGTRAP:
  11782. case RA_ICEBOUNDTRAP:
  11783. case RL_B_TRAP:
  11784. case SC_ESCAPE:
  11785. {
  11786. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11787. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11788. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11789. req_item = req.itemid[i];
  11790. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  11791. break;
  11792. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  11793. target = BCT_ALL;
  11794. }
  11795. break;
  11796. case SA_LANDPROTECTOR:
  11797. case SA_VOLCANO:
  11798. case SA_DELUGE:
  11799. case SA_VIOLENTGALE:
  11800. case SC_CHAOSPANIC:
  11801. {
  11802. struct skill_unit_group *old_sg;
  11803. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11804. { //HelloKitty confirmed that these are interchangeable,
  11805. //so you can change element and not consume gemstones.
  11806. if ((
  11807. old_sg->skill_id == SA_VOLCANO ||
  11808. old_sg->skill_id == SA_DELUGE ||
  11809. old_sg->skill_id == SA_VIOLENTGALE
  11810. ) && old_sg->limit > 0)
  11811. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11812. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11813. if (limit < 0) //This can happen...
  11814. limit = skill_get_time(skill_id,skill_lv);
  11815. }
  11816. skill_clear_group(src,1);
  11817. }
  11818. break;
  11819. }
  11820. case BA_WHISTLE:
  11821. #ifdef RENEWAL
  11822. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11823. #else
  11824. val1 = skill_lv + status->agi / 10; // Flee increase
  11825. #endif
  11826. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11827. if (sd) {
  11828. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11829. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11830. }
  11831. break;
  11832. case DC_HUMMING:
  11833. #ifdef RENEWAL
  11834. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11835. #else
  11836. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11837. #endif
  11838. if (sd)
  11839. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11840. break;
  11841. case BA_POEMBRAGI:
  11842. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11843. //For some reason at level 10 the base delay reduction is 50%.
  11844. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11845. if (sd) {
  11846. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11847. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11848. }
  11849. break;
  11850. case DC_DONTFORGETME:
  11851. #ifdef RENEWAL
  11852. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11853. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11854. #else
  11855. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11856. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11857. #endif
  11858. if (sd) {
  11859. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11860. #ifdef RENEWAL
  11861. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11862. #else
  11863. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11864. #endif
  11865. }
  11866. val1 *= 10; //Because 10 is actually 1% aspd
  11867. break;
  11868. case DC_SERVICEFORYOU:
  11869. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11870. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11871. if (sd) {
  11872. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11873. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11874. }
  11875. break;
  11876. case BA_ASSASSINCROSS:
  11877. if (sd)
  11878. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11879. #ifdef RENEWAL // ASPD increase
  11880. val1 += skill_lv + (status->agi / 20);
  11881. #else
  11882. val1 += 5 + skill_lv + (status->agi / 20);
  11883. val1 *= 10; // ASPD works with 1000 as 100%
  11884. #endif
  11885. break;
  11886. case DC_FORTUNEKISS:
  11887. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11888. val1 *= 10; //Because every 10 crit is an actual cri point.
  11889. if (sd)
  11890. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11891. break;
  11892. case BD_DRUMBATTLEFIELD:
  11893. #ifdef RENEWAL
  11894. val1 = (skill_lv+5)*25; //Atk increase
  11895. val2 = skill_lv*10; //Def increase
  11896. #else
  11897. val1 = (skill_lv+1)*25; //Atk increase
  11898. val2 = (skill_lv+1)*2; //Def increase
  11899. #endif
  11900. break;
  11901. case BD_RINGNIBELUNGEN:
  11902. val1 = (skill_lv+2)*25; //Atk increase
  11903. break;
  11904. case BD_RICHMANKIM:
  11905. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11906. break;
  11907. case BD_SIEGFRIED:
  11908. val1 = 55 + skill_lv*5; //Elemental Resistance
  11909. val2 = skill_lv*10; //Status ailment resistance
  11910. break;
  11911. case WE_CALLPARTNER:
  11912. if (sd) val1 = sd->status.partner_id;
  11913. break;
  11914. case WE_CALLPARENT:
  11915. if (sd) {
  11916. val1 = sd->status.father;
  11917. val2 = sd->status.mother;
  11918. }
  11919. break;
  11920. case WE_CALLBABY:
  11921. if (sd) val1 = sd->status.child;
  11922. break;
  11923. case NJ_KAENSIN:
  11924. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11925. val2 = (skill_lv+1)/2 + 4;
  11926. break;
  11927. case NJ_SUITON:
  11928. skill_clear_group(src, 1);
  11929. break;
  11930. case GS_GROUNDDRIFT:
  11931. {
  11932. // Ground Drift Element is decided when it's placed.
  11933. int ele = skill_get_ele(skill_id, skill_lv);
  11934. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11935. if (ele == -3)
  11936. val1 = element[rnd()%5]; // Use random from available unit visual?
  11937. else if (ele == -2)
  11938. val1 = status_get_attack_sc_element(src,sc);
  11939. else if (ele == -1) {
  11940. val1 = status->rhw.ele;
  11941. if (sc && sc->data[SC_ENCHANTARMS])
  11942. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11943. }
  11944. switch (val1) {
  11945. case ELE_FIRE:
  11946. subunt++;
  11947. case ELE_WATER:
  11948. subunt++;
  11949. case ELE_POISON:
  11950. subunt++;
  11951. case ELE_DARK:
  11952. subunt++;
  11953. case ELE_WIND:
  11954. break;
  11955. default:
  11956. subunt = rnd()%5;
  11957. break;
  11958. }
  11959. break;
  11960. }
  11961. case GC_POISONSMOKE:
  11962. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11963. return NULL;
  11964. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11965. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11966. limit = skill_get_time(skill_id, skill_lv);
  11967. break;
  11968. case GD_LEADERSHIP:
  11969. case GD_GLORYWOUNDS:
  11970. case GD_SOULCOLD:
  11971. case GD_HAWKEYES:
  11972. limit = 1000000;//it doesn't matter
  11973. break;
  11974. case LG_BANDING:
  11975. limit = -1;
  11976. break;
  11977. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11978. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11979. target = BCT_ALL;
  11980. case WM_SEVERE_RAINSTORM:
  11981. case SO_WATER_INSIGNIA:
  11982. case SO_FIRE_INSIGNIA:
  11983. case SO_WIND_INSIGNIA:
  11984. case SO_EARTH_INSIGNIA:
  11985. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11986. return NULL;
  11987. break;
  11988. case SO_CLOUD_KILL:
  11989. skill_clear_group(src, 4);
  11990. break;
  11991. case SO_WARMER:
  11992. skill_clear_group(src, 8);
  11993. break;
  11994. case SO_FIREWALK:
  11995. case SO_ELECTRICWALK:
  11996. limit = skill_get_time2(skill_id, skill_lv);
  11997. break;
  11998. case GN_WALLOFTHORN:
  11999. // Turns to Firewall
  12000. if( flag&1 )
  12001. limit = 3000;
  12002. val3 = (x<<16)|y;
  12003. break;
  12004. case GN_DEMONIC_FIRE:
  12005. if (flag) { // Fire Expansion level 1
  12006. limit = flag + 10000;
  12007. flag = 0;
  12008. }
  12009. break;
  12010. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12011. case GN_FIRE_EXPANSION_TEAR_GAS:
  12012. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12013. break;
  12014. case KO_ZENKAI:
  12015. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12016. val1 = sd->spiritcharm;
  12017. val2 = sd->spiritcharm_type;
  12018. limit = 6000 * val1;
  12019. subunt = sd->spiritcharm_type - 1;
  12020. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12021. }
  12022. break;
  12023. case HW_GRAVITATION:
  12024. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12025. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12026. break;
  12027. case SO_VACUUM_EXTREME:
  12028. // Coordinates
  12029. val1 = x;
  12030. val2 = y;
  12031. val3 = 0; // Suck target at n seconds.
  12032. break;
  12033. case NC_MAGMA_ERUPTION:
  12034. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  12035. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  12036. limit = interval * 10;
  12037. break;
  12038. case MH_VOLCANIC_ASH:
  12039. if (!map_flag_vs(src->m))
  12040. target = BCT_ENEMY;
  12041. break;
  12042. }
  12043. // Init skill unit group
  12044. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  12045. group->val1 = val1;
  12046. group->val2 = val2;
  12047. group->val3 = val3;
  12048. group->link_group_id = link_group_id;
  12049. group->target_flag = target;
  12050. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12051. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12052. 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
  12053. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12054. group->item_id = req_item;
  12055. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12056. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12057. active_flag = 0;
  12058. // Put message for Talkie Box & Graffiti
  12059. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12060. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12061. if (sd)
  12062. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12063. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12064. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12065. }
  12066. // Dance skill
  12067. if (group->state.song_dance) {
  12068. if(sd) {
  12069. sd->skill_id_dance = skill_id;
  12070. sd->skill_lv_dance = skill_lv;
  12071. }
  12072. if (
  12073. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12074. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12075. )
  12076. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12077. }
  12078. // Set skill unit
  12079. limit = group->limit;
  12080. for( i = 0; i < layout->count; i++ ) {
  12081. struct skill_unit *unit;
  12082. int ux = x + layout->dx[i];
  12083. int uy = y + layout->dy[i];
  12084. int unit_val1 = skill_lv;
  12085. int unit_val2 = 0;
  12086. int alive = 1;
  12087. // are the coordinates out of range?
  12088. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12089. continue;
  12090. }
  12091. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12092. continue; // don't place skill units on walls (except for songs/dances/encores)
  12093. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12094. continue; // no path between cell and caster
  12095. switch( skill_id ) {
  12096. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12097. case HT_LANDMINE:
  12098. case MA_LANDMINE:
  12099. case HT_ANKLESNARE:
  12100. case HT_SHOCKWAVE:
  12101. case HT_SANDMAN:
  12102. case MA_SANDMAN:
  12103. case HT_FLASHER:
  12104. case HT_FREEZINGTRAP:
  12105. case MA_FREEZINGTRAP:
  12106. case HT_SKIDTRAP:
  12107. case MA_SKIDTRAP:
  12108. case HT_CLAYMORETRAP:
  12109. case HT_BLASTMINE:
  12110. case SC_ESCAPE:
  12111. unit_val1 = 3500;
  12112. break;
  12113. case MG_FIREWALL:
  12114. case NJ_KAENSIN:
  12115. unit_val2 = group->val2;
  12116. break;
  12117. case WZ_ICEWALL:
  12118. unit_val1 = 200 + 200*skill_lv;
  12119. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12120. break;
  12121. case WZ_WATERBALL:
  12122. //Check if there are cells that can be turned into waterball units
  12123. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12124. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12125. break; //Turn water, deluge or suiton into waterball cell
  12126. continue;
  12127. case GS_DESPERADO:
  12128. unit_val1 = abs(layout->dx[i]);
  12129. unit_val2 = abs(layout->dy[i]);
  12130. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12131. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12132. if (unit_val1) unit_val1--;
  12133. unit_val1 = 36 -12*unit_val1;
  12134. } else //Diagonal edges
  12135. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12136. if (unit_val1 < 1) unit_val1 = 1;
  12137. unit_val2 = 0;
  12138. break;
  12139. case WM_REVERBERATION:
  12140. unit_val1 = 1 + skill_lv;
  12141. break;
  12142. case WM_POEMOFNETHERWORLD:
  12143. unit_val1 = 1 + skill_lv;
  12144. break;
  12145. case GN_WALLOFTHORN:
  12146. if (flag&1) // Turned become Firewall
  12147. break;
  12148. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12149. unit_val2 = 20; // Max hits
  12150. break;
  12151. case RL_B_TRAP:
  12152. unit_val1 = 3500;
  12153. unit_val2 = 0;
  12154. break;
  12155. default:
  12156. if (group->state.song_dance&0x1)
  12157. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  12158. break;
  12159. }
  12160. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  12161. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  12162. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12163. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12164. // Check active cell to failing or remove current unit
  12165. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12166. if( !alive )
  12167. continue;
  12168. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12169. unit->limit = limit;
  12170. unit->range = range;
  12171. if (skill_id == PF_FOGWALL && alive == 2)
  12172. { //Double duration of cells on top of Deluge/Suiton
  12173. unit->limit *= 2;
  12174. group->limit = unit->limit;
  12175. }
  12176. // Execute on all targets standing on this cell
  12177. if (range == 0 && active_flag)
  12178. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12179. }
  12180. if (!group->alive_count)
  12181. { //No cells? Something that was blocked completely by Land Protector?
  12182. skill_delunitgroup(group);
  12183. return NULL;
  12184. }
  12185. //success, unit created.
  12186. switch( skill_id ) {
  12187. case NJ_TATAMIGAESHI: //Store number of tiles.
  12188. group->val1 = group->alive_count;
  12189. break;
  12190. }
  12191. return group;
  12192. }
  12193. /*==========================================
  12194. *
  12195. *------------------------------------------*/
  12196. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12197. {
  12198. skill_unit_onplace(unit, bl, tick);
  12199. }
  12200. /**
  12201. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12202. * while skill unit initialized or moved (such by knock back).
  12203. * As a follow of skill_unit_effect flag &1
  12204. * @param unit
  12205. * @param bl Target
  12206. * @param tick
  12207. */
  12208. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12209. {
  12210. struct skill_unit_group *sg;
  12211. struct block_list *ss; // Actual source that cast the skill unit
  12212. struct status_change *sc;
  12213. struct status_change_entry *sce;
  12214. struct status_data *tstatus;
  12215. enum sc_type type;
  12216. uint16 skill_id;
  12217. nullpo_ret(unit);
  12218. nullpo_ret(bl);
  12219. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12220. return 0;
  12221. nullpo_ret(sg = unit->group);
  12222. nullpo_ret(ss = map_id2bl(sg->src_id));
  12223. tstatus = status_get_status_data(bl);
  12224. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  12225. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12226. return 0; //AoE skills are ineffective. [Skotlex]
  12227. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12228. return 0; //Songs don't work in Basilica
  12229. sc = status_get_sc(bl);
  12230. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  12231. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12232. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12233. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12234. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  12235. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12236. type = status_skill2sc(sg->skill_id);
  12237. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12238. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12239. switch (sg->unit_id) {
  12240. case UNT_SPIDERWEB:
  12241. if (sc) {
  12242. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12243. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12244. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12245. const struct TimerData* td;
  12246. struct map_data *mapdata = map_getmapdata(bl->m);
  12247. if (mapdata_flag_vs(mapdata))
  12248. sec /= 2;
  12249. if (sc->data[type]) {
  12250. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12251. //Already triple affected, immune
  12252. sg->limit = DIFF_TICK(tick, sg->tick);
  12253. break;
  12254. }
  12255. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12256. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12257. sec *= (sc->data[type]->val1 + 1);
  12258. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12259. sec *= (sc->data[type]->val1 + 1);
  12260. //Add group id to status change
  12261. if (sc->data[type]->val2 == 0)
  12262. sc->data[type]->val2 = sg->group_id;
  12263. else if (sc->data[type]->val3 == 0)
  12264. sc->data[type]->val3 = sg->group_id;
  12265. else if (sc->data[type]->val4 == 0)
  12266. sc->data[type]->val4 = sg->group_id;
  12267. //Overwrite status change with new duration
  12268. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12269. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12270. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12271. }
  12272. else {
  12273. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12274. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12275. if (td)
  12276. sec = DIFF_TICK(td->tick, tick);
  12277. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12278. clif_fixpos(bl);
  12279. }
  12280. else
  12281. sec = 3000; //Couldn't trap it?
  12282. }
  12283. sg->val2 = bl->id;
  12284. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12285. }
  12286. break;
  12287. case UNT_SAFETYWALL:
  12288. if (!sce)
  12289. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12290. break;
  12291. case UNT_BLOODYLUST:
  12292. if (sg->src_id == bl->id)
  12293. break; //Does not affect the caster.
  12294. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12295. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12296. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12297. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12298. break;
  12299. case UNT_PNEUMA:
  12300. if (!sce)
  12301. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12302. break;
  12303. case UNT_CHAOSPANIC:
  12304. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12305. break;
  12306. case UNT_WARP_WAITING: {
  12307. int working = sg->val1&0xffff;
  12308. if(bl->type==BL_PC && !working){
  12309. struct map_session_data *sd = (struct map_session_data *)bl;
  12310. if((!sd->chatID || battle_config.chat_warpportal)
  12311. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12312. {
  12313. int x = sg->val2>>16;
  12314. int y = sg->val2&0xffff;
  12315. int count = sg->val1>>16;
  12316. unsigned short m = sg->val3;
  12317. if( --count <= 0 )
  12318. skill_delunitgroup(sg);
  12319. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12320. working = 1;/* we break it because officials break it, lovely stuff. */
  12321. sg->val1 = (count<<16)|working;
  12322. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12323. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12324. }
  12325. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12326. int16 m = map_mapindex2mapid(sg->val3);
  12327. if (m < 0) break; //Map not available on this map-server.
  12328. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12329. }
  12330. }
  12331. break;
  12332. case UNT_QUAGMIRE:
  12333. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12334. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12335. break;
  12336. case UNT_VOLCANO:
  12337. case UNT_DELUGE:
  12338. case UNT_VIOLENTGALE:
  12339. case UNT_FIRE_INSIGNIA:
  12340. case UNT_WATER_INSIGNIA:
  12341. case UNT_WIND_INSIGNIA:
  12342. case UNT_EARTH_INSIGNIA:
  12343. if(!sce)
  12344. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12345. break;
  12346. case UNT_WATER_BARRIER:
  12347. case UNT_ZEPHYR:
  12348. case UNT_POWER_OF_GAIA:
  12349. if (bl->id == ss->id)
  12350. break; // Doesn't affect the Elemental
  12351. if (!sce)
  12352. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12353. break;
  12354. case UNT_SUITON:
  12355. if(!sce)
  12356. sc_start4(ss, bl,type,100,sg->skill_lv,
  12357. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12358. 0,0,sg->limit);
  12359. break;
  12360. case UNT_HERMODE:
  12361. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12362. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12363. case UNT_RICHMANKIM:
  12364. case UNT_ETERNALCHAOS:
  12365. case UNT_DRUMBATTLEFIELD:
  12366. case UNT_RINGNIBELUNGEN:
  12367. case UNT_ROKISWEIL:
  12368. case UNT_INTOABYSS:
  12369. case UNT_SIEGFRIED:
  12370. //Needed to check when a dancer/bard leaves their ensemble area.
  12371. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12372. return skill_id;
  12373. if (!sce)
  12374. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12375. break;
  12376. case UNT_WHISTLE:
  12377. case UNT_ASSASSINCROSS:
  12378. case UNT_POEMBRAGI:
  12379. case UNT_APPLEIDUN:
  12380. case UNT_HUMMING:
  12381. case UNT_DONTFORGETME:
  12382. case UNT_FORTUNEKISS:
  12383. case UNT_SERVICEFORYOU:
  12384. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12385. return 0;
  12386. if (!sc) return 0;
  12387. if (!sce)
  12388. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12389. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12390. sce->val4 = 0; //remove the mark that we stepped out
  12391. delete_timer(sce->timer, status_change_timer);
  12392. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12393. }
  12394. break;
  12395. case UNT_FOGWALL:
  12396. if (!sce)
  12397. {
  12398. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12399. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12400. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12401. }
  12402. break;
  12403. case UNT_GRAVITATION:
  12404. if (!sce)
  12405. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12406. break;
  12407. case UNT_BASILICA:
  12408. {
  12409. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12410. if (i > 0) {
  12411. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12412. break;
  12413. }
  12414. if (!sce && i <= 0)
  12415. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12416. }
  12417. break;
  12418. case UNT_MOONLIT:
  12419. //Knockback out of area if affected char isn't in Moonlit effect
  12420. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12421. break;
  12422. if (ss == bl) //Also needed to prevent infinite loop crash.
  12423. break;
  12424. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12425. break;
  12426. case UNT_REVERBERATION:
  12427. if (sg->src_id == bl->id)
  12428. break; //Does not affect the caster.
  12429. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12430. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12431. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12432. sg->unit_id = UNT_USED_TRAPS;
  12433. break;
  12434. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12435. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12436. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12437. break;
  12438. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12439. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12440. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12441. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12442. break;
  12443. case UNT_VOLCANIC_ASH:
  12444. if (!sce)
  12445. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12446. break;
  12447. case UNT_KINGS_GRACE:
  12448. if (!sce) {
  12449. int state = 0;
  12450. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12451. state |= BCT_GUILD;
  12452. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12453. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12454. }
  12455. break;
  12456. case UNT_STEALTHFIELD:
  12457. if( bl->id == sg->src_id )
  12458. break; // Doesn't work on self (video shows that)
  12459. if (!sce)
  12460. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12461. break;
  12462. case UNT_NEUTRALBARRIER:
  12463. if (!sce)
  12464. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12465. break;
  12466. case UNT_WARMER:
  12467. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12468. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12469. break;
  12470. case UNT_CATNIPPOWDER:
  12471. if (sg->src_id == bl->id)
  12472. break; // Does not affect the caster or Boss.
  12473. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12474. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12475. break;
  12476. case UNT_NYANGGRASS:
  12477. if (!sce)
  12478. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12479. break;
  12480. case UNT_GD_LEADERSHIP:
  12481. case UNT_GD_GLORYWOUNDS:
  12482. case UNT_GD_SOULCOLD:
  12483. case UNT_GD_HAWKEYES:
  12484. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12485. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12486. break;
  12487. }
  12488. return skill_id;
  12489. }
  12490. /**
  12491. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12492. * @param unit Skill unit
  12493. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12494. * @param tick
  12495. */
  12496. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12497. {
  12498. struct skill_unit_group *sg;
  12499. struct block_list *ss;
  12500. TBL_PC* tsd;
  12501. struct status_data *tstatus;
  12502. struct status_change *sc, *tsc;
  12503. struct skill_unit_group_tickset *ts;
  12504. enum sc_type type;
  12505. uint16 skill_id;
  12506. t_tick diff = 0;
  12507. nullpo_ret(unit);
  12508. nullpo_ret(bl);
  12509. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12510. return 0;
  12511. nullpo_ret(sg = unit->group);
  12512. nullpo_ret(ss = map_id2bl(sg->src_id));
  12513. tsd = BL_CAST(BL_PC, bl);
  12514. tsc = status_get_sc(bl);
  12515. sc = status_get_sc(ss);
  12516. tstatus = status_get_status_data(bl);
  12517. type = status_skill2sc(sg->skill_id);
  12518. skill_id = sg->skill_id;
  12519. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12520. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12521. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12522. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12523. if (sg->interval == -1) {
  12524. switch (sg->unit_id) {
  12525. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12526. case UNT_FIREPILLAR_ACTIVE:
  12527. case UNT_ELECTRICSHOCKER:
  12528. case UNT_MANHOLE:
  12529. return 0;
  12530. default:
  12531. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12532. return 0;
  12533. }
  12534. }
  12535. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12536. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12537. diff = DIFF_TICK(tick,ts->tick);
  12538. if (diff < 0)
  12539. return 0;
  12540. ts->tick = tick+sg->interval;
  12541. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12542. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12543. }
  12544. // Wall of Thorn damaged by Fire element unit [Cydh]
  12545. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12546. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12547. struct skill_unit *su = (struct skill_unit *)bl;
  12548. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12549. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12550. su->group->limit = sg->limit = 0;
  12551. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12552. return skill_id;
  12553. }
  12554. }
  12555. switch (sg->unit_id) {
  12556. // Units that deals simple attack
  12557. case UNT_GRAVITATION:
  12558. case UNT_EARTHSTRAIN:
  12559. case UNT_FIREWALK:
  12560. case UNT_ELECTRICWALK:
  12561. case UNT_PSYCHIC_WAVE:
  12562. case UNT_MAGMA_ERUPTION:
  12563. case UNT_MAKIBISHI:
  12564. case UNT_VENOMFOG:
  12565. case UNT_ICEMINE:
  12566. case UNT_FLAMECROSS:
  12567. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12568. break;
  12569. case UNT_DUMMYSKILL:
  12570. switch (sg->skill_id) {
  12571. case SG_SUN_WARM: //SG skills [Komurka]
  12572. case SG_MOON_WARM:
  12573. case SG_STAR_WARM: {
  12574. int count = 0;
  12575. const int x = bl->x, y = bl->y;
  12576. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12577. do {
  12578. if( bl->type == BL_PC )
  12579. status_zap(bl, 0, 15); // sp damage to players
  12580. else // mobs
  12581. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12582. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12583. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12584. } else { //should end when out of sp.
  12585. sg->limit = DIFF_TICK(tick,sg->tick);
  12586. break;
  12587. }
  12588. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12589. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12590. }
  12591. break;
  12592. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12593. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12594. if (tsc)
  12595. tsc->sg_counter++; //SG hit counter.
  12596. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12597. tsc->sg_counter=0; //Attack absorbed.
  12598. break;
  12599. #endif
  12600. case GS_DESPERADO:
  12601. if (rnd()%100 < unit->val1)
  12602. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12603. break;
  12604. default:
  12605. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12606. }
  12607. break;
  12608. case UNT_FIREWALL:
  12609. case UNT_KAEN: {
  12610. int count = 0;
  12611. const int x = bl->x, y = bl->y;
  12612. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12613. break;
  12614. //Take into account these hit more times than the timer interval can handle.
  12615. do
  12616. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12617. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12618. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12619. if (unit->val2 <= 0)
  12620. skill_delunit(unit);
  12621. }
  12622. break;
  12623. case UNT_SANCTUARY:
  12624. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12625. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12626. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12627. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12628. } else {
  12629. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12630. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12631. #ifdef RENEWAL
  12632. if (md && md->mob_id == MOBID_EMPERIUM)
  12633. break;
  12634. #endif
  12635. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12636. break;
  12637. if( tstatus->hp >= tstatus->max_hp )
  12638. break;
  12639. if( status_isimmune(bl) )
  12640. heal = 0;
  12641. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12642. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12643. heal = ~heal + 1;
  12644. status_heal(bl, heal, 0, 0);
  12645. }
  12646. break;
  12647. case UNT_EVILLAND:
  12648. //Will heal demon and undead element monsters, but not players.
  12649. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12650. { //Damage enemies
  12651. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12652. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12653. } else {
  12654. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12655. if (tstatus->hp >= tstatus->max_hp)
  12656. break;
  12657. if (status_isimmune(bl))
  12658. heal = 0;
  12659. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12660. status_heal(bl, heal, 0, 0);
  12661. }
  12662. break;
  12663. case UNT_MAGNUS:
  12664. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12665. break;
  12666. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12667. break;
  12668. case UNT_FIREPILLAR_WAITING:
  12669. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12670. skill_delunit(unit);
  12671. break;
  12672. case UNT_SKIDTRAP: {
  12673. //Knockback away from position of user during placement [Playtester]
  12674. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12675. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12676. sg->unit_id = UNT_USED_TRAPS;
  12677. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12678. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12679. //Target will be stopped for 3 seconds
  12680. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12681. }
  12682. break;
  12683. case UNT_ANKLESNARE:
  12684. case UNT_MANHOLE:
  12685. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12686. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12687. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12688. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12689. if( td )
  12690. sec = DIFF_TICK(td->tick, tick);
  12691. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12692. || !unit_blown_immune(bl,0x1) )
  12693. {
  12694. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12695. clif_fixpos(bl);
  12696. }
  12697. sg->val2 = bl->id;
  12698. } else
  12699. sec = 3000; //Couldn't trap it?
  12700. if (sg->unit_id == UNT_ANKLESNARE) {
  12701. clif_skillunit_update(&unit->bl);
  12702. /**
  12703. * If you're snared from a trap that was invisible this makes the trap be
  12704. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12705. * bugreport:3961
  12706. **/
  12707. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12708. }
  12709. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12710. sg->interval = -1;
  12711. unit->range = 0;
  12712. }
  12713. break;
  12714. case UNT_ELECTRICSHOCKER:
  12715. if( bl->id != ss->id ) {
  12716. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12717. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12718. clif_fixpos(bl);
  12719. }
  12720. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12721. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12722. }
  12723. break;
  12724. case UNT_VENOMDUST:
  12725. if(tsc && !tsc->data[type])
  12726. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12727. break;
  12728. case UNT_LANDMINE:
  12729. //Land Mine only hits single target
  12730. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12731. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12732. sg->limit = 1500;
  12733. break;
  12734. case UNT_MAGENTATRAP:
  12735. case UNT_COBALTTRAP:
  12736. case UNT_MAIZETRAP:
  12737. case UNT_VERDURETRAP:
  12738. if( bl->type == BL_PC )// it won't work on players
  12739. break;
  12740. case UNT_FIRINGTRAP:
  12741. case UNT_ICEBOUNDTRAP:
  12742. case UNT_CLUSTERBOMB:
  12743. if( bl->id == ss->id )// it won't trigger on caster
  12744. break;
  12745. case UNT_BLASTMINE:
  12746. case UNT_SHOCKWAVE:
  12747. case UNT_SANDMAN:
  12748. case UNT_FLASHER:
  12749. case UNT_FREEZINGTRAP:
  12750. case UNT_FIREPILLAR_ACTIVE:
  12751. case UNT_CLAYMORETRAP:
  12752. {
  12753. int bl_flag = sg->bl_flag;
  12754. if (tsc && tsc->data[SC__MANHOLE])
  12755. break;
  12756. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12757. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12758. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12759. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12760. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12761. sg->limit = DIFF_TICK(tick, sg->tick) +
  12762. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12763. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12764. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12765. }
  12766. break;
  12767. case UNT_TALKIEBOX:
  12768. if (sg->src_id == bl->id)
  12769. break;
  12770. if (sg->val2 == 0) {
  12771. clif_talkiebox(&unit->bl, sg->valstr);
  12772. sg->unit_id = UNT_USED_TRAPS;
  12773. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12774. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12775. sg->val2 = -1;
  12776. }
  12777. break;
  12778. case UNT_LULLABY:
  12779. if (ss->id == bl->id)
  12780. break;
  12781. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12782. break;
  12783. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12784. if (ss->id != bl->id)
  12785. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12786. break;
  12787. case UNT_DISSONANCE:
  12788. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12789. break;
  12790. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12791. int heal;
  12792. #ifdef RENEWAL
  12793. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12794. if (md && md->mob_id == MOBID_EMPERIUM)
  12795. break;
  12796. #endif
  12797. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12798. break; // affects self only when soullinked
  12799. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12800. if (tsc->data[SC_AKAITSUKI] && heal)
  12801. heal = ~heal + 1;
  12802. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12803. status_heal(bl, heal, 0, 0);
  12804. }
  12805. break;
  12806. case UNT_TATAMIGAESHI:
  12807. case UNT_DEMONSTRATION:
  12808. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12809. break;
  12810. case UNT_GOSPEL:
  12811. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12812. break;
  12813. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12814. { // Support Effect only on party, not guild
  12815. int heal;
  12816. int i = rnd() % 13; // Positive buff count
  12817. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12818. switch (i)
  12819. {
  12820. case 0: // Heal 1000~9999 HP
  12821. heal = rnd() % 9000 + 1000;
  12822. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12823. status_heal(bl, heal, 0, 0);
  12824. break;
  12825. case 1: // End all negative status
  12826. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12827. if (tsd) clif_gospel_info(tsd, 0x15);
  12828. break;
  12829. case 2: // Immunity to all status
  12830. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12831. if (tsd) clif_gospel_info(tsd, 0x16);
  12832. break;
  12833. case 3: // MaxHP +100%
  12834. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12835. if (tsd) clif_gospel_info(tsd, 0x17);
  12836. break;
  12837. case 4: // MaxSP +100%
  12838. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12839. if (tsd) clif_gospel_info(tsd, 0x18);
  12840. break;
  12841. case 5: // All stats +20
  12842. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12843. if (tsd) clif_gospel_info(tsd, 0x19);
  12844. break;
  12845. case 6: // Level 10 Blessing
  12846. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12847. break;
  12848. case 7: // Level 10 Increase AGI
  12849. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12850. break;
  12851. case 8: // Enchant weapon with Holy element
  12852. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12853. if (tsd) clif_gospel_info(tsd, 0x1c);
  12854. break;
  12855. case 9: // Enchant armor with Holy element
  12856. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12857. if (tsd) clif_gospel_info(tsd, 0x1d);
  12858. break;
  12859. case 10: // DEF +25%
  12860. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12861. if (tsd) clif_gospel_info(tsd, 0x1e);
  12862. break;
  12863. case 11: // ATK +100%
  12864. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12865. if (tsd) clif_gospel_info(tsd, 0x1f);
  12866. break;
  12867. case 12: // HIT/Flee +50
  12868. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12869. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12870. if (tsd) clif_gospel_info(tsd, 0x20);
  12871. break;
  12872. }
  12873. }
  12874. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12875. { // Offensive Effect
  12876. int i = rnd() % 10; // Negative buff count
  12877. switch (i)
  12878. {
  12879. case 0: // Deal 3000~7999 damage reduced by DEF
  12880. case 1: // Deal 1500~5499 damage unreducable
  12881. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12882. break;
  12883. case 2: // Curse
  12884. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12885. break;
  12886. case 3: // Blind
  12887. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12888. break;
  12889. case 4: // Poison
  12890. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12891. break;
  12892. case 5: // Level 10 Provoke
  12893. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  12894. break;
  12895. case 6: // DEF -100%
  12896. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12897. break;
  12898. case 7: // ATK -100%
  12899. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12900. break;
  12901. case 8: // Flee -100%
  12902. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12903. break;
  12904. case 9: // Speed/ASPD -25%
  12905. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12906. break;
  12907. }
  12908. }
  12909. break;
  12910. case UNT_BASILICA:
  12911. {
  12912. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12913. if (i > 0) {
  12914. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12915. break;
  12916. }
  12917. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12918. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12919. }
  12920. break;
  12921. case UNT_GROUNDDRIFT_WIND:
  12922. case UNT_GROUNDDRIFT_DARK:
  12923. case UNT_GROUNDDRIFT_POISON:
  12924. case UNT_GROUNDDRIFT_WATER:
  12925. case UNT_GROUNDDRIFT_FIRE:
  12926. map_foreachinrange(skill_trap_splash,&unit->bl,
  12927. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12928. &unit->bl,tick);
  12929. sg->unit_id = UNT_USED_TRAPS;
  12930. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12931. sg->limit=DIFF_TICK(tick,sg->tick);
  12932. break;
  12933. case UNT_POISONSMOKE:
  12934. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12935. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12936. break;
  12937. case UNT_EPICLESIS:
  12938. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12939. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12940. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12941. int hp, sp;
  12942. switch( sg->skill_lv ) {
  12943. case 1: case 2: hp = 3; sp = 2; break;
  12944. case 3: case 4: hp = 4; sp = 3; break;
  12945. case 5: default: hp = 5; sp = 4; break;
  12946. }
  12947. hp = tstatus->max_hp * hp / 100;
  12948. sp = tstatus->max_sp * sp / 100;
  12949. if (tstatus->hp < tstatus->max_hp)
  12950. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12951. if (tstatus->sp < tstatus->max_sp)
  12952. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12953. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12954. hp = ~hp + 1;
  12955. status_heal(bl, hp, sp, 3);
  12956. }
  12957. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12958. // Doesn't remove Invisibility or Chase Walk.
  12959. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12960. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12961. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12962. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12963. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12964. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12965. }
  12966. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12967. }
  12968. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12969. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12970. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12971. break;
  12972. case UNT_DIMENSIONDOOR:
  12973. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  12974. pc_randomwarp(tsd,CLR_TELEPORT);
  12975. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12976. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12977. break;
  12978. case UNT_REVERBERATION:
  12979. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12980. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12981. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12982. sg->unit_id = UNT_USED_TRAPS;
  12983. break;
  12984. case UNT_SEVERE_RAINSTORM:
  12985. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12986. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12987. break;
  12988. case UNT_NETHERWORLD:
  12989. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12990. if (!(tsc && tsc->data[type])) {
  12991. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12992. sg->limit = DIFF_TICK(tick,sg->tick);
  12993. sg->unit_id = UNT_USED_TRAPS;
  12994. }
  12995. }
  12996. break;
  12997. case UNT_THORNS_TRAP:
  12998. if( tsc ) {
  12999. if( !sg->val2 ) {
  13000. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13001. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13002. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13003. if( td )
  13004. sec = DIFF_TICK(td->tick, tick);
  13005. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13006. clif_fixpos(bl);
  13007. sg->val2 = bl->id;
  13008. } else
  13009. sec = 3000; // Couldn't trap it?
  13010. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13011. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13012. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13013. }
  13014. break;
  13015. case UNT_WALLOFTHORN:
  13016. if (unit->val2-- <= 0) // Max hit reached
  13017. break;
  13018. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13019. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13020. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  13021. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13022. break;
  13023. case UNT_DEMONIC_FIRE:
  13024. switch( sg->val2 ) {
  13025. case 1:
  13026. default:
  13027. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13028. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13029. break;
  13030. }
  13031. break;
  13032. case UNT_HELLS_PLANT:
  13033. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  13034. break;
  13035. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  13036. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  13037. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  13038. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  13039. break;
  13040. case UNT_ZEPHYR:
  13041. if (ss == bl)
  13042. break; // Doesn't affect the Elemental
  13043. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13044. break;
  13045. case UNT_CLOUD_KILL:
  13046. if (tsc && !tsc->data[type])
  13047. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13048. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13049. break;
  13050. case UNT_VACUUM_EXTREME:
  13051. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13052. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13053. return 0;
  13054. else
  13055. // Apply effect and suck targets one-by-one each n seconds
  13056. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13057. break;
  13058. case UNT_BANDING:
  13059. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13060. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13061. break;
  13062. case UNT_FIRE_MANTLE:
  13063. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13064. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13065. break;
  13066. case UNT_ZENKAI_WATER:
  13067. case UNT_ZENKAI_LAND:
  13068. case UNT_ZENKAI_FIRE:
  13069. case UNT_ZENKAI_WIND:
  13070. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13071. switch( sg->unit_id ) {
  13072. case UNT_ZENKAI_WATER:
  13073. switch (rnd()%2 + 1) {
  13074. case 1:
  13075. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13076. break;
  13077. case 2:
  13078. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13079. break;
  13080. }
  13081. break;
  13082. case UNT_ZENKAI_LAND:
  13083. switch (rnd()%2 + 1) {
  13084. case 1:
  13085. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13086. break;
  13087. case 2:
  13088. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13089. break;
  13090. }
  13091. break;
  13092. case UNT_ZENKAI_FIRE:
  13093. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13094. break;
  13095. case UNT_ZENKAI_WIND:
  13096. switch (rnd()%3 + 1) {
  13097. case 1:
  13098. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13099. break;
  13100. case 2:
  13101. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13102. break;
  13103. case 3:
  13104. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13105. break;
  13106. }
  13107. break;
  13108. }
  13109. } else
  13110. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13111. break;
  13112. case UNT_LAVA_SLIDE:
  13113. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13114. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13115. sg->limit = DIFF_TICK(tick, sg->tick);
  13116. break;
  13117. case UNT_POISON_MIST:
  13118. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13119. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13120. break;
  13121. case UNT_CHAOSPANIC:
  13122. if (tsc && tsc->data[type])
  13123. break;
  13124. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13125. break;
  13126. case UNT_B_TRAP:
  13127. if (tsc && tsc->data[type])
  13128. break;
  13129. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13130. unit->val2++; // Mark as ever been used
  13131. break;
  13132. case UNT_FIRE_RAIN:
  13133. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13134. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13135. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  13136. break;
  13137. }
  13138. if (bl->type == BL_MOB && ss != bl)
  13139. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13140. return skill_id;
  13141. }
  13142. /**
  13143. * Triggered when a char steps out of a skill unit
  13144. * @param src Skill unit from char moved out
  13145. * @param bl Char
  13146. * @param tick
  13147. */
  13148. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13149. {
  13150. struct skill_unit_group *sg;
  13151. struct status_change *sc;
  13152. struct status_change_entry *sce;
  13153. enum sc_type type;
  13154. nullpo_ret(src);
  13155. nullpo_ret(bl);
  13156. nullpo_ret(sg=src->group);
  13157. sc = status_get_sc(bl);
  13158. type = status_skill2sc(sg->skill_id);
  13159. sce = (sc && type != -1)?sc->data[type]:NULL;
  13160. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13161. return 0;
  13162. switch(sg->unit_id){
  13163. case UNT_SAFETYWALL:
  13164. case UNT_PNEUMA:
  13165. case UNT_EPICLESIS://Arch Bishop
  13166. if (sce)
  13167. status_change_end(bl, type, INVALID_TIMER);
  13168. break;
  13169. case UNT_BASILICA:
  13170. if (sce && sce->val4 != bl->id)
  13171. status_change_end(bl, type, INVALID_TIMER);
  13172. break;
  13173. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13174. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13175. status_change_end(bl, type, INVALID_TIMER);
  13176. break;
  13177. case UNT_DISSONANCE:
  13178. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13179. {
  13180. short i;
  13181. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13182. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  13183. type = status_skill2sc(i);
  13184. sce = (sc && type != -1)?sc->data[type]:NULL;
  13185. if(sce)
  13186. return i;
  13187. }
  13188. }
  13189. }
  13190. case UNT_WHISTLE:
  13191. case UNT_ASSASSINCROSS:
  13192. case UNT_POEMBRAGI:
  13193. case UNT_APPLEIDUN:
  13194. case UNT_HUMMING:
  13195. case UNT_DONTFORGETME:
  13196. case UNT_FORTUNEKISS:
  13197. case UNT_SERVICEFORYOU:
  13198. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13199. return -1;
  13200. }
  13201. return sg->skill_id;
  13202. }
  13203. /**
  13204. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13205. * @param skill_id Skill ID
  13206. * @param bl A char
  13207. * @param tick
  13208. */
  13209. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13210. {
  13211. struct status_change *sc;
  13212. struct status_change_entry *sce;
  13213. enum sc_type type;
  13214. sc = status_get_sc(bl);
  13215. if (sc && !sc->count)
  13216. sc = NULL;
  13217. type = status_skill2sc(skill_id);
  13218. sce = (sc && type != -1)?sc->data[type]:NULL;
  13219. switch (skill_id)
  13220. {
  13221. case WZ_QUAGMIRE:
  13222. if (bl->type==BL_MOB)
  13223. break;
  13224. if (sce)
  13225. status_change_end(bl, type, INVALID_TIMER);
  13226. break;
  13227. case BD_LULLABY:
  13228. case BD_RICHMANKIM:
  13229. case BD_ETERNALCHAOS:
  13230. case BD_DRUMBATTLEFIELD:
  13231. case BD_RINGNIBELUNGEN:
  13232. case BD_ROKISWEIL:
  13233. case BD_INTOABYSS:
  13234. case BD_SIEGFRIED:
  13235. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13236. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13237. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13238. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13239. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13240. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13241. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13242. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13243. }
  13244. case MH_STEINWAND:
  13245. case MG_SAFETYWALL:
  13246. case AL_PNEUMA:
  13247. case SA_VOLCANO:
  13248. case SA_DELUGE:
  13249. case SA_VIOLENTGALE:
  13250. case CG_HERMODE:
  13251. case HW_GRAVITATION:
  13252. case HP_BASILICA:
  13253. case NJ_SUITON:
  13254. case SC_MAELSTROM:
  13255. case EL_WATER_BARRIER:
  13256. case EL_ZEPHYR:
  13257. case EL_POWER_OF_GAIA:
  13258. case SO_WARMER:
  13259. case SO_FIRE_INSIGNIA:
  13260. case SO_WATER_INSIGNIA:
  13261. case SO_WIND_INSIGNIA:
  13262. case SO_EARTH_INSIGNIA:
  13263. case SC_BLOODYLUST:
  13264. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13265. case GN_FIRE_EXPANSION_TEAR_GAS:
  13266. case LG_KINGS_GRACE:
  13267. case NC_STEALTHFIELD:
  13268. case NC_NEUTRALBARRIER:
  13269. case SU_NYANGGRASS:
  13270. if (sce)
  13271. status_change_end(bl, type, INVALID_TIMER);
  13272. break;
  13273. case BA_DISSONANCE:
  13274. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13275. {
  13276. short i;
  13277. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13278. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13279. type = status_skill2sc(i);
  13280. sce = (sc && type != -1)?sc->data[type]:NULL;
  13281. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13282. delete_timer(sce->timer, status_change_timer);
  13283. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13284. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13285. }
  13286. }
  13287. }
  13288. }
  13289. break;
  13290. case BA_POEMBRAGI:
  13291. case BA_WHISTLE:
  13292. case BA_ASSASSINCROSS:
  13293. case BA_APPLEIDUN:
  13294. case DC_HUMMING:
  13295. case DC_DONTFORGETME:
  13296. case DC_FORTUNEKISS:
  13297. case DC_SERVICEFORYOU:
  13298. if (sce)
  13299. {
  13300. delete_timer(sce->timer, status_change_timer);
  13301. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13302. //not possible on our current implementation.
  13303. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13304. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13305. }
  13306. break;
  13307. case PF_FOGWALL:
  13308. if (sce)
  13309. {
  13310. status_change_end(bl, type, INVALID_TIMER);
  13311. if ((sce=sc->data[SC_BLIND]))
  13312. {
  13313. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13314. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13315. else {
  13316. delete_timer(sce->timer, status_change_timer);
  13317. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13318. }
  13319. }
  13320. }
  13321. break;
  13322. case GD_LEADERSHIP:
  13323. case GD_GLORYWOUNDS:
  13324. case GD_SOULCOLD:
  13325. case GD_HAWKEYES:
  13326. if( !(sce && sce->val4) )
  13327. status_change_end(bl, type, INVALID_TIMER);
  13328. break;
  13329. }
  13330. return skill_id;
  13331. }
  13332. /*==========================================
  13333. * Invoked when a unit cell has been placed/removed/deleted.
  13334. * flag values:
  13335. * flag&1: Invoke onplace function (otherwise invoke onout)
  13336. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13337. * flag&8: Recursive
  13338. *------------------------------------------*/
  13339. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13340. {
  13341. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13342. struct skill_unit_group* group = unit->group;
  13343. t_tick tick = va_arg(ap,t_tick);
  13344. unsigned int flag = va_arg(ap,unsigned int);
  13345. uint16 skill_id;
  13346. bool dissonance = false;
  13347. bool isTarget = false;
  13348. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13349. return 0;
  13350. nullpo_ret(group);
  13351. if( !(flag&8) ) {
  13352. dissonance = skill_dance_switch(unit, 0);
  13353. //Target-type check.
  13354. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13355. }
  13356. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13357. skill_id = group->skill_id;
  13358. if( isTarget ){
  13359. if( flag&1 )
  13360. skill_unit_onplace(unit,bl,tick);
  13361. else {
  13362. if( skill_unit_onout(unit,bl,tick) == -1 )
  13363. return 0; // Don't let a Bard/Dancer update their own song timer
  13364. }
  13365. if( flag&4 )
  13366. skill_unit_onleft(skill_id, bl, tick);
  13367. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13368. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13369. if( dissonance ) {
  13370. skill_dance_switch(unit, 1);
  13371. //we placed a dissonance, let's update
  13372. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13373. }
  13374. return 0;
  13375. }
  13376. /**
  13377. * Check skill unit while receiving damage
  13378. * @param unit Skill unit
  13379. * @param damage Received damage
  13380. * @return Damage
  13381. */
  13382. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13383. {
  13384. struct skill_unit_group *sg;
  13385. nullpo_ret(unit);
  13386. nullpo_ret(sg = unit->group);
  13387. switch( sg->unit_id ) {
  13388. case UNT_BLASTMINE:
  13389. case UNT_SKIDTRAP:
  13390. case UNT_LANDMINE:
  13391. case UNT_SHOCKWAVE:
  13392. case UNT_SANDMAN:
  13393. case UNT_FLASHER:
  13394. case UNT_CLAYMORETRAP:
  13395. case UNT_FREEZINGTRAP:
  13396. case UNT_ANKLESNARE:
  13397. case UNT_ICEWALL:
  13398. case UNT_WALLOFTHORN:
  13399. case UNT_REVERBERATION:
  13400. case UNT_NETHERWORLD:
  13401. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13402. break;
  13403. default:
  13404. damage = 0;
  13405. break;
  13406. }
  13407. return damage;
  13408. }
  13409. /**
  13410. * Check char condition around the skill caster
  13411. * @param bl Char around area
  13412. * @param *c Counter for 'valid' condition found
  13413. * @param *p_sd Stores 'rid' of char found
  13414. * @param skill_id Skill ID
  13415. * @param skill_lv Level of used skill
  13416. */
  13417. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13418. {
  13419. int *c, skill_id, inf2;
  13420. struct block_list *src;
  13421. struct map_session_data *sd;
  13422. struct map_session_data *tsd;
  13423. int *p_sd; //Contains the list of characters found.
  13424. nullpo_ret(bl);
  13425. nullpo_ret(tsd=(struct map_session_data*)bl);
  13426. nullpo_ret(src=va_arg(ap,struct block_list *));
  13427. nullpo_ret(sd=(struct map_session_data*)src);
  13428. c=va_arg(ap,int *);
  13429. p_sd = va_arg(ap, int *);
  13430. skill_id = va_arg(ap,int);
  13431. inf2 = skill_get_inf2(skill_id);
  13432. if (skill_id == PR_BENEDICTIO) {
  13433. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13434. return 0;
  13435. }
  13436. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13437. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13438. return 0;
  13439. }
  13440. else if (*c >= 1) // Check for one companion for all other cases.
  13441. return 0;
  13442. if (bl == src)
  13443. return 0;
  13444. if(pc_isdead(tsd))
  13445. return 0;
  13446. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13447. return 0;
  13448. if( inf2&INF2_CHORUS_SKILL ) {
  13449. if( tsd->status.party_id && sd->status.party_id &&
  13450. tsd->status.party_id == sd->status.party_id &&
  13451. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13452. p_sd[(*c)++] = tsd->bl.id;
  13453. return 1;
  13454. } else {
  13455. switch(skill_id) {
  13456. case PR_BENEDICTIO: {
  13457. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13458. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13459. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13460. && sd->status.sp >= 10)
  13461. p_sd[(*c)++]=tsd->bl.id;
  13462. return 1;
  13463. }
  13464. case AB_ADORAMUS:
  13465. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13466. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13467. p_sd[(*c)++] = tsd->bl.id;
  13468. return 1;
  13469. case WL_COMET:
  13470. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13471. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13472. p_sd[(*c)++] = tsd->bl.id;
  13473. return 1;
  13474. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13475. {
  13476. uint16 skill_lv;
  13477. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13478. return 0;
  13479. if (sd->status.sex != tsd->status.sex &&
  13480. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13481. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13482. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13483. sd->status.party_id && tsd->status.party_id &&
  13484. sd->status.party_id == tsd->status.party_id &&
  13485. !tsd->sc.data[SC_DANCING])
  13486. {
  13487. p_sd[(*c)++]=tsd->bl.id;
  13488. return skill_lv;
  13489. }
  13490. }
  13491. break;
  13492. }
  13493. }
  13494. return 0;
  13495. }
  13496. /**
  13497. * Checks and stores partners for ensemble skills [Skotlex]
  13498. * Max partners is 2.
  13499. * @param sd Caster
  13500. * @param skill_id
  13501. * @param skill_lv
  13502. * @param range Area range to check
  13503. * @param cast_flag Special handle
  13504. */
  13505. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13506. {
  13507. static int c=0;
  13508. static int p_sd[MAX_PARTY];
  13509. int i;
  13510. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) != 0;
  13511. if (!sd)
  13512. return 0;
  13513. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13514. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13515. if (cast_flag) { //Execute the skill on the partners.
  13516. struct map_session_data* tsd;
  13517. switch (skill_id) {
  13518. case PR_BENEDICTIO:
  13519. for (i = 0; i < c; i++) {
  13520. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13521. status_charge(&tsd->bl, 0, 10);
  13522. }
  13523. return c;
  13524. case AB_ADORAMUS:
  13525. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13526. i = 2 * (*skill_lv);
  13527. status_charge(&tsd->bl, 0, i);
  13528. }
  13529. break;
  13530. default: //Warning: Assuming Ensemble skills here (for speed)
  13531. if( is_chorus )
  13532. break;//Chorus skills are not to be parsed as ensambles
  13533. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13534. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13535. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13536. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13537. tsd->skill_id_dance = skill_id;
  13538. tsd->skill_lv_dance = *skill_lv;
  13539. }
  13540. return c;
  13541. }
  13542. }
  13543. //Else: new search for partners.
  13544. c = 0;
  13545. memset (p_sd, 0, sizeof(p_sd));
  13546. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13547. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13548. *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.
  13549. return c;
  13550. }
  13551. /**
  13552. * Sub function to count how many spawned mob is around.
  13553. * Some skills check with matched AI.
  13554. * @param rid Source ID
  13555. * @param mob_class Monster ID
  13556. * @param skill_id Used skill
  13557. * @param *c Counter for found monster
  13558. */
  13559. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13560. {
  13561. int *c,src_id,mob_class,skill;
  13562. uint16 ai;
  13563. struct mob_data *md;
  13564. md=(struct mob_data*)bl;
  13565. src_id=va_arg(ap,int);
  13566. mob_class=va_arg(ap,int);
  13567. skill=va_arg(ap,int);
  13568. c=va_arg(ap,int *);
  13569. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13570. if( md->master_id != src_id || md->special_state.ai != ai)
  13571. return 0; //Non alchemist summoned mobs have nothing to do here.
  13572. if(md->mob_id==mob_class)
  13573. (*c)++;
  13574. return 1;
  13575. }
  13576. /**
  13577. * Determines if a given skill should be made to consume ammo
  13578. * when used by the player. [Skotlex]
  13579. * @param sd Player
  13580. * @param skill_id Skill ID
  13581. * @return True if skill is need ammo; False otherwise.
  13582. */
  13583. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13584. {
  13585. return (
  13586. battle_config.arrow_decrement == 2 &&
  13587. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13588. skill_id != HT_PHANTASMIC &&
  13589. skill_get_type(skill_id) == BF_WEAPON &&
  13590. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13591. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13592. );
  13593. }
  13594. /**
  13595. * Check SC required to cast a skill
  13596. * @param sc
  13597. * @param skill_id
  13598. * @return True if condition is met, False otherwise
  13599. **/
  13600. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13601. uint8 c = 0;
  13602. struct status_change *sc = NULL;
  13603. if (!require->status_count)
  13604. return true;
  13605. nullpo_ret(sd);
  13606. if (!require || !skill_get_index(skill_id))
  13607. return false;
  13608. if (!(sc = &sd->sc)) {
  13609. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13610. return false;
  13611. }
  13612. /* May has multiple requirements */
  13613. for (c = 0; c < require->status_count; c++) {
  13614. enum sc_type req_sc = require->status[c];
  13615. if (req_sc == SC_NONE)
  13616. continue;
  13617. switch (req_sc) {
  13618. /* Official fail msg */
  13619. case SC_PUSH_CART:
  13620. if (!sc->data[SC_PUSH_CART]) {
  13621. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13622. return false;
  13623. }
  13624. break;
  13625. case SC_POISONINGWEAPON:
  13626. if (!sc->data[SC_POISONINGWEAPON]) {
  13627. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13628. return false;
  13629. }
  13630. break;
  13631. default:
  13632. if (!sc->data[req_sc]) {
  13633. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13634. return false;
  13635. }
  13636. break;
  13637. }
  13638. }
  13639. return true;
  13640. }
  13641. /**
  13642. * Check skill condition when cast begin
  13643. * For ammo, only check if the skill need ammo
  13644. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13645. * @param sd Player who uses skill
  13646. * @param skill_id ID of used skill
  13647. * @param skill_lv Level of used skill
  13648. * @return true: All condition passed, false: Failed
  13649. */
  13650. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13651. {
  13652. struct status_data *status;
  13653. struct status_change *sc;
  13654. struct skill_condition require;
  13655. int i;
  13656. uint32 inf2, inf3;
  13657. nullpo_retr(false,sd);
  13658. if (sd->chatID)
  13659. return false;
  13660. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13661. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13662. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13663. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13664. return true;
  13665. }
  13666. switch( sd->menuskill_id ) {
  13667. case AM_PHARMACY:
  13668. switch( skill_id ) {
  13669. case AM_PHARMACY:
  13670. case AC_MAKINGARROW:
  13671. case BS_REPAIRWEAPON:
  13672. case AM_TWILIGHT1:
  13673. case AM_TWILIGHT2:
  13674. case AM_TWILIGHT3:
  13675. return false;
  13676. }
  13677. break;
  13678. case GN_MIX_COOKING:
  13679. case GN_MAKEBOMB:
  13680. case GN_S_PHARMACY:
  13681. case GN_CHANGEMATERIAL:
  13682. if( sd->menuskill_id != skill_id )
  13683. return false;
  13684. break;
  13685. }
  13686. status = &sd->battle_status;
  13687. sc = &sd->sc;
  13688. if( !sc->count )
  13689. sc = NULL;
  13690. if( sd->skillitem == skill_id )
  13691. {
  13692. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13693. sd->state.abra_flag = 0;
  13694. else
  13695. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13696. if( (i = sd->itemindex) == -1 ||
  13697. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13698. sd->inventory_data[i] == NULL ||
  13699. !sd->inventory_data[i]->flag.delay_consume ||
  13700. sd->inventory.u.items_inventory[i].amount < 1
  13701. )
  13702. { //Something went wrong, item exploit?
  13703. sd->itemid = sd->itemindex = -1;
  13704. return false;
  13705. }
  13706. //Consume
  13707. sd->itemid = sd->itemindex = -1;
  13708. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  13709. ; //Do not consume item.
  13710. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13711. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13712. }
  13713. if(!sd->skillitem_keep_requirement)
  13714. return true;
  13715. }
  13716. if( pc_is90overweight(sd) ) {
  13717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13718. return false;
  13719. }
  13720. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13721. return false;
  13722. //Checks if disabling skill - in which case no SP requirements are necessary
  13723. if( sc && skill_disable_check(sc,skill_id))
  13724. return true;
  13725. inf3 = skill_get_inf3(skill_id);
  13726. // Check the skills that can be used while mounted on a warg
  13727. if( pc_isridingwug(sd) ) {
  13728. if(!(inf3&INF3_USABLE_WARG))
  13729. return false; // in official there is no message.
  13730. }
  13731. if( pc_ismadogear(sd) ) {
  13732. // Skills that are unusable when Mado is equipped. [Jobbie]
  13733. if(!(inf3&INF3_USABLE_MADO)){
  13734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  13735. return false;
  13736. }
  13737. }
  13738. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13739. // return false;
  13740. require = skill_get_requirement(sd,skill_id,skill_lv);
  13741. //Can only update state when weapon/arrow info is checked.
  13742. sd->state.arrow_atk = require.ammo?1:0;
  13743. // perform skill-group checks
  13744. inf2 = skill_get_inf2(skill_id);
  13745. if(inf2&INF2_CHORUS_SKILL) {
  13746. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13747. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13748. return false;
  13749. }
  13750. }
  13751. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13752. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13754. return false;
  13755. }
  13756. }
  13757. // perform skill-specific checks (and actions)
  13758. switch( skill_id ) {
  13759. case RG_GRAFFITI:
  13760. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13762. return false;
  13763. }
  13764. break;
  13765. case SO_SPELLFIST:
  13766. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13768. return false;
  13769. }
  13770. case SA_CASTCANCEL:
  13771. if(sd->ud.skilltimer == INVALID_TIMER) {
  13772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13773. return false;
  13774. }
  13775. break;
  13776. case AS_CLOAKING:
  13777. {
  13778. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13779. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13780. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13781. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13782. int di;
  13783. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13784. if( di == 8 ) {
  13785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13786. return false;
  13787. }
  13788. }
  13789. break;
  13790. }
  13791. case AL_WARP:
  13792. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13793. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13794. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13795. return false;
  13796. }
  13797. break;
  13798. case AL_HOLYWATER:
  13799. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  13800. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13801. return false;
  13802. }
  13803. break;
  13804. case MO_CALLSPIRITS:
  13805. if(sc && sc->data[SC_RAISINGDRAGON])
  13806. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13807. if(sd->spiritball >= skill_lv) {
  13808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13809. return false;
  13810. }
  13811. break;
  13812. case MO_FINGEROFFENSIVE:
  13813. case GS_FLING:
  13814. case SR_RAMPAGEBLASTER:
  13815. case SR_RIDEINLIGHTNING:
  13816. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13817. sd->spiritball_old = require.spiritball = sd->spiritball;
  13818. else
  13819. sd->spiritball_old = require.spiritball;
  13820. break;
  13821. case MO_CHAINCOMBO:
  13822. if(!sc)
  13823. return false;
  13824. if(sc->data[SC_BLADESTOP])
  13825. break;
  13826. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13827. break;
  13828. return false;
  13829. case MO_COMBOFINISH:
  13830. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13831. return false;
  13832. break;
  13833. case CH_TIGERFIST:
  13834. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13835. return false;
  13836. break;
  13837. case CH_CHAINCRUSH:
  13838. if(!(sc && sc->data[SC_COMBO]))
  13839. return false;
  13840. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13841. return false;
  13842. break;
  13843. case MO_EXTREMITYFIST:
  13844. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13845. // return false;
  13846. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13847. break;
  13848. if( sc && sc->data[SC_COMBO] ) {
  13849. switch(sc->data[SC_COMBO]->val1) {
  13850. case MO_COMBOFINISH:
  13851. case CH_TIGERFIST:
  13852. case CH_CHAINCRUSH:
  13853. break;
  13854. default:
  13855. return false;
  13856. }
  13857. }
  13858. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13860. return false;
  13861. }
  13862. break;
  13863. case TK_MISSION:
  13864. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13866. return false;
  13867. }
  13868. break;
  13869. case ASC_EDP:
  13870. #ifdef RENEWAL
  13871. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  13872. #else
  13873. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  13874. #endif
  13875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13876. return false;
  13877. }
  13878. break;
  13879. case TK_READYCOUNTER:
  13880. case TK_READYDOWN:
  13881. case TK_READYSTORM:
  13882. case TK_READYTURN:
  13883. case TK_JUMPKICK:
  13884. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13886. return false;
  13887. }
  13888. break;
  13889. case TK_TURNKICK:
  13890. case TK_STORMKICK:
  13891. case TK_DOWNKICK:
  13892. case TK_COUNTER:
  13893. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13894. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13895. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13896. return false; //Combo needs to be ready
  13897. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13898. //Do not repeat a kick.
  13899. if (sc->data[SC_COMBO]->val3 != skill_id)
  13900. break;
  13901. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13902. return false;
  13903. }
  13904. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13905. unit_cancel_combo(&sd->bl);
  13906. return false;
  13907. }
  13908. break; //Combo ready.
  13909. case BD_ADAPTATION:
  13910. {
  13911. int time;
  13912. if(!(sc && sc->data[SC_DANCING])) {
  13913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13914. return false;
  13915. }
  13916. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13917. if (skill_get_time(
  13918. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13919. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13920. - time < skill_get_time2(skill_id,skill_lv))
  13921. {
  13922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13923. return false;
  13924. }
  13925. }
  13926. break;
  13927. case PR_BENEDICTIO:
  13928. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13930. return false;
  13931. }
  13932. break;
  13933. case SL_SMA:
  13934. if(!(sc && sc->data[SC_SMA]))
  13935. return false;
  13936. break;
  13937. case HT_POWER:
  13938. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13939. return false;
  13940. break;
  13941. case CG_HERMODE:
  13942. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13944. return false;
  13945. }
  13946. break;
  13947. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13948. {
  13949. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13950. int size = range*2+1;
  13951. for (s=0;s<size*size;s++) {
  13952. int x = sd->bl.x+(s%size-range);
  13953. int y = sd->bl.y+(s/size-range);
  13954. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13956. return false;
  13957. }
  13958. }
  13959. }
  13960. break;
  13961. case PR_REDEMPTIO:
  13962. case LG_INSPIRATION:
  13963. {
  13964. unsigned int exp, exp_needp = 0;
  13965. switch (skill_id) {
  13966. case PR_REDEMPTIO:
  13967. exp_needp = battle_config.exp_cost_redemptio;
  13968. break;
  13969. case LG_INSPIRATION:
  13970. exp_needp = battle_config.exp_cost_inspiration;
  13971. break;
  13972. }
  13973. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13975. return false;
  13976. }
  13977. break;
  13978. }
  13979. case HP_BASILICA:
  13980. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13981. if( sd ) {
  13982. // When castbegin, needs 7x7 clear area
  13983. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13984. int size = range*2+1;
  13985. for( s=0;s<size*size;s++ ) {
  13986. int x = sd->bl.x+(s%size-range);
  13987. int y = sd->bl.y+(s/size-range);
  13988. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13989. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13990. return false;
  13991. }
  13992. }
  13993. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13994. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13995. return false;
  13996. }
  13997. }
  13998. }
  13999. break;
  14000. case AM_TWILIGHT2:
  14001. case AM_TWILIGHT3:
  14002. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14003. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14004. return false;
  14005. }
  14006. break;
  14007. case SG_SUN_WARM:
  14008. case SG_MOON_WARM:
  14009. case SG_STAR_WARM:
  14010. if (sc && sc->data[SC_MIRACLE])
  14011. break;
  14012. i = skill_id-SG_SUN_WARM;
  14013. if (sd->bl.m == sd->feel_map[i].m)
  14014. break;
  14015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14016. return false;
  14017. break;
  14018. case SG_SUN_COMFORT:
  14019. case SG_MOON_COMFORT:
  14020. case SG_STAR_COMFORT:
  14021. if (sc && sc->data[SC_MIRACLE])
  14022. break;
  14023. i = skill_id-SG_SUN_COMFORT;
  14024. if (sd->bl.m == sd->feel_map[i].m &&
  14025. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14026. break;
  14027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14028. return false;
  14029. case SG_FUSION:
  14030. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14031. break;
  14032. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14033. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14034. if( require.sp > 0 ) {
  14035. if (status->sp < (unsigned int)require.sp)
  14036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14037. else
  14038. status_zap(&sd->bl, 0, require.sp);
  14039. }
  14040. return false;
  14041. case GD_BATTLEORDER:
  14042. case GD_REGENERATION:
  14043. case GD_RESTORE:
  14044. if (!map_flag_gvg2(sd->bl.m)) {
  14045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14046. return false;
  14047. }
  14048. case GD_EMERGENCYCALL:
  14049. case GD_ITEMEMERGENCYCALL:
  14050. // other checks were already done in skill_isNotOk()
  14051. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14052. return false;
  14053. break;
  14054. case GS_GLITTERING:
  14055. case RL_RICHS_COIN:
  14056. if(sd->spiritball >= 10) {
  14057. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14058. return false;
  14059. }
  14060. break;
  14061. case NJ_ISSEN:
  14062. #ifdef RENEWAL
  14063. if (status->hp < (status->hp/100)) {
  14064. #else
  14065. if (status->hp < 2) {
  14066. #endif
  14067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14068. return false;
  14069. }
  14070. case NJ_BUNSINJYUTSU:
  14071. if (!(sc && sc->data[SC_NEN])) {
  14072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14073. return false;
  14074. }
  14075. break;
  14076. case NJ_ZENYNAGE:
  14077. case KO_MUCHANAGE:
  14078. if(sd->status.zeny < require.zeny) {
  14079. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14080. return false;
  14081. }
  14082. break;
  14083. case PF_HPCONVERSION:
  14084. if (status->sp == status->max_sp)
  14085. return false; //Unusable when at full SP.
  14086. break;
  14087. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14088. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14089. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14090. return false;
  14091. }
  14092. break;
  14093. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14094. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14096. return false;
  14097. }
  14098. break;
  14099. case AB_ANCILLA: {
  14100. int count = 0;
  14101. for( i = 0; i < MAX_INVENTORY; i++ )
  14102. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14103. count += sd->inventory.u.items_inventory[i].amount;
  14104. if( count >= 3 ) {
  14105. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14106. return false;
  14107. }
  14108. }
  14109. break;
  14110. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14111. case WL_COMET:
  14112. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14113. && sd->special_state.no_gemstone == 0
  14114. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14115. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14116. return false;
  14117. }
  14118. break;
  14119. case WL_SUMMONFB:
  14120. case WL_SUMMONBL:
  14121. case WL_SUMMONWB:
  14122. case WL_SUMMONSTONE:
  14123. if( sc ) {
  14124. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14125. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14127. return false;
  14128. }
  14129. }
  14130. break;
  14131. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14132. if( sc ) {
  14133. int j = 0;
  14134. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14135. if( sc->data[i] ) {
  14136. j++;
  14137. }
  14138. if( j < 4 ) { // Need 4 spheres minimum
  14139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14140. return false;
  14141. }
  14142. }
  14143. else { // no status at all? no spheres present
  14144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14145. return false;
  14146. }
  14147. break;
  14148. case GC_HALLUCINATIONWALK:
  14149. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14151. return false;
  14152. }
  14153. break;
  14154. case GC_COUNTERSLASH:
  14155. case GC_WEAPONCRUSH:
  14156. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14157. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14158. return false;
  14159. }
  14160. break;
  14161. case RA_WUGMASTERY:
  14162. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14163. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14164. return false;
  14165. }
  14166. break;
  14167. case RA_WUGSTRIKE:
  14168. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14170. return false;
  14171. }
  14172. break;
  14173. case RA_WUGRIDER:
  14174. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14176. return false;
  14177. }
  14178. break;
  14179. case RA_WUGDASH:
  14180. if(!pc_isridingwug(sd)) {
  14181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14182. return false;
  14183. }
  14184. else {
  14185. int16 sx = sd->bl.x;
  14186. int16 sy = sd->bl.y;
  14187. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14188. switch (dir) {
  14189. case 0: case 8: sy++; break;
  14190. case 1: sx--; sy++; break;
  14191. case 2: sx--; break;
  14192. case 3: sx--; sy--; break;
  14193. case 4: sy--; break;
  14194. case 5: sx++; sy--; break;
  14195. case 6: sx++; break;
  14196. case 7: sx++; sy++; break;
  14197. }
  14198. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14199. return false;
  14200. }
  14201. }
  14202. break;
  14203. case LG_BANDING:
  14204. if( sc && sc->data[SC_INSPIRATION] ) {
  14205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14206. return false;
  14207. }
  14208. break;
  14209. case LG_PRESTIGE:
  14210. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14212. return false;
  14213. }
  14214. break;
  14215. case LG_RAGEBURST:
  14216. if( sd->spiritball == 0 ) {
  14217. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14218. return false;
  14219. }
  14220. sd->spiritball_old = require.spiritball = sd->spiritball;
  14221. break;
  14222. case LG_SHIELDSPELL: {
  14223. short index = sd->equip_index[EQI_HAND_L];
  14224. struct item_data *shield_data = NULL;
  14225. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14226. shield_data = sd->inventory_data[index];
  14227. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14229. break;
  14230. }
  14231. }
  14232. break;
  14233. case LG_RAYOFGENESIS:
  14234. case LG_HESPERUSLIT:
  14235. if (sc && sc->data[SC_INSPIRATION])
  14236. return true; // Don't check for partner.
  14237. if (!(sc && sc->data[SC_BANDING])) {
  14238. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14239. return false;
  14240. }
  14241. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14242. return false; // Just fails, no msg here.
  14243. break;
  14244. case SR_FALLENEMPIRE:
  14245. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14246. return false;
  14247. break;
  14248. case SR_CRESCENTELBOW:
  14249. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14250. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14251. return false;
  14252. }
  14253. break;
  14254. case SR_CURSEDCIRCLE:
  14255. if (map_flag_gvg2(sd->bl.m)) {
  14256. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14257. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14258. char output[128];
  14259. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14260. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14261. return false;
  14262. }
  14263. }
  14264. if( sd->spiritball > 0 )
  14265. sd->spiritball_old = require.spiritball = sd->spiritball;
  14266. else {
  14267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14268. return false;
  14269. }
  14270. break;
  14271. case SR_GATEOFHELL:
  14272. if( sd->spiritball > 0 )
  14273. sd->spiritball_old = require.spiritball;
  14274. break;
  14275. case SC_MANHOLE:
  14276. case SC_DIMENSIONDOOR:
  14277. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14279. return false;
  14280. }
  14281. break;
  14282. case SC_FEINTBOMB:
  14283. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14285. return false;
  14286. }
  14287. break;
  14288. case WM_GREAT_ECHO: {
  14289. int count;
  14290. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14291. if( count < 1 ) {
  14292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14293. return false;
  14294. } else
  14295. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14296. }
  14297. break;
  14298. case SO_FIREWALK:
  14299. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14300. if( sc && sc->data[SC_PROPERTYWALK] &&
  14301. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14303. return false;
  14304. }
  14305. break;
  14306. case SO_EL_CONTROL:
  14307. if( !sd->status.ele_id || !sd->ed ) {
  14308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14309. return false;
  14310. }
  14311. break;
  14312. case KO_JYUMONJIKIRI:
  14313. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14314. return true;
  14315. else {
  14316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14317. return false;
  14318. }
  14319. break;
  14320. case KO_KAHU_ENTEN:
  14321. case KO_HYOUHU_HUBUKI:
  14322. case KO_KAZEHU_SEIRAN:
  14323. case KO_DOHU_KOUKAI:
  14324. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14325. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14326. return false;
  14327. }
  14328. break;
  14329. case KO_KAIHOU:
  14330. case KO_ZENKAI:
  14331. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14333. return false;
  14334. }
  14335. break;
  14336. }
  14337. /* check state required */
  14338. switch (require.state) {
  14339. case ST_HIDDEN:
  14340. if(!pc_ishiding(sd)) {
  14341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14342. return false;
  14343. }
  14344. break;
  14345. case ST_RIDING:
  14346. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14348. return false;
  14349. }
  14350. break;
  14351. case ST_FALCON:
  14352. if(!pc_isfalcon(sd)) {
  14353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14354. return false;
  14355. }
  14356. break;
  14357. case ST_CART:
  14358. if(!pc_iscarton(sd)) {
  14359. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14360. return false;
  14361. }
  14362. break;
  14363. case ST_SHIELD:
  14364. if(sd->status.shield <= 0) {
  14365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14366. return false;
  14367. }
  14368. break;
  14369. case ST_RECOV_WEIGHT_RATE:
  14370. #ifdef RENEWAL
  14371. if(pc_is70overweight(sd)) {
  14372. #else
  14373. if(pc_is50overweight(sd)) {
  14374. #endif
  14375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14376. return false;
  14377. }
  14378. break;
  14379. case ST_MOVE_ENABLE:
  14380. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14381. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14382. if (!unit_can_move(&sd->bl)) {
  14383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14384. return false;
  14385. }
  14386. break;
  14387. case ST_WATER:
  14388. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14389. break;
  14390. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14391. break;
  14392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14393. return false;
  14394. case ST_RIDINGDRAGON:
  14395. if( !pc_isridingdragon(sd) ) {
  14396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14397. return false;
  14398. }
  14399. break;
  14400. case ST_WUG:
  14401. if( !pc_iswug(sd) ) {
  14402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14403. return false;
  14404. }
  14405. break;
  14406. case ST_RIDINGWUG:
  14407. if( !pc_isridingwug(sd) ) {
  14408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14409. return false;
  14410. }
  14411. break;
  14412. case ST_MADO:
  14413. if( !pc_ismadogear(sd) ) {
  14414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14415. return false;
  14416. }
  14417. break;
  14418. case ST_ELEMENTALSPIRIT:
  14419. case ST_ELEMENTALSPIRIT2:
  14420. if(!sd->ed) {
  14421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14422. return false;
  14423. }
  14424. break;
  14425. case ST_PECO:
  14426. if(!pc_isriding(sd)) {
  14427. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14428. return false;
  14429. }
  14430. break;
  14431. }
  14432. /* check the status required */
  14433. if (require.status_count) {
  14434. switch (skill_id) {
  14435. // Being checked later in skill_check_condition_castend()
  14436. case WZ_SIGHTRASHER:
  14437. break;
  14438. default:
  14439. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14440. return false;
  14441. break;
  14442. }
  14443. }
  14444. // Check for equipped item(s)
  14445. if (require.eqItem_count) {
  14446. uint8 count = require.eqItem_count;
  14447. for (i = 0; i < require.eqItem_count; i++) {
  14448. uint16 reqeqit = require.eqItem[i];
  14449. if (!reqeqit)
  14450. break; // Skill has no required item(s); get out of here
  14451. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14452. case NC_PILEBUNKER:
  14453. case RL_P_ALTER:
  14454. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14455. count--;
  14456. if (!count) {
  14457. if( skill_id == RL_P_ALTER ){
  14458. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14459. }else{
  14460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14461. }
  14462. return false;
  14463. } else
  14464. continue;
  14465. }
  14466. break;
  14467. case NC_ACCELERATION:
  14468. case NC_SELFDESTRUCTION:
  14469. case NC_SHAPESHIFT:
  14470. case NC_EMERGENCYCOOL:
  14471. case NC_MAGNETICFIELD:
  14472. case NC_NEUTRALBARRIER:
  14473. case NC_STEALTHFIELD:
  14474. if (pc_search_inventory(sd, reqeqit) == -1) {
  14475. count--;
  14476. if (!count) {
  14477. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, require.eqItem[0]<<16);
  14478. return false;
  14479. } else
  14480. continue;
  14481. }
  14482. break;
  14483. default:
  14484. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14486. return false;
  14487. }
  14488. break;
  14489. }
  14490. }
  14491. }
  14492. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14493. //mhp is the max-hp-requirement, that is,
  14494. //you must have this % or less of HP to cast it.
  14495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14496. return false;
  14497. }
  14498. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14499. switch(skill_id) {
  14500. case RA_AIMEDBOLT:
  14501. break;
  14502. default:
  14503. switch((unsigned int)log2(require.weapon)) {
  14504. case W_REVOLVER:
  14505. clif_msg(sd, SKILL_NEED_REVOLVER);
  14506. break;
  14507. case W_RIFLE:
  14508. clif_msg(sd, SKILL_NEED_RIFLE);
  14509. break;
  14510. case W_GATLING:
  14511. clif_msg(sd, SKILL_NEED_GATLING);
  14512. break;
  14513. case W_SHOTGUN:
  14514. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14515. break;
  14516. case W_GRENADE:
  14517. clif_msg(sd, SKILL_NEED_GRENADE);
  14518. break;
  14519. default:
  14520. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14521. break;
  14522. }
  14523. return false;
  14524. }
  14525. }
  14526. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14528. return false;
  14529. }
  14530. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14532. return false;
  14533. }
  14534. if ((require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14535. (require.spiritball == -1 && sd->spiritball < 1)) {
  14536. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14537. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14538. else
  14539. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14540. return false;
  14541. }
  14542. return true;
  14543. }
  14544. /**
  14545. * Check skill condition when cast end.
  14546. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14547. * @param sd Player who uses skill
  14548. * @param skill_id ID of used skill
  14549. * @param skill_lv Level of used skill
  14550. * @return true: All condition passed, false: Failed
  14551. */
  14552. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14553. {
  14554. struct skill_condition require;
  14555. struct status_data *status;
  14556. int i;
  14557. short index[MAX_SKILL_ITEM_REQUIRE];
  14558. nullpo_retr(false,sd);
  14559. if( sd->chatID )
  14560. return false;
  14561. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14562. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14563. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14564. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14565. return true;
  14566. }
  14567. switch( sd->menuskill_id ) { // Cast start or cast end??
  14568. case AM_PHARMACY:
  14569. switch( skill_id ) {
  14570. case AM_PHARMACY:
  14571. case AC_MAKINGARROW:
  14572. case BS_REPAIRWEAPON:
  14573. case AM_TWILIGHT1:
  14574. case AM_TWILIGHT2:
  14575. case AM_TWILIGHT3:
  14576. return false;
  14577. }
  14578. break;
  14579. case GN_MIX_COOKING:
  14580. case GN_MAKEBOMB:
  14581. case GN_S_PHARMACY:
  14582. case GN_CHANGEMATERIAL:
  14583. if( sd->menuskill_id != skill_id )
  14584. return false;
  14585. break;
  14586. }
  14587. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14588. return true;
  14589. if( pc_is90overweight(sd) ) {
  14590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14591. return false;
  14592. }
  14593. // perform skill-specific checks (and actions)
  14594. switch( skill_id ) {
  14595. case PR_BENEDICTIO:
  14596. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14597. break;
  14598. case AM_CANNIBALIZE:
  14599. case AM_SPHEREMINE: {
  14600. int c=0;
  14601. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14602. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14603. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14604. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14605. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14606. if(c >= maxcount ||
  14607. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14608. { //Fails when: exceed max limit. There are other plant types already out.
  14609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14610. return false;
  14611. }
  14612. }
  14613. break;
  14614. }
  14615. case NC_SILVERSNIPER:
  14616. case NC_MAGICDECOY: {
  14617. int c = 0;
  14618. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14619. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14620. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14621. if( skill_id == NC_MAGICDECOY ) {
  14622. int j;
  14623. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14624. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14625. } else
  14626. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14627. if( c >= maxcount ) {
  14628. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14629. return false;
  14630. }
  14631. }
  14632. }
  14633. break;
  14634. case KO_ZANZOU: {
  14635. int c = 0;
  14636. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14637. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14638. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14639. return false;
  14640. }
  14641. }
  14642. break;
  14643. }
  14644. status = &sd->battle_status;
  14645. require = skill_get_requirement(sd,skill_id,skill_lv);
  14646. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14648. return false;
  14649. }
  14650. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14651. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14652. return false;
  14653. }
  14654. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14655. uint8 extra_ammo = 0;
  14656. #ifdef RENEWAL
  14657. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14658. case WM_SEVERE_RAINSTORM:
  14659. case RL_R_TRIP:
  14660. case RL_FIRE_RAIN:
  14661. extra_ammo = 1;
  14662. break;
  14663. default:
  14664. break;
  14665. }
  14666. #endif
  14667. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14668. clif_arrow_fail(sd,0);
  14669. return false;
  14670. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14671. char e_msg[100];
  14672. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14674. return false;
  14675. }
  14676. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14678. return false;
  14679. }
  14680. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14681. skill_get_desc(skill_id),
  14682. require.ammo_qty,
  14683. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14684. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14685. return false;
  14686. }
  14687. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14688. //which is the closest we have to wrong ammo type. [Skotlex]
  14689. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14690. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14691. return false;
  14692. }
  14693. }
  14694. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14695. if( !require.itemid[i] )
  14696. continue;
  14697. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14698. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14699. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14701. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14702. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14703. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14704. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14705. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14707. else if( require.itemid[i] == ITEMID_ANCILLA )
  14708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14709. else
  14710. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  14711. return false;
  14712. }
  14713. }
  14714. /* check the status required */
  14715. if (require.status_count) {
  14716. switch (skill_id) {
  14717. case WZ_SIGHTRASHER:
  14718. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14719. return false;
  14720. break;
  14721. default:
  14722. break;
  14723. }
  14724. }
  14725. return true;
  14726. }
  14727. /** Consume skill requirement
  14728. * @param sd Player who uses the skill
  14729. * @param skill_id ID of used skill
  14730. * @param skill_lv Level of used skill
  14731. * @param type Consume type
  14732. * type&1: consume the others (before skill was used);
  14733. * type&2: consume items (after skill was used)
  14734. */
  14735. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14736. {
  14737. struct skill_condition require;
  14738. nullpo_retv(sd);
  14739. require = skill_get_requirement(sd,skill_id,skill_lv);
  14740. if( type&1 ) {
  14741. switch( skill_id ) {
  14742. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14743. case MC_IDENTIFY:
  14744. require.sp = 0;
  14745. break;
  14746. case MO_KITRANSLATION:
  14747. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14748. require.spiritball = 0;
  14749. //Fall through
  14750. default:
  14751. if(sd->state.autocast)
  14752. require.sp = 0;
  14753. break;
  14754. }
  14755. if(require.hp || require.sp)
  14756. status_zap(&sd->bl, require.hp, require.sp);
  14757. if(require.spiritball > 0)
  14758. pc_delspiritball(sd,require.spiritball,0);
  14759. else if(require.spiritball == -1) {
  14760. sd->spiritball_old = sd->spiritball;
  14761. pc_delspiritball(sd,sd->spiritball,0);
  14762. }
  14763. if(require.zeny > 0)
  14764. {
  14765. if( skill_id == NJ_ZENYNAGE )
  14766. require.zeny = 0; //Zeny is reduced on skill_attack.
  14767. if( sd->status.zeny < require.zeny )
  14768. require.zeny = sd->status.zeny;
  14769. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14770. }
  14771. }
  14772. if( type&2 ) {
  14773. struct status_change *sc = &sd->sc;
  14774. int n,i;
  14775. if( !sc->count )
  14776. sc = NULL;
  14777. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14778. {
  14779. if( !require.itemid[i] )
  14780. continue;
  14781. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14782. continue; //Gemstones are checked, but not substracted from inventory.
  14783. switch( skill_id ){
  14784. case SA_SEISMICWEAPON:
  14785. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14786. continue;
  14787. break;
  14788. case SA_FLAMELAUNCHER:
  14789. case SA_VOLCANO:
  14790. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14791. continue;
  14792. break;
  14793. case SA_FROSTWEAPON:
  14794. case SA_DELUGE:
  14795. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14796. continue;
  14797. break;
  14798. case SA_LIGHTNINGLOADER:
  14799. case SA_VIOLENTGALE:
  14800. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14801. continue;
  14802. break;
  14803. }
  14804. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14805. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14806. }
  14807. }
  14808. }
  14809. /**
  14810. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14811. * @param sd Player's that will be checked
  14812. * @param skill_id Skill that's being used
  14813. * @param skill_lv Skill level of used skill
  14814. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14815. */
  14816. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14817. {
  14818. struct skill_condition req;
  14819. struct status_data *status;
  14820. struct status_change *sc;
  14821. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14822. uint16 idx;
  14823. bool level_dependent = false;
  14824. memset(&req,0,sizeof(req));
  14825. if( !sd )
  14826. return req;
  14827. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14828. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14829. sc = &sd->sc;
  14830. if( !sc->count )
  14831. sc = NULL;
  14832. //Checks if disabling skill - in which case no SP requirements are necessary
  14833. if( sc && skill_disable_check(sc,skill_id) )
  14834. return req;
  14835. idx = skill_get_index(skill_id);
  14836. if( idx == 0 ) // invalid skill id
  14837. return req;
  14838. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14839. status = &sd->battle_status;
  14840. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14841. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14842. if(hp_rate > 0)
  14843. req.hp += (status->hp * hp_rate)/100;
  14844. else
  14845. req.hp += (status->max_hp * (-hp_rate))/100;
  14846. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14847. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14848. req.sp /= 2;
  14849. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14850. if(sp_rate > 0)
  14851. req.sp += (status->sp * sp_rate)/100;
  14852. else
  14853. req.sp += (status->max_sp * (-sp_rate))/100;
  14854. if( sd->dsprate != 100 )
  14855. req.sp = req.sp * sd->dsprate / 100;
  14856. for (auto &it : sd->skillusesprate) {
  14857. if (it.id == skill_id) {
  14858. sp_skill_rate_bonus += it.val;
  14859. break;
  14860. }
  14861. }
  14862. for (auto &it : sd->skillusesp) {
  14863. if (it.id == skill_id) {
  14864. req.sp -= it.val;
  14865. break;
  14866. }
  14867. }
  14868. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  14869. req.sp += req.sp * 30 / 100;
  14870. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14871. if( sc ) {
  14872. if( sc->data[SC__LAZINESS] )
  14873. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14874. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14875. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14876. if( sc->data[SC_RECOGNIZEDSPELL] )
  14877. req.sp += req.sp / 4;
  14878. if( sc->data[SC_OFFERTORIUM])
  14879. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14880. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14881. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14882. }
  14883. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14884. if( sc && sc->data[SC__UNLUCKY] ) {
  14885. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14886. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14887. else
  14888. req.zeny += 1000;
  14889. }
  14890. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14891. req.state = skill_db[idx]->require.state;
  14892. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14893. req.weapon = skill_db[idx]->require.weapon;
  14894. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14895. if (req.ammo_qty)
  14896. req.ammo = skill_db[idx]->require.ammo;
  14897. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14898. { //Assume this skill is using the weapon, therefore it requires arrows.
  14899. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14900. req.ammo_qty = 1;
  14901. }
  14902. req.status_count = skill_db[idx]->require.status_count;
  14903. req.status = skill_db[idx]->require.status;
  14904. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14905. req.eqItem = skill_db[idx]->require.eqItem;
  14906. switch( skill_id ) {
  14907. /* Skill level-dependent checks */
  14908. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14909. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14910. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14911. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14912. case KO_MAKIBISHI:
  14913. case GN_FIRE_EXPANSION:
  14914. case SO_SUMMON_AGNI:
  14915. case SO_SUMMON_AQUA:
  14916. case SO_SUMMON_VENTUS:
  14917. case SO_SUMMON_TERA:
  14918. case SO_WATER_INSIGNIA:
  14919. case SO_FIRE_INSIGNIA:
  14920. case SO_WIND_INSIGNIA:
  14921. case SO_EARTH_INSIGNIA:
  14922. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14923. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14924. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14925. level_dependent = true;
  14926. /* Normal skill requirements and gemstone checks */
  14927. default:
  14928. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14929. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14930. if (!level_dependent) {
  14931. switch( skill_id ) {
  14932. case AM_POTIONPITCHER:
  14933. case CR_SLIMPITCHER:
  14934. case CR_CULTIVATION:
  14935. if (i != skill_lv%11 - 1)
  14936. continue;
  14937. break;
  14938. case AM_CALLHOMUN:
  14939. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14940. continue;
  14941. break;
  14942. case AB_ADORAMUS:
  14943. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14944. continue;
  14945. break;
  14946. case WL_COMET:
  14947. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14948. continue;
  14949. break;
  14950. }
  14951. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14952. req.amount[i] = skill_db[idx]->require.amount[i];
  14953. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14954. int16 itIndex;
  14955. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14956. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14957. req.itemid[i] = ITEMID_TRAP;
  14958. else
  14959. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14960. req.amount[i] = 1;
  14961. }
  14962. break;
  14963. }
  14964. }
  14965. // Check requirement for gemstone.
  14966. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14967. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14968. req.itemid[i] = req.amount[i] = 0;
  14969. else {
  14970. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14971. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14972. if( skill_id != SA_ABRACADABRA )
  14973. req.itemid[i] = req.amount[i] = 0;
  14974. else if( --req.amount[i] < 1 )
  14975. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14976. }
  14977. }
  14978. }
  14979. // Check requirement for Magic Gear Fuel
  14980. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14981. if (sd->special_state.no_mado_fuel)
  14982. {
  14983. req.itemid[i] = req.amount[i] = 0;
  14984. }
  14985. }
  14986. }
  14987. break;
  14988. }
  14989. // Check for cost reductions due to skills & SCs
  14990. switch(skill_id) {
  14991. case MC_MAMMONITE:
  14992. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14993. req.zeny -= req.zeny*10/100;
  14994. break;
  14995. case AL_HOLYLIGHT:
  14996. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14997. req.sp *= 5;
  14998. break;
  14999. case SL_SMA:
  15000. case SL_STUN:
  15001. case SL_STIN:
  15002. {
  15003. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15004. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15005. break;
  15006. if(sd->status.base_level>=90)
  15007. req.sp -= req.sp*7*kaina_lv/100;
  15008. else if(sd->status.base_level>=80)
  15009. req.sp -= req.sp*5*kaina_lv/100;
  15010. else if(sd->status.base_level>=70)
  15011. req.sp -= req.sp*3*kaina_lv/100;
  15012. }
  15013. break;
  15014. case MO_CHAINCOMBO:
  15015. case MO_COMBOFINISH:
  15016. case CH_TIGERFIST:
  15017. case CH_CHAINCRUSH:
  15018. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15019. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15020. break;
  15021. case MO_BODYRELOCATION:
  15022. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15023. req.spiritball = 0;
  15024. break;
  15025. case MO_EXTREMITYFIST:
  15026. if( sc ) {
  15027. if( sc->data[SC_BLADESTOP] )
  15028. req.spiritball--;
  15029. else if( sc->data[SC_COMBO] ) {
  15030. switch( sc->data[SC_COMBO]->val1 ) {
  15031. case MO_COMBOFINISH:
  15032. req.spiritball = 4;
  15033. break;
  15034. case CH_TIGERFIST:
  15035. req.spiritball = 3;
  15036. break;
  15037. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15038. req.spiritball = sd->spiritball?sd->spiritball:1;
  15039. break;
  15040. }
  15041. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15042. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15043. }
  15044. break;
  15045. case SR_RAMPAGEBLASTER:
  15046. req.spiritball = sd->spiritball?sd->spiritball:15;
  15047. break;
  15048. case LG_RAGEBURST:
  15049. req.spiritball = sd->spiritball?sd->spiritball:1;
  15050. break;
  15051. case SR_GATEOFHELL:
  15052. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15053. req.sp -= req.sp * 10 / 100;
  15054. break;
  15055. case SO_SUMMON_AGNI:
  15056. case SO_SUMMON_AQUA:
  15057. case SO_SUMMON_VENTUS:
  15058. case SO_SUMMON_TERA: {
  15059. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15060. if( spirit_sympathy )
  15061. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15062. }
  15063. break;
  15064. case SO_PSYCHIC_WAVE:
  15065. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15066. req.sp += req.sp / 2; // 1.5x SP cost
  15067. break;
  15068. }
  15069. //Check if player is using the copied skill [Cydh]
  15070. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15071. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  15072. if (req_opt&0x0001) req.hp = 0;
  15073. if (req_opt&0x0002) req.mhp = 0;
  15074. if (req_opt&0x0004) req.sp = 0;
  15075. if (req_opt&0x0008) req.hp_rate = 0;
  15076. if (req_opt&0x0010) req.sp_rate = 0;
  15077. if (req_opt&0x0020) req.zeny = 0;
  15078. if (req_opt&0x0040) req.weapon = 0;
  15079. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  15080. if (req_opt&0x0100) req.state = ST_NONE;
  15081. if (req_opt&0x0200) req.status_count = 0;
  15082. if (req_opt&0x0400) req.spiritball = 0;
  15083. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  15084. if (req_opt&0x1000) req.eqItem_count = 0;
  15085. }
  15086. return req;
  15087. }
  15088. /*==========================================
  15089. * Does cast-time reductions based on dex, item bonuses and config setting
  15090. *------------------------------------------*/
  15091. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15092. double time = skill_get_cast(skill_id, skill_lv);
  15093. nullpo_ret(bl);
  15094. #ifndef RENEWAL_CAST
  15095. {
  15096. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15097. struct status_change *sc = status_get_sc(bl);
  15098. int reduce_cast_rate = 0;
  15099. uint8 flag = skill_get_castnodex(skill_id);
  15100. // Calculate base cast time (reduced by dex)
  15101. if (!(flag&1)) {
  15102. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15103. if (scale > 0) // not instant cast
  15104. time = time * (float)scale / battle_config.castrate_dex_scale;
  15105. else
  15106. return 0; // instant cast
  15107. }
  15108. // Calculate cast time reduced by item/card bonuses
  15109. if (sd) {
  15110. if (!(flag&4) && sd->castrate != 100)
  15111. reduce_cast_rate += 100 - sd->castrate;
  15112. // Skill-specific reductions work regardless of flag
  15113. for (const auto &it : sd->skillcastrate) {
  15114. if (it.id == skill_id) {
  15115. time += time * it.val / 100;
  15116. break;
  15117. }
  15118. }
  15119. }
  15120. // These cast time reductions are processed even if the skill fails
  15121. if (sc && sc->count) {
  15122. // Magic Strings stacks additively with item bonuses
  15123. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15124. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15125. // Foresight halves the cast time, it does not stack additively
  15126. if (sc->data[SC_MEMORIZE]) {
  15127. if(!(flag&2))
  15128. time -= time * 50 / 100;
  15129. // Foresight counter gets reduced even if the skill is not affected by it
  15130. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15131. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15132. }
  15133. }
  15134. time = time * (1 - (float)reduce_cast_rate / 100);
  15135. }
  15136. #endif
  15137. // config cast time multiplier
  15138. if (battle_config.cast_rate != 100)
  15139. time = time * battle_config.cast_rate / 100;
  15140. // return final cast time
  15141. time = max(time, 0);
  15142. //ShowInfo("Castime castfix = %f\n",time);
  15143. return (int)time;
  15144. }
  15145. #ifndef RENEWAL_CAST
  15146. /**
  15147. * Get the skill cast time for Pre-Re cast
  15148. * @param bl: The caster
  15149. * @param time: Cast time before Status Change addition or reduction
  15150. * @return time: Modified castime after status change addition or reduction
  15151. */
  15152. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15153. {
  15154. struct status_change *sc = status_get_sc(bl);
  15155. if (time < 0)
  15156. return 0;
  15157. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15158. return (int)time;
  15159. if (sc && sc->count) {
  15160. if (!(flag&2)) {
  15161. if (sc->data[SC_SLOWCAST])
  15162. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15163. if (sc->data[SC_PARALYSIS])
  15164. time += sc->data[SC_PARALYSIS]->val3;
  15165. if (sc->data[SC_IZAYOI])
  15166. time -= time * 50 / 100;
  15167. }
  15168. if (sc->data[SC_SUFFRAGIUM]) {
  15169. if(!(flag&2))
  15170. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15171. //Suffragium ends even if the skill is not affected by it
  15172. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15173. }
  15174. }
  15175. time = max(time, 0);
  15176. //ShowInfo("Castime castfix_sc = %f\n",time);
  15177. return (int)time;
  15178. }
  15179. #else
  15180. /**
  15181. * Get the skill cast time for RENEWAL_CAST.
  15182. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15183. * Additive value:
  15184. * Variable CastTime : time += value
  15185. * Fixed CastTime : fixed += value
  15186. * Multipicative value
  15187. * Variable CastTime : VARCAST_REDUCTION(value)
  15188. * Fixed CastTime : FIXEDCASTRATE2(value)
  15189. * @param bl: The caster
  15190. * @param time: Cast time without reduction
  15191. * @param skill_id: Skill ID of the casted skill
  15192. * @param skill_lv: Skill level of the casted skill
  15193. * @return time: Modified castime after status and bonus addition or reduction
  15194. */
  15195. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15196. {
  15197. struct status_change *sc = status_get_sc(bl);
  15198. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15199. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15200. uint8 flag = skill_get_castnodex(skill_id);
  15201. nullpo_ret(bl);
  15202. if (time < 0)
  15203. return 0;
  15204. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15205. return (int)time;
  15206. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  15207. fixed = 0;
  15208. else if (fixed == 0) {
  15209. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15210. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15211. }
  15212. // Additive Variable Cast bonus adjustments by items
  15213. if (sd && !(flag&4)) {
  15214. if (sd->bonus.varcastrate != 0)
  15215. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15216. if (sd->bonus.fixcastrate != 0)
  15217. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15218. if (sd->bonus.add_varcast != 0)
  15219. time += sd->bonus.add_varcast; // bonus bVariableCast
  15220. if (sd->bonus.add_fixcast != 0)
  15221. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15222. for (const auto &it : sd->skillfixcast) {
  15223. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15224. fixed += it.val;
  15225. break;
  15226. }
  15227. }
  15228. for (const auto &it : sd->skillvarcast) {
  15229. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15230. time += it.val;
  15231. break;
  15232. }
  15233. }
  15234. for (const auto &it : sd->skillcastrate) {
  15235. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15236. reduce_cast_rate += it.val;
  15237. break;
  15238. }
  15239. }
  15240. for (const auto &it : sd->skillfixcastrate) {
  15241. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15242. fixcast_r = max(fixcast_r, it.val);
  15243. break;
  15244. }
  15245. }
  15246. }
  15247. // Adjusted by active statuses
  15248. if (sc && sc->count && !(flag&2)) {
  15249. // Multiplicative Variable CastTime values
  15250. if (sc->data[SC_SLOWCAST])
  15251. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15252. if (sc->data[SC__LAZINESS])
  15253. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15254. if (sc->data[SC_SUFFRAGIUM]) {
  15255. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15256. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15257. }
  15258. if (sc->data[SC_MEMORIZE]) {
  15259. reduce_cast_rate += 50;
  15260. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15261. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15262. }
  15263. if (sc->data[SC_POEMBRAGI])
  15264. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15265. if (sc->data[SC_IZAYOI])
  15266. VARCAST_REDUCTION(50);
  15267. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15268. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15269. if (sc->data[SC_TELEKINESIS_INTENSE])
  15270. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15271. // Multiplicative Fixed CastTime values
  15272. if (sc->data[SC_SECRAMENT])
  15273. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15274. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15275. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15276. if (sc->data[SC_DANCEWITHWUG])
  15277. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15278. if (sc->data[SC_HEAT_BARREL])
  15279. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15280. if (sc->data[SC_FREEZING])
  15281. fixcast_r -= 50;
  15282. // Additive Fixed CastTime values
  15283. if (sc->data[SC_MANDRAGORA])
  15284. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15285. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15286. fixed -= 1000;
  15287. if (sc->data[SC_IZAYOI])
  15288. fixed = 0;
  15289. }
  15290. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15291. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15292. if (varcast_r < 0)
  15293. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15294. // Apply Variable CastTime calculation by INT & DEX
  15295. if (!(flag&1))
  15296. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15297. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15298. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15299. return (int)time;
  15300. }
  15301. #endif
  15302. /*==========================================
  15303. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15304. *------------------------------------------*/
  15305. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15306. {
  15307. int delaynodex = skill_get_delaynodex(skill_id);
  15308. int time = skill_get_delay(skill_id, skill_lv);
  15309. struct map_session_data *sd;
  15310. struct status_change *sc = status_get_sc(bl);
  15311. nullpo_ret(bl);
  15312. sd = BL_CAST(BL_PC, bl);
  15313. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15314. return 0; //Will use picked skill's delay.
  15315. if (bl->type&battle_config.no_skill_delay)
  15316. return battle_config.min_skill_delay_limit;
  15317. if (time < 0)
  15318. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15319. // Delay reductions
  15320. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15321. case MO_TRIPLEATTACK:
  15322. case MO_CHAINCOMBO:
  15323. case MO_COMBOFINISH:
  15324. case CH_TIGERFIST:
  15325. case CH_CHAINCRUSH:
  15326. case SR_DRAGONCOMBO:
  15327. case SR_FALLENEMPIRE:
  15328. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15329. if (time == 0)
  15330. time = 1000;
  15331. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15332. break;
  15333. case HP_BASILICA:
  15334. if (sc && !sc->data[SC_BASILICA])
  15335. time = 0; // There is no Delay on Basilica creation, only on cancel
  15336. break;
  15337. default:
  15338. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15339. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15340. if (scale > 0)
  15341. time = time * scale / battle_config.castrate_dex_scale;
  15342. else //To be capped later to minimum.
  15343. time = 0;
  15344. }
  15345. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15346. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15347. if (scale > 0)
  15348. time = time * scale / battle_config.castrate_dex_scale;
  15349. else //To be capped later to minimum.
  15350. time = 0;
  15351. }
  15352. }
  15353. if (sc && sc->data[SC_SPIRIT]) {
  15354. switch (skill_id) {
  15355. case CR_SHIELDBOOMERANG:
  15356. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15357. time /= 2;
  15358. break;
  15359. case AS_SONICBLOW:
  15360. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15361. time /= 2;
  15362. break;
  15363. }
  15364. }
  15365. if (!(delaynodex&2)) {
  15366. if (sc && sc->count) {
  15367. if (sc->data[SC_POEMBRAGI])
  15368. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15369. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15370. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15371. }
  15372. }
  15373. if (!(delaynodex&4) && sd) {
  15374. if (sd->delayrate != 100)
  15375. time = time * sd->delayrate / 100;
  15376. for (auto &it : sd->skilldelay) {
  15377. if (it.id == skill_id) {
  15378. time += it.val;
  15379. break;
  15380. }
  15381. }
  15382. }
  15383. if (battle_config.delay_rate != 100)
  15384. time = time * battle_config.delay_rate / 100;
  15385. //ShowInfo("Delay delayfix = %d\n",time);
  15386. return max(time,0);
  15387. }
  15388. /*==========================================
  15389. * Weapon Repair [Celest/DracoRPG]
  15390. *------------------------------------------*/
  15391. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15392. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15393. struct item *item;
  15394. struct map_session_data *target_sd;
  15395. nullpo_retv(sd);
  15396. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15397. return;
  15398. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15399. return;
  15400. if( idx < 0 || idx >= MAX_INVENTORY )
  15401. return; //Invalid index??
  15402. item = &target_sd->inventory.u.items_inventory[idx];
  15403. if( !item->nameid || !item->attribute )
  15404. return; //Again invalid item....
  15405. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15406. clif_item_repaireffect(sd, idx, 1);
  15407. return;
  15408. }
  15409. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15410. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15411. else
  15412. material = materials [2]; // Armors consume 1 Steel
  15413. if ( pc_search_inventory(sd,material) < 0 ) {
  15414. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15415. return;
  15416. }
  15417. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15418. item->attribute = 0;/* clear broken state */
  15419. clif_equiplist(target_sd);
  15420. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15421. clif_item_repaireffect(sd,idx,0);
  15422. if( sd != target_sd )
  15423. clif_item_repaireffect(target_sd,idx,0);
  15424. }
  15425. /*==========================================
  15426. * Item Appraisal
  15427. *------------------------------------------*/
  15428. void skill_identify(struct map_session_data *sd, int idx)
  15429. {
  15430. int flag=1;
  15431. nullpo_retv(sd);
  15432. sd->state.workinprogress = WIP_DISABLE_NONE;
  15433. if(idx >= 0 && idx < MAX_INVENTORY) {
  15434. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15435. flag=0;
  15436. sd->inventory.u.items_inventory[idx].identify = 1;
  15437. }
  15438. }
  15439. clif_item_identified(sd,idx,flag);
  15440. }
  15441. /*==========================================
  15442. * Weapon Refine [Celest]
  15443. *------------------------------------------*/
  15444. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15445. {
  15446. nullpo_retv(sd);
  15447. if (idx >= 0 && idx < MAX_INVENTORY)
  15448. {
  15449. struct item *item;
  15450. struct item_data *ditem = sd->inventory_data[idx];
  15451. item = &sd->inventory.u.items_inventory[idx];
  15452. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15453. int i = 0, per;
  15454. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15455. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15456. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15457. return;
  15458. }
  15459. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15460. clif_upgrademessage(sd->fd, 2, item->nameid);
  15461. return;
  15462. }
  15463. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15464. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15465. return;
  15466. }
  15467. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  15468. if( sd->class_&JOBL_THIRD )
  15469. per += 10;
  15470. else
  15471. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15472. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15473. if (per > rnd() % 100) {
  15474. int ep=0;
  15475. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15476. item->refine++;
  15477. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15478. if(item->equip) {
  15479. ep = item->equip;
  15480. pc_unequipitem(sd,idx,3);
  15481. }
  15482. clif_delitem(sd,idx,1,3);
  15483. clif_upgrademessage(sd->fd, 0, item->nameid);
  15484. clif_inventorylist(sd);
  15485. clif_refine(sd->fd,0,idx,item->refine);
  15486. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  15487. if (ep)
  15488. pc_equipitem(sd,idx,ep);
  15489. clif_misceffect(&sd->bl,3);
  15490. if(item->refine == 10 &&
  15491. item->card[0] == CARD0_FORGE &&
  15492. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15493. { // Fame point system [DracoRPG]
  15494. switch(ditem->wlv){
  15495. case 1:
  15496. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15497. break;
  15498. case 2:
  15499. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15500. break;
  15501. case 3:
  15502. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15503. break;
  15504. }
  15505. }
  15506. } else {
  15507. item->refine = 0;
  15508. if(item->equip)
  15509. pc_unequipitem(sd,idx,3);
  15510. clif_upgrademessage(sd->fd, 1, item->nameid);
  15511. clif_refine(sd->fd,1,idx,item->refine);
  15512. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  15513. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15514. clif_misceffect(&sd->bl,2);
  15515. clif_emotion(&sd->bl, ET_HUK);
  15516. }
  15517. }
  15518. }
  15519. }
  15520. /*==========================================
  15521. *
  15522. *------------------------------------------*/
  15523. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15524. {
  15525. uint16 skill_lv;
  15526. uint16 idx = 0;
  15527. int maxlv=1,lv;
  15528. nullpo_ret(sd);
  15529. skill_lv = sd->menuskill_val;
  15530. if ((idx = skill_get_index2(skill_id)) == 0)
  15531. return 0;
  15532. if (SKILL_CHK_GUILD(skill_id))
  15533. return 0;
  15534. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15535. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15536. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15537. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15538. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15539. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15540. else if(skill_lv==2) maxlv=1;
  15541. else if(skill_lv==3) maxlv=2;
  15542. else if(skill_lv>=4) maxlv=3;
  15543. }
  15544. else if(skill_id==MG_SOULSTRIKE){
  15545. if(skill_lv==5) maxlv=1;
  15546. else if(skill_lv==6) maxlv=2;
  15547. else if(skill_lv>=7) maxlv=3;
  15548. }
  15549. else if(skill_id==MG_FIREBALL){
  15550. if(skill_lv==8) maxlv=1;
  15551. else if(skill_lv>=9) maxlv=2;
  15552. }
  15553. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15554. else return 0;
  15555. if(maxlv > lv)
  15556. maxlv = lv;
  15557. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15558. skill_get_time(SA_AUTOSPELL,skill_lv));
  15559. return 0;
  15560. }
  15561. /**
  15562. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  15563. * @param bl: Player object
  15564. * @param ap: va_arg list
  15565. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  15566. */
  15567. static int skill_sit_count(struct block_list *bl, va_list ap)
  15568. {
  15569. struct map_session_data *sd = (struct map_session_data*)bl;
  15570. int flag = va_arg(ap, int);
  15571. if (!pc_issit(sd))
  15572. return 0;
  15573. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  15574. return 1;
  15575. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  15576. return 1;
  15577. return 0;
  15578. }
  15579. /**
  15580. * Triggered when a player sits down to activate bonus states.
  15581. * @param bl: Player object
  15582. * @param ap: va_arg list
  15583. * @return 0
  15584. */
  15585. static int skill_sit_in(struct block_list *bl, va_list ap)
  15586. {
  15587. struct map_session_data *sd = (struct map_session_data*)bl;
  15588. int flag = va_arg(ap, int);
  15589. if (!pc_issit(sd))
  15590. return 0;
  15591. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  15592. sd->state.gangsterparadise = 1;
  15593. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  15594. sd->state.rest = 1;
  15595. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15596. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15597. }
  15598. return 0;
  15599. }
  15600. /**
  15601. * Triggered when a player stands up to deactivate bonus states.
  15602. * @param bl: Player object
  15603. * @param ap: va_arg list
  15604. * @return 0
  15605. */
  15606. static int skill_sit_out(struct block_list *bl, va_list ap)
  15607. {
  15608. struct map_session_data *sd = (struct map_session_data*)bl;
  15609. int flag = va_arg(ap, int), range = va_arg(ap, int);
  15610. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  15611. return 0;
  15612. if (flag&1 && sd->state.gangsterparadise)
  15613. sd->state.gangsterparadise = 0;
  15614. if (flag&2 && sd->state.rest) {
  15615. sd->state.rest = 0;
  15616. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15617. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15618. }
  15619. return 0;
  15620. }
  15621. /**
  15622. * Toggle Sit icon and player bonuses when sitting/standing.
  15623. * @param sd: Player data
  15624. * @param sitting: True when sitting or false when standing
  15625. * @return 0
  15626. */
  15627. int skill_sit(struct map_session_data *sd, bool sitting)
  15628. {
  15629. int flag = 0, range = 0, lv;
  15630. nullpo_ret(sd);
  15631. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15632. flag |= 1;
  15633. range = skill_get_splash(RG_GANGSTER, lv);
  15634. }
  15635. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15636. flag |= 2;
  15637. range = skill_get_splash(TK_HPTIME, lv);
  15638. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15639. flag |= 2;
  15640. range = skill_get_splash(TK_SPTIME, lv);
  15641. }
  15642. if (sitting)
  15643. clif_status_load(&sd->bl, EFST_SIT, 1);
  15644. else
  15645. clif_status_load(&sd->bl, EFST_SIT, 0);
  15646. if (!flag) // No need to count area if no skills are learned.
  15647. return 0;
  15648. if (sitting) {
  15649. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  15650. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  15651. } else
  15652. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  15653. return 0;
  15654. }
  15655. /*==========================================
  15656. * Do Forstjoke/Scream effect
  15657. *------------------------------------------*/
  15658. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15659. {
  15660. struct block_list *src;
  15661. uint16 skill_id,skill_lv;
  15662. t_tick tick;
  15663. nullpo_ret(bl);
  15664. nullpo_ret(src = va_arg(ap,struct block_list*));
  15665. skill_id = va_arg(ap,int);
  15666. skill_lv = va_arg(ap,int);
  15667. if(!skill_lv)
  15668. return 0;
  15669. tick = va_arg(ap,t_tick);
  15670. if (src == bl || status_isdead(bl))
  15671. return 0;
  15672. if (bl->type == BL_PC) {
  15673. struct map_session_data *sd = (struct map_session_data *)bl;
  15674. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15675. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15676. }
  15677. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15678. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15679. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15680. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15681. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15682. return 0;
  15683. }
  15684. /**
  15685. * Set map cell flag as skill unit effect
  15686. * @param src Skill unit
  15687. * @param skill_id
  15688. * @param skill_lv
  15689. * @param cell Cell type cell_t
  15690. * @param flag 0/1
  15691. */
  15692. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15693. {
  15694. int range = skill_get_unit_range(skill_id,skill_lv);
  15695. int x, y;
  15696. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15697. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15698. map_setcell(src->bl.m, x, y, cell, flag);
  15699. }
  15700. /**
  15701. * Do skill attack area (such splash effect) around the 'first' target.
  15702. * First target will skip skill condition, always receive damage. But,
  15703. * around it, still need target/condition validation by
  15704. * battle_check_target and status_check_skilluse
  15705. * @param bl
  15706. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15707. */
  15708. int skill_attack_area(struct block_list *bl, va_list ap)
  15709. {
  15710. struct block_list *src,*dsrc;
  15711. int atk_type,skill_id,skill_lv,flag,type;
  15712. t_tick tick;
  15713. if(status_isdead(bl))
  15714. return 0;
  15715. atk_type = va_arg(ap,int);
  15716. src = va_arg(ap,struct block_list*);
  15717. dsrc = va_arg(ap,struct block_list*);
  15718. skill_id = va_arg(ap,int);
  15719. skill_lv = va_arg(ap,int);
  15720. tick = va_arg(ap,t_tick);
  15721. flag = va_arg(ap,int);
  15722. type = va_arg(ap,int);
  15723. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15724. switch (skill_id) {
  15725. case LG_CANNONSPEAR:
  15726. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15727. default:
  15728. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15729. }
  15730. }
  15731. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15732. !status_check_skilluse(NULL, bl, skill_id, 2))
  15733. return 0;
  15734. switch (skill_id) {
  15735. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15736. if (src->x == bl->x && src->y == bl->y)
  15737. return 0; //Does not hit current cell
  15738. //Fall through
  15739. case NPC_ACIDBREATH:
  15740. case NPC_DARKNESSBREATH:
  15741. case NPC_FIREBREATH:
  15742. case NPC_ICEBREATH:
  15743. case NPC_THUNDERBREATH:
  15744. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15745. default:
  15746. //Area-splash, disable skill animation.
  15747. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15748. }
  15749. }
  15750. /**
  15751. * Clear skill unit group
  15752. * @param bl
  15753. * @param flag &1
  15754. */
  15755. int skill_clear_group(struct block_list *bl, int flag)
  15756. {
  15757. struct unit_data *ud = NULL;
  15758. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15759. int i, count = 0;
  15760. nullpo_ret(bl);
  15761. if (!(ud = unit_bl2ud(bl)))
  15762. return 0;
  15763. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15764. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15765. switch (ud->skillunit[i]->skill_id) {
  15766. case SA_DELUGE:
  15767. case SA_VOLCANO:
  15768. case SA_VIOLENTGALE:
  15769. case SA_LANDPROTECTOR:
  15770. case NJ_SUITON:
  15771. case NJ_KAENSIN:
  15772. case SC_CHAOSPANIC:
  15773. if (flag&1)
  15774. group[count++] = ud->skillunit[i];
  15775. break;
  15776. case SO_CLOUD_KILL:
  15777. if( flag&4 )
  15778. group[count++] = ud->skillunit[i];
  15779. break;
  15780. case SO_WARMER:
  15781. if( flag&8 )
  15782. group[count++] = ud->skillunit[i];
  15783. break;
  15784. default:
  15785. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15786. group[count++] = ud->skillunit[i];
  15787. break;
  15788. }
  15789. }
  15790. for (i = 0; i < count; i++)
  15791. skill_delunitgroup(group[i]);
  15792. return count;
  15793. }
  15794. /**
  15795. * Returns the first element field found [Skotlex]
  15796. * @param bl
  15797. * @return skill_unit_group
  15798. */
  15799. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15800. {
  15801. struct unit_data *ud = NULL;
  15802. int i;
  15803. nullpo_ret(bl);
  15804. if (!(ud = unit_bl2ud(bl)))
  15805. return NULL;
  15806. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15807. switch (ud->skillunit[i]->skill_id) {
  15808. case SA_DELUGE:
  15809. case SA_VOLCANO:
  15810. case SA_VIOLENTGALE:
  15811. case SA_LANDPROTECTOR:
  15812. case NJ_SUITON:
  15813. case SO_CLOUD_KILL:
  15814. case SO_WARMER:
  15815. case SC_CHAOSPANIC:
  15816. return ud->skillunit[i];
  15817. }
  15818. }
  15819. return NULL;
  15820. }
  15821. /// Graffiti cleaner [Valaris]
  15822. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15823. {
  15824. struct skill_unit *unit = NULL;
  15825. int remove = va_arg(ap, int);
  15826. nullpo_retr(0, bl);
  15827. nullpo_retr(0, ap);
  15828. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15829. return 0;
  15830. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15831. if (remove == 1)
  15832. skill_delunit(unit);
  15833. return 1;
  15834. }
  15835. return 0;
  15836. }
  15837. /// Greed effect
  15838. int skill_greed(struct block_list *bl, va_list ap)
  15839. {
  15840. struct block_list *src;
  15841. struct map_session_data *sd = NULL;
  15842. struct flooritem_data *fitem = NULL;
  15843. nullpo_ret(bl);
  15844. nullpo_ret(src = va_arg(ap, struct block_list *));
  15845. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15846. pc_takeitem(sd, fitem);
  15847. return 0;
  15848. }
  15849. /// Ranger's Detonator [Jobbie/3CeAM]
  15850. int skill_detonator(struct block_list *bl, va_list ap)
  15851. {
  15852. struct skill_unit *unit = NULL;
  15853. struct block_list *src;
  15854. int unit_id;
  15855. nullpo_ret(bl);
  15856. nullpo_ret(ap);
  15857. src = va_arg(ap,struct block_list *);
  15858. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15859. return 0;
  15860. if( unit->group->src_id != src->id )
  15861. return 0;
  15862. unit_id = unit->group->unit_id;
  15863. switch( unit_id )
  15864. { //List of Hunter and Ranger Traps that can be detonate.
  15865. case UNT_BLASTMINE:
  15866. case UNT_SANDMAN:
  15867. case UNT_CLAYMORETRAP:
  15868. case UNT_TALKIEBOX:
  15869. case UNT_CLUSTERBOMB:
  15870. case UNT_FIRINGTRAP:
  15871. case UNT_ICEBOUNDTRAP:
  15872. switch(unit_id) {
  15873. case UNT_TALKIEBOX:
  15874. clif_talkiebox(bl,unit->group->valstr);
  15875. unit->group->val2 = -1;
  15876. break;
  15877. case UNT_CLAYMORETRAP:
  15878. case UNT_FIRINGTRAP:
  15879. case UNT_ICEBOUNDTRAP:
  15880. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15881. break;
  15882. default:
  15883. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15884. break;
  15885. }
  15886. clif_changetraplook(bl, UNT_USED_TRAPS);
  15887. unit->group->unit_id = UNT_USED_TRAPS;
  15888. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15889. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15890. break;
  15891. }
  15892. return 0;
  15893. }
  15894. /**
  15895. * Calculate Royal Guard's Banding bonus
  15896. * @param sd: Player data
  15897. * @return Number of Royal Guard
  15898. */
  15899. int skill_banding_count(struct map_session_data *sd)
  15900. {
  15901. nullpo_ret(sd);
  15902. int range = skill_get_splash(LG_BANDING, 1);
  15903. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  15904. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  15905. // HP is set to the average HP of the Banding group
  15906. if (count > 1)
  15907. status_set_hp(&sd->bl, group_hp / count, 0);
  15908. // Royal Guard count check for Banding
  15909. if (sd && sd->status.party_id) {
  15910. if (count > MAX_PARTY)
  15911. return MAX_PARTY;
  15912. else if (count > 1)
  15913. return count; // Effect bonus from additional Royal Guards if not above the max
  15914. }
  15915. return 0;
  15916. }
  15917. /**
  15918. * Rebellion's Bind Trap explosion
  15919. * @author [Cydh]
  15920. */
  15921. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15922. struct skill_unit *su = NULL;
  15923. struct block_list *src = NULL;
  15924. nullpo_ret(bl);
  15925. nullpo_ret(ap);
  15926. src = va_arg(ap,struct block_list *);
  15927. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15928. return 0;
  15929. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  15930. return 0;
  15931. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15932. clif_changetraplook(bl, UNT_USED_TRAPS);
  15933. su->group->unit_id = UNT_USED_TRAPS;
  15934. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15935. return 1;
  15936. }
  15937. /*==========================================
  15938. * Check new skill unit cell when overlapping in other skill unit cell.
  15939. * Catched skill in cell value pushed to *unit pointer.
  15940. * Set (*alive) to 0 will ends 'new unit' check
  15941. *------------------------------------------*/
  15942. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15943. {
  15944. uint16 skill_id;
  15945. int *alive;
  15946. struct skill_unit *unit;
  15947. skill_id = va_arg(ap,int);
  15948. alive = va_arg(ap,int *);
  15949. unit = (struct skill_unit *)bl;
  15950. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15951. return 0;
  15952. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15953. return 0;
  15954. switch (skill_id) {
  15955. case SA_LANDPROTECTOR:
  15956. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15957. (*alive) = 0;
  15958. skill_delunit(unit);
  15959. return 1;
  15960. }
  15961. //It deletes everything except traps and barriers
  15962. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15963. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15964. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15965. skill_delunitgroup(unit->group);
  15966. } else
  15967. skill_delunit(unit);
  15968. return 1;
  15969. }
  15970. break;
  15971. case GN_CRAZYWEED_ATK:
  15972. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15973. break;
  15974. case HW_GANBANTEIN:
  15975. case LG_EARTHDRIVE:
  15976. // Officially songs/dances are removed
  15977. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  15978. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15979. skill_delunitgroup(unit->group);
  15980. } else
  15981. skill_delunit(unit);
  15982. return 1;
  15983. case SA_VOLCANO:
  15984. case SA_DELUGE:
  15985. case SA_VIOLENTGALE:
  15986. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15987. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15988. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15989. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15990. {
  15991. (*alive) = 0;
  15992. return 1;
  15993. }
  15994. /*
  15995. switch (unit->group->skill_id)
  15996. { //These cannot override each other.
  15997. case SA_VOLCANO:
  15998. case SA_DELUGE:
  15999. case SA_VIOLENTGALE:
  16000. (*alive) = 0;
  16001. return 1;
  16002. }
  16003. */
  16004. break;
  16005. case PF_FOGWALL:
  16006. switch(unit->group->skill_id) {
  16007. case SA_VOLCANO: //Can't be placed on top of these
  16008. case SA_VIOLENTGALE:
  16009. (*alive) = 0;
  16010. return 1;
  16011. case SA_DELUGE:
  16012. case NJ_SUITON:
  16013. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16014. (*alive) = 2;
  16015. break;
  16016. }
  16017. break;
  16018. case WZ_WATERBALL:
  16019. switch (unit->group->skill_id) {
  16020. case SA_DELUGE:
  16021. case NJ_SUITON:
  16022. //Consumes deluge/suiton
  16023. skill_delunit(unit);
  16024. return 1;
  16025. }
  16026. break;
  16027. case WZ_ICEWALL:
  16028. case HP_BASILICA:
  16029. case HW_GRAVITATION:
  16030. //These can't be placed on top of themselves (duration can't be refreshed)
  16031. if (unit->group->skill_id == skill_id)
  16032. {
  16033. (*alive) = 0;
  16034. return 1;
  16035. }
  16036. break;
  16037. case RL_FIRE_RAIN:
  16038. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  16039. if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
  16040. if (unit->val2&UF_RANGEDSINGLEUNIT)
  16041. skill_delunitgroup(unit->group);
  16042. } else
  16043. skill_delunit(unit);
  16044. return 1;
  16045. }
  16046. break;
  16047. }
  16048. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  16049. (*alive) = 0;
  16050. return 1;
  16051. }
  16052. return 0;
  16053. }
  16054. /*==========================================
  16055. * Splash effect for skill unit 'trap type'.
  16056. * Chance triggered when damaged, timeout, or char step on it.
  16057. *------------------------------------------*/
  16058. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16059. {
  16060. struct block_list *src = va_arg(ap,struct block_list *);
  16061. struct skill_unit *unit = NULL;
  16062. t_tick tick = va_arg(ap,t_tick);
  16063. struct skill_unit_group *sg;
  16064. struct block_list *ss; //Skill src bl
  16065. nullpo_ret(src);
  16066. unit = (struct skill_unit *)src;
  16067. if (!unit || !unit->alive || bl->prev == NULL)
  16068. return 0;
  16069. nullpo_ret(sg = unit->group);
  16070. nullpo_ret(ss = map_id2bl(sg->src_id));
  16071. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16072. return 0;
  16073. switch (sg->unit_id) {
  16074. case UNT_B_TRAP:
  16075. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16076. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16077. break;
  16078. case UNT_SHOCKWAVE:
  16079. case UNT_SANDMAN:
  16080. case UNT_FLASHER:
  16081. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16082. break;
  16083. case UNT_GROUNDDRIFT_WIND:
  16084. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16085. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16086. break;
  16087. case UNT_GROUNDDRIFT_DARK:
  16088. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16089. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16090. break;
  16091. case UNT_GROUNDDRIFT_POISON:
  16092. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16093. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16094. break;
  16095. case UNT_GROUNDDRIFT_WATER:
  16096. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16097. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16098. break;
  16099. case UNT_GROUNDDRIFT_FIRE:
  16100. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16101. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16102. break;
  16103. case UNT_ELECTRICSHOCKER:
  16104. if (bl->id != ss->id) {
  16105. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16106. break;
  16107. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16108. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16109. clif_fixpos(bl);
  16110. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16111. }
  16112. }
  16113. break;
  16114. case UNT_MAGENTATRAP:
  16115. case UNT_COBALTTRAP:
  16116. case UNT_MAIZETRAP:
  16117. case UNT_VERDURETRAP:
  16118. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16119. struct status_data *status = status_get_status_data(bl);
  16120. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16121. status->ele_lv = (unsigned char)sg->skill_lv;
  16122. }
  16123. break;
  16124. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16125. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  16126. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  16127. break;
  16128. case UNT_FIRINGTRAP:
  16129. case UNT_ICEBOUNDTRAP:
  16130. if( src->id == bl->id ) break;
  16131. if( bl->type == BL_SKILL ) {
  16132. struct skill_unit *su = (struct skill_unit *)bl;
  16133. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16134. break;
  16135. }
  16136. case UNT_CLUSTERBOMB:
  16137. if( ss != bl )
  16138. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16139. break;
  16140. case UNT_CLAYMORETRAP:
  16141. if( src->id == bl->id ) break;
  16142. if( bl->type == BL_SKILL ) {
  16143. struct skill_unit *su = (struct skill_unit *)bl;
  16144. if (!su)
  16145. return 0;
  16146. switch(su->group->unit_id) {
  16147. case UNT_CLAYMORETRAP:
  16148. case UNT_LANDMINE:
  16149. case UNT_BLASTMINE:
  16150. case UNT_SHOCKWAVE:
  16151. case UNT_SANDMAN:
  16152. case UNT_FLASHER:
  16153. case UNT_FREEZINGTRAP:
  16154. case UNT_FIRINGTRAP:
  16155. case UNT_ICEBOUNDTRAP:
  16156. clif_changetraplook(bl, UNT_USED_TRAPS);
  16157. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16158. su->group->unit_id = UNT_USED_TRAPS;
  16159. break;
  16160. }
  16161. }
  16162. default: {
  16163. int split_count = 0;
  16164. if (skill_get_nk(sg->skill_id)&NK_SPLASHSPLIT)
  16165. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16166. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16167. }
  16168. break;
  16169. }
  16170. return 1;
  16171. }
  16172. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16173. {
  16174. uint16 skill_id, skill_lv;
  16175. struct skill_unit *unit;
  16176. nullpo_ret(bl);
  16177. skill_id = va_arg(ap,int);
  16178. skill_lv = va_arg(ap,int);
  16179. unit = (struct skill_unit *)bl;
  16180. if( unit == NULL || unit->group == NULL )
  16181. return 0;
  16182. if( skill_get_inf2(skill_id)&INF2_TRAP )
  16183. return 0;
  16184. if( unit->group->skill_id == SC_MAELSTROM ) {
  16185. struct block_list *src;
  16186. if( (src = map_id2bl(unit->group->src_id)) ){
  16187. int sp = unit->group->skill_lv * skill_lv;
  16188. if( src->type == BL_PC )
  16189. sp += ((TBL_PC*)src)->status.job_level / 5;
  16190. status_heal(src, 0, sp/2, 1);
  16191. }
  16192. }
  16193. return 0;
  16194. }
  16195. /**
  16196. * Remove current enchanted element for new element
  16197. * @param bl Char
  16198. * @param type New element
  16199. */
  16200. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16201. {
  16202. struct status_change *sc;
  16203. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  16204. int i;
  16205. nullpo_retv(bl);
  16206. nullpo_retv(sc= status_get_sc(bl));
  16207. if (!sc->count)
  16208. return;
  16209. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16210. if (type != scs[i] && sc->data[scs[i]])
  16211. status_change_end(bl, scs[i], INVALID_TIMER);
  16212. }
  16213. /**
  16214. * Check cloaking condition
  16215. * @param bl
  16216. * @param sce
  16217. * @return True if near wall; False otherwise
  16218. */
  16219. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16220. {
  16221. bool wall = true;
  16222. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16223. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16224. { //Check for walls.
  16225. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16226. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16227. int i;
  16228. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16229. if( i == 8 )
  16230. wall = false;
  16231. }
  16232. if( sce ) {
  16233. if( !wall ) {
  16234. if( sce->val1 < 3 ) //End cloaking.
  16235. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16236. else if( sce->val4&1 ) { //Remove wall bonus
  16237. sce->val4&=~1;
  16238. status_calc_bl(bl,SCB_SPEED);
  16239. }
  16240. } else {
  16241. if( !(sce->val4&1) ) { //Add wall speed bonus
  16242. sce->val4|=1;
  16243. status_calc_bl(bl,SCB_SPEED);
  16244. }
  16245. }
  16246. }
  16247. return wall;
  16248. }
  16249. /** Check Shadow Form on the target
  16250. * @param bl: Target
  16251. * @param damage: Damage amount
  16252. * @param hit
  16253. * @return true - in Shadow Form state; false - otherwise
  16254. */
  16255. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16256. {
  16257. struct status_change *sc;
  16258. nullpo_retr(false,bl);
  16259. if (!damage)
  16260. return false;
  16261. sc = status_get_sc(bl);
  16262. if( sc && sc->data[SC__SHADOWFORM] ) {
  16263. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16264. if( !src || src->m != bl->m ) {
  16265. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16266. return false;
  16267. }
  16268. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16269. if( src->type == BL_PC )
  16270. ((TBL_PC*)src)->shadowform_id = 0;
  16271. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16272. return false;
  16273. }
  16274. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  16275. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16276. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16277. if( src->type == BL_PC )
  16278. ((TBL_PC*)src)->shadowform_id = 0;
  16279. }
  16280. return true;
  16281. }
  16282. return false;
  16283. }
  16284. /**
  16285. * Check camouflage condition
  16286. * @param bl
  16287. * @param sce
  16288. * @return True if near wall; False otherwise
  16289. * @TODO: Seems wrong
  16290. */
  16291. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16292. {
  16293. bool wall = true;
  16294. if( bl->type == BL_PC ) { //Check for walls.
  16295. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16296. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16297. int i;
  16298. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16299. if( i == 8 )
  16300. wall = false;
  16301. }
  16302. if( sce ) {
  16303. if( !wall && sce->val1 < 3 ) //End camouflage.
  16304. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16305. status_calc_bl(bl,SCB_SPEED);
  16306. }
  16307. return wall;
  16308. }
  16309. /**
  16310. * Process skill unit visibilty for single BL in area
  16311. * @param bl
  16312. * @param ap
  16313. * @author [Cydh]
  16314. **/
  16315. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16316. struct skill_unit *su = NULL;
  16317. struct block_list *src = NULL;
  16318. unsigned int party1 = 0;
  16319. bool visible = true;
  16320. nullpo_ret(bl);
  16321. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16322. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16323. party1 = va_arg(ap, unsigned int);
  16324. if (src != bl) {
  16325. unsigned int party2 = status_get_party_id(bl);
  16326. if (!party1 || !party2 || party1 != party2)
  16327. visible = false;
  16328. }
  16329. clif_getareachar_skillunit(bl, su, SELF, visible);
  16330. return 1;
  16331. }
  16332. /**
  16333. * Check for skill unit visibilty in area on
  16334. * - skill first placement
  16335. * - skill moved (knocked back, moved dance)
  16336. * @param su Skill unit
  16337. * @param target Affected target for this visibility @see enum send_target
  16338. * @author [Cydh]
  16339. **/
  16340. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16341. nullpo_retv(su);
  16342. if (!su->hidden) // It's not hidden, just do this!
  16343. clif_getareachar_skillunit(&su->bl, su, target, true);
  16344. else {
  16345. struct block_list *src = battle_get_master(&su->bl);
  16346. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16347. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16348. }
  16349. }
  16350. /**
  16351. * Check for skill unit visibilty on single BL on insight/spawn action
  16352. * @param su Skill unit
  16353. * @param bl Block list
  16354. * @author [Cydh]
  16355. **/
  16356. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16357. bool visible = true;
  16358. struct block_list *src = NULL;
  16359. nullpo_retv(bl);
  16360. nullpo_retv(su);
  16361. nullpo_retv((src = battle_get_master(&su->bl)));
  16362. if (su->hidden && src != bl) {
  16363. unsigned int party1 = status_get_party_id(src);
  16364. unsigned int party2 = status_get_party_id(bl);
  16365. if (!party1 || !party2 || party1 != party2)
  16366. visible = false;
  16367. }
  16368. clif_getareachar_skillunit(bl, su, SELF, visible);
  16369. }
  16370. /**
  16371. * Initialize new skill unit for skill unit group.
  16372. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16373. * @param group Skill unit group
  16374. * @param idx
  16375. * @param x
  16376. * @param y
  16377. * @param val1
  16378. * @param val2
  16379. */
  16380. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16381. {
  16382. struct skill_unit *unit;
  16383. nullpo_retr(NULL, group);
  16384. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16385. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16386. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16387. return unit;
  16388. if(!unit->alive)
  16389. group->alive_count++;
  16390. unit->bl.id = map_get_new_object_id();
  16391. unit->bl.type = BL_SKILL;
  16392. unit->bl.m = group->map;
  16393. unit->bl.x = x;
  16394. unit->bl.y = y;
  16395. unit->group = group;
  16396. unit->alive = 1;
  16397. unit->val1 = val1;
  16398. unit->val2 = val2;
  16399. unit->hidden = hidden;
  16400. // Stores new skill unit
  16401. idb_put(skillunit_db, unit->bl.id, unit);
  16402. map_addiddb(&unit->bl);
  16403. if(map_addblock(&unit->bl))
  16404. return NULL;
  16405. // Perform oninit actions
  16406. switch (group->skill_id) {
  16407. case WZ_ICEWALL:
  16408. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16409. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16410. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16411. break;
  16412. case SA_LANDPROTECTOR:
  16413. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16414. break;
  16415. case HP_BASILICA:
  16416. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16417. break;
  16418. case SC_MAELSTROM:
  16419. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16420. break;
  16421. default:
  16422. if (group->state.song_dance&0x1) //Check for dissonance.
  16423. skill_dance_overlap(unit, 1);
  16424. break;
  16425. }
  16426. skill_getareachar_skillunit_visibilty(unit, AREA);
  16427. return unit;
  16428. }
  16429. /**
  16430. * Remove unit
  16431. * @param unit
  16432. */
  16433. int skill_delunit(struct skill_unit* unit)
  16434. {
  16435. struct skill_unit_group *group;
  16436. nullpo_ret(unit);
  16437. if( !unit->alive )
  16438. return 0;
  16439. unit->alive = 0;
  16440. nullpo_ret(group = unit->group);
  16441. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16442. skill_dance_overlap(unit, 0);
  16443. // invoke onout event
  16444. if( !unit->range )
  16445. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16446. // perform ondelete actions
  16447. switch (group->skill_id) {
  16448. case HT_ANKLESNARE:
  16449. case SC_ESCAPE:
  16450. {
  16451. struct block_list* target = map_id2bl(group->val2);
  16452. enum sc_type type = status_skill2sc(group->skill_id);
  16453. if( target )
  16454. status_change_end(target, type, INVALID_TIMER);
  16455. }
  16456. break;
  16457. case WZ_ICEWALL:
  16458. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16459. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16460. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16461. break;
  16462. case SA_LANDPROTECTOR:
  16463. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16464. break;
  16465. case HP_BASILICA:
  16466. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16467. break;
  16468. case RA_ELECTRICSHOCKER: {
  16469. struct block_list* target = map_id2bl(group->val2);
  16470. if( target )
  16471. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16472. }
  16473. break;
  16474. case SC_MAELSTROM:
  16475. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16476. break;
  16477. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16478. if( group->val2 ) { // Someone Traped
  16479. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16480. if( tsc && tsc->data[SC__MANHOLE] )
  16481. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16482. }
  16483. break;
  16484. }
  16485. clif_skill_delunit(unit);
  16486. unit->group=NULL;
  16487. map_delblock(&unit->bl); // don't free yet
  16488. map_deliddb(&unit->bl);
  16489. idb_remove(skillunit_db, unit->bl.id);
  16490. if(--group->alive_count==0)
  16491. skill_delunitgroup(group);
  16492. return 0;
  16493. }
  16494. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16495. /// Returns the target skill_unit_group or NULL if not found.
  16496. struct skill_unit_group* skill_id2group(int group_id) {
  16497. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16498. }
  16499. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16500. /**
  16501. * Returns a new group_id that isn't being used in skillunit_group_db.
  16502. * Fatal error if nothing is available.
  16503. */
  16504. static int skill_get_new_group_id(void)
  16505. {
  16506. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16507. return skill_unit_group_newid++;// available
  16508. {// find next id
  16509. int base_id = skill_unit_group_newid;
  16510. while( base_id != ++skill_unit_group_newid )
  16511. {
  16512. if( skill_unit_group_newid < MAX_SKILL )
  16513. skill_unit_group_newid = MAX_SKILL;
  16514. if( skill_id2group(skill_unit_group_newid) == NULL )
  16515. return skill_unit_group_newid++;// available
  16516. }
  16517. // full loop, nothing available
  16518. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16519. exit(1);
  16520. }
  16521. }
  16522. /**
  16523. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16524. * @param src Object that cast the skill
  16525. * @param count How many 'cells' used that needed. Related with skill layout
  16526. * @param skill_id ID of used skill
  16527. * @param skill_lv Skill level of used skill
  16528. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16529. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16530. * @param interval Time interval
  16531. * @return skill_unit_group
  16532. */
  16533. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  16534. {
  16535. struct unit_data* ud = unit_bl2ud( src );
  16536. struct skill_unit_group* group;
  16537. int i;
  16538. if(!(skill_id && skill_lv)) return 0;
  16539. nullpo_retr(NULL, src);
  16540. nullpo_retr(NULL, ud);
  16541. // Find a free spot to store the new unit group
  16542. // TODO: Make this flexible maybe by changing this fixed array?
  16543. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16544. if(i == MAX_SKILLUNITGROUP) {
  16545. // Array is full, make room by discarding oldest group
  16546. int j = 0;
  16547. t_tick maxdiff = 0, tick = gettick();
  16548. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16549. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16550. if(x > maxdiff){
  16551. maxdiff = x;
  16552. j = i;
  16553. }
  16554. }
  16555. skill_delunitgroup(ud->skillunit[j]);
  16556. // Since elements must have shifted, we use the last slot.
  16557. i = MAX_SKILLUNITGROUP-1;
  16558. }
  16559. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16560. group->src_id = src->id;
  16561. group->party_id = status_get_party_id(src);
  16562. group->guild_id = status_get_guild_id(src);
  16563. group->bg_id = bg_team_get_id(src);
  16564. group->group_id = skill_get_new_group_id();
  16565. group->link_group_id = 0;
  16566. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16567. group->unit_count = count;
  16568. group->alive_count = 0;
  16569. group->val1 = 0;
  16570. group->val2 = 0;
  16571. group->val3 = 0;
  16572. group->skill_id = skill_id;
  16573. group->skill_lv = skill_lv;
  16574. group->unit_id = unit_id;
  16575. group->map = src->m;
  16576. group->limit = limit;
  16577. group->interval = interval;
  16578. group->tick = gettick();
  16579. group->valstr = NULL;
  16580. ud->skillunit[i] = group;
  16581. // Stores this new group to DBMap
  16582. idb_put(skillunit_group_db, group->group_id, group);
  16583. return group;
  16584. }
  16585. /**
  16586. * Remove skill unit group
  16587. * @param group
  16588. * @param file
  16589. * @param line
  16590. * @param *func
  16591. */
  16592. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16593. {
  16594. struct block_list* src;
  16595. struct unit_data *ud;
  16596. short i, j;
  16597. int link_group_id;
  16598. if( group == NULL ) {
  16599. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16600. return 0;
  16601. }
  16602. src = map_id2bl(group->src_id);
  16603. ud = unit_bl2ud(src);
  16604. if (!src || !ud) {
  16605. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16606. return 0;
  16607. }
  16608. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16609. switch( group->skill_id ) {
  16610. case BA_DISSONANCE:
  16611. case BA_POEMBRAGI:
  16612. case BA_WHISTLE:
  16613. case BA_ASSASSINCROSS:
  16614. case BA_APPLEIDUN:
  16615. case DC_UGLYDANCE:
  16616. case DC_HUMMING:
  16617. case DC_DONTFORGETME:
  16618. case DC_FORTUNEKISS:
  16619. case DC_SERVICEFORYOU:
  16620. case NC_NEUTRALBARRIER:
  16621. case NC_STEALTHFIELD:
  16622. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16623. break;
  16624. }
  16625. }
  16626. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16627. struct status_change* sc = status_get_sc(src);
  16628. if (sc && sc->data[SC_DANCING]) {
  16629. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16630. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16631. }
  16632. }
  16633. // End SC from the master when the skill group is deleted
  16634. i = SC_NONE;
  16635. switch (group->unit_id) {
  16636. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16637. case UNT_BASILICA: i = SC_BASILICA; break;
  16638. }
  16639. if (i != SC_NONE) {
  16640. struct status_change *sc = status_get_sc(src);
  16641. if (sc && sc->data[i]) {
  16642. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16643. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16644. }
  16645. }
  16646. switch( group->skill_id ) {
  16647. case PF_SPIDERWEB:
  16648. {
  16649. struct block_list* target = map_id2bl(group->val2);
  16650. struct status_change *sc;
  16651. bool removed = true;
  16652. //Clear group id from status change
  16653. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16654. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16655. sc->data[SC_SPIDERWEB]->val2 = 0;
  16656. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16657. sc->data[SC_SPIDERWEB]->val3 = 0;
  16658. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16659. sc->data[SC_SPIDERWEB]->val4 = 0;
  16660. else //Group was already removed in status_change_end, don't call it again!
  16661. removed = false;
  16662. //The last group was cleared, end status change
  16663. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16664. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16665. }
  16666. }
  16667. case SG_SUN_WARM:
  16668. case SG_MOON_WARM:
  16669. case SG_STAR_WARM:
  16670. {
  16671. struct status_change *sc = NULL;
  16672. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16673. sc->data[SC_WARM]->val4 = 0;
  16674. status_change_end(src, SC_WARM, INVALID_TIMER);
  16675. }
  16676. }
  16677. break;
  16678. case NC_NEUTRALBARRIER:
  16679. {
  16680. struct status_change *sc = NULL;
  16681. if( (sc = status_get_sc(src)) != NULL ) {
  16682. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16683. {
  16684. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16685. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16686. }
  16687. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  16688. }
  16689. }
  16690. break;
  16691. case NC_STEALTHFIELD:
  16692. {
  16693. struct status_change *sc = NULL;
  16694. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16695. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16696. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16697. }
  16698. }
  16699. break;
  16700. case LG_BANDING:
  16701. {
  16702. struct status_change *sc = NULL;
  16703. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16704. sc->data[SC_BANDING]->val4 = 0;
  16705. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16706. }
  16707. }
  16708. break;
  16709. }
  16710. if (src->type==BL_PC && group->state.ammo_consume)
  16711. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16712. group->alive_count=0;
  16713. // remove all unit cells
  16714. if(group->unit != NULL)
  16715. for( i = 0; i < group->unit_count; i++ )
  16716. skill_delunit(&group->unit[i]);
  16717. // clear Talkie-box string
  16718. if( group->valstr != NULL ) {
  16719. aFree(group->valstr);
  16720. group->valstr = NULL;
  16721. }
  16722. idb_remove(skillunit_group_db, group->group_id);
  16723. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16724. group->unit = NULL;
  16725. group->group_id = 0;
  16726. group->unit_count = 0;
  16727. link_group_id = group->link_group_id;
  16728. group->link_group_id = 0;
  16729. // locate this group, swap with the last entry and delete it
  16730. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16731. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16732. j--;
  16733. if( i < MAX_SKILLUNITGROUP ) {
  16734. ud->skillunit[i] = ud->skillunit[j];
  16735. ud->skillunit[j] = NULL;
  16736. ers_free(skill_unit_ers, group);
  16737. } else
  16738. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16739. if(link_group_id) {
  16740. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16741. if(group_cur)
  16742. skill_delunitgroup(group_cur);
  16743. }
  16744. return 1;
  16745. }
  16746. /**
  16747. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16748. * @param src
  16749. */
  16750. void skill_clear_unitgroup(struct block_list *src)
  16751. {
  16752. struct unit_data *ud;
  16753. nullpo_retv(src);
  16754. nullpo_retv((ud = unit_bl2ud(src)));
  16755. while (ud->skillunit[0])
  16756. skill_delunitgroup(ud->skillunit[0]);
  16757. }
  16758. /**
  16759. * Search tickset for skill unit in skill unit group
  16760. * @param bl Block List for skill_unit
  16761. * @param group Skill unit group
  16762. * @param tick
  16763. * @return skill_unit_group_tickset if found
  16764. */
  16765. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  16766. {
  16767. int i, j = -1, s, id;
  16768. struct unit_data *ud;
  16769. struct skill_unit_group_tickset *set;
  16770. nullpo_ret(bl);
  16771. if (group->interval == -1)
  16772. return NULL;
  16773. ud = unit_bl2ud(bl);
  16774. if (!ud)
  16775. return NULL;
  16776. set = ud->skillunittick;
  16777. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16778. id = s = group->skill_id;
  16779. else
  16780. id = s = group->group_id;
  16781. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16782. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16783. if (set[k].id == id)
  16784. return &set[k];
  16785. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16786. j=k;
  16787. }
  16788. if (j == -1) {
  16789. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16790. j = id % MAX_SKILLUNITGROUPTICKSET;
  16791. }
  16792. set[j].id = id;
  16793. set[j].tick = tick;
  16794. return &set[j];
  16795. }
  16796. /*==========================================
  16797. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16798. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16799. *------------------------------------------*/
  16800. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16801. {
  16802. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16803. struct skill_unit_group* group = NULL;
  16804. t_tick tick = va_arg(ap,t_tick);
  16805. nullpo_ret(unit);
  16806. if( !unit->alive || bl->prev == NULL )
  16807. return 0;
  16808. nullpo_ret(group = unit->group);
  16809. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16810. return 0; //AoE skills are ineffective. [Skotlex]
  16811. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16812. return 0;
  16813. skill_unit_onplace_timer(unit,bl,tick);
  16814. return 1;
  16815. }
  16816. /**
  16817. * @see DBApply
  16818. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16819. */
  16820. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16821. {
  16822. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16823. struct skill_unit_group* group = NULL;
  16824. t_tick tick = va_arg(ap,t_tick);
  16825. bool dissonance;
  16826. struct block_list* bl = &unit->bl;
  16827. nullpo_ret(unit);
  16828. if( !unit->alive )
  16829. return 0;
  16830. nullpo_ret(group = unit->group);
  16831. // Check for expiration
  16832. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16833. {// skill unit expired (inlined from skill_unit_onlimit())
  16834. switch( group->unit_id ) {
  16835. case UNT_ICEWALL:
  16836. unit->val1 -= 50; // icewall loses 50 hp every second
  16837. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  16838. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  16839. if( unit->val1 <= 0 )
  16840. skill_delunit(unit);
  16841. break;
  16842. case UNT_BLASTMINE:
  16843. #ifdef RENEWAL
  16844. case UNT_CLAYMORETRAP:
  16845. #endif
  16846. case UNT_GROUNDDRIFT_WIND:
  16847. case UNT_GROUNDDRIFT_DARK:
  16848. case UNT_GROUNDDRIFT_POISON:
  16849. case UNT_GROUNDDRIFT_WATER:
  16850. case UNT_GROUNDDRIFT_FIRE:
  16851. group->unit_id = UNT_USED_TRAPS;
  16852. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16853. group->limit=DIFF_TICK(tick+1500,group->tick);
  16854. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16855. break;
  16856. case UNT_ANKLESNARE:
  16857. case UNT_ELECTRICSHOCKER:
  16858. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16859. skill_delunit(unit);
  16860. break;
  16861. }
  16862. case UNT_SKIDTRAP:
  16863. case UNT_LANDMINE:
  16864. case UNT_SHOCKWAVE:
  16865. case UNT_SANDMAN:
  16866. case UNT_FLASHER:
  16867. case UNT_FREEZINGTRAP:
  16868. #ifndef RENEWAL
  16869. case UNT_CLAYMORETRAP:
  16870. #endif
  16871. case UNT_TALKIEBOX:
  16872. case UNT_CLUSTERBOMB:
  16873. case UNT_MAGENTATRAP:
  16874. case UNT_COBALTTRAP:
  16875. case UNT_MAIZETRAP:
  16876. case UNT_VERDURETRAP:
  16877. case UNT_FIRINGTRAP:
  16878. case UNT_ICEBOUNDTRAP:
  16879. {
  16880. struct block_list* src;
  16881. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16882. { // revert unit back into a trap
  16883. struct item item_tmp;
  16884. memset(&item_tmp,0,sizeof(item_tmp));
  16885. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16886. item_tmp.identify = 1;
  16887. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16888. }
  16889. skill_delunit(unit);
  16890. }
  16891. break;
  16892. case UNT_WARP_ACTIVE:
  16893. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16894. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16895. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16896. // restart timers
  16897. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16898. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16899. // apply effect to all units standing on it
  16900. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16901. break;
  16902. case UNT_CALLFAMILY:
  16903. {
  16904. struct map_session_data *sd = NULL;
  16905. if(group->val1) {
  16906. sd = map_charid2sd(group->val1);
  16907. group->val1 = 0;
  16908. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16909. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16910. }
  16911. if(group->val2) {
  16912. sd = map_charid2sd(group->val2);
  16913. group->val2 = 0;
  16914. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16915. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16916. }
  16917. skill_delunit(unit);
  16918. }
  16919. break;
  16920. case UNT_REVERBERATION:
  16921. case UNT_NETHERWORLD:
  16922. if( unit->val1 <= 0 ) { // If it was deactivated.
  16923. skill_delunit(unit);
  16924. break;
  16925. }
  16926. clif_changetraplook(bl,UNT_USED_TRAPS);
  16927. if (group->unit_id == UNT_REVERBERATION)
  16928. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16929. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16930. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16931. group->unit_id = UNT_USED_TRAPS;
  16932. break;
  16933. case UNT_FEINTBOMB: {
  16934. struct block_list *src = map_id2bl(group->src_id);
  16935. if (src)
  16936. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16937. skill_delunit(unit);
  16938. }
  16939. break;
  16940. case UNT_BANDING:
  16941. {
  16942. struct block_list *src = map_id2bl(group->src_id);
  16943. struct status_change *sc;
  16944. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16945. skill_delunit(unit);
  16946. break;
  16947. }
  16948. // This unit isn't removed while SC_BANDING is active.
  16949. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16950. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16951. }
  16952. break;
  16953. case UNT_B_TRAP:
  16954. {
  16955. struct block_list* src;
  16956. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16957. struct item item_tmp;
  16958. memset(&item_tmp, 0, sizeof(item_tmp));
  16959. item_tmp.nameid = group->item_id;
  16960. item_tmp.identify = 1;
  16961. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16962. }
  16963. skill_delunit(unit);
  16964. }
  16965. break;
  16966. default:
  16967. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  16968. // Deal damage before expiration
  16969. break;
  16970. }
  16971. skill_delunit(unit);
  16972. break;
  16973. }
  16974. } else {// skill unit is still active
  16975. switch( group->unit_id ) {
  16976. case UNT_BLASTMINE:
  16977. case UNT_SKIDTRAP:
  16978. case UNT_LANDMINE:
  16979. case UNT_SHOCKWAVE:
  16980. case UNT_SANDMAN:
  16981. case UNT_FLASHER:
  16982. case UNT_CLAYMORETRAP:
  16983. case UNT_FREEZINGTRAP:
  16984. case UNT_TALKIEBOX:
  16985. case UNT_ANKLESNARE:
  16986. case UNT_B_TRAP:
  16987. if( unit->val1 <= 0 ) {
  16988. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16989. skill_delunit(unit);
  16990. else {
  16991. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16992. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16993. group->unit_id = UNT_USED_TRAPS;
  16994. }
  16995. }
  16996. break;
  16997. case UNT_REVERBERATION:
  16998. case UNT_NETHERWORLD:
  16999. if (unit->val1 <= 0) {
  17000. clif_changetraplook(bl,UNT_USED_TRAPS);
  17001. if (group->unit_id == UNT_REVERBERATION)
  17002. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17003. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17004. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17005. group->unit_id = UNT_USED_TRAPS;
  17006. }
  17007. break;
  17008. case UNT_WALLOFTHORN:
  17009. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17010. skill_delunitgroup(group);
  17011. break;
  17012. }
  17013. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17014. skill_delunit(unit);
  17015. break;
  17016. case UNT_SANCTUARY:
  17017. if (group->val1 <= 0) {
  17018. skill_delunitgroup(group);
  17019. }
  17020. break;
  17021. default:
  17022. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17023. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17024. // Unit will expire the next interval, start dropping Meteor
  17025. struct block_list* src;
  17026. if ((src = map_id2bl(group->src_id)) != NULL) {
  17027. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17028. group->val2 = 1;
  17029. }
  17030. }
  17031. // No damage until expiration
  17032. return 0;
  17033. }
  17034. break;
  17035. }
  17036. }
  17037. //Don't continue if unit or even group is expired and has been deleted.
  17038. if( !group || !unit->alive )
  17039. return 0;
  17040. dissonance = skill_dance_switch(unit, 0);
  17041. if( unit->range >= 0 && group->interval != -1 )
  17042. {
  17043. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17044. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17045. group->unit_id = UNT_USED_TRAPS;
  17046. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17047. unit->range = -1; //Disable processed cell.
  17048. if (--group->val1 <= 0) { // number of live cells
  17049. //All tiles were processed, disable skill.
  17050. group->target_flag=BCT_NOONE;
  17051. group->bl_flag= BL_NUL;
  17052. }
  17053. }
  17054. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17055. skill_delunit(unit);
  17056. return 0;
  17057. }
  17058. }
  17059. if( dissonance )
  17060. skill_dance_switch(unit, 1);
  17061. return 0;
  17062. }
  17063. /*==========================================
  17064. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17065. *------------------------------------------*/
  17066. TIMER_FUNC(skill_unit_timer){
  17067. map_freeblock_lock();
  17068. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17069. map_freeblock_unlock();
  17070. return 0;
  17071. }
  17072. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17073. /*==========================================
  17074. * flag :
  17075. * 1 : store that skill_unit in array
  17076. * 2 : clear that skill_unit
  17077. * 4 : call_on_left
  17078. *------------------------------------------*/
  17079. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17080. {
  17081. struct skill_unit* unit = (struct skill_unit *)bl;
  17082. struct skill_unit_group* group = NULL;
  17083. struct block_list* target = va_arg(ap,struct block_list*);
  17084. t_tick tick = va_arg(ap,t_tick);
  17085. int flag = va_arg(ap,int);
  17086. bool dissonance;
  17087. uint16 skill_id;
  17088. int i;
  17089. nullpo_ret(unit);
  17090. nullpo_ret(target);
  17091. if( !unit->alive || target->prev == NULL )
  17092. return 0;
  17093. nullpo_ret(group = unit->group);
  17094. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17095. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17096. dissonance = skill_dance_switch(unit, 0);
  17097. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17098. skill_id = group->skill_id;
  17099. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17100. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17101. if( dissonance ) {
  17102. skill_dance_switch(unit, 1);
  17103. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17104. }
  17105. return 0;
  17106. }
  17107. //Target-type check.
  17108. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17109. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17110. if( flag&1 ) {
  17111. if( flag&2 ) { //Clear this skill id.
  17112. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17113. if( i < ARRAYLENGTH(skill_unit_temp) )
  17114. skill_unit_temp[i] = 0;
  17115. }
  17116. } else {
  17117. if( flag&2 ) { //Store this skill id.
  17118. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17119. if( i < ARRAYLENGTH(skill_unit_temp) )
  17120. skill_unit_temp[i] = skill_id;
  17121. else
  17122. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17123. }
  17124. }
  17125. if( flag&4 )
  17126. skill_unit_onleft(skill_id,target,tick);
  17127. }
  17128. if( dissonance )
  17129. skill_dance_switch(unit, 1);
  17130. return 0;
  17131. } else {
  17132. if( flag&1 ) {
  17133. int result = skill_unit_onplace(unit,target,tick);
  17134. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17135. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17136. if( i < ARRAYLENGTH(skill_unit_temp) )
  17137. skill_unit_temp[i] = 0;
  17138. }
  17139. } else {
  17140. int result = skill_unit_onout(unit,target,tick);
  17141. if( flag&2 && result ) { //Store this unit id.
  17142. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17143. if( i < ARRAYLENGTH(skill_unit_temp) )
  17144. skill_unit_temp[i] = skill_id;
  17145. else
  17146. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17147. }
  17148. }
  17149. //TODO: Normally, this is dangerous since the unit and group could be freed
  17150. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17151. //cells do not get deleted within them. [Skotlex]
  17152. if( dissonance )
  17153. skill_dance_switch(unit, 1);
  17154. if( flag&4 )
  17155. skill_unit_onleft(skill_id,target,tick);
  17156. return 1;
  17157. }
  17158. }
  17159. /*==========================================
  17160. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17161. * Flag values:
  17162. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17163. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17164. * units to figure out when they have left a group.
  17165. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17166. *------------------------------------------*/
  17167. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17168. {
  17169. nullpo_ret(bl);
  17170. if( bl->prev == NULL )
  17171. return 0;
  17172. if( flag&2 && !(flag&1) ) //Onout, clear data
  17173. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17174. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17175. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17176. int i;
  17177. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17178. if( skill_unit_temp[i] )
  17179. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17180. }
  17181. return 0;
  17182. }
  17183. /*==========================================
  17184. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17185. * @param bl Skill unit
  17186. * @param m Map
  17187. * @param dx
  17188. * @param dy
  17189. *------------------------------------------*/
  17190. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17191. t_tick tick = gettick();
  17192. struct skill_unit *su;
  17193. if (bl->type != BL_SKILL)
  17194. return;
  17195. if (!(su = (struct skill_unit *)bl))
  17196. return;
  17197. if (!su->alive)
  17198. return;
  17199. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  17200. return; //Ensembles may not be moved around.
  17201. if (!bl->prev) {
  17202. bl->x = dx;
  17203. bl->y = dy;
  17204. return;
  17205. }
  17206. map_moveblock(bl, dx, dy, tick);
  17207. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17208. skill_getareachar_skillunit_visibilty(su, AREA);
  17209. return;
  17210. }
  17211. /**
  17212. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17213. * @param group Skill Group
  17214. * @param m Map
  17215. * @param dx
  17216. * @param dy
  17217. */
  17218. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17219. {
  17220. int i, j;
  17221. t_tick tick = gettick();
  17222. int *m_flag;
  17223. struct skill_unit *unit1;
  17224. struct skill_unit *unit2;
  17225. if (group == NULL)
  17226. return;
  17227. if (group->unit_count <= 0)
  17228. return;
  17229. if (group->unit == NULL)
  17230. return;
  17231. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  17232. return; //Ensembles may not be moved around.
  17233. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17234. // m_flag
  17235. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17236. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17237. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17238. // 3: Both 1+2.
  17239. for(i = 0; i < group->unit_count; i++) {
  17240. unit1 =& group->unit[i];
  17241. if (!unit1->alive || unit1->bl.m != m)
  17242. continue;
  17243. for(j = 0; j < group->unit_count; j++) {
  17244. unit2 = &group->unit[j];
  17245. if (!unit2->alive)
  17246. continue;
  17247. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17248. m_flag[i] |= 0x1;
  17249. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17250. m_flag[i] |= 0x2;
  17251. }
  17252. }
  17253. j = 0;
  17254. for (i = 0; i < group->unit_count; i++) {
  17255. unit1 = &group->unit[i];
  17256. if (!unit1->alive)
  17257. continue;
  17258. if (!(m_flag[i]&0x2)) {
  17259. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17260. skill_dance_overlap(unit1, 0);
  17261. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17262. }
  17263. //Move Cell using "smart" criteria (avoid useless moving around)
  17264. switch(m_flag[i]) {
  17265. case 0:
  17266. //Cell moves independently, safely move it.
  17267. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17268. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17269. break;
  17270. case 1:
  17271. //Cell moves unto another cell, look for a replacement cell that won't collide
  17272. //and has no cell moving into it (flag == 2)
  17273. for(; j < group->unit_count; j++) {
  17274. int dx2, dy2;
  17275. if(m_flag[j] != 2 || !group->unit[j].alive)
  17276. continue;
  17277. //Move to where this cell would had moved.
  17278. unit2 = &group->unit[j];
  17279. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17280. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17281. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17282. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17283. j++; //Skip this cell as we have used it.
  17284. break;
  17285. }
  17286. break;
  17287. case 2:
  17288. case 3:
  17289. break; //Don't move the cell as a cell will end on this tile anyway.
  17290. }
  17291. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17292. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17293. skill_dance_overlap(unit1, 1);
  17294. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17295. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17296. }
  17297. }
  17298. aFree(m_flag);
  17299. }
  17300. /**
  17301. * Checking product requirement in player's inventory.
  17302. * Checking if player has the item or not, the amount, and the weight limit.
  17303. * @param sd Player
  17304. * @param nameid Product requested
  17305. * @param trigger Trigger criteria to match will 'ItemLv'
  17306. * @param qty Amount of item will be created
  17307. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17308. */
  17309. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17310. {
  17311. short i, j;
  17312. nullpo_ret(sd);
  17313. if (!nameid || !itemdb_exists(nameid))
  17314. return 0;
  17315. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17316. if (skill_produce_db[i].nameid == nameid) {
  17317. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17318. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17319. continue; // must iterate again to check other skills that produce it. [malufett]
  17320. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17321. continue; // special case
  17322. break;
  17323. }
  17324. }
  17325. if (i >= MAX_SKILL_PRODUCE_DB)
  17326. return 0;
  17327. // Cannot carry the produced stuff
  17328. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17329. return 0;
  17330. // Matching the requested produce list
  17331. if (trigger >= 0) {
  17332. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17333. if (skill_produce_db[i].itemlv != trigger)
  17334. return 0;
  17335. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17336. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17337. return 0;
  17338. } else { // Weapon (itemlv must be higher or equal)
  17339. if (skill_produce_db[i].itemlv > trigger)
  17340. return 0;
  17341. }
  17342. }
  17343. // Check on player's inventory
  17344. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17345. unsigned short nameid_produce;
  17346. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17347. continue;
  17348. if (skill_produce_db[i].mat_amount[j] == 0) {
  17349. if (pc_search_inventory(sd,nameid_produce) < 0)
  17350. return 0;
  17351. } else {
  17352. unsigned short idx, amt;
  17353. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17354. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17355. amt += sd->inventory.u.items_inventory[idx].amount;
  17356. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17357. return 0;
  17358. }
  17359. }
  17360. return i + 1;
  17361. }
  17362. /**
  17363. * Attempt to produce an item
  17364. * @param sd Player
  17365. * @param skill_id Skill used
  17366. * @param nameid Requested product
  17367. * @param slot1
  17368. * @param slot2
  17369. * @param slot3
  17370. * @param qty Amount of requested item
  17371. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17372. * @return True is success, False if failed
  17373. */
  17374. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17375. {
  17376. int slot[3];
  17377. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17378. int num = -1; // exclude the recipe
  17379. struct status_data *status;
  17380. struct item_data* data;
  17381. nullpo_ret(sd);
  17382. status = status_get_status_data(&sd->bl);
  17383. if( sd->skill_id_old == skill_id )
  17384. skill_lv = sd->skill_lv_old;
  17385. if (produce_idx == -1) {
  17386. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17387. return false;
  17388. idx--;
  17389. }
  17390. else
  17391. idx = produce_idx;
  17392. if (qty < 1)
  17393. qty = 1;
  17394. if (!skill_id) //A skill can be specified for some override cases.
  17395. skill_id = skill_produce_db[idx].req_skill;
  17396. if( skill_id == GC_RESEARCHNEWPOISON )
  17397. skill_id = GC_CREATENEWPOISON;
  17398. slot[0] = slot1;
  17399. slot[1] = slot2;
  17400. slot[2] = slot3;
  17401. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17402. short j;
  17403. if (slot[i] <= 0)
  17404. continue;
  17405. j = pc_search_inventory(sd,slot[i]);
  17406. if (j < 0)
  17407. continue;
  17408. if (slot[i] == ITEMID_STAR_CRUMB) {
  17409. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17410. sc++;
  17411. }
  17412. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17413. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17414. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17415. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17416. }
  17417. }
  17418. if (skill_id == RK_RUNEMASTERY) {
  17419. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17420. data = itemdb_search(nameid);
  17421. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17422. else if (runemastery_skill_lv > 4) temp_qty = 1 + rnd()%2;
  17423. else temp_qty = 1;
  17424. if (data->stack.inventory) {
  17425. for (i = 0; i < MAX_INVENTORY; i++) {
  17426. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17427. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17428. clif_msg(sd,RUNE_CANT_CREATE);
  17429. return 0;
  17430. } else {
  17431. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17432. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17433. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17434. }
  17435. break;
  17436. }
  17437. }
  17438. }
  17439. qty = temp_qty;
  17440. }
  17441. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17442. short id, x, j;
  17443. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17444. continue;
  17445. num++;
  17446. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17447. do {
  17448. int y = 0;
  17449. j = pc_search_inventory(sd,id);
  17450. if (j >= 0) {
  17451. y = sd->inventory.u.items_inventory[j].amount;
  17452. if (y > x)
  17453. y = x;
  17454. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17455. } else {
  17456. ShowError("skill_produce_mix: material item error\n");
  17457. return false;
  17458. }
  17459. x -= y;
  17460. } while( j >= 0 && x > 0 );
  17461. }
  17462. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17463. wlv = itemdb_wlv(nameid);
  17464. if (!equip) {
  17465. switch (skill_id) {
  17466. case BS_IRON:
  17467. case BS_STEEL:
  17468. case BS_ENCHANTEDSTONE:
  17469. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17470. i = pc_checkskill(sd,skill_id);
  17471. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17472. switch (nameid) {
  17473. case ITEMID_IRON:
  17474. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17475. break;
  17476. case ITEMID_STEEL:
  17477. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17478. break;
  17479. case ITEMID_STAR_CRUMB:
  17480. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17481. break;
  17482. default: // Enchanted Stones
  17483. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17484. break;
  17485. }
  17486. break;
  17487. case ASC_CDP:
  17488. make_per = (2000 + 40*status->dex + 20*status->luk);
  17489. break;
  17490. case AL_HOLYWATER:
  17491. case AB_ANCILLA:
  17492. make_per = 100000; //100% success
  17493. break;
  17494. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17495. case AM_TWILIGHT1:
  17496. case AM_TWILIGHT2:
  17497. case AM_TWILIGHT3:
  17498. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17499. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17500. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17501. if (hom_is_active(sd->hd)) {//Player got a homun
  17502. int skill;
  17503. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17504. make_per += skill*100; //+1% bonus per level
  17505. }
  17506. switch(nameid){
  17507. case ITEMID_RED_POTION:
  17508. case ITEMID_YELLOW_POTION:
  17509. case ITEMID_WHITE_POTION:
  17510. make_per += (1+rnd()%100)*10 + 2000;
  17511. break;
  17512. case ITEMID_ALCOHOL:
  17513. make_per += (1+rnd()%100)*10 + 1000;
  17514. break;
  17515. case ITEMID_FIRE_BOTTLE:
  17516. case ITEMID_ACID_BOTTLE:
  17517. case ITEMID_MAN_EATER_BOTTLE:
  17518. case ITEMID_MINI_BOTTLE:
  17519. make_per += (1+rnd()%100)*10;
  17520. break;
  17521. case ITEMID_YELLOW_SLIM_POTION:
  17522. make_per -= (1+rnd()%50)*10;
  17523. break;
  17524. case ITEMID_WHITE_SLIM_POTION:
  17525. case ITEMID_COATING_BOTTLE:
  17526. make_per -= (1+rnd()%100)*10;
  17527. break;
  17528. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17529. case ITEMID_BLUE_POTION:
  17530. case ITEMID_RED_SLIM_POTION:
  17531. case ITEMID_ANODYNE:
  17532. case ITEMID_ALOEBERA:
  17533. default:
  17534. break;
  17535. }
  17536. if (battle_config.pp_rate != 100)
  17537. make_per = make_per * battle_config.pp_rate / 100;
  17538. break;
  17539. case SA_CREATECON: // Elemental Converter Creation
  17540. make_per = 100000; // should be 100% success rate
  17541. break;
  17542. case RK_RUNEMASTERY: {
  17543. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17544. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17545. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17546. int D = 0;
  17547. switch (nameid) { //rune rank it_diff 9 craftable rune
  17548. case ITEMID_BERKANA:
  17549. D = -2000;
  17550. break; //Rank S
  17551. case ITEMID_NAUTHIZ:
  17552. case ITEMID_URUZ:
  17553. D = -1500;
  17554. break; //Rank A
  17555. case ITEMID_ISA:
  17556. case ITEMID_WYRD:
  17557. D = -1000;
  17558. break; //Rank B
  17559. case ITEMID_RAIDO:
  17560. case ITEMID_THURISAZ:
  17561. case ITEMID_HAGALAZ:
  17562. case ITEMID_OTHILA:
  17563. D = -500;
  17564. break; //Rank C
  17565. default:
  17566. D = -1500;
  17567. break; //not specified =-15%
  17568. }
  17569. make_per = A + B + C + D;
  17570. }
  17571. break;
  17572. case GC_CREATENEWPOISON:
  17573. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17574. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17575. break;
  17576. case GN_CHANGEMATERIAL:
  17577. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17578. if (skill_changematerial_db[i].nameid == nameid) {
  17579. make_per = skill_changematerial_db[i].rate * 10;
  17580. break;
  17581. }
  17582. }
  17583. break;
  17584. case GN_S_PHARMACY:
  17585. {
  17586. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17587. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17588. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17589. switch(nameid){// difficulty factor
  17590. case ITEMID_HP_INCREASE_POTION_SMALL:
  17591. case ITEMID_SP_INCREASE_POTION_SMALL:
  17592. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17593. difficulty += 10;
  17594. break;
  17595. case ITEMID_BOMB_MUSHROOM_SPORE:
  17596. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17597. difficulty += 15;
  17598. break;
  17599. case ITEMID_BANANA_BOMB:
  17600. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17601. case ITEMID_SP_INCREASE_POTION_LARGE:
  17602. case ITEMID_VITATA500:
  17603. difficulty += 20;
  17604. break;
  17605. case ITEMID_SEED_OF_HORNY_PLANT:
  17606. case ITEMID_BLOODSUCK_PLANT_SEED:
  17607. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17608. difficulty += 30;
  17609. break;
  17610. case ITEMID_HP_INCREASE_POTION_LARGE:
  17611. case ITEMID_CURE_FREE:
  17612. difficulty += 40;
  17613. break;
  17614. }
  17615. if( make_per >= 400 && make_per > difficulty)
  17616. qty = 10;
  17617. else if( make_per >= 300 && make_per > difficulty)
  17618. qty = 7;
  17619. else if( make_per >= 100 && make_per > difficulty)
  17620. qty = 6;
  17621. else if( make_per >= 1 && make_per > difficulty)
  17622. qty = 5;
  17623. else
  17624. qty = 4;
  17625. make_per = 10000;
  17626. }
  17627. break;
  17628. case GN_MAKEBOMB:
  17629. case GN_MIX_COOKING:
  17630. {
  17631. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17632. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  17633. qty = ~(5 + rnd()%5) + 1;
  17634. switch(nameid){// difficulty factor
  17635. case ITEMID_APPLE_BOMB:
  17636. difficulty += 5;
  17637. break;
  17638. case ITEMID_COCONUT_BOMB:
  17639. case ITEMID_MELON_BOMB:
  17640. difficulty += 10;
  17641. break;
  17642. case ITEMID_SAVAGE_FULL_ROAST:
  17643. case ITEMID_COCKTAIL_WARG_BLOOD:
  17644. case ITEMID_MINOR_STEW:
  17645. case ITEMID_SIROMA_ICED_TEA:
  17646. case ITEMID_DROSERA_HERB_SALAD:
  17647. case ITEMID_PETITE_TAIL_NOODLES:
  17648. case ITEMID_PINEAPPLE_BOMB:
  17649. difficulty += 15;
  17650. break;
  17651. case ITEMID_BANANA_BOMB:
  17652. difficulty += 20;
  17653. break;
  17654. }
  17655. if( make_per >= 30 && make_per > difficulty)
  17656. qty = 10 + rnd()%2;
  17657. else if( make_per >= 10 && make_per > difficulty)
  17658. qty = 10;
  17659. else if( make_per == 10 && make_per > difficulty)
  17660. qty = 8;
  17661. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17662. ;// Food/Bomb creation fails.
  17663. else if( make_per >= 30 && make_per < difficulty)
  17664. qty = 5;
  17665. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17666. qty = ~qty + 1;
  17667. make_per = 0;
  17668. }
  17669. else
  17670. make_per = 10000;
  17671. qty = (skill_lv > 1 ? qty : 1);
  17672. }
  17673. break;
  17674. default:
  17675. if (sd->menuskill_id == AM_PHARMACY &&
  17676. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17677. { //Assume Cooking Dish
  17678. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17679. make_per = 10000; //100% Success
  17680. else
  17681. make_per = 1200 * (sd->menuskill_val - 10)
  17682. + 20 * (sd->status.base_level + 1)
  17683. + 20 * (status->dex + 1)
  17684. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17685. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17686. - 10 * (100 - status->luk + 1)
  17687. - 500 * (num - 1)
  17688. - 100 * (rnd()%4 + 1);
  17689. break;
  17690. }
  17691. make_per = 5000;
  17692. break;
  17693. }
  17694. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17695. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17696. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17697. 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
  17698. 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
  17699. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17700. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17701. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17702. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17703. if (battle_config.wp_rate != 100)
  17704. make_per = make_per * battle_config.wp_rate / 100;
  17705. }
  17706. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17707. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17708. if (make_per < 1) make_per = 1;
  17709. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17710. struct item tmp_item;
  17711. memset(&tmp_item,0,sizeof(tmp_item));
  17712. tmp_item.nameid = nameid;
  17713. tmp_item.amount = 1;
  17714. tmp_item.identify = 1;
  17715. if (equip) {
  17716. tmp_item.card[0] = CARD0_FORGE;
  17717. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17718. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17719. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17720. } else {
  17721. //Flag is only used on the end, so it can be used here. [Skotlex]
  17722. switch (skill_id) {
  17723. case BS_DAGGER:
  17724. case BS_SWORD:
  17725. case BS_TWOHANDSWORD:
  17726. case BS_AXE:
  17727. case BS_MACE:
  17728. case BS_KNUCKLE:
  17729. case BS_SPEAR:
  17730. flag = battle_config.produce_item_name_input&0x1;
  17731. break;
  17732. case AM_PHARMACY:
  17733. case AM_TWILIGHT1:
  17734. case AM_TWILIGHT2:
  17735. case AM_TWILIGHT3:
  17736. flag = battle_config.produce_item_name_input&0x2;
  17737. break;
  17738. case AL_HOLYWATER:
  17739. case AB_ANCILLA:
  17740. flag = battle_config.produce_item_name_input&0x8;
  17741. break;
  17742. case ASC_CDP:
  17743. flag = battle_config.produce_item_name_input&0x10;
  17744. break;
  17745. default:
  17746. flag = battle_config.produce_item_name_input&0x80;
  17747. break;
  17748. }
  17749. if (flag) {
  17750. tmp_item.card[0] = CARD0_CREATE;
  17751. tmp_item.card[1] = 0;
  17752. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17753. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17754. }
  17755. }
  17756. // if(log_config.produce > 0)
  17757. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17758. //TODO update PICKLOG
  17759. if (equip) {
  17760. clif_produceeffect(sd,0,nameid);
  17761. clif_misceffect(&sd->bl,3);
  17762. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17763. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17764. } else {
  17765. int fame = 0;
  17766. tmp_item.amount = 0;
  17767. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17768. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17769. tmp_item.amount = qty;
  17770. break;
  17771. }
  17772. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17773. tmp_item.amount++;
  17774. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17775. continue;
  17776. if (skill_id != AM_PHARMACY &&
  17777. skill_id != AM_TWILIGHT1 &&
  17778. skill_id != AM_TWILIGHT2 &&
  17779. skill_id != AM_TWILIGHT3)
  17780. continue;
  17781. //Add fame as needed.
  17782. switch(++sd->potion_success_counter) {
  17783. case 3:
  17784. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17785. break;
  17786. case 5:
  17787. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17788. break;
  17789. case 7:
  17790. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17791. break;
  17792. case 10:
  17793. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17794. sd->potion_success_counter = 0;
  17795. break;
  17796. }
  17797. } else //Failure
  17798. sd->potion_success_counter = 0;
  17799. }
  17800. if (fame)
  17801. pc_addfame(sd,fame);
  17802. //Visual effects and the like.
  17803. switch (skill_id) {
  17804. case AM_PHARMACY:
  17805. case AM_TWILIGHT1:
  17806. case AM_TWILIGHT2:
  17807. case AM_TWILIGHT3:
  17808. case ASC_CDP:
  17809. case GC_CREATENEWPOISON:
  17810. clif_produceeffect(sd,2,nameid);
  17811. clif_misceffect(&sd->bl,5);
  17812. break;
  17813. case BS_IRON:
  17814. case BS_STEEL:
  17815. case BS_ENCHANTEDSTONE:
  17816. clif_produceeffect(sd,0,nameid);
  17817. clif_misceffect(&sd->bl,3);
  17818. break;
  17819. case RK_RUNEMASTERY:
  17820. clif_produceeffect(sd,4,nameid);
  17821. clif_misceffect(&sd->bl,5);
  17822. break;
  17823. default: //Those that don't require a skill?
  17824. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17825. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  17826. if (sd->cook_mastery < 1999)
  17827. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17828. }
  17829. break;
  17830. }
  17831. }
  17832. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17833. int j, k = 0, l;
  17834. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17835. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17836. if (skill_changematerial_db[i].nameid == nameid){
  17837. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17838. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17839. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17840. tmp_item.amount = (isStackable ? total_qty : 1);
  17841. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17842. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17843. clif_additem(sd,0,0,flag);
  17844. if( battle_config.skill_drop_items_full ){
  17845. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17846. }
  17847. }
  17848. }
  17849. k++;
  17850. }
  17851. }
  17852. break;
  17853. }
  17854. }
  17855. if (k) {
  17856. clif_produceeffect(sd,6,nameid);
  17857. clif_misceffect(&sd->bl,5);
  17858. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17859. return true;
  17860. }
  17861. } else if (tmp_item.amount) { //Success
  17862. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17863. clif_additem(sd,0,0,flag);
  17864. if( battle_config.skill_drop_items_full ){
  17865. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17866. }
  17867. }
  17868. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17869. clif_produceeffect(sd,6,nameid);
  17870. clif_misceffect(&sd->bl,5);
  17871. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17872. }
  17873. return true;
  17874. }
  17875. }
  17876. //Failure
  17877. // if(log_config.produce)
  17878. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17879. //TODO update PICKLOG
  17880. if (equip) {
  17881. clif_produceeffect(sd,1,nameid);
  17882. clif_misceffect(&sd->bl,2);
  17883. } else {
  17884. switch (skill_id) {
  17885. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17886. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17887. case AM_PHARMACY:
  17888. case AM_TWILIGHT1:
  17889. case AM_TWILIGHT2:
  17890. case AM_TWILIGHT3:
  17891. case GC_CREATENEWPOISON:
  17892. clif_produceeffect(sd,3,nameid);
  17893. clif_misceffect(&sd->bl,6);
  17894. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17895. break;
  17896. case BS_IRON:
  17897. case BS_STEEL:
  17898. case BS_ENCHANTEDSTONE:
  17899. clif_produceeffect(sd,1,nameid);
  17900. clif_misceffect(&sd->bl,2);
  17901. break;
  17902. case RK_RUNEMASTERY:
  17903. clif_produceeffect(sd,5,nameid);
  17904. clif_misceffect(&sd->bl,6);
  17905. break;
  17906. case GN_MIX_COOKING:
  17907. {
  17908. struct item tmp_item;
  17909. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17910. int rate = rnd()%500;
  17911. memset(&tmp_item,0,sizeof(tmp_item));
  17912. if (rate < 50) i = 4;
  17913. else if (rate < 100) i = 2+rnd()%1;
  17914. else if (rate < 250) i = 1;
  17915. else if (rate < 500) i = 0;
  17916. tmp_item.nameid = compensation[i];
  17917. tmp_item.amount = qty;
  17918. tmp_item.identify = 1;
  17919. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17920. clif_additem(sd,0,0,flag);
  17921. if( battle_config.skill_drop_items_full ){
  17922. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17923. }
  17924. }
  17925. clif_produceeffect(sd,7,nameid);
  17926. clif_misceffect(&sd->bl,6);
  17927. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17928. }
  17929. break;
  17930. case GN_MAKEBOMB:
  17931. case GN_S_PHARMACY:
  17932. case GN_CHANGEMATERIAL:
  17933. clif_produceeffect(sd,7,nameid);
  17934. clif_misceffect(&sd->bl,6);
  17935. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17936. break;
  17937. default:
  17938. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17939. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  17940. if (sd->cook_mastery > 0)
  17941. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17942. }
  17943. break;
  17944. }
  17945. }
  17946. return false;
  17947. }
  17948. /**
  17949. * Attempt to create arrow by specified material
  17950. * @param sd Player
  17951. * @param nameid Item ID of material
  17952. * @return True if created, False is failed
  17953. */
  17954. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17955. {
  17956. short i, j, idx = -1;
  17957. struct item tmp_item;
  17958. nullpo_ret(sd);
  17959. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17960. return false;
  17961. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17962. if (nameid == skill_arrow_db[i].nameid) {
  17963. idx = i;
  17964. break;
  17965. }
  17966. }
  17967. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17968. return false;
  17969. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17970. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17971. char flag = 0;
  17972. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17973. continue;
  17974. memset(&tmp_item,0,sizeof(tmp_item));
  17975. tmp_item.identify = 1;
  17976. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17977. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17978. if (battle_config.produce_item_name_input&0x4) {
  17979. tmp_item.card[0] = CARD0_CREATE;
  17980. tmp_item.card[1] = 0;
  17981. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17982. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17983. }
  17984. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17985. clif_additem(sd,0,0,flag);
  17986. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17987. }
  17988. }
  17989. return true;
  17990. }
  17991. /**
  17992. * Enchant weapon with poison
  17993. * @param sd Player
  17994. * @nameid Item ID of poison type
  17995. */
  17996. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17997. {
  17998. sc_type type;
  17999. int chance, i, val4 = 0;
  18000. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18001. char output[CHAT_SIZE_MAX];
  18002. const char *msg;
  18003. nullpo_ret(sd);
  18004. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18005. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18006. return 0;
  18007. }
  18008. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  18009. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18010. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18011. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18012. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  18013. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18014. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  18015. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  18016. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18017. default:
  18018. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18019. return 0;
  18020. }
  18021. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18022. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18023. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  18024. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18025. sprintf(output, msg_txt(sd,721), msg);
  18026. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18027. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18028. clif_msg(sd,msg);
  18029. #endif*/
  18030. return 0;
  18031. }
  18032. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18033. {
  18034. struct status_change *sc = status_get_sc(bl);
  18035. // non-offensive and non-magic skills do not affect the status
  18036. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  18037. return;
  18038. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18039. if (sc->data[SC_MAGICPOWER]->val4) {
  18040. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18041. } else {
  18042. sc->data[SC_MAGICPOWER]->val4 = 1;
  18043. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18044. #ifndef RENEWAL
  18045. if(bl->type == BL_PC){// update current display.
  18046. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18047. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18048. }
  18049. #endif
  18050. }
  18051. }
  18052. }
  18053. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  18054. int x, y, i, class_, skill;
  18055. struct mob_data *md;
  18056. nullpo_ret(sd);
  18057. skill = sd->menuskill_val;
  18058. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18059. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18060. return 0;
  18061. }
  18062. // Spawn Position
  18063. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18064. x = sd->sc.comet_x;
  18065. y = sd->sc.comet_y;
  18066. sd->sc.comet_x = 0;
  18067. sd->sc.comet_y = 0;
  18068. sd->menuskill_val = 0;
  18069. // Item picked decides the mob class
  18070. switch(nameid) {
  18071. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18072. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18073. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18074. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18075. default:
  18076. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18077. return 0;
  18078. }
  18079. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18080. if( md ) {
  18081. struct unit_data *ud = unit_bl2ud(&md->bl);
  18082. md->master_id = sd->bl.id;
  18083. md->special_state.ai = AI_FAW;
  18084. if(ud) {
  18085. ud->skill_id = NC_MAGICDECOY;
  18086. ud->skill_lv = skill;
  18087. }
  18088. if( md->deletetimer != INVALID_TIMER )
  18089. delete_timer(md->deletetimer, mob_timer_delete);
  18090. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18091. mob_spawn(md);
  18092. }
  18093. return 0;
  18094. }
  18095. // Warlock Spellbooks. [LimitLine/3CeAM]
  18096. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  18097. int i, max_preserve, skill_id, point;
  18098. struct status_change *sc;
  18099. nullpo_retv(sd);
  18100. sc = status_get_sc(&sd->bl);
  18101. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  18102. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18103. if( sc && !sc->data[i] )
  18104. break;
  18105. }
  18106. if( i > SC_MAXSPELLBOOK ) {
  18107. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18108. return;
  18109. }
  18110. if (!skill_spellbook_count)
  18111. return;
  18112. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  18113. if( i == MAX_SKILL_SPELLBOOK_DB )
  18114. return;
  18115. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  18116. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  18117. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18118. return;
  18119. }
  18120. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  18121. point = skill_spellbook_db[i].point;
  18122. if( sc && sc->data[SC_FREEZE_SP] ) {
  18123. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  18124. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18125. return;
  18126. }
  18127. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  18128. if( !sc->data[i] ){
  18129. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  18130. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INFINITE_TICK);
  18131. break;
  18132. }
  18133. }
  18134. } else {
  18135. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INFINITE_TICK);
  18136. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INFINITE_TICK);
  18137. }
  18138. // Reading Spell Book SP cost same as the sealed spell.
  18139. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  18140. }
  18141. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18142. int lv, prob, aslvl = 0;
  18143. uint16 id, sk_idx = 0;
  18144. nullpo_ret(sd);
  18145. if (sd->sc.data[SC_STOP]) {
  18146. aslvl = sd->sc.data[SC_STOP]->val1;
  18147. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18148. }
  18149. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18150. return 0;
  18151. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18152. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18153. return 0;
  18154. }
  18155. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18156. lv = min(lv,sd->status.skill[sk_idx].lv);
  18157. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18158. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18159. return 0;
  18160. }
  18161. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18162. int i;
  18163. nullpo_ret(sd);
  18164. nullpo_ret(item_list);
  18165. if( n <= 0 )
  18166. return 1;
  18167. for( i = 0; i < n; i++ ) {
  18168. unsigned short nameid;
  18169. int add_amount, del_amount, idx, product;
  18170. struct item tmp_item;
  18171. idx = item_list[i*2+0]-2;
  18172. if( idx < 0 || idx >= MAX_INVENTORY ){
  18173. return 1;
  18174. }
  18175. del_amount = item_list[i*2+1];
  18176. if( skill_lv == 2 )
  18177. del_amount -= (del_amount % 10);
  18178. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18179. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18180. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18181. return 1;
  18182. }
  18183. switch( nameid ) {
  18184. // Level 1
  18185. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18186. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18187. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18188. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18189. // Level 2
  18190. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18191. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18192. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18193. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18194. default:
  18195. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18196. return 1;
  18197. }
  18198. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18199. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18200. return 1;
  18201. }
  18202. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18203. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18204. return 1;
  18205. }
  18206. memset(&tmp_item,0,sizeof(tmp_item));
  18207. tmp_item.nameid = product;
  18208. tmp_item.amount = add_amount;
  18209. tmp_item.identify = 1;
  18210. if( tmp_item.amount ) {
  18211. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18212. if( flag != 0 ) {
  18213. clif_additem(sd,0,0,flag);
  18214. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18215. }
  18216. }
  18217. }
  18218. return 0;
  18219. }
  18220. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18221. int i, j, k, c, p = 0, amount;
  18222. unsigned short nameid;
  18223. nullpo_ret(sd);
  18224. nullpo_ret(item_list);
  18225. // Search for objects that can be created.
  18226. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18227. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18228. p = 0;
  18229. do {
  18230. c = 0;
  18231. // Verification of overlap between the objects required and the list submitted.
  18232. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18233. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18234. for( k = 0; k < n; k++ ) {
  18235. int idx = item_list[k*2+0]-2;
  18236. if( idx < 0 || idx >= MAX_INVENTORY ){
  18237. return 0;
  18238. }
  18239. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18240. amount = item_list[k*2+1];
  18241. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18242. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18243. return 0;
  18244. }
  18245. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  18246. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18247. c++; // match
  18248. }
  18249. }
  18250. else
  18251. break; // No more items required
  18252. }
  18253. p++;
  18254. } while(n == j && c == n);
  18255. p--;
  18256. if ( p > 0 ) {
  18257. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18258. return 1;
  18259. }
  18260. }
  18261. }
  18262. if( p == 0)
  18263. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18264. return 0;
  18265. }
  18266. /**
  18267. * For Royal Guard's LG_TRAMPLE
  18268. */
  18269. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18270. {
  18271. struct skill_unit *su = (struct skill_unit *)bl;
  18272. struct skill_unit_group *sg = NULL;
  18273. t_tick tick;
  18274. nullpo_ret(su);
  18275. tick = va_arg(ap, t_tick);
  18276. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  18277. switch( sg->unit_id ) {
  18278. case UNT_CLAYMORETRAP:
  18279. case UNT_FIRINGTRAP:
  18280. case UNT_ICEBOUNDTRAP:
  18281. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18282. break;
  18283. case UNT_LANDMINE:
  18284. case UNT_BLASTMINE:
  18285. case UNT_SHOCKWAVE:
  18286. case UNT_SANDMAN:
  18287. case UNT_FLASHER:
  18288. case UNT_FREEZINGTRAP:
  18289. case UNT_CLUSTERBOMB:
  18290. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  18291. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18292. else
  18293. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18294. break;
  18295. }
  18296. // Traps aren't recovered.
  18297. skill_delunit(su);
  18298. }
  18299. return 0;
  18300. }
  18301. /*==========================================
  18302. *
  18303. *------------------------------------------*/
  18304. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18305. int i;
  18306. nullpo_retr(-1, sd);
  18307. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18308. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18309. }
  18310. TIMER_FUNC(skill_blockpc_end){
  18311. struct map_session_data *sd = map_id2sd(id);
  18312. int i = (int)data;
  18313. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18314. return 0;
  18315. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18316. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18317. return 0;
  18318. }
  18319. aFree(sd->scd[i]);
  18320. sd->scd[i] = NULL;
  18321. return 1;
  18322. }
  18323. /**
  18324. * Flags a singular skill as being blocked from persistent usage.
  18325. * @param sd the player the skill delay affects
  18326. * @param skill_id the skill which should be delayed
  18327. * @param tick the length of time the delay should last
  18328. * @param load whether this assignment is being loaded upon player login
  18329. * @return 0 if successful, -1 otherwise
  18330. */
  18331. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18332. int i;
  18333. nullpo_retr(-1, sd);
  18334. if (!skill_id || tick < 1)
  18335. return -1;
  18336. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18337. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18338. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18339. aFree(sd->scd[i]);
  18340. sd->scd[i] = NULL;
  18341. }
  18342. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18343. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18344. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18345. sd->scd[i]->skill_id = skill_id;
  18346. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18347. if (battle_config.display_status_timers && tick > 0)
  18348. clif_skill_cooldown(sd, skill_id, tick);
  18349. return 1;
  18350. } else {
  18351. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18352. return 0;
  18353. }
  18354. }
  18355. int skill_blockpc_clear(struct map_session_data *sd) {
  18356. int i;
  18357. nullpo_ret(sd);
  18358. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18359. if (!sd->scd[i])
  18360. continue;
  18361. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18362. aFree(sd->scd[i]);
  18363. sd->scd[i] = NULL;
  18364. }
  18365. return 1;
  18366. }
  18367. TIMER_FUNC(skill_blockhomun_end){
  18368. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18369. if (data <= 0 || data >= SKILL_MAX_DB())
  18370. return 0;
  18371. if (hd)
  18372. hd->blockskill[data] = 0;
  18373. return 1;
  18374. }
  18375. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18376. {
  18377. uint16 idx = skill_get_index(skill_id);
  18378. nullpo_retr(-1, hd);
  18379. if (!idx)
  18380. return -1;
  18381. if (tick < 1) {
  18382. hd->blockskill[idx] = 0;
  18383. return -1;
  18384. }
  18385. hd->blockskill[idx] = 1;
  18386. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18387. }
  18388. TIMER_FUNC(skill_blockmerc_end){
  18389. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18390. if( data <= 0 || data >= SKILL_MAX_DB() )
  18391. return 0;
  18392. if( md )
  18393. md->blockskill[data] = 0;
  18394. return 1;
  18395. }
  18396. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18397. {
  18398. uint16 idx = skill_get_index(skill_id);
  18399. nullpo_retr(-1, md);
  18400. if( !idx )
  18401. return -1;
  18402. if( tick < 1 ) {
  18403. md->blockskill[idx] = 0;
  18404. return -1;
  18405. }
  18406. md->blockskill[idx] = 1;
  18407. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18408. }
  18409. /**
  18410. * Adds a new skill unit entry for this player to recast after map load
  18411. * @param sd: Player
  18412. * @param skill_id: Skill ID to save
  18413. * @param skill_lv: Skill level to save
  18414. */
  18415. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18416. {
  18417. struct skill_usave *sus = NULL;
  18418. if (idb_exists(skillusave_db,sd->status.char_id))
  18419. idb_remove(skillusave_db,sd->status.char_id);
  18420. CREATE(sus, struct skill_usave, 1);
  18421. idb_put(skillusave_db, sd->status.char_id, sus);
  18422. sus->skill_id = skill_id;
  18423. sus->skill_lv = skill_lv;
  18424. }
  18425. /**
  18426. * Loads saved skill unit entries for this player after map load
  18427. * @param sd: Player
  18428. */
  18429. void skill_usave_trigger(struct map_session_data *sd)
  18430. {
  18431. struct skill_usave *sus = NULL;
  18432. struct skill_unit_group *group = NULL;
  18433. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18434. return;
  18435. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18436. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18437. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18438. idb_remove(skillusave_db, sd->status.char_id);
  18439. }
  18440. /*
  18441. *
  18442. */
  18443. int skill_split_str (char *str, char **val, int num)
  18444. {
  18445. int i;
  18446. for( i = 0; i < num && str; i++ ) {
  18447. val[i] = str;
  18448. str = strchr(str,',');
  18449. if( str )
  18450. *str++ = 0;
  18451. }
  18452. return i;
  18453. }
  18454. /**
  18455. * Split the string with ':' as separator and put each value for a skilllv
  18456. * if no more value found put the latest to fill the array
  18457. * @param str : string to split
  18458. * @param val : array of MAX_SKILL_LEVEL to put value into
  18459. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18460. */
  18461. int skill_split_atoi (char *str, int *val)
  18462. {
  18463. int i, j, step = 1;
  18464. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18465. if (!str) break;
  18466. val[i] = atoi(str);
  18467. str = strchr(str,':');
  18468. if (str)
  18469. *str++=0;
  18470. }
  18471. if(i==0) //No data found.
  18472. return 0;
  18473. if(i==1) { //Single value, have the whole range have the same value.
  18474. for (; i < MAX_SKILL_LEVEL; i++)
  18475. val[i] = val[i-1];
  18476. return i;
  18477. }
  18478. //Check for linear change with increasing steps until we reach half of the data acquired.
  18479. for (step = 1; step <= i/2; step++) {
  18480. int diff = val[i-1] - val[i-step-1];
  18481. for(j = i-1; j >= step; j--)
  18482. if ((val[j]-val[j-step]) != diff)
  18483. break;
  18484. if (j>=step) //No match, try next step.
  18485. continue;
  18486. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18487. val[i] = val[i-step]+diff;
  18488. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18489. { val[i] = 1; diff = 0; step = 1; }
  18490. }
  18491. return i;
  18492. }
  18493. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18494. for (;i<MAX_SKILL_LEVEL; i++)
  18495. val[i] = val[i-1];
  18496. return i;
  18497. }
  18498. /*
  18499. *
  18500. */
  18501. void skill_init_unit_layout (void) {
  18502. int i,j,pos = 0;
  18503. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18504. // standard square layouts go first
  18505. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18506. int size = i*2+1;
  18507. skill_unit_layout[i].count = size*size;
  18508. for (j=0; j<size*size; j++) {
  18509. skill_unit_layout[i].dx[j] = (j%size-i);
  18510. skill_unit_layout[i].dy[j] = (j/size-i);
  18511. }
  18512. }
  18513. // afterwards add special ones
  18514. pos = i;
  18515. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18516. uint16 skill_id = 0;
  18517. if (!skill_db[i])
  18518. continue;
  18519. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18520. continue;
  18521. skill_id = skill_idx2id(i);
  18522. if( skill_id == EL_FIRE_MANTLE ) {
  18523. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18524. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18525. skill_unit_layout[pos].count = 8;
  18526. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18527. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18528. } else {
  18529. switch (skill_id) {
  18530. case MG_FIREWALL:
  18531. case WZ_ICEWALL:
  18532. case WL_EARTHSTRAIN:
  18533. case RL_FIRE_RAIN:
  18534. // these will be handled later
  18535. break;
  18536. case PR_SANCTUARY:
  18537. case NPC_EVILLAND: {
  18538. static const int dx[] = {
  18539. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18540. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18541. static const int dy[]={
  18542. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18543. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18544. skill_unit_layout[pos].count = 21;
  18545. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18546. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18547. }
  18548. break;
  18549. case PR_MAGNUS: {
  18550. static const int dx[] = {
  18551. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18552. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18553. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18554. static const int dy[] = {
  18555. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18556. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18557. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18558. skill_unit_layout[pos].count = 33;
  18559. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18560. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18561. }
  18562. break;
  18563. case AS_VENOMDUST: {
  18564. static const int dx[] = {-1, 0, 0, 0, 1};
  18565. static const int dy[] = { 0,-1, 0, 1, 0};
  18566. skill_unit_layout[pos].count = 5;
  18567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18569. }
  18570. break;
  18571. case CR_GRANDCROSS:
  18572. case NPC_GRANDDARKNESS: {
  18573. static const int dx[] = {
  18574. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18575. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18576. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18577. static const int dy[] = {
  18578. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18579. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18580. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18581. skill_unit_layout[pos].count = 29;
  18582. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18583. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18584. }
  18585. break;
  18586. case PF_FOGWALL: {
  18587. static const int dx[] = {
  18588. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18589. static const int dy[] = {
  18590. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18591. skill_unit_layout[pos].count = 15;
  18592. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18593. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18594. }
  18595. break;
  18596. case PA_GOSPEL: {
  18597. static const int dx[] = {
  18598. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18599. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18600. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18601. -1, 0, 1};
  18602. static const int dy[] = {
  18603. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18604. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18605. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18606. 3, 3, 3};
  18607. skill_unit_layout[pos].count = 33;
  18608. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18609. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18610. }
  18611. break;
  18612. case NJ_KAENSIN: {
  18613. 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};
  18614. 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};
  18615. skill_unit_layout[pos].count = 24;
  18616. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18617. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18618. }
  18619. break;
  18620. case NJ_TATAMIGAESHI: {
  18621. //Level 1 (count 4, cross of 3x3)
  18622. static const int dx1[] = {-1, 1, 0, 0};
  18623. static const int dy1[] = { 0, 0,-1, 1};
  18624. //Level 2-3 (count 8, cross of 5x5)
  18625. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18626. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18627. //Level 4-5 (count 12, cross of 7x7
  18628. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18629. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18630. //lv1
  18631. j = 0;
  18632. skill_unit_layout[pos].count = 4;
  18633. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18634. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18635. skill_db[i]->unit_layout_type[j] = pos;
  18636. //lv2/3
  18637. j++;
  18638. pos++;
  18639. skill_unit_layout[pos].count = 8;
  18640. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18641. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18642. skill_db[i]->unit_layout_type[j] = pos;
  18643. skill_db[i]->unit_layout_type[++j] = pos;
  18644. //lv4/5
  18645. j++;
  18646. pos++;
  18647. skill_unit_layout[pos].count = 12;
  18648. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18649. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18650. skill_db[i]->unit_layout_type[j] = pos;
  18651. skill_db[i]->unit_layout_type[++j] = pos;
  18652. //Fill in the rest using lv 5.
  18653. for (;j<MAX_SKILL_LEVEL;j++)
  18654. skill_db[i]->unit_layout_type[j] = pos;
  18655. //Skip, this way the check below will fail and continue to the next skill.
  18656. pos++;
  18657. }
  18658. break;
  18659. case GN_WALLOFTHORN: {
  18660. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18661. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18662. skill_unit_layout[pos].count = 16;
  18663. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18664. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18665. }
  18666. break;
  18667. case NPC_FLAMECROSS: {
  18668. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18669. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18670. skill_unit_layout[pos].count = 8;
  18671. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18672. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18673. }
  18674. break;
  18675. default:
  18676. ShowError("unknown unit layout at skill %d\n",i);
  18677. break;
  18678. }
  18679. }
  18680. if (!skill_unit_layout[pos].count)
  18681. continue;
  18682. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18683. skill_db[i]->unit_layout_type[j] = pos;
  18684. pos++;
  18685. }
  18686. // firewall and icewall have 8 layouts (direction-dependent)
  18687. firewall_unit_pos = pos;
  18688. for (i=0;i<8;i++) {
  18689. if (i&1) {
  18690. skill_unit_layout[pos].count = 5;
  18691. if (i&0x2) {
  18692. int dx[] = {-1,-1, 0, 0, 1};
  18693. int dy[] = { 1, 0, 0,-1,-1};
  18694. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18695. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18696. } else {
  18697. int dx[] = { 1, 1 ,0, 0,-1};
  18698. int dy[] = { 1, 0, 0,-1,-1};
  18699. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18700. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18701. }
  18702. } else {
  18703. skill_unit_layout[pos].count = 3;
  18704. if (i%4==0) {
  18705. int dx[] = {-1, 0, 1};
  18706. int dy[] = { 0, 0, 0};
  18707. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18708. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18709. } else {
  18710. int dx[] = { 0, 0, 0};
  18711. int dy[] = {-1, 0, 1};
  18712. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18713. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18714. }
  18715. }
  18716. pos++;
  18717. }
  18718. icewall_unit_pos = pos;
  18719. for (i=0;i<8;i++) {
  18720. skill_unit_layout[pos].count = 5;
  18721. if (i&1) {
  18722. if (i&0x2) {
  18723. int dx[] = {-2,-1, 0, 1, 2};
  18724. int dy[] = { 2, 1, 0,-1,-2};
  18725. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18726. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18727. } else {
  18728. int dx[] = { 2, 1 ,0,-1,-2};
  18729. int dy[] = { 2, 1, 0,-1,-2};
  18730. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18731. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18732. }
  18733. } else {
  18734. if (i%4==0) {
  18735. int dx[] = {-2,-1, 0, 1, 2};
  18736. int dy[] = { 0, 0, 0, 0, 0};
  18737. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18738. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18739. } else {
  18740. int dx[] = { 0, 0, 0, 0, 0};
  18741. int dy[] = {-2,-1, 0, 1, 2};
  18742. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18743. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18744. }
  18745. }
  18746. pos++;
  18747. }
  18748. earthstrain_unit_pos = pos;
  18749. for( i = 0; i < 8; i++ )
  18750. { // For each Direction
  18751. skill_unit_layout[pos].count = 15;
  18752. switch( i )
  18753. {
  18754. case 0: case 1: case 3: case 4: case 5: case 7:
  18755. {
  18756. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18757. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18758. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18759. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18760. }
  18761. break;
  18762. case 2:
  18763. case 6:
  18764. {
  18765. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18766. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18767. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18768. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18769. }
  18770. break;
  18771. }
  18772. pos++;
  18773. }
  18774. firerain_unit_pos = pos;
  18775. for( i = 0; i < 8; i++ ) {
  18776. skill_unit_layout[pos].count = 3;
  18777. switch( i ) {
  18778. case 0: case 1: case 3: case 4: case 5: case 7:
  18779. {
  18780. static const int dx[] = {-1, 0, 1};
  18781. static const int dy[] = { 0, 0, 0};
  18782. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18783. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18784. }
  18785. break;
  18786. case 2:
  18787. case 6:
  18788. {
  18789. static const int dx[] = { 0, 0, 0};
  18790. static const int dy[] = {-1, 0, 1};
  18791. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18792. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18793. }
  18794. break;
  18795. }
  18796. pos++;
  18797. }
  18798. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18799. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18800. }
  18801. void skill_init_nounit_layout (void) {
  18802. int i, pos = 0;
  18803. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18804. overbrand_nounit_pos = pos;
  18805. for( i = 0; i < 8; i++ ) {
  18806. if( i&1 ) {
  18807. skill_nounit_layout[pos].count = 33;
  18808. if( i&2 ) {
  18809. if( i&4 ) { // 7
  18810. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18811. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18812. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18813. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18814. } else { // 3
  18815. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18816. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18817. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18818. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18819. }
  18820. } else {
  18821. if( i&4 ) { // 5
  18822. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18823. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18824. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18825. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18826. } else { // 1
  18827. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18828. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18829. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18830. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18831. }
  18832. }
  18833. } else {
  18834. skill_nounit_layout[pos].count = 21;
  18835. if( i&2 ) {
  18836. if( i&4 ) { // 6
  18837. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18838. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18839. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18840. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18841. } else { // 2
  18842. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18843. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18844. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18845. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18846. }
  18847. } else {
  18848. if( i&4 ) { // 4
  18849. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18850. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18851. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18852. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18853. } else { // 0
  18854. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18855. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18856. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18857. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18858. }
  18859. }
  18860. }
  18861. pos++;
  18862. }
  18863. overbrand_brandish_nounit_pos = pos;
  18864. for( i = 0; i < 8; i++ ) {
  18865. if( i&1 ) {
  18866. skill_nounit_layout[pos].count = 74;
  18867. if( i&2 ) {
  18868. if( i&4 ) { // 7
  18869. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18870. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18871. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18872. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18873. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18874. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18875. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18876. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18877. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18878. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18879. } else { // 3
  18880. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18881. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18882. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18883. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18884. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18885. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18886. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18887. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18888. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18889. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18890. }
  18891. } else {
  18892. if( i&4 ) { // 5
  18893. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18894. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18895. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18896. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18897. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18898. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18899. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18900. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18901. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18902. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18903. } else { // 1
  18904. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18905. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18906. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18907. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18908. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18909. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18910. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18911. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18912. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18913. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18914. }
  18915. }
  18916. } else {
  18917. skill_nounit_layout[pos].count = 44;
  18918. if( i&2 ) {
  18919. if( i&4 ) { // 6
  18920. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18921. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18922. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18923. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18924. } else { // 2
  18925. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18926. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18927. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18928. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18929. }
  18930. } else {
  18931. if( i&4 ) { // 4
  18932. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18933. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18934. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18935. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18936. } else { // 0
  18937. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18938. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18939. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18940. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18941. }
  18942. }
  18943. }
  18944. pos++;
  18945. }
  18946. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18947. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18948. }
  18949. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18950. int inf3 = 0;
  18951. struct status_change *sc = status_get_sc(bl);
  18952. if( !sc || !bl || !skill_id )
  18953. return 0; // Can do it
  18954. inf3 = skill_get_inf3(skill_id);
  18955. switch (type) {
  18956. case SC_ANKLE:
  18957. if (skill_id == AL_TELEPORT)
  18958. return 1;
  18959. break;
  18960. case SC_STASIS:
  18961. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18962. return 1; // Can't do it.
  18963. break;
  18964. case SC_KAGEHUMI:
  18965. if( inf3&INF3_KAGEHUMI_BL)
  18966. return 1;
  18967. case SC_BITE:
  18968. if (inf3&INF3_BITE_BLOCK)
  18969. return 1;
  18970. break;
  18971. }
  18972. return 0;
  18973. }
  18974. /* Determines whether a skill is currently active or not
  18975. * Used for purposes of cancelling SP usage when disabling a skill
  18976. */
  18977. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18978. {
  18979. switch( skill_id ) { //HP & SP Consumption Check
  18980. case BS_MAXIMIZE:
  18981. case NV_TRICKDEAD:
  18982. case TF_HIDING:
  18983. case AS_CLOAKING:
  18984. case GC_CLOAKINGEXCEED:
  18985. case ST_CHASEWALK:
  18986. case CR_DEFENDER:
  18987. case CR_SHRINK:
  18988. case CR_AUTOGUARD:
  18989. case ML_DEFENDER:
  18990. case ML_AUTOGUARD:
  18991. case PA_GOSPEL:
  18992. case GS_GATLINGFEVER:
  18993. case TK_READYCOUNTER:
  18994. case TK_READYDOWN:
  18995. case TK_READYSTORM:
  18996. case TK_READYTURN:
  18997. case TK_RUN:
  18998. case SG_FUSION:
  18999. case KO_YAMIKUMO:
  19000. case RA_WUGDASH:
  19001. case RA_CAMOUFLAGE:
  19002. if( sc->data[status_skill2sc(skill_id)] )
  19003. return 1;
  19004. break;
  19005. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19006. case NC_NEUTRALBARRIER:
  19007. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19008. return 1;
  19009. break;
  19010. case NC_STEALTHFIELD:
  19011. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19012. return 1;
  19013. break;
  19014. }
  19015. return 0;
  19016. }
  19017. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19018. int type = 0;
  19019. switch( skill_id ) {
  19020. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19021. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19022. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19023. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19024. }
  19025. type += skill_lv - 1;
  19026. return type;
  19027. }
  19028. /**
  19029. * Check before do `unit_movepos` call
  19030. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19031. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19032. **/
  19033. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19034. struct status_change *sc;
  19035. nullpo_retr(false, bl);
  19036. struct map_data *mapdata = map_getmapdata(bl->m);
  19037. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19038. return false;
  19039. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19040. return false;
  19041. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19042. return false;
  19043. sc = status_get_sc(bl);
  19044. if (sc && sc->data[SC_SV_ROOTTWIST])
  19045. return false;
  19046. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19047. }
  19048. /**
  19049. * Get skill duration after adjustments by skill_duration mapflag
  19050. * @param mapdata: Source map data
  19051. * @param skill_id: Skill ID
  19052. * @param skill_lv: Skill level
  19053. * @return Adjusted skill duration
  19054. */
  19055. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19056. int time = 0;
  19057. if (!skill_get_index(skill_id) || !(time = skill_get_time(skill_id, skill_lv)))
  19058. return 0;
  19059. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19060. return time / 100 * mapdata->skill_duration[skill_id];
  19061. return time;
  19062. }
  19063. /*==========================================
  19064. * sub-function of DB reading.
  19065. * skill_db.txt
  19066. *------------------------------------------*/
  19067. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  19068. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  19069. uint16 skill_id = atoi(split[0]);
  19070. uint16 idx = skill_get_index2(skill_id);
  19071. if (!idx) {
  19072. if (SKILL_MAX_DB() >= MAX_SKILL) {
  19073. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.hpp::MAX_SKILL).\n", MAX_SKILL);
  19074. return false;
  19075. }
  19076. idx = skill_db_create(skill_id);
  19077. }
  19078. skill_split_atoi(split[1],skill_db[idx]->range);
  19079. skill_db[idx]->hit = atoi(split[2]);
  19080. skill_db[idx]->inf = atoi(split[3]);
  19081. skill_split_atoi(split[4],skill_db[idx]->element);
  19082. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  19083. skill_split_atoi(split[6],skill_db[idx]->splash);
  19084. skill_db[idx]->max = atoi(split[7]);
  19085. skill_split_atoi(split[8],skill_db[idx]->num);
  19086. if( strcmpi(split[9],"yes") == 0 )
  19087. skill_db[idx]->castcancel = true;
  19088. else
  19089. skill_db[idx]->castcancel = false;
  19090. skill_db[idx]->cast_def_rate = atoi(split[10]);
  19091. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  19092. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  19093. if( strcmpi(split[13],"weapon") == 0 )
  19094. skill_db[idx]->skill_type = BF_WEAPON;
  19095. else if( strcmpi(split[13],"magic") == 0 )
  19096. skill_db[idx]->skill_type = BF_MAGIC;
  19097. else if( strcmpi(split[13],"misc") == 0 )
  19098. skill_db[idx]->skill_type = BF_MISC;
  19099. else
  19100. skill_db[idx]->skill_type = 0;
  19101. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  19102. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  19103. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  19104. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  19105. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  19106. return true;
  19107. }
  19108. /**
  19109. * Split string to int by constant value (const.txt) or atoi()
  19110. * @param *str: String input
  19111. * @param *val: Temporary storage
  19112. * @param *delim: Delimiter (for multiple value support)
  19113. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  19114. * @param max: Maximum number that can be allocated
  19115. * @return count: Number of success
  19116. */
  19117. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  19118. uint8 i = 0;
  19119. char *p = strtok(str, delim);
  19120. while (p != NULL) {
  19121. int n = min_value;
  19122. trim(p);
  19123. if (ISDIGIT(p[0])) // If using numeric
  19124. n = atoi(p);
  19125. else if (!script_get_constant(p, &n)) { // If using constant value
  19126. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  19127. p = strtok(NULL, delim);
  19128. continue;
  19129. }
  19130. if (n > min_value) {
  19131. val[i] = n;
  19132. i++;
  19133. if (i >= max)
  19134. break;
  19135. }
  19136. p = strtok(NULL, delim);
  19137. }
  19138. return i;
  19139. }
  19140. /// Clear status data from skill requirement
  19141. static void skill_destroy_requirement(uint16 idx) {
  19142. if (skill_db[idx]->require.status_count)
  19143. aFree(skill_db[idx]->require.status);
  19144. skill_db[idx]->require.status = NULL;
  19145. skill_db[idx]->require.status_count = 0;
  19146. if (skill_db[idx]->require.eqItem_count)
  19147. aFree(skill_db[idx]->require.eqItem);
  19148. skill_db[idx]->require.eqItem = NULL;
  19149. skill_db[idx]->require.eqItem_count = 0;
  19150. }
  19151. /**
  19152. * Read skill requirement from skill_require_db.txt
  19153. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  19154. */
  19155. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  19156. {
  19157. char* p;
  19158. uint16 idx, i;
  19159. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19160. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  19161. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  19162. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  19163. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  19164. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  19165. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  19166. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  19167. p = split[7];
  19168. while (p) {
  19169. int l = atoi(p);
  19170. if( l == 99 ) { // Any weapon
  19171. skill_db[idx]->require.weapon = 0;
  19172. break;
  19173. } else
  19174. skill_db[idx]->require.weapon |= 1<<l;
  19175. p = strchr(p,':');
  19176. if(!p)
  19177. break;
  19178. p++;
  19179. }
  19180. //Ammo type that required, see doc/item_db for ammo types (View column)
  19181. p = split[8];
  19182. while (p) {
  19183. int l = atoi(p);
  19184. if( l == 99 ) { // Any ammo type
  19185. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  19186. break;
  19187. } else if( l ) // 0 stands for no requirement
  19188. skill_db[idx]->require.ammo |= 1<<l;
  19189. p = strchr(p,':');
  19190. if( !p )
  19191. break;
  19192. p++;
  19193. }
  19194. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  19195. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  19196. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  19197. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  19198. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  19199. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  19200. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  19201. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  19202. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  19203. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  19204. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  19205. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  19206. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  19207. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  19208. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  19209. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  19210. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  19211. //Status requirements
  19212. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  19213. trim(split[11]);
  19214. if (split[11][0] != '\0' || atoi(split[11])) {
  19215. int require[MAX_SKILL_STATUS_REQUIRE];
  19216. if( skill_db[idx]->require.status_count > 0 ){
  19217. aFree(skill_db[idx]->require.status);
  19218. }
  19219. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  19220. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  19221. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  19222. //todo add a check if possible here
  19223. skill_db[idx]->require.status[i] = (sc_type)require[i];
  19224. }
  19225. }
  19226. }
  19227. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  19228. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  19229. uint16 itemid = atoi(split[13 + 2 * i]);
  19230. if (itemid > 0 && !itemdb_exists(itemid) ) {
  19231. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  19232. return false;
  19233. }
  19234. skill_db[idx]->require.itemid[i] = itemid;
  19235. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  19236. }
  19237. //Equipped Item requirements.
  19238. trim(split[33]);
  19239. if (split[33][0] != '\0' || atoi(split[33])) {
  19240. int require[MAX_SKILL_EQUIP_REQUIRE];
  19241. if( skill_db[idx]->require.eqItem_count > 0 ){
  19242. aFree(skill_db[idx]->require.eqItem);
  19243. }
  19244. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  19245. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  19246. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  19247. if (require[i] > 0 && !itemdb_exists(require[i])) {
  19248. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  19249. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  19250. skill_db[idx]->require.eqItem_count = 0;
  19251. return false;
  19252. }
  19253. skill_db[idx]->require.eqItem[i] = require[i];
  19254. }
  19255. }
  19256. }
  19257. return true;
  19258. }
  19259. /** Reads skill cast db
  19260. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  19261. */
  19262. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  19263. {
  19264. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19265. skill_split_atoi(split[1],skill_db[idx]->cast);
  19266. skill_split_atoi(split[2],skill_db[idx]->delay);
  19267. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  19268. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  19269. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  19270. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  19271. #ifdef RENEWAL_CAST
  19272. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  19273. #endif
  19274. return true;
  19275. }
  19276. /** Reads skill cast no dex db
  19277. * Structure: SkillID,Cast,Delay (optional)
  19278. */
  19279. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  19280. {
  19281. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19282. skill_db[idx]->castnodex = atoi(split[1]);
  19283. if( split[2] ) // optional column
  19284. skill_db[idx]->delaynodex = atoi(split[2]);
  19285. return true;
  19286. }
  19287. /** Reads skill no cast db
  19288. * Structure: SkillID,Flag
  19289. */
  19290. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  19291. {
  19292. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19293. skill_db[idx]->nocast |= atoi(split[1]);
  19294. return true;
  19295. }
  19296. /** Reads skill unit db
  19297. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  19298. */
  19299. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  19300. {
  19301. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19302. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  19303. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  19304. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  19305. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  19306. skill_db[idx]->unit_interval = atoi(split[5]);
  19307. trim(split[6]);
  19308. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19309. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19310. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  19311. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  19312. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  19313. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  19314. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  19315. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  19316. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  19317. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  19318. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  19319. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  19320. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  19321. skill_db[idx]->unit_target = BCT_NOENEMY;
  19322. //By default, target just characters.
  19323. skill_db[idx]->unit_target |= BL_CHAR;
  19324. if (skill_db[idx]->unit_flag&UF_NOPC)
  19325. skill_db[idx]->unit_target &= ~BL_PC;
  19326. if (skill_db[idx]->unit_flag&UF_NOMOB)
  19327. skill_db[idx]->unit_target &= ~BL_MOB;
  19328. if (skill_db[idx]->unit_flag&UF_SKILL)
  19329. skill_db[idx]->unit_target |= BL_SKILL;
  19330. return true;
  19331. }
  19332. /** Reads Produce db
  19333. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19334. */
  19335. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19336. {
  19337. unsigned short x, y;
  19338. unsigned short id = atoi(split[0]);
  19339. unsigned short nameid = 0;
  19340. bool found = false;
  19341. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19342. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19343. return false;
  19344. }
  19345. // Clear previous data, for importing support
  19346. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19347. // Import just for clearing/disabling from original data
  19348. if (!(nameid = atoi(split[1]))) {
  19349. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19350. return true;
  19351. }
  19352. if (!itemdb_exists(nameid)) {
  19353. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19354. return false;
  19355. }
  19356. skill_produce_db[id].nameid = nameid;
  19357. skill_produce_db[id].itemlv = atoi(split[2]);
  19358. skill_produce_db[id].req_skill = atoi(split[3]);
  19359. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19360. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19361. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19362. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19363. }
  19364. if (!found)
  19365. skill_produce_count++;
  19366. return true;
  19367. }
  19368. /** Reads create arrow db
  19369. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19370. */
  19371. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19372. {
  19373. unsigned short x, y, i, material_id = atoi(split[0]);
  19374. if (!(itemdb_exists(material_id))) {
  19375. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19376. return false;
  19377. }
  19378. //search if we override something, (if not i=last idx)
  19379. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19380. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19381. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19382. return false;
  19383. }
  19384. // Import just for clearing/disabling from original data
  19385. if (atoi(split[1]) == 0) {
  19386. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19387. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19388. return true;
  19389. }
  19390. skill_arrow_db[i].nameid = material_id;
  19391. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19392. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19393. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19394. }
  19395. if (i == skill_arrow_count)
  19396. skill_arrow_count++;
  19397. return true;
  19398. }
  19399. /** Reads Spell book db
  19400. * Structure: SkillID,PreservePoints,RequiredBook
  19401. */
  19402. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19403. {
  19404. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19405. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19406. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19407. if (!skill_get_inf(skill_id))
  19408. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19409. else {
  19410. unsigned short i;
  19411. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19412. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19413. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19414. return false;
  19415. }
  19416. // Import just for clearing/disabling from original data
  19417. if (points == 0) {
  19418. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19419. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19420. return true;
  19421. }
  19422. skill_spellbook_db[i].skill_id = skill_id;
  19423. skill_spellbook_db[i].point = points;
  19424. skill_spellbook_db[i].nameid = nameid;
  19425. if (i == skill_spellbook_count)
  19426. skill_spellbook_count++;
  19427. return true;
  19428. }
  19429. return false;
  19430. }
  19431. /** Reads improvise db
  19432. * Structure: SkillID,Rate
  19433. */
  19434. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19435. {
  19436. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19437. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19438. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19439. return false;
  19440. }
  19441. if ( !skill_get_inf(skill_id) ) {
  19442. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19443. return false;
  19444. }
  19445. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19446. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19447. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19448. return false;
  19449. }
  19450. // Import just for clearing/disabling from original data
  19451. if (per == 0) {
  19452. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19453. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19454. return true;
  19455. }
  19456. skill_improvise_db[i].skill_id = skill_id;
  19457. skill_improvise_db[i].per = per; // Still need confirm it.
  19458. if (i == skill_improvise_count)
  19459. skill_improvise_count++;
  19460. return true;
  19461. }
  19462. /** Reads Magic mushroom db
  19463. * Structure: SkillID
  19464. */
  19465. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19466. {
  19467. unsigned short i, skill_id = atoi(split[0]);
  19468. bool rem = (atoi(split[1]) == 1 ? true : false);
  19469. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19470. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19471. return false;
  19472. }
  19473. if (!skill_get_inf(skill_id)) {
  19474. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19475. return false;
  19476. }
  19477. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19478. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19479. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19480. return false;
  19481. }
  19482. // Import just for clearing/disabling from original data
  19483. if (rem) {
  19484. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19485. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19486. return true;
  19487. }
  19488. skill_magicmushroom_db[i].skill_id = skill_id;
  19489. if (i == skill_magicmushroom_count)
  19490. skill_magicmushroom_count++;
  19491. return true;
  19492. }
  19493. /** Reads db of copyable skill
  19494. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19495. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19496. */
  19497. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19498. {
  19499. int16 id = 0;
  19500. uint8 option = 0;
  19501. trim(split[0]);
  19502. if (ISDIGIT(split[0][0]))
  19503. id = atoi(split[0]);
  19504. else
  19505. id = skill_name2id(split[0]);
  19506. id = skill_db_isset(id, __FUNCTION__);
  19507. if ((option = atoi(split[1])) > 3) {
  19508. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19509. return false;
  19510. }
  19511. // Import just for clearing/disabling from original data
  19512. if (option == 0) {
  19513. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19514. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19515. return true;
  19516. }
  19517. skill_db[id]->copyable.option = option;
  19518. skill_db[id]->copyable.joballowed = 63;
  19519. if (atoi(split[2]))
  19520. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19521. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19522. return true;
  19523. }
  19524. /** Reads additional range for distance checking from NPC [Cydh]
  19525. * Structure: SkillName,AdditionalRange{,NPC Type}
  19526. * SkillID,AdditionalRange{,NPC Type}
  19527. */
  19528. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19529. {
  19530. uint16 id = 0;
  19531. trim(split[0]);
  19532. if (ISDIGIT(split[0][0]))
  19533. id = atoi(split[0]);
  19534. else
  19535. id = skill_name2id(split[0]);
  19536. id = skill_db_isset(id, __FUNCTION__);
  19537. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19538. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19539. return true;
  19540. }
  19541. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19542. * Structure: SkillID,DummyName,RatePerLvl
  19543. */
  19544. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19545. {
  19546. unsigned short i, skill_id = atoi(split[0]);
  19547. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19548. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19549. return false;
  19550. }
  19551. if (!skill_get_inf(skill_id)) {
  19552. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19553. return false;
  19554. }
  19555. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19556. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19557. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19558. return false;
  19559. }
  19560. // Import just for clearing/disabling from original data
  19561. if (strcmp(split[1],"clear") == 0) {
  19562. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19563. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19564. return true;
  19565. }
  19566. skill_abra_db[i].skill_id = skill_id;
  19567. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19568. skill_split_atoi(split[2],skill_abra_db[i].per);
  19569. if (i == skill_abra_count)
  19570. skill_abra_count++;
  19571. return true;
  19572. }
  19573. /** Reads change material db
  19574. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19575. */
  19576. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19577. {
  19578. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19579. short rate = atoi(split[2]);
  19580. bool found = false;
  19581. int x, y;
  19582. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19583. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19584. return false;
  19585. }
  19586. // Clear previous data, for importing support
  19587. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19588. found = true;
  19589. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19590. }
  19591. // Import just for clearing/disabling from original data
  19592. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19593. if (nameid == 0) {
  19594. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19595. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19596. return true;
  19597. }
  19598. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19599. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19600. if (skill_produce_db[x].nameid == nameid)
  19601. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19602. break;
  19603. }
  19604. if (x >= MAX_SKILL_PRODUCE_DB) {
  19605. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19606. return false;
  19607. }
  19608. skill_changematerial_db[id].nameid = nameid;
  19609. skill_changematerial_db[id].rate = rate;
  19610. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19611. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19612. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19613. }
  19614. if (!found)
  19615. skill_changematerial_count++;
  19616. return true;
  19617. }
  19618. /**
  19619. * Reads skill damage adjustment
  19620. * @author [Lilith]
  19621. */
  19622. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19623. {
  19624. uint16 id = 0;
  19625. int caster;
  19626. trim(split[0]);
  19627. if (ISDIGIT(split[0][0]))
  19628. id = atoi(split[0]);
  19629. else
  19630. id = skill_name2id(split[0]);
  19631. id = skill_db_isset(id, __FUNCTION__);
  19632. skill_db[id]->damage = {};
  19633. trim(split[1]);
  19634. if (ISDIGIT(split[1][0]))
  19635. caster = atoi(split[1]);
  19636. else { // Try to parse caster as constant
  19637. if (!script_get_constant(split[1], &caster)) {
  19638. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d. Skipping.", id);
  19639. return false;
  19640. }
  19641. }
  19642. skill_db[id]->damage.caster |= caster;
  19643. skill_db[id]->damage.map |= atoi(split[2]);
  19644. for(int offset = 3, i = 0; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  19645. skill_db[id]->damage.rate[i] = cap_value(atoi(split[offset]), -100, INT_MAX);
  19646. }
  19647. return true;
  19648. }
  19649. /**
  19650. * Init dummy skill db also init Skill DB allocation
  19651. * @param skill_id
  19652. * @return Skill Index
  19653. **/
  19654. static uint16 skill_db_create(uint16 skill_id) {
  19655. if (skill_num >= MAX_SKILL) {
  19656. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.hpp\n", MAX_SKILL);
  19657. return 0;
  19658. }
  19659. if (!skill_num)
  19660. CREATE(skill_db, struct s_skill_db *, 1);
  19661. else
  19662. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19663. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19664. if (skill_id > 0) {
  19665. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19666. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19667. }
  19668. skill_db[skill_num]->nameid = skill_id;
  19669. skilldb_id2idx[skill_id] = skill_num;
  19670. return skill_next_idx();
  19671. }
  19672. static void skill_db_destroy(void) {
  19673. uint16 i;
  19674. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19675. if (skill_db[i]) {
  19676. skill_destroy_requirement(i);
  19677. aFree(skill_db[i]);
  19678. }
  19679. skill_db[i] = NULL;
  19680. }
  19681. skill_num = 0;
  19682. aFree(skill_db);
  19683. skill_db = NULL;
  19684. }
  19685. /*===============================
  19686. * DB reading.
  19687. * skill_db.txt
  19688. * skill_require_db.txt
  19689. * skill_cast_db.txt
  19690. * skill_castnodex_db.txt
  19691. * skill_nocast_db.txt
  19692. * skill_unit_db.txt
  19693. * produce_db.txt
  19694. * create_arrow_db.txt
  19695. * abra_db.txt
  19696. *------------------------------*/
  19697. static void skill_readdb(void)
  19698. {
  19699. int i;
  19700. const char* dbsubpath[] = {
  19701. "",
  19702. "/" DBIMPORT,
  19703. //add other path here
  19704. };
  19705. db_clear(skilldb_name2id);
  19706. for(i = 0; i < (UINT16_MAX+1); i++)
  19707. skilldb_id2idx[i] = 0;
  19708. skill_db_destroy();
  19709. skill_db_create(0);
  19710. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19711. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19712. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19713. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19714. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19715. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19716. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19717. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19718. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19719. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19720. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19721. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19722. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19723. if (i == 0) {
  19724. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19725. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19726. } else {
  19727. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19728. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19729. }
  19730. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i > 0);
  19731. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i > 0);
  19732. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i > 0);
  19733. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i > 0);
  19734. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i > 0);
  19735. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  19736. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  19737. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  19738. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i > 0);
  19739. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i > 0);
  19740. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i > 0);
  19741. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i > 0);
  19742. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i > 0);
  19743. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  19744. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i > 0);
  19745. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  19746. aFree(dbsubpath1);
  19747. aFree(dbsubpath2);
  19748. }
  19749. skill_init_unit_layout();
  19750. skill_init_nounit_layout();
  19751. }
  19752. void skill_reload (void) {
  19753. struct s_mapiterator *iter;
  19754. struct map_session_data *sd;
  19755. skill_readdb();
  19756. initChangeTables(); // Re-init Status Change tables
  19757. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19758. iter = mapit_getallusers();
  19759. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19760. pc_validate_skill(sd);
  19761. clif_skillinfoblock(sd);
  19762. }
  19763. mapit_free(iter);
  19764. }
  19765. /*==========================================
  19766. *
  19767. *------------------------------------------*/
  19768. void do_init_skill(void)
  19769. {
  19770. skilldb_name2id = strdb_alloc((enum DBOptions)(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA), 0);
  19771. skill_readdb();
  19772. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19773. skillunit_db = idb_alloc(DB_OPT_BASE);
  19774. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19775. bowling_db = idb_alloc(DB_OPT_BASE);
  19776. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  19777. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  19778. ers_chunk_size(skill_unit_ers, 150);
  19779. ers_chunk_size(skill_timer_ers, 150);
  19780. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19781. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19782. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19783. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19784. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19785. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19786. }
  19787. void do_final_skill(void)
  19788. {
  19789. db_destroy(skilldb_name2id);
  19790. db_destroy(skillunit_group_db);
  19791. db_destroy(skillunit_db);
  19792. db_destroy(skillusave_db);
  19793. db_destroy(bowling_db);
  19794. skill_db_destroy();
  19795. ers_destroy(skill_unit_ers);
  19796. ers_destroy(skill_timer_ers);
  19797. }