skill.c 615 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783147841478514786147871478814789147901479114792147931479414795147961479714798147991480014801148021480314804148051480614807148081480914810148111481214813148141481514816148171481814819148201482114822148231482414825148261482714828148291483014831148321483314834148351483614837148381483914840148411484214843148441484514846148471484814849148501485114852148531485414855148561485714858148591486014861148621486314864148651486614867148681486914870148711487214873148741487514876148771487814879148801488114882148831488414885148861488714888148891489014891148921489314894148951489614897148981489914900149011490214903149041490514906149071490814909149101491114912149131491414915149161491714918149191492014921149221492314924149251492614927149281492914930149311493214933149341493514936149371493814939149401494114942149431494414945149461494714948149491495014951149521495314954149551495614957149581495914960149611496214963149641496514966149671496814969149701497114972149731497414975149761497714978149791498014981149821498314984149851498614987149881498914990149911499214993149941499514996149971499814999150001500115002150031500415005150061500715008150091501015011150121501315014150151501615017150181501915020150211502215023150241502515026150271502815029150301503115032150331503415035150361503715038150391504015041150421504315044150451504615047150481504915050150511505215053150541505515056150571505815059150601506115062150631506415065150661506715068150691507015071150721507315074150751507615077150781507915080150811508215083150841508515086150871508815089150901509115092150931509415095150961509715098150991510015101151021510315104151051510615107151081510915110151111511215113151141511515116151171511815119151201512115122151231512415125151261512715128151291513015131151321513315134151351513615137151381513915140151411514215143151441514515146151471514815149151501515115152151531515415155151561515715158151591516015161151621516315164151651516615167151681516915170151711517215173151741517515176151771517815179151801518115182151831518415185151861518715188151891519015191151921519315194151951519615197151981519915200152011520215203152041520515206152071520815209152101521115212152131521415215152161521715218152191522015221152221522315224152251522615227152281522915230152311523215233152341523515236152371523815239152401524115242152431524415245152461524715248152491525015251152521525315254152551525615257152581525915260152611526215263152641526515266152671526815269152701527115272152731527415275152761527715278152791528015281152821528315284152851528615287152881528915290152911529215293152941529515296152971529815299153001530115302153031530415305153061530715308153091531015311153121531315314153151531615317153181531915320153211532215323153241532515326153271532815329153301533115332153331533415335153361533715338153391534015341153421534315344153451534615347153481534915350153511535215353153541535515356153571535815359153601536115362153631536415365153661536715368153691537015371153721537315374153751537615377153781537915380153811538215383153841538515386153871538815389153901539115392153931539415395153961539715398153991540015401154021540315404154051540615407154081540915410154111541215413154141541515416154171541815419154201542115422154231542415425154261542715428154291543015431154321543315434154351543615437154381543915440154411544215443154441544515446154471544815449154501545115452154531545415455154561545715458154591546015461154621546315464154651546615467154681546915470154711547215473154741547515476154771547815479154801548115482154831548415485154861548715488154891549015491154921549315494154951549615497154981549915500155011550215503155041550515506155071550815509155101551115512155131551415515155161551715518155191552015521155221552315524155251552615527155281552915530155311553215533155341553515536155371553815539155401554115542155431554415545155461554715548155491555015551155521555315554155551555615557155581555915560155611556215563155641556515566155671556815569155701557115572155731557415575155761557715578155791558015581155821558315584155851558615587155881558915590155911559215593155941559515596155971559815599156001560115602156031560415605156061560715608156091561015611156121561315614156151561615617156181561915620156211562215623156241562515626156271562815629156301563115632156331563415635156361563715638156391564015641156421564315644156451564615647156481564915650156511565215653156541565515656156571565815659156601566115662156631566415665156661566715668156691567015671156721567315674156751567615677156781567915680156811568215683156841568515686156871568815689156901569115692156931569415695156961569715698156991570015701157021570315704157051570615707157081570915710157111571215713157141571515716157171571815719157201572115722157231572415725157261572715728157291573015731157321573315734157351573615737157381573915740157411574215743157441574515746157471574815749157501575115752157531575415755157561575715758157591576015761157621576315764157651576615767157681576915770157711577215773157741577515776157771577815779157801578115782157831578415785157861578715788157891579015791157921579315794157951579615797157981579915800158011580215803158041580515806158071580815809158101581115812158131581415815158161581715818158191582015821158221582315824158251582615827158281582915830158311583215833158341583515836158371583815839158401584115842158431584415845158461584715848158491585015851158521585315854158551585615857158581585915860158611586215863158641586515866158671586815869158701587115872158731587415875158761587715878158791588015881158821588315884158851588615887158881588915890158911589215893158941589515896158971589815899159001590115902159031590415905159061590715908159091591015911159121591315914159151591615917159181591915920159211592215923159241592515926159271592815929159301593115932159331593415935159361593715938159391594015941159421594315944159451594615947159481594915950159511595215953159541595515956159571595815959159601596115962159631596415965159661596715968159691597015971159721597315974159751597615977159781597915980159811598215983159841598515986159871598815989159901599115992159931599415995159961599715998159991600016001160021600316004160051600616007160081600916010160111601216013160141601516016160171601816019160201602116022160231602416025160261602716028160291603016031160321603316034160351603616037160381603916040160411604216043160441604516046160471604816049160501605116052160531605416055160561605716058160591606016061160621606316064160651606616067160681606916070160711607216073160741607516076160771607816079160801608116082160831608416085160861608716088160891609016091160921609316094160951609616097160981609916100161011610216103161041610516106161071610816109161101611116112161131611416115161161611716118161191612016121161221612316124161251612616127161281612916130161311613216133161341613516136161371613816139161401614116142161431614416145161461614716148161491615016151161521615316154161551615616157161581615916160161611616216163161641616516166161671616816169161701617116172161731617416175161761617716178161791618016181161821618316184161851618616187161881618916190161911619216193161941619516196161971619816199162001620116202162031620416205162061620716208162091621016211162121621316214162151621616217162181621916220162211622216223162241622516226162271622816229162301623116232162331623416235162361623716238162391624016241162421624316244162451624616247162481624916250162511625216253162541625516256162571625816259162601626116262162631626416265162661626716268162691627016271162721627316274162751627616277162781627916280162811628216283162841628516286162871628816289162901629116292162931629416295162961629716298162991630016301163021630316304163051630616307163081630916310163111631216313163141631516316163171631816319163201632116322163231632416325163261632716328163291633016331163321633316334163351633616337163381633916340163411634216343163441634516346163471634816349163501635116352163531635416355163561635716358163591636016361163621636316364163651636616367163681636916370163711637216373163741637516376163771637816379163801638116382163831638416385163861638716388163891639016391163921639316394163951639616397163981639916400164011640216403164041640516406164071640816409164101641116412164131641416415164161641716418164191642016421164221642316424164251642616427164281642916430164311643216433164341643516436164371643816439164401644116442164431644416445164461644716448164491645016451164521645316454164551645616457164581645916460164611646216463164641646516466164671646816469164701647116472164731647416475164761647716478164791648016481164821648316484164851648616487164881648916490164911649216493164941649516496164971649816499165001650116502165031650416505165061650716508165091651016511165121651316514165151651616517165181651916520165211652216523165241652516526165271652816529165301653116532165331653416535165361653716538165391654016541165421654316544165451654616547165481654916550165511655216553165541655516556165571655816559165601656116562165631656416565165661656716568165691657016571165721657316574165751657616577165781657916580165811658216583165841658516586165871658816589165901659116592165931659416595165961659716598165991660016601166021660316604166051660616607166081660916610166111661216613166141661516616166171661816619166201662116622166231662416625166261662716628166291663016631166321663316634166351663616637166381663916640166411664216643166441664516646166471664816649166501665116652166531665416655166561665716658166591666016661166621666316664166651666616667166681666916670166711667216673166741667516676166771667816679166801668116682166831668416685166861668716688166891669016691166921669316694166951669616697166981669916700167011670216703167041670516706167071670816709167101671116712167131671416715167161671716718167191672016721167221672316724167251672616727167281672916730167311673216733167341673516736167371673816739167401674116742167431674416745167461674716748167491675016751167521675316754167551675616757167581675916760167611676216763167641676516766167671676816769167701677116772167731677416775167761677716778167791678016781167821678316784167851678616787167881678916790167911679216793167941679516796167971679816799168001680116802168031680416805168061680716808168091681016811168121681316814168151681616817168181681916820168211682216823168241682516826168271682816829168301683116832168331683416835168361683716838168391684016841168421684316844168451684616847168481684916850168511685216853168541685516856168571685816859168601686116862168631686416865168661686716868168691687016871168721687316874168751687616877168781687916880168811688216883168841688516886168871688816889168901689116892168931689416895168961689716898168991690016901169021690316904169051690616907169081690916910169111691216913169141691516916169171691816919169201692116922169231692416925169261692716928169291693016931169321693316934169351693616937169381693916940169411694216943169441694516946169471694816949169501695116952169531695416955169561695716958169591696016961169621696316964169651696616967169681696916970169711697216973169741697516976169771697816979169801698116982169831698416985169861698716988169891699016991169921699316994169951699616997169981699917000170011700217003170041700517006170071700817009170101701117012170131701417015170161701717018170191702017021170221702317024170251702617027170281702917030170311703217033170341703517036170371703817039170401704117042170431704417045170461704717048170491705017051170521705317054170551705617057170581705917060170611706217063170641706517066170671706817069170701707117072170731707417075170761707717078170791708017081170821708317084170851708617087170881708917090170911709217093170941709517096170971709817099171001710117102171031710417105171061710717108171091711017111171121711317114171151711617117171181711917120171211712217123171241712517126171271712817129171301713117132171331713417135171361713717138171391714017141171421714317144171451714617147171481714917150171511715217153171541715517156171571715817159171601716117162171631716417165171661716717168171691717017171171721717317174171751717617177171781717917180171811718217183171841718517186171871718817189171901719117192171931719417195171961719717198171991720017201172021720317204172051720617207172081720917210172111721217213172141721517216172171721817219172201722117222172231722417225172261722717228172291723017231172321723317234172351723617237172381723917240172411724217243172441724517246172471724817249172501725117252172531725417255172561725717258172591726017261172621726317264172651726617267172681726917270172711727217273172741727517276172771727817279172801728117282172831728417285172861728717288172891729017291172921729317294172951729617297172981729917300173011730217303173041730517306173071730817309173101731117312173131731417315173161731717318173191732017321173221732317324173251732617327173281732917330173311733217333173341733517336173371733817339173401734117342173431734417345173461734717348173491735017351173521735317354173551735617357173581735917360173611736217363173641736517366173671736817369173701737117372173731737417375173761737717378173791738017381173821738317384173851738617387173881738917390173911739217393173941739517396173971739817399174001740117402174031740417405174061740717408174091741017411174121741317414174151741617417174181741917420174211742217423174241742517426174271742817429174301743117432174331743417435174361743717438174391744017441174421744317444174451744617447174481744917450174511745217453174541745517456174571745817459174601746117462174631746417465174661746717468174691747017471174721747317474174751747617477174781747917480174811748217483174841748517486174871748817489174901749117492174931749417495174961749717498174991750017501175021750317504175051750617507175081750917510175111751217513175141751517516175171751817519175201752117522175231752417525175261752717528175291753017531175321753317534175351753617537175381753917540175411754217543175441754517546175471754817549175501755117552175531755417555175561755717558175591756017561175621756317564175651756617567175681756917570175711757217573175741757517576175771757817579175801758117582175831758417585175861758717588175891759017591175921759317594175951759617597175981759917600176011760217603176041760517606176071760817609176101761117612176131761417615176161761717618176191762017621176221762317624176251762617627176281762917630176311763217633176341763517636176371763817639176401764117642176431764417645176461764717648176491765017651176521765317654176551765617657176581765917660176611766217663176641766517666176671766817669176701767117672176731767417675176761767717678176791768017681176821768317684176851768617687176881768917690176911769217693176941769517696176971769817699177001770117702177031770417705177061770717708177091771017711177121771317714177151771617717177181771917720177211772217723177241772517726177271772817729177301773117732177331773417735177361773717738177391774017741177421774317744177451774617747177481774917750177511775217753177541775517756177571775817759177601776117762177631776417765177661776717768177691777017771177721777317774177751777617777177781777917780177811778217783177841778517786177871778817789177901779117792177931779417795177961779717798177991780017801178021780317804178051780617807178081780917810178111781217813178141781517816178171781817819178201782117822178231782417825178261782717828178291783017831178321783317834178351783617837178381783917840178411784217843178441784517846178471784817849178501785117852178531785417855178561785717858178591786017861178621786317864178651786617867178681786917870178711787217873178741787517876178771787817879178801788117882178831788417885178861788717888178891789017891178921789317894178951789617897178981789917900179011790217903179041790517906179071790817909179101791117912179131791417915179161791717918179191792017921179221792317924179251792617927179281792917930179311793217933179341793517936179371793817939179401794117942179431794417945179461794717948179491795017951179521795317954179551795617957179581795917960179611796217963179641796517966179671796817969179701797117972179731797417975179761797717978179791798017981179821798317984179851798617987179881798917990179911799217993179941799517996179971799817999180001800118002180031800418005180061800718008180091801018011180121801318014180151801618017180181801918020180211802218023180241802518026180271802818029180301803118032180331803418035180361803718038180391804018041180421804318044180451804618047180481804918050180511805218053180541805518056180571805818059180601806118062180631806418065180661806718068180691807018071180721807318074180751807618077180781807918080180811808218083180841808518086180871808818089180901809118092180931809418095180961809718098180991810018101181021810318104181051810618107181081810918110181111811218113181141811518116181171811818119181201812118122181231812418125181261812718128181291813018131181321813318134181351813618137181381813918140181411814218143181441814518146181471814818149181501815118152181531815418155181561815718158181591816018161181621816318164181651816618167181681816918170181711817218173181741817518176181771817818179181801818118182181831818418185181861818718188181891819018191181921819318194181951819618197181981819918200182011820218203182041820518206182071820818209182101821118212182131821418215182161821718218182191822018221182221822318224182251822618227182281822918230182311823218233182341823518236182371823818239182401824118242182431824418245182461824718248182491825018251182521825318254182551825618257182581825918260182611826218263182641826518266182671826818269182701827118272182731827418275182761827718278182791828018281182821828318284182851828618287182881828918290182911829218293182941829518296182971829818299183001830118302183031830418305183061830718308183091831018311183121831318314183151831618317183181831918320183211832218323183241832518326183271832818329183301833118332183331833418335183361833718338183391834018341183421834318344183451834618347183481834918350183511835218353183541835518356183571835818359183601836118362183631836418365183661836718368183691837018371183721837318374183751837618377183781837918380183811838218383183841838518386183871838818389183901839118392183931839418395183961839718398183991840018401184021840318404184051840618407184081840918410184111841218413184141841518416184171841818419184201842118422184231842418425184261842718428184291843018431184321843318434184351843618437184381843918440184411844218443184441844518446184471844818449184501845118452184531845418455184561845718458184591846018461184621846318464184651846618467184681846918470184711847218473184741847518476184771847818479184801848118482184831848418485184861848718488184891849018491184921849318494184951849618497184981849918500185011850218503185041850518506185071850818509185101851118512185131851418515185161851718518185191852018521185221852318524185251852618527185281852918530185311853218533185341853518536185371853818539185401854118542185431854418545185461854718548185491855018551185521855318554185551855618557185581855918560185611856218563185641856518566185671856818569185701857118572185731857418575185761857718578185791858018581185821858318584185851858618587185881858918590185911859218593185941859518596185971859818599186001860118602186031860418605186061860718608186091861018611186121861318614186151861618617186181861918620186211862218623186241862518626186271862818629186301863118632186331863418635186361863718638186391864018641186421864318644186451864618647186481864918650186511865218653186541865518656186571865818659186601866118662186631866418665186661866718668186691867018671186721867318674186751867618677186781867918680186811868218683186841868518686186871868818689186901869118692186931869418695186961869718698186991870018701187021870318704187051870618707187081870918710187111871218713187141871518716187171871818719187201872118722187231872418725187261872718728187291873018731187321873318734187351873618737187381873918740187411874218743187441874518746187471874818749187501875118752187531875418755187561875718758187591876018761187621876318764187651876618767187681876918770187711877218773187741877518776187771877818779187801878118782187831878418785187861878718788187891879018791187921879318794187951879618797187981879918800188011880218803188041880518806188071880818809188101881118812188131881418815188161881718818188191882018821188221882318824188251882618827188281882918830188311883218833188341883518836188371883818839188401884118842188431884418845188461884718848188491885018851188521885318854188551885618857188581885918860188611886218863188641886518866188671886818869188701887118872188731887418875188761887718878188791888018881188821888318884188851888618887188881888918890188911889218893188941889518896188971889818899189001890118902189031890418905189061890718908189091891018911189121891318914189151891618917189181891918920189211892218923189241892518926189271892818929189301893118932189331893418935189361893718938189391894018941189421894318944189451894618947189481894918950189511895218953189541895518956189571895818959189601896118962189631896418965189661896718968189691897018971189721897318974189751897618977189781897918980189811898218983189841898518986189871898818989189901899118992189931899418995189961899718998189991900019001
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. //early declaration
  94. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  95. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  96. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  97. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  98. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  99. //Since only mob-casted splash skills can hit ice-walls
  100. static inline int splash_target(struct block_list* bl) {
  101. #ifndef RENEWAL
  102. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  103. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  104. return BL_SKILL|BL_CHAR;
  105. #endif
  106. }
  107. /// Returns the id of the skill, or 0 if not found.
  108. int skill_name2id(const char* name) {
  109. if( name == NULL )
  110. return 0;
  111. return strdb_iget(skilldb_name2id, name);
  112. }
  113. /// Maps skill ids to skill db offsets.
  114. /// Returns the skill's array index, or 0 (Unknown Skill).
  115. int skill_get_index( uint16 skill_id ) {
  116. // avoid ranges reserved for mapping guild/homun/mercenary skills
  117. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  118. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  119. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  120. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  121. return 0;
  122. // map skill id to skill db index
  123. if( skill_id >= GD_SKILLBASE )
  124. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  125. else if( skill_id >= EL_SKILLBASE )
  126. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  127. else if( skill_id >= MC_SKILLBASE )
  128. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  129. else if( skill_id >= HM_SKILLBASE )
  130. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  131. // validate result
  132. if( !skill_id || skill_id >= MAX_SKILL_DB )
  133. return 0;
  134. return skill_id;
  135. }
  136. const char* skill_get_name( uint16 skill_id ) {
  137. return skill_db[skill_get_index(skill_id)].name;
  138. }
  139. const char* skill_get_desc( uint16 skill_id ) {
  140. return skill_db[skill_get_index(skill_id)].desc;
  141. }
  142. /// out of bounds error checking [celest]
  143. static void skill_chk(int16 *skill_id) {
  144. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  145. }
  146. // checks/adjusts level
  147. static void skill_chk2(int16 *skill_lv) {
  148. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  149. }
  150. // checks/adjusts index. make sure we don't use negative index
  151. static void skill_chk3(int *idx) {
  152. if (*idx < 0) *idx = 0;
  153. }
  154. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  155. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  156. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  157. // Skill DB
  158. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  159. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  160. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  161. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  162. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  163. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  164. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  165. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  167. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  172. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  173. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  174. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  175. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  180. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  181. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  182. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  183. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  185. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  186. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  187. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  189. #ifdef RENEWAL_CAST
  190. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  191. #endif
  192. // Skill requirements
  193. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  197. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  200. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  201. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  203. int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  204. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  205. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  207. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  208. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_get_cooldown_(struct map_session_data *sd, int id, int lv) {
  220. int i, cooldown;
  221. int idx = skill_get_index (id);
  222. if (!idx) return 0;
  223. cooldown = 0;
  224. if (skill_db[idx].cooldown[lv - 1])
  225. cooldown = skill_db[idx].cooldown[lv - 1];
  226. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
  227. if (sd->skillcooldown[i].id == id) {
  228. cooldown += sd->skillcooldown[i].val;
  229. if (cooldown < 0)
  230. cooldown = 0;
  231. break;
  232. }
  233. }
  234. return cooldown;
  235. }
  236. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  237. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  238. int skill_attack_area(struct block_list *bl,va_list ap);
  239. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  240. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  241. int skill_greed(struct block_list *bl, va_list ap);
  242. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  243. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  244. static int skill_trap_splash(struct block_list *bl, va_list ap);
  245. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  246. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  247. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  248. static int skill_unit_effect(struct block_list *bl,va_list ap);
  249. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  250. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  251. int skill_get_casttype (uint16 skill_id) {
  252. int inf = skill_get_inf(skill_id);
  253. if (inf&(INF_GROUND_SKILL))
  254. return CAST_GROUND;
  255. if (inf&INF_SUPPORT_SKILL)
  256. return CAST_NODAMAGE;
  257. if (inf&INF_SELF_SKILL) {
  258. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  259. return CAST_DAMAGE; //Combo skill.
  260. return CAST_NODAMAGE;
  261. }
  262. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  263. return CAST_NODAMAGE;
  264. return CAST_DAMAGE;
  265. }
  266. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  267. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  268. int range, inf3=0;
  269. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  270. return 9; //Mobs have a range of 9 regardless of skill used.
  271. range = skill_get_range(skill_id, skill_lv);
  272. if( range < 0 ) {
  273. if( battle_config.use_weapon_skill_range&bl->type )
  274. return status_get_range(bl);
  275. range *=-1;
  276. }
  277. inf3 = skill_get_inf3(skill_id);
  278. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  279. if( bl->type == BL_PC ) {
  280. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  281. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  282. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  283. } else
  284. range += 10; //Assume level 10?
  285. }
  286. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  287. if( bl->type == BL_PC ) {
  288. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  289. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  290. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  291. }
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  298. int skill, hp;
  299. struct map_session_data *sd = BL_CAST(BL_PC, src);
  300. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  301. struct status_change *sc, *tsc;
  302. sc = status_get_sc(src);
  303. tsc = status_get_sc(target);
  304. switch( skill_id ) {
  305. case BA_APPLEIDUN:
  306. #ifdef RENEWAL
  307. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  308. #else
  309. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #endif
  311. if( sd )
  312. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  313. break;
  314. case PR_SANCTUARY:
  315. hp = (skill_lv>6)?777:skill_lv*100;
  316. break;
  317. case NPC_EVILLAND:
  318. hp = (skill_lv>6)?666:skill_lv*100;
  319. break;
  320. default:
  321. if (skill_lv >= battle_config.max_heal_lv)
  322. return battle_config.max_heal;
  323. #ifdef RENEWAL
  324. /**
  325. * Renewal Heal Formula
  326. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  327. **/
  328. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) / 10;
  329. #else
  330. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) * 8));
  331. #endif
  332. if (skill_id == AB_HIGHNESSHEAL)
  333. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  334. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  335. hp += hp * skill * 2 / 100;
  336. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  337. hp += hp * skill * 2 / 100;
  338. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  339. hp *= 2;
  340. break;
  341. }
  342. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  343. hp >>= 1;
  344. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  345. hp += hp*skill/100;
  346. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  349. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  350. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  351. if( tsc && tsc->count ) {
  352. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  353. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  354. if( heal && tsc->data[SC_DEATHHURT] )
  355. hp -= hp * 20/100;
  356. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  357. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  358. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  359. hp += hp / 10;
  360. }
  361. #ifdef RENEWAL
  362. // MATK part of the RE heal formula [malufett]
  363. // Note: in this part matk bonuses from items or skills are not applied
  364. switch( skill_id ) {
  365. case BA_APPLEIDUN: case PR_SANCTUARY:
  366. case NPC_EVILLAND: break;
  367. default:
  368. {
  369. struct status_data *status = status_get_status_data(src);
  370. int min, max;
  371. min = max = status_base_matk(status, status_get_lv(src));
  372. if( status->rhw.matk > 0 ){
  373. int wMatk, variance;
  374. wMatk = status->rhw.matk;
  375. variance = wMatk * status->rhw.wlv / 10;
  376. min += wMatk - variance;
  377. max += wMatk + variance;
  378. }
  379. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  380. min = max;
  381. if( sd && sd->right_weapon.overrefine > 0 ){
  382. min++;
  383. max += sd->right_weapon.overrefine - 1;
  384. }
  385. if(max > min)
  386. hp += min+rnd()%(max-min);
  387. else
  388. hp += min;
  389. }
  390. }
  391. #endif
  392. return hp;
  393. }
  394. /// Making plagiarize check its own function
  395. /// Credits:
  396. /// Aru for previous check
  397. /// Jobbie for class restriction idea
  398. /// Cydh expands the copyable skill
  399. /// Returns:
  400. /// 0 - Cannot be copied
  401. /// 1 - Can be copied by Plagiarism
  402. /// 2 - Can be copied by Reproduce
  403. static short skill_isCopyable (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) {
  404. int idx = skill_get_index(skill_id);
  405. // Only copy skill that player doesn't have or the skill is old clone
  406. if (sd->status.skill[skill_id].id != 0 && sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED)
  407. return 0;
  408. // Never copy NPC/Wedding Skills
  409. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  410. return 0;
  411. // Added so plagarize can't copy agi/bless if you're undead since it damages you
  412. // NOTE: Is this still needed since we use skill_copyable_db now?
  413. if (skill_get_inf3(skill_id)&INF3_DIS_PLAGIA)
  414. return 0;
  415. // Check if the skill is copyable by class
  416. if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) {
  417. uint16 job_allowed;
  418. job_allowed = skill_db[idx].copyable.joballowed;
  419. while (1) {
  420. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  421. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  422. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  423. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  424. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  425. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  426. return 0;
  427. }
  428. }
  429. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  430. if (skill_db[idx].copyable.plagiarism && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  431. return 1;
  432. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  433. if (skill_db[idx].copyable.reproduce && pc_checkskill(sd,SC_REPRODUCE) && (&sd->sc && sd->sc.data[SC__REPRODUCE]))
  434. return 2;
  435. return 0;
  436. }
  437. // [MouseJstr] - skill ok to cast? and when?
  438. //done before check_condition_begin, requirement
  439. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  440. {
  441. int16 idx,m;
  442. nullpo_retr(1,sd);
  443. m = sd->bl.m;
  444. idx = skill_get_index(skill_id);
  445. if (idx == 0)
  446. return true; // invalid skill id
  447. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  448. return false; // can do any damn thing they want
  449. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  450. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  451. // Epoque:
  452. // This code will compare the player's attack motion value which is influenced by ASPD before
  453. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  454. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  455. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  456. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  457. {// attempted to cast a skill before the attack motion has finished
  458. return true;
  459. }
  460. if (skill_blockpc_get(sd, skill_id) != -1){
  461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  462. return true;
  463. }
  464. /**
  465. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  466. * 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
  467. **/
  468. if( sd->skillitem == skill_id )
  469. return false;
  470. // Check skill restrictions [Celest]
  471. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  472. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  473. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  474. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  475. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  476. clif_msg(sd, 0x536); // This skill cannot be used within this area
  477. return true;
  478. }
  479. if( sd->sc.option&OPTION_MOUNTING )
  480. return true;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  481. switch (skill_id) {
  482. case AL_WARP:
  483. case RETURN_TO_ELDICASTES:
  484. case ALL_GUARDIAN_RECALL:
  485. case ECLAGE_RECALL:
  486. if(map[m].flag.nowarp) {
  487. clif_skill_teleportmessage(sd,0);
  488. return true;
  489. }
  490. return false;
  491. case AL_TELEPORT:
  492. case SC_FATALMENACE:
  493. case SC_DIMENSIONDOOR:
  494. case ALL_ODINS_RECALL:
  495. if(map[m].flag.noteleport) {
  496. clif_skill_teleportmessage(sd,0);
  497. return true;
  498. }
  499. return false; // gonna be checked in 'skill_castend_nodamage_id'
  500. case WE_CALLPARTNER:
  501. case WE_CALLPARENT:
  502. case WE_CALLBABY:
  503. if (map[m].flag.nomemo) {
  504. clif_skill_teleportmessage(sd,1);
  505. return true;
  506. }
  507. break;
  508. case MC_VENDING:
  509. case ALL_BUYING_STORE:
  510. if( map[sd->bl.m].flag.novending ) {
  511. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  512. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  513. return true;
  514. }
  515. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  516. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  518. return true;
  519. }
  520. if( npc_isnear(&sd->bl) ) {
  521. // uncomment to send msg_txt.
  522. //char output[150];
  523. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  524. //clif_displaymessage(sd->fd, output);
  525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  526. return true;
  527. }
  528. case MC_IDENTIFY:
  529. return false; // always allowed
  530. case WZ_ICEWALL:
  531. // noicewall flag [Valaris]
  532. if (map[m].flag.noicewall) {
  533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  534. return true;
  535. }
  536. break;
  537. case GC_DARKILLUSION:
  538. if( map_flag_gvg(m) ) {
  539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  540. return true;
  541. }
  542. break;
  543. case GD_EMERGENCYCALL:
  544. case GD_ITEMEMERGENCYCALL:
  545. if (
  546. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  547. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  548. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  549. ) {
  550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  551. return true;
  552. }
  553. break;
  554. case BS_GREED:
  555. case WS_CARTBOOST:
  556. case BS_HAMMERFALL:
  557. case BS_ADRENALINE:
  558. case MC_CARTREVOLUTION:
  559. case MC_MAMMONITE:
  560. case WS_MELTDOWN:
  561. case MG_SIGHT:
  562. case TF_HIDING:
  563. /**
  564. * These skills cannot be used while in mado gear (credits to Xantara)
  565. **/
  566. if( pc_ismadogear(sd) ) {
  567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  568. return true;
  569. }
  570. break;
  571. case WM_SIRCLEOFNATURE:
  572. case WM_SOUND_OF_DESTRUCTION:
  573. case SC_MANHOLE:
  574. case WM_LULLABY_DEEPSLEEP:
  575. case WM_SATURDAY_NIGHT_FEVER:
  576. if( !map_flag_vs(m) ) {
  577. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  578. return true;
  579. }
  580. break;
  581. }
  582. return (map[m].flag.noskill);
  583. }
  584. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  585. {
  586. uint16 idx = skill_get_index(skill_id);
  587. nullpo_retr(1,hd);
  588. if (idx == 0)
  589. return true; // invalid skill id
  590. if (hd->blockskill[idx] > 0)
  591. return true;
  592. switch(skill_id) {
  593. case MH_LIGHT_OF_REGENE: //must be cordial
  594. if(hd->homunculus.intimacy <= 750) return true;
  595. break;
  596. case MH_OVERED_BOOST: //if we starving
  597. if(hd->homunculus.hunger <= 1) return true;
  598. break;
  599. case MH_GOLDENE_FERSE: //cant be used with angriff
  600. if(hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  601. break;
  602. case MH_ANGRIFFS_MODUS:
  603. if(hd->sc.data[SC_GOLDENE_FERSE]) return true;
  604. break;
  605. case MH_TINDER_BREAKER: //must be in grappling mode
  606. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) return true;
  607. break;
  608. case MH_SONIC_CRAW: //must be in fighting mode
  609. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) return true;
  610. break;
  611. case MH_SILVERVEIN_RUSH:
  612. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)) return true;
  613. break;
  614. case MH_MIDNIGHT_FRENZY:
  615. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) return true;
  616. break;
  617. case MH_CBC:
  618. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) return true;
  619. break;
  620. case MH_EQC:
  621. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)) return true;
  622. break;
  623. }
  624. //Use master's criteria.
  625. return skill_isNotOk(skill_id, hd->master);
  626. }
  627. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  628. {
  629. uint16 idx = skill_get_index(skill_id);
  630. nullpo_retr(1,md);
  631. if( idx == 0 )
  632. return true; // Invalid Skill ID
  633. if( md->blockskill[idx] > 0 )
  634. return true;
  635. return skill_isNotOk(skill_id, md->master);
  636. }
  637. /// Check if the skill can be casted near NPC or not [Cydh]
  638. /// NOTE: 'target' may be NULL if the skill is targetting ground/area
  639. bool skill_isNotOk_npcRange(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  640. int inf;
  641. if (!src || skill_get_index(skill_id) < 0)
  642. return false;
  643. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  644. return false;
  645. inf = skill_get_inf(skill_id);
  646. //if self skill
  647. if (inf&INF_SELF_SKILL) {
  648. pos_x = src->x;
  649. pos_y = src->y;
  650. }
  651. if (pos_x <= 0 || pos_y <= 0) {
  652. pos_x = src->x;
  653. pos_y = src->y;
  654. }
  655. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  656. }
  657. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  658. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  659. uint8 dir;
  660. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  661. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  662. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  663. }
  664. if (pos != -1) // simple single-definition layout
  665. return &skill_unit_layout[pos];
  666. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  667. if (skill_id == MG_FIREWALL)
  668. return &skill_unit_layout [firewall_unit_pos + dir];
  669. else if (skill_id == WZ_ICEWALL)
  670. return &skill_unit_layout [icewall_unit_pos + dir];
  671. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  672. return &skill_unit_layout [earthstrain_unit_pos + dir];
  673. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  674. return &skill_unit_layout[0]; // default 1x1 layout
  675. }
  676. /*==========================================
  677. * Add effect to skill when hit succesfully target
  678. *------------------------------------------*/
  679. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  680. {
  681. struct map_session_data *sd, *dstsd;
  682. struct mob_data *md, *dstmd;
  683. struct status_data *sstatus, *tstatus;
  684. struct status_change *sc, *tsc;
  685. enum sc_type status;
  686. int skill;
  687. int rate;
  688. nullpo_ret(src);
  689. nullpo_ret(bl);
  690. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  691. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  692. return 0;
  693. sd = BL_CAST(BL_PC, src);
  694. md = BL_CAST(BL_MOB, src);
  695. dstsd = BL_CAST(BL_PC, bl);
  696. dstmd = BL_CAST(BL_MOB, bl);
  697. sc = status_get_sc(src);
  698. tsc = status_get_sc(bl);
  699. sstatus = status_get_status_data(src);
  700. tstatus = status_get_status_data(bl);
  701. if (!tsc) //skill additional effect is about adding effects to the target...
  702. //So if the target can't be inflicted with statuses, this is pointless.
  703. return 0;
  704. if( sd )
  705. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  706. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  707. // Trigger status effects
  708. enum sc_type type;
  709. int i;
  710. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  711. rate = sd->addeff[i].rate;
  712. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  713. rate += sd->addeff[i].arrow_rate;
  714. if( !rate ) continue;
  715. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  716. // Trigger has attack type consideration.
  717. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  718. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  719. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  720. else
  721. continue;
  722. }
  723. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  724. // Trigger has range consideration.
  725. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  726. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  727. continue; //Range Failed.
  728. }
  729. type = sd->addeff[i].id;
  730. skill = skill_get_time2(status_sc2skill(type),7);
  731. if (sd->addeff[i].flag&ATF_TARGET)
  732. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  733. if (sd->addeff[i].flag&ATF_SELF)
  734. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  735. }
  736. }
  737. if( skill_id ) {
  738. // Trigger status effects on skills
  739. enum sc_type type;
  740. int i;
  741. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  742. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  743. continue;
  744. type = sd->addeff3[i].id;
  745. skill = skill_get_time2(status_sc2skill(type),7);
  746. if( sd->addeff3[i].target&ATF_TARGET )
  747. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  748. if( sd->addeff3[i].target&ATF_SELF )
  749. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  750. }
  751. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  752. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  753. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  754. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  755. clif_emotion(bl,E_OMG);
  756. }
  757. }
  758. }
  759. if( dmg_lv < ATK_DEF ) // no damage, return;
  760. return 0;
  761. switch(skill_id) {
  762. case 0:
  763. { // Normal attacks (no skill used)
  764. if( attack_type&BF_SKILL )
  765. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  766. if(sd) {
  767. // Automatic trigger of Blitz Beat
  768. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  769. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  770. rate=(sd->status.job_level+9)/10;
  771. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  772. }
  773. // Automatic trigger of Warg Strike [Jobbie]
  774. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  775. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  776. // Gank
  777. if(dstmd && sd->status.weapon != W_BOW &&
  778. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  779. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  780. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  781. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  782. else
  783. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  784. }
  785. // Chance to trigger Taekwon kicks [Dralnu]
  786. if(sc && !sc->data[SC_COMBO]) {
  787. if(sc->data[SC_READYSTORM] &&
  788. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  789. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  790. ; //Stance triggered
  791. else if(sc->data[SC_READYDOWN] &&
  792. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  793. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  794. ; //Stance triggered
  795. else if(sc->data[SC_READYTURN] &&
  796. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  797. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  798. ; //Stance triggered
  799. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  800. rate = 20;
  801. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  802. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  803. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  804. }
  805. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  806. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  807. }
  808. }
  809. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  810. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  811. }
  812. if (sc) {
  813. struct status_change_entry *sce;
  814. // Enchant Poison gives a chance to poison attacked enemies
  815. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  816. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  817. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  818. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  819. if((sce=sc->data[SC_EDP]))
  820. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  821. skill_get_time2(ASC_EDP,sce->val1));
  822. }
  823. }
  824. break;
  825. case SM_BASH:
  826. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  827. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  828. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  829. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  830. }
  831. break;
  832. case MER_CRASH:
  833. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  834. break;
  835. case AS_VENOMKNIFE:
  836. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  837. skill_lv = pc_checkskill(sd, TF_POISON);
  838. case TF_POISON:
  839. case AS_SPLASHER:
  840. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  841. && sd && skill_id==TF_POISON
  842. )
  843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  844. break;
  845. case AS_SONICBLOW:
  846. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  847. break;
  848. case WZ_FIREPILLAR:
  849. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  850. break;
  851. case MG_FROSTDIVER:
  852. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  854. break;
  855. case WZ_FROSTNOVA:
  856. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  857. break;
  858. case WZ_STORMGUST:
  859. /**
  860. * Storm Gust counter was dropped in renewal
  861. **/
  862. #ifdef RENEWAL
  863. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  864. #else
  865. //On third hit, there is a 150% to freeze the target
  866. if(tsc->sg_counter >= 3 &&
  867. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  868. tsc->sg_counter = 0;
  869. /**
  870. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  871. **/
  872. else if( tsc->sg_counter > 250 )
  873. tsc->sg_counter = 0;
  874. #endif
  875. break;
  876. case WZ_METEOR:
  877. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  878. break;
  879. case WZ_VERMILION:
  880. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  881. break;
  882. case HT_FREEZINGTRAP:
  883. case MA_FREEZINGTRAP:
  884. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  885. break;
  886. case HT_FLASHER:
  887. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  888. break;
  889. case HT_LANDMINE:
  890. case MA_LANDMINE:
  891. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  892. break;
  893. case HT_SHOCKWAVE:
  894. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  895. break;
  896. case HT_SANDMAN:
  897. case MA_SANDMAN:
  898. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  899. break;
  900. case TF_SPRINKLESAND:
  901. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  902. break;
  903. case TF_THROWSTONE:
  904. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  905. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  906. break;
  907. case NPC_DARKCROSS:
  908. case CR_HOLYCROSS:
  909. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case CR_GRANDCROSS:
  912. case NPC_GRANDDARKNESS:
  913. //Chance to cause blind status vs demon and undead element, but not against players
  914. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  915. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  916. attack_type |= BF_WEAPON;
  917. break;
  918. case AM_ACIDTERROR:
  919. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  920. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  921. clif_emotion(bl,E_OMG);
  922. break;
  923. case AM_DEMONSTRATION:
  924. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  925. break;
  926. case CR_SHIELDCHARGE:
  927. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  928. break;
  929. case PA_PRESSURE:
  930. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  931. break;
  932. case RG_RAID:
  933. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  934. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  935. #ifdef RENEWAL
  936. sc_start(src,bl,SC_RAID,100,7,5000);
  937. break;
  938. case RG_BACKSTAP:
  939. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  940. #endif
  941. break;
  942. case BA_FROSTJOKER:
  943. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  944. break;
  945. case DC_SCREAM:
  946. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case BD_LULLABY:
  949. sc_start(src,bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
  950. break;
  951. case DC_UGLYDANCE:
  952. rate = 5+5*skill_lv;
  953. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  954. rate += 5+skill;
  955. status_zap(bl, 0, rate);
  956. break;
  957. case SL_STUN:
  958. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  959. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  960. break;
  961. case NPC_PETRIFYATTACK:
  962. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  963. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  964. skill_get_time2(skill_id,skill_lv));
  965. break;
  966. case NPC_CURSEATTACK:
  967. case NPC_SLEEPATTACK:
  968. case NPC_BLINDATTACK:
  969. case NPC_POISON:
  970. case NPC_SILENCEATTACK:
  971. case NPC_STUNATTACK:
  972. case NPC_HELLPOWER:
  973. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  974. break;
  975. case NPC_ACIDBREATH:
  976. case NPC_ICEBREATH:
  977. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case NPC_BLEEDING:
  980. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  981. break;
  982. case NPC_MENTALBREAKER:
  983. { //Based on observations by Tharis, Mental Breaker should do SP damage
  984. //equal to Matk*skLevel.
  985. rate = sstatus->matk_min;
  986. if (rate < sstatus->matk_max)
  987. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  988. rate*=skill_lv;
  989. status_zap(bl, 0, rate);
  990. break;
  991. }
  992. // Equipment breaking monster skills [Celest]
  993. case NPC_WEAPONBRAKER:
  994. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  995. break;
  996. case NPC_ARMORBRAKE:
  997. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  998. break;
  999. case NPC_HELMBRAKE:
  1000. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1001. break;
  1002. case NPC_SHIELDBRAKE:
  1003. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1004. break;
  1005. case CH_TIGERFIST:
  1006. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1007. break;
  1008. case LK_SPIRALPIERCE:
  1009. case ML_SPIRALPIERCE:
  1010. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1011. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1012. break;
  1013. case ST_REJECTSWORD:
  1014. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1015. break;
  1016. case PF_FOGWALL:
  1017. if (src != bl && !tsc->data[SC_DELUGE])
  1018. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1019. break;
  1020. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1021. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1022. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1023. break;
  1024. case LK_JOINTBEAT:
  1025. status = status_skill2sc(skill_id);
  1026. if (tsc->jb_flag) {
  1027. 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));
  1028. tsc->jb_flag = 0;
  1029. }
  1030. break;
  1031. case ASC_METEORASSAULT:
  1032. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1033. switch(rnd()%3) {
  1034. case 0:
  1035. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1036. break;
  1037. case 1:
  1038. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1039. break;
  1040. default:
  1041. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1042. }
  1043. break;
  1044. case HW_NAPALMVULCAN:
  1045. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1046. break;
  1047. case WS_CARTTERMINATION: // Cart termination
  1048. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case CR_ACIDDEMONSTRATION:
  1051. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1052. break;
  1053. case TK_DOWNKICK:
  1054. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1055. break;
  1056. case TK_JUMPKICK:
  1057. // debuff the following statuses
  1058. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1059. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1060. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1061. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1062. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1063. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1064. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1065. }
  1066. break;
  1067. case TK_TURNKICK:
  1068. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1069. if(attack_type&BF_MISC) //70% base stun chance...
  1070. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case GS_BULLSEYE: //0.1% coma rate.
  1073. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1074. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1075. break;
  1076. case GS_PIERCINGSHOT:
  1077. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1078. break;
  1079. case NJ_HYOUSYOURAKU:
  1080. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1081. break;
  1082. case GS_FLING:
  1083. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1084. break;
  1085. case GS_DISARM:
  1086. rate = 3*skill_lv;
  1087. if (sstatus->dex > tstatus->dex)
  1088. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1089. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1091. break;
  1092. case NPC_EVILLAND:
  1093. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1094. break;
  1095. case NPC_HELLJUDGEMENT:
  1096. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1097. break;
  1098. case NPC_CRITICALWOUND:
  1099. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1100. break;
  1101. case RK_WINDCUTTER:
  1102. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1103. break;
  1104. case RK_DRAGONBREATH:
  1105. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case RK_DRAGONBREATH_WATER:
  1108. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1109. break;
  1110. case AB_ADORAMUS:
  1111. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1112. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1113. break;
  1114. case WL_CRIMSONROCK:
  1115. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1116. break;
  1117. case WL_COMET:
  1118. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1119. break;
  1120. case WL_EARTHSTRAIN:
  1121. {
  1122. int rate = 0, i;
  1123. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1124. rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1125. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1126. for( i = 0; i < skill_lv; i++ )
  1127. skill_strip_equip(src,bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
  1128. }
  1129. break;
  1130. case WL_JACKFROST:
  1131. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1132. break;
  1133. case RA_WUGBITE:
  1134. sc_start(src,bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1135. break;
  1136. case RA_SENSITIVEKEEN:
  1137. if( rnd()%100 < 8 * skill_lv )
  1138. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1139. break;
  1140. case RA_FIRINGTRAP:
  1141. case RA_ICEBOUNDTRAP:
  1142. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1143. break;
  1144. case NC_PILEBUNKER:
  1145. //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1146. if( rnd()%100 < 5 + 15*skill_lv ) {
  1147. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1148. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1149. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1150. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1151. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1152. }
  1153. break;
  1154. case NC_FLAMELAUNCHER:
  1155. sc_start4(src,bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1156. break;
  1157. case NC_COLDSLOWER:
  1158. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1159. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1160. break;
  1161. case NC_POWERSWING:
  1162. status_change_start(src,bl,SC_STUN,1000,skill_lv,0,0,0,skill_get_time(skill_id, skill_lv),10);
  1163. if( rnd()%100 < 5*skill_lv )
  1164. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, sd?pc_checkskill(sd, NC_AXEBOOMERANG):1, tick, 1);
  1165. break;
  1166. case GC_WEAPONCRUSH:
  1167. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1168. break;
  1169. case LG_SHIELDPRESS:
  1170. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1171. break;
  1172. case LG_PINPOINTATTACK:
  1173. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1174. switch( skill_lv ) {
  1175. case 1:
  1176. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1177. break;
  1178. case 2:
  1179. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1180. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1181. break;
  1182. default:
  1183. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1184. break;
  1185. }
  1186. break;
  1187. case LG_MOONSLASHER:
  1188. rate = 32 + 8 * skill_lv;
  1189. 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.
  1190. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1191. else if( dstmd && !is_boss(bl) )
  1192. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1193. break;
  1194. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1195. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1196. sc_start(src,bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1197. break;
  1198. case LG_EARTHDRIVE:
  1199. skill_break_equip(src,src, EQP_SHIELD, 500, BCT_SELF);
  1200. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1201. break;
  1202. case SR_DRAGONCOMBO:
  1203. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1204. break;
  1205. case SR_FALLENEMPIRE:
  1206. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1207. break;
  1208. case SR_WINDMILL:
  1209. if( dstsd )
  1210. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1211. else if( dstmd && !is_boss(bl) )
  1212. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1213. break;
  1214. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1215. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1216. break;
  1217. case SR_EARTHSHAKER:
  1218. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1219. break;
  1220. case SR_HOWLINGOFLION:
  1221. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1222. break;
  1223. case WM_SOUND_OF_DESTRUCTION:
  1224. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1225. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1226. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1227. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1228. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1229. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1230. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1231. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1232. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1233. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1234. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1235. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1236. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1237. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1238. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1239. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1240. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1241. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1242. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1243. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1244. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1245. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1246. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1247. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1248. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1249. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1250. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1251. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1252. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1253. }
  1254. break;
  1255. case SO_EARTHGRAVE:
  1256. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1257. break;
  1258. case SO_DIAMONDDUST:
  1259. rate = 5 + 5 * skill_lv;
  1260. if( sc && sc->data[SC_COOLER_OPTION] )
  1261. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1262. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1263. break;
  1264. case SO_VARETYR_SPEAR:
  1265. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1266. break;
  1267. case GN_SLINGITEM_RANGEMELEEATK:
  1268. if( sd ) {
  1269. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1270. case 13261:
  1271. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1272. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1273. break;
  1274. case 13262:
  1275. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1276. break;
  1277. case 13264:
  1278. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1279. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1280. break;
  1281. }
  1282. sd->itemid = -1;
  1283. }
  1284. break;
  1285. case GN_HELLS_PLANT_ATK:
  1286. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1287. sc_start2(src,bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1288. break;
  1289. case EL_WIND_SLASH: // Non confirmed rate.
  1290. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1291. break;
  1292. case EL_STONE_HAMMER:
  1293. rate = 10 * skill_lv;
  1294. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1295. break;
  1296. case EL_ROCK_CRUSHER:
  1297. case EL_ROCK_CRUSHER_ATK:
  1298. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1299. break;
  1300. case EL_TYPOON_MIS:
  1301. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1302. break;
  1303. case KO_JYUMONJIKIRI: // needs more info
  1304. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1305. break;
  1306. case KO_MAKIBISHI:
  1307. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case MH_LAVA_SLIDE:
  1310. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1311. break;
  1312. case MH_STAHL_HORN:
  1313. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1314. break;
  1315. case MH_NEEDLE_OF_PARALYZE:
  1316. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1317. break;
  1318. case MH_SILVERVEIN_RUSH:
  1319. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1320. break;
  1321. case MH_MIDNIGHT_FRENZY:
  1322. {
  1323. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1324. int spiritball = (hd?hd->homunculus.spiritball:1);
  1325. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1326. }
  1327. break;
  1328. case MH_XENO_SLASHER:
  1329. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1330. break;
  1331. case WL_HELLINFERNO:
  1332. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1333. break;
  1334. case NC_MAGMA_ERUPTION:
  1335. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1336. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1337. break;
  1338. case GC_DARKCROW:
  1339. sc_start(src,bl,SC_DARKCROW,10 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1340. break;
  1341. case GN_ILLUSIONDOPING:
  1342. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1343. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1344. break;
  1345. case RL_MASS_SPIRAL:
  1346. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1347. break;
  1348. case RL_SLUGSHOT:
  1349. if (bl->type != BL_PC)
  1350. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1351. else if (dstsd) {
  1352. pc_setsit(dstsd);
  1353. clif_sitting(bl);
  1354. }
  1355. break;
  1356. case RL_BANISHING_BUSTER:
  1357. if (dstsd && tsc) {
  1358. uint16 i = 0;
  1359. uint8 n = skill_lv * 2 + 2; //4, 6, 8, 10, 12
  1360. for (i = 0; i < SC_MAX && n > 0; i++) {
  1361. if (tsc->data[i] && rnd()%400 < status_get_dex(src)) { //(custom)
  1362. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1363. n--;
  1364. }
  1365. }
  1366. }
  1367. break;
  1368. case RL_S_STORM:
  1369. if (dstsd) {
  1370. uint8 i = 0, n, rand_pos[EQI_MAX];
  1371. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1372. n = cap_value(skill_lv,2,ARRAYLENGTH(pos));
  1373. while (i < n) {
  1374. uint8 res = rnd()%ARRAYLENGTH(pos);
  1375. if (i && res == rand_pos[i-1]) //Make sure the value is not same with previous!
  1376. continue;
  1377. rand_pos[i] = res;
  1378. skill_break_equip(src,bl,pos[res],(status_get_dex(src)*skill_lv*10)-(status_get_agi(bl)*20),BCT_ENEMY); //(custom)
  1379. i++;
  1380. }
  1381. }
  1382. break;
  1383. case RL_AM_BLAST:
  1384. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1385. break;
  1386. case RL_B_TRAP:
  1387. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1388. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1389. break;
  1390. case RL_HAMMER_OF_GOD:
  1391. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1392. case RL_D_TAIL:
  1393. case RL_QD_SHOT:
  1394. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1395. if (sc->data[SC_QD_SHOT_READY])
  1396. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1397. break;
  1398. } //end switch skill_id
  1399. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1400. { //Pass heritage to Master for status causing effects. [Skotlex]
  1401. sd = map_id2sd(md->master_id);
  1402. src = sd?&sd->bl:src;
  1403. }
  1404. if( attack_type&BF_WEAPON )
  1405. { // Coma, Breaking Equipment
  1406. if( sd && sd->special_state.bonus_coma )
  1407. {
  1408. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1409. rate += sd->weapon_coma_race[tstatus->race];
  1410. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1411. if (rate)
  1412. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1413. }
  1414. if( sd && battle_config.equip_self_break_rate )
  1415. { // Self weapon breaking
  1416. rate = battle_config.equip_natural_break_rate;
  1417. if( sc )
  1418. {
  1419. if(sc->data[SC_GIANTGROWTH])
  1420. rate += 10;
  1421. if(sc->data[SC_OVERTHRUST])
  1422. rate += 10;
  1423. if(sc->data[SC_MAXOVERTHRUST])
  1424. rate += 10;
  1425. }
  1426. if( rate )
  1427. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1428. }
  1429. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1430. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1431. // Target weapon breaking
  1432. rate = 0;
  1433. if( sd )
  1434. rate += sd->bonus.break_weapon_rate;
  1435. if( sc && sc->data[SC_MELTDOWN] )
  1436. rate += sc->data[SC_MELTDOWN]->val2;
  1437. if( rate )
  1438. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1439. // Target armor breaking
  1440. rate = 0;
  1441. if( sd )
  1442. rate += sd->bonus.break_armor_rate;
  1443. if( sc && sc->data[SC_MELTDOWN] )
  1444. rate += sc->data[SC_MELTDOWN]->val3;
  1445. if( rate )
  1446. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1447. }
  1448. if( sd && sd->def_set_race[tstatus->race].rate )
  1449. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1450. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1451. if( sd && sd->def_set_race[tstatus->race].rate )
  1452. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1453. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1454. }
  1455. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1456. struct unit_data *ud = unit_bl2ud(src);
  1457. if( sc->data[SC_WILD_STORM_OPTION] )
  1458. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1459. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1460. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1461. else if( sc->data[SC_TROPIC_OPTION] )
  1462. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1463. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1464. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1465. else
  1466. skill = 0;
  1467. if ( rnd()%100 < 25 && skill ){
  1468. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1469. if (ud) {
  1470. rate = skill_delayfix(src, skill, skill_lv);
  1471. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1472. ud->canact_tick = tick+rate;
  1473. if ( battle_config.display_status_timers )
  1474. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1475. }
  1476. }
  1477. }
  1478. }
  1479. // Autospell when attacking
  1480. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1481. {
  1482. struct block_list *tbl;
  1483. struct unit_data *ud;
  1484. int i, skill_lv, type;
  1485. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1486. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1487. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1488. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1489. continue; // one or more trigger conditions were not fulfilled
  1490. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1491. sd->state.autocast = 1;
  1492. sd->state.autocast = 0;
  1493. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1494. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1495. if ( skill_isNotOk(skill, sd) )
  1496. continue;
  1497. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1498. if (rnd()%1000 >= rate)
  1499. continue;
  1500. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1501. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1502. int maxcount = 0;
  1503. if( !(BL_PC&battle_config.skill_reiteration) &&
  1504. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1505. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1506. )
  1507. continue;
  1508. if( BL_PC&battle_config.skill_nofootset &&
  1509. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1510. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1511. )
  1512. continue;
  1513. if( BL_PC&battle_config.land_skill_limit &&
  1514. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1515. ) {
  1516. int v;
  1517. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1518. if(sd->ud.skillunit[v]->skill_id == skill)
  1519. maxcount--;
  1520. }
  1521. if( maxcount == 0 )
  1522. continue;
  1523. }
  1524. }
  1525. if( battle_config.autospell_check_range &&
  1526. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1527. continue;
  1528. if (skill == AS_SONICBLOW)
  1529. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1530. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1531. type = CAST_GROUND;
  1532. sd->state.autocast = 1;
  1533. skill_consume_requirement(sd,skill,skill_lv,1);
  1534. skill_toggle_magicpower(src, skill);
  1535. switch (type) {
  1536. case CAST_GROUND:
  1537. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1538. break;
  1539. case CAST_NODAMAGE:
  1540. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1541. break;
  1542. case CAST_DAMAGE:
  1543. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1544. break;
  1545. }
  1546. sd->state.autocast = 0;
  1547. //Set canact delay. [Skotlex]
  1548. ud = unit_bl2ud(src);
  1549. if (ud) {
  1550. rate = skill_delayfix(src, skill, skill_lv);
  1551. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1552. ud->canact_tick = tick+rate;
  1553. if ( battle_config.display_status_timers && sd )
  1554. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1555. }
  1556. }
  1557. }
  1558. }
  1559. //Autobonus when attacking
  1560. if( sd && sd->autobonus[0].rate )
  1561. {
  1562. int i;
  1563. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1564. {
  1565. if( rnd()%1000 >= sd->autobonus[i].rate )
  1566. continue;
  1567. if( sd->autobonus[i].active != INVALID_TIMER )
  1568. continue;
  1569. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1570. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1571. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1572. continue; // one or more trigger conditions were not fulfilled
  1573. pc_exeautobonus(sd,&sd->autobonus[i]);
  1574. }
  1575. }
  1576. //Polymorph
  1577. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1578. dstmd && !(tstatus->mode&MD_BOSS) &&
  1579. (rnd()%10000 < sd->bonus.classchange))
  1580. {
  1581. struct mob_db *mob;
  1582. int class_;
  1583. skill = 0;
  1584. do {
  1585. do {
  1586. class_ = rnd() % MAX_MOB_DB;
  1587. } while (!mobdb_checkid(class_));
  1588. rate = rnd() % 1000000;
  1589. mob = mob_db(class_);
  1590. } while (
  1591. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1592. (skill++) < 2000);
  1593. if (skill < 2000)
  1594. mob_class_change(dstmd,class_);
  1595. }
  1596. return 0;
  1597. }
  1598. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1599. uint8 i;
  1600. struct block_list *tbl;
  1601. if( sd == NULL || !skill_id )
  1602. return 0;
  1603. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1604. int skill, skill_lv, type;
  1605. if( sd->autospell3[i].flag != skill_id )
  1606. continue;
  1607. if( sd->autospell3[i].lock )
  1608. continue; // autospell already being executed
  1609. skill = sd->autospell3[i].id;
  1610. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1611. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1612. continue;
  1613. sd->state.autocast = 0;
  1614. if( skill >= 0 && bl == NULL )
  1615. continue; // No target
  1616. if( rnd()%1000 >= sd->autospell3[i].rate )
  1617. continue;
  1618. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1619. if( skill < 0 ) {
  1620. tbl = &sd->bl;
  1621. skill *= -1;
  1622. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1623. }
  1624. else
  1625. tbl = bl;
  1626. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1627. int maxcount = 0;
  1628. if( !(BL_PC&battle_config.skill_reiteration) &&
  1629. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1630. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1631. continue;
  1632. if( BL_PC&battle_config.skill_nofootset &&
  1633. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1634. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1635. continue;
  1636. if( BL_PC&battle_config.land_skill_limit &&
  1637. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1638. {
  1639. int v;
  1640. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1641. if(sd->ud.skillunit[v]->skill_id == skill)
  1642. maxcount--;
  1643. }
  1644. if( maxcount == 0 )
  1645. continue;
  1646. }
  1647. }
  1648. if( battle_config.autospell_check_range &&
  1649. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1650. continue;
  1651. sd->state.autocast = 1;
  1652. sd->autospell3[i].lock = true;
  1653. skill_consume_requirement(sd,skill,skill_lv,1);
  1654. switch( type ) {
  1655. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1656. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1657. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1658. }
  1659. sd->autospell3[i].lock = false;
  1660. sd->state.autocast = 0;
  1661. }
  1662. if( sd && sd->autobonus3[0].rate ) {
  1663. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1664. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1665. continue;
  1666. if( sd->autobonus3[i].active != INVALID_TIMER )
  1667. continue;
  1668. if( sd->autobonus3[i].atk_type != skill_id )
  1669. continue;
  1670. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1671. }
  1672. }
  1673. return 1;
  1674. }
  1675. /* Splitted off from skill_additional_effect, which is never called when the
  1676. * attack skill kills the enemy. Place in this function counter status effects
  1677. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1678. * from cards) that will take effect on the source, not the target. [Skotlex]
  1679. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1680. * type of skills, so not every instance of skill_additional_effect needs a call
  1681. * to this one.
  1682. */
  1683. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1684. {
  1685. int rate;
  1686. struct map_session_data *sd=NULL;
  1687. struct map_session_data *dstsd=NULL;
  1688. nullpo_ret(src);
  1689. nullpo_ret(bl);
  1690. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1691. sd = BL_CAST(BL_PC, src);
  1692. dstsd = BL_CAST(BL_PC, bl);
  1693. if(dstsd && attack_type&BF_WEAPON)
  1694. { //Counter effects.
  1695. enum sc_type type;
  1696. int i, time;
  1697. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1698. {
  1699. rate = dstsd->addeff2[i].rate;
  1700. if (attack_type&BF_LONG)
  1701. rate+=dstsd->addeff2[i].arrow_rate;
  1702. if (!rate) continue;
  1703. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1704. { //Trigger has range consideration.
  1705. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1706. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1707. continue; //Range Failed.
  1708. }
  1709. type = dstsd->addeff2[i].id;
  1710. time = skill_get_time2(status_sc2skill(type),7);
  1711. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1712. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1713. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1714. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1715. }
  1716. }
  1717. switch(skill_id){
  1718. case MO_EXTREMITYFIST:
  1719. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1720. break;
  1721. case GS_FULLBUSTER:
  1722. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1723. break;
  1724. case HFLI_SBR44: //[orn]
  1725. case HVAN_EXPLOSION:
  1726. if(src->type == BL_HOM){
  1727. TBL_HOM *hd = (TBL_HOM*)src;
  1728. hd->homunculus.intimacy = 200;
  1729. if (hd->master)
  1730. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1731. }
  1732. break;
  1733. case CR_GRANDCROSS:
  1734. case NPC_GRANDDARKNESS:
  1735. attack_type |= BF_WEAPON;
  1736. break;
  1737. }
  1738. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1739. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1740. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1741. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1742. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1743. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1744. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1745. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1746. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1747. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1748. }
  1749. if( sd && status_isdead(bl) ) {
  1750. int sp = 0, hp = 0;
  1751. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1752. sp += sd->bonus.sp_gain_value;
  1753. sp += sd->sp_gain_race[status_get_race(bl)];
  1754. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1755. hp += sd->bonus.hp_gain_value;
  1756. }
  1757. if( attack_type&BF_MAGIC ) {
  1758. sp += sd->bonus.magic_sp_gain_value;
  1759. hp += sd->bonus.magic_hp_gain_value;
  1760. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1761. struct status_change *sc = NULL;
  1762. if( ( sc = status_get_sc(src) ) ) {
  1763. if(sc->data[SC_SPIRIT] &&
  1764. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1765. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1766. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1767. }
  1768. }
  1769. }
  1770. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1771. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1772. }
  1773. }
  1774. // Trigger counter-spells to retaliate against damage causing skills.
  1775. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1776. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1777. {
  1778. struct block_list *tbl;
  1779. struct unit_data *ud;
  1780. int i, skill_id, skill_lv, rate, type;
  1781. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1782. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1783. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1784. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1785. continue; // one or more trigger conditions were not fulfilled
  1786. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1787. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1788. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1789. rate = dstsd->autospell2[i].rate;
  1790. if (attack_type&BF_LONG)
  1791. rate>>=1;
  1792. dstsd->state.autocast = 1;
  1793. dstsd->state.autocast = 0;
  1794. if ( skill_isNotOk(skill_id, dstsd) )
  1795. continue;
  1796. if (rnd()%1000 >= rate)
  1797. continue;
  1798. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1799. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1800. int maxcount = 0;
  1801. if( !(BL_PC&battle_config.skill_reiteration) &&
  1802. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1803. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1804. )
  1805. continue;
  1806. if( BL_PC&battle_config.skill_nofootset &&
  1807. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1808. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1809. )
  1810. continue;
  1811. if( BL_PC&battle_config.land_skill_limit &&
  1812. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1813. ) {
  1814. int v;
  1815. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1816. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1817. maxcount--;
  1818. }
  1819. if( maxcount == 0 ) {
  1820. continue;
  1821. }
  1822. }
  1823. }
  1824. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1825. continue;
  1826. dstsd->state.autocast = 1;
  1827. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1828. switch (type) {
  1829. case CAST_GROUND:
  1830. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1831. break;
  1832. case CAST_NODAMAGE:
  1833. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1834. break;
  1835. case CAST_DAMAGE:
  1836. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1837. break;
  1838. }
  1839. dstsd->state.autocast = 0;
  1840. //Set canact delay. [Skotlex]
  1841. ud = unit_bl2ud(bl);
  1842. if (ud) {
  1843. rate = skill_delayfix(bl, skill_id, skill_lv);
  1844. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1845. ud->canact_tick = tick+rate;
  1846. if ( battle_config.display_status_timers && dstsd )
  1847. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1848. }
  1849. }
  1850. }
  1851. }
  1852. //Autobonus when attacked
  1853. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1854. int i;
  1855. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1856. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1857. continue;
  1858. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1859. continue;
  1860. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1861. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1862. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1863. continue; // one or more trigger conditions were not fulfilled
  1864. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1865. }
  1866. }
  1867. return 0;
  1868. }
  1869. /*=========================================================================
  1870. Breaks equipment. On-non players causes the corresponding strip effect.
  1871. - rate goes from 0 to 10000 (100.00%)
  1872. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1873. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1874. --------------------------------------------------------------------------*/
  1875. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1876. {
  1877. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1878. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1879. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1880. struct status_change *sc = status_get_sc(bl);
  1881. int i,j;
  1882. TBL_PC *sd;
  1883. sd = BL_CAST(BL_PC, bl);
  1884. if (sc && !sc->count)
  1885. sc = NULL;
  1886. if (sd) {
  1887. if (sd->bonus.unbreakable_equip)
  1888. where &= ~sd->bonus.unbreakable_equip;
  1889. if (sd->bonus.unbreakable)
  1890. rate -= rate*sd->bonus.unbreakable/100;
  1891. if (where&EQP_WEAPON) {
  1892. switch (sd->status.weapon) {
  1893. case W_FIST: //Bare fists should not break :P
  1894. case W_1HAXE:
  1895. case W_2HAXE:
  1896. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1897. case W_2HMACE:
  1898. case W_STAFF:
  1899. case W_2HSTAFF:
  1900. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1901. case W_HUUMA:
  1902. where &= ~EQP_WEAPON;
  1903. }
  1904. }
  1905. }
  1906. if (flag&BCT_ENEMY) {
  1907. if (battle_config.equip_skill_break_rate != 100)
  1908. rate = rate*battle_config.equip_skill_break_rate/100;
  1909. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1910. if (battle_config.equip_self_break_rate != 100)
  1911. rate = rate*battle_config.equip_self_break_rate/100;
  1912. }
  1913. for (i = 0; i < 4; i++) {
  1914. if (where&where_list[i]) {
  1915. if (sc && sc->count && sc->data[scdef[i]])
  1916. where&=~where_list[i];
  1917. else if (rnd()%10000 >= rate)
  1918. where&=~where_list[i];
  1919. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1920. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1921. }
  1922. }
  1923. if (!where) //Nothing to break.
  1924. return 0;
  1925. if (sd) {
  1926. for (i = 0; i < EQI_MAX; i++) {
  1927. j = sd->equip_index[i];
  1928. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1929. continue;
  1930. switch(i) {
  1931. case EQI_HEAD_TOP: //Upper Head
  1932. flag = (where&EQP_HELM);
  1933. break;
  1934. case EQI_ARMOR: //Body
  1935. flag = (where&EQP_ARMOR);
  1936. break;
  1937. case EQI_HAND_R: //Left/Right hands
  1938. case EQI_HAND_L:
  1939. flag = (
  1940. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1941. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1942. break;
  1943. case EQI_SHOES:
  1944. flag = (where&EQP_SHOES);
  1945. break;
  1946. case EQI_GARMENT:
  1947. flag = (where&EQP_GARMENT);
  1948. break;
  1949. default:
  1950. continue;
  1951. }
  1952. if (flag) {
  1953. sd->status.inventory[j].attribute = 1;
  1954. pc_unequipitem(sd, j, 3);
  1955. }
  1956. }
  1957. clif_equiplist(sd);
  1958. }
  1959. return where; //Return list of pieces broken.
  1960. }
  1961. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1962. {
  1963. struct status_change *sc;
  1964. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1965. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1966. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  1967. int i;
  1968. if (rnd()%100 >= rate)
  1969. return 0;
  1970. sc = status_get_sc(bl);
  1971. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1972. return 0;
  1973. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1974. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  1975. where&=~pos[i];
  1976. }
  1977. if (!where) return 0;
  1978. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1979. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  1980. where&=~pos[i];
  1981. }
  1982. return where?1:0;
  1983. }
  1984. //Early declaration
  1985. static int skill_area_temp[8];
  1986. /*=========================================================================
  1987. Used to knock back players, monsters, traps, etc
  1988. - 'count' is the number of squares to knock back
  1989. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1990. - if 'flag&0x1', position update packets must not be sent.
  1991. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1992. -------------------------------------------------------------------------*/
  1993. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  1994. int dx = 0, dy = 0;
  1995. struct skill_unit* su = NULL;
  1996. nullpo_ret(src);
  1997. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1998. return 0; //No knocking back in WoE
  1999. if (count == 0)
  2000. return 0; //Actual knockback distance is 0.
  2001. switch (target->type) {
  2002. case BL_MOB: {
  2003. struct mob_data* md = BL_CAST(BL_MOB, target);
  2004. if( md->class_ == MOBID_EMPERIUM )
  2005. return 0;
  2006. //Bosses or imune can't be knocked-back
  2007. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2008. return 0;
  2009. }
  2010. break;
  2011. case BL_PC: {
  2012. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2013. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2014. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2015. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2016. return 0;
  2017. }
  2018. break;
  2019. case BL_SKILL:
  2020. su = (struct skill_unit *)target;
  2021. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2022. return 0; // ankle snare cannot be knocked back
  2023. break;
  2024. }
  2025. if (dir == -1) // <optimized>: do the computation here instead of outside
  2026. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2027. if (dir >= 0 && dir < 8)
  2028. { // take the reversed 'direction' and reverse it
  2029. dx = -dirx[dir];
  2030. dy = -diry[dir];
  2031. }
  2032. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2033. }
  2034. //Checks if 'bl' should reflect back a spell cast by 'src'.
  2035. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2036. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2037. {
  2038. struct status_change *sc = status_get_sc(bl);
  2039. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2040. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2041. return 0;
  2042. // item-based reflection
  2043. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2044. return 1;
  2045. if( is_boss(src) )
  2046. return 0;
  2047. // status-based reflection
  2048. if( !sc || sc->count == 0 )
  2049. return 0;
  2050. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2051. return 1;
  2052. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2053. {// Kaite only works against non-players if they are low-level.
  2054. clif_specialeffect(bl, 438, AREA);
  2055. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2056. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2057. return 2;
  2058. }
  2059. return 0;
  2060. }
  2061. /*
  2062. * Combo handler, start stop combo status
  2063. */
  2064. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2065. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2066. switch (skill_id) {
  2067. case MH_MIDNIGHT_FRENZY:
  2068. case MH_EQC:{
  2069. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2070. int idx = skill_id2 - HM_SKILLBASE;
  2071. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2072. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2073. sd = hd->master;
  2074. hd->homunculus.hskill[idx].flag= flag;
  2075. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2076. }
  2077. break;
  2078. case MO_COMBOFINISH:
  2079. case CH_TIGERFIST:
  2080. case CH_CHAINCRUSH:
  2081. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2082. break;
  2083. case TK_JUMPKICK:
  2084. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2085. break;
  2086. case MO_TRIPLEATTACK:
  2087. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2088. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2089. break;
  2090. case SR_FALLENEMPIRE:
  2091. if (sd){
  2092. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2093. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2094. }
  2095. break;
  2096. }
  2097. }
  2098. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2099. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2100. struct status_change_entry *sce;
  2101. TBL_PC *sd = BL_CAST(BL_PC,src);
  2102. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2103. struct status_change *sc = status_get_sc(src);
  2104. if(sc == NULL) return;
  2105. //End previous combo state after skill is invoked
  2106. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2107. switch (skill_id) {
  2108. case TK_TURNKICK:
  2109. case TK_STORMKICK:
  2110. case TK_DOWNKICK:
  2111. case TK_COUNTER:
  2112. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2113. sce->val1 = skill_id; //Update combo-skill
  2114. sce->val3 = skill_id;
  2115. if( sce->timer != INVALID_TIMER )
  2116. delete_timer(sce->timer, status_change_timer);
  2117. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2118. break;
  2119. }
  2120. unit_cancel_combo(src); // Cancel combo wait
  2121. break;
  2122. default:
  2123. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2124. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2125. }
  2126. }
  2127. //start new combo
  2128. if(sd){ //player only
  2129. switch(skill_id) {
  2130. case MO_TRIPLEATTACK:
  2131. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2132. duration=1;
  2133. break;
  2134. case MO_CHAINCOMBO:
  2135. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2136. duration=1;
  2137. break;
  2138. case MO_COMBOFINISH:
  2139. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2140. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2141. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2142. duration=1;
  2143. case CH_TIGERFIST:
  2144. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2145. duration=1;
  2146. case CH_CHAINCRUSH:
  2147. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2148. duration=1;
  2149. break;
  2150. case AC_DOUBLE: {
  2151. unsigned char race = status_get_race(bl);
  2152. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2153. duration = 2000;
  2154. break;
  2155. }
  2156. case SR_DRAGONCOMBO:
  2157. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2158. duration = 1;
  2159. break;
  2160. case SR_FALLENEMPIRE:
  2161. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2162. duration = 1;
  2163. break;
  2164. }
  2165. }
  2166. else { //other
  2167. switch(skill_id) {
  2168. case MH_TINDER_BREAKER:
  2169. case MH_CBC:
  2170. case MH_SONIC_CRAW:
  2171. case MH_SILVERVEIN_RUSH:
  2172. if(hd->homunculus.spiritball > 0) duration = 2000;
  2173. delay=1;
  2174. break;
  2175. case MH_EQC:
  2176. case MH_MIDNIGHT_FRENZY:
  2177. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2178. delay=1;
  2179. break;
  2180. }
  2181. }
  2182. if (duration) { //Possible to chain
  2183. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2184. duration = max(1,duration);
  2185. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2186. clif_combo_delay(src, duration);
  2187. }
  2188. }
  2189. void skill_do_copy(struct block_list* src,struct block_list *bl, struct Damage *dmg, int64 damage, uint16 skill_id, uint16 skill_lv){
  2190. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2191. struct status_change *tsc = status_get_sc(bl);
  2192. //Check for copying skill
  2193. if (damage > 0 && dmg->flag&BF_SKILL && tsd
  2194. && damage < tsd->battle_status.hp //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2195. && (pc_checkskill(tsd, RG_PLAGIARISM) || pc_checkskill(tsd, SC_REPRODUCE)))
  2196. {
  2197. uint16 copy_skill = skill_id;
  2198. short copy_flag;
  2199. // Copy Referal: dummy skills should point to their source upon copying
  2200. switch (skill_id) {
  2201. case AB_DUPLELIGHT_MELEE:
  2202. case AB_DUPLELIGHT_MAGIC:
  2203. copy_skill = AB_DUPLELIGHT;
  2204. break;
  2205. case WL_CHAINLIGHTNING_ATK:
  2206. copy_skill = WL_CHAINLIGHTNING;
  2207. break;
  2208. case WM_REVERBERATION_MELEE:
  2209. case WM_REVERBERATION_MAGIC:
  2210. copy_skill = WM_REVERBERATION;
  2211. break;
  2212. case WM_SEVERE_RAINSTORM_MELEE:
  2213. copy_skill = WM_SEVERE_RAINSTORM;
  2214. break;
  2215. case GN_CRAZYWEED_ATK:
  2216. copy_skill = GN_CRAZYWEED;
  2217. break;
  2218. case GN_HELLS_PLANT_ATK:
  2219. copy_skill = GN_HELLS_PLANT;
  2220. break;
  2221. case LG_OVERBRAND_BRANDISH:
  2222. case LG_OVERBRAND_PLUSATK:
  2223. copy_skill = LG_OVERBRAND;
  2224. break;
  2225. }
  2226. if ((copy_flag = skill_isCopyable(tsd,copy_skill,bl))) {
  2227. int lv;
  2228. if (copy_flag == 2 && (lv = tsc->data[SC__REPRODUCE]->val1)) {
  2229. //Level dependent and limitation.
  2230. lv = min(lv,skill_get_max(copy_skill));
  2231. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2232. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2233. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2234. tsd->status.skill[tsd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  2235. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2236. }
  2237. tsd->reproduceskill_id = copy_skill;
  2238. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,copy_skill);
  2239. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2240. tsd->status.skill[copy_skill].id = copy_skill;
  2241. tsd->status.skill[copy_skill].lv = lv;
  2242. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2243. clif_addskill(tsd,copy_skill);
  2244. } else if (copy_flag == 1) {
  2245. int type;
  2246. lv = skill_lv;
  2247. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED) {
  2248. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2249. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2250. tsd->status.skill[tsd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  2251. clif_deleteskill(tsd,tsd->cloneskill_id);
  2252. }
  2253. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2254. lv = type;
  2255. tsd->cloneskill_id = copy_skill;
  2256. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,copy_skill);
  2257. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2258. tsd->status.skill[skill_id].id = copy_skill;
  2259. tsd->status.skill[skill_id].lv = lv;
  2260. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2261. clif_addskill(tsd,skill_id);
  2262. }
  2263. }
  2264. }
  2265. }
  2266. /*
  2267. * =========================================================================
  2268. * Does a skill attack with the given properties.
  2269. * src is the master behind the attack (player/mob/pet)
  2270. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2271. * bl is the target to be attacked.
  2272. * flag can hold a bunch of information:
  2273. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2274. * (usually holds number of targets, or just 1 for simple splash attacks)
  2275. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2276. * packet shouldn't display a skill animation)
  2277. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2278. * client (causes player characters to not scream skill name)
  2279. *-------------------------------------------------------------------------*/
  2280. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2281. {
  2282. struct Damage dmg;
  2283. struct status_data *sstatus, *tstatus;
  2284. struct status_change *tsc;
  2285. struct map_session_data *sd, *tsd;
  2286. int64 damage;
  2287. int8 rmdamage=0;//magic reflected
  2288. int type;
  2289. bool additional_effects = true;
  2290. if(skill_id > 0 && !skill_lv) return 0;
  2291. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2292. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2293. nullpo_ret(bl); //Target to be attacked.
  2294. if (src != dsrc) {
  2295. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2296. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2297. return 0;
  2298. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2299. //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]
  2300. if (!status_check_skilluse(src, bl, skill_id, 2))
  2301. return 0;
  2302. }
  2303. sd = BL_CAST(BL_PC, src);
  2304. tsd = BL_CAST(BL_PC, bl);
  2305. sstatus = status_get_status_data(src);
  2306. tstatus = status_get_status_data(bl);
  2307. tsc= status_get_sc(bl);
  2308. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2309. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2310. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2311. return 0;
  2312. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2313. if (tsc && tsc->data[SC_TRICKDEAD])
  2314. return 0;
  2315. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2316. //Skotlex: Adjusted to the new system
  2317. if( src->type == BL_PET ) { // [Valaris]
  2318. struct pet_data *pd = (TBL_PET*)src;
  2319. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2320. int element = skill_get_ele(skill_id, skill_lv);
  2321. /*if (skill_id == -1) Does it ever worked?
  2322. element = sstatus->rhw.ele;*/
  2323. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2324. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2325. else
  2326. dmg.damage= skill_lv;
  2327. dmg.damage2=0;
  2328. dmg.div_= pd->a_skill->div_;
  2329. }
  2330. }
  2331. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2332. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2333. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2334. { //Magic reflection, switch caster/target
  2335. struct block_list *tbl = bl;
  2336. rmdamage = 1;
  2337. bl = src;
  2338. src = tbl;
  2339. dsrc = tbl;
  2340. sd = BL_CAST(BL_PC, src);
  2341. tsd = BL_CAST(BL_PC, bl);
  2342. tsc = status_get_sc(bl);
  2343. if (tsc && !tsc->count)
  2344. tsc = NULL; //Don't need it.
  2345. /* bugreport:2564 flag&2 disables double casting trigger */
  2346. flag |= 2;
  2347. //Spirit of Wizard blocks Kaite's reflection
  2348. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2349. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2350. type = tsd?pc_search_inventory (tsd, 7321):0;
  2351. if (type >= 0) {
  2352. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2353. dmg.damage = dmg.damage2 = 0;
  2354. dmg.dmg_lv = ATK_MISS;
  2355. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2356. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2357. }
  2358. } else if( type != 2 ) /* Kaite bypasses */
  2359. additional_effects = false;
  2360. /**
  2361. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2362. **/
  2363. #if MAGIC_REFLECTION_TYPE
  2364. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2365. short s_ele = skill_get_ele(skill_id, skill_lv);
  2366. if (s_ele == -1) // the skill takes the weapon's element
  2367. s_ele = sstatus->rhw.ele;
  2368. else if (s_ele == -2) //Use status element
  2369. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2370. else if( s_ele == -3 ) //Use random element
  2371. s_ele = rnd()%ELE_MAX;
  2372. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2373. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2374. struct status_data *status = status_get_status_data(bl);
  2375. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2376. per /=20; //Uses 20% SP intervals.
  2377. //SP Cost: 1% + 0.5% per every 20% SP
  2378. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2379. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2380. //Reduction: 6% + 6% every 20%
  2381. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2382. }
  2383. }
  2384. #endif
  2385. }
  2386. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2387. int sp = skill_get_sp(skill_id,skill_lv);
  2388. dmg.damage = dmg.damage2 = 0;
  2389. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2390. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2391. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2392. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2393. status_heal(bl, 0, sp, 2);
  2394. }
  2395. }
  2396. damage = dmg.damage + dmg.damage2;
  2397. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2398. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2399. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2400. damage = 1;
  2401. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2402. struct block_list *nbl;
  2403. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2404. if( nbl ){ // Only one target is chosen.
  2405. damage = damage / 2; // Deflect half of the damage to a target nearby
  2406. 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, 6);
  2407. }
  2408. }
  2409. //Skill hit type
  2410. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2411. switch(skill_id){
  2412. case SC_TRIANGLESHOT:
  2413. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2414. break;
  2415. default:
  2416. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2417. dmg.blewcount = 0; //only pushback when it hit for other
  2418. break;
  2419. }
  2420. switch(skill_id){
  2421. case CR_GRANDCROSS:
  2422. case NPC_GRANDDARKNESS:
  2423. if(battle_config.gx_disptype) dsrc = src;
  2424. if(src == bl) type = 4;
  2425. else flag|=SD_ANIMATION;
  2426. break;
  2427. case NJ_TATAMIGAESHI: //For correct knockback.
  2428. dsrc = src;
  2429. flag|=SD_ANIMATION;
  2430. break;
  2431. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2432. int level;
  2433. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2434. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2435. }
  2436. break;
  2437. case SL_STIN:
  2438. case SL_STUN:
  2439. if (skill_lv >= 7){
  2440. struct status_change *sc = status_get_sc(src);
  2441. if(sc && !sc->data[SC_SMA])
  2442. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2443. }
  2444. break;
  2445. case GS_FULLBUSTER:
  2446. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2447. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2448. break;
  2449. }
  2450. //combo handling
  2451. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2452. //Display damage.
  2453. switch( skill_id ) {
  2454. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2455. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2456. break;
  2457. //Skills that need be passed as a normal attack for the client to display correctly.
  2458. case HVAN_EXPLOSION:
  2459. case NPC_SELFDESTRUCTION:
  2460. if(src->type==BL_PC)
  2461. dmg.blewcount = 10;
  2462. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2463. // fall through
  2464. case KN_AUTOCOUNTER:
  2465. case NPC_CRITICALSLASH:
  2466. case TF_DOUBLE:
  2467. case GS_CHAINACTION:
  2468. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2469. break;
  2470. case AS_SPLASHER:
  2471. if( flag&SD_ANIMATION ) // the surrounding targets
  2472. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2473. else // the central target doesn't display an animation
  2474. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2475. break;
  2476. case WL_HELLINFERNO:
  2477. case SR_EARTHSHAKER:
  2478. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2479. break;
  2480. case WL_SOULEXPANSION:
  2481. case WL_COMET:
  2482. case KO_MUCHANAGE:
  2483. case NJ_HUUMA:
  2484. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2485. break;
  2486. case WL_CHAINLIGHTNING_ATK:
  2487. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2488. break;
  2489. case LG_OVERBRAND_BRANDISH:
  2490. case LG_OVERBRAND_PLUSATK:
  2491. case EL_FIRE_BOMB:
  2492. case EL_FIRE_BOMB_ATK:
  2493. case EL_FIRE_WAVE:
  2494. case EL_FIRE_WAVE_ATK:
  2495. case EL_FIRE_MANTLE:
  2496. case EL_CIRCLE_OF_FIRE:
  2497. case EL_FIRE_ARROW:
  2498. case EL_ICE_NEEDLE:
  2499. case EL_WATER_SCREW:
  2500. case EL_WATER_SCREW_ATK:
  2501. case EL_WIND_SLASH:
  2502. case EL_TIDAL_WEAPON:
  2503. case EL_ROCK_CRUSHER:
  2504. case EL_ROCK_CRUSHER_ATK:
  2505. case EL_HURRICANE:
  2506. case EL_HURRICANE_ATK:
  2507. case KO_BAKURETSU:
  2508. case GN_CRAZYWEED_ATK:
  2509. case NC_MAGMA_ERUPTION:
  2510. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2511. break;
  2512. case GN_SLINGITEM_RANGEMELEEATK:
  2513. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2514. break;
  2515. case EL_STONE_RAIN:
  2516. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2517. break;
  2518. case WM_SEVERE_RAINSTORM_MELEE:
  2519. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2520. break;
  2521. case WM_REVERBERATION_MELEE:
  2522. case WM_REVERBERATION_MAGIC:
  2523. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2524. break;
  2525. case HT_CLAYMORETRAP:
  2526. case HT_BLASTMINE:
  2527. case HT_FLASHER:
  2528. case HT_FREEZINGTRAP:
  2529. case RA_CLUSTERBOMB:
  2530. case RA_FIRINGTRAP:
  2531. case RA_ICEBOUNDTRAP:
  2532. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2533. if( dsrc != src ) // avoid damage display redundancy
  2534. break;
  2535. case HT_LANDMINE:
  2536. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2537. break;
  2538. case WZ_SIGHTBLASTER:
  2539. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2540. break;
  2541. case AB_DUPLELIGHT_MELEE:
  2542. case AB_DUPLELIGHT_MAGIC:
  2543. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2544. default:
  2545. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2546. type = 5;
  2547. if( bl->type == BL_SKILL ){
  2548. TBL_SKILL *su = (TBL_SKILL*)bl;
  2549. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2550. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2551. }
  2552. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2553. break;
  2554. }
  2555. map_freeblock_lock();
  2556. skill_do_copy(src,bl,&dmg,damage,skill_id,skill_lv); //try to copy a skill
  2557. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2558. { //Skills with can't walk delay also stop normal attacking for that
  2559. //duration when the attack connects. [Skotlex]
  2560. struct unit_data *ud = unit_bl2ud(src);
  2561. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2562. ud->attackabletime = tick + type;
  2563. }
  2564. if( !dmg.amotion ) {
  2565. //Instant damage
  2566. if( !tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2567. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2568. if( !status_isdead(bl) && additional_effects )
  2569. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2570. if( damage > 0 ) //Counter status effects [Skotlex]
  2571. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2572. }
  2573. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2574. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2575. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2576. int8 dir = -1; // default
  2577. switch(skill_id) {//direction
  2578. case MG_FIREWALL:
  2579. case PR_SANCTUARY:
  2580. case SC_TRIANGLESHOT:
  2581. case LG_OVERBRAND:
  2582. case SR_KNUCKLEARROW:
  2583. case GN_WALLOFTHORN:
  2584. case EL_FIRE_MANTLE:
  2585. dir = unit_getdir(bl);// backwards
  2586. break;
  2587. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2588. case WZ_STORMGUST:
  2589. dir = rand()%8;
  2590. break;
  2591. case WL_CRIMSONROCK:
  2592. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2593. break;
  2594. }
  2595. //blown-specific handling
  2596. switch( skill_id ) {
  2597. case LG_OVERBRAND:
  2598. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2599. short dir_x, dir_y;
  2600. dir_x = dirx[(dir+4)%8];
  2601. dir_y = diry[(dir+4)%8];
  2602. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2603. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2604. } else
  2605. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2606. break;
  2607. case SR_KNUCKLEARROW:
  2608. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2609. short dir_x, dir_y;
  2610. dir_x = dirx[(dir+4)%8];
  2611. dir_y = diry[(dir+4)%8];
  2612. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2613. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2614. }
  2615. break;
  2616. case GN_WALLOFTHORN:
  2617. unit_stop_walking(bl,1);
  2618. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2619. clif_fixpos(bl);
  2620. break;
  2621. default:
  2622. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2623. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2624. TBL_SKILL *su = (TBL_SKILL*)bl;
  2625. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2626. skill_blown(src, bl, 3, -1, 0);
  2627. }
  2628. break;
  2629. }
  2630. }
  2631. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2632. if (dmg.amotion)
  2633. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2634. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2635. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2636. struct block_list *d_bl = map_id2bl(sce->val1);
  2637. if( d_bl && (
  2638. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2639. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2640. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2641. {
  2642. if(!rmdamage){
  2643. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2644. status_fix_damage(NULL,d_bl, damage, 0);
  2645. } else {//Reflected magics are done directly on the target not on paladin
  2646. //This check is only for magical skill.
  2647. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2648. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2649. status_fix_damage(bl,bl, damage, 0);
  2650. }
  2651. }
  2652. else {
  2653. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2654. if( !dmg.amotion )
  2655. status_fix_damage(src,bl,damage,dmg.dmotion);
  2656. }
  2657. }
  2658. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2659. if( skill_id == RG_INTIMIDATE ) {
  2660. int rate = 50 + skill_lv * 5;
  2661. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2662. if(rnd()%100 < rate)
  2663. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2664. } else if( skill_id == SC_FATALMENACE )
  2665. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2666. }
  2667. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2668. dmg.flag |= BF_WEAPON;
  2669. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2670. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2671. {
  2672. if (battle_config.left_cardfix_to_right)
  2673. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2674. else
  2675. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2676. }
  2677. if( damage > 0 ) {
  2678. /**
  2679. * Post-damage effects
  2680. **/
  2681. switch( skill_id ) {
  2682. case RK_CRUSHSTRIKE:
  2683. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2684. break;
  2685. case GC_VENOMPRESSURE: {
  2686. struct status_change *ssc = status_get_sc(src);
  2687. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2688. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2689. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2690. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2691. }
  2692. }
  2693. break;
  2694. case WM_METALICSOUND:
  2695. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2696. break;
  2697. case SR_TIGERCANNON:
  2698. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2699. break;
  2700. }
  2701. if( sd )
  2702. skill_onskillusage(sd, bl, skill_id, tick);
  2703. }
  2704. if (!(flag&2) &&
  2705. (
  2706. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2707. ) &&
  2708. (tsc = status_get_sc(src)) &&
  2709. tsc->data[SC_DOUBLECAST] &&
  2710. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2711. {
  2712. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2713. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2714. }
  2715. map_freeblock_unlock();
  2716. return damage;
  2717. }
  2718. /*==========================================
  2719. * sub fonction for recursive skill call.
  2720. * Checking bl battle flag and display dammage
  2721. * then call func with source,target,skill_id,skill_lv,tick,flag
  2722. *------------------------------------------*/
  2723. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2724. int skill_area_sub (struct block_list *bl, va_list ap) {
  2725. struct block_list *src;
  2726. uint16 skill_id,skill_lv;
  2727. int flag;
  2728. unsigned int tick;
  2729. SkillFunc func;
  2730. nullpo_ret(bl);
  2731. src=va_arg(ap,struct block_list *);
  2732. skill_id=va_arg(ap,int);
  2733. skill_lv=va_arg(ap,int);
  2734. tick=va_arg(ap,unsigned int);
  2735. flag=va_arg(ap,int);
  2736. func=va_arg(ap,SkillFunc);
  2737. if(battle_check_target(src,bl,flag) > 0)
  2738. {
  2739. // several splash skills need this initial dummy packet to display correctly
  2740. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2741. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2742. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2743. skill_area_temp[2]++;
  2744. return func(src,bl,skill_id,skill_lv,tick,flag);
  2745. }
  2746. return 0;
  2747. }
  2748. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2749. {
  2750. struct skill_unit *unit;
  2751. uint16 skill_id,g_skill_id;
  2752. unit = (struct skill_unit *)bl;
  2753. if(bl->prev == NULL || bl->type != BL_SKILL)
  2754. return 0;
  2755. if(!unit->alive)
  2756. return 0;
  2757. skill_id = va_arg(ap,int);
  2758. g_skill_id = unit->group->skill_id;
  2759. switch (skill_id) {
  2760. case MH_STEINWAND:
  2761. case MG_SAFETYWALL:
  2762. case AL_PNEUMA:
  2763. case SC_MAELSTROM:
  2764. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2765. return 0;
  2766. break;
  2767. case AL_WARP:
  2768. case HT_SKIDTRAP:
  2769. case MA_SKIDTRAP:
  2770. case HT_LANDMINE:
  2771. case MA_LANDMINE:
  2772. case HT_ANKLESNARE:
  2773. case HT_SHOCKWAVE:
  2774. case HT_SANDMAN:
  2775. case MA_SANDMAN:
  2776. case HT_FLASHER:
  2777. case HT_FREEZINGTRAP:
  2778. case MA_FREEZINGTRAP:
  2779. case HT_BLASTMINE:
  2780. case HT_CLAYMORETRAP:
  2781. case HT_TALKIEBOX:
  2782. case HP_BASILICA:
  2783. case RA_ELECTRICSHOCKER:
  2784. case RA_CLUSTERBOMB:
  2785. case RA_MAGENTATRAP:
  2786. case RA_COBALTTRAP:
  2787. case RA_MAIZETRAP:
  2788. case RA_VERDURETRAP:
  2789. case RA_FIRINGTRAP:
  2790. case RA_ICEBOUNDTRAP:
  2791. case SC_DIMENSIONDOOR:
  2792. case SC_BLOODYLUST:
  2793. case RL_B_TRAP:
  2794. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2795. 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)
  2796. return 0;
  2797. break;
  2798. default: //Avoid stacking with same kind of trap. [Skotlex]
  2799. if (g_skill_id != skill_id)
  2800. return 0;
  2801. break;
  2802. }
  2803. return 1;
  2804. }
  2805. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2806. {
  2807. //Non players do not check for the skill's splash-trigger area.
  2808. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2809. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2810. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2811. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2812. return 0;
  2813. }
  2814. range += layout_type;
  2815. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2816. }
  2817. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2818. {
  2819. uint16 skill_id;
  2820. if(bl->prev == NULL)
  2821. return 0;
  2822. skill_id = va_arg(ap,int);
  2823. if( status_isdead(bl) && skill_id != AL_WARP )
  2824. return 0;
  2825. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2826. return 0;
  2827. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2828. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2829. return 1;
  2830. }
  2831. //NOTE: 'isNearNPC' is used to check is the skill near NPC or not, if yes will use npc_isnear and range calculation [Cydh]
  2832. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  2833. {
  2834. int range = 0, type;
  2835. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  2836. if (isNearNPC)
  2837. range = skill_get_splash(skill_id,skill_lv);
  2838. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  2839. if (!isNearNPC || !range) {
  2840. switch (skill_id) { // to be expanded later
  2841. case WZ_ICEWALL:
  2842. range = 2;
  2843. break;
  2844. default:
  2845. {
  2846. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2847. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  2848. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2849. return 0;
  2850. }
  2851. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2852. }
  2853. break;
  2854. }
  2855. }
  2856. //Check the additional range [Cydh]
  2857. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  2858. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  2859. if (!isNearNPC) { //Doesn't check the NPC range
  2860. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  2861. if (bl->type == BL_PC)
  2862. type = BL_CHAR;
  2863. else
  2864. type = BL_PC;
  2865. }
  2866. else
  2867. type = BL_NPC;
  2868. return (!isNearNPC) ?
  2869. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  2870. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  2871. //isNearNPC is used to check range from NPC
  2872. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  2873. }
  2874. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2875. {
  2876. if(id == sd->bl.id && battle_config.guild_aura&16)
  2877. return 0; // Do not affect guild leader
  2878. if (sd->sc.data[SC_GUILDAURA]) {
  2879. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2880. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2881. sce->val3 = strvit;
  2882. sce->val4 = agidex;
  2883. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2884. }
  2885. return 0;
  2886. }
  2887. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2888. return 1;
  2889. }
  2890. /*==========================================
  2891. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2892. * Flag:
  2893. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2894. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2895. *------------------------------------------*/
  2896. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2897. {
  2898. struct status_data *status;
  2899. struct map_session_data *sd = NULL;
  2900. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2901. uint16 idx;
  2902. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2903. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2904. return 0;
  2905. nullpo_ret(bl);
  2906. switch( bl->type )
  2907. {
  2908. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2909. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2910. }
  2911. status = status_get_status_data(bl);
  2912. if( (idx = skill_get_index(skill)) == 0 )
  2913. return 0;
  2914. // Requeriments
  2915. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2916. {
  2917. itemid[i] = skill_db[idx].require.itemid[i];
  2918. amount[i] = skill_db[idx].require.amount[i];
  2919. }
  2920. hp = skill_db[idx].require.hp[lv-1];
  2921. sp = skill_db[idx].require.sp[lv-1];
  2922. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  2923. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  2924. state = skill_db[idx].require.state;
  2925. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  2926. hp += (status->max_hp * mhp) / 100;
  2927. if( hp_rate > 0 )
  2928. hp += (status->hp * hp_rate) / 100;
  2929. else
  2930. hp += (status->max_hp * (-hp_rate)) / 100;
  2931. if( sp_rate > 0 )
  2932. sp += (status->sp * sp_rate) / 100;
  2933. else
  2934. sp += (status->max_sp * (-sp_rate)) / 100;
  2935. if( bl->type == BL_HOM )
  2936. { // Intimacy Requeriments
  2937. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2938. switch( skill )
  2939. {
  2940. case HFLI_SBR44:
  2941. if( hd->homunculus.intimacy <= 200 )
  2942. return 0;
  2943. break;
  2944. case HVAN_EXPLOSION:
  2945. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2946. return 0;
  2947. break;
  2948. }
  2949. }
  2950. if( !(type&2) )
  2951. {
  2952. if( hp > 0 && status->hp <= (unsigned int)hp )
  2953. {
  2954. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2955. return 0;
  2956. }
  2957. if( sp > 0 && status->sp <= (unsigned int)sp )
  2958. {
  2959. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2960. return 0;
  2961. }
  2962. }
  2963. if( !type )
  2964. switch( state )
  2965. {
  2966. case ST_MOVE_ENABLE:
  2967. if( !unit_can_move(bl) )
  2968. {
  2969. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2970. return 0;
  2971. }
  2972. break;
  2973. }
  2974. if( !(type&1) )
  2975. return 1;
  2976. // Check item existences
  2977. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2978. {
  2979. index[i] = -1;
  2980. if( itemid[i] < 1 ) continue; // No item
  2981. index[i] = pc_search_inventory(sd, itemid[i]);
  2982. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2983. {
  2984. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2985. return 0;
  2986. }
  2987. }
  2988. // Consume items
  2989. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2990. {
  2991. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2992. }
  2993. if( type&2 )
  2994. return 1;
  2995. if( sp || hp )
  2996. status_zap(bl, hp, sp);
  2997. return 1;
  2998. }
  2999. /*==========================================
  3000. *
  3001. *------------------------------------------*/
  3002. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3003. {
  3004. return 1;
  3005. }
  3006. /*==========================================
  3007. *
  3008. *------------------------------------------*/
  3009. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3010. {
  3011. struct block_list *src = map_id2bl(id),*target;
  3012. struct unit_data *ud = unit_bl2ud(src);
  3013. struct skill_timerskill *skl;
  3014. int range;
  3015. nullpo_ret(src);
  3016. nullpo_ret(ud);
  3017. skl = ud->skilltimerskill[data];
  3018. nullpo_ret(skl);
  3019. ud->skilltimerskill[data] = NULL;
  3020. do {
  3021. if(src->prev == NULL)
  3022. break; // Source not on Map
  3023. if(skl->target_id) {
  3024. target = map_id2bl(skl->target_id);
  3025. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3026. target = src; //Required since it has to warp.
  3027. if(target == NULL)
  3028. break; // Target offline?
  3029. if(target->prev == NULL)
  3030. break; // Target not on Map
  3031. if(src->m != target->m)
  3032. break; // Different Maps
  3033. if(status_isdead(src))
  3034. break; // Caster is Dead
  3035. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3036. break;
  3037. switch(skl->skill_id) {
  3038. case RG_INTIMIDATE:
  3039. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3040. short x,y;
  3041. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3042. if (target != src && !status_isdead(target))
  3043. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3044. }
  3045. break;
  3046. case BA_FROSTJOKER:
  3047. case DC_SCREAM:
  3048. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3049. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3050. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3051. break;
  3052. case NPC_EARTHQUAKE:
  3053. if( skl->type > 1 )
  3054. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3055. skill_area_temp[0] = map_foreachinrange(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);
  3056. skill_area_temp[1] = src->id;
  3057. skill_area_temp[2] = 0;
  3058. map_foreachinrange(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);
  3059. break;
  3060. case WZ_WATERBALL:
  3061. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3062. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3063. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3064. if (!status_isdead(target) && range)
  3065. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3066. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3067. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3068. } else {
  3069. struct status_change *sc = status_get_sc(src);
  3070. if(sc) {
  3071. if(sc->data[SC_SPIRIT] &&
  3072. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3073. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3074. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3075. }
  3076. }
  3077. break;
  3078. /**
  3079. * Warlock
  3080. **/
  3081. case WL_CHAINLIGHTNING_ATK: {
  3082. struct block_list *nbl = NULL; // Next Target of Chain
  3083. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3084. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3085. if( skl->type > 1 )
  3086. { // Remaining Chains Hit
  3087. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  3088. if( nbl == NULL && skl->x > 1 )
  3089. {
  3090. nbl = target;
  3091. skl->x--;
  3092. }
  3093. else skl->x = 3;
  3094. }
  3095. if( nbl )
  3096. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  3097. }
  3098. break;
  3099. case WL_TETRAVORTEX_FIRE:
  3100. case WL_TETRAVORTEX_WATER:
  3101. case WL_TETRAVORTEX_WIND:
  3102. case WL_TETRAVORTEX_GROUND:
  3103. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3104. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3105. if( skl->type >= 3 )
  3106. { // Final Hit
  3107. if( !status_isdead(target) )
  3108. { // Final Status Effect
  3109. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3110. applyeffects[4] = { 0, 0, 0, 0 },
  3111. i, j = 0, k = 0;
  3112. for( i = 1; i <= 8; i = i + i )
  3113. {
  3114. if( skl->x&i )
  3115. {
  3116. applyeffects[j] = effects[k];
  3117. j++;
  3118. }
  3119. k++;
  3120. }
  3121. if( j )
  3122. {
  3123. i = applyeffects[rnd()%j];
  3124. status_change_start(src,target, i, 10000, skl->skill_lv,
  3125. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3126. (i == SC_BURNING ? src->id : 0),
  3127. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  3128. }
  3129. }
  3130. }
  3131. break;
  3132. case WM_REVERBERATION_MELEE:
  3133. case WM_REVERBERATION_MAGIC:
  3134. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3135. break;
  3136. case SC_FATALMENACE:
  3137. if( src == target ) // Casters Part
  3138. unit_warp(src, -1, skl->x, skl->y, 3);
  3139. else { // Target's Part
  3140. short x = skl->x, y = skl->y;
  3141. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3142. unit_warp(target,-1,x,y,3);
  3143. }
  3144. break;
  3145. case LG_MOONSLASHER:
  3146. case SR_WINDMILL:
  3147. if( target->type == BL_PC ) {
  3148. struct map_session_data *tsd = NULL;
  3149. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3150. pc_setsit(tsd);
  3151. skill_sit(tsd,1);
  3152. clif_sitting(&tsd->bl);
  3153. }
  3154. }
  3155. break;
  3156. case LG_OVERBRAND_BRANDISH:
  3157. case LG_OVERBRAND_PLUSATK:
  3158. case SR_KNUCKLEARROW:
  3159. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3160. break;
  3161. case GN_SPORE_EXPLOSION:
  3162. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3163. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3164. break;
  3165. case CH_PALMSTRIKE:
  3166. {
  3167. struct status_change* tsc = status_get_sc(target);
  3168. struct status_change* sc = status_get_sc(src);
  3169. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3170. ( sc && sc->option&OPTION_HIDE ) ){
  3171. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3172. break;
  3173. }
  3174. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3175. break;
  3176. }
  3177. case SR_FLASHCOMBO_ATK_STEP1:
  3178. case SR_FLASHCOMBO_ATK_STEP2:
  3179. case SR_FLASHCOMBO_ATK_STEP3:
  3180. case SR_FLASHCOMBO_ATK_STEP4:
  3181. if( src->type == BL_PC ) {
  3182. TBL_PC *sd = NULL;
  3183. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3184. if( (sd = BL_CAST(BL_PC,src)) ) {
  3185. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3186. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3187. }
  3188. }
  3189. break;
  3190. case SC_ESCAPE:
  3191. if( skl->type < 4 + skl->skill_lv ) {
  3192. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3193. skill_blown(src, src, 1, unit_getdir(src), 0);
  3194. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3195. }
  3196. break;
  3197. default:
  3198. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3199. break;
  3200. }
  3201. }
  3202. else {
  3203. if(src->m != skl->map)
  3204. break;
  3205. switch( skl->skill_id )
  3206. {
  3207. case WZ_METEOR:
  3208. if( skl->type >= 0 )
  3209. {
  3210. int x = skl->type>>16, y = skl->type&0xFFFF;
  3211. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3212. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3213. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3214. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3215. }
  3216. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3217. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3218. break;
  3219. case GN_CRAZYWEED_ATK:
  3220. {
  3221. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3222. 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);
  3223. }
  3224. case WL_EARTHSTRAIN:
  3225. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3226. break;
  3227. }
  3228. }
  3229. } while (0);
  3230. //Free skl now that it is no longer needed.
  3231. ers_free(skill_timer_ers, skl);
  3232. return 0;
  3233. }
  3234. /*==========================================
  3235. *
  3236. *------------------------------------------*/
  3237. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3238. {
  3239. int i;
  3240. struct unit_data *ud;
  3241. nullpo_retr(1, src);
  3242. if (src->prev == NULL)
  3243. return 0;
  3244. ud = unit_bl2ud(src);
  3245. nullpo_retr(1, ud);
  3246. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3247. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3248. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3249. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3250. ud->skilltimerskill[i]->src_id = src->id;
  3251. ud->skilltimerskill[i]->target_id = target;
  3252. ud->skilltimerskill[i]->skill_id = skill_id;
  3253. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3254. ud->skilltimerskill[i]->map = src->m;
  3255. ud->skilltimerskill[i]->x = x;
  3256. ud->skilltimerskill[i]->y = y;
  3257. ud->skilltimerskill[i]->type = type;
  3258. ud->skilltimerskill[i]->flag = flag;
  3259. return 0;
  3260. }
  3261. /*==========================================
  3262. *
  3263. *------------------------------------------*/
  3264. int skill_cleartimerskill (struct block_list *src)
  3265. {
  3266. int i;
  3267. struct unit_data *ud;
  3268. nullpo_ret(src);
  3269. ud = unit_bl2ud(src);
  3270. nullpo_ret(ud);
  3271. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3272. if(ud->skilltimerskill[i]) {
  3273. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3274. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3275. ud->skilltimerskill[i]=NULL;
  3276. }
  3277. }
  3278. return 1;
  3279. }
  3280. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3281. struct skill_unit *su = (TBL_SKILL*)bl;
  3282. struct skill_unit_group *sg;
  3283. if( bl->type != BL_SKILL )
  3284. return 0;
  3285. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3286. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3287. su->limit=DIFF_TICK(gettick(),sg->tick);
  3288. sg->unit_id = UNT_USED_TRAPS;
  3289. }
  3290. return 0;
  3291. }
  3292. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3293. {
  3294. TBL_SKILL *su = (TBL_SKILL*)bl;
  3295. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3296. { //Reveal trap.
  3297. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3298. //clif_changetraplook(bl, su->group->unit_id);
  3299. clif_skill_setunit(su);
  3300. return 1;
  3301. }
  3302. return 0;
  3303. }
  3304. /*==========================================
  3305. *
  3306. *
  3307. *------------------------------------------*/
  3308. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3309. {
  3310. struct map_session_data *sd = NULL;
  3311. struct status_data *tstatus;
  3312. struct status_change *sc, *tsc;
  3313. if (skill_id > 0 && !skill_lv) return 0;
  3314. nullpo_retr(1, src);
  3315. nullpo_retr(1, bl);
  3316. if (src->m != bl->m)
  3317. return 1;
  3318. if (bl->prev == NULL)
  3319. return 1;
  3320. sd = BL_CAST(BL_PC, src);
  3321. if (status_isdead(bl))
  3322. return 1;
  3323. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3324. { //GTB makes all targetted magic display miss with a single bolt.
  3325. sc_type sct = status_skill2sc(skill_id);
  3326. if(sct != SC_NONE)
  3327. status_change_end(bl, sct, INVALID_TIMER);
  3328. 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));
  3329. return 1;
  3330. }
  3331. sc = status_get_sc(src);
  3332. tsc = status_get_sc(bl);
  3333. if (sc && !sc->count)
  3334. sc = NULL; //Unneeded
  3335. if (tsc && !tsc->count)
  3336. tsc = NULL;
  3337. tstatus = status_get_status_data(bl);
  3338. //Hits the target if marked with SC_C_MARKER only
  3339. switch (skill_id) {
  3340. case RL_QD_SHOT:
  3341. if (sd && bl->id == sd->ud.target)
  3342. return 1;
  3343. case RL_D_TAIL:
  3344. case RL_HAMMER_OF_GOD:
  3345. {
  3346. tsc = status_get_sc(bl);
  3347. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3348. return 1;
  3349. }
  3350. break;
  3351. case RL_FLICKER:
  3352. {
  3353. tsc = status_get_sc(bl);
  3354. if (!tsc)
  3355. return 1;
  3356. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3357. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3358. return 1;
  3359. }
  3360. break;
  3361. }
  3362. map_freeblock_lock();
  3363. switch(skill_id)
  3364. {
  3365. case MER_CRASH:
  3366. case SM_BASH:
  3367. case MS_BASH:
  3368. case MC_MAMMONITE:
  3369. case TF_DOUBLE:
  3370. case AC_DOUBLE:
  3371. case MA_DOUBLE:
  3372. case AS_SONICBLOW:
  3373. case KN_PIERCE:
  3374. case ML_PIERCE:
  3375. case KN_SPEARBOOMERANG:
  3376. case TF_POISON:
  3377. case TF_SPRINKLESAND:
  3378. case AC_CHARGEARROW:
  3379. case MA_CHARGEARROW:
  3380. case RG_INTIMIDATE:
  3381. case AM_ACIDTERROR:
  3382. case BA_MUSICALSTRIKE:
  3383. case DC_THROWARROW:
  3384. case BA_DISSONANCE:
  3385. case CR_HOLYCROSS:
  3386. case NPC_DARKCROSS:
  3387. case CR_SHIELDCHARGE:
  3388. case CR_SHIELDBOOMERANG:
  3389. case NPC_PIERCINGATT:
  3390. case NPC_MENTALBREAKER:
  3391. case NPC_RANGEATTACK:
  3392. case NPC_CRITICALSLASH:
  3393. case NPC_COMBOATTACK:
  3394. case NPC_GUIDEDATTACK:
  3395. case NPC_POISON:
  3396. case NPC_RANDOMATTACK:
  3397. case NPC_WATERATTACK:
  3398. case NPC_GROUNDATTACK:
  3399. case NPC_FIREATTACK:
  3400. case NPC_WINDATTACK:
  3401. case NPC_POISONATTACK:
  3402. case NPC_HOLYATTACK:
  3403. case NPC_DARKNESSATTACK:
  3404. case NPC_TELEKINESISATTACK:
  3405. case NPC_UNDEADATTACK:
  3406. case NPC_ARMORBRAKE:
  3407. case NPC_WEAPONBRAKER:
  3408. case NPC_HELMBRAKE:
  3409. case NPC_SHIELDBRAKE:
  3410. case NPC_BLINDATTACK:
  3411. case NPC_SILENCEATTACK:
  3412. case NPC_STUNATTACK:
  3413. case NPC_PETRIFYATTACK:
  3414. case NPC_CURSEATTACK:
  3415. case NPC_SLEEPATTACK:
  3416. case LK_AURABLADE:
  3417. case LK_SPIRALPIERCE:
  3418. case ML_SPIRALPIERCE:
  3419. case LK_HEADCRUSH:
  3420. case CG_ARROWVULCAN:
  3421. case HW_MAGICCRASHER:
  3422. case ITM_TOMAHAWK:
  3423. case MO_TRIPLEATTACK:
  3424. case CH_CHAINCRUSH:
  3425. case CH_TIGERFIST:
  3426. case PA_SHIELDCHAIN: // Shield Chain
  3427. case PA_SACRIFICE:
  3428. case WS_CARTTERMINATION: // Cart Termination
  3429. case AS_VENOMKNIFE:
  3430. case HT_PHANTASMIC:
  3431. case HT_POWER:
  3432. case TK_DOWNKICK:
  3433. case TK_COUNTER:
  3434. case GS_CHAINACTION:
  3435. case GS_TRIPLEACTION:
  3436. case GS_MAGICALBULLET:
  3437. case GS_TRACKING:
  3438. case GS_PIERCINGSHOT:
  3439. case GS_RAPIDSHOWER:
  3440. case GS_DUST:
  3441. case GS_DISARM: // Added disarm. [Reddozen]
  3442. case GS_FULLBUSTER:
  3443. case NJ_SYURIKEN:
  3444. case NJ_KUNAI:
  3445. #ifndef RENEWAL
  3446. case ASC_BREAKER:
  3447. #endif
  3448. case HFLI_MOON: //[orn]
  3449. case HFLI_SBR44: //[orn]
  3450. case NPC_BLEEDING:
  3451. case NPC_CRITICALWOUND:
  3452. case NPC_HELLPOWER:
  3453. case RK_SONICWAVE:
  3454. case AB_DUPLELIGHT_MELEE:
  3455. case RA_AIMEDBOLT:
  3456. case NC_AXEBOOMERANG:
  3457. case NC_POWERSWING:
  3458. case GC_CROSSIMPACT:
  3459. case GC_VENOMPRESSURE:
  3460. case SC_TRIANGLESHOT:
  3461. case SC_FEINTBOMB:
  3462. case LG_BANISHINGPOINT:
  3463. case LG_SHIELDPRESS:
  3464. case LG_RAGEBURST:
  3465. case LG_RAYOFGENESIS:
  3466. case LG_HESPERUSLIT:
  3467. case SR_FALLENEMPIRE:
  3468. case SR_CRESCENTELBOW_AUTOSPELL:
  3469. case SR_GATEOFHELL:
  3470. case SR_GENTLETOUCH_QUIET:
  3471. case WM_SEVERE_RAINSTORM_MELEE:
  3472. case WM_GREAT_ECHO:
  3473. case GN_SLINGITEM_RANGEMELEEATK:
  3474. case KO_JYUMONJIKIRI:
  3475. case KO_SETSUDAN:
  3476. case KO_KAIHOU:
  3477. case GC_DARKCROW:
  3478. case RL_MASS_SPIRAL:
  3479. case RL_SLUGSHOT:
  3480. case RL_AM_BLAST:
  3481. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3482. break;
  3483. /**
  3484. * Mechanic (MADO GEAR)
  3485. **/
  3486. case NC_BOOSTKNUCKLE:
  3487. case NC_PILEBUNKER:
  3488. case NC_VULCANARM:
  3489. case NC_COLDSLOWER:
  3490. case NC_ARMSCANNON:
  3491. if (sd) pc_overheat(sd,1);
  3492. case RK_WINDCUTTER:
  3493. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3494. break;
  3495. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3496. switch( rnd()%6 ){
  3497. case 0: flag |= BREAK_ANKLE; break;
  3498. case 1: flag |= BREAK_WRIST; break;
  3499. case 2: flag |= BREAK_KNEE; break;
  3500. case 3: flag |= BREAK_SHOULDER; break;
  3501. case 4: flag |= BREAK_WAIST; break;
  3502. case 5: flag |= BREAK_NECK; break;
  3503. }
  3504. //TODO: is there really no cleaner way to do this?
  3505. sc = status_get_sc(bl);
  3506. if (sc) sc->jb_flag = flag;
  3507. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3508. break;
  3509. case MO_COMBOFINISH:
  3510. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3511. { //Becomes a splash attack when Soul Linked.
  3512. map_foreachinrange(skill_area_sub, bl,
  3513. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3514. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3515. skill_castend_damage_id);
  3516. } else
  3517. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3518. break;
  3519. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3521. skill_area_temp[1] = 0;
  3522. map_foreachinrange(skill_attack_area, src,
  3523. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3524. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3525. break;
  3526. case KN_CHARGEATK:
  3527. {
  3528. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3529. unsigned int dist = distance_bl(src, bl);
  3530. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3531. // teleport to target (if not on WoE grounds)
  3532. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3533. clif_slide(src, bl->x, bl->y);
  3534. // cause damage and knockback if the path to target was a straight one
  3535. if( path )
  3536. {
  3537. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3538. skill_blown(src, bl, dist, dir, 0);
  3539. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3540. // make the caster look in the direction of the target
  3541. unit_setdir(src, (dir+4)%8);
  3542. }
  3543. }
  3544. break;
  3545. case NC_FLAMELAUNCHER:
  3546. if (sd) pc_overheat(sd,1);
  3547. case SN_SHARPSHOOTING:
  3548. case MA_SHARPSHOOTING:
  3549. case NJ_KAMAITACHI:
  3550. case LG_CANNONSPEAR:
  3551. //It won't shoot through walls since on castend there has to be a direct
  3552. //line of sight between caster and target.
  3553. skill_area_temp[1] = bl->id;
  3554. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3555. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3556. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3557. break;
  3558. case NPC_ACIDBREATH:
  3559. case NPC_DARKNESSBREATH:
  3560. case NPC_FIREBREATH:
  3561. case NPC_ICEBREATH:
  3562. case NPC_THUNDERBREATH:
  3563. skill_area_temp[1] = bl->id;
  3564. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3565. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3566. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3567. break;
  3568. case MO_INVESTIGATE:
  3569. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3570. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3571. break;
  3572. case RG_BACKSTAP:
  3573. {
  3574. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3575. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3576. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3577. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3578. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3579. unit_setdir(bl,dir);
  3580. }
  3581. else if (sd)
  3582. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3583. }
  3584. break;
  3585. case MO_FINGEROFFENSIVE:
  3586. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3587. if (battle_config.finger_offensive_type && sd) {
  3588. int i;
  3589. for (i = 1; i < sd->spiritball_old; i++)
  3590. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3591. }
  3592. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3593. break;
  3594. case MO_CHAINCOMBO:
  3595. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3596. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3597. break;
  3598. #ifndef RENEWAL
  3599. case NJ_ISSEN:
  3600. status_change_end(src, SC_NEN, INVALID_TIMER);
  3601. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3602. #endif
  3603. // fall through
  3604. case MO_EXTREMITYFIST:
  3605. {
  3606. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3607. struct block_list *mbl = bl;
  3608. short dir = 0;
  3609. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3610. if( skill_id == MO_EXTREMITYFIST )
  3611. {
  3612. mbl = src;
  3613. i = 3; // for Asura(from caster)
  3614. status_set_sp(src, 0, 0);
  3615. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3616. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3617. #ifdef RENEWAL
  3618. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3619. #endif
  3620. }else
  3621. status_set_hp(src,
  3622. #ifdef RENEWAL
  3623. max(status_get_max_hp(src)/100, 1)
  3624. #else
  3625. 1
  3626. #endif
  3627. , 0);
  3628. dir = map_calc_dir(src,bl->x,bl->y);
  3629. if( dir > 0 && dir < 4) x = -i;
  3630. else if( dir > 4 ) x = i;
  3631. else x = 0;
  3632. if( dir > 2 && dir < 6 ) y = -i;
  3633. else if( dir == 7 || dir < 2 ) y = i;
  3634. else y = 0;
  3635. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3636. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3637. clif_slide(src, src->x, src->y);
  3638. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3639. //clif_fixpos(src);
  3640. }
  3641. }
  3642. break;
  3643. //Splash attack skills.
  3644. case AS_GRIMTOOTH:
  3645. case MC_CARTREVOLUTION:
  3646. case NPC_SPLASHATTACK:
  3647. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3648. case AS_SPLASHER:
  3649. case SM_MAGNUM:
  3650. case MS_MAGNUM:
  3651. case HT_BLITZBEAT:
  3652. case AC_SHOWER:
  3653. case MA_SHOWER:
  3654. case MG_NAPALMBEAT:
  3655. case MG_FIREBALL:
  3656. case RG_RAID:
  3657. case HW_NAPALMVULCAN:
  3658. case NJ_HUUMA:
  3659. case NJ_BAKUENRYU:
  3660. case ASC_METEORASSAULT:
  3661. case GS_DESPERADO:
  3662. case GS_SPREADATTACK:
  3663. case NPC_EARTHQUAKE:
  3664. case NPC_PULSESTRIKE:
  3665. case NPC_HELLJUDGEMENT:
  3666. case NPC_VAMPIRE_GIFT:
  3667. case RK_IGNITIONBREAK:
  3668. case AB_JUDEX:
  3669. case WL_SOULEXPANSION:
  3670. case WL_CRIMSONROCK:
  3671. case WL_JACKFROST:
  3672. case RA_ARROWSTORM:
  3673. case RA_WUGDASH:
  3674. case NC_SELFDESTRUCTION:
  3675. case NC_AXETORNADO:
  3676. case GC_ROLLINGCUTTER:
  3677. case GC_COUNTERSLASH:
  3678. case LG_MOONSLASHER:
  3679. case LG_EARTHDRIVE:
  3680. case SR_TIGERCANNON:
  3681. case SR_RAMPAGEBLASTER:
  3682. case SR_SKYNETBLOW:
  3683. case SR_WINDMILL:
  3684. case SR_RIDEINLIGHTNING:
  3685. case WM_SOUND_OF_DESTRUCTION:
  3686. case WM_REVERBERATION_MELEE:
  3687. case WM_REVERBERATION_MAGIC:
  3688. case SO_VARETYR_SPEAR:
  3689. case GN_CART_TORNADO:
  3690. case GN_CARTCANNON:
  3691. case KO_HAPPOKUNAI:
  3692. case KO_HUUMARANKA:
  3693. case KO_MUCHANAGE:
  3694. case KO_BAKURETSU:
  3695. case GN_ILLUSIONDOPING:
  3696. case RL_FIREDANCE:
  3697. case RL_BANISHING_BUSTER:
  3698. case RL_S_STORM:
  3699. case RL_D_TAIL:
  3700. case RL_R_TRIP:
  3701. case RL_FLICKER:
  3702. case RL_HAMMER_OF_GOD:
  3703. case RL_QD_SHOT:
  3704. case RL_FIRE_RAIN:
  3705. if( flag&1 ) {//Recursive invocation
  3706. // skill_area_temp[0] holds number of targets in area
  3707. // skill_area_temp[1] holds the id of the original target
  3708. // skill_area_temp[2] counts how many targets have already been processed
  3709. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3710. if( flag&SD_LEVEL )
  3711. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3712. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3713. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3714. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3715. tsc = status_get_sc(bl);
  3716. if (sd)
  3717. sd->flicker = true;
  3718. if (!tsc)
  3719. break;
  3720. if (tsc->data[SC_B_TRAP])
  3721. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3722. if (tsc->data[SC_H_MINE])
  3723. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3724. if (sd)
  3725. sd->flicker = false;
  3726. }
  3727. else {
  3728. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3729. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3730. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3731. status_heal(src,heal,0,0);
  3732. }
  3733. }
  3734. } else {
  3735. switch ( skill_id ) {
  3736. case NJ_BAKUENRYU:
  3737. case LG_EARTHDRIVE:
  3738. case GN_CARTCANNON:
  3739. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3740. break;
  3741. case LG_MOONSLASHER:
  3742. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3743. break;
  3744. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3745. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3746. break;
  3747. default:
  3748. break;
  3749. }
  3750. skill_area_temp[0] = 0;
  3751. skill_area_temp[1] = bl->id;
  3752. skill_area_temp[2] = 0;
  3753. if( skill_id == WL_CRIMSONROCK ) {
  3754. skill_area_temp[4] = bl->x;
  3755. skill_area_temp[5] = bl->y;
  3756. }
  3757. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3758. skill_area_temp[1] = 0;
  3759. // if skill damage should be split among targets, count them
  3760. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3761. //special case: Venom Splasher uses a different range for searching than for splashing
  3762. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3763. skill_area_temp[0] = map_foreachinrange(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);
  3764. // recursive invocation of skill_castend_damage_id() with flag|1
  3765. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3766. }
  3767. break;
  3768. case WL_COMET:
  3769. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3770. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3771. break;
  3772. case KN_BRANDISHSPEAR:
  3773. case ML_BRANDISH:
  3774. //Coded apart for it needs the flag passed to the damage calculation.
  3775. if (skill_area_temp[1] != bl->id)
  3776. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3777. else
  3778. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3779. break;
  3780. case KN_BOWLINGBASH:
  3781. case MS_BOWLINGBASH:
  3782. {
  3783. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3784. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3785. c = (skill_lv-(flag&0xFFF)+1)/2;
  3786. // Determine the Bowling Bash area depending on configuration
  3787. if (battle_config.bowling_bash_area == 0) {
  3788. // Gutter line system
  3789. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3790. if(min_x < 0) min_x = 0;
  3791. max_x = min_x + 39;
  3792. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3793. if(min_y < 0) min_y = 0;
  3794. max_y = min_y + 39;
  3795. } else if (battle_config.bowling_bash_area == 1) {
  3796. // Gutter line system without demi gutter bug
  3797. min_x = src->x - (src->x)%40;
  3798. max_x = min_x + 39;
  3799. min_y = src->y - (src->y)%40;
  3800. max_y = min_y + 39;
  3801. } else {
  3802. // Area around caster
  3803. min_x = src->x - battle_config.bowling_bash_area;
  3804. max_x = src->x + battle_config.bowling_bash_area;
  3805. min_y = src->y - battle_config.bowling_bash_area;
  3806. max_y = src->y + battle_config.bowling_bash_area;
  3807. }
  3808. // Initialization, break checks, direction
  3809. if((flag&0xFFF) > 0) {
  3810. // Ignore monsters outside area
  3811. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3812. break;
  3813. // Ignore monsters already in list
  3814. if(idb_exists(bowling_db, bl->id))
  3815. break;
  3816. // Random direction
  3817. dir = rand()%8;
  3818. } else {
  3819. // Create an empty list of already hit targets
  3820. db_clear(bowling_db);
  3821. // Direction is walkpath
  3822. dir = (unit_getdir(src)+4)%8;
  3823. }
  3824. // Add current target to the list of already hit targets
  3825. idb_put(bowling_db, bl->id, bl);
  3826. // Keep moving target in direction square by square
  3827. tx = bl->x;
  3828. ty = bl->y;
  3829. for(i=0;i<c;i++) {
  3830. // Target coordinates (get changed even if knockback fails)
  3831. tx -= dirx[dir];
  3832. ty -= diry[dir];
  3833. // If target cell is a wall then break
  3834. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3835. break;
  3836. skill_blown(src,bl,1,dir,0);
  3837. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3838. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3839. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3840. (map_foreachinarea(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))) {
  3841. // Recursive call
  3842. map_foreachinarea(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);
  3843. // Self-collision
  3844. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3845. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3846. break;
  3847. }
  3848. }
  3849. // Original hit or chain hit depending on flag
  3850. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3851. }
  3852. break;
  3853. case KN_SPEARSTAB:
  3854. if(flag&1) {
  3855. if (bl->id==skill_area_temp[1])
  3856. break;
  3857. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3858. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3859. } else {
  3860. int x=bl->x,y=bl->y,i,dir;
  3861. dir = map_calc_dir(bl,src->x,src->y);
  3862. skill_area_temp[1] = bl->id;
  3863. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3864. // all the enemies between the caster and the target are hit, as well as the target
  3865. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3866. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3867. for (i=0;i<4;i++) {
  3868. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3869. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3870. x += dirx[dir];
  3871. y += diry[dir];
  3872. }
  3873. }
  3874. break;
  3875. case TK_TURNKICK:
  3876. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3877. {
  3878. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3879. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3880. map_foreachinrange(skill_area_sub,bl,
  3881. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3882. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3883. skill_castend_nodamage_id);
  3884. }
  3885. break;
  3886. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3887. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3888. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3889. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3890. break;
  3891. case PR_TURNUNDEAD:
  3892. case ALL_RESURRECTION:
  3893. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3894. break;
  3895. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3896. break;
  3897. case MG_SOULSTRIKE:
  3898. case NPC_DARKSTRIKE:
  3899. case MG_COLDBOLT:
  3900. case MG_FIREBOLT:
  3901. case MG_LIGHTNINGBOLT:
  3902. case WZ_EARTHSPIKE:
  3903. case AL_HEAL:
  3904. case AL_HOLYLIGHT:
  3905. case WZ_JUPITEL:
  3906. case NPC_DARKTHUNDER:
  3907. case PR_ASPERSIO:
  3908. case MG_FROSTDIVER:
  3909. case WZ_SIGHTBLASTER:
  3910. case WZ_SIGHTRASHER:
  3911. case NJ_KOUENKA:
  3912. case NJ_HYOUSENSOU:
  3913. case NJ_HUUJIN:
  3914. case AB_ADORAMUS:
  3915. case AB_RENOVATIO:
  3916. case AB_HIGHNESSHEAL:
  3917. case AB_DUPLELIGHT_MAGIC:
  3918. case WM_METALICSOUND:
  3919. case MH_ERASER_CUTTER:
  3920. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3921. break;
  3922. case NPC_MAGICALATTACK:
  3923. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3924. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3925. break;
  3926. case HVAN_CAPRICE: //[blackhole89]
  3927. {
  3928. int ran=rnd()%4;
  3929. int sid = 0;
  3930. switch(ran)
  3931. {
  3932. case 0: sid=MG_COLDBOLT; break;
  3933. case 1: sid=MG_FIREBOLT; break;
  3934. case 2: sid=MG_LIGHTNINGBOLT; break;
  3935. case 3: sid=WZ_EARTHSPIKE; break;
  3936. }
  3937. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3938. }
  3939. break;
  3940. case WZ_WATERBALL:
  3941. {
  3942. int range = skill_lv / 2;
  3943. int maxlv = skill_get_max(skill_id); // learnable level
  3944. int count = 0;
  3945. int x, y;
  3946. struct skill_unit* unit;
  3947. if( skill_lv > maxlv )
  3948. {
  3949. if( src->type == BL_MOB && skill_lv == 10 )
  3950. range = 4;
  3951. else
  3952. range = maxlv / 2;
  3953. }
  3954. for( y = src->y - range; y <= src->y + range; ++y )
  3955. for( x = src->x - range; x <= src->x + range; ++x )
  3956. {
  3957. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3958. {
  3959. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3960. count++; // natural water cell
  3961. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3962. {
  3963. count++; // skill-induced water cell
  3964. skill_delunit(unit); // consume cell
  3965. }
  3966. }
  3967. }
  3968. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3969. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3970. }
  3971. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3972. break;
  3973. case PR_BENEDICTIO:
  3974. //Should attack undead and demons. [Skotlex]
  3975. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3976. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3977. break;
  3978. case SL_SMA:
  3979. status_change_end(src, SC_SMA, INVALID_TIMER);
  3980. case SL_STIN:
  3981. case SL_STUN:
  3982. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3983. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3985. break;
  3986. }
  3987. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3988. break;
  3989. case NPC_DARKBREATH:
  3990. clif_emotion(src,E_AG);
  3991. case SN_FALCONASSAULT:
  3992. case PA_PRESSURE:
  3993. case CR_ACIDDEMONSTRATION:
  3994. case TF_THROWSTONE:
  3995. #ifdef RENEWAL
  3996. case ASC_BREAKER:
  3997. #endif
  3998. case NPC_SMOKING:
  3999. case GS_FLING:
  4000. case NJ_ZENYNAGE:
  4001. case GN_THORNS_TRAP:
  4002. case GN_HELLS_PLANT_ATK:
  4003. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4004. break;
  4005. #ifdef RENEWAL
  4006. case NJ_ISSEN: // teleport for Issen
  4007. {
  4008. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4009. struct block_list *mbl = bl;
  4010. short dir = 0;
  4011. status_change_end(src, SC_NEN, INVALID_TIMER);
  4012. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4013. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4014. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4015. dir = map_calc_dir(src,bl->x,bl->y);
  4016. if( dir > 0 && dir < 4) x = -i;
  4017. else if( dir > 4 ) x = i;
  4018. else x = 0;
  4019. if( dir > 2 && dir < 6 ) y = -i;
  4020. else if( dir == 7 || dir < 2 ) y = i;
  4021. else y = 0;
  4022. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4023. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4024. clif_slide(src, src->x, src->y);
  4025. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4026. //clif_fixpos(src);
  4027. }
  4028. }
  4029. break;
  4030. #endif
  4031. /**
  4032. * Rune Knight
  4033. **/
  4034. case RK_DRAGONBREATH_WATER:
  4035. case RK_DRAGONBREATH: {
  4036. struct status_change *tsc = NULL;
  4037. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4038. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4039. } else
  4040. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4041. }
  4042. break;
  4043. case NPC_SELFDESTRUCTION: {
  4044. struct status_change *tsc = NULL;
  4045. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4046. break;
  4047. }
  4048. case HVAN_EXPLOSION:
  4049. if (src != bl)
  4050. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4051. break;
  4052. // Celest
  4053. case PF_SOULBURN:
  4054. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4056. if (skill_lv == 5)
  4057. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4058. status_percent_damage(src, bl, 0, 100, false);
  4059. } else {
  4060. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4061. if (skill_lv == 5)
  4062. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4063. status_percent_damage(src, src, 0, 100, false);
  4064. }
  4065. break;
  4066. case NPC_BLOODDRAIN:
  4067. case NPC_ENERGYDRAIN:
  4068. {
  4069. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4070. src, src, bl, skill_id, skill_lv, tick, flag);
  4071. if (heal > 0){
  4072. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4073. status_heal(src, heal, 0, 0);
  4074. }
  4075. }
  4076. break;
  4077. case GS_BULLSEYE:
  4078. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4079. break;
  4080. case NJ_KASUMIKIRI:
  4081. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4082. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4083. break;
  4084. case NJ_KIRIKAGE:
  4085. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4086. { //You don't move on GVG grounds.
  4087. short x, y;
  4088. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4089. if (unit_movepos(src, x, y, 0, 0))
  4090. clif_slide(src,src->x,src->y);
  4091. }
  4092. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4093. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4094. break;
  4095. case RK_HUNDREDSPEAR:
  4096. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4097. if(rnd()%100 < (10 + 3*skill_lv)) {
  4098. int skill_req = sd?pc_checkskill(sd,KN_SPEARBOOMERANG):1;
  4099. if( !skill_req )
  4100. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4101. skill_blown(src,bl,6,-1,0);
  4102. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4103. }
  4104. break;
  4105. case RK_CRUSHSTRIKE:
  4106. if( sd ) {
  4107. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4108. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4109. else
  4110. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4111. } else //non-sd support
  4112. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4113. break;
  4114. case RK_STORMBLAST:
  4115. if( flag&1 )
  4116. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4117. else {
  4118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4119. 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);
  4120. }
  4121. break;
  4122. case GC_DARKILLUSION:
  4123. {
  4124. short x, y;
  4125. short dir = map_calc_dir(src,bl->x,bl->y);
  4126. if( dir > 0 && dir < 4) x = 2;
  4127. else if( dir > 4 ) x = -2;
  4128. else x = 0;
  4129. if( dir > 2 && dir < 6 ) y = 2;
  4130. else if( dir == 7 || dir < 2 ) y = -2;
  4131. else y = 0;
  4132. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4133. {
  4134. clif_slide(src,bl->x+x,bl->y+y);
  4135. clif_fixpos(src); // the official server send these two packts.
  4136. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4137. if( rnd()%100 < 4 * skill_lv )
  4138. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4139. }
  4140. }
  4141. break;
  4142. case GC_WEAPONCRUSH:
  4143. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4144. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4145. else if( sd )
  4146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4147. break;
  4148. case GC_CROSSRIPPERSLASHER:
  4149. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4151. else
  4152. {
  4153. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4154. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4155. }
  4156. break;
  4157. case GC_PHANTOMMENACE:
  4158. if( flag&1 )
  4159. { // Only Hits Invisible Targets
  4160. struct status_change *tsc = status_get_sc(bl);
  4161. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4162. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4163. }
  4164. break;
  4165. case WL_CHAINLIGHTNING:
  4166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4167. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  4168. break;
  4169. case WL_DRAINLIFE:
  4170. {
  4171. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4172. int rate = 70 + 5 * skill_lv;
  4173. heal = heal * (5 + 5 * skill_lv) / 100;
  4174. if( bl->type == BL_SKILL )
  4175. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4176. if( heal && rnd()%100 < rate )
  4177. {
  4178. status_heal(src, heal, 0, 0);
  4179. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4180. }
  4181. }
  4182. break;
  4183. case WL_TETRAVORTEX:
  4184. if( sd && sc ) { // No SC? No spheres
  4185. int spheres[5] = { 0, 0, 0, 0, 0 },
  4186. positions[5] = {-1,-1,-1,-1,-1 },
  4187. i, j = 0, k, subskill = 0;
  4188. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4189. if( sc->data[i] ) {
  4190. spheres[j] = i;
  4191. positions[j] = sc->data[i]->val2;
  4192. j++;
  4193. }
  4194. // Sphere Sort, this time from new to old
  4195. for( i = 0; i <= j - 2; i++ )
  4196. for( k = i + 1; k <= j - 1; k++ )
  4197. if( positions[i] < positions[k] ) {
  4198. swap(positions[i],positions[k]);
  4199. swap(spheres[i],spheres[k]);
  4200. }
  4201. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4202. status_change_end(src, spheres[4], INVALID_TIMER);
  4203. j = 4;
  4204. }
  4205. k = 0;
  4206. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4207. switch( sc->data[spheres[i]]->val1 ) {
  4208. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4209. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4210. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4211. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4212. }
  4213. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4214. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4215. status_change_end(src, spheres[i], INVALID_TIMER);
  4216. }
  4217. }
  4218. break;
  4219. case WL_RELEASE:
  4220. if( sd )
  4221. {
  4222. int i;
  4223. // Priority is to release SpellBook
  4224. if( sc && sc->data[SC_READING_SB] )
  4225. { // SpellBook
  4226. uint16 skill_id, skill_lv, point, s = 0;
  4227. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4228. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4229. if( sc->data[i] ) spell[s++] = i;
  4230. if ( s == 0 )
  4231. break;
  4232. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4233. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  4234. skill_id = sc->data[i]->val1;
  4235. skill_lv = sc->data[i]->val2;
  4236. point = sc->data[i]->val3;
  4237. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4238. }else //something went wrong :(
  4239. break;
  4240. if( sc->data[SC_READING_SB]->val2 > point )
  4241. sc->data[SC_READING_SB]->val2 -= point;
  4242. else // Last spell to be released
  4243. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4244. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4245. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4246. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4247. break;
  4248. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4249. skill_toggle_magicpower(src, skill_id);
  4250. switch( skill_get_casttype(skill_id) )
  4251. {
  4252. case CAST_GROUND:
  4253. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4254. break;
  4255. case CAST_NODAMAGE:
  4256. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4257. break;
  4258. case CAST_DAMAGE:
  4259. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4260. break;
  4261. }
  4262. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4263. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4264. }
  4265. else
  4266. { // Summon Balls
  4267. int j = 0, k, skele;
  4268. int spheres[5] = { 0, 0, 0, 0, 0 },
  4269. positions[5] = {-1,-1,-1,-1,-1 };
  4270. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4271. if( sc && sc->data[i] )
  4272. {
  4273. spheres[j] = i;
  4274. positions[j] = sc->data[i]->val2;
  4275. sc->data[i]->val2--; // Prepares for next position
  4276. j++;
  4277. }
  4278. if( j == 0 )
  4279. { // No Spheres
  4280. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4281. break;
  4282. }
  4283. // Sphere Sort
  4284. for( i = 0; i <= j - 2; i++ )
  4285. for( k = i + 1; k <= j - 1; k++ )
  4286. if( positions[i] > positions[k] )
  4287. {
  4288. swap(positions[i],positions[k]);
  4289. swap(spheres[i],spheres[k]);
  4290. }
  4291. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4292. for( i = 0; i < j; i++ )
  4293. {
  4294. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4295. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4296. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4297. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4298. }
  4299. clif_skill_nodamage(src,bl,skill_id,0,1);
  4300. }
  4301. }
  4302. break;
  4303. case WL_FROSTMISTY:
  4304. // Causes Freezing status through walls.
  4305. 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));
  4306. // Doesn't deal damage through non-shootable walls.
  4307. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4308. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4309. break;
  4310. case WL_HELLINFERNO:
  4311. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4312. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4313. break;
  4314. case RA_WUGSTRIKE:
  4315. if( sd && pc_isridingwug(sd) ){
  4316. short x[8]={0,-1,-1,-1,0,1,1,1};
  4317. short y[8]={1,1,0,-1,-1,-1,0,1};
  4318. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4319. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4320. {
  4321. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4322. clif_fixpos(src);
  4323. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4324. }
  4325. break;
  4326. }
  4327. case RA_WUGBITE:
  4328. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4329. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4330. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4331. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4332. break;
  4333. case RA_SENSITIVEKEEN:
  4334. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4335. struct status_change * tsc = status_get_sc(bl);
  4336. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4337. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4338. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4339. }
  4340. }
  4341. else
  4342. {
  4343. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4344. struct skill_unit_group* sg;
  4345. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4346. {
  4347. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4348. {
  4349. struct item item_tmp;
  4350. memset(&item_tmp,0,sizeof(item_tmp));
  4351. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4352. item_tmp.identify = 1;
  4353. if( item_tmp.nameid )
  4354. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4355. }
  4356. skill_delunit(su);
  4357. }
  4358. }
  4359. break;
  4360. case NC_INFRAREDSCAN:
  4361. if( flag&1 )
  4362. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4363. if( rnd()%100 < 50 )
  4364. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4365. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4366. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4367. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4368. }
  4369. else
  4370. {
  4371. 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|SD_SPLASH|1, skill_castend_damage_id);
  4372. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4373. if( sd ) pc_overheat(sd,1);
  4374. }
  4375. break;
  4376. case NC_MAGNETICFIELD:
  4377. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4378. break;
  4379. case SC_FATALMENACE:
  4380. if( flag&1 )
  4381. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4382. else
  4383. {
  4384. short x, y;
  4385. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4386. // Destination area
  4387. skill_area_temp[4] = x;
  4388. skill_area_temp[5] = y;
  4389. 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);
  4390. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4391. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4392. }
  4393. break;
  4394. case LG_PINPOINTATTACK:
  4395. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4396. clif_slide(src,bl->x,bl->y);
  4397. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4398. break;
  4399. case LG_SHIELDSPELL:
  4400. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4401. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4402. break;
  4403. case LG_OVERBRAND:
  4404. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4405. break;
  4406. case LG_OVERBRAND_BRANDISH:
  4407. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4408. break;
  4409. case SR_DRAGONCOMBO:
  4410. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4411. break;
  4412. case SR_KNUCKLEARROW:
  4413. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4414. clif_slide(src,bl->x,bl->y);
  4415. clif_fixpos(src); // Aegis send this packet too.
  4416. }
  4417. if( flag&1 )
  4418. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4419. else
  4420. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4421. break;
  4422. case SR_HOWLINGOFLION:
  4423. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4424. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4425. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4426. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4427. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4428. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4429. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4430. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4431. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4432. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4433. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4434. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4435. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4436. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4437. break;
  4438. case SR_EARTHSHAKER:
  4439. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4440. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4441. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4442. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4443. } else {
  4444. 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|SD_SPLASH|1, skill_castend_damage_id);
  4445. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4446. }
  4447. break;
  4448. case SO_POISON_BUSTER: {
  4449. struct status_change *tsc = status_get_sc(bl);
  4450. if( tsc && tsc->data[SC_POISON] ) {
  4451. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4452. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4453. }
  4454. else if( sd )
  4455. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4456. }
  4457. break;
  4458. case GN_SPORE_EXPLOSION:
  4459. if( flag&1 )
  4460. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4461. else {
  4462. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4463. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4464. }
  4465. break;
  4466. case EL_FIRE_BOMB:
  4467. case EL_FIRE_WAVE:
  4468. case EL_WATER_SCREW:
  4469. case EL_HURRICANE:
  4470. case EL_TYPOON_MIS:
  4471. if( flag&1 )
  4472. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4473. else {
  4474. int i = skill_get_splash(skill_id,skill_lv);
  4475. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4476. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4477. if( rnd()%100 < 30 )
  4478. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4479. else
  4480. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4481. }
  4482. break;
  4483. case EL_ROCK_CRUSHER:
  4484. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4485. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4486. if( rnd()%100 < 50 )
  4487. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4488. else
  4489. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4490. break;
  4491. case EL_STONE_RAIN:
  4492. if( flag&1 )
  4493. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4494. else {
  4495. int i = skill_get_splash(skill_id,skill_lv);
  4496. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4497. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4498. if( rnd()%100 < 30 )
  4499. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4500. else
  4501. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4502. }
  4503. break;
  4504. case EL_FIRE_ARROW:
  4505. case EL_ICE_NEEDLE:
  4506. case EL_WIND_SLASH:
  4507. case EL_STONE_HAMMER:
  4508. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4509. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4510. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4511. break;
  4512. case EL_TIDAL_WEAPON:
  4513. if( src->type == BL_ELEM ) {
  4514. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4515. struct status_change *sc = status_get_sc(&ele->bl);
  4516. struct status_change *tsc = status_get_sc(bl);
  4517. sc_type type = status_skill2sc(skill_id), type2;
  4518. type2 = type-1;
  4519. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4520. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4521. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4522. elemental_clean_single_effect(ele, skill_id);
  4523. }
  4524. if( rnd()%100 < 50 )
  4525. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4526. else {
  4527. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4528. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4529. }
  4530. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4531. }
  4532. break;
  4533. //recursive homon skill
  4534. case MH_MAGMA_FLOW:
  4535. case MH_HEILIGE_STANGE:
  4536. if(flag & 1){
  4537. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4538. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4539. }
  4540. else
  4541. 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 | SD_SPLASH | 1, skill_castend_damage_id);
  4542. break;
  4543. case MH_STAHL_HORN:
  4544. case MH_NEEDLE_OF_PARALYZE:
  4545. case MH_SONIC_CRAW:
  4546. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4547. break;
  4548. case MH_MIDNIGHT_FRENZY:
  4549. case MH_SILVERVEIN_RUSH:
  4550. {
  4551. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4552. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4553. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4554. }
  4555. break;
  4556. case MH_TINDER_BREAKER:
  4557. case MH_CBC:
  4558. case MH_EQC:
  4559. {
  4560. int duration=0;
  4561. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4562. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4563. hom_delspiritball(hd,skill_id==MH_EQC?2:1,0); //only EQC consume 2 in grp 2
  4564. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4565. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4566. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4567. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4568. #if PACKETVER >= 20111005
  4569. clif_snap(src, bl->x, bl->y);
  4570. #else
  4571. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4572. #endif
  4573. }
  4574. }
  4575. break;
  4576. case RL_H_MINE:
  4577. if (sd) {
  4578. //Splash damage around the main target(s)
  4579. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4580. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4581. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4582. }
  4583. else {
  4584. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4585. {
  4586. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4587. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4588. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4589. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4590. }
  4591. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4592. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4593. }
  4594. }
  4595. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4596. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4597. break;
  4598. case 0:/* no skill - basic/normal attack */
  4599. if(sd) {
  4600. if (flag & 3){
  4601. if (bl->id != skill_area_temp[1])
  4602. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4603. } else {
  4604. skill_area_temp[1] = bl->id;
  4605. map_foreachinrange(skill_area_sub, bl,
  4606. sd->bonus.splash_range, BL_CHAR,
  4607. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4608. skill_castend_damage_id);
  4609. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4610. }
  4611. }
  4612. break;
  4613. default:
  4614. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4615. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4616. 0, abs(skill_get_num(skill_id, skill_lv)),
  4617. skill_id, skill_lv, skill_get_hit(skill_id));
  4618. map_freeblock_unlock();
  4619. return 1;
  4620. }
  4621. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4622. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4623. map_freeblock_unlock();
  4624. if( sd && !(flag&1) )
  4625. {// ensure that the skill last-cast tick is recorded
  4626. sd->canskill_tick = gettick();
  4627. if( sd->state.arrow_atk )
  4628. {// consume arrow on last invocation to this skill.
  4629. battle_consume_ammo(sd, skill_id, skill_lv);
  4630. }
  4631. // perform skill requirement consumption
  4632. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4633. }
  4634. return 0;
  4635. }
  4636. /*==========================================
  4637. *
  4638. *------------------------------------------*/
  4639. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4640. {
  4641. struct map_session_data *sd, *dstsd;
  4642. struct mob_data *md, *dstmd;
  4643. struct homun_data *hd;
  4644. struct mercenary_data *mer;
  4645. struct status_data *sstatus, *tstatus;
  4646. struct status_change *tsc;
  4647. struct status_change_entry *tsce;
  4648. int i = 0;
  4649. enum sc_type type;
  4650. if(skill_id > 0 && !skill_lv) return 0; // celest
  4651. nullpo_retr(1, src);
  4652. nullpo_retr(1, bl);
  4653. if (src->m != bl->m)
  4654. return 1;
  4655. sd = BL_CAST(BL_PC, src);
  4656. hd = BL_CAST(BL_HOM, src);
  4657. md = BL_CAST(BL_MOB, src);
  4658. mer = BL_CAST(BL_MER, src);
  4659. dstsd = BL_CAST(BL_PC, bl);
  4660. dstmd = BL_CAST(BL_MOB, bl);
  4661. if(bl->prev == NULL)
  4662. return 1;
  4663. if(status_isdead(src))
  4664. return 1;
  4665. if( src != bl && status_isdead(bl) ) {
  4666. /**
  4667. * Skills that may be cast on dead targets
  4668. **/
  4669. switch( skill_id ) {
  4670. case NPC_WIDESOULDRAIN:
  4671. case PR_REDEMPTIO:
  4672. case ALL_RESURRECTION:
  4673. case WM_DEADHILLHERE:
  4674. break;
  4675. default:
  4676. return 1;
  4677. }
  4678. }
  4679. tstatus = status_get_status_data(bl);
  4680. sstatus = status_get_status_data(src);
  4681. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4682. switch (skill_id) {
  4683. case HLIF_HEAL: //[orn]
  4684. if (bl->type != BL_HOM) {
  4685. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4686. break ;
  4687. }
  4688. case AL_HEAL:
  4689. case ALL_RESURRECTION:
  4690. case PR_ASPERSIO:
  4691. /**
  4692. * Arch Bishop
  4693. **/
  4694. case AB_RENOVATIO:
  4695. case AB_HIGHNESSHEAL:
  4696. //Apparently only player casted skills can be offensive like this.
  4697. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4698. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4699. //Offensive heal does not works on non-enemies. [Skotlex]
  4700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4701. return 0;
  4702. }
  4703. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4704. }
  4705. break;
  4706. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4707. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4708. case MH_STEINWAND: {
  4709. struct block_list *s_src = battle_get_master(src);
  4710. short ret = 0;
  4711. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4712. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4713. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4714. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4715. if (hd)
  4716. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4717. return ret;
  4718. }
  4719. break;
  4720. default:
  4721. //Skill is actually ground placed.
  4722. if (src == bl && skill_get_unit_id(skill_id,0))
  4723. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4724. }
  4725. type = status_skill2sc(skill_id);
  4726. tsc = status_get_sc(bl);
  4727. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4728. if (src!=bl && type > -1 &&
  4729. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4730. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4731. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4732. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4733. map_freeblock_lock();
  4734. switch(skill_id)
  4735. {
  4736. case HLIF_HEAL: //[orn]
  4737. case AL_HEAL:
  4738. /**
  4739. * Arch Bishop
  4740. **/
  4741. case AB_HIGHNESSHEAL:
  4742. {
  4743. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4744. int heal_get_jobexp;
  4745. if( status_isimmune(bl) ||
  4746. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4747. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4748. heal=0;
  4749. if( tsc && tsc->count ) {
  4750. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4751. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4752. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4753. if (src == bl)
  4754. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4755. else {
  4756. bl = src;
  4757. dstsd = sd;
  4758. }
  4759. }
  4760. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  4761. heal = 0; //Needed so that it actually displays 0 when healing.
  4762. }
  4763. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4764. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4765. heal = ~heal + 1;
  4766. heal_get_jobexp = status_heal(bl,heal,0,0);
  4767. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4768. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4769. if (heal_get_jobexp <= 0)
  4770. heal_get_jobexp = 1;
  4771. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4772. }
  4773. }
  4774. break;
  4775. case PR_REDEMPTIO:
  4776. if (sd && !(flag&1)) {
  4777. if (sd->status.party_id == 0) {
  4778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4779. break;
  4780. }
  4781. skill_area_temp[0] = 0;
  4782. party_foreachsamemap(skill_area_sub,
  4783. sd,skill_get_splash(skill_id, skill_lv),
  4784. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4785. skill_castend_nodamage_id);
  4786. if (skill_area_temp[0] == 0) {
  4787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4788. break;
  4789. }
  4790. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4791. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4792. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4793. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4794. clif_updatestatus(sd,SP_BASEEXP);
  4795. clif_updatestatus(sd,SP_JOBEXP);
  4796. }
  4797. status_set_hp(src, 1, 0);
  4798. status_set_sp(src, 0, 0);
  4799. break;
  4800. } else if (status_isdead(bl) && flag&1) { //Revive
  4801. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4802. skill_lv = 3; //Resurrection level 3 is used
  4803. } else //Invalid target, skip resurrection.
  4804. break;
  4805. case ALL_RESURRECTION:
  4806. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4807. { //No reviving in WoE grounds!
  4808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4809. break;
  4810. }
  4811. if (!status_isdead(bl))
  4812. break;
  4813. {
  4814. int per = 0, sper = 0;
  4815. if (tsc && tsc->data[SC_HELLPOWER])
  4816. break;
  4817. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4818. break;
  4819. switch(skill_lv){
  4820. case 1: per=10; break;
  4821. case 2: per=30; break;
  4822. case 3: per=50; break;
  4823. case 4: per=80; break;
  4824. }
  4825. if(dstsd && dstsd->special_state.restart_full_recover)
  4826. per = sper = 100;
  4827. if (status_revive(bl, per, sper))
  4828. {
  4829. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4830. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4831. {
  4832. int exp = 0,jexp = 0;
  4833. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4834. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4835. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4836. if (exp < 1) exp = 1;
  4837. }
  4838. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4839. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4840. if (jexp < 1) jexp = 1;
  4841. }
  4842. if(exp > 0 || jexp > 0)
  4843. pc_gainexp (sd, bl, exp, jexp, false);
  4844. }
  4845. }
  4846. }
  4847. break;
  4848. case AL_DECAGI:
  4849. case MER_DECAGI:
  4850. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4851. 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)));
  4852. break;
  4853. case AL_CRUCIS:
  4854. if (flag&1)
  4855. 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));
  4856. else {
  4857. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4858. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4859. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4860. }
  4861. break;
  4862. case PR_LEXDIVINA:
  4863. case MER_LEXDIVINA:
  4864. if( tsce )
  4865. status_change_end(bl,type, INVALID_TIMER);
  4866. else
  4867. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4868. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4869. break;
  4870. case SA_ABRACADABRA:
  4871. {
  4872. int abra_skill_id = 0, abra_skill_lv;
  4873. do {
  4874. i = rnd() % MAX_SKILL_ABRA_DB;
  4875. abra_skill_id = skill_abra_db[i].skill_id;
  4876. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4877. } while (abra_skill_id == 0 ||
  4878. rnd()%10000 >= skill_abra_db[i].per[abra_skill_lv]
  4879. );
  4880. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4881. if( sd )
  4882. {// player-casted
  4883. sd->state.abra_flag = 1;
  4884. sd->skillitem = abra_skill_id;
  4885. sd->skillitemlv = abra_skill_lv;
  4886. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4887. }
  4888. else
  4889. {// mob-casted
  4890. struct unit_data *ud = unit_bl2ud(src);
  4891. int inf = skill_get_inf(abra_skill_id);
  4892. if (!ud) break;
  4893. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4894. if (src->type == BL_PET)
  4895. bl = (struct block_list*)((TBL_PET*)src)->master;
  4896. if (!bl) bl = src;
  4897. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4898. } else { //Assume offensive skills
  4899. int target_id = 0;
  4900. if (ud->target)
  4901. target_id = ud->target;
  4902. else switch (src->type) {
  4903. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4904. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4905. }
  4906. if (!target_id)
  4907. break;
  4908. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4909. bl = map_id2bl(target_id);
  4910. if (!bl) bl = src;
  4911. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4912. } else
  4913. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4914. }
  4915. }
  4916. }
  4917. break;
  4918. case SA_COMA:
  4919. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4920. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4921. break;
  4922. case SA_FULLRECOVERY:
  4923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4924. if (status_isimmune(bl))
  4925. break;
  4926. status_percent_heal(bl, 100, 100);
  4927. break;
  4928. case NPC_ALLHEAL:
  4929. {
  4930. int heal;
  4931. if( status_isimmune(bl) )
  4932. break;
  4933. heal = status_percent_heal(bl, 100, 0);
  4934. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4935. if( dstmd )
  4936. { // Reset Damage Logs
  4937. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4938. dstmd->tdmg = 0;
  4939. }
  4940. }
  4941. break;
  4942. case SA_SUMMONMONSTER:
  4943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4944. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4945. break;
  4946. case SA_LEVELUP:
  4947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4948. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4949. break;
  4950. case SA_INSTANTDEATH:
  4951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4952. status_kill(src);
  4953. break;
  4954. case SA_QUESTION:
  4955. clif_emotion(src,E_WHAT);
  4956. case SA_GRAVITY:
  4957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4958. break;
  4959. case SA_CLASSCHANGE:
  4960. case SA_MONOCELL:
  4961. if (dstmd)
  4962. {
  4963. int class_;
  4964. if ( sd && dstmd->status.mode&MD_BOSS )
  4965. {
  4966. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4967. break;
  4968. }
  4969. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4971. mob_class_change(dstmd,class_);
  4972. if( tsc && dstmd->status.mode&MD_BOSS )
  4973. {
  4974. 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 };
  4975. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4976. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4977. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4978. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4979. }
  4980. }
  4981. break;
  4982. case SA_DEATH:
  4983. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4984. {
  4985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4986. break;
  4987. }
  4988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4989. status_kill(bl);
  4990. break;
  4991. case SA_REVERSEORCISH:
  4992. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4993. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  4994. break;
  4995. case SA_FORTUNE:
  4996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4997. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4998. break;
  4999. case SA_TAMINGMONSTER:
  5000. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5001. if (sd && dstmd) {
  5002. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  5003. if( i < MAX_PET_DB )
  5004. pet_catch_process1(sd, dstmd->class_);
  5005. }
  5006. break;
  5007. case CR_PROVIDENCE:
  5008. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5009. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5011. map_freeblock_unlock();
  5012. return 1;
  5013. }
  5014. }
  5015. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5016. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5017. break;
  5018. case CG_MARIONETTE:
  5019. {
  5020. struct status_change* sc = status_get_sc(src);
  5021. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5022. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5023. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5024. map_freeblock_unlock();
  5025. return 1;
  5026. }
  5027. if( sc && tsc )
  5028. {
  5029. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5030. {
  5031. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5032. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5033. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5034. }
  5035. else
  5036. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5037. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5038. {
  5039. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5040. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5041. }
  5042. else
  5043. {
  5044. if( sd )
  5045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5046. map_freeblock_unlock();
  5047. return 1;
  5048. }
  5049. }
  5050. }
  5051. break;
  5052. case RG_CLOSECONFINE:
  5053. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5054. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5055. break;
  5056. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5057. case SA_FROSTWEAPON:
  5058. case SA_LIGHTNINGLOADER:
  5059. case SA_SEISMICWEAPON:
  5060. if (dstsd) {
  5061. if(dstsd->status.weapon == W_FIST ||
  5062. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5063. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5064. dstsd->sc.data[SC_FIREWEAPON] ||
  5065. dstsd->sc.data[SC_WATERWEAPON] ||
  5066. dstsd->sc.data[SC_WINDWEAPON] ||
  5067. dstsd->sc.data[SC_EARTHWEAPON] ||
  5068. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5069. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5070. dstsd->sc.data[SC_ENCPOISON]
  5071. ))
  5072. ) {
  5073. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5074. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5075. break;
  5076. }
  5077. }
  5078. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5079. 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)))) {
  5080. if (sd)
  5081. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5082. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5083. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5084. }
  5085. break;
  5086. case PR_ASPERSIO:
  5087. if (sd && dstmd) {
  5088. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5089. break;
  5090. }
  5091. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5092. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5093. break;
  5094. case ITEM_ENCHANTARMS:
  5095. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5096. sc_start2(src,bl,type,100,skill_lv,
  5097. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5098. break;
  5099. case TK_SEVENWIND:
  5100. switch(skill_get_ele(skill_id,skill_lv)) {
  5101. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5102. case ELE_WIND : type = SC_WINDWEAPON; break;
  5103. case ELE_WATER : type = SC_WATERWEAPON; break;
  5104. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5105. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5106. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5107. case ELE_HOLY : type = SC_ASPERSIO; break;
  5108. }
  5109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5110. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5111. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5112. break;
  5113. case PR_KYRIE:
  5114. case MER_KYRIE:
  5115. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5116. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5117. break;
  5118. //Passive Magnum, should had been casted on yourself.
  5119. case SM_MAGNUM:
  5120. case MS_MAGNUM:
  5121. skill_area_temp[1] = 0;
  5122. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5123. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5124. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5125. // Initiate 10% of your damage becomes fire element.
  5126. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5127. if( sd )
  5128. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5129. else if( bl->type == BL_MER )
  5130. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5131. break;
  5132. case TK_JUMPKICK:
  5133. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5134. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5135. {
  5136. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5137. {
  5138. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5139. clif_slide(src,bl->x,bl->y);
  5140. }
  5141. }
  5142. else
  5143. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5144. break;
  5145. case AL_INCAGI:
  5146. case AL_BLESSING:
  5147. case MER_INCAGI:
  5148. case MER_BLESSING:
  5149. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5150. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5151. break;
  5152. }
  5153. case PR_SLOWPOISON:
  5154. case PR_IMPOSITIO:
  5155. case PR_LEXAETERNA:
  5156. case PR_SUFFRAGIUM:
  5157. case PR_BENEDICTIO:
  5158. case LK_BERSERK:
  5159. case MS_BERSERK:
  5160. case KN_AUTOCOUNTER:
  5161. case KN_TWOHANDQUICKEN:
  5162. case KN_ONEHAND:
  5163. case MER_QUICKEN:
  5164. case CR_SPEARQUICKEN:
  5165. case CR_REFLECTSHIELD:
  5166. case MS_REFLECTSHIELD:
  5167. case AS_POISONREACT:
  5168. case MC_LOUD:
  5169. case MG_ENERGYCOAT:
  5170. case MO_EXPLOSIONSPIRITS:
  5171. case MO_STEELBODY:
  5172. case MO_BLADESTOP:
  5173. case LK_AURABLADE:
  5174. case LK_PARRYING:
  5175. case MS_PARRYING:
  5176. case LK_CONCENTRATION:
  5177. case WS_CARTBOOST:
  5178. case SN_SIGHT:
  5179. case WS_MELTDOWN:
  5180. case WS_OVERTHRUSTMAX:
  5181. case ST_REJECTSWORD:
  5182. case HW_MAGICPOWER:
  5183. case PF_MEMORIZE:
  5184. case PA_SACRIFICE:
  5185. case ASC_EDP:
  5186. case PF_DOUBLECASTING:
  5187. case SG_SUN_COMFORT:
  5188. case SG_MOON_COMFORT:
  5189. case SG_STAR_COMFORT:
  5190. case NPC_HALLUCINATION:
  5191. case GS_MADNESSCANCEL:
  5192. case GS_ADJUSTMENT:
  5193. case GS_INCREASING:
  5194. case NJ_KASUMIKIRI:
  5195. case NJ_UTSUSEMI:
  5196. case NJ_NEN:
  5197. case NPC_DEFENDER:
  5198. case NPC_MAGICMIRROR:
  5199. case ST_PRESERVE:
  5200. case NPC_INVINCIBLE:
  5201. case NPC_INVINCIBLEOFF:
  5202. case RK_DEATHBOUND:
  5203. case AB_RENOVATIO:
  5204. case AB_EXPIATIO:
  5205. case AB_DUPLELIGHT:
  5206. case AB_SECRAMENT:
  5207. case NC_ACCELERATION:
  5208. case NC_HOVERING:
  5209. case NC_SHAPESHIFT:
  5210. case WL_RECOGNIZEDSPELL:
  5211. case GC_VENOMIMPRESS:
  5212. case SC_DEADLYINFECT:
  5213. case LG_EXEEDBREAK:
  5214. case LG_PRESTIGE:
  5215. case SR_CRESCENTELBOW:
  5216. case SR_LIGHTNINGWALK:
  5217. case SR_GENTLETOUCH_ENERGYGAIN:
  5218. case GN_CARTBOOST:
  5219. case KO_MEIKYOUSISUI:
  5220. case ALL_ODINS_POWER:
  5221. case ALL_FULL_THROTTLE:
  5222. case RA_UNLIMIT:
  5223. case WL_TELEKINESIS_INTENSE:
  5224. case RL_HEAT_BARREL:
  5225. case RL_P_ALTER:
  5226. case RL_E_CHAIN:
  5227. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5228. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5229. break;
  5230. case SO_STRIKING:
  5231. if (sd) {
  5232. int bonus = 25 + 10 * skill_lv;
  5233. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5234. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5235. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5236. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5237. 0
  5238. );
  5239. }
  5240. break;
  5241. case NPC_STOP:
  5242. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5243. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5244. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5245. break;
  5246. case HP_ASSUMPTIO:
  5247. if( sd && dstmd )
  5248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5249. else
  5250. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5251. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5252. break;
  5253. case MG_SIGHT:
  5254. case MER_SIGHT:
  5255. case AL_RUWACH:
  5256. case WZ_SIGHTBLASTER:
  5257. case NPC_WIDESIGHT:
  5258. case NPC_STONESKIN:
  5259. case NPC_ANTIMAGIC:
  5260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5261. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5262. break;
  5263. case HLIF_AVOID:
  5264. case HAMI_DEFENCE:
  5265. i = skill_get_time(skill_id,skill_lv);
  5266. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5267. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5268. break;
  5269. case NJ_BUNSINJYUTSU:
  5270. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5272. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5273. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5274. break;
  5275. /* Was modified to only affect targetted char. [Skotlex]
  5276. case HP_ASSUMPTIO:
  5277. if (flag&1)
  5278. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5279. else
  5280. {
  5281. map_foreachinrange(skill_area_sub, bl,
  5282. skill_get_splash(skill_id, skill_lv), BL_PC,
  5283. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5284. skill_castend_nodamage_id);
  5285. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5286. }
  5287. break;
  5288. */
  5289. case SM_ENDURE:
  5290. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5291. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5292. break;
  5293. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5294. if (sd && dstsd && dstsd->sc.count) {
  5295. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5296. dstsd->sc.data[SC_WATERWEAPON] ||
  5297. dstsd->sc.data[SC_WINDWEAPON] ||
  5298. dstsd->sc.data[SC_EARTHWEAPON] ||
  5299. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5300. dstsd->sc.data[SC_GHOSTWEAPON]
  5301. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5302. ) {
  5303. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5305. break;
  5306. }
  5307. }
  5308. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5310. break;
  5311. case LK_TENSIONRELAX:
  5312. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5313. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5314. skill_get_time(skill_id,skill_lv)));
  5315. break;
  5316. case MC_CHANGECART:
  5317. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5318. break;
  5319. case TK_MISSION:
  5320. if (sd) {
  5321. int id;
  5322. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5323. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5325. break;
  5326. }
  5327. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5328. if (!id) {
  5329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5330. break;
  5331. }
  5332. sd->mission_mobid = id;
  5333. sd->mission_count = 0;
  5334. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5335. clif_mission_info(sd, id, 0);
  5336. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5337. }
  5338. break;
  5339. case AC_CONCENTRATION:
  5340. {
  5341. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5342. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5343. map_foreachinrange( status_change_timer_sub, src,
  5344. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5345. src,NULL,type,tick);
  5346. }
  5347. break;
  5348. case SM_PROVOKE:
  5349. case SM_SELFPROVOKE:
  5350. case MER_PROVOKE:
  5351. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5352. {
  5353. map_freeblock_unlock();
  5354. return 1;
  5355. }
  5356. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5357. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5358. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5359. if( !i )
  5360. {
  5361. if( sd )
  5362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5363. map_freeblock_unlock();
  5364. return 0;
  5365. }
  5366. unit_skillcastcancel(bl, 2);
  5367. if( tsc && tsc->count )
  5368. {
  5369. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5370. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5371. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5372. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5373. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5374. }
  5375. if( dstmd )
  5376. {
  5377. dstmd->state.provoke_flag = src->id;
  5378. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5379. }
  5380. break;
  5381. case ML_DEVOTION:
  5382. case CR_DEVOTION:
  5383. {
  5384. int count, lv;
  5385. if( !dstsd || (!sd && !mer) )
  5386. { // Only players can be devoted
  5387. if( sd )
  5388. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5389. break;
  5390. }
  5391. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5392. lv = -lv;
  5393. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5394. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5395. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5396. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5397. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5398. {
  5399. if( sd )
  5400. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5401. map_freeblock_unlock();
  5402. return 1;
  5403. }
  5404. i = 0;
  5405. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5406. if( sd )
  5407. { // Player Devoting Player
  5408. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5409. if( i == count )
  5410. {
  5411. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5412. if( i == count )
  5413. { // No free slots, skill Fail
  5414. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5415. map_freeblock_unlock();
  5416. return 1;
  5417. }
  5418. }
  5419. sd->devotion[i] = bl->id;
  5420. }
  5421. else
  5422. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5423. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5424. sc_start4(src,bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5425. clif_devotion(src, NULL);
  5426. }
  5427. break;
  5428. case MO_CALLSPIRITS:
  5429. if(sd) {
  5430. int limit = skill_lv;
  5431. if( sd->sc.data[SC_RAISINGDRAGON] )
  5432. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5433. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5434. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5435. }
  5436. break;
  5437. case CH_SOULCOLLECT:
  5438. if(sd) {
  5439. int limit = 5;
  5440. if( sd->sc.data[SC_RAISINGDRAGON] )
  5441. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5443. for (i = 0; i < limit; i++)
  5444. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5445. }
  5446. break;
  5447. case MO_KITRANSLATION:
  5448. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5449. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5450. }
  5451. break;
  5452. case TK_TURNKICK:
  5453. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5454. if (skill_area_temp[1] != bl->id) {
  5455. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5456. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5457. }
  5458. break;
  5459. case MO_ABSORBSPIRITS:
  5460. i = 0;
  5461. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5462. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5463. i = dstsd->spiritball * 7;
  5464. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5465. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5466. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5467. i = 2 * dstmd->level;
  5468. mob_target(dstmd,src,0);
  5469. }
  5470. if (i) status_heal(src, 0, i, 3);
  5471. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5472. break;
  5473. case AC_MAKINGARROW:
  5474. if(sd) {
  5475. clif_arrow_create_list(sd);
  5476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5477. }
  5478. break;
  5479. case AM_PHARMACY:
  5480. if(sd) {
  5481. clif_skill_produce_mix_list(sd,skill_id,22);
  5482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5483. }
  5484. break;
  5485. case SA_CREATECON:
  5486. if(sd) {
  5487. clif_elementalconverter_list(sd);
  5488. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5489. }
  5490. break;
  5491. case BS_HAMMERFALL:
  5492. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5493. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5494. break;
  5495. case RG_RAID:
  5496. skill_area_temp[1] = 0;
  5497. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5498. map_foreachinrange(skill_area_sub, bl,
  5499. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5500. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5501. skill_castend_damage_id);
  5502. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5503. break;
  5504. //List of self skills that give damage around caster
  5505. case RL_FLICKER:
  5506. if (sd) {
  5507. sd->skill_id_old = RL_FLICKER;
  5508. sd->flicker = true;
  5509. }
  5510. case ASC_METEORASSAULT:
  5511. case GS_SPREADATTACK:
  5512. case RK_STORMBLAST:
  5513. case NC_AXETORNADO:
  5514. case GC_COUNTERSLASH:
  5515. case SR_SKYNETBLOW:
  5516. case SR_RAMPAGEBLASTER:
  5517. case SR_HOWLINGOFLION:
  5518. case KO_HAPPOKUNAI:
  5519. case RL_FIREDANCE:
  5520. case RL_R_TRIP:
  5521. skill_area_temp[1] = 0;
  5522. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5523. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5524. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5525. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5526. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5527. if (sd && skill_id == RL_FLICKER)
  5528. sd->flicker = false;
  5529. break;
  5530. case NC_EMERGENCYCOOL:
  5531. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5532. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5533. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5534. break;
  5535. case SR_WINDMILL:
  5536. case GN_CART_TORNADO:
  5537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5538. case SR_EARTHSHAKER:
  5539. case NC_INFRAREDSCAN:
  5540. case NPC_EARTHQUAKE:
  5541. case NPC_VAMPIRE_GIFT:
  5542. case NPC_HELLJUDGEMENT:
  5543. case NPC_PULSESTRIKE:
  5544. case LG_MOONSLASHER:
  5545. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5546. break;
  5547. case KN_BRANDISHSPEAR:
  5548. case ML_BRANDISH:
  5549. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5550. break;
  5551. case WZ_SIGHTRASHER:
  5552. //Passive side of the attack.
  5553. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5555. map_foreachinrange(skill_area_sub,src,
  5556. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5557. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5558. skill_castend_damage_id);
  5559. break;
  5560. case NJ_HYOUSYOURAKU:
  5561. case NJ_RAIGEKISAI:
  5562. case WZ_FROSTNOVA:
  5563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5564. skill_area_temp[1] = 0;
  5565. map_foreachinrange(skill_attack_area, src,
  5566. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5567. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5568. break;
  5569. case HVAN_EXPLOSION: //[orn]
  5570. case NPC_SELFDESTRUCTION:
  5571. //Self Destruction hits everyone in range (allies+enemies)
  5572. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5573. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5574. BCT_ENEMY:BCT_ALL;
  5575. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5576. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5577. map_foreachinrange(skill_area_sub, bl,
  5578. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5579. src, skill_id, skill_lv, tick, flag|i,
  5580. skill_castend_damage_id);
  5581. map_addblock(src);
  5582. status_damage(src, src, sstatus->max_hp,0,0,1);
  5583. break;
  5584. case AL_ANGELUS:
  5585. case PR_MAGNIFICAT:
  5586. case PR_GLORIA:
  5587. case SN_WINDWALK:
  5588. case CASH_BLESSING:
  5589. case CASH_INCAGI:
  5590. case CASH_ASSUMPTIO:
  5591. case WM_FRIGG_SONG:
  5592. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5593. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5594. else if( sd )
  5595. 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);
  5596. break;
  5597. case MER_MAGNIFICAT:
  5598. if( mer != NULL )
  5599. {
  5600. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5601. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5602. 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);
  5603. else if( mer->master && !(flag&1) )
  5604. 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)));
  5605. }
  5606. break;
  5607. case BS_ADRENALINE:
  5608. case BS_ADRENALINE2:
  5609. case BS_WEAPONPERFECT:
  5610. case BS_OVERTHRUST:
  5611. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5612. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5613. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5614. } else if (sd) {
  5615. party_foreachsamemap(skill_area_sub,
  5616. sd,skill_get_splash(skill_id, skill_lv),
  5617. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5618. skill_castend_nodamage_id);
  5619. }
  5620. break;
  5621. case BS_MAXIMIZE:
  5622. case NV_TRICKDEAD:
  5623. case CR_DEFENDER:
  5624. case ML_DEFENDER:
  5625. case CR_AUTOGUARD:
  5626. case ML_AUTOGUARD:
  5627. case TK_READYSTORM:
  5628. case TK_READYDOWN:
  5629. case TK_READYTURN:
  5630. case TK_READYCOUNTER:
  5631. case TK_DODGE:
  5632. case CR_SHRINK:
  5633. case SG_FUSION:
  5634. case GS_GATLINGFEVER:
  5635. if( tsce )
  5636. {
  5637. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5638. map_freeblock_unlock();
  5639. return 0;
  5640. }
  5641. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5642. break;
  5643. case SL_KAITE:
  5644. case SL_KAAHI:
  5645. case SL_KAIZEL:
  5646. case SL_KAUPE:
  5647. if (sd) {
  5648. if (!dstsd || !(
  5649. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5650. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5651. dstsd->status.char_id == sd->status.char_id ||
  5652. dstsd->status.char_id == sd->status.partner_id ||
  5653. dstsd->status.char_id == sd->status.child
  5654. )) {
  5655. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5657. break;
  5658. }
  5659. }
  5660. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5661. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5662. break;
  5663. case SM_AUTOBERSERK:
  5664. case MER_AUTOBERSERK:
  5665. if( tsce )
  5666. i = status_change_end(bl, type, INVALID_TIMER);
  5667. else
  5668. i = sc_start(src,bl,type,100,skill_lv,60000);
  5669. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5670. break;
  5671. case TF_HIDING:
  5672. case ST_CHASEWALK:
  5673. case KO_YAMIKUMO:
  5674. if (tsce)
  5675. {
  5676. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5677. map_freeblock_unlock();
  5678. return 0;
  5679. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5680. //Mado Gear cannot hide
  5681. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5682. map_freeblock_unlock();
  5683. return 0;
  5684. }
  5685. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5686. break;
  5687. case TK_RUN:
  5688. if (tsce)
  5689. {
  5690. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5691. map_freeblock_unlock();
  5692. return 0;
  5693. }
  5694. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5695. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5696. clif_walkok(sd); // So aegis has to resend the walk ok.
  5697. break;
  5698. case AS_CLOAKING:
  5699. case GC_CLOAKINGEXCEED:
  5700. case LG_FORCEOFVANGUARD:
  5701. case SC_REPRODUCE:
  5702. case SC_INVISIBILITY:
  5703. case RA_CAMOUFLAGE:
  5704. if (tsce) {
  5705. i = status_change_end(bl, type, INVALID_TIMER);
  5706. if( i )
  5707. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5708. else if( sd )
  5709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5710. map_freeblock_unlock();
  5711. return 0;
  5712. }
  5713. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5714. if( i )
  5715. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5716. else if( sd )
  5717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5718. break;
  5719. case BD_ADAPTATION:
  5720. if(tsc && tsc->data[SC_DANCING]){
  5721. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5722. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5723. }
  5724. break;
  5725. case BA_FROSTJOKER:
  5726. case DC_SCREAM:
  5727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5728. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5729. if (md) {
  5730. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5731. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5732. char temp[70];
  5733. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  5734. clif_disp_overhead(&md->bl,temp);
  5735. }
  5736. break;
  5737. case BA_PANGVOICE:
  5738. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5739. break;
  5740. case DC_WINKCHARM:
  5741. if( dstsd )
  5742. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5743. else
  5744. if( dstmd )
  5745. {
  5746. if( status_get_lv(src) > status_get_lv(bl)
  5747. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5748. && !(tstatus->mode&MD_BOSS) )
  5749. 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)));
  5750. else
  5751. {
  5752. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5753. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5754. }
  5755. }
  5756. break;
  5757. case TF_STEAL:
  5758. if(sd) {
  5759. if(pc_steal_item(sd,bl,skill_lv))
  5760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5761. else
  5762. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5763. }
  5764. break;
  5765. case RG_STEALCOIN:
  5766. if(sd) {
  5767. if(pc_steal_coin(sd,bl))
  5768. {
  5769. dstmd->state.provoke_flag = src->id;
  5770. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5771. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5772. }
  5773. else
  5774. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5775. }
  5776. break;
  5777. case MG_STONECURSE:
  5778. {
  5779. int brate = 0;
  5780. if (tstatus->mode&MD_BOSS) {
  5781. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5782. break;
  5783. }
  5784. if(status_isimmune(bl) || !tsc)
  5785. break;
  5786. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5787. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5788. if (tsc->data[SC_STONE]) {
  5789. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5790. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5791. break;
  5792. }
  5793. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5794. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5795. skill_get_time2(skill_id,skill_lv)))
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5797. else if(sd) {
  5798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5799. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5800. if (skill_lv > 5)
  5801. { // not to consume items
  5802. map_freeblock_unlock();
  5803. return 0;
  5804. }
  5805. }
  5806. }
  5807. break;
  5808. case NV_FIRSTAID:
  5809. clif_skill_nodamage(src,bl,skill_id,5,1);
  5810. status_heal(bl,5,0,0);
  5811. break;
  5812. case AL_CURE:
  5813. if(status_isimmune(bl)) {
  5814. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5815. break;
  5816. }
  5817. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5818. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5819. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5821. break;
  5822. case TF_DETOXIFY:
  5823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5824. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5825. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5826. break;
  5827. case PR_STRECOVERY:
  5828. if(status_isimmune(bl)) {
  5829. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5830. break;
  5831. }
  5832. if (tsc && tsc->opt1) {
  5833. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5834. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5835. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5836. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5837. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5838. }
  5839. //Is this equation really right? It looks so... special.
  5840. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5841. {
  5842. status_change_start(src,bl, SC_BLIND,
  5843. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5844. 1,0,0,0,
  5845. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5846. }
  5847. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5848. if(dstmd)
  5849. mob_unlocktarget(dstmd,tick);
  5850. break;
  5851. // Mercenary Supportive Skills
  5852. case MER_BENEDICTION:
  5853. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5854. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5855. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5856. break;
  5857. case MER_COMPRESS:
  5858. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5860. break;
  5861. case MER_MENTALCURE:
  5862. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5864. break;
  5865. case MER_RECUPERATE:
  5866. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5867. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5869. break;
  5870. case MER_REGAIN:
  5871. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5872. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5874. break;
  5875. case MER_TENDER:
  5876. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5877. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5879. break;
  5880. case MER_SCAPEGOAT:
  5881. if( mer && mer->master )
  5882. {
  5883. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5884. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5885. }
  5886. break;
  5887. case MER_ESTIMATION:
  5888. if( !mer )
  5889. break;
  5890. sd = mer->master;
  5891. case WZ_ESTIMATION:
  5892. if( sd == NULL )
  5893. break;
  5894. if( dstsd )
  5895. { // Fail on Players
  5896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5897. break;
  5898. }
  5899. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5900. break; // Cannot be Used on Emperium
  5901. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5902. clif_skill_estimation(sd, bl);
  5903. if( skill_id == MER_ESTIMATION )
  5904. sd = NULL;
  5905. break;
  5906. case BS_REPAIRWEAPON:
  5907. if(sd && dstsd)
  5908. clif_item_repair_list(sd,dstsd,skill_lv);
  5909. break;
  5910. case MC_IDENTIFY:
  5911. if(sd) {
  5912. clif_item_identify_list(sd);
  5913. if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */
  5914. map_freeblock_unlock();
  5915. return 1;
  5916. }
  5917. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded
  5918. }
  5919. break;
  5920. // Weapon Refining [Celest]
  5921. case WS_WEAPONREFINE:
  5922. if(sd)
  5923. clif_item_refine_list(sd);
  5924. break;
  5925. case MC_VENDING:
  5926. if(sd)
  5927. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5928. if ( !pc_can_give_items(sd) )
  5929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5930. else {
  5931. sd->state.prevend = 1;
  5932. clif_openvendingreq(sd,2+skill_lv);
  5933. }
  5934. }
  5935. break;
  5936. case AL_TELEPORT:
  5937. case ALL_ODINS_RECALL:
  5938. if(sd)
  5939. {
  5940. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5941. clif_skill_teleportmessage(sd,0);
  5942. break;
  5943. }
  5944. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5945. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  5946. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5947. break;
  5948. }
  5949. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5950. {
  5951. if( skill_lv == 1 )
  5952. pc_randomwarp(sd,CLR_TELEPORT);
  5953. else
  5954. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5955. break;
  5956. }
  5957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5958. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  5959. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5960. else
  5961. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5962. } else
  5963. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5964. break;
  5965. case NPC_EXPULSION:
  5966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5967. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5968. break;
  5969. case AL_HOLYWATER:
  5970. if(sd) {
  5971. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5972. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5973. else
  5974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5975. }
  5976. break;
  5977. case TF_PICKSTONE:
  5978. if(sd) {
  5979. int eflag;
  5980. struct item item_tmp;
  5981. struct block_list tbl;
  5982. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5983. memset(&item_tmp,0,sizeof(item_tmp));
  5984. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5985. item_tmp.nameid = ITEMID_STONE;
  5986. item_tmp.identify = 1;
  5987. tbl.id = 0;
  5988. clif_takeitem(&sd->bl,&tbl);
  5989. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5990. if(eflag) {
  5991. clif_additem(sd,0,0,eflag);
  5992. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5993. }
  5994. }
  5995. break;
  5996. case ASC_CDP:
  5997. if(sd) {
  5998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5999. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6000. }
  6001. break;
  6002. case RG_STRIPWEAPON:
  6003. case RG_STRIPSHIELD:
  6004. case RG_STRIPARMOR:
  6005. case RG_STRIPHELM:
  6006. case ST_FULLSTRIP:
  6007. case GC_WEAPONCRUSH:
  6008. case SC_STRIPACCESSARY: {
  6009. unsigned short location = 0;
  6010. int d = 0;
  6011. //Rate in percent
  6012. if ( skill_id == ST_FULLSTRIP ) {
  6013. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6014. } else if( skill_id == SC_STRIPACCESSARY ) {
  6015. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6016. } else {
  6017. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6018. }
  6019. if (i < 5) i = 5; //Minimum rate 5%
  6020. //Duration in ms
  6021. if( skill_id == GC_WEAPONCRUSH){
  6022. d = skill_get_time(skill_id,skill_lv);
  6023. if(bl->type == BL_PC)
  6024. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6025. else
  6026. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6027. }else
  6028. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6029. if (d < 0) d = 0; //Minimum duration 0ms
  6030. switch (skill_id) {
  6031. case RG_STRIPWEAPON:
  6032. case GC_WEAPONCRUSH:
  6033. location = EQP_WEAPON;
  6034. break;
  6035. case RG_STRIPSHIELD:
  6036. location = EQP_SHIELD;
  6037. break;
  6038. case RG_STRIPARMOR:
  6039. location = EQP_ARMOR;
  6040. break;
  6041. case RG_STRIPHELM:
  6042. location = EQP_HELM;
  6043. break;
  6044. case ST_FULLSTRIP:
  6045. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6046. break;
  6047. case SC_STRIPACCESSARY:
  6048. location = EQP_ACC;
  6049. break;
  6050. }
  6051. //Special message when trying to use strip on FCP [Jobbie]
  6052. 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])
  6053. {
  6054. clif_gospel_info(sd, 0x28);
  6055. break;
  6056. }
  6057. //Attempts to strip at rate i and duration d
  6058. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6059. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6060. //Nothing stripped.
  6061. if( sd && !i )
  6062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6063. break;
  6064. }
  6065. case AM_BERSERKPITCHER:
  6066. case AM_POTIONPITCHER: {
  6067. int i,hp = 0,sp = 0;
  6068. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  6069. map_freeblock_unlock();
  6070. return 1;
  6071. }
  6072. if( sd ) {
  6073. int x,bonus=100;
  6074. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6075. x = skill_lv%11 - 1;
  6076. i = pc_search_inventory(sd, require.itemid[x]);
  6077. if (i < 0 || require.itemid[x] <= 0) {
  6078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6079. map_freeblock_unlock();
  6080. return 1;
  6081. }
  6082. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6084. map_freeblock_unlock();
  6085. return 1;
  6086. }
  6087. if( skill_id == AM_BERSERKPITCHER ) {
  6088. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6089. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6090. map_freeblock_unlock();
  6091. return 1;
  6092. }
  6093. }
  6094. potion_flag = 1;
  6095. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6096. potion_target = bl->id;
  6097. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6098. potion_flag = potion_target = 0;
  6099. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6100. bonus += sd->status.base_level;
  6101. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6102. hp = tstatus->max_hp * potion_per_hp / 100;
  6103. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6104. if( dstsd ) {
  6105. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6106. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6107. }
  6108. } else {
  6109. if( potion_hp > 0 ) {
  6110. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6111. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6112. if( dstsd )
  6113. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6114. }
  6115. if( potion_sp > 0 ) {
  6116. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6117. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6118. if( dstsd )
  6119. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6120. }
  6121. }
  6122. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6123. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6124. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6125. }
  6126. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6127. hp += hp * i / 100;
  6128. sp += sp * i / 100;
  6129. }
  6130. } else {
  6131. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6132. switch (skill_lv) {
  6133. case 1: hp = 45; break;
  6134. case 2: hp = 105; break;
  6135. case 3: hp = 175; break;
  6136. default: hp = 325; break;
  6137. }
  6138. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6139. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6140. if( dstsd )
  6141. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6142. }
  6143. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6144. hp += hp * i / 100;
  6145. sp += sp * i / 100;
  6146. }
  6147. if( tsc && tsc->count ) {
  6148. if( tsc->data[SC_CRITICALWOUND] ) {
  6149. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6150. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6151. }
  6152. if( tsc->data[SC_DEATHHURT] ) {
  6153. hp -= hp * 20 / 100;
  6154. sp -= sp * 20 / 100;
  6155. }
  6156. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6157. hp += hp / 10;
  6158. sp += sp / 10;
  6159. }
  6160. }
  6161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6162. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6163. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6164. if( sp > 0 )
  6165. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6166. #ifdef RENEWAL
  6167. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6168. sp = 0;
  6169. #endif
  6170. status_heal(bl,hp,sp,0);
  6171. }
  6172. break;
  6173. case AM_CP_WEAPON:
  6174. case AM_CP_SHIELD:
  6175. case AM_CP_ARMOR:
  6176. case AM_CP_HELM:
  6177. {
  6178. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6179. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6181. map_freeblock_unlock(); // Don't consume item requirements
  6182. return 0;
  6183. }
  6184. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6185. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6186. }
  6187. break;
  6188. case AM_TWILIGHT1:
  6189. if (sd) {
  6190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6191. //Prepare 200 White Potions.
  6192. if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
  6193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6194. }
  6195. break;
  6196. case AM_TWILIGHT2:
  6197. if (sd) {
  6198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6199. //Prepare 200 Slim White Potions.
  6200. if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
  6201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6202. }
  6203. break;
  6204. case AM_TWILIGHT3:
  6205. if (sd) {
  6206. int ebottle = pc_search_inventory(sd,713);
  6207. if( ebottle >= 0 )
  6208. ebottle = sd->status.inventory[ebottle].amount;
  6209. //check if you can produce all three, if not, then fail:
  6210. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  6211. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  6212. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  6213. || ebottle < 200 //200 empty bottle are required at total.
  6214. ) {
  6215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6216. break;
  6217. }
  6218. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6219. skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
  6220. skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
  6221. skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
  6222. }
  6223. break;
  6224. case SA_DISPELL:
  6225. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6226. {
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6228. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6229. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6230. || rnd()%100 >= 50+10*skill_lv
  6231. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6232. {
  6233. if (sd)
  6234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6235. break;
  6236. }
  6237. if(status_isimmune(bl) || !tsc || !tsc->count)
  6238. break;
  6239. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6241. break;
  6242. }
  6243. for(i=0;i<SC_MAX;i++)
  6244. {
  6245. if (!tsc->data[i])
  6246. continue;
  6247. switch (i) {
  6248. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6249. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6250. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6251. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6252. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6253. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6254. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6255. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6256. case SC_EDP: case SC_AUTOBERSERK:
  6257. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6258. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6259. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6260. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6261. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6262. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6263. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6264. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6265. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6266. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6267. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6268. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6269. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6270. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6271. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6272. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6273. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6274. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6275. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6276. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6277. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6278. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6279. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6280. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6281. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6282. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6283. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6284. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6285. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6286. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6287. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6288. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6289. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6290. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6291. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6292. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6293. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6294. case SC_H_MINE:
  6295. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6296. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE:
  6297. #ifdef RENEWAL
  6298. case SC_EXTREMITYFIST2:
  6299. #endif
  6300. continue;
  6301. /**
  6302. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6303. **/
  6304. case SC_WHISTLE:
  6305. case SC_ASSNCROS:
  6306. case SC_POEMBRAGI:
  6307. case SC_APPLEIDUN:
  6308. case SC_HUMMING:
  6309. case SC_DONTFORGETME:
  6310. case SC_FORTUNE:
  6311. case SC_SERVICE4U:
  6312. if(tsc->data[i]->val4==0)
  6313. continue; //if in song-area don't end it
  6314. break;
  6315. case SC_ASSUMPTIO:
  6316. if( bl->type == BL_MOB )
  6317. continue;
  6318. break;
  6319. }
  6320. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6321. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6322. }
  6323. break;
  6324. }
  6325. //Affect all targets on splash area.
  6326. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6327. src, skill_id, skill_lv, tick, flag|1,
  6328. skill_castend_damage_id);
  6329. break;
  6330. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6332. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6333. break;
  6334. case TK_HIGHJUMP:
  6335. {
  6336. int x,y, dir = unit_getdir(src);
  6337. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6338. if( map[src->m].flag.noteleport &&
  6339. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6340. ) {
  6341. x = src->x;
  6342. y = src->y;
  6343. } else {
  6344. x = src->x + dirx[dir]*skill_lv*2;
  6345. y = src->y + diry[dir]*skill_lv*2;
  6346. }
  6347. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6348. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6349. clif_slide(src,x,y);
  6350. unit_movepos(src, x, y, 1, 0);
  6351. }
  6352. }
  6353. break;
  6354. case SA_CASTCANCEL:
  6355. case SO_SPELLFIST:
  6356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6357. unit_skillcastcancel(src,1);
  6358. if(sd) {
  6359. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6360. if( skill_id == SO_SPELLFIST ){
  6361. 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));
  6362. sd->skill_id_old = sd->skill_lv_old = 0;
  6363. break;
  6364. }
  6365. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6366. if(sp < 0) sp = 0;
  6367. status_zap(src, 0, sp);
  6368. }
  6369. break;
  6370. case SA_SPELLBREAKER:
  6371. {
  6372. int sp;
  6373. if(tsc && tsc->data[SC_MAGICROD]) {
  6374. sp = skill_get_sp(skill_id,skill_lv);
  6375. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6376. if(sp < 1) sp = 1;
  6377. status_heal(bl,0,sp,2);
  6378. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6379. } else {
  6380. struct unit_data *ud = unit_bl2ud(bl);
  6381. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6382. if (!ud || ud->skilltimer == INVALID_TIMER)
  6383. break; //Nothing to cancel.
  6384. bl_skill_id = ud->skill_id;
  6385. bl_skill_lv = ud->skill_lv;
  6386. if (tstatus->mode & MD_BOSS)
  6387. { //Only 10% success chance against bosses. [Skotlex]
  6388. if (rnd()%100 < 90)
  6389. {
  6390. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6391. break;
  6392. }
  6393. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6394. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6396. unit_skillcastcancel(bl,0);
  6397. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6398. status_zap(bl, hp, sp);
  6399. if (hp && skill_lv >= 5)
  6400. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6401. else
  6402. hp = 0;
  6403. if (sp) //Recover some of the SP used
  6404. sp = sp*(25*(skill_lv-1))/100;
  6405. if(hp || sp)
  6406. status_heal(src, hp, sp, 2);
  6407. }
  6408. }
  6409. break;
  6410. case SA_MAGICROD:
  6411. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6412. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6413. break;
  6414. case SA_AUTOSPELL:
  6415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6416. if(sd)
  6417. clif_autospell(sd,skill_lv);
  6418. else {
  6419. int maxlv=1,spellid=0;
  6420. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6421. if(skill_lv >= 10) {
  6422. spellid = MG_FROSTDIVER;
  6423. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6424. // maxlv = 10;
  6425. // else
  6426. maxlv = skill_lv - 9;
  6427. }
  6428. else if(skill_lv >=8) {
  6429. spellid = MG_FIREBALL;
  6430. maxlv = skill_lv - 7;
  6431. }
  6432. else if(skill_lv >=5) {
  6433. spellid = MG_SOULSTRIKE;
  6434. maxlv = skill_lv - 4;
  6435. }
  6436. else if(skill_lv >=2) {
  6437. int i = rnd()%3;
  6438. spellid = spellarray[i];
  6439. maxlv = skill_lv - 1;
  6440. }
  6441. else if(skill_lv > 0) {
  6442. spellid = MG_NAPALMBEAT;
  6443. maxlv = 3;
  6444. }
  6445. if(spellid > 0)
  6446. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6447. skill_get_time(SA_AUTOSPELL,skill_lv));
  6448. }
  6449. break;
  6450. case BS_GREED:
  6451. if(sd){
  6452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6453. map_foreachinrange(skill_greed,bl,
  6454. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6455. }
  6456. break;
  6457. case SA_ELEMENTWATER:
  6458. case SA_ELEMENTFIRE:
  6459. case SA_ELEMENTGROUND:
  6460. case SA_ELEMENTWIND:
  6461. if(sd && !dstmd) //Only works on monsters.
  6462. break;
  6463. if(tstatus->mode&MD_BOSS)
  6464. break;
  6465. case NPC_ATTRICHANGE:
  6466. case NPC_CHANGEWATER:
  6467. case NPC_CHANGEGROUND:
  6468. case NPC_CHANGEFIRE:
  6469. case NPC_CHANGEWIND:
  6470. case NPC_CHANGEPOISON:
  6471. case NPC_CHANGEHOLY:
  6472. case NPC_CHANGEDARKNESS:
  6473. case NPC_CHANGETELEKINESIS:
  6474. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6475. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6476. skill_get_time(skill_id, skill_lv)));
  6477. break;
  6478. case NPC_CHANGEUNDEAD:
  6479. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6480. //TO-DO This is ugly, fix it
  6481. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6482. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6483. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6484. skill_get_time(skill_id, skill_lv)));
  6485. break;
  6486. case NPC_PROVOCATION:
  6487. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6488. if (md) mob_unlocktarget(md, tick);
  6489. break;
  6490. case NPC_KEEPING:
  6491. case NPC_BARRIER:
  6492. {
  6493. int skill_time = skill_get_time(skill_id,skill_lv);
  6494. struct unit_data *ud = unit_bl2ud(bl);
  6495. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6496. sc_start(src,bl,type,100,skill_lv,skill_time))
  6497. && ud) { //Disable attacking/acting/moving for skill's duration.
  6498. ud->attackabletime =
  6499. ud->canact_tick =
  6500. ud->canmove_tick = tick + skill_time;
  6501. }
  6502. }
  6503. break;
  6504. case NPC_REBIRTH:
  6505. if( md && md->state.rebirth )
  6506. break; // only works once
  6507. sc_start(src,bl,type,100,skill_lv,-1);
  6508. break;
  6509. case NPC_DARKBLESSING:
  6510. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6511. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6512. break;
  6513. case NPC_LICK:
  6514. status_zap(bl, 0, 100);
  6515. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6516. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6517. break;
  6518. case NPC_SUICIDE:
  6519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6520. status_kill(src); //When suiciding, neither exp nor drops is given.
  6521. break;
  6522. case NPC_SUMMONSLAVE:
  6523. case NPC_SUMMONMONSTER:
  6524. if(md && md->skill_idx >= 0)
  6525. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6526. break;
  6527. case NPC_CALLSLAVE:
  6528. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6529. break;
  6530. case NPC_RANDOMMOVE:
  6531. if (md) {
  6532. md->next_walktime = tick - 1;
  6533. mob_randomwalk(md,tick);
  6534. }
  6535. break;
  6536. case NPC_SPEEDUP:
  6537. {
  6538. // or does it increase casting rate? just a guess xD
  6539. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6540. if (i > SC_ASPDPOTION3)
  6541. i = SC_ASPDPOTION3;
  6542. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6543. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6544. }
  6545. break;
  6546. case NPC_REVENGE:
  6547. // not really needed... but adding here anyway ^^
  6548. if (md && md->master_id > 0) {
  6549. struct block_list *mbl, *tbl;
  6550. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6551. (tbl = battle_gettargeted(mbl)) == NULL)
  6552. break;
  6553. md->state.provoke_flag = tbl->id;
  6554. mob_target(md, tbl, sstatus->rhw.range);
  6555. }
  6556. break;
  6557. case NPC_RUN:
  6558. {
  6559. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6560. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6561. unit_stop_attack(src);
  6562. //Run skillv tiles overriding the can-move check.
  6563. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6564. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6565. }
  6566. break;
  6567. case NPC_TRANSFORMATION:
  6568. case NPC_METAMORPHOSIS:
  6569. if(md && md->skill_idx >= 0) {
  6570. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6571. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6572. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6573. if (class_) mob_class_change(md, class_);
  6574. }
  6575. break;
  6576. case NPC_EMOTION_ON:
  6577. case NPC_EMOTION:
  6578. //val[0] is the emotion to use.
  6579. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6580. //val[1] 'sets' the mode
  6581. //val[2] adds to the current mode
  6582. //val[3] removes from the current mode
  6583. //val[4] if set, asks to delete the previous mode change.
  6584. if(md && md->skill_idx >= 0 && tsc)
  6585. {
  6586. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6587. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6588. status_change_end(bl, type, INVALID_TIMER);
  6589. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6590. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6591. mob_unlocktarget(md,tick);
  6592. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6593. sc_start4(src,src, type, 100, skill_lv,
  6594. md->db->skill[md->skill_idx].val[1],
  6595. md->db->skill[md->skill_idx].val[2],
  6596. md->db->skill[md->skill_idx].val[3],
  6597. skill_get_time(skill_id, skill_lv));
  6598. }
  6599. break;
  6600. case NPC_POWERUP:
  6601. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6602. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6603. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6604. break;
  6605. case NPC_AGIUP:
  6606. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6607. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6608. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6609. break;
  6610. case NPC_INVISIBLE:
  6611. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6612. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6613. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6614. break;
  6615. case NPC_SIEGEMODE:
  6616. // not sure what it does
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. break;
  6619. case WE_MALE:
  6620. {
  6621. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6622. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6623. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6624. }
  6625. break;
  6626. case WE_FEMALE:
  6627. {
  6628. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6629. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6630. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6631. }
  6632. break;
  6633. // parent-baby skills
  6634. case WE_BABY:
  6635. if(sd){
  6636. struct map_session_data *f_sd = pc_get_father(sd);
  6637. struct map_session_data *m_sd = pc_get_mother(sd);
  6638. // if neither was found
  6639. if(!f_sd && !m_sd){
  6640. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6641. map_freeblock_unlock();
  6642. return 0;
  6643. }
  6644. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6645. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6646. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6647. }
  6648. break;
  6649. case PF_HPCONVERSION:
  6650. {
  6651. int hp, sp;
  6652. hp = sstatus->max_hp/10;
  6653. sp = hp * 10 * skill_lv / 100;
  6654. if (!status_charge(src,hp,0)) {
  6655. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6656. break;
  6657. }
  6658. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6659. status_heal(bl,0,sp,2);
  6660. }
  6661. break;
  6662. case MA_REMOVETRAP:
  6663. case HT_REMOVETRAP:
  6664. {
  6665. struct skill_unit* su;
  6666. struct skill_unit_group* sg;
  6667. su = BL_CAST(BL_SKILL, bl);
  6668. // Mercenaries can remove any trap
  6669. // Players can only remove their own traps or traps on Vs maps.
  6670. 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) )
  6671. {
  6672. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6673. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6674. { // prevent picking up expired traps
  6675. if( battle_config.skill_removetrap_type )
  6676. { // get back all items used to deploy the trap
  6677. for( i = 0; i < 10; i++ )
  6678. {
  6679. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6680. {
  6681. int flag;
  6682. struct item item_tmp;
  6683. memset(&item_tmp,0,sizeof(item_tmp));
  6684. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6685. item_tmp.identify = 1;
  6686. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6687. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  6688. {
  6689. clif_additem(sd,0,0,flag);
  6690. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6691. }
  6692. }
  6693. }
  6694. }
  6695. else
  6696. { // get back 1 trap
  6697. struct item item_tmp;
  6698. memset(&item_tmp,0,sizeof(item_tmp));
  6699. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6700. item_tmp.identify = 1;
  6701. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6702. {
  6703. clif_additem(sd,0,0,flag);
  6704. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6705. }
  6706. }
  6707. }
  6708. skill_delunit(su);
  6709. }else if(sd)
  6710. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6711. }
  6712. break;
  6713. case HT_SPRINGTRAP:
  6714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6715. {
  6716. struct skill_unit *su=NULL;
  6717. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6718. switch(su->group->unit_id){
  6719. case UNT_ANKLESNARE: // ankle snare
  6720. if (su->group->val2 != 0)
  6721. // if it is already trapping something don't spring it,
  6722. // remove trap should be used instead
  6723. break;
  6724. // otherwise fallthrough to below
  6725. case UNT_BLASTMINE:
  6726. case UNT_SKIDTRAP:
  6727. case UNT_LANDMINE:
  6728. case UNT_SHOCKWAVE:
  6729. case UNT_SANDMAN:
  6730. case UNT_FLASHER:
  6731. case UNT_FREEZINGTRAP:
  6732. case UNT_CLAYMORETRAP:
  6733. case UNT_TALKIEBOX:
  6734. su->group->unit_id = UNT_USED_TRAPS;
  6735. clif_changetraplook(bl, UNT_USED_TRAPS);
  6736. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6737. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6738. }
  6739. }
  6740. }
  6741. break;
  6742. case BD_ENCORE:
  6743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6744. if(sd)
  6745. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6746. break;
  6747. case AS_SPLASHER:
  6748. if(tstatus->mode&MD_BOSS
  6749. /**
  6750. * Renewal dropped the 3/4 hp requirement
  6751. **/
  6752. #ifndef RENEWAL
  6753. || tstatus-> hp > tstatus->max_hp*3/4
  6754. #endif
  6755. ) {
  6756. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6757. map_freeblock_unlock();
  6758. return 1;
  6759. }
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6761. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6762. #ifndef RENEWAL
  6763. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6764. #endif
  6765. break;
  6766. case PF_MINDBREAKER:
  6767. {
  6768. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6769. {
  6770. map_freeblock_unlock();
  6771. return 1;
  6772. }
  6773. if (tsce)
  6774. { //HelloKitty2 (?) explained that this silently fails when target is
  6775. //already inflicted. [Skotlex]
  6776. map_freeblock_unlock();
  6777. return 1;
  6778. }
  6779. //Has a 55% + skill_lv*5% success chance.
  6780. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6781. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6782. {
  6783. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6784. map_freeblock_unlock();
  6785. return 0;
  6786. }
  6787. unit_skillcastcancel(bl,0);
  6788. if(tsc && tsc->count){
  6789. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6790. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6791. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6792. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6793. }
  6794. if(dstmd)
  6795. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6796. }
  6797. break;
  6798. case PF_SOULCHANGE:
  6799. {
  6800. unsigned int sp1 = 0, sp2 = 0;
  6801. if (dstmd) {
  6802. if (dstmd->state.soul_change_flag) {
  6803. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6804. break;
  6805. }
  6806. dstmd->state.soul_change_flag = 1;
  6807. sp2 = sstatus->max_sp * 3 /100;
  6808. status_heal(src, 0, sp2, 2);
  6809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6810. break;
  6811. }
  6812. sp1 = sstatus->sp;
  6813. sp2 = tstatus->sp;
  6814. #ifdef RENEWAL
  6815. sp1 = sp1 / 2;
  6816. sp2 = sp2 / 2;
  6817. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6818. sp1 = tstatus->sp;
  6819. #endif
  6820. status_set_sp(src, sp2, 3);
  6821. status_set_sp(bl, sp1, 3);
  6822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6823. }
  6824. break;
  6825. // Slim Pitcher
  6826. case CR_SLIMPITCHER:
  6827. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6828. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6829. break;
  6830. if (potion_hp || potion_sp) {
  6831. int hp = potion_hp, sp = potion_sp;
  6832. hp = hp * (100 + (tstatus->vit<<1))/100;
  6833. sp = sp * (100 + (tstatus->int_<<1))/100;
  6834. if (dstsd) {
  6835. if (hp)
  6836. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6837. if (sp)
  6838. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6839. }
  6840. if( tsc && tsc->count ) {
  6841. if (tsc->data[SC_CRITICALWOUND]) {
  6842. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6843. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6844. }
  6845. if (tsc->data[SC_DEATHHURT]) {
  6846. hp -= hp * 20 / 100;
  6847. sp -= sp * 20 / 100;
  6848. }
  6849. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6850. hp += hp / 10;
  6851. sp += sp / 10;
  6852. }
  6853. }
  6854. if(hp > 0)
  6855. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6856. if(sp > 0)
  6857. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6858. status_heal(bl,hp,sp,0);
  6859. }
  6860. break;
  6861. // Full Chemical Protection
  6862. case CR_FULLPROTECTION:
  6863. {
  6864. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6865. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6866. for (i=0 ; i<4; i++) {
  6867. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6868. continue;
  6869. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6870. s++;
  6871. }
  6872. if( sd && !s ){
  6873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6874. map_freeblock_unlock(); // Don't consume item requirements
  6875. return 0;
  6876. }
  6877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6878. }
  6879. break;
  6880. case RG_CLEANER: //AppleGirl
  6881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6882. break;
  6883. case CG_LONGINGFREEDOM:
  6884. {
  6885. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6886. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6887. {
  6888. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6889. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6890. }
  6891. }
  6892. break;
  6893. case CG_TAROTCARD:
  6894. {
  6895. int eff, count = -1;
  6896. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  6897. (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  6898. if( sd )
  6899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6900. map_freeblock_unlock();
  6901. return 0;
  6902. }
  6903. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  6904. do {
  6905. eff = rnd() % 14;
  6906. clif_specialeffect(bl, 523 + eff, AREA);
  6907. switch (eff)
  6908. {
  6909. case 0: // heals SP to 0
  6910. status_percent_damage(src, bl, 0, 100, false);
  6911. break;
  6912. case 1: // matk halved
  6913. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6914. break;
  6915. case 2: // all buffs removed
  6916. status_change_clear_buffs(bl,1);
  6917. break;
  6918. case 3: // 1000 damage, random armor destroyed
  6919. {
  6920. status_fix_damage(src, bl, 1000, 0);
  6921. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6922. if( !status_isdead(bl) ) {
  6923. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6924. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  6925. }
  6926. }
  6927. break;
  6928. case 4: // atk halved
  6929. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6930. break;
  6931. case 5: // 2000HP heal, random teleported
  6932. status_heal(src, 2000, 0, 0);
  6933. if( !map_flag_vs(bl->m) )
  6934. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6935. break;
  6936. case 6: // random 2 other effects
  6937. if (count == -1)
  6938. count = 3;
  6939. else
  6940. count++; //Should not retrigger this one.
  6941. break;
  6942. case 7: // stop freeze or stoned
  6943. {
  6944. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6945. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6946. }
  6947. break;
  6948. case 8: // curse coma and poison
  6949. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6950. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6951. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6952. break;
  6953. case 9: // confusion
  6954. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6955. break;
  6956. case 10: // 6666 damage, atk matk halved, cursed
  6957. status_fix_damage(src, bl, 6666, 0);
  6958. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6959. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6960. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6961. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6962. break;
  6963. case 11: // 4444 damage
  6964. status_fix_damage(src, bl, 4444, 0);
  6965. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6966. break;
  6967. case 12: // stun
  6968. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  6969. break;
  6970. case 13: // atk,matk,hit,flee,def reduced
  6971. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6972. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6973. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6974. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6975. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6976. break;
  6977. default:
  6978. break;
  6979. }
  6980. } while ((--count) > 0);
  6981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6982. }
  6983. break;
  6984. case SL_ALCHEMIST:
  6985. case SL_ASSASIN:
  6986. case SL_BARDDANCER:
  6987. case SL_BLACKSMITH:
  6988. case SL_CRUSADER:
  6989. case SL_HUNTER:
  6990. case SL_KNIGHT:
  6991. case SL_MONK:
  6992. case SL_PRIEST:
  6993. case SL_ROGUE:
  6994. case SL_SAGE:
  6995. case SL_SOULLINKER:
  6996. case SL_STAR:
  6997. case SL_SUPERNOVICE:
  6998. case SL_WIZARD:
  6999. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7000. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7002. break;
  7003. }
  7004. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7005. { //Erase death count 1% of the casts
  7006. dstsd->die_counter = 0;
  7007. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7008. clif_specialeffect(bl, 0x152, AREA);
  7009. //SC_SPIRIT invokes status_calc_pc for us.
  7010. }
  7011. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7012. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7013. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7014. break;
  7015. case SL_HIGH:
  7016. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7018. break;
  7019. }
  7020. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7021. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7022. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7023. break;
  7024. case SL_SWOO:
  7025. if (tsce) {
  7026. if(sd)
  7027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7028. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7029. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7030. break;
  7031. }
  7032. case SL_SKA: // [marquis007]
  7033. case SL_SKE:
  7034. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7036. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7037. break;
  7038. }
  7039. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7040. if (skill_id == SL_SKE)
  7041. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7042. break;
  7043. // New guild skills [Celest]
  7044. case GD_BATTLEORDER:
  7045. if(flag&1) {
  7046. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7047. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7048. } else if (status_get_guild_id(src)) {
  7049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7050. map_foreachinrange(skill_area_sub, src,
  7051. skill_get_splash(skill_id, skill_lv), BL_PC,
  7052. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7053. skill_castend_nodamage_id);
  7054. if (sd)
  7055. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7056. }
  7057. break;
  7058. case GD_REGENERATION:
  7059. if(flag&1) {
  7060. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7061. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7062. } else if (status_get_guild_id(src)) {
  7063. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7064. map_foreachinrange(skill_area_sub, src,
  7065. skill_get_splash(skill_id, skill_lv), BL_PC,
  7066. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7067. skill_castend_nodamage_id);
  7068. if (sd)
  7069. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7070. }
  7071. break;
  7072. case GD_RESTORE:
  7073. if(flag&1) {
  7074. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7075. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7076. } else if (status_get_guild_id(src)) {
  7077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7078. map_foreachinrange(skill_area_sub, src,
  7079. skill_get_splash(skill_id, skill_lv), BL_PC,
  7080. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7081. skill_castend_nodamage_id);
  7082. if (sd)
  7083. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7084. }
  7085. break;
  7086. case GD_EMERGENCYCALL:
  7087. case GD_ITEMEMERGENCYCALL:
  7088. {
  7089. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7090. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7091. uint8 j = 0, calls = 0, called = 0;
  7092. struct guild *g;
  7093. // i don't know if it actually summons in a circle, but oh well. ;P
  7094. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7095. if (!g)
  7096. break;
  7097. if (skill_id == GD_ITEMEMERGENCYCALL)
  7098. switch (skill_lv) {
  7099. case 1: calls = 7; break;
  7100. case 2: calls = 12; break;
  7101. case 3: calls = 20; break;
  7102. default: calls = 0; break;
  7103. }
  7104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7105. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7106. if (j > 8)
  7107. j = 0;
  7108. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7109. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7110. continue;
  7111. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7112. dx[j] = dy[j] = 0;
  7113. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7114. called++;
  7115. }
  7116. }
  7117. if (sd)
  7118. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7119. }
  7120. break;
  7121. case SG_FEEL:
  7122. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7123. if (sd) {
  7124. if(!sd->feel_map[skill_lv-1].index)
  7125. clif_feel_req(sd->fd,sd, skill_lv);
  7126. else
  7127. clif_feel_info(sd, skill_lv-1, 1);
  7128. }
  7129. break;
  7130. case SG_HATE:
  7131. if (sd) {
  7132. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7133. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7135. }
  7136. break;
  7137. case GS_GLITTERING:
  7138. if(sd) {
  7139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7140. if(rnd()%100 < (20+10*skill_lv))
  7141. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7142. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7143. pc_delspiritball(sd,1,0);
  7144. }
  7145. break;
  7146. case GS_CRACKER:
  7147. /* per official standards, this skill works on players and mobs. */
  7148. if (sd && (dstsd || dstmd))
  7149. {
  7150. i =65 -5*distance_bl(src,bl); //Base rate
  7151. if (i < 30) i = 30;
  7152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7153. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7154. }
  7155. break;
  7156. case AM_CALLHOMUN: //[orn]
  7157. if (sd && !merc_call_homunculus(sd))
  7158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7159. break;
  7160. case AM_REST:
  7161. if (sd) {
  7162. if (merc_hom_vaporize(sd,HOM_ST_REST))
  7163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7164. else
  7165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7166. }
  7167. break;
  7168. case HAMI_CASTLE: //[orn]
  7169. if(rnd()%100 < 20*skill_lv && src != bl)
  7170. {
  7171. int x,y;
  7172. x = src->x;
  7173. y = src->y;
  7174. if (hd)
  7175. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7176. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7177. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7178. clif_slide(src,bl->x,bl->y) ;
  7179. if (unit_movepos(bl,x,y,0,0))
  7180. {
  7181. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7182. clif_slide(bl,x,y) ;
  7183. }
  7184. //TODO: Shouldn't also players and the like switch targets?
  7185. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7186. AREA_SIZE, BL_MOB, bl, src);
  7187. }
  7188. }
  7189. // Failed
  7190. else if (hd && hd->master)
  7191. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7192. else if (sd)
  7193. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7194. break;
  7195. case HVAN_CHAOTIC: //[orn]
  7196. {
  7197. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7198. int r = rnd()%100;
  7199. i = (skill_lv-1)%5;
  7200. if(r<per[i][0]) //Self
  7201. bl = src;
  7202. else if(r<per[i][1]) //Master
  7203. bl = battle_get_master(src);
  7204. else //Enemy
  7205. bl = map_id2bl(battle_gettarget(src));
  7206. if (!bl) bl = src;
  7207. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7208. //Eh? why double skill packet?
  7209. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7210. clif_skill_nodamage(src,bl,skill_id,i,1);
  7211. status_heal(bl, i, 0, 0);
  7212. }
  7213. break;
  7214. //Homun single-target support skills [orn]
  7215. case HAMI_BLOODLUST:
  7216. case HFLI_FLEET:
  7217. case HFLI_SPEED:
  7218. case HLIF_CHANGE:
  7219. case MH_ANGRIFFS_MODUS:
  7220. case MH_GOLDENE_FERSE:
  7221. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7222. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7223. if (hd)
  7224. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7225. break;
  7226. case NPC_DRAGONFEAR:
  7227. if (flag&1) {
  7228. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7229. int j;
  7230. j = i = rnd()%ARRAYLENGTH(sc);
  7231. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7232. i++;
  7233. if ( i == ARRAYLENGTH(sc) )
  7234. i = 0;
  7235. if (i == j)
  7236. break;
  7237. }
  7238. break;
  7239. }
  7240. case NPC_WIDEBLEEDING:
  7241. case NPC_WIDECONFUSE:
  7242. case NPC_WIDECURSE:
  7243. case NPC_WIDEFREEZE:
  7244. case NPC_WIDESLEEP:
  7245. case NPC_WIDESILENCE:
  7246. case NPC_WIDESTONE:
  7247. case NPC_WIDESTUN:
  7248. case NPC_SLOWCAST:
  7249. case NPC_WIDEHELLDIGNITY:
  7250. case NPC_WIDEHEALTHFEAR:
  7251. case NPC_WIDEBODYBURNNING:
  7252. case NPC_WIDEFROSTMISTY:
  7253. case NPC_WIDECOLD:
  7254. case NPC_WIDE_DEEP_SLEEP:
  7255. case NPC_WIDESIREN:
  7256. if (flag&1){
  7257. switch ( type ) {
  7258. case SC_BURNING:
  7259. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7260. break;
  7261. case SC_VOICEOFSIREN:
  7262. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7263. break;
  7264. default:
  7265. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7266. }
  7267. }
  7268. else {
  7269. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7270. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7271. map_foreachinrange(skill_area_sub, bl,
  7272. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7273. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7274. skill_castend_nodamage_id);
  7275. }
  7276. break;
  7277. case NPC_WIDESOULDRAIN:
  7278. if (flag&1)
  7279. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7280. else {
  7281. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7283. map_foreachinrange(skill_area_sub, bl,
  7284. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7285. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7286. skill_castend_nodamage_id);
  7287. }
  7288. break;
  7289. case ALL_PARTYFLEE:
  7290. if( sd && !(flag&1) )
  7291. {
  7292. if( !sd->status.party_id )
  7293. {
  7294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7295. break;
  7296. }
  7297. 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);
  7298. }
  7299. else
  7300. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7301. break;
  7302. case NPC_TALK:
  7303. case ALL_WEWISH:
  7304. case ALL_CATCRY:
  7305. case ALL_DREAM_SUMMERNIGHT:
  7306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7307. break;
  7308. case ALL_BUYING_STORE:
  7309. if( sd )
  7310. {// players only, skill allows 5 buying slots
  7311. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7312. }
  7313. break;
  7314. case RK_ENCHANTBLADE:
  7315. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7316. 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)));
  7317. break;
  7318. case RK_DRAGONHOWLING:
  7319. if( flag&1)
  7320. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7321. else
  7322. {
  7323. skill_area_temp[2] = 0;
  7324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7325. map_foreachinrange(skill_area_sub, src,
  7326. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7327. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7328. skill_castend_nodamage_id);
  7329. }
  7330. break;
  7331. case RK_IGNITIONBREAK:
  7332. case LG_EARTHDRIVE:
  7333. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7334. i = skill_get_splash(skill_id,skill_lv);
  7335. if( skill_id == LG_EARTHDRIVE ) {
  7336. int dummy = 1;
  7337. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7338. }
  7339. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7340. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7341. break;
  7342. case RK_STONEHARDSKIN:
  7343. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7344. {
  7345. int heal = sstatus->hp / 5; // 20% HP
  7346. if( status_charge(bl,heal,0) )
  7347. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7348. else
  7349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7350. }
  7351. break;
  7352. case RK_REFRESH:
  7353. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7354. {
  7355. int heal = status_get_max_hp(bl) * 25 / 100;
  7356. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7357. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7358. status_heal(bl,heal,0,1);
  7359. status_change_clear_buffs(bl,4);
  7360. }
  7361. break;
  7362. case RK_MILLENNIUMSHIELD:
  7363. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7364. {
  7365. int8 rate = rnd()%100;
  7366. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7367. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7368. clif_millenniumshield(sd,shields);
  7369. clif_skill_nodamage(src,bl,skill_id,1,1);
  7370. }
  7371. break;
  7372. case RK_GIANTGROWTH:
  7373. case RK_VITALITYACTIVATION:
  7374. case RK_ABUNDANCE:
  7375. case RK_CRUSHSTRIKE:
  7376. if( sd )
  7377. {
  7378. int lv = 1; // RK_GIANTGROWTH
  7379. if( skill_id == RK_VITALITYACTIVATION )
  7380. lv = 2;
  7381. else if( skill_id == RK_ABUNDANCE )
  7382. lv = 6;
  7383. else if( skill_id == RK_CRUSHSTRIKE )
  7384. lv = 7;
  7385. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7386. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7387. }
  7388. break;
  7389. case RK_FIGHTINGSPIRIT: {
  7390. int atkbonus = 7 * 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);
  7391. if( flag&1 ) {
  7392. if( src == bl )
  7393. sc_start2(src,bl,type,100,atkbonus,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7394. else
  7395. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7396. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7397. if( sd->status.party_id )
  7398. 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);
  7399. else
  7400. sc_start2(src,bl,type,100,7,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7401. clif_skill_nodamage(src,bl,skill_id,1,1);
  7402. }
  7403. }
  7404. break;
  7405. case RK_LUXANIMA:
  7406. if( !sd->status.party_id || flag&1 ) {
  7407. if( src == bl ) break;
  7408. while( skill_area_temp[5] >= 0x10 ) {
  7409. type = SC_NONE;
  7410. i = 0;
  7411. if( skill_area_temp[5]&0x10 ) {
  7412. if( dstsd ) {
  7413. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7414. clif_millenniumshield(dstsd,i);
  7415. skill_area_temp[5] &= ~0x10;
  7416. type = SC_MILLENNIUMSHIELD;
  7417. }
  7418. } else if( skill_area_temp[5]&0x20 ) {
  7419. i = status_get_max_hp(bl) * 25 / 100;
  7420. status_change_clear_buffs(bl,4);
  7421. skill_area_temp[5] &= ~0x20;
  7422. status_heal(bl,i,0,1);
  7423. type = SC_REFRESH;
  7424. } else if( skill_area_temp[5]&0x40 ) {
  7425. skill_area_temp[5] &= ~0x40;
  7426. type = SC_GIANTGROWTH;
  7427. } else if( skill_area_temp[5]&0x80 ) {
  7428. if( dstsd ) {
  7429. i = sstatus->hp / 5;
  7430. if( status_charge(bl,i,0) )
  7431. type = SC_STONEHARDSKIN;
  7432. skill_area_temp[5] &= ~0x80;
  7433. }
  7434. } else if( skill_area_temp[5]&0x100 ) {
  7435. skill_area_temp[5] &= ~0x100;
  7436. type = SC_VITALITYACTIVATION;
  7437. } else if( skill_area_temp[5]&0x200 ) {
  7438. skill_area_temp[5] &= ~0x200;
  7439. type = SC_ABUNDANCE;
  7440. }
  7441. if( type > SC_NONE )
  7442. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7443. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7444. } //end while
  7445. } else if( sd ) {
  7446. if( tsc && tsc->count ) {
  7447. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7448. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7449. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7450. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7451. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7452. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7453. }
  7454. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7455. 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);
  7456. }
  7457. break;
  7458. case RK_PHANTOMTHRUST:
  7459. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7461. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7462. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7463. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7464. break;
  7465. /**
  7466. * Guilotine Cross
  7467. **/
  7468. case GC_ROLLINGCUTTER:
  7469. {
  7470. short count = 1;
  7471. skill_area_temp[2] = 0;
  7472. 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);
  7473. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7474. { // Every time the skill is casted the status change is reseted adding a counter.
  7475. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7476. if( count > 10 )
  7477. count = 10; // Max coounter
  7478. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7479. }
  7480. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7481. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7482. }
  7483. break;
  7484. case GC_WEAPONBLOCKING:
  7485. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7486. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7487. else
  7488. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7490. break;
  7491. case GC_CREATENEWPOISON:
  7492. if( sd )
  7493. {
  7494. clif_skill_produce_mix_list(sd,skill_id,25);
  7495. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7496. }
  7497. break;
  7498. case GC_POISONINGWEAPON:
  7499. if( sd ) {
  7500. clif_poison_list(sd,skill_lv);
  7501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7502. }
  7503. break;
  7504. case GC_ANTIDOTE:
  7505. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7506. if( tsc )
  7507. {
  7508. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7509. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7510. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7511. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7512. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7513. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7514. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7515. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7516. }
  7517. break;
  7518. case GC_PHANTOMMENACE:
  7519. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7521. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7522. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7523. break;
  7524. case GC_HALLUCINATIONWALK:
  7525. {
  7526. int heal = status_get_max_hp(bl) / 10;
  7527. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7528. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7529. break;
  7530. }
  7531. if( !status_charge(bl,heal,0) )
  7532. {
  7533. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7534. break;
  7535. }
  7536. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7537. }
  7538. break;
  7539. /**
  7540. * Arch Bishop
  7541. **/
  7542. case AB_ANCILLA:
  7543. if( sd ) {
  7544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7545. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7546. }
  7547. break;
  7548. case AB_CLEMENTIA:
  7549. case AB_CANTO:
  7550. {
  7551. int bless_lv = pc_checkskill(sd,AL_BLESSING) + ((sd ? sd->status.job_level : 50) / 10);
  7552. int agi_lv = pc_checkskill(sd,AL_INCAGI) + ((sd ? sd->status.job_level : 50) / 10);
  7553. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7554. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7555. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7556. else if( sd )
  7557. 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);
  7558. }
  7559. break;
  7560. case AB_PRAEFATIO:
  7561. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7562. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7563. else if( sd )
  7564. 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);
  7565. break;
  7566. case AB_CHEAL:
  7567. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7568. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7569. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7570. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7571. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7572. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7573. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7574. i = ~i + 1;
  7575. status_heal(bl, i, 0, 0);
  7576. }
  7577. }
  7578. else if( sd )
  7579. 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);
  7580. break;
  7581. case AB_ORATIO:
  7582. if( flag&1 )
  7583. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7584. else
  7585. {
  7586. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7587. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7588. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7589. }
  7590. break;
  7591. case AB_LAUDAAGNUS:
  7592. if( flag&1 || sd == NULL ) {
  7593. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7594. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7595. // Success Chance: (40 + 10 * Skill Level) %
  7596. if( rnd()%100 > 40+10*skill_lv ) break;
  7597. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7598. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7599. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7600. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7601. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7602. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7603. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7604. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7605. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7606. } else if( sd )
  7607. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7608. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7609. break;
  7610. case AB_LAUDARAMUS:
  7611. if( flag&1 || sd == NULL ) {
  7612. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7613. // Success Chance: (40 + 10 * Skill Level) %
  7614. if( rnd()%100 > 40+10*skill_lv ) break;
  7615. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7616. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7617. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7618. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7619. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7620. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7621. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7622. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7623. } else if( sd )
  7624. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7625. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7626. break;
  7627. case AB_CLEARANCE:
  7628. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7629. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7630. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7631. break;
  7632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7633. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7634. if (sd)
  7635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7636. break;
  7637. }
  7638. if(status_isimmune(bl) || !tsc || !tsc->count)
  7639. break;
  7640. for( i = 0; i < SC_MAX; i++ ) {
  7641. if (!tsc->data[i])
  7642. continue;
  7643. switch (i) {
  7644. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7645. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7646. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7647. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7648. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7649. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7650. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7651. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7652. case SC_SPIRIT: case SC_AUTOBERSERK:
  7653. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7654. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7655. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7656. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7657. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7658. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7659. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7660. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7661. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7662. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7663. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7664. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7665. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7666. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7667. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7668. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7669. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7670. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7671. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7672. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7673. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7674. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7675. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7676. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7677. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7678. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7679. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7680. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7681. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7682. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7683. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7684. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7685. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7686. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7687. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7688. case SC_H_MINE:
  7689. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  7690. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE:
  7691. #ifdef RENEWAL
  7692. case SC_EXTREMITYFIST2:
  7693. #endif
  7694. continue;
  7695. case SC_ASSUMPTIO:
  7696. if( bl->type == BL_MOB )
  7697. continue;
  7698. break;
  7699. }
  7700. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7701. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7702. }
  7703. break;
  7704. }
  7705. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7706. break;
  7707. case AB_SILENTIUM:
  7708. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7709. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7710. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7711. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7712. break;
  7713. /**
  7714. * Warlock
  7715. **/
  7716. case WL_STASIS:
  7717. if( flag&1 )
  7718. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7719. else
  7720. {
  7721. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7722. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7723. }
  7724. break;
  7725. case AB_OFFERTORIUM:{
  7726. struct status_change *sc = status_get_sc(src);
  7727. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7728. if( sc ) {
  7729. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  7730. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7731. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7732. }
  7733. }
  7734. }
  7735. break;
  7736. case LG_KINGS_GRACE:
  7737. if( flag&1 ) {
  7738. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  7739. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  7740. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  7741. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7742. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7743. }
  7744. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7745. } else {
  7746. skill_area_temp[2] = 0;
  7747. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  7748. flag |= BCT_GUILD;
  7749. map_foreachinrange(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);
  7750. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7751. }
  7752. break;
  7753. case SO_ELEMENTAL_SHIELD:
  7754. if( !sd->ed ) break;
  7755. elemental_delete(sd->ed,0);
  7756. if( !sd->status.party_id || flag&1 )
  7757. skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
  7758. else if( sd )
  7759. party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7760. break;
  7761. case WL_WHITEIMPRISON:
  7762. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7763. {
  7764. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7765. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7766. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7767. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7768. if( sd )
  7769. skill_blockpc_start(sd,skill_id,4000);
  7770. if( !(tsc && tsc->data[type]) ){
  7771. 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));
  7772. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7773. if( !i )
  7774. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7775. }
  7776. }else
  7777. if( sd )
  7778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7779. break;
  7780. case WL_FROSTMISTY:
  7781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7782. 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,skill_castend_damage_id);
  7783. break;
  7784. case WL_JACKFROST:
  7785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7786. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7787. break;
  7788. case WL_MARSHOFABYSS:
  7789. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7790. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7791. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7792. skill_get_time(skill_id, skill_lv)));
  7793. break;
  7794. case WL_SIENNAEXECRATE:
  7795. if( status_isimmune(bl) || !tsc )
  7796. break;
  7797. if( flag&1 ) {
  7798. if( bl->id == skill_area_temp[1] )
  7799. break; // Already work on this target
  7800. if( tsc && tsc->data[SC_STONE] )
  7801. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7802. else
  7803. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7804. } else {
  7805. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7806. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7807. if( rnd()%100 < rate ) { // Success on First Target
  7808. if( !tsc->data[SC_STONE] )
  7809. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7810. else {
  7811. rate = 1;
  7812. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7813. }
  7814. if( rate ) {
  7815. skill_area_temp[1] = bl->id;
  7816. 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);
  7817. }
  7818. // Doesn't send failure packet if it fails on defense.
  7819. }
  7820. else if( sd ) // Failure on Rate
  7821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7822. }
  7823. break;
  7824. case WL_SUMMONFB:
  7825. case WL_SUMMONBL:
  7826. case WL_SUMMONWB:
  7827. case WL_SUMMONSTONE:
  7828. {
  7829. short element = 0, sctype = 0, pos = -1;
  7830. struct status_change *sc = status_get_sc(src);
  7831. if( !sc ) break;
  7832. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7833. {
  7834. if( !sctype && !sc->data[i] )
  7835. sctype = i; // Take the free SC
  7836. if( sc->data[i] )
  7837. pos = max(sc->data[i]->val2,pos);
  7838. }
  7839. if( !sctype )
  7840. {
  7841. if( sd ) // No free slots to put SC
  7842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7843. break;
  7844. }
  7845. pos++; // Used in val2 for SC. Indicates the order of this ball
  7846. switch( skill_id )
  7847. { // Set val1. The SC element for this ball
  7848. case WL_SUMMONFB: element = WLS_FIRE; break;
  7849. case WL_SUMMONBL: element = WLS_WIND; break;
  7850. case WL_SUMMONWB: element = WLS_WATER; break;
  7851. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7852. }
  7853. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7854. clif_skill_nodamage(src,bl,skill_id,0,0);
  7855. }
  7856. break;
  7857. case WL_READING_SB:
  7858. if( sd ) {
  7859. struct status_change *sc = status_get_sc(bl);
  7860. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7861. if( sc && !sc->data[i] )
  7862. break;
  7863. if( i == SC_MAXSPELLBOOK ) {
  7864. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7865. break;
  7866. }
  7867. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7868. clif_spellbook_list(sd);
  7869. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7870. }
  7871. break;
  7872. /**
  7873. * Ranger
  7874. **/
  7875. case RA_FEARBREEZE:
  7876. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7877. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7878. break;
  7879. case RA_WUGMASTERY:
  7880. if( sd ) {
  7881. if( !pc_iswug(sd) )
  7882. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7883. else
  7884. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7886. }
  7887. break;
  7888. case RA_WUGRIDER:
  7889. if( sd ) {
  7890. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7891. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7892. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7893. } else if( pc_isridingwug(sd) ) {
  7894. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7895. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7896. }
  7897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7898. }
  7899. break;
  7900. case RA_WUGDASH:
  7901. if( tsce ) {
  7902. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7903. map_freeblock_unlock();
  7904. return 0;
  7905. }
  7906. if( sd && pc_isridingwug(sd) ) {
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7908. clif_walkok(sd);
  7909. }
  7910. break;
  7911. case RA_SENSITIVEKEEN:
  7912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7913. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7914. 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);
  7915. break;
  7916. /**
  7917. * Mechanic
  7918. **/
  7919. case NC_F_SIDESLIDE:
  7920. case NC_B_SIDESLIDE:
  7921. {
  7922. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7923. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7924. clif_slide(src,src->x,src->y);
  7925. clif_fixpos(src); //Aegis sent this packet
  7926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7927. }
  7928. break;
  7929. case NC_SELFDESTRUCTION:
  7930. if( sd ) {
  7931. if( pc_ismadogear(sd) )
  7932. pc_setmadogear(sd, 0);
  7933. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7934. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7935. status_set_sp(src, 0, 0);
  7936. }
  7937. break;
  7938. case NC_ANALYZE:
  7939. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7940. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7941. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7942. if( sd ) pc_overheat(sd,1);
  7943. break;
  7944. case NC_MAGNETICFIELD:
  7945. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7946. {
  7947. map_foreachinrange(skill_area_sub,src,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);;
  7948. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7949. if (sd) pc_overheat(sd,1);
  7950. }
  7951. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7952. break;
  7953. case NC_REPAIR:
  7954. if( sd )
  7955. {
  7956. int heal;
  7957. if( dstsd && pc_ismadogear(dstsd) )
  7958. {
  7959. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7960. status_heal(bl,heal,0,2);
  7961. } else {
  7962. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7963. status_heal(src,heal,0,2);
  7964. }
  7965. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7966. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7967. }
  7968. break;
  7969. case NC_DISJOINT:
  7970. {
  7971. if( bl->type != BL_MOB ) break;
  7972. md = map_id2md(bl->id);
  7973. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7974. status_kill(bl);
  7975. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7976. }
  7977. break;
  7978. case SC_AUTOSHADOWSPELL:
  7979. if( sd ) {
  7980. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7981. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7982. clif_autoshadowspell_list(sd);
  7983. clif_skill_nodamage(src,bl,skill_id,1,1);
  7984. }
  7985. else
  7986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7987. }
  7988. break;
  7989. case SC_SHADOWFORM:
  7990. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7991. 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))) )
  7992. dstsd->shadowform_id = src->id;
  7993. }
  7994. else if( sd )
  7995. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7996. break;
  7997. case SC_BODYPAINT:
  7998. if( flag&1 ) {
  7999. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  8000. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  8001. tsc->data[SC__INVISIBILITY]) ) {
  8002. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8003. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8004. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  8005. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8006. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  8007. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8008. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8009. }
  8010. } else {
  8011. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8012. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8013. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8014. }
  8015. break;
  8016. case SC_ENERVATION:
  8017. case SC_GROOMY:
  8018. case SC_LAZINESS:
  8019. case SC_UNLUCKY:
  8020. case SC_WEAKNESS:
  8021. if( !(tsc && tsc->data[type]) ) {
  8022. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  8023. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8024. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8025. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8026. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8027. } else if( sd )
  8028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8029. break;
  8030. case SC_IGNORANCE:
  8031. if( !(tsc && tsc->data[type]) ) {
  8032. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  8033. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  8034. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  8035. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8036. int sp = 100 * skill_lv;
  8037. if( dstmd ) sp = dstmd->level * 2;
  8038. if( !dstmd && status_zap(bl,0,sp) )
  8039. status_heal(src,0,sp/2,3);
  8040. }
  8041. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8042. } else if( sd )
  8043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8044. break;
  8045. case LG_TRAMPLE:
  8046. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8047. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8048. break;
  8049. case LG_REFLECTDAMAGE:
  8050. if( tsc && tsc->data[type] )
  8051. status_change_end(bl,type,INVALID_TIMER);
  8052. else
  8053. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8054. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8055. break;
  8056. case LG_SHIELDSPELL:
  8057. if( flag&1 ) {
  8058. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  8059. sc_start(src,bl,SC_SILENCE,100,skill_lv,duration);
  8060. } else if( sd ) {
  8061. int opt = skill_lv;
  8062. int rate = rnd()%100;
  8063. int val, brate;
  8064. switch( skill_lv ) {
  8065. case 1:
  8066. {
  8067. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  8068. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8069. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8070. break;
  8071. }
  8072. brate = shield_data->def * 10;
  8073. if( rate < 50 )
  8074. opt = 1;
  8075. else if( rate < 75 )
  8076. opt = 2;
  8077. else
  8078. opt = 3;
  8079. switch( opt ) {
  8080. case 1:
  8081. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  8082. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8083. if( rate < brate )
  8084. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8085. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8086. break;
  8087. case 2:
  8088. val = shield_data->def / 10; // % Reflected damage.
  8089. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  8090. break;
  8091. case 3:
  8092. val = shield_data->def; // Attack increase.
  8093. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  8094. break;
  8095. }
  8096. }
  8097. break;
  8098. case 2:
  8099. brate = sd->bonus.shieldmdef * 20;
  8100. if( rate < 30 )
  8101. opt = 1;
  8102. else if( rate < 60 )
  8103. opt = 2;
  8104. else
  8105. opt = 3;
  8106. switch( opt ) {
  8107. case 1:
  8108. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  8109. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8110. if( rate < brate )
  8111. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  8112. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8113. break;
  8114. case 2:
  8115. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  8116. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8117. if( rate < brate )
  8118. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8119. break;
  8120. case 3:
  8121. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  8122. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8123. sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8124. break;
  8125. }
  8126. break;
  8127. case 3:
  8128. {
  8129. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8130. if( !it ) { // No shield?
  8131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8132. break;
  8133. }
  8134. brate = it->refine * 5;
  8135. if( rate < 25 )
  8136. opt = 1;
  8137. else if( rate < 50 )
  8138. opt = 2;
  8139. else
  8140. opt = 3;
  8141. switch( opt ) {
  8142. case 1:
  8143. val = 105 * it->refine / 10;
  8144. sc_start2(src,bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
  8145. break;
  8146. case 2: case 3:
  8147. if( rate < brate )
  8148. {
  8149. val = sstatus->max_hp * (11 + it->refine) / 100;
  8150. status_heal(bl, val, 0, 3);
  8151. }
  8152. break;
  8153. /*case 3:
  8154. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  8155. break;*/
  8156. }
  8157. }
  8158. break;
  8159. }
  8160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8161. }
  8162. break;
  8163. case LG_PIETY:
  8164. if( flag&1 )
  8165. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8166. else {
  8167. skill_area_temp[2] = 0;
  8168. map_foreachinrange(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);
  8169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8170. }
  8171. break;
  8172. case LG_INSPIRATION:
  8173. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8174. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8175. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8176. clif_updatestatus(sd,SP_BASEEXP);
  8177. clif_updatestatus(sd,SP_JOBEXP);
  8178. }
  8179. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8180. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8181. break;
  8182. case SR_CURSEDCIRCLE:
  8183. if( flag&1 ) {
  8184. if( is_boss(bl) ) break;
  8185. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8186. if( bl->type == BL_MOB )
  8187. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8188. unit_stop_attack(bl);
  8189. clif_bladestop(src, bl->id, 1);
  8190. map_freeblock_unlock();
  8191. return 1;
  8192. }
  8193. } else {
  8194. int count = 0;
  8195. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8196. 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
  8197. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8198. if( sd ) pc_delspiritball(sd, count, 0);
  8199. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8200. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8201. }
  8202. break;
  8203. case SR_RAISINGDRAGON:
  8204. if( sd ) {
  8205. short max = 5 + skill_lv;
  8206. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8207. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8208. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8209. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8210. }
  8211. break;
  8212. case SR_ASSIMILATEPOWER:
  8213. if( flag&1 ) {
  8214. i = 0;
  8215. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8216. {
  8217. i = dstsd->spiritball; //1%sp per spiritball.
  8218. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8219. }
  8220. if( i ) status_percent_heal(src, 0, i);
  8221. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8222. } else {
  8223. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8224. 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|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8225. }
  8226. break;
  8227. case SR_POWERVELOCITY:
  8228. if( !dstsd )
  8229. break;
  8230. if( sd && dstsd->spiritball <= 5 ) {
  8231. for(i = 0; i <= 5; i++) {
  8232. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8233. pc_delspiritball(sd, sd->spiritball, 0);
  8234. }
  8235. }
  8236. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8237. break;
  8238. case SR_GENTLETOUCH_CURE:
  8239. {
  8240. int heal;
  8241. if( status_isimmune(bl) )
  8242. {
  8243. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8244. break;
  8245. }
  8246. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  8247. status_heal(bl, heal, 0, 0);
  8248. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  8249. {
  8250. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8251. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8252. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8253. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8254. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8255. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8256. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8257. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8258. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8259. }
  8260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8261. }
  8262. break;
  8263. case SR_GENTLETOUCH_CHANGE:
  8264. case SR_GENTLETOUCH_REVITALIZE:
  8265. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8266. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  8267. break;
  8268. case WA_SWING_DANCE:
  8269. case WA_MOONLIT_SERENADE:
  8270. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8271. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8272. else if( sd ) { // Only shows effects on caster.
  8273. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8274. 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);
  8275. }
  8276. break;
  8277. case SR_FLASHCOMBO:
  8278. if( sd )
  8279. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8280. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8281. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8282. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8283. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8284. break;
  8285. case WA_SYMPHONY_OF_LOVER:
  8286. case MI_RUSH_WINDMILL:
  8287. case MI_ECHOSONG:
  8288. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8289. sc_start4(src,bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  8290. else if( sd ) { // Only shows effects on caster.
  8291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8292. 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);
  8293. }
  8294. break;
  8295. case MI_HARMONIZE:
  8296. if( src != bl )
  8297. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8298. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8299. break;
  8300. case WM_DEADHILLHERE:
  8301. if( bl->type == BL_PC ) {
  8302. if( !status_isdead(bl) )
  8303. break;
  8304. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8305. int heal = tstatus->sp;
  8306. if( heal <= 0 )
  8307. heal = 1;
  8308. tstatus->hp = heal;
  8309. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  8310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8311. pc_revive((TBL_PC*)bl,heal,0);
  8312. clif_resurrection(bl,1);
  8313. }
  8314. }
  8315. break;
  8316. case WM_SIRCLEOFNATURE:
  8317. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8318. case WM_VOICEOFSIREN:
  8319. {
  8320. int rate = 100;
  8321. if( skill_id != WM_SIRCLEOFNATURE ) {
  8322. rate = 6 * skill_lv + (sd ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : 0 );
  8323. flag &= ~BCT_SELF;
  8324. }
  8325. if( flag&1 ) {
  8326. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8327. } else {
  8328. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8329. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8330. }
  8331. break;
  8332. }
  8333. case WM_GLOOMYDAY:
  8334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8335. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8336. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8337. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8338. {
  8339. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8340. break;
  8341. }
  8342. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8343. break;
  8344. case WM_SATURDAY_NIGHT_FEVER:
  8345. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8346. if( !(tsc && tsc->data[type]) )
  8347. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8348. } else if( flag&2 ) {
  8349. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8350. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8351. } else if( sd ) {
  8352. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8353. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8354. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8355. break;
  8356. }
  8357. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8358. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8359. flag |= 2;
  8360. else
  8361. flag |= 1;
  8362. map_foreachinrange(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);
  8363. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8364. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8365. if( flag&2 ) // Dealed here to prevent conflicts
  8366. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8367. }
  8368. break;
  8369. case WM_SONG_OF_MANA:
  8370. case WM_DANCE_WITH_WUG:
  8371. case WM_LERADS_DEW:
  8372. if( flag&1 ) { // These affect to to all party members near the caster.
  8373. struct status_change *sc = status_get_sc(src);
  8374. if( sc && sc->data[type] ) {
  8375. sc_start2(src,bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  8376. }
  8377. } else if( sd ) {
  8378. uint16 lv = skill_lv;
  8379. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  8380. if( sc_start2(src,bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  8381. 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);
  8382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8383. }
  8384. break;
  8385. case WM_MELODYOFSINK:
  8386. case WM_BEYOND_OF_WARCRY:
  8387. case WM_UNLIMITED_HUMMING_VOICE:
  8388. if( flag&1 ) {
  8389. sc_start2(src,bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  8390. } else { // These affect to all targets arround the caster.
  8391. uint16 lv = skill_lv;
  8392. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  8393. map_foreachinrange(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);
  8394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8395. }
  8396. break;
  8397. case WM_RANDOMIZESPELL: {
  8398. int improv_skill_id = 0, improv_skill_lv;
  8399. do {
  8400. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8401. improv_skill_id = skill_improvise_db[i].skill_id;
  8402. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8403. improv_skill_lv = 4 + skill_lv;
  8404. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8405. if( sd ) {
  8406. sd->state.abra_flag = 2;
  8407. sd->skillitem = improv_skill_id;
  8408. sd->skillitemlv = improv_skill_lv;
  8409. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8410. } else {
  8411. struct unit_data *ud = unit_bl2ud(src);
  8412. int inf = skill_get_inf(improv_skill_id);
  8413. if (!ud) break;
  8414. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8415. if (src->type == BL_PET)
  8416. bl = (struct block_list*)((TBL_PET*)src)->master;
  8417. if (!bl) bl = src;
  8418. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8419. } else {
  8420. int target_id = 0;
  8421. if (ud->target)
  8422. target_id = ud->target;
  8423. else switch (src->type) {
  8424. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8425. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8426. }
  8427. if (!target_id)
  8428. break;
  8429. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8430. bl = map_id2bl(target_id);
  8431. if (!bl) bl = src;
  8432. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8433. } else
  8434. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8435. }
  8436. }
  8437. }
  8438. break;
  8439. case RETURN_TO_ELDICASTES:
  8440. case ALL_GUARDIAN_RECALL:
  8441. case ECLAGE_RECALL:
  8442. if( sd )
  8443. {
  8444. short x=0, y=0; // Destiny position.
  8445. unsigned short mapindex=0;
  8446. switch(skill_id){
  8447. default:
  8448. case RETURN_TO_ELDICASTES:
  8449. x = 198;
  8450. y = 187;
  8451. mapindex = mapindex_name2id(MAP_DICASTES);
  8452. break;
  8453. case ALL_GUARDIAN_RECALL:
  8454. x = 44;
  8455. y = 151;
  8456. mapindex = mapindex_name2id(MAP_MORA);
  8457. break;
  8458. case ECLAGE_RECALL:
  8459. x = 47;
  8460. y = 31;
  8461. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8462. break;
  8463. }
  8464. if(!mapindex)
  8465. { //Given map not found?
  8466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8467. map_freeblock_unlock();
  8468. return 0;
  8469. }
  8470. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8471. }
  8472. break;
  8473. case ECL_SNOWFLIP:
  8474. case ECL_PEONYMAMY:
  8475. case ECL_SADAGUI:
  8476. case ECL_SEQUOIADUST:
  8477. switch(skill_id){
  8478. case ECL_SNOWFLIP:
  8479. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8480. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8481. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8482. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8483. break;
  8484. case ECL_PEONYMAMY:
  8485. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8486. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8487. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8488. break;
  8489. case ECL_SADAGUI:
  8490. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8491. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8492. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8493. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8494. break;
  8495. case ECL_SEQUOIADUST:
  8496. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8497. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8498. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8499. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8500. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8501. break;
  8502. }
  8503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8504. break;
  8505. case GM_SANDMAN:
  8506. if( tsc ) {
  8507. if( tsc->opt1 == OPT1_SLEEP )
  8508. tsc->opt1 = 0;
  8509. else
  8510. tsc->opt1 = OPT1_SLEEP;
  8511. clif_changeoption(bl);
  8512. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8513. }
  8514. break;
  8515. case SO_ARRULLO:
  8516. {
  8517. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8518. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8519. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8520. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8521. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8522. }
  8523. break;
  8524. case WM_LULLABY_DEEPSLEEP:
  8525. if( flag&1 ){
  8526. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8527. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  8528. if( bl != src )
  8529. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8530. }else {
  8531. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8532. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8533. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8534. }
  8535. break;
  8536. case SO_SUMMON_AGNI:
  8537. case SO_SUMMON_AQUA:
  8538. case SO_SUMMON_VENTUS:
  8539. case SO_SUMMON_TERA:
  8540. if( sd ) {
  8541. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8542. // Remove previous elemental fisrt.
  8543. if( sd->ed )
  8544. elemental_delete(sd->ed,0);
  8545. // Summoning the new one.
  8546. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8548. break;
  8549. }
  8550. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8551. }
  8552. break;
  8553. case SO_EL_CONTROL:
  8554. if( sd ) {
  8555. int mode = EL_MODE_PASSIVE; // Standard mode.
  8556. if( !sd->ed ) break;
  8557. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8558. elemental_delete(sd->ed, 0);
  8559. break;
  8560. }
  8561. switch( skill_lv ) {// Select mode bassed on skill level used.
  8562. case 2: mode = EL_MODE_ASSIST; break;
  8563. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8564. }
  8565. if( !elemental_change_mode(sd->ed,mode) ) {
  8566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8567. break;
  8568. }
  8569. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8570. }
  8571. break;
  8572. case SO_EL_ACTION:
  8573. if( sd ) {
  8574. int duration = 3000;
  8575. if( !sd->ed ) break;
  8576. sd->skill_id_old = skill_id;
  8577. elemental_action(sd->ed, bl, tick);
  8578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8579. switch(sd->ed->db->class_){
  8580. case 2115:case 2124:
  8581. case 2118:case 2121:
  8582. duration = 6000;
  8583. break;
  8584. case 2116:case 2119:
  8585. case 2122:case 2125:
  8586. duration = 9000;
  8587. break;
  8588. }
  8589. skill_blockpc_start(sd, skill_id, duration);
  8590. }
  8591. break;
  8592. case SO_EL_CURE:
  8593. if( sd ) {
  8594. struct elemental_data *ed = sd->ed;
  8595. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8596. int e_hp, e_sp;
  8597. if( !ed ) break;
  8598. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8600. break;
  8601. }
  8602. e_hp = ed->battle_status.max_hp * 10 / 100;
  8603. e_sp = ed->battle_status.max_sp * 10 / 100;
  8604. status_heal(&ed->bl,e_hp,e_sp,3);
  8605. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8606. }
  8607. break;
  8608. case GN_CHANGEMATERIAL:
  8609. case SO_EL_ANALYSIS:
  8610. if( sd ) {
  8611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8612. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8613. }
  8614. break;
  8615. /**
  8616. * Genetic
  8617. **/
  8618. case GN_BLOOD_SUCKER:
  8619. {
  8620. struct status_change *sc = status_get_sc(src);
  8621. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8622. if( tsc && tsc->data[type] ){
  8623. (sc->bs_counter)--;
  8624. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8625. }
  8626. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8627. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8628. (sc->bs_counter)++;
  8629. } else if( sd ) {
  8630. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8631. break;
  8632. }
  8633. }
  8634. break;
  8635. case GN_MANDRAGORA:
  8636. if( flag&1 ) {
  8637. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8638. sc_start(src,bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8639. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8640. } else
  8641. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8642. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8643. break;
  8644. case GN_SLINGITEM:
  8645. if( sd ) {
  8646. short ammo_id;
  8647. i = sd->equip_index[EQI_AMMO];
  8648. if( i <= 0 )
  8649. break; // No ammo.
  8650. ammo_id = sd->inventory_data[i]->nameid;
  8651. if( ammo_id <= 0 )
  8652. break;
  8653. sd->itemid = ammo_id;
  8654. if( itemdb_is_GNbomb(ammo_id) ) {
  8655. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8656. if( ammo_id == 13263 )
  8657. 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);
  8658. else
  8659. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8660. } else //Otherwise, it fails, shows animation and removes items.
  8661. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8662. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8663. struct script_code *script = sd->inventory_data[i]->script;
  8664. if( !script )
  8665. break;
  8666. if( dstsd )
  8667. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8668. else
  8669. run_script(script,0,src->id,0);
  8670. }
  8671. }
  8672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8673. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8674. break;
  8675. case GN_MIX_COOKING:
  8676. case GN_MAKEBOMB:
  8677. case GN_S_PHARMACY:
  8678. if( sd ) {
  8679. int qty = 1;
  8680. sd->skill_id_old = skill_id;
  8681. sd->skill_lv_old = skill_lv;
  8682. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8683. qty = 10;
  8684. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8686. }
  8687. break;
  8688. /**
  8689. * Elemental
  8690. **/
  8691. case EL_CIRCLE_OF_FIRE:
  8692. case EL_PYROTECHNIC:
  8693. case EL_HEATER:
  8694. case EL_TROPIC:
  8695. case EL_AQUAPLAY:
  8696. case EL_COOLER:
  8697. case EL_CHILLY_AIR:
  8698. case EL_GUST:
  8699. case EL_BLAST:
  8700. case EL_WILD_STORM:
  8701. case EL_PETROLOGY:
  8702. case EL_CURSED_SOIL:
  8703. case EL_UPHEAVAL:
  8704. case EL_FIRE_CLOAK:
  8705. case EL_WATER_DROP:
  8706. case EL_WIND_CURTAIN:
  8707. case EL_SOLID_SKIN:
  8708. case EL_STONE_SHIELD:
  8709. case EL_WIND_STEP: {
  8710. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8711. if( ele ) {
  8712. sc_type type2 = type-1;
  8713. struct status_change *sc = status_get_sc(&ele->bl);
  8714. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8715. elemental_clean_single_effect(ele, skill_id);
  8716. } else {
  8717. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8718. 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, 6);
  8719. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8720. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8721. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8722. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8723. }
  8724. }
  8725. }
  8726. break;
  8727. case EL_FIRE_MANTLE:
  8728. case EL_WATER_BARRIER:
  8729. case EL_ZEPHYR:
  8730. case EL_POWER_OF_GAIA:
  8731. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8732. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8733. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8734. break;
  8735. case EL_WATER_SCREEN: {
  8736. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8737. if( ele ) {
  8738. struct status_change *sc = status_get_sc(&ele->bl);
  8739. sc_type type2 = type-1;
  8740. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8741. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8742. elemental_clean_single_effect(ele, skill_id);
  8743. } else {
  8744. // This not heals at the end.
  8745. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8746. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8747. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8748. }
  8749. }
  8750. }
  8751. break;
  8752. /**
  8753. * Kagerou & Oboro
  8754. **/
  8755. case KO_KAHU_ENTEN:
  8756. case KO_HYOUHU_HUBUKI:
  8757. case KO_KAZEHU_SEIRAN:
  8758. case KO_DOHU_KOUKAI:
  8759. if(sd) {
  8760. int ttype = skill_get_ele(skill_id, skill_lv);
  8761. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8762. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8763. }
  8764. break;
  8765. case KO_ZANZOU:
  8766. if(sd){
  8767. struct mob_data *md;
  8768. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8769. if( md )
  8770. {
  8771. md->master_id = src->id;
  8772. md->special_state.ai = AI_ZANZOU;
  8773. if( md->deletetimer != INVALID_TIMER )
  8774. delete_timer(md->deletetimer, mob_timer_delete);
  8775. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8776. mob_spawn( md );
  8777. pc_setinvincibletimer(sd,500);// unlock target lock
  8778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8779. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8780. }
  8781. }
  8782. break;
  8783. case KO_KYOUGAKU:
  8784. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8785. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8786. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8787. }else if( sd )
  8788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8789. break;
  8790. case KO_JYUSATSU:
  8791. if( dstsd && tsc && !tsc->data[type] &&
  8792. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8793. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8794. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8795. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8796. if( status_get_lv(bl) <= status_get_lv(src) )
  8797. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8798. }else if( sd )
  8799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8800. break;
  8801. case KO_GENWAKU:
  8802. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8803. int x = src->x, y = src->y;
  8804. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8806. break;
  8807. }
  8808. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8809. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8810. clif_slide(src,bl->x,bl->y) ;
  8811. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8812. if (unit_movepos(bl,x,y,0,0))
  8813. {
  8814. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8815. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8816. clif_sitting(bl); //Avoid sitting sync problem
  8817. clif_slide(bl,x,y) ;
  8818. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8819. }
  8820. }
  8821. }
  8822. break;
  8823. case OB_AKAITSUKI:
  8824. case OB_OBOROGENSOU:
  8825. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8826. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8828. break;
  8829. }
  8830. case KO_IZAYOI:
  8831. case OB_ZANGETSU:
  8832. case KG_KYOMU:
  8833. case KG_KAGEMUSYA:
  8834. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8835. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8836. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8837. break;
  8838. case KG_KAGEHUMI:
  8839. if( flag&1 ){
  8840. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8841. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8842. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8843. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8844. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8845. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8846. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8847. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8848. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8849. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8850. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8851. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8852. }
  8853. if( skill_area_temp[2] == 1 ){
  8854. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8855. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8856. }
  8857. }else{
  8858. skill_area_temp[2] = 0;
  8859. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  8860. }
  8861. break;
  8862. case MH_SILENT_BREEZE: {
  8863. struct status_change *ssc = status_get_sc(src);
  8864. struct block_list *m_bl = battle_get_master(src);
  8865. const enum sc_type scs[] = {
  8866. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8867. };
  8868. int heal;
  8869. if(tsc){
  8870. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8871. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8872. }
  8873. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8874. status_change_start(src,bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8875. }
  8876. heal = status_get_sp(src) + status_get_lv(src); //cur_sp+blvl @TODO need real value
  8877. status_heal(bl, heal, 0, 7);
  8878. //now inflict silence on everyone
  8879. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8880. status_change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8881. if(m_bl) {
  8882. struct status_change *msc = status_get_sc(m_bl);
  8883. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8884. status_change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8885. }
  8886. if (hd)
  8887. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8888. }
  8889. break;
  8890. case MH_OVERED_BOOST:
  8891. if (hd) {
  8892. struct block_list *s_bl = battle_get_master(src);
  8893. if(hd->homunculus.hunger>50) //reduce hunger
  8894. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8895. else
  8896. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8897. if(s_bl && s_bl->type==BL_PC) {
  8898. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8899. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8900. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8901. }
  8902. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8903. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8904. }
  8905. break;
  8906. case MH_GRANITIC_ARMOR:
  8907. case MH_PYROCLASTIC:
  8908. {
  8909. struct block_list *s_bl = battle_get_master(src);
  8910. 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
  8911. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8912. if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8913. }
  8914. break;
  8915. case MH_LIGHT_OF_REGENE: //self
  8916. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8917. if(hd) {
  8918. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8919. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8920. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8921. }
  8922. break;
  8923. case MH_STYLE_CHANGE:
  8924. if(hd){
  8925. struct status_change_entry *sce;
  8926. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  8927. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  8928. else sce->val1 = MH_MD_FIGHTING;
  8929. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  8930. char output[128];
  8931. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  8932. clif_colormes(hd->master,color_table[COLOR_RED],output);
  8933. }
  8934. }
  8935. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  8936. }
  8937. break;
  8938. case MH_MAGMA_FLOW:
  8939. case MH_PAIN_KILLER:
  8940. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8941. if (hd)
  8942. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8943. break;
  8944. case MH_SUMMON_LEGION: {
  8945. int summons[5] = {2158, 2159, 2159, 2160, 2160};
  8946. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8947. struct mob_data *sum_md;
  8948. int i,c=0;
  8949. int maxcount = qty[skill_lv-1];
  8950. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  8951. if(c >= maxcount) return 0; //max qty already spawned
  8952. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8953. 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);
  8954. if (sum_md) {
  8955. sum_md->master_id = src->id;
  8956. sum_md->special_state.ai = AI_LEGION;
  8957. if (sum_md->deletetimer != INVALID_TIMER)
  8958. delete_timer(sum_md->deletetimer, mob_timer_delete);
  8959. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  8960. mob_spawn(sum_md); //Now it is ready for spawning.
  8961. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  8962. }
  8963. }
  8964. if (hd)
  8965. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8966. }
  8967. break;
  8968. /**
  8969. * Rebellion
  8970. **/
  8971. case RL_RICHS_COIN:
  8972. if (sd) {
  8973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8974. if (rnd()%100 < 50)
  8975. for (i = 0; i < 10; i++)
  8976. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8977. }
  8978. break;
  8979. case RL_C_MARKER:
  8980. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  8981. uint8 i;
  8982. sd->c_marker.count = 0;
  8983. //Find empty slot. If already exist, renew it!
  8984. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  8985. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  8986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8987. break;
  8988. }
  8989. //Attempt to run SC to the target
  8990. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  8991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8992. break;
  8993. }
  8994. sd->c_marker.target[i] = bl->id;
  8995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8996. }
  8997. break;
  8998. case RL_D_TAIL:
  8999. if (sd && &sd->c_marker) {
  9000. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9001. if (!sd->c_marker.count) {
  9002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9003. break;
  9004. }
  9005. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9006. skill_area_temp[1] = 0;
  9007. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9008. if (sd->c_marker.count)
  9009. i = 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|SD_SPLASH|1,skill_castend_damage_id);
  9010. sd->c_marker.count = 0;
  9011. }
  9012. break;
  9013. case RL_QD_SHOT:
  9014. if (!sd)
  9015. break;
  9016. if (&sd->c_marker && sd->c_marker.target) {
  9017. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9018. skill_area_temp[1] = 0;
  9019. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9020. if (i)
  9021. i = 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|SD_SPLASH|1,skill_castend_damage_id);
  9022. }
  9023. //Doesn't matter if the main target has SC_C_MARKER or not
  9024. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9025. break;
  9026. default:
  9027. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9028. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9029. map_freeblock_unlock();
  9030. return 1;
  9031. }
  9032. if(skill_id != SR_CURSEDCIRCLE){
  9033. struct status_change *sc = status_get_sc(src);
  9034. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9035. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9036. }
  9037. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9038. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9039. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9040. }
  9041. if( sd && !(flag&1) )
  9042. {// ensure that the skill last-cast tick is recorded
  9043. sd->canskill_tick = gettick();
  9044. if( sd->state.arrow_atk )
  9045. {// consume arrow on last invocation to this skill.
  9046. battle_consume_ammo(sd, skill_id, skill_lv);
  9047. }
  9048. skill_onskillusage(sd, bl, skill_id, tick);
  9049. // perform skill requirement consumption
  9050. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9051. }
  9052. map_freeblock_unlock();
  9053. return 0;
  9054. }
  9055. /*==========================================
  9056. *
  9057. *------------------------------------------*/
  9058. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9059. {
  9060. struct block_list *target, *src;
  9061. struct map_session_data *sd;
  9062. struct mob_data *md;
  9063. struct unit_data *ud;
  9064. struct status_change *sc = NULL;
  9065. int inf,inf2,flag = 0;
  9066. src = map_id2bl(id);
  9067. if( src == NULL )
  9068. {
  9069. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9070. return 0;// not found
  9071. }
  9072. ud = unit_bl2ud(src);
  9073. if( ud == NULL )
  9074. {
  9075. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9076. return 0;// ???
  9077. }
  9078. sd = BL_CAST(BL_PC, src);
  9079. md = BL_CAST(BL_MOB, src);
  9080. if( src->prev == NULL ) {
  9081. ud->skilltimer = INVALID_TIMER;
  9082. return 0;
  9083. }
  9084. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9085. if( ud->skilltimer != tid ) {
  9086. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9087. ud->skilltimer = INVALID_TIMER;
  9088. return 0;
  9089. }
  9090. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9091. {// restore original walk speed
  9092. ud->skilltimer = INVALID_TIMER;
  9093. status_calc_bl(&sd->bl, SCB_SPEED);
  9094. }
  9095. ud->skilltimer = INVALID_TIMER;
  9096. }
  9097. if (ud->skilltarget == id)
  9098. target = src;
  9099. else
  9100. target = map_id2bl(ud->skilltarget);
  9101. // Use a do so that you can break out of it when the skill fails.
  9102. do {
  9103. if(!target || target->prev==NULL) break;
  9104. if(src->m != target->m || status_isdead(src)) break;
  9105. switch (ud->skill_id) {
  9106. //These should become skill_castend_pos
  9107. case WE_CALLPARTNER:
  9108. if(sd) clif_callpartner(sd);
  9109. case WE_CALLPARENT:
  9110. case WE_CALLBABY:
  9111. case AM_RESURRECTHOMUN:
  9112. case PF_SPIDERWEB:
  9113. //Find a random spot to place the skill. [Skotlex]
  9114. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9115. ud->skillx = target->x + inf2;
  9116. ud->skilly = target->y + inf2;
  9117. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9118. ud->skillx = target->x;
  9119. ud->skilly = target->y;
  9120. }
  9121. ud->skilltimer=tid;
  9122. return skill_castend_pos(tid,tick,id,data);
  9123. case GN_WALLOFTHORN:
  9124. ud->skillx = target->x;
  9125. ud->skilly = target->y;
  9126. ud->skilltimer = tid;
  9127. return skill_castend_pos(tid,tick,id,data);
  9128. }
  9129. if(ud->skill_id == RG_BACKSTAP) {
  9130. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9131. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9132. break;
  9133. }
  9134. }
  9135. if( ud->skill_id == PR_TURNUNDEAD )
  9136. {
  9137. struct status_data *tstatus = status_get_status_data(target);
  9138. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9139. break;
  9140. }
  9141. if( ud->skill_id == RA_WUGSTRIKE ){
  9142. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9143. break;
  9144. }
  9145. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9146. {
  9147. sc = status_get_sc(target);
  9148. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9149. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9150. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9151. break;
  9152. }
  9153. }
  9154. else
  9155. { // Check target validity.
  9156. inf = skill_get_inf(ud->skill_id);
  9157. inf2 = skill_get_inf2(ud->skill_id);
  9158. if(inf&INF_ATTACK_SKILL ||
  9159. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9160. ) // Casted through combo.
  9161. inf = BCT_ENEMY; //Offensive skill.
  9162. else if(inf2&INF2_NO_ENEMY)
  9163. inf = BCT_NOENEMY;
  9164. else
  9165. inf = 0;
  9166. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9167. {
  9168. inf |=
  9169. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9170. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9171. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9172. inf &= ~BCT_NEUTRAL;
  9173. }
  9174. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9175. {
  9176. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  9177. break;
  9178. }
  9179. else if (inf && battle_check_target(src, target, inf) <= 0){
  9180. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9181. break;
  9182. }
  9183. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9184. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9185. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9186. }
  9187. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9188. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9189. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9190. }
  9191. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9192. sc->data[SC_FOGWALL] &&
  9193. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9194. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9195. break;
  9196. }
  9197. }
  9198. //Avoid doing double checks for instant-cast skills.
  9199. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9200. break;
  9201. if(md) {
  9202. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9203. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9204. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9205. }
  9206. if(src != target && battle_config.skill_add_range &&
  9207. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9208. {
  9209. if (sd) {
  9210. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9211. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9212. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9213. }
  9214. break;
  9215. }
  9216. #ifdef OFFICIAL_WALKPATH
  9217. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9218. {
  9219. if (sd) {
  9220. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9221. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9222. }
  9223. break;
  9224. }
  9225. #endif
  9226. if( sd )
  9227. {
  9228. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9229. break;
  9230. else
  9231. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9232. }
  9233. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9234. break;
  9235. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9236. ud->state.running = 0;
  9237. status_change_end(src, SC_RUN, INVALID_TIMER);
  9238. flag = 1;
  9239. }
  9240. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9241. unit_stop_walking(src,1);
  9242. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9243. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9244. if (sd) { //Cooldown application
  9245. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9246. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9247. }
  9248. if( battle_config.display_status_timers && sd )
  9249. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9250. if( sd )
  9251. {
  9252. switch( ud->skill_id )
  9253. {
  9254. case GS_DESPERADO:
  9255. case RL_FIREDANCE:
  9256. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9257. break;
  9258. case CR_GRANDCROSS:
  9259. case NPC_GRANDDARKNESS:
  9260. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9261. {
  9262. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9263. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9264. break;
  9265. }
  9266. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9267. break;
  9268. }
  9269. }
  9270. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9271. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9272. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9273. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9274. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9275. map_freeblock_lock();
  9276. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9277. skill_toggle_magicpower(src, ud->skill_id);
  9278. // only normal attack and auto cast skills benefit from its bonuses
  9279. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9280. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9281. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9282. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9283. else
  9284. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9285. sc = status_get_sc(src);
  9286. if(sc && sc->count) {
  9287. if(sc->data[SC_SPIRIT] &&
  9288. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9289. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9290. ud->skill_id != WZ_WATERBALL)
  9291. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9292. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9293. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9294. }
  9295. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9296. sd->skillitem = sd->skillitemlv = 0;
  9297. if (ud->skilltimer == INVALID_TIMER) {
  9298. if(md) md->skill_idx = -1;
  9299. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9300. ud->skill_lv = ud->skilltarget = 0;
  9301. }
  9302. map_freeblock_unlock();
  9303. return 1;
  9304. } while(0);
  9305. //Skill failed.
  9306. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9307. { //When Asura fails... (except when it fails from Wall of Fog)
  9308. //Consume SP/spheres
  9309. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9310. status_set_sp(src, 0, 0);
  9311. sc = &sd->sc;
  9312. if (sc->count)
  9313. { //End states
  9314. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9315. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9316. #ifdef RENEWAL
  9317. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9318. #endif
  9319. }
  9320. if (target && target->m == src->m)
  9321. { //Move character to target anyway.
  9322. int dir, x, y;
  9323. dir = map_calc_dir(src,target->x,target->y);
  9324. if( dir > 0 && dir < 4) x = -2;
  9325. else if( dir > 4 ) x = 2;
  9326. else x = 0;
  9327. if( dir > 2 && dir < 6 ) y = -2;
  9328. else if( dir == 7 || dir < 2 ) y = 2;
  9329. else y = 0;
  9330. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9331. { //Display movement + animation.
  9332. clif_slide(src,src->x,src->y);
  9333. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9334. }
  9335. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9336. }
  9337. }
  9338. ud->skill_id = ud->skilltarget = 0;
  9339. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9340. ud->canact_tick = tick;
  9341. //You can't place a skill failed packet here because it would be
  9342. //sent in ALL cases, even cases where skill_check_condition fails
  9343. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9344. if(sd)
  9345. sd->skillitem = sd->skillitemlv = 0;
  9346. else if(md)
  9347. md->skill_idx = -1;
  9348. return 0;
  9349. }
  9350. /*==========================================
  9351. *
  9352. *------------------------------------------*/
  9353. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9354. {
  9355. struct block_list* src = map_id2bl(id);
  9356. int maxcount;
  9357. struct map_session_data *sd;
  9358. struct unit_data *ud = unit_bl2ud(src);
  9359. struct mob_data *md;
  9360. nullpo_ret(ud);
  9361. sd = BL_CAST(BL_PC , src);
  9362. md = BL_CAST(BL_MOB, src);
  9363. if( src->prev == NULL ) {
  9364. ud->skilltimer = INVALID_TIMER;
  9365. return 0;
  9366. }
  9367. if( ud->skilltimer != tid )
  9368. {
  9369. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9370. ud->skilltimer = INVALID_TIMER;
  9371. return 0;
  9372. }
  9373. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9374. {// restore original walk speed
  9375. ud->skilltimer = INVALID_TIMER;
  9376. status_calc_bl(&sd->bl, SCB_SPEED);
  9377. }
  9378. ud->skilltimer = INVALID_TIMER;
  9379. do {
  9380. if( status_isdead(src) )
  9381. break;
  9382. if( !(src->type&battle_config.skill_reiteration) &&
  9383. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9384. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9385. )
  9386. {
  9387. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9388. break;
  9389. }
  9390. if( src->type&battle_config.skill_nofootset &&
  9391. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9392. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9393. )
  9394. {
  9395. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9396. break;
  9397. }
  9398. if( src->type&battle_config.land_skill_limit &&
  9399. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9400. ) {
  9401. int i;
  9402. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9403. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9404. maxcount--;
  9405. }
  9406. if( maxcount == 0 )
  9407. {
  9408. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9409. break;
  9410. }
  9411. }
  9412. if(tid != INVALID_TIMER)
  9413. { //Avoid double checks on instant cast skills. [Skotlex]
  9414. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9415. break;
  9416. if(battle_config.skill_add_range &&
  9417. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9418. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9419. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9420. break;
  9421. }
  9422. }
  9423. if( sd )
  9424. {
  9425. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9426. break;
  9427. else
  9428. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9429. }
  9430. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9431. break;
  9432. if(md) {
  9433. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9434. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9435. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9436. }
  9437. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9438. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9439. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9440. if (ud->walktimer != INVALID_TIMER)
  9441. unit_stop_walking(src,1);
  9442. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9443. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9444. if (sd) { //Cooldown application
  9445. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv);
  9446. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9447. }
  9448. if( battle_config.display_status_timers && sd )
  9449. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9450. // if( sd )
  9451. // {
  9452. // switch( ud->skill_id )
  9453. // {
  9454. // case ????:
  9455. // sd->canequip_tick = tick + ????;
  9456. // break;
  9457. // }
  9458. // }
  9459. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9460. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9461. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9462. map_freeblock_lock();
  9463. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9464. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9465. sd->skillitem = sd->skillitemlv = 0;
  9466. if (ud->skilltimer == INVALID_TIMER) {
  9467. if (md) md->skill_idx = -1;
  9468. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9469. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9470. }
  9471. map_freeblock_unlock();
  9472. return 1;
  9473. } while(0);
  9474. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9475. ud->canact_tick = tick;
  9476. ud->skill_id = ud->skill_lv = 0;
  9477. if(sd)
  9478. sd->skillitem = sd->skillitemlv = 0;
  9479. else if(md)
  9480. md->skill_idx = -1;
  9481. return 0;
  9482. }
  9483. /* skill count without self */
  9484. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9485. struct block_list* src = va_arg(ap, struct block_list*);
  9486. if( src->id != bl->id ) {
  9487. return 1;
  9488. }
  9489. return 0;
  9490. }
  9491. /*==========================================
  9492. *
  9493. *------------------------------------------*/
  9494. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9495. {
  9496. struct map_session_data* sd;
  9497. struct status_change* sc;
  9498. struct status_change_entry *sce;
  9499. struct skill_unit_group* sg;
  9500. enum sc_type type;
  9501. int i;
  9502. //if(skill_lv <= 0) return 0;
  9503. if(skill_id > 0 && !skill_lv) return 0; // celest
  9504. nullpo_ret(src);
  9505. if(status_isdead(src))
  9506. return 0;
  9507. sd = BL_CAST(BL_PC, src);
  9508. sc = status_get_sc(src);
  9509. type = status_skill2sc(skill_id);
  9510. sce = (sc && type != -1)?sc->data[type]:NULL;
  9511. switch (skill_id) { //Skill effect.
  9512. case WZ_METEOR:
  9513. case MO_BODYRELOCATION:
  9514. case CR_CULTIVATION:
  9515. case HW_GANBANTEIN:
  9516. case LG_EARTHDRIVE:
  9517. case SC_ESCAPE:
  9518. break; //Effect is displayed on respective switch case.
  9519. default:
  9520. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9521. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9522. else
  9523. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9524. }
  9525. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9526. skill_toggle_magicpower(src, skill_id);
  9527. switch(skill_id)
  9528. {
  9529. case PR_BENEDICTIO:
  9530. skill_area_temp[1] = src->id;
  9531. i = skill_get_splash(skill_id, skill_lv);
  9532. map_foreachinarea(skill_area_sub,
  9533. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9534. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9535. skill_castend_nodamage_id);
  9536. map_foreachinarea(skill_area_sub,
  9537. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9538. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9539. skill_castend_damage_id);
  9540. break;
  9541. case BS_HAMMERFALL:
  9542. i = skill_get_splash(skill_id, skill_lv);
  9543. map_foreachinarea (skill_area_sub,
  9544. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9545. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9546. skill_castend_nodamage_id);
  9547. break;
  9548. case HT_DETECTING:
  9549. i = skill_get_splash(skill_id, skill_lv);
  9550. map_foreachinarea( status_change_timer_sub,
  9551. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9552. src,NULL,SC_SIGHT,tick);
  9553. if(battle_config.traps_setting&1)
  9554. map_foreachinarea( skill_reveal_trap,
  9555. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9556. break;
  9557. case SR_RIDEINLIGHTNING:
  9558. i = skill_get_splash(skill_id, skill_lv);
  9559. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9560. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9561. break;
  9562. case SA_VOLCANO:
  9563. case SA_DELUGE:
  9564. case SA_VIOLENTGALE:
  9565. { //Does not consumes if the skill is already active. [Skotlex]
  9566. struct skill_unit_group *sg;
  9567. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9568. {
  9569. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9570. {
  9571. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9572. return 0; // not to consume items
  9573. }
  9574. else
  9575. sg->limit = 0; //Disable it.
  9576. }
  9577. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9578. break;
  9579. }
  9580. case MG_SAFETYWALL:
  9581. case MG_FIREWALL:
  9582. case MG_THUNDERSTORM:
  9583. case AL_PNEUMA:
  9584. case WZ_ICEWALL:
  9585. case WZ_FIREPILLAR:
  9586. case WZ_QUAGMIRE:
  9587. case WZ_VERMILION:
  9588. case WZ_STORMGUST:
  9589. case WZ_HEAVENDRIVE:
  9590. case PR_SANCTUARY:
  9591. case PR_MAGNUS:
  9592. case CR_GRANDCROSS:
  9593. case NPC_GRANDDARKNESS:
  9594. case HT_SKIDTRAP:
  9595. case MA_SKIDTRAP:
  9596. case HT_LANDMINE:
  9597. case MA_LANDMINE:
  9598. case HT_ANKLESNARE:
  9599. case HT_SHOCKWAVE:
  9600. case HT_SANDMAN:
  9601. case MA_SANDMAN:
  9602. case HT_FLASHER:
  9603. case HT_FREEZINGTRAP:
  9604. case MA_FREEZINGTRAP:
  9605. case HT_BLASTMINE:
  9606. case HT_CLAYMORETRAP:
  9607. case AS_VENOMDUST:
  9608. case AM_DEMONSTRATION:
  9609. case PF_FOGWALL:
  9610. case PF_SPIDERWEB:
  9611. case HT_TALKIEBOX:
  9612. case WE_CALLPARTNER:
  9613. case WE_CALLPARENT:
  9614. case WE_CALLBABY:
  9615. case AC_SHOWER: //Ground-placed skill implementation.
  9616. case MA_SHOWER:
  9617. case SA_LANDPROTECTOR:
  9618. case BD_LULLABY:
  9619. case BD_RICHMANKIM:
  9620. case BD_ETERNALCHAOS:
  9621. case BD_DRUMBATTLEFIELD:
  9622. case BD_RINGNIBELUNGEN:
  9623. case BD_ROKISWEIL:
  9624. case BD_INTOABYSS:
  9625. case BD_SIEGFRIED:
  9626. case BA_DISSONANCE:
  9627. case BA_POEMBRAGI:
  9628. case BA_WHISTLE:
  9629. case BA_ASSASSINCROSS:
  9630. case BA_APPLEIDUN:
  9631. case DC_UGLYDANCE:
  9632. case DC_HUMMING:
  9633. case DC_DONTFORGETME:
  9634. case DC_FORTUNEKISS:
  9635. case DC_SERVICEFORYOU:
  9636. case CG_MOONLIT:
  9637. case GS_DESPERADO:
  9638. case NJ_KAENSIN:
  9639. case NJ_BAKUENRYU:
  9640. case NJ_SUITON:
  9641. case NJ_HYOUSYOURAKU:
  9642. case NJ_RAIGEKISAI:
  9643. case NJ_KAMAITACHI:
  9644. #ifdef RENEWAL
  9645. case NJ_HUUMA:
  9646. #endif
  9647. case NPC_EVILLAND:
  9648. case RA_ELECTRICSHOCKER:
  9649. case RA_CLUSTERBOMB:
  9650. case RA_MAGENTATRAP:
  9651. case RA_COBALTTRAP:
  9652. case RA_MAIZETRAP:
  9653. case RA_VERDURETRAP:
  9654. case RA_FIRINGTRAP:
  9655. case RA_ICEBOUNDTRAP:
  9656. case SC_MANHOLE:
  9657. case SC_DIMENSIONDOOR:
  9658. case SC_CHAOSPANIC:
  9659. case SC_MAELSTROM:
  9660. case SC_BLOODYLUST:
  9661. case WM_REVERBERATION:
  9662. case WM_SEVERE_RAINSTORM:
  9663. case WM_POEMOFNETHERWORLD:
  9664. case SO_PSYCHIC_WAVE:
  9665. case SO_VACUUM_EXTREME:
  9666. case GN_WALLOFTHORN:
  9667. case GN_THORNS_TRAP:
  9668. case GN_DEMONIC_FIRE:
  9669. case GN_HELLS_PLANT:
  9670. case SO_EARTHGRAVE:
  9671. case SO_DIAMONDDUST:
  9672. case SO_FIRE_INSIGNIA:
  9673. case SO_WATER_INSIGNIA:
  9674. case SO_WIND_INSIGNIA:
  9675. case SO_EARTH_INSIGNIA:
  9676. case KO_HUUMARANKA:
  9677. case KO_MUCHANAGE:
  9678. case KO_BAKURETSU:
  9679. case KO_ZENKAI:
  9680. case MH_LAVA_SLIDE:
  9681. case MH_VOLCANIC_ASH:
  9682. case MH_POISON_MIST:
  9683. case MH_STEINWAND:
  9684. case MH_XENO_SLASHER:
  9685. case NC_MAGMA_ERUPTION:
  9686. case RL_B_TRAP:
  9687. if (skill_id == RL_B_TRAP && sd)
  9688. sd->skill_id_old = skill_id;
  9689. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9690. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9691. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9692. break;
  9693. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9694. skill_clear_unitgroup(src);
  9695. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9696. flag|=1;
  9697. break;
  9698. case HP_BASILICA:
  9699. if( sc->data[SC_BASILICA] ) {
  9700. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9701. return 0;
  9702. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9703. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9704. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9705. return 0;
  9706. }
  9707. skill_clear_unitgroup(src);
  9708. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9709. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9710. flag|=1;
  9711. }
  9712. break;
  9713. case CG_HERMODE:
  9714. skill_clear_unitgroup(src);
  9715. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9716. sc_start4(src,src,SC_DANCING,100,
  9717. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9718. flag|=1;
  9719. break;
  9720. case RG_CLEANER: // [Valaris]
  9721. i = skill_get_splash(skill_id, skill_lv);
  9722. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9723. break;
  9724. case SO_WARMER:
  9725. flag|= 8;
  9726. case SO_CLOUD_KILL:
  9727. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9728. break;
  9729. case WZ_METEOR: {
  9730. int area = skill_get_splash(skill_id, skill_lv);
  9731. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9732. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9733. // Creates a random Cell in the Splash Area
  9734. tmpx = x - area + rnd()%(area * 2 + 1);
  9735. tmpy = y - area + rnd()%(area * 2 + 1);
  9736. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9737. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9738. if( i > 0 )
  9739. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9740. x1 = tmpx;
  9741. y1 = tmpy;
  9742. }
  9743. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9744. }
  9745. break;
  9746. case AL_WARP:
  9747. if(sd)
  9748. {
  9749. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9750. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9751. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9752. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9753. );
  9754. }
  9755. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9756. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9757. return 0; // not to consume item.
  9758. case MO_BODYRELOCATION:
  9759. if (unit_movepos(src, x, y, 1, 1)) {
  9760. #if PACKETVER >= 20111005
  9761. clif_snap(src, src->x, src->y);
  9762. #else
  9763. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9764. #endif
  9765. if (sd)
  9766. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9767. }
  9768. break;
  9769. case NJ_SHADOWJUMP:
  9770. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9771. unit_movepos(src, x, y, 1, 0);
  9772. clif_slide(src,x,y);
  9773. }
  9774. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9775. break;
  9776. case AM_SPHEREMINE:
  9777. case AM_CANNIBALIZE:
  9778. {
  9779. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9780. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9781. int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
  9782. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9783. struct mob_data *md;
  9784. // Correct info, don't change any of this! [celest]
  9785. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  9786. if (md) {
  9787. md->master_id = src->id;
  9788. md->special_state.ai = (enum mob_ai)ai;
  9789. if( md->deletetimer != INVALID_TIMER )
  9790. delete_timer(md->deletetimer, mob_timer_delete);
  9791. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9792. mob_spawn (md); //Now it is ready for spawning.
  9793. }
  9794. }
  9795. break;
  9796. // Slim Pitcher [Celest]
  9797. case CR_SLIMPITCHER:
  9798. if (sd) {
  9799. int i = 0, j = 0;
  9800. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  9801. i = skill_lv%11 - 1;
  9802. j = pc_search_inventory(sd, require.itemid[i]);
  9803. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  9804. {
  9805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9806. return 1;
  9807. }
  9808. potion_flag = 1;
  9809. potion_hp = 0;
  9810. potion_sp = 0;
  9811. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9812. potion_flag = 0;
  9813. //Apply skill bonuses
  9814. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9815. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9816. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9817. + pc_skillheal_bonus(sd, skill_id);
  9818. potion_hp = potion_hp * (100+i)/100;
  9819. potion_sp = potion_sp * (100+i)/100;
  9820. if(potion_hp > 0 || potion_sp > 0) {
  9821. i = skill_get_splash(skill_id, skill_lv);
  9822. map_foreachinarea(skill_area_sub,
  9823. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9824. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9825. skill_castend_nodamage_id);
  9826. }
  9827. } else {
  9828. int i = skill_get_itemid(skill_id, skill_lv);
  9829. struct item_data *item;
  9830. item = itemdb_search(i);
  9831. potion_flag = 1;
  9832. potion_hp = 0;
  9833. potion_sp = 0;
  9834. run_script(item->script,0,src->id,0);
  9835. potion_flag = 0;
  9836. i = skill_get_max(CR_SLIMPITCHER)*10;
  9837. potion_hp = potion_hp * (100+i)/100;
  9838. potion_sp = potion_sp * (100+i)/100;
  9839. if(potion_hp > 0 || potion_sp > 0) {
  9840. i = skill_get_splash(skill_id, skill_lv);
  9841. map_foreachinarea(skill_area_sub,
  9842. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9843. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9844. skill_castend_nodamage_id);
  9845. }
  9846. }
  9847. break;
  9848. case HW_GANBANTEIN:
  9849. if (rnd()%100 < 80) {
  9850. int dummy = 1;
  9851. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9852. i = skill_get_splash(skill_id, skill_lv);
  9853. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9854. } else {
  9855. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9856. return 1;
  9857. }
  9858. break;
  9859. case HW_GRAVITATION:
  9860. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9861. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9862. flag|=1;
  9863. break;
  9864. // Plant Cultivation [Celest]
  9865. case CR_CULTIVATION:
  9866. if (sd) {
  9867. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9868. {
  9869. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9870. return 1;
  9871. }
  9872. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9873. if (rnd()%100 < 50) {
  9874. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9875. } else {
  9876. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9877. int i;
  9878. if (!md) break;
  9879. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9880. {
  9881. if( md->deletetimer != INVALID_TIMER )
  9882. delete_timer(md->deletetimer, mob_timer_delete);
  9883. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9884. }
  9885. mob_spawn (md);
  9886. }
  9887. }
  9888. break;
  9889. case SG_SUN_WARM:
  9890. case SG_MOON_WARM:
  9891. case SG_STAR_WARM:
  9892. skill_clear_unitgroup(src);
  9893. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9894. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9895. flag|=1;
  9896. break;
  9897. case PA_GOSPEL:
  9898. if (sce && sce->val4 == BCT_SELF)
  9899. {
  9900. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9901. return 0;
  9902. }
  9903. else
  9904. {
  9905. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9906. if (!sg) break;
  9907. if (sce)
  9908. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9909. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9910. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9911. }
  9912. break;
  9913. case NJ_TATAMIGAESHI:
  9914. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9915. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9916. break;
  9917. case AM_RESURRECTHOMUN: //[orn]
  9918. if (sd)
  9919. {
  9920. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9921. {
  9922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9923. break;
  9924. }
  9925. }
  9926. break;
  9927. case RK_WINDCUTTER:
  9928. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9929. case NC_COLDSLOWER:
  9930. case NC_ARMSCANNON:
  9931. case RK_DRAGONBREATH:
  9932. case RK_DRAGONBREATH_WATER:
  9933. i = skill_get_splash(skill_id,skill_lv);
  9934. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9935. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9936. break;
  9937. case SO_ARRULLO:
  9938. i = skill_get_splash(skill_id,skill_lv);
  9939. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9940. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9941. break;
  9942. /**
  9943. * Guilotine Cross
  9944. **/
  9945. case GC_POISONSMOKE:
  9946. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9947. if( sd )
  9948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9949. return 0;
  9950. }
  9951. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9952. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9953. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9954. break;
  9955. /**
  9956. * Arch Bishop
  9957. **/
  9958. case AB_EPICLESIS:
  9959. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9960. i = sg->unit->range;
  9961. map_foreachinarea(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);
  9962. }
  9963. break;
  9964. /**
  9965. * Warlock
  9966. **/
  9967. case WL_COMET:
  9968. if( sc ) {
  9969. sc->comet_x = x;
  9970. sc->comet_y = y;
  9971. }
  9972. i = skill_get_splash(skill_id,skill_lv);
  9973. 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|1,skill_castend_damage_id);
  9974. break;
  9975. case WL_EARTHSTRAIN:
  9976. {
  9977. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  9978. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9979. for( i = 1; i <= wave; i++ )
  9980. {
  9981. switch( dir ){
  9982. case 0: case 1: case 7: sy = y + i; break;
  9983. case 3: case 4: case 5: sy = y - i; break;
  9984. case 2: sx = x - i; break;
  9985. case 6: sx = x + i; break;
  9986. }
  9987. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  9988. }
  9989. }
  9990. break;
  9991. /**
  9992. * Ranger
  9993. **/
  9994. case RA_DETONATOR:
  9995. i = skill_get_splash(skill_id, skill_lv);
  9996. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9997. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9998. break;
  9999. /**
  10000. * Mechanic
  10001. **/
  10002. case NC_NEUTRALBARRIER:
  10003. case NC_STEALTHFIELD:
  10004. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10005. skill_clear_unitgroup(src);
  10006. return 0;
  10007. }
  10008. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10009. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10010. 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));
  10011. if( sd ) pc_overheat(sd,1);
  10012. }
  10013. break;
  10014. case NC_SILVERSNIPER:
  10015. {
  10016. int class_ = 2042;
  10017. struct mob_data *md;
  10018. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10019. if( md )
  10020. {
  10021. md->master_id = src->id;
  10022. md->special_state.ai = AI_FAW;
  10023. if( md->deletetimer != INVALID_TIMER )
  10024. delete_timer(md->deletetimer, mob_timer_delete);
  10025. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10026. mob_spawn( md );
  10027. }
  10028. }
  10029. break;
  10030. case NC_MAGICDECOY:
  10031. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10032. break;
  10033. case SC_FEINTBOMB:
  10034. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10035. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10036. if( skill_blown(src,src,3*skill_lv,unit_getdir(src),0) )
  10037. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  10038. break;
  10039. case SC_ESCAPE:
  10040. clif_skill_nodamage(src,src,skill_id,-1,1);
  10041. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10042. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10043. break;
  10044. case LG_OVERBRAND:
  10045. skill_overbrand(src, skill_id, skill_lv, x, y, tick, flag);
  10046. break;
  10047. case LG_BANDING:
  10048. if( sc && sc->data[SC_BANDING] )
  10049. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10050. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10051. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10052. if( sd ) pc_banding(sd,skill_lv);
  10053. }
  10054. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10055. break;
  10056. case LG_RAYOFGENESIS:
  10057. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10058. i = skill_get_splash(skill_id,skill_lv);
  10059. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10060. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10061. } else if( sd )
  10062. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10063. break;
  10064. case WM_DOMINION_IMPULSE:
  10065. i = skill_get_splash(skill_id, skill_lv);
  10066. map_foreachinarea( skill_ative_reverberation,
  10067. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10068. break;
  10069. case WM_GREAT_ECHO:
  10070. flag|=1; // Should counsume 1 item per skill usage.
  10071. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10072. break;
  10073. case GN_CRAZYWEED: {
  10074. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10075. short x1 = 0, y1 = 0;
  10076. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10077. x1 = x - area + rnd()%(area * 2 + 1);
  10078. y1 = y - area + rnd()%(area * 2 + 1);
  10079. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10080. }
  10081. }
  10082. break;
  10083. case GN_FIRE_EXPANSION: {
  10084. int i;
  10085. struct unit_data *ud = unit_bl2ud(src);
  10086. if( !ud ) break;
  10087. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10088. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10089. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10090. switch( skill_lv ) {
  10091. case 3:
  10092. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10093. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10094. break;
  10095. case 4:
  10096. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10097. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10098. break;
  10099. case 5:
  10100. map_foreachinarea(skill_area_sub, src->m,
  10101. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10102. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10103. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10104. skill_delunit(ud->skillunit[i]->unit);
  10105. break;
  10106. default:
  10107. ud->skillunit[i]->unit->val2 = skill_lv;
  10108. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10109. break;
  10110. }
  10111. }
  10112. }
  10113. }
  10114. break;
  10115. case SO_FIREWALK:
  10116. case SO_ELECTRICWALK:
  10117. if( sc && sc->data[type] )
  10118. status_change_end(src,type,INVALID_TIMER);
  10119. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10120. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10121. break;
  10122. case KO_MAKIBISHI:
  10123. for( i = 0; i < (skill_lv+2); i++ ) {
  10124. x = src->x - 1 + rnd()%3;
  10125. y = src->y - 1 + rnd()%3;
  10126. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10127. }
  10128. break;
  10129. case RL_FALLEN_ANGEL:
  10130. if( unit_movepos(src, x, y, 1, 1) ) {
  10131. enum e_skill skill_use = GS_DESPERADO;
  10132. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10133. clif_slide(src,x,y);
  10134. if (skill_check_condition_castbegin(sd,skill_use,skill_use_lv)) {
  10135. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10136. skill_consume_requirement(sd,skill_use,skill_use_lv,1);
  10137. }
  10138. }
  10139. else if (sd)
  10140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10141. break;
  10142. case RL_HAMMER_OF_GOD:
  10143. i = skill_get_splash(skill_id, skill_lv);
  10144. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10145. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10146. break;
  10147. default:
  10148. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10149. return 1;
  10150. }
  10151. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10152. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10153. if( sd )
  10154. {// ensure that the skill last-cast tick is recorded
  10155. sd->canskill_tick = gettick();
  10156. if( sd->state.arrow_atk && !(flag&1) )
  10157. {// consume arrow if this is a ground skill
  10158. battle_consume_ammo(sd, skill_id, skill_lv);
  10159. }
  10160. // perform skill requirement consumption
  10161. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10162. }
  10163. return 0;
  10164. }
  10165. /*==========================================
  10166. *
  10167. *------------------------------------------*/
  10168. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10169. {
  10170. nullpo_ret(sd);
  10171. //Simplify skill_failed code.
  10172. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10173. if(skill_id != sd->menuskill_id)
  10174. return 0;
  10175. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10176. skill_failed(sd);
  10177. return 0;
  10178. }
  10179. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10180. skill_failed(sd);
  10181. return 0;
  10182. }
  10183. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10184. if(sd->sc.count && (
  10185. sd->sc.data[SC_SILENCE] ||
  10186. sd->sc.data[SC_ROKISWEIL] ||
  10187. sd->sc.data[SC_AUTOCOUNTER] ||
  10188. sd->sc.data[SC_STEELBODY] ||
  10189. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10190. sd->sc.data[SC_BERSERK] ||
  10191. sd->sc.data[SC_BASILICA] ||
  10192. sd->sc.data[SC_MARIONETTE] ||
  10193. sd->sc.data[SC_WHITEIMPRISON] ||
  10194. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10195. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10196. sd->sc.data[SC_OBLIVIONCURSE] ||
  10197. sd->sc.data[SC__MANHOLE]
  10198. )) {
  10199. skill_failed(sd);
  10200. return 0;
  10201. }
  10202. pc_stop_attack(sd);
  10203. pc_stop_walking(sd,0);
  10204. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10205. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10206. if(strcmp(map,"cancel")==0) {
  10207. skill_failed(sd);
  10208. return 0;
  10209. }
  10210. switch(skill_id)
  10211. {
  10212. case AL_TELEPORT:
  10213. case ALL_ODINS_RECALL:
  10214. if(strcmp(map,"Random")==0)
  10215. pc_randomwarp(sd,CLR_TELEPORT);
  10216. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10217. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10218. break;
  10219. case AL_WARP:
  10220. {
  10221. const struct point *p[4];
  10222. struct skill_unit_group *group;
  10223. int i, lv, wx, wy;
  10224. int maxcount=0;
  10225. int x,y;
  10226. unsigned short mapindex;
  10227. mapindex = mapindex_name2id((char*)map);
  10228. if(!mapindex) { //Given map not found?
  10229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10230. skill_failed(sd);
  10231. return 0;
  10232. }
  10233. p[0] = &sd->status.save_point;
  10234. p[1] = &sd->status.memo_point[0];
  10235. p[2] = &sd->status.memo_point[1];
  10236. p[3] = &sd->status.memo_point[2];
  10237. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10238. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10239. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10240. maxcount--;
  10241. }
  10242. if(!maxcount) {
  10243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10244. skill_failed(sd);
  10245. return 0;
  10246. }
  10247. }
  10248. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10249. wx = sd->menuskill_val>>16;
  10250. wy = sd->menuskill_val&0xffff;
  10251. if( lv <= 0 ) return 0;
  10252. if( lv > 4 ) lv = 4; // crash prevention
  10253. // check if the chosen map exists in the memo list
  10254. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10255. if( i < lv ) {
  10256. x=p[i]->x;
  10257. y=p[i]->y;
  10258. } else {
  10259. skill_failed(sd);
  10260. return 0;
  10261. }
  10262. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10263. { // This checks versus skill_id/skill_lv...
  10264. skill_failed(sd);
  10265. return 0;
  10266. }
  10267. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10268. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10269. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10270. skill_failed(sd);
  10271. return 0;
  10272. }
  10273. group->val1 = (group->val1<<16)|(short)0;
  10274. // record the destination coordinates
  10275. group->val2 = (x<<16)|y;
  10276. group->val3 = mapindex;
  10277. }
  10278. break;
  10279. }
  10280. sd->menuskill_id = sd->menuskill_val = 0;
  10281. return 0;
  10282. #undef skill_failed
  10283. }
  10284. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10285. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10286. {
  10287. struct skill_unit* target = (struct skill_unit*)bl;
  10288. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10289. int flag = va_arg(ap, int);
  10290. if (src == target)
  10291. return 0;
  10292. if (!target->group || !(target->group->state.song_dance&0x1))
  10293. return 0;
  10294. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10295. return 0;
  10296. if (flag) //Set dissonance
  10297. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10298. else //Remove dissonance
  10299. target->val2 &= ~UF_ENSEMBLE;
  10300. clif_skill_setunit(target); //Update look of affected cell.
  10301. return 1;
  10302. }
  10303. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10304. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10305. //When 1, this unit has been positioned, so start the cancel effect.
  10306. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10307. {
  10308. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10309. return 0;
  10310. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10311. return 0; //Nothing to remove, this unit is not overlapped.
  10312. if (unit->val1 != unit->group->skill_id)
  10313. { //Reset state
  10314. unit->val1 = unit->group->skill_id;
  10315. unit->val2 &= ~UF_ENSEMBLE;
  10316. }
  10317. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10318. }
  10319. /*==========================================
  10320. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10321. * Flag: 0 - Convert, 1 - Revert.
  10322. * TODO: This should be completely removed later and rewritten
  10323. * The entire execution of the overlapping songs instances is dirty and hacked together
  10324. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10325. *------------------------------------------*/
  10326. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10327. {
  10328. static int prevflag = 1; // by default the backup is empty
  10329. static struct skill_unit_group backup;
  10330. struct skill_unit_group* group = unit->group;
  10331. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10332. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10333. return false;
  10334. if( flag == prevflag )
  10335. {// protection against attempts to read an empty backup / write to a full backup
  10336. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10337. flag ? "read an empty backup" : "write to a full backup",
  10338. group->skill_id, group->skill_lv, group->src_id);
  10339. return false;
  10340. }
  10341. prevflag = flag;
  10342. if( !flag )
  10343. { //Transform
  10344. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10345. // backup
  10346. backup.skill_id = group->skill_id;
  10347. backup.skill_lv = group->skill_lv;
  10348. backup.unit_id = group->unit_id;
  10349. backup.target_flag = group->target_flag;
  10350. backup.bl_flag = group->bl_flag;
  10351. backup.interval = group->interval;
  10352. // replace
  10353. group->skill_id = skill_id;
  10354. group->skill_lv = 1;
  10355. group->unit_id = skill_get_unit_id(skill_id,0);
  10356. group->target_flag = skill_get_unit_target(skill_id);
  10357. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10358. group->interval = skill_get_unit_interval(skill_id);
  10359. }
  10360. else
  10361. { //Restore
  10362. group->skill_id = backup.skill_id;
  10363. group->skill_lv = backup.skill_lv;
  10364. group->unit_id = backup.unit_id;
  10365. group->target_flag = backup.target_flag;
  10366. group->bl_flag = backup.bl_flag;
  10367. group->interval = backup.interval;
  10368. }
  10369. return true;
  10370. }
  10371. /**
  10372. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10373. **/
  10374. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10375. struct block_list *target = NULL;
  10376. struct mob_data *md = ((TBL_MOB*)bl);
  10377. nullpo_ret(bl);
  10378. nullpo_ret(md);
  10379. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10380. return 0;
  10381. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10382. return 0;
  10383. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10384. mob_unlocktarget(md,gettick());
  10385. mob_stop_walking(md,1);
  10386. }
  10387. return 0;
  10388. }
  10389. /*==========================================
  10390. * Initializes and sets a ground skill.
  10391. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10392. *------------------------------------------*/
  10393. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10394. {
  10395. struct skill_unit_group *group;
  10396. int i,limit,val1=0,val2=0,val3=0;
  10397. int target,interval,range,unit_flag,req_item=0;
  10398. struct s_skill_unit_layout *layout;
  10399. struct map_session_data *sd;
  10400. struct status_data *status;
  10401. struct status_change *sc;
  10402. int active_flag=1;
  10403. int subunt=0;
  10404. nullpo_retr(NULL, src);
  10405. limit = skill_get_time(skill_id,skill_lv);
  10406. range = skill_get_unit_range(skill_id,skill_lv);
  10407. interval = skill_get_unit_interval(skill_id);
  10408. target = skill_get_unit_target(skill_id);
  10409. unit_flag = skill_get_unit_flag(skill_id);
  10410. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10411. sd = BL_CAST(BL_PC, src);
  10412. status = status_get_status_data(src);
  10413. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10414. switch( skill_id ) {
  10415. case MH_STEINWAND:
  10416. case MG_SAFETYWALL:
  10417. #ifdef RENEWAL
  10418. if(skill_id == MH_STEINWAND)
  10419. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10420. else
  10421. val2 = status_get_max_hp(src) * 3;
  10422. #else
  10423. val2 = skill_lv+1;
  10424. #endif
  10425. break;
  10426. case MG_FIREWALL:
  10427. if(sc && sc->data[SC_VIOLENTGALE])
  10428. limit = limit*3/2;
  10429. val2=4+skill_lv;
  10430. break;
  10431. case AL_WARP:
  10432. val1=skill_lv+6;
  10433. if(!(flag&1))
  10434. limit=2000;
  10435. else // previous implementation (not used anymore)
  10436. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10437. if( src->type != BL_SKILL ) return NULL;
  10438. group = ((TBL_SKILL*)src)->group;
  10439. src = map_id2bl(group->src_id);
  10440. if( !src ) return NULL;
  10441. val2 = group->val2; //Copy the (x,y) position you warp to
  10442. val3 = group->val3; //as well as the mapindex to warp to.
  10443. }
  10444. break;
  10445. case HP_BASILICA:
  10446. val1 = src->id; // Store caster id.
  10447. break;
  10448. case PR_SANCTUARY:
  10449. case NPC_EVILLAND:
  10450. val1=(skill_lv+3)*2;
  10451. break;
  10452. case WZ_FIREPILLAR:
  10453. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10454. return NULL;
  10455. if((flag&1)!=0)
  10456. limit=1000;
  10457. val1=skill_lv+2;
  10458. break;
  10459. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10460. case AM_DEMONSTRATION:
  10461. case GN_HELLS_PLANT:
  10462. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10463. && (src->type&battle_config.vs_traps_bctall))
  10464. target = BCT_ALL;
  10465. break;
  10466. case HT_ANKLESNARE:
  10467. if( flag&2 ) val3 = SC_ESCAPE;
  10468. case HT_SHOCKWAVE:
  10469. val1=skill_lv*15+10;
  10470. case HT_SANDMAN:
  10471. case MA_SANDMAN:
  10472. case HT_CLAYMORETRAP:
  10473. case HT_SKIDTRAP:
  10474. case MA_SKIDTRAP:
  10475. case HT_LANDMINE:
  10476. case MA_LANDMINE:
  10477. case HT_FLASHER:
  10478. case HT_FREEZINGTRAP:
  10479. case MA_FREEZINGTRAP:
  10480. case HT_BLASTMINE:
  10481. /**
  10482. * Ranger
  10483. **/
  10484. case RA_ELECTRICSHOCKER:
  10485. case RA_CLUSTERBOMB:
  10486. case RA_MAGENTATRAP:
  10487. case RA_COBALTTRAP:
  10488. case RA_MAIZETRAP:
  10489. case RA_VERDURETRAP:
  10490. case RA_FIRINGTRAP:
  10491. case RA_ICEBOUNDTRAP:
  10492. /**
  10493. * Rebellion
  10494. **/
  10495. case RL_B_TRAP:
  10496. {
  10497. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10498. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10499. if( req.itemid[i] )
  10500. req_item = req.itemid[i];
  10501. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10502. limit *= 4; // longer trap times in WOE [celest]
  10503. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10504. target = BCT_ALL;
  10505. }
  10506. break;
  10507. case SA_LANDPROTECTOR:
  10508. case SA_VOLCANO:
  10509. case SA_DELUGE:
  10510. case SA_VIOLENTGALE:
  10511. {
  10512. struct skill_unit_group *old_sg;
  10513. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10514. { //HelloKitty confirmed that these are interchangeable,
  10515. //so you can change element and not consume gemstones.
  10516. if ((
  10517. old_sg->skill_id == SA_VOLCANO ||
  10518. old_sg->skill_id == SA_DELUGE ||
  10519. old_sg->skill_id == SA_VIOLENTGALE
  10520. ) && old_sg->limit > 0)
  10521. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10522. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10523. if (limit < 0) //This can happen...
  10524. limit = skill_get_time(skill_id,skill_lv);
  10525. }
  10526. skill_clear_group(src,1);
  10527. }
  10528. break;
  10529. }
  10530. case BA_WHISTLE:
  10531. val1 = skill_lv +status->agi/10; // Flee increase
  10532. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10533. if(sd){
  10534. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10535. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10536. }
  10537. break;
  10538. case DC_HUMMING:
  10539. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10540. #ifdef RENEWAL
  10541. val1 *= 2;
  10542. #endif
  10543. if(sd)
  10544. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10545. break;
  10546. case BA_POEMBRAGI:
  10547. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10548. //For some reason at level 10 the base delay reduction is 50%.
  10549. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10550. if(sd){
  10551. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10552. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10553. }
  10554. break;
  10555. case DC_DONTFORGETME:
  10556. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10557. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10558. if(sd){
  10559. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10560. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10561. }
  10562. break;
  10563. case BA_APPLEIDUN:
  10564. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10565. if(sd)
  10566. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10567. break;
  10568. case DC_SERVICEFORYOU:
  10569. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  10570. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  10571. if(sd){
  10572. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  10573. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  10574. }
  10575. break;
  10576. case BA_ASSASSINCROSS:
  10577. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10578. if(sd)
  10579. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10580. break;
  10581. case DC_FORTUNEKISS:
  10582. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10583. if(sd)
  10584. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10585. val1*=10; //Because every 10 crit is an actual cri point.
  10586. break;
  10587. case BD_DRUMBATTLEFIELD:
  10588. #ifdef RENEWAL
  10589. val1 = (skill_lv+5)*25; //Watk increase
  10590. val2 = skill_lv*10; //Def increase
  10591. #else
  10592. val1 = (skill_lv+1)*25; //Watk increase
  10593. val2 = (skill_lv+1)*2; //Def increase
  10594. #endif
  10595. break;
  10596. case BD_RINGNIBELUNGEN:
  10597. val1 = (skill_lv+2)*25; //Watk increase
  10598. break;
  10599. case BD_RICHMANKIM:
  10600. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10601. break;
  10602. case BD_SIEGFRIED:
  10603. val1 = 55 + skill_lv*5; //Elemental Resistance
  10604. val2 = skill_lv*10; //Status ailment resistance
  10605. break;
  10606. case WE_CALLPARTNER:
  10607. if (sd) val1 = sd->status.partner_id;
  10608. break;
  10609. case WE_CALLPARENT:
  10610. if (sd) {
  10611. val1 = sd->status.father;
  10612. val2 = sd->status.mother;
  10613. }
  10614. break;
  10615. case WE_CALLBABY:
  10616. if (sd) val1 = sd->status.child;
  10617. break;
  10618. case NJ_KAENSIN:
  10619. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10620. val2 = (skill_lv+1)/2 + 4;
  10621. break;
  10622. case NJ_SUITON:
  10623. skill_clear_group(src, 1);
  10624. break;
  10625. case GS_GROUNDDRIFT:
  10626. {
  10627. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10628. val1 = status->rhw.ele;
  10629. if (!val1)
  10630. val1=element[rnd()%5];
  10631. switch (val1)
  10632. {
  10633. case ELE_FIRE:
  10634. subunt++;
  10635. case ELE_WATER:
  10636. subunt++;
  10637. case ELE_POISON:
  10638. subunt++;
  10639. case ELE_DARK:
  10640. subunt++;
  10641. case ELE_WIND:
  10642. break;
  10643. default:
  10644. subunt=rnd()%5;
  10645. break;
  10646. }
  10647. break;
  10648. }
  10649. case GC_POISONSMOKE:
  10650. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10651. return NULL;
  10652. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10653. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10654. limit = 4000 + 2000 * skill_lv;
  10655. break;
  10656. case GD_LEADERSHIP:
  10657. case GD_GLORYWOUNDS:
  10658. case GD_SOULCOLD:
  10659. case GD_HAWKEYES:
  10660. limit = 1000000;//it doesn't matter
  10661. break;
  10662. case LG_BANDING:
  10663. limit = -1;
  10664. break;
  10665. case WM_REVERBERATION:
  10666. interval = limit;
  10667. val2 = 1;
  10668. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10669. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10670. return NULL;
  10671. break;
  10672. case SO_CLOUD_KILL:
  10673. skill_clear_group(src, 4);
  10674. break;
  10675. case SO_WARMER:
  10676. skill_clear_group(src, 8);
  10677. break;
  10678. case SO_VACUUM_EXTREME:
  10679. range++;
  10680. break;
  10681. case GN_WALLOFTHORN:
  10682. if( flag&1 )
  10683. limit = 3000;
  10684. val3 = (x<<16)|y;
  10685. break;
  10686. case KO_ZENKAI:
  10687. if( sd ){
  10688. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10689. if( i < 5 ){
  10690. val1 = sd->talisman[i]; // no. of aura
  10691. val2 = i; // aura type
  10692. limit += val1 * 1000;
  10693. subunt = i - 1;
  10694. pc_del_talisman(sd, sd->talisman[i], i);
  10695. }
  10696. }
  10697. break;
  10698. }
  10699. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10700. group->val1=val1;
  10701. group->val2=val2;
  10702. group->val3=val3;
  10703. group->target_flag=target;
  10704. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10705. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10706. 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
  10707. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10708. group->item_id = req_item;
  10709. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10710. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10711. active_flag = 0;
  10712. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10713. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10714. if (sd)
  10715. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10716. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10717. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10718. }
  10719. if (group->state.song_dance) {
  10720. if(sd){
  10721. sd->skill_id_dance = skill_id;
  10722. sd->skill_lv_dance = skill_lv;
  10723. }
  10724. if (
  10725. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10726. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10727. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10728. )
  10729. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10730. }
  10731. limit = group->limit;
  10732. for( i = 0; i < layout->count; i++ )
  10733. {
  10734. struct skill_unit *unit;
  10735. int ux = x + layout->dx[i];
  10736. int uy = y + layout->dy[i];
  10737. int val1 = skill_lv;
  10738. int val2 = 0;
  10739. int alive = 1;
  10740. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10741. continue; // don't place skill units on walls (except for songs/dances/encores)
  10742. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10743. continue; // no path between cell and center of casting.
  10744. switch( skill_id )
  10745. {
  10746. case MG_FIREWALL:
  10747. case NJ_KAENSIN:
  10748. val2=group->val2;
  10749. break;
  10750. case WZ_ICEWALL:
  10751. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10752. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10753. break;
  10754. case HT_LANDMINE:
  10755. case MA_LANDMINE:
  10756. case HT_ANKLESNARE:
  10757. case HT_SHOCKWAVE:
  10758. case HT_SANDMAN:
  10759. case MA_SANDMAN:
  10760. case HT_FLASHER:
  10761. case HT_FREEZINGTRAP:
  10762. case MA_FREEZINGTRAP:
  10763. case HT_TALKIEBOX:
  10764. case HT_SKIDTRAP:
  10765. case MA_SKIDTRAP:
  10766. case HT_CLAYMORETRAP:
  10767. case HT_BLASTMINE:
  10768. case RA_ELECTRICSHOCKER:
  10769. case RA_CLUSTERBOMB:
  10770. case RA_MAGENTATRAP:
  10771. case RA_COBALTTRAP:
  10772. case RA_MAIZETRAP:
  10773. case RA_VERDURETRAP:
  10774. case RA_FIRINGTRAP:
  10775. case RA_ICEBOUNDTRAP:
  10776. case RL_B_TRAP:
  10777. val1 = 3500;
  10778. break;
  10779. case GS_DESPERADO:
  10780. val1 = abs(layout->dx[i]);
  10781. val2 = abs(layout->dy[i]);
  10782. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10783. if (val2 > val1) val1 = val2;
  10784. if (val1) val1--;
  10785. val1 = 36 -12*val1;
  10786. } else //Diagonal edges
  10787. val1 = 28 -4*val1 -4*val2;
  10788. if (val1 < 1) val1 = 1;
  10789. val2 = 0;
  10790. break;
  10791. case WM_REVERBERATION:
  10792. val1 = 1 + skill_lv;
  10793. break;
  10794. case GN_WALLOFTHORN:
  10795. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10796. break;
  10797. default:
  10798. if (group->state.song_dance&0x1)
  10799. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10800. break;
  10801. }
  10802. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10803. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10804. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  10805. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  10806. if( range <= 0 )
  10807. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10808. if( !alive )
  10809. continue;
  10810. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10811. unit->limit=limit;
  10812. unit->range=range;
  10813. if (skill_id == PF_FOGWALL && alive == 2)
  10814. { //Double duration of cells on top of Deluge/Suiton
  10815. unit->limit *= 2;
  10816. group->limit = unit->limit;
  10817. }
  10818. // execute on all targets standing on this cell
  10819. if (range==0 && active_flag)
  10820. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10821. }
  10822. if (!group->alive_count)
  10823. { //No cells? Something that was blocked completely by Land Protector?
  10824. skill_delunitgroup(group);
  10825. return NULL;
  10826. }
  10827. //success, unit created.
  10828. switch( skill_id ) {
  10829. case WZ_ICEWALL:
  10830. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10831. break;
  10832. case NJ_TATAMIGAESHI: //Store number of tiles.
  10833. group->val1 = group->alive_count;
  10834. break;
  10835. }
  10836. return group;
  10837. }
  10838. /*==========================================
  10839. *
  10840. *------------------------------------------*/
  10841. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10842. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10843. {
  10844. struct skill_unit_group *sg;
  10845. struct block_list *ss;
  10846. struct status_change *sc;
  10847. struct status_change_entry *sce;
  10848. enum sc_type type;
  10849. uint16 skill_id;
  10850. nullpo_ret(src);
  10851. nullpo_ret(bl);
  10852. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10853. return 0;
  10854. nullpo_ret(sg=src->group);
  10855. nullpo_ret(ss=map_id2bl(sg->src_id));
  10856. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  10857. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  10858. return 0; //AoE skills are ineffective. [Skotlex]
  10859. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  10860. return 0; //Songs don't work in Basilica
  10861. sc = status_get_sc(bl);
  10862. if (sc && (sc->data[SC_HOVERING]
  10863. || (sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10864. ))
  10865. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10866. //Under hovering characters are immune to trap and ground target skills.
  10867. type = status_skill2sc(sg->skill_id);
  10868. sce = (sc && type != -1)?sc->data[type]:NULL;
  10869. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10870. switch (sg->unit_id) {
  10871. case UNT_SPIDERWEB:
  10872. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  10873. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10874. sc->data[SC_SPIDERWEB]->val2++;
  10875. break;
  10876. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  10877. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10878. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  10879. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10880. if( td )
  10881. sec = DIFF_TICK(td->tick, tick);
  10882. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10883. clif_fixpos(bl);
  10884. sg->val2 = bl->id;
  10885. }
  10886. else
  10887. sec = 3000; //Couldn't trap it?
  10888. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10889. }
  10890. break;
  10891. case UNT_SAFETYWALL:
  10892. if (!sce)
  10893. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10894. break;
  10895. case UNT_BLOODYLUST:
  10896. if (sg->src_id == bl->id)
  10897. break; //Does not affect the caster.
  10898. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  10899. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  10900. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  10901. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  10902. break;
  10903. case UNT_PNEUMA:
  10904. case UNT_CHAOSPANIC:
  10905. if (!sce)
  10906. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10907. break;
  10908. case UNT_WARP_WAITING: {
  10909. int working = sg->val1&0xffff;
  10910. if(bl->type==BL_PC && !working){
  10911. struct map_session_data *sd = (struct map_session_data *)bl;
  10912. if((!sd->chatID || battle_config.chat_warpportal)
  10913. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10914. {
  10915. int x = sg->val2>>16;
  10916. int y = sg->val2&0xffff;
  10917. int count = sg->val1>>16;
  10918. unsigned short m = sg->val3;
  10919. if( --count <= 0 )
  10920. skill_delunitgroup(sg);
  10921. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10922. working = 1;/* we break it because officials break it, lovely stuff. */
  10923. sg->val1 = (count<<16)|working;
  10924. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10925. }
  10926. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10927. int16 m = map_mapindex2mapid(sg->val3);
  10928. if (m < 0) break; //Map not available on this map-server.
  10929. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10930. }
  10931. }
  10932. break;
  10933. case UNT_QUAGMIRE:
  10934. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10935. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10936. break;
  10937. case UNT_VOLCANO:
  10938. case UNT_DELUGE:
  10939. case UNT_VIOLENTGALE:
  10940. if(!sce)
  10941. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  10942. break;
  10943. case UNT_SUITON:
  10944. if(!sce)
  10945. sc_start4(ss, bl,type,100,sg->skill_lv,
  10946. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10947. 0,0,sg->limit);
  10948. break;
  10949. case UNT_HERMODE:
  10950. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10951. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10952. case UNT_RICHMANKIM:
  10953. case UNT_ETERNALCHAOS:
  10954. case UNT_DRUMBATTLEFIELD:
  10955. case UNT_RINGNIBELUNGEN:
  10956. case UNT_ROKISWEIL:
  10957. case UNT_INTOABYSS:
  10958. case UNT_SIEGFRIED:
  10959. //Needed to check when a dancer/bard leaves their ensemble area.
  10960. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10961. return skill_id;
  10962. if (!sce)
  10963. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10964. break;
  10965. case UNT_WHISTLE:
  10966. case UNT_ASSASSINCROSS:
  10967. case UNT_POEMBRAGI:
  10968. case UNT_APPLEIDUN:
  10969. case UNT_HUMMING:
  10970. case UNT_DONTFORGETME:
  10971. case UNT_FORTUNEKISS:
  10972. case UNT_SERVICEFORYOU:
  10973. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10974. return 0;
  10975. if (!sc) return 0;
  10976. if (!sce)
  10977. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10978. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  10979. sce->val4 = 0; //remove the mark that we stepped out
  10980. delete_timer(sce->timer, status_change_timer);
  10981. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  10982. }
  10983. break;
  10984. case UNT_FOGWALL:
  10985. if (!sce)
  10986. {
  10987. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10988. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10989. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10990. }
  10991. break;
  10992. case UNT_GRAVITATION:
  10993. if (!sce)
  10994. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10995. break;
  10996. // officially, icewall has no problems existing on occupied cells [ultramage]
  10997. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10998. // src->val1 = 0;
  10999. // if(src->limit + sg->tick > tick + 700)
  11000. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11001. // break;
  11002. case UNT_MOONLIT:
  11003. //Knockback out of area if affected char isn't in Moonlit effect
  11004. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11005. break;
  11006. if (ss == bl) //Also needed to prevent infinite loop crash.
  11007. break;
  11008. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11009. break;
  11010. case UNT_WALLOFTHORN:
  11011. if( status_get_mode(bl)&MD_BOSS )
  11012. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11013. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11014. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11015. break;
  11016. case UNT_VOLCANIC_ASH:
  11017. if (!sce)
  11018. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11019. break;
  11020. case UNT_GD_LEADERSHIP:
  11021. case UNT_GD_GLORYWOUNDS:
  11022. case UNT_GD_SOULCOLD:
  11023. case UNT_GD_HAWKEYES:
  11024. if ( !sce )
  11025. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11026. break;
  11027. }
  11028. return skill_id;
  11029. }
  11030. /*==========================================
  11031. *
  11032. *------------------------------------------*/
  11033. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11034. {
  11035. struct skill_unit_group *sg;
  11036. struct block_list *ss;
  11037. TBL_PC* tsd;
  11038. struct status_data *tstatus;
  11039. struct status_change *tsc;
  11040. struct skill_unit_group_tickset *ts;
  11041. enum sc_type type;
  11042. uint16 skill_id;
  11043. int diff=0;
  11044. nullpo_ret(src);
  11045. nullpo_ret(bl);
  11046. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11047. return 0;
  11048. nullpo_ret(sg=src->group);
  11049. nullpo_ret(ss=map_id2bl(sg->src_id));
  11050. tsd = BL_CAST(BL_PC, bl);
  11051. tsc = status_get_sc(bl);
  11052. if ( tsc && tsc->data[SC_HOVERING] )
  11053. return 0; //Under hovering characters are immune to trap and ground target skills.
  11054. tstatus = status_get_status_data(bl);
  11055. type = status_skill2sc(sg->skill_id);
  11056. skill_id = sg->skill_id;
  11057. if (sg->interval == -1) {
  11058. switch (sg->unit_id) {
  11059. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11060. case UNT_FIREPILLAR_ACTIVE:
  11061. case UNT_ELECTRICSHOCKER:
  11062. case UNT_MANHOLE:
  11063. return 0;
  11064. default:
  11065. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11066. return 0;
  11067. }
  11068. }
  11069. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11070. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11071. diff = DIFF_TICK(tick,ts->tick);
  11072. if (diff < 0)
  11073. return 0;
  11074. ts->tick = tick+sg->interval;
  11075. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11076. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11077. }
  11078. switch (sg->unit_id) {
  11079. case UNT_FIREWALL:
  11080. case UNT_KAEN: {
  11081. int count=0;
  11082. const int x = bl->x, y = bl->y;
  11083. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11084. break;
  11085. //Take into account these hit more times than the timer interval can handle.
  11086. do
  11087. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11088. while(--src->val2 && x == bl->x && y == bl->y &&
  11089. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11090. if (src->val2<=0)
  11091. skill_delunit(src);
  11092. }
  11093. break;
  11094. case UNT_SANCTUARY:
  11095. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11096. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11097. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11098. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11099. } else {
  11100. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11101. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11102. #ifdef RENEWAL
  11103. if( md && md->class_ == MOBID_EMPERIUM )
  11104. break;
  11105. #endif
  11106. if( md && mob_is_battleground(md) )
  11107. break;
  11108. if( tstatus->hp >= tstatus->max_hp )
  11109. break;
  11110. if( status_isimmune(bl) )
  11111. heal = 0;
  11112. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11113. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11114. heal = ~heal + 1;
  11115. status_heal(bl, heal, 0, 0);
  11116. if( diff >= 500 )
  11117. sg->val1--;
  11118. }
  11119. if( sg->val1 <= 0 )
  11120. skill_delunitgroup(sg);
  11121. break;
  11122. case UNT_EVILLAND:
  11123. //Will heal demon and undead element monsters, but not players.
  11124. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11125. { //Damage enemies
  11126. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11127. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11128. } else {
  11129. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11130. if (tstatus->hp >= tstatus->max_hp)
  11131. break;
  11132. if (status_isimmune(bl))
  11133. heal = 0;
  11134. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11135. status_heal(bl, heal, 0, 0);
  11136. }
  11137. break;
  11138. case UNT_MAGNUS:
  11139. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11140. break;
  11141. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11142. break;
  11143. case UNT_DUMMYSKILL:
  11144. switch (sg->skill_id)
  11145. {
  11146. case SG_SUN_WARM: //SG skills [Komurka]
  11147. case SG_MOON_WARM:
  11148. case SG_STAR_WARM:
  11149. {
  11150. int count = 0;
  11151. const int x = bl->x, y = bl->y;
  11152. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11153. do
  11154. {
  11155. if( bl->type == BL_PC )
  11156. status_zap(bl, 0, 15); // sp damage to players
  11157. else // mobs
  11158. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11159. {
  11160. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11161. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11162. }
  11163. else
  11164. { //should end when out of sp.
  11165. sg->limit = DIFF_TICK(tick,sg->tick);
  11166. break;
  11167. }
  11168. } while( x == bl->x && y == bl->y &&
  11169. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11170. }
  11171. break;
  11172. /**
  11173. * The storm gust counter was dropped in renewal
  11174. **/
  11175. #ifndef RENEWAL
  11176. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11177. if (tsc)
  11178. tsc->sg_counter++; //SG hit counter.
  11179. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11180. tsc->sg_counter=0; //Attack absorbed.
  11181. break;
  11182. #endif
  11183. case GS_DESPERADO:
  11184. if (rnd()%100 < src->val1)
  11185. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11186. break;
  11187. case GN_CRAZYWEED_ATK:
  11188. if( bl->type == BL_SKILL ){
  11189. struct skill_unit *su = (struct skill_unit *)bl;
  11190. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11191. break;
  11192. }
  11193. default:
  11194. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11195. }
  11196. break;
  11197. case UNT_FIREPILLAR_WAITING:
  11198. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11199. skill_delunit(src);
  11200. break;
  11201. case UNT_SKIDTRAP:
  11202. {
  11203. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11204. sg->unit_id = UNT_USED_TRAPS;
  11205. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11206. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11207. }
  11208. break;
  11209. case UNT_ANKLESNARE:
  11210. case UNT_MANHOLE:
  11211. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11212. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11213. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11214. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11215. if( td )
  11216. sec = DIFF_TICK(td->tick, tick);
  11217. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11218. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11219. clif_fixpos(bl);
  11220. }
  11221. sg->val2 = bl->id;
  11222. } else
  11223. sec = 3000; //Couldn't trap it?
  11224. if( sg->unit_id == UNT_ANKLESNARE ) {
  11225. clif_skillunit_update(&src->bl);
  11226. /**
  11227. * If you're snared from a trap that was invisible this makes the trap be
  11228. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11229. * bugreport:3961
  11230. **/
  11231. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11232. }
  11233. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11234. sg->interval = -1;
  11235. src->range = 0;
  11236. }
  11237. break;
  11238. case UNT_ELECTRICSHOCKER:
  11239. if( bl->id != ss->id ) {
  11240. if( status_get_mode(bl)&MD_BOSS )
  11241. break;
  11242. 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), 8) ) {
  11243. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11244. clif_fixpos(bl);
  11245. }
  11246. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11247. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11248. }
  11249. break;
  11250. case UNT_VENOMDUST:
  11251. if(tsc && !tsc->data[type])
  11252. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11253. break;
  11254. case UNT_MAGENTATRAP:
  11255. case UNT_COBALTTRAP:
  11256. case UNT_MAIZETRAP:
  11257. case UNT_VERDURETRAP:
  11258. if( bl->type == BL_PC )// it won't work on players
  11259. break;
  11260. case UNT_FIRINGTRAP:
  11261. case UNT_ICEBOUNDTRAP:
  11262. case UNT_CLUSTERBOMB:
  11263. if( bl->id == ss->id )// it won't trigger on caster
  11264. break;
  11265. case UNT_LANDMINE:
  11266. case UNT_CLAYMORETRAP:
  11267. case UNT_BLASTMINE:
  11268. case UNT_SHOCKWAVE:
  11269. case UNT_SANDMAN:
  11270. case UNT_FLASHER:
  11271. case UNT_FREEZINGTRAP:
  11272. case UNT_FIREPILLAR_ACTIVE:
  11273. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11274. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11275. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11276. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11277. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11278. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11279. break;
  11280. case UNT_TALKIEBOX:
  11281. if (sg->src_id == bl->id)
  11282. break;
  11283. if (sg->val2 == 0){
  11284. clif_talkiebox(&src->bl, sg->valstr);
  11285. sg->unit_id = UNT_USED_TRAPS;
  11286. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11287. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11288. sg->val2 = -1;
  11289. }
  11290. break;
  11291. case UNT_LULLABY:
  11292. if (ss->id == bl->id)
  11293. break;
  11294. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11295. break;
  11296. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11297. if (ss->id != bl->id)
  11298. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11299. break;
  11300. case UNT_DISSONANCE:
  11301. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11302. break;
  11303. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11304. {
  11305. int heal;
  11306. #ifdef RENEWAL
  11307. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11308. if( md && md->class_ == MOBID_EMPERIUM )
  11309. break;
  11310. #endif
  11311. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11312. break; // affects self only when soullinked
  11313. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11314. if( tsc->data[SC_AKAITSUKI] && heal )
  11315. heal = ~heal + 1;
  11316. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11317. status_heal(bl, heal, 0, 0);
  11318. break;
  11319. }
  11320. case UNT_TATAMIGAESHI:
  11321. case UNT_DEMONSTRATION:
  11322. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11323. break;
  11324. case UNT_GOSPEL:
  11325. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11326. break;
  11327. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11328. { // Support Effect only on party, not guild
  11329. int heal;
  11330. int i = rnd()%13; // Positive buff count
  11331. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11332. switch (i)
  11333. {
  11334. case 0: // Heal 1~9999 HP
  11335. heal = rnd() %9999+1;
  11336. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11337. status_heal(bl,heal,0,0);
  11338. break;
  11339. case 1: // End all negative status
  11340. status_change_clear_buffs(bl,6);
  11341. if (tsd) clif_gospel_info(tsd, 0x15);
  11342. break;
  11343. case 2: // Immunity to all status
  11344. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11345. if (tsd) clif_gospel_info(tsd, 0x16);
  11346. break;
  11347. case 3: // MaxHP +100%
  11348. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11349. if (tsd) clif_gospel_info(tsd, 0x17);
  11350. break;
  11351. case 4: // MaxSP +100%
  11352. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11353. if (tsd) clif_gospel_info(tsd, 0x18);
  11354. break;
  11355. case 5: // All stats +20
  11356. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11357. if (tsd) clif_gospel_info(tsd, 0x19);
  11358. break;
  11359. case 6: // Level 10 Blessing
  11360. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11361. break;
  11362. case 7: // Level 10 Increase AGI
  11363. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11364. break;
  11365. case 8: // Enchant weapon with Holy element
  11366. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11367. if (tsd) clif_gospel_info(tsd, 0x1c);
  11368. break;
  11369. case 9: // Enchant armor with Holy element
  11370. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11371. if (tsd) clif_gospel_info(tsd, 0x1d);
  11372. break;
  11373. case 10: // DEF +25%
  11374. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11375. if (tsd) clif_gospel_info(tsd, 0x1e);
  11376. break;
  11377. case 11: // ATK +100%
  11378. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11379. if (tsd) clif_gospel_info(tsd, 0x1f);
  11380. break;
  11381. case 12: // HIT/Flee +50
  11382. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11383. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11384. if (tsd) clif_gospel_info(tsd, 0x20);
  11385. break;
  11386. }
  11387. }
  11388. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11389. { // Offensive Effect
  11390. int i = rnd()%9; // Negative buff count
  11391. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11392. switch (i)
  11393. {
  11394. case 0: // Deal 1~9999 damage
  11395. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11396. break;
  11397. case 1: // Curse
  11398. sc_start(ss, bl,SC_CURSE,100,1,time);
  11399. break;
  11400. case 2: // Blind
  11401. sc_start(ss, bl,SC_BLIND,100,1,time);
  11402. break;
  11403. case 3: // Poison
  11404. sc_start(ss, bl,SC_POISON,100,1,time);
  11405. break;
  11406. case 4: // Level 10 Provoke
  11407. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11408. break;
  11409. case 5: // DEF -100%
  11410. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11411. break;
  11412. case 6: // ATK -100%
  11413. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11414. break;
  11415. case 7: // Flee -100%
  11416. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11417. break;
  11418. case 8: // Speed/ASPD -25%
  11419. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11420. break;
  11421. }
  11422. }
  11423. break;
  11424. case UNT_BASILICA:
  11425. {
  11426. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11427. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11428. { // knock-back any enemy except Boss
  11429. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11430. clif_fixpos(bl);
  11431. }
  11432. if( sg->src_id != bl->id && i <= 0 )
  11433. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11434. }
  11435. break;
  11436. case UNT_GRAVITATION:
  11437. case UNT_EARTHSTRAIN:
  11438. case UNT_FIREWALK:
  11439. case UNT_ELECTRICWALK:
  11440. case UNT_PSYCHIC_WAVE:
  11441. case UNT_MAGMA_ERUPTION:
  11442. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11443. break;
  11444. case UNT_GROUNDDRIFT_WIND:
  11445. case UNT_GROUNDDRIFT_DARK:
  11446. case UNT_GROUNDDRIFT_POISON:
  11447. case UNT_GROUNDDRIFT_WATER:
  11448. case UNT_GROUNDDRIFT_FIRE:
  11449. map_foreachinrange(skill_trap_splash,&src->bl,
  11450. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11451. &src->bl,tick);
  11452. sg->unit_id = UNT_USED_TRAPS;
  11453. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11454. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11455. break;
  11456. /**
  11457. * 3rd stuff
  11458. **/
  11459. case UNT_POISONSMOKE:
  11460. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11461. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11462. break;
  11463. case UNT_EPICLESIS:
  11464. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  11465. {
  11466. if( ++sg->val2 % 3 == 0 ) {
  11467. int hp, sp;
  11468. switch( sg->skill_lv ) {
  11469. case 1: case 2: hp = 3; sp = 2; break;
  11470. case 3: case 4: hp = 4; sp = 3; break;
  11471. case 5: default: hp = 5; sp = 4; break;
  11472. }
  11473. hp = tstatus->max_hp * hp / 100;
  11474. sp = tstatus->max_sp * sp / 100;
  11475. status_heal(bl, hp, sp, 2);
  11476. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  11477. }
  11478. // Reveal hidden players every 5 seconds.
  11479. if( sg->val2 % 5 == 0 ) {
  11480. // TODO: check if other hidden status can be removed.
  11481. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11482. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11483. }
  11484. }
  11485. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11486. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11487. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11488. break;
  11489. case UNT_STEALTHFIELD:
  11490. if( bl->id == sg->src_id )
  11491. break; // Dont work on Self (video shows that)
  11492. case UNT_NEUTRALBARRIER:
  11493. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11494. break;
  11495. case UNT_DIMENSIONDOOR:
  11496. if( tsd && !map[bl->m].flag.noteleport )
  11497. pc_randomwarp(tsd,3);
  11498. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11499. unit_warp(bl,-1,-1,-1,3);
  11500. break;
  11501. case UNT_REVERBERATION:
  11502. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11503. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11504. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11505. sg->unit_id = UNT_USED_TRAPS;
  11506. break;
  11507. case UNT_SEVERE_RAINSTORM:
  11508. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11509. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11510. break;
  11511. case UNT_NETHERWORLD:
  11512. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  11513. if( !(tsc && tsc->data[type]) ){
  11514. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11515. sg->limit = DIFF_TICK(tick,sg->tick);
  11516. sg->unit_id = UNT_USED_TRAPS;
  11517. }
  11518. }
  11519. break;
  11520. case UNT_THORNS_TRAP:
  11521. if( tsc ) {
  11522. if( !sg->val2 ) {
  11523. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11524. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11525. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11526. if( td )
  11527. sec = DIFF_TICK(td->tick, tick);
  11528. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11529. clif_fixpos(bl);
  11530. sg->val2 = bl->id;
  11531. } else
  11532. sec = 3000; // Couldn't trap it?
  11533. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11534. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11535. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11536. }
  11537. break;
  11538. case UNT_DEMONIC_FIRE: {
  11539. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11540. switch( sg->val2 ) {
  11541. case 1:
  11542. case 2:
  11543. default:
  11544. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  11545. skill_get_time2(sg->skill_id, sg->skill_lv));
  11546. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  11547. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11548. break;
  11549. case 3:
  11550. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  11551. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  11552. break;
  11553. }
  11554. }
  11555. break;
  11556. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11557. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  11558. break;
  11559. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11560. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  11561. break;
  11562. case UNT_HELLS_PLANT:
  11563. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11564. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11565. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  11566. skill_delunit(sg->unit); // deleting it directly to avoid extra hits
  11567. break;
  11568. case UNT_CLOUD_KILL:
  11569. if(tsc && !tsc->data[type])
  11570. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11571. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11572. break;
  11573. case UNT_WARMER:
  11574. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11575. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  11576. struct status_change *ssc = status_get_sc(ss);
  11577. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11578. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  11579. if( tstatus->hp != tstatus->max_hp )
  11580. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11581. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11582. hp = ~hp + 1;
  11583. status_heal(bl, hp, 0, 0);
  11584. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11585. }
  11586. break;
  11587. case UNT_FIRE_INSIGNIA:
  11588. case UNT_WATER_INSIGNIA:
  11589. case UNT_WIND_INSIGNIA:
  11590. case UNT_EARTH_INSIGNIA:
  11591. case UNT_ZEPHYR:
  11592. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11593. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11594. int hp = tstatus->max_hp / 100; //+1% each 5s
  11595. if ((sg->val3) % 5) { //each 5s
  11596. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11597. status_heal(bl, hp, 0, 2);
  11598. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11599. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11600. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11601. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11602. ){
  11603. status_heal(bl, -hp, 0, 0);
  11604. }
  11605. }
  11606. sg->val3++; //timer
  11607. if (sg->val3 > 5) sg->val3 = 0;
  11608. }
  11609. break;
  11610. case UNT_VACUUM_EXTREME:
  11611. {// TODO: official behavior in gvg area. [malufett]
  11612. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11613. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11614. if( tsc && !tsc->data[type] &&
  11615. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11616. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11617. if( unit_is_walking(bl) && // wait until target stop walking
  11618. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11619. break;
  11620. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11621. break;
  11622. if( unit_is_walking(bl) &&
  11623. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11624. unit_stop_walking(bl,1);
  11625. if( !unit_is_walking(bl) &&
  11626. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11627. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11628. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11629. clif_fixpos(bl);
  11630. }
  11631. }
  11632. break;
  11633. case UNT_FIRE_MANTLE:
  11634. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11635. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11636. break;
  11637. case UNT_ZENKAI_WATER:
  11638. case UNT_ZENKAI_LAND:
  11639. case UNT_ZENKAI_FIRE:
  11640. case UNT_ZENKAI_WIND:
  11641. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11642. switch( sg->unit_id ){
  11643. case UNT_ZENKAI_WATER:
  11644. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11645. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11646. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11647. break;
  11648. case UNT_ZENKAI_LAND:
  11649. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11650. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11651. break;
  11652. case UNT_ZENKAI_FIRE:
  11653. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11654. break;
  11655. case UNT_ZENKAI_WIND:
  11656. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11657. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11658. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11659. break;
  11660. }
  11661. }else
  11662. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11663. break;
  11664. case UNT_MAKIBISHI:
  11665. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11666. sg->limit = DIFF_TICK(tick, sg->tick);
  11667. sg->unit_id = UNT_USED_TRAPS;
  11668. break;
  11669. case UNT_LAVA_SLIDE:
  11670. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11671. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11672. sg->limit = DIFF_TICK(tick, sg->tick);
  11673. break;
  11674. case UNT_POISON_MIST:
  11675. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11676. 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), 2|8);
  11677. break;
  11678. case UNT_B_TRAP:
  11679. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  11680. sg->unit_id = UNT_USED_TRAPS;
  11681. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11682. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11683. break;
  11684. /*case UNT_FIRE_RAIN:
  11685. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11686. break;*/
  11687. }
  11688. if (bl->type == BL_MOB && ss != bl)
  11689. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11690. return skill_id;
  11691. }
  11692. /*==========================================
  11693. * Triggered when a char steps out of a skill cell
  11694. *------------------------------------------*/
  11695. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11696. {
  11697. struct skill_unit_group *sg;
  11698. struct status_change *sc;
  11699. struct status_change_entry *sce;
  11700. enum sc_type type;
  11701. nullpo_ret(src);
  11702. nullpo_ret(bl);
  11703. nullpo_ret(sg=src->group);
  11704. sc = status_get_sc(bl);
  11705. type = status_skill2sc(sg->skill_id);
  11706. sce = (sc && type != -1)?sc->data[type]:NULL;
  11707. if( bl->prev==NULL ||
  11708. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11709. return 0;
  11710. switch(sg->unit_id){
  11711. case UNT_SAFETYWALL:
  11712. case UNT_PNEUMA:
  11713. case UNT_EPICLESIS://Arch Bishop
  11714. case UNT_NEUTRALBARRIER:
  11715. case UNT_STEALTHFIELD:
  11716. if (sce)
  11717. status_change_end(bl, type, INVALID_TIMER);
  11718. break;
  11719. case UNT_BASILICA:
  11720. if (sce)
  11721. status_change_end(bl, type, INVALID_TIMER);
  11722. break;
  11723. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11724. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11725. status_change_end(bl, type, INVALID_TIMER);
  11726. break;
  11727. case UNT_SPIDERWEB:
  11728. {
  11729. struct block_list *target = map_id2bl(sg->val2);
  11730. if (target && target==bl) {
  11731. if (sce && sce->val3 == sg->group_id)
  11732. status_change_end(bl, type, INVALID_TIMER);
  11733. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11734. }
  11735. break;
  11736. }
  11737. case UNT_DISSONANCE:
  11738. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11739. {
  11740. short i;
  11741. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11742. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11743. type = status_skill2sc(i);
  11744. sce = (sc && type != -1)?sc->data[type]:NULL;
  11745. if(sce)
  11746. return i;
  11747. }
  11748. }
  11749. }
  11750. case UNT_WHISTLE:
  11751. case UNT_ASSASSINCROSS:
  11752. case UNT_POEMBRAGI:
  11753. case UNT_APPLEIDUN:
  11754. case UNT_HUMMING:
  11755. case UNT_DONTFORGETME:
  11756. case UNT_FORTUNEKISS:
  11757. case UNT_SERVICEFORYOU:
  11758. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11759. return -1;
  11760. }
  11761. return sg->skill_id;
  11762. }
  11763. /*==========================================
  11764. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11765. *------------------------------------------*/
  11766. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11767. {
  11768. struct status_change *sc;
  11769. struct status_change_entry *sce;
  11770. enum sc_type type;
  11771. sc = status_get_sc(bl);
  11772. if (sc && !sc->count)
  11773. sc = NULL;
  11774. type = status_skill2sc(skill_id);
  11775. sce = (sc && type != -1)?sc->data[type]:NULL;
  11776. switch (skill_id)
  11777. {
  11778. case WZ_QUAGMIRE:
  11779. if (bl->type==BL_MOB)
  11780. break;
  11781. if (sce)
  11782. status_change_end(bl, type, INVALID_TIMER);
  11783. break;
  11784. case BD_LULLABY:
  11785. case BD_RICHMANKIM:
  11786. case BD_ETERNALCHAOS:
  11787. case BD_DRUMBATTLEFIELD:
  11788. case BD_RINGNIBELUNGEN:
  11789. case BD_ROKISWEIL:
  11790. case BD_INTOABYSS:
  11791. case BD_SIEGFRIED:
  11792. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11793. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11794. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11795. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11796. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11797. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11798. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11799. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11800. }
  11801. case MH_STEINWAND:
  11802. case MG_SAFETYWALL:
  11803. case AL_PNEUMA:
  11804. case SA_VOLCANO:
  11805. case SA_DELUGE:
  11806. case SA_VIOLENTGALE:
  11807. case CG_HERMODE:
  11808. case HW_GRAVITATION:
  11809. case HP_BASILICA:
  11810. case NJ_SUITON:
  11811. case SC_MAELSTROM:
  11812. case EL_WATER_BARRIER:
  11813. case EL_ZEPHYR:
  11814. case EL_POWER_OF_GAIA:
  11815. case SO_FIRE_INSIGNIA:
  11816. case SO_WATER_INSIGNIA:
  11817. case SO_WIND_INSIGNIA:
  11818. case SO_EARTH_INSIGNIA:
  11819. case SC_BLOODYLUST:
  11820. if (sce)
  11821. status_change_end(bl, type, INVALID_TIMER);
  11822. break;
  11823. case BA_DISSONANCE:
  11824. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11825. {
  11826. short i;
  11827. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  11828. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  11829. type = status_skill2sc(i);
  11830. sce = (sc && type != -1)?sc->data[type]:NULL;
  11831. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  11832. delete_timer(sce->timer, status_change_timer);
  11833. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11834. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  11835. }
  11836. }
  11837. }
  11838. }
  11839. break;
  11840. case BA_POEMBRAGI:
  11841. case BA_WHISTLE:
  11842. case BA_ASSASSINCROSS:
  11843. case BA_APPLEIDUN:
  11844. case DC_HUMMING:
  11845. case DC_DONTFORGETME:
  11846. case DC_FORTUNEKISS:
  11847. case DC_SERVICEFORYOU:
  11848. if (sce)
  11849. {
  11850. delete_timer(sce->timer, status_change_timer);
  11851. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11852. //not possible on our current implementation.
  11853. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11854. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11855. }
  11856. break;
  11857. case PF_FOGWALL:
  11858. if (sce)
  11859. {
  11860. status_change_end(bl, type, INVALID_TIMER);
  11861. if ((sce=sc->data[SC_BLIND]))
  11862. {
  11863. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11864. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11865. else {
  11866. delete_timer(sce->timer, status_change_timer);
  11867. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11868. }
  11869. }
  11870. }
  11871. break;
  11872. case GD_LEADERSHIP:
  11873. case GD_GLORYWOUNDS:
  11874. case GD_SOULCOLD:
  11875. case GD_HAWKEYES:
  11876. if( !(sce && sce->val4) )
  11877. status_change_end(bl, type, INVALID_TIMER);
  11878. break;
  11879. }
  11880. return skill_id;
  11881. }
  11882. /*==========================================
  11883. * Invoked when a unit cell has been placed/removed/deleted.
  11884. * flag values:
  11885. * flag&1: Invoke onplace function (otherwise invoke onout)
  11886. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11887. * flag&8: Recursive
  11888. *------------------------------------------*/
  11889. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11890. {
  11891. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11892. struct skill_unit_group* group = unit->group;
  11893. unsigned int tick = va_arg(ap,unsigned int);
  11894. unsigned int flag = va_arg(ap,unsigned int);
  11895. uint16 skill_id;
  11896. bool dissonance = false;
  11897. bool isTarget = false;
  11898. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11899. return 0;
  11900. nullpo_ret(group);
  11901. if( !(flag&8) ) {
  11902. dissonance = skill_dance_switch(unit, 0);
  11903. //Target-type check.
  11904. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  11905. }
  11906. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11907. skill_id = group->skill_id;
  11908. if( isTarget ){
  11909. if( flag&1 )
  11910. skill_unit_onplace(unit,bl,tick);
  11911. else {
  11912. if( skill_unit_onout(unit,bl,tick) == -1 )
  11913. return 0; // Don't let a Bard/Dancer update their own song timer
  11914. }
  11915. if( flag&4 )
  11916. skill_unit_onleft(skill_id, bl, tick);
  11917. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  11918. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11919. if( dissonance ) {
  11920. skill_dance_switch(unit, 1);
  11921. //we placed a dissonance, let's update
  11922. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  11923. }
  11924. return 0;
  11925. }
  11926. /*==========================================
  11927. *
  11928. *------------------------------------------*/
  11929. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  11930. {
  11931. struct skill_unit_group *sg;
  11932. nullpo_ret(src);
  11933. nullpo_ret(sg=src->group);
  11934. switch( sg->unit_id ) {
  11935. case UNT_BLASTMINE:
  11936. case UNT_SKIDTRAP:
  11937. case UNT_LANDMINE:
  11938. case UNT_SHOCKWAVE:
  11939. case UNT_SANDMAN:
  11940. case UNT_FLASHER:
  11941. case UNT_CLAYMORETRAP:
  11942. case UNT_FREEZINGTRAP:
  11943. case UNT_TALKIEBOX:
  11944. case UNT_ANKLESNARE:
  11945. case UNT_ICEWALL:
  11946. case UNT_REVERBERATION:
  11947. case UNT_WALLOFTHORN:
  11948. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  11949. break;
  11950. default:
  11951. damage = 0;
  11952. break;
  11953. }
  11954. return damage;
  11955. }
  11956. /*==========================================
  11957. *
  11958. *------------------------------------------*/
  11959. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11960. {
  11961. int *c, skill_id;
  11962. struct block_list *src;
  11963. struct map_session_data *sd;
  11964. struct map_session_data *tsd;
  11965. int *p_sd; //Contains the list of characters found.
  11966. nullpo_ret(bl);
  11967. nullpo_ret(tsd=(struct map_session_data*)bl);
  11968. nullpo_ret(src=va_arg(ap,struct block_list *));
  11969. nullpo_ret(sd=(struct map_session_data*)src);
  11970. c=va_arg(ap,int *);
  11971. p_sd = va_arg(ap, int *);
  11972. skill_id = va_arg(ap,int);
  11973. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  11974. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11975. if (bl == src)
  11976. return 0;
  11977. if(pc_isdead(tsd))
  11978. return 0;
  11979. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11980. return 0;
  11981. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  11982. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11983. p_sd[(*c)++] = tsd->bl.id;
  11984. return 1;
  11985. } else {
  11986. switch(skill_id) {
  11987. case PR_BENEDICTIO: {
  11988. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11989. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11990. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11991. && sd->status.sp >= 10)
  11992. p_sd[(*c)++]=tsd->bl.id;
  11993. return 1;
  11994. }
  11995. case AB_ADORAMUS:
  11996. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11997. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11998. p_sd[(*c)++] = tsd->bl.id;
  11999. return 1;
  12000. case WL_COMET:
  12001. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12002. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12003. p_sd[(*c)++] = tsd->bl.id;
  12004. return 1;
  12005. case LG_RAYOFGENESIS:
  12006. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12007. tsd->sc.data[SC_BANDING] )
  12008. p_sd[(*c)++] = tsd->bl.id;
  12009. return 1;
  12010. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12011. {
  12012. uint16 skill_lv;
  12013. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12014. return 0;
  12015. if (sd->status.sex != tsd->status.sex &&
  12016. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12017. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12018. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12019. sd->status.party_id && tsd->status.party_id &&
  12020. sd->status.party_id == tsd->status.party_id &&
  12021. !tsd->sc.data[SC_DANCING])
  12022. {
  12023. p_sd[(*c)++]=tsd->bl.id;
  12024. return skill_lv;
  12025. } else {
  12026. return 0;
  12027. }
  12028. }
  12029. break;
  12030. }
  12031. }
  12032. return 0;
  12033. }
  12034. /*==========================================
  12035. * Checks and stores partners for ensemble skills [Skotlex]
  12036. *------------------------------------------*/
  12037. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12038. {
  12039. static int c=0;
  12040. static int p_sd[2] = { 0, 0 };
  12041. int i;
  12042. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12043. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12044. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12045. if (cast_flag) { //Execute the skill on the partners.
  12046. struct map_session_data* tsd;
  12047. switch (skill_id) {
  12048. case PR_BENEDICTIO:
  12049. for (i = 0; i < c; i++) {
  12050. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12051. status_charge(&tsd->bl, 0, 10);
  12052. }
  12053. return c;
  12054. case AB_ADORAMUS:
  12055. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12056. i = 2 * (*skill_lv);
  12057. status_charge(&tsd->bl, 0, i);
  12058. }
  12059. break;
  12060. case WM_GREAT_ECHO:
  12061. for( i = 0; i < c; i++ ) {
  12062. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12063. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12064. }
  12065. break;
  12066. default: //Warning: Assuming Ensemble skills here (for speed)
  12067. if( is_chorus )
  12068. break;//Chorus skills are not to be parsed as ensambles
  12069. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12070. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12071. 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);
  12072. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12073. tsd->skill_id_dance = skill_id;
  12074. tsd->skill_lv_dance = *skill_lv;
  12075. }
  12076. return c;
  12077. }
  12078. }
  12079. //Else: new search for partners.
  12080. c = 0;
  12081. memset (p_sd, 0, sizeof(p_sd));
  12082. if( is_chorus )
  12083. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12084. else
  12085. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12086. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12087. *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.
  12088. return c;
  12089. }
  12090. /*==========================================
  12091. * Sub function to count how many spawned mob is around
  12092. * return :
  12093. * x : numbers of mob of class with special ai
  12094. *------------------------------------------*/
  12095. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12096. {
  12097. int *c,src_id,mob_class,skill;
  12098. uint16 ai;
  12099. struct mob_data *md;
  12100. md=(struct mob_data*)bl;
  12101. src_id=va_arg(ap,int);
  12102. mob_class=va_arg(ap,int);
  12103. skill=va_arg(ap,int);
  12104. c=va_arg(ap,int *);
  12105. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  12106. if( md->master_id != src_id || md->special_state.ai != ai)
  12107. return 0; //Non alchemist summoned mobs have nothing to do here.
  12108. if(md->class_==mob_class)
  12109. (*c)++;
  12110. return 1;
  12111. }
  12112. /*==========================================
  12113. * Determines if a given skill should be made to consume ammo
  12114. * when used by the player. [Skotlex]
  12115. *------------------------------------------*/
  12116. int skill_isammotype (struct map_session_data *sd, int skill)
  12117. {
  12118. return (
  12119. battle_config.arrow_decrement==2 &&
  12120. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12121. skill != HT_PHANTASMIC &&
  12122. skill_get_type(skill) == BF_WEAPON &&
  12123. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12124. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12125. );
  12126. }
  12127. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12128. struct status_data *status;
  12129. struct status_change *sc;
  12130. struct skill_condition require;
  12131. int i;
  12132. uint32 inf2, inf3;
  12133. nullpo_ret(sd);
  12134. if (sd->chatID) return 0;
  12135. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12136. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12137. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12138. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12139. return 1;
  12140. }
  12141. switch( sd->menuskill_id ) {
  12142. case AM_PHARMACY:
  12143. switch( skill_id ) {
  12144. case AM_PHARMACY:
  12145. case AC_MAKINGARROW:
  12146. case BS_REPAIRWEAPON:
  12147. case AM_TWILIGHT1:
  12148. case AM_TWILIGHT2:
  12149. case AM_TWILIGHT3:
  12150. return 0;
  12151. }
  12152. break;
  12153. case GN_MIX_COOKING:
  12154. case GN_MAKEBOMB:
  12155. case GN_S_PHARMACY:
  12156. case GN_CHANGEMATERIAL:
  12157. if( sd->menuskill_id != skill_id )
  12158. return 0;
  12159. break;
  12160. }
  12161. status = &sd->battle_status;
  12162. sc = &sd->sc;
  12163. if( !sc->count )
  12164. sc = NULL;
  12165. if( sd->skillitem == skill_id )
  12166. {
  12167. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12168. sd->state.abra_flag = 0;
  12169. else
  12170. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12171. if( (i = sd->itemindex) == -1 ||
  12172. sd->status.inventory[i].nameid != sd->itemid ||
  12173. sd->inventory_data[i] == NULL ||
  12174. !sd->inventory_data[i]->flag.delay_consume ||
  12175. sd->status.inventory[i].amount < 1
  12176. )
  12177. { //Something went wrong, item exploit?
  12178. sd->itemid = sd->itemindex = -1;
  12179. return 0;
  12180. }
  12181. //Consume
  12182. sd->itemid = sd->itemindex = -1;
  12183. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12184. ; //Do not consume item.
  12185. else if( sd->status.inventory[i].expire_time == 0 )
  12186. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12187. }
  12188. return 1;
  12189. }
  12190. if( pc_is90overweight(sd) )
  12191. {
  12192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12193. return 0;
  12194. }
  12195. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12196. return 0;
  12197. //Checks if disabling skill - in which case no SP requirements are necessary
  12198. if( sc && skill_disable_check(sc,skill_id))
  12199. return 1;
  12200. inf3 = skill_get_inf3(skill_id);
  12201. // Check the skills that can be used while mounted on a warg
  12202. if( pc_isridingwug(sd) ) {
  12203. if(!(inf3&INF3_USABLE_WARG))
  12204. return 0; // in official there is no message.
  12205. }
  12206. if( pc_ismadogear(sd) ) {
  12207. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12208. //Only Mechanic exlcusive skill can be used.
  12209. if(inf3&INF3_DIS_MADO){
  12210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12211. return 0;
  12212. }
  12213. }
  12214. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12215. return 0;
  12216. require = skill_get_requirement(sd,skill_id,skill_lv);
  12217. //Can only update state when weapon/arrow info is checked.
  12218. sd->state.arrow_atk = require.ammo?1:0;
  12219. // perform skill-group checks
  12220. inf2 = skill_get_inf2(skill_id);
  12221. if(inf2&INF2_CHORUS_SKILL) {
  12222. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12224. return 0;
  12225. }
  12226. }
  12227. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12228. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12230. return 0;
  12231. }
  12232. }
  12233. // perform skill-specific checks (and actions)
  12234. switch( skill_id ) {
  12235. case SO_SPELLFIST:
  12236. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12238. return 0;
  12239. }
  12240. case SA_CASTCANCEL:
  12241. if(sd->ud.skilltimer == INVALID_TIMER) {
  12242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12243. return 0;
  12244. }
  12245. break;
  12246. case AS_CLOAKING:
  12247. {
  12248. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12249. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12250. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12251. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12252. int i;
  12253. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12254. if( i == 8 ) {
  12255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12256. return 0;
  12257. }
  12258. }
  12259. break;
  12260. }
  12261. case AL_WARP:
  12262. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12263. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12264. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12265. return 0;
  12266. }
  12267. break;
  12268. case MO_CALLSPIRITS:
  12269. if(sc && sc->data[SC_RAISINGDRAGON])
  12270. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12271. if(sd->spiritball >= skill_lv) {
  12272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12273. return 0;
  12274. }
  12275. break;
  12276. case MO_FINGEROFFENSIVE:
  12277. case GS_FLING:
  12278. case SR_RAMPAGEBLASTER:
  12279. case SR_RIDEINLIGHTNING:
  12280. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12281. sd->spiritball_old = require.spiritball = sd->spiritball;
  12282. else
  12283. sd->spiritball_old = require.spiritball;
  12284. break;
  12285. case MO_CHAINCOMBO:
  12286. if(!sc)
  12287. return 0;
  12288. if(sc->data[SC_BLADESTOP])
  12289. break;
  12290. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12291. break;
  12292. return 0;
  12293. case MO_COMBOFINISH:
  12294. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12295. return 0;
  12296. break;
  12297. case CH_TIGERFIST:
  12298. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12299. return 0;
  12300. break;
  12301. case CH_CHAINCRUSH:
  12302. if(!(sc && sc->data[SC_COMBO]))
  12303. return 0;
  12304. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12305. return 0;
  12306. break;
  12307. case MO_EXTREMITYFIST:
  12308. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12309. // return 0;
  12310. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12311. break;
  12312. if( sc && sc->data[SC_COMBO] ) {
  12313. switch(sc->data[SC_COMBO]->val1) {
  12314. case MO_COMBOFINISH:
  12315. case CH_TIGERFIST:
  12316. case CH_CHAINCRUSH:
  12317. break;
  12318. default:
  12319. return 0;
  12320. }
  12321. }
  12322. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12324. return 0;
  12325. }
  12326. break;
  12327. case TK_MISSION:
  12328. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12330. return 0;
  12331. }
  12332. break;
  12333. case TK_READYCOUNTER:
  12334. case TK_READYDOWN:
  12335. case TK_READYSTORM:
  12336. case TK_READYTURN:
  12337. case TK_JUMPKICK:
  12338. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12340. return 0;
  12341. }
  12342. break;
  12343. case TK_TURNKICK:
  12344. case TK_STORMKICK:
  12345. case TK_DOWNKICK:
  12346. case TK_COUNTER:
  12347. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12348. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  12349. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12350. return 0; //Combo needs to be ready
  12351. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12352. //Do not repeat a kick.
  12353. if (sc->data[SC_COMBO]->val3 != skill_id)
  12354. break;
  12355. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12356. return 0;
  12357. }
  12358. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12359. unit_cancel_combo(&sd->bl);
  12360. return 0;
  12361. }
  12362. break; //Combo ready.
  12363. case BD_ADAPTATION:
  12364. {
  12365. int time;
  12366. if(!(sc && sc->data[SC_DANCING])) {
  12367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12368. return 0;
  12369. }
  12370. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12371. if (skill_get_time(
  12372. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12373. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12374. - time < skill_get_time2(skill_id,skill_lv))
  12375. {
  12376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12377. return 0;
  12378. }
  12379. }
  12380. break;
  12381. case PR_BENEDICTIO:
  12382. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12384. return 0;
  12385. }
  12386. break;
  12387. case SL_SMA:
  12388. if(!(sc && sc->data[SC_SMA]))
  12389. return 0;
  12390. break;
  12391. case HT_POWER:
  12392. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12393. return 0;
  12394. break;
  12395. case CG_HERMODE:
  12396. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12398. return 0;
  12399. }
  12400. break;
  12401. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12402. {
  12403. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  12404. int size = range*2+1;
  12405. for (i=0;i<size*size;i++) {
  12406. x = sd->bl.x+(i%size-range);
  12407. y = sd->bl.y+(i/size-range);
  12408. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12410. return 0;
  12411. }
  12412. }
  12413. }
  12414. break;
  12415. case PR_REDEMPTIO:
  12416. {
  12417. int exp;
  12418. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12419. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12421. return 0;
  12422. }
  12423. break;
  12424. }
  12425. case HP_BASILICA:
  12426. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12427. if( sd ) {
  12428. int i,x,y,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12429. int size = range*2+1;
  12430. for( i=0;i<size*size;i++ ) {
  12431. x = sd->bl.x+(i%size-range);
  12432. y = sd->bl.y+(i/size-range);
  12433. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12434. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12435. return 0;
  12436. }
  12437. }
  12438. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12439. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12440. return 0;
  12441. }
  12442. }
  12443. }
  12444. break;
  12445. case AM_TWILIGHT2:
  12446. case AM_TWILIGHT3:
  12447. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12449. return 0;
  12450. }
  12451. break;
  12452. case SG_SUN_WARM:
  12453. case SG_MOON_WARM:
  12454. case SG_STAR_WARM:
  12455. if (sc && sc->data[SC_MIRACLE])
  12456. break;
  12457. i = skill_id-SG_SUN_WARM;
  12458. if (sd->bl.m == sd->feel_map[i].m)
  12459. break;
  12460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12461. return 0;
  12462. break;
  12463. case SG_SUN_COMFORT:
  12464. case SG_MOON_COMFORT:
  12465. case SG_STAR_COMFORT:
  12466. if (sc && sc->data[SC_MIRACLE])
  12467. break;
  12468. i = skill_id-SG_SUN_COMFORT;
  12469. if (sd->bl.m == sd->feel_map[i].m &&
  12470. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12471. break;
  12472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12473. return 0;
  12474. case SG_FUSION:
  12475. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12476. break;
  12477. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12478. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12479. if( require.sp > 0 ) {
  12480. if (status->sp < (unsigned int)require.sp)
  12481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12482. else
  12483. status_zap(&sd->bl, 0, require.sp);
  12484. }
  12485. return 0;
  12486. case GD_BATTLEORDER:
  12487. case GD_REGENERATION:
  12488. case GD_RESTORE:
  12489. if (!map_flag_gvg2(sd->bl.m)) {
  12490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12491. return 0;
  12492. }
  12493. case GD_EMERGENCYCALL:
  12494. case GD_ITEMEMERGENCYCALL:
  12495. // other checks were already done in skill_isNotOk()
  12496. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12497. return 0;
  12498. break;
  12499. case GS_GLITTERING:
  12500. if(sd->spiritball >= 10) {
  12501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12502. return 0;
  12503. }
  12504. break;
  12505. case NJ_ISSEN:
  12506. #ifdef RENEWAL
  12507. if (status->hp < (status->hp/100)) {
  12508. #else
  12509. if (status->hp < 2) {
  12510. #endif
  12511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12512. return 0;
  12513. }
  12514. case NJ_BUNSINJYUTSU:
  12515. if (!(sc && sc->data[SC_NEN])) {
  12516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12517. return 0;
  12518. }
  12519. break;
  12520. case NJ_ZENYNAGE:
  12521. case KO_MUCHANAGE:
  12522. if(sd->status.zeny < require.zeny) {
  12523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12524. return 0;
  12525. }
  12526. break;
  12527. case PF_HPCONVERSION:
  12528. if (status->sp == status->max_sp)
  12529. return 0; //Unusable when at full SP.
  12530. break;
  12531. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12532. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12534. return 0;
  12535. }
  12536. break;
  12537. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12538. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12540. return 0;
  12541. }
  12542. break;
  12543. /**
  12544. * Arch Bishop
  12545. **/
  12546. case AB_ANCILLA:
  12547. {
  12548. int count = 0;
  12549. for( i = 0; i < MAX_INVENTORY; i ++ )
  12550. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12551. count += sd->status.inventory[i].amount;
  12552. if( count >= 3 ) {
  12553. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12554. return 0;
  12555. }
  12556. }
  12557. break;
  12558. /**
  12559. * Keeping as a note:
  12560. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12561. **/
  12562. //case AB_LAUDAAGNUS:
  12563. //case AB_LAUDARAMUS:
  12564. // if( !sd->status.party_id ) {
  12565. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12566. // return 0;
  12567. // }
  12568. // break;
  12569. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12570. /**
  12571. * Warlock
  12572. **/
  12573. case WL_COMET:
  12574. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0
  12575. && sd->special_state.no_gemstone == 0
  12576. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12577. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12578. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12579. return 0;
  12580. }
  12581. break;
  12582. case WL_SUMMONFB:
  12583. case WL_SUMMONBL:
  12584. case WL_SUMMONWB:
  12585. case WL_SUMMONSTONE:
  12586. if( sc ) {
  12587. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12588. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12590. return 0;
  12591. }
  12592. }
  12593. break;
  12594. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12595. if( sc ) {
  12596. int j = 0;
  12597. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12598. if( sc->data[i] ) {
  12599. j++;
  12600. }
  12601. if( j < 4 ) { // Need 4 spheres minimum
  12602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12603. return 0;
  12604. }
  12605. }
  12606. else { // no status at all? no spheres present
  12607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12608. return 0;
  12609. }
  12610. break;
  12611. /**
  12612. * Guilotine Cross
  12613. **/
  12614. case GC_HALLUCINATIONWALK:
  12615. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12617. return 0;
  12618. }
  12619. break;
  12620. case GC_COUNTERSLASH:
  12621. case GC_WEAPONCRUSH:
  12622. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12623. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12624. return 0;
  12625. }
  12626. break;
  12627. /**
  12628. * Ranger
  12629. **/
  12630. case RA_WUGMASTERY:
  12631. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12633. return 0;
  12634. }
  12635. break;
  12636. case RA_WUGSTRIKE:
  12637. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12639. return 0;
  12640. }
  12641. break;
  12642. case RA_WUGRIDER:
  12643. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12645. return 0;
  12646. }
  12647. break;
  12648. case RA_WUGDASH:
  12649. if(!pc_isridingwug(sd)) {
  12650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12651. return 0;
  12652. }
  12653. break;
  12654. /**
  12655. * Royal Guard
  12656. **/
  12657. case LG_BANDING:
  12658. if( sc && sc->data[SC_INSPIRATION] ) {
  12659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12660. return 0;
  12661. }
  12662. break;
  12663. case LG_PRESTIGE:
  12664. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12666. return 0;
  12667. }
  12668. break;
  12669. case LG_RAGEBURST:
  12670. if( sd->spiritball == 0 ) {
  12671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12672. return 0;
  12673. }
  12674. sd->spiritball_old = require.spiritball = sd->spiritball;
  12675. break;
  12676. case LG_RAYOFGENESIS:
  12677. if( sc && sc->data[SC_INSPIRATION] )
  12678. return 1; // Don't check for partner.
  12679. if( !(sc && sc->data[SC_BANDING]) ) {
  12680. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12681. return 0;
  12682. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12683. return 0; // Just fails, no msg here.
  12684. break;
  12685. case LG_HESPERUSLIT:
  12686. if( !sc || !sc->data[SC_BANDING] ) {
  12687. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12688. return 0;
  12689. }
  12690. break;
  12691. case SR_FALLENEMPIRE:
  12692. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12693. return 0;
  12694. break;
  12695. case SR_CRESCENTELBOW:
  12696. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12697. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12698. return 0;
  12699. }
  12700. break;
  12701. case SR_CURSEDCIRCLE:
  12702. if (map_flag_gvg(sd->bl.m)) {
  12703. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12704. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12705. char output[128];
  12706. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  12707. clif_colormes(sd,color_table[COLOR_RED], output);
  12708. return 0;
  12709. }
  12710. }
  12711. if( sd->spiritball > 0 )
  12712. sd->spiritball_old = require.spiritball = sd->spiritball;
  12713. else {
  12714. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12715. return 0;
  12716. }
  12717. break;
  12718. case SR_GATEOFHELL:
  12719. if( sd->spiritball > 0 )
  12720. sd->spiritball_old = require.spiritball;
  12721. break;
  12722. case SC_MANHOLE:
  12723. case SC_DIMENSIONDOOR:
  12724. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12726. return 0;
  12727. }
  12728. break;
  12729. case WM_GREAT_ECHO: {
  12730. int count;
  12731. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12732. if( count < 1 ) {
  12733. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12734. return 0;
  12735. } else
  12736. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12737. }
  12738. break;
  12739. case SO_FIREWALK:
  12740. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12741. if( sc && sc->data[SC_PROPERTYWALK] &&
  12742. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12744. return 0;
  12745. }
  12746. break;
  12747. case SO_EL_CONTROL:
  12748. if( !sd->status.ele_id || !sd->ed ) {
  12749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12750. return 0;
  12751. }
  12752. break;
  12753. case RETURN_TO_ELDICASTES:
  12754. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12756. return 0;
  12757. }
  12758. break;
  12759. case LG_REFLECTDAMAGE:
  12760. case CR_REFLECTSHIELD:
  12761. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12763. return 0;
  12764. }
  12765. break;
  12766. case KO_KAHU_ENTEN:
  12767. case KO_HYOUHU_HUBUKI:
  12768. case KO_KAZEHU_SEIRAN:
  12769. case KO_DOHU_KOUKAI:
  12770. {
  12771. int ttype = skill_get_ele(skill_id, skill_lv);
  12772. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12773. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12774. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12775. return 0;
  12776. }
  12777. }
  12778. break;
  12779. case KO_KAIHOU:
  12780. case KO_ZENKAI:
  12781. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12782. if( i > 4 ) {
  12783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12784. return 0;
  12785. }
  12786. break;
  12787. }
  12788. /* check state required */
  12789. switch (require.state) {
  12790. case ST_HIDDEN:
  12791. if(!pc_ishiding(sd)) {
  12792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12793. return 0;
  12794. }
  12795. break;
  12796. case ST_RIDING:
  12797. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12799. return 0;
  12800. }
  12801. break;
  12802. case ST_FALCON:
  12803. if(!pc_isfalcon(sd)) {
  12804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12805. return 0;
  12806. }
  12807. break;
  12808. case ST_CART:
  12809. if(!pc_iscarton(sd)) {
  12810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12811. return 0;
  12812. }
  12813. break;
  12814. case ST_SHIELD:
  12815. if(sd->status.shield <= 0) {
  12816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12817. return 0;
  12818. }
  12819. break;
  12820. case ST_RECOV_WEIGHT_RATE:
  12821. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12823. return 0;
  12824. }
  12825. break;
  12826. case ST_MOVE_ENABLE:
  12827. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12828. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12829. if (!unit_can_move(&sd->bl)) {
  12830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12831. return 0;
  12832. }
  12833. break;
  12834. case ST_WATER:
  12835. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12836. break;
  12837. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12838. break;
  12839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12840. return 0;
  12841. case ST_RIDINGDRAGON:
  12842. if( !pc_isridingdragon(sd) ) {
  12843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12844. return 0;
  12845. }
  12846. break;
  12847. case ST_WUG:
  12848. if( !pc_iswug(sd) ) {
  12849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12850. return 0;
  12851. }
  12852. break;
  12853. case ST_RIDINGWUG:
  12854. if( !pc_isridingwug(sd) ) {
  12855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12856. return 0;
  12857. }
  12858. break;
  12859. case ST_MADO:
  12860. if( !pc_ismadogear(sd) ) {
  12861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12862. return 0;
  12863. }
  12864. break;
  12865. case ST_ELEMENTALSPIRIT:
  12866. if(!sd->ed) {
  12867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12868. return 0;
  12869. }
  12870. break;
  12871. case ST_PECO:
  12872. if(!pc_isriding(sd)) {
  12873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12874. return 0;
  12875. }
  12876. break;
  12877. }
  12878. /* check the status required */
  12879. if (require.status_count) {
  12880. uint8 i;
  12881. /* May has multiple requirements */
  12882. if (!sc) {
  12883. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12884. return 0;
  12885. }
  12886. for (i = 0; i < require.status_count; i++) {
  12887. if (require.status[i] >= 0 && !sc->data[require.status[i]]) {
  12888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12889. return 0;
  12890. }
  12891. }
  12892. }
  12893. //check if equiped item
  12894. for (i = 0; i < 10; i++) {
  12895. int reqeqit = require.eqItem[i];
  12896. if(!reqeqit) break; //no more required item get out of here
  12897. if (!pc_checkequip2(sd,reqeqit)) {
  12898. char output[128];
  12899. //clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, reqeqit);
  12900. sprintf(output,"need to put on [%d] in order to use.",reqeqit);
  12901. clif_colormes(sd,color_table[COLOR_RED],output);
  12902. return 0;
  12903. }
  12904. }
  12905. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12906. //mhp is the max-hp-requirement, that is,
  12907. //you must have this % or less of HP to cast it.
  12908. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12909. return 0;
  12910. }
  12911. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12913. return 0;
  12914. }
  12915. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12916. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12917. return 0;
  12918. }
  12919. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12921. return 0;
  12922. }
  12923. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  12924. (require.spiritball == -1 && sd->spiritball < 1) ) {
  12925. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  12926. return 0;
  12927. }
  12928. return 1;
  12929. }
  12930. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12931. {
  12932. struct skill_condition require;
  12933. struct status_data *status;
  12934. int i;
  12935. int index[MAX_SKILL_ITEM_REQUIRE];
  12936. nullpo_ret(sd);
  12937. if( sd->chatID )
  12938. return 0;
  12939. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12940. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12941. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12942. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12943. return 1;
  12944. }
  12945. switch( sd->menuskill_id ) { // Cast start or cast end??
  12946. case AM_PHARMACY:
  12947. switch( skill_id ) {
  12948. case AM_PHARMACY:
  12949. case AC_MAKINGARROW:
  12950. case BS_REPAIRWEAPON:
  12951. case AM_TWILIGHT1:
  12952. case AM_TWILIGHT2:
  12953. case AM_TWILIGHT3:
  12954. return 0;
  12955. }
  12956. break;
  12957. case GN_MIX_COOKING:
  12958. case GN_MAKEBOMB:
  12959. case GN_S_PHARMACY:
  12960. case GN_CHANGEMATERIAL:
  12961. if( sd->menuskill_id != skill_id )
  12962. return 0;
  12963. break;
  12964. }
  12965. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  12966. return 1;
  12967. if( pc_is90overweight(sd) ) {
  12968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12969. return 0;
  12970. }
  12971. // perform skill-specific checks (and actions)
  12972. switch( skill_id ) {
  12973. case PR_BENEDICTIO:
  12974. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12975. break;
  12976. case AM_CANNIBALIZE:
  12977. case AM_SPHEREMINE: {
  12978. int c=0;
  12979. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12980. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12981. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  12982. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
  12983. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12984. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12985. if(c >= maxcount ||
  12986. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12987. { //Fails when: exceed max limit. There are other plant types already out.
  12988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12989. return 0;
  12990. }
  12991. }
  12992. break;
  12993. }
  12994. case NC_SILVERSNIPER:
  12995. case NC_MAGICDECOY: {
  12996. int c = 0, j;
  12997. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  12998. int mob_class = 2042;
  12999. if( skill_id == NC_MAGICDECOY )
  13000. mob_class = 2043;
  13001. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13002. if( skill_id == NC_MAGICDECOY ) {
  13003. for( j = mob_class; j <= 2046; j++ )
  13004. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13005. } else
  13006. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13007. if( c >= maxcount ) {
  13008. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13009. return 0;
  13010. }
  13011. }
  13012. }
  13013. break;
  13014. case KO_ZANZOU: {
  13015. int c = 0;
  13016. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13017. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  13018. {
  13019. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13020. return 0;
  13021. }
  13022. break;
  13023. }
  13024. }
  13025. status = &sd->battle_status;
  13026. require = skill_get_requirement(sd,skill_id,skill_lv);
  13027. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13029. return 0;
  13030. }
  13031. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13033. return 0;
  13034. }
  13035. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  13036. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13037. clif_arrow_fail(sd,0);
  13038. return 0;
  13039. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13040. char e_msg[100];
  13041. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13042. skill_get_desc(skill_id),
  13043. require.ammo_qty,
  13044. itemdb_jname(sd->status.inventory[i].nameid));
  13045. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13046. return 0;
  13047. }
  13048. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13049. //which is the closest we have to wrong ammo type. [Skotlex]
  13050. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13051. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13052. return 0;
  13053. }
  13054. }
  13055. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13056. if( !require.itemid[i] )
  13057. continue;
  13058. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13059. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13060. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  13062. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  13064. else
  13065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13066. return 0;
  13067. }
  13068. }
  13069. return 1;
  13070. }
  13071. // type&2: consume items (after skill was used)
  13072. // type&1: consume the others (before skill was used)
  13073. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13074. {
  13075. struct skill_condition req;
  13076. nullpo_ret(sd);
  13077. req = skill_get_requirement(sd,skill_id,skill_lv);
  13078. if( type&1 ) {
  13079. switch( skill_id ) {
  13080. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13081. case MC_IDENTIFY:
  13082. case RL_D_TAIL:
  13083. req.sp = 0;
  13084. break;
  13085. default:
  13086. if(sd->state.autocast)
  13087. req.sp = 0;
  13088. break;
  13089. }
  13090. if(req.hp || req.sp)
  13091. status_zap(&sd->bl, req.hp, req.sp);
  13092. if(req.spiritball > 0)
  13093. pc_delspiritball(sd,req.spiritball,0);
  13094. else if(req.spiritball == -1) {
  13095. sd->spiritball_old = sd->spiritball;
  13096. pc_delspiritball(sd,sd->spiritball,0);
  13097. }
  13098. if(req.zeny > 0)
  13099. {
  13100. if( skill_id == NJ_ZENYNAGE )
  13101. req.zeny = 0; //Zeny is reduced on skill_attack.
  13102. if( sd->status.zeny < req.zeny )
  13103. req.zeny = sd->status.zeny;
  13104. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13105. }
  13106. }
  13107. if( type&2 ) {
  13108. struct status_change *sc = &sd->sc;
  13109. int n,i;
  13110. if( !sc->count )
  13111. sc = NULL;
  13112. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13113. {
  13114. if( !req.itemid[i] )
  13115. continue;
  13116. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13117. continue; //Gemstones are checked, but not substracted from inventory.
  13118. switch( skill_id ){
  13119. case SA_SEISMICWEAPON:
  13120. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13121. continue;
  13122. break;
  13123. case SA_FLAMELAUNCHER:
  13124. case SA_VOLCANO:
  13125. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13126. continue;
  13127. break;
  13128. case SA_FROSTWEAPON:
  13129. case SA_DELUGE:
  13130. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13131. continue;
  13132. break;
  13133. case SA_LIGHTNINGLOADER:
  13134. case SA_VIOLENTGALE:
  13135. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13136. continue;
  13137. case RL_H_MINE:
  13138. if (sd->flicker)
  13139. continue;
  13140. break;
  13141. }
  13142. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13143. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13144. }
  13145. }
  13146. return 1;
  13147. }
  13148. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13149. {
  13150. struct skill_condition req;
  13151. struct status_data *status;
  13152. struct status_change *sc;
  13153. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13154. uint16 idx;
  13155. memset(&req,0,sizeof(req));
  13156. if( !sd )
  13157. return req;
  13158. if( sd->skillitem == skill_id )
  13159. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13160. sc = &sd->sc;
  13161. if( !sc->count )
  13162. sc = NULL;
  13163. //Checks if disabling skill - in which case no SP requirements are necessary
  13164. if( sc && skill_disable_check(sc,skill_id) )
  13165. return req;
  13166. idx = skill_get_index(skill_id);
  13167. if( idx == 0 ) // invalid skill id
  13168. return req;
  13169. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13170. return req;
  13171. status = &sd->battle_status;
  13172. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13173. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13174. if(hp_rate > 0)
  13175. req.hp += (status->hp * hp_rate)/100;
  13176. else
  13177. req.hp += (status->max_hp * (-hp_rate))/100;
  13178. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13179. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13180. req.sp /= 2;
  13181. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13182. if(sp_rate > 0)
  13183. req.sp += (status->sp * sp_rate)/100;
  13184. else
  13185. req.sp += (status->max_sp * (-sp_rate))/100;
  13186. if( sd->dsprate != 100 )
  13187. req.sp = req.sp * sd->dsprate / 100;
  13188. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13189. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13190. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13191. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13192. if( i < ARRAYLENGTH(sd->skillusesp) )
  13193. req.sp -= sd->skillusesp[i].val;
  13194. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13195. if( sc ) {
  13196. if( sc->data[SC__LAZINESS] )
  13197. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13198. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13199. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  13200. if( sc->data[SC_RECOGNIZEDSPELL] )
  13201. req.sp += req.sp / 4;
  13202. if( sc->data[SC_OFFERTORIUM])
  13203. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13204. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13205. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13206. }
  13207. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13208. if( sc && sc->data[SC__UNLUCKY] ) {
  13209. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13210. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13211. else
  13212. req.zeny += 1000;
  13213. }
  13214. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13215. req.state = skill_db[idx].require.state;
  13216. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13217. req.weapon = skill_db[idx].require.weapon;
  13218. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13219. if (req.ammo_qty)
  13220. req.ammo = skill_db[idx].require.ammo;
  13221. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13222. { //Assume this skill is using the weapon, therefore it requires arrows.
  13223. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13224. req.ammo_qty = 1;
  13225. }
  13226. req.status_count = skill_db[idx].require.status_count;
  13227. memset(req.status,SC_NONE,sizeof(req.status));
  13228. memcpy(req.status,skill_db[idx].require.status,sizeof(skill_db[idx].require.status));
  13229. memset(req.eqItem,0,sizeof(req.eqItem));
  13230. memcpy(req.eqItem,skill_db[idx].require.eqItem,sizeof(skill_db[idx].require.eqItem));
  13231. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13232. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13233. continue;
  13234. switch( skill_id ) {
  13235. case AM_CALLHOMUN:
  13236. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13237. continue;
  13238. break;
  13239. case NC_SHAPESHIFT:
  13240. if( i < 4 )
  13241. continue;
  13242. break;
  13243. case WZ_FIREPILLAR: // celest
  13244. if (skill_lv <= 5) // no gems required at level 1-5
  13245. continue;
  13246. break;
  13247. case AB_ADORAMUS:
  13248. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
  13249. continue;
  13250. break;
  13251. case WL_COMET:
  13252. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
  13253. continue;
  13254. break;
  13255. case GN_FIRE_EXPANSION:
  13256. if( i < 5 )
  13257. continue;
  13258. break;
  13259. case SO_SUMMON_AGNI:
  13260. case SO_SUMMON_AQUA:
  13261. case SO_SUMMON_VENTUS:
  13262. case SO_SUMMON_TERA:
  13263. case SO_WATER_INSIGNIA:
  13264. case SO_FIRE_INSIGNIA:
  13265. case SO_WIND_INSIGNIA:
  13266. case SO_EARTH_INSIGNIA:
  13267. if( i < 3 )
  13268. continue;
  13269. break;
  13270. }
  13271. req.itemid[i] = skill_db[idx].require.itemid[i];
  13272. req.amount[i] = skill_db[idx].require.amount[i];
  13273. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
  13274. {
  13275. if( sd->special_state.no_gemstone )
  13276. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13277. if( skill_id != SA_ABRACADABRA )
  13278. req.itemid[i] = req.amount[i] = 0;
  13279. else if( --req.amount[i] < 1 )
  13280. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13281. }
  13282. if(sc && sc->data[SC_INTOABYSS])
  13283. {
  13284. if( skill_id != SA_ABRACADABRA )
  13285. req.itemid[i] = req.amount[i] = 0;
  13286. else if( --req.amount[i] < 1 )
  13287. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13288. }
  13289. }
  13290. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13291. int16 itIndex;
  13292. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13293. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13294. req.amount[i] = 1;
  13295. }
  13296. break;
  13297. }
  13298. }
  13299. /* requirements are level-dependent */
  13300. switch( skill_id ) {
  13301. case NC_SHAPESHIFT:
  13302. case GN_FIRE_EXPANSION:
  13303. case SO_SUMMON_AGNI:
  13304. case SO_SUMMON_AQUA:
  13305. case SO_SUMMON_VENTUS:
  13306. case SO_SUMMON_TERA:
  13307. case SO_WATER_INSIGNIA:
  13308. case SO_FIRE_INSIGNIA:
  13309. case SO_WIND_INSIGNIA:
  13310. case SO_EARTH_INSIGNIA:
  13311. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13312. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13313. break;
  13314. }
  13315. // Check for cost reductions due to skills & SCs
  13316. switch(skill_id) {
  13317. case MC_MAMMONITE:
  13318. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13319. req.zeny -= req.zeny*10/100;
  13320. break;
  13321. case AL_HOLYLIGHT:
  13322. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13323. req.sp *= 5;
  13324. break;
  13325. case SL_SMA:
  13326. case SL_STUN:
  13327. case SL_STIN:
  13328. {
  13329. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13330. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13331. break;
  13332. if(sd->status.base_level>=90)
  13333. req.sp -= req.sp*7*kaina_lv/100;
  13334. else if(sd->status.base_level>=80)
  13335. req.sp -= req.sp*5*kaina_lv/100;
  13336. else if(sd->status.base_level>=70)
  13337. req.sp -= req.sp*3*kaina_lv/100;
  13338. }
  13339. break;
  13340. case MO_TRIPLEATTACK:
  13341. case MO_CHAINCOMBO:
  13342. case MO_COMBOFINISH:
  13343. case CH_TIGERFIST:
  13344. case CH_CHAINCRUSH:
  13345. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13346. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13347. break;
  13348. case MO_BODYRELOCATION:
  13349. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13350. req.spiritball = 0;
  13351. break;
  13352. case MO_EXTREMITYFIST:
  13353. if( sc )
  13354. {
  13355. if( sc->data[SC_BLADESTOP] )
  13356. req.spiritball--;
  13357. else if( sc->data[SC_COMBO] )
  13358. {
  13359. switch( sc->data[SC_COMBO]->val1 )
  13360. {
  13361. case MO_COMBOFINISH:
  13362. req.spiritball = 4;
  13363. break;
  13364. case CH_TIGERFIST:
  13365. req.spiritball = 3;
  13366. break;
  13367. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13368. req.spiritball = sd->spiritball?sd->spiritball:1;
  13369. break;
  13370. }
  13371. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13372. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13373. }
  13374. break;
  13375. case SR_RAMPAGEBLASTER:
  13376. req.spiritball = sd->spiritball?sd->spiritball:15;
  13377. break;
  13378. case SR_GATEOFHELL:
  13379. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13380. req.sp -= req.sp * 10 / 100;
  13381. break;
  13382. case SO_SUMMON_AGNI:
  13383. case SO_SUMMON_AQUA:
  13384. case SO_SUMMON_VENTUS:
  13385. case SO_SUMMON_TERA:
  13386. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13387. break;
  13388. case SO_PSYCHIC_WAVE:
  13389. if( sc && sc->data[SC_BLAST_OPTION] )
  13390. req.sp += req.sp * 150 / 100;
  13391. break;
  13392. }
  13393. //Check if player is using the copied skill [Cydh]
  13394. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13395. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13396. if (req_opt&0x001) req.hp = 0;
  13397. if (req_opt&0x002) req.mhp = 0;
  13398. if (req_opt&0x004) req.sp = 0;
  13399. if (req_opt&0x008) req.hp_rate = 0;
  13400. if (req_opt&0x010) req.sp_rate = 0;
  13401. if (req_opt&0x020) req.zeny = 0;
  13402. if (req_opt&0x040) req.weapon = 0;
  13403. if (req_opt&0x080) { req.ammo = 0; req.ammo_qty = 0; }
  13404. if (req_opt&0x100) req.state = ST_NONE;
  13405. if (req_opt&0x200) { memset(req.status,SC_NONE,sizeof(req.status)); }
  13406. if (req_opt&0x400) req.spiritball = 0;
  13407. if (req_opt&0x800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13408. }
  13409. return req;
  13410. }
  13411. /*==========================================
  13412. * Does cast-time reductions based on dex, item bonuses and config setting
  13413. *------------------------------------------*/
  13414. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13415. int time = skill_get_cast(skill_id, skill_lv);
  13416. nullpo_ret(bl);
  13417. #ifndef RENEWAL_CAST
  13418. {
  13419. struct map_session_data *sd;
  13420. sd = BL_CAST(BL_PC, bl);
  13421. // calculate base cast time (reduced by dex)
  13422. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13423. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13424. if( scale > 0 ) // not instant cast
  13425. time = time * scale / battle_config.castrate_dex_scale;
  13426. else
  13427. return 0; // instant cast
  13428. }
  13429. // calculate cast time reduced by item/card bonuses
  13430. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13431. {
  13432. int i;
  13433. if( sd->castrate != 100 )
  13434. time = time * sd->castrate / 100;
  13435. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13436. {
  13437. if( sd->skillcast[i].id == skill_id )
  13438. {
  13439. time+= time * sd->skillcast[i].val / 100;
  13440. break;
  13441. }
  13442. }
  13443. }
  13444. }
  13445. #endif
  13446. // config cast time multiplier
  13447. if (battle_config.cast_rate != 100)
  13448. time = time * battle_config.cast_rate / 100;
  13449. // return final cast time
  13450. time = max(time, 0);
  13451. //ShowInfo("Castime castfix = %d\n",time);
  13452. return time;
  13453. }
  13454. /*==========================================
  13455. * Does cast-time reductions based on sc data.
  13456. *------------------------------------------*/
  13457. int skill_castfix_sc (struct block_list *bl, int time)
  13458. {
  13459. struct status_change *sc = status_get_sc(bl);
  13460. if( time < 0 )
  13461. return 0;
  13462. if (sc && sc->count) {
  13463. if (sc->data[SC_SLOWCAST])
  13464. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13465. if (sc->data[SC_PARALYSIS])
  13466. time += sc->data[SC_PARALYSIS]->val3;
  13467. if (sc->data[SC_SUFFRAGIUM]) {
  13468. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13469. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13470. }
  13471. if (sc->data[SC_MEMORIZE]) {
  13472. time>>=1;
  13473. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13474. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13475. }
  13476. if (sc->data[SC_POEMBRAGI])
  13477. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13478. if (sc->data[SC_IZAYOI])
  13479. time -= time * 50 / 100;
  13480. }
  13481. time = max(time, 0);
  13482. //ShowInfo("Castime castfix_sc = %d\n",time);
  13483. return time;
  13484. }
  13485. #ifdef RENEWAL_CAST
  13486. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13487. {
  13488. struct status_change *sc = status_get_sc(bl);
  13489. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13490. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13491. if( time < 0 )
  13492. return 0;
  13493. if( bl->type == BL_MOB )
  13494. return (int)time;
  13495. if( fixed == 0 ){
  13496. fixed = (int)time * 20 / 100; // fixed time
  13497. time = time * 80 / 100; // variable time
  13498. }else if( fixed < 0 ) // no fixed cast time
  13499. fixed = 0;
  13500. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13501. if( sd->bonus.varcastrate < 0 )
  13502. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13503. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13504. time += sd->bonus.add_varcast;
  13505. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13506. fixed += sd->bonus.add_fixcast;
  13507. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13508. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13509. fixed += sd->skillfixcast[i].val;
  13510. break;
  13511. }
  13512. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13513. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13514. time += sd->skillvarcast[i].val;
  13515. break;
  13516. }
  13517. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13518. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13519. VARCAST_REDUCTION(sd->skillcast[i].val);
  13520. break;
  13521. }
  13522. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13523. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13524. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13525. break;
  13526. }
  13527. }
  13528. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13529. // All variable cast additive bonuses must come first
  13530. if (sc->data[SC_SLOWCAST])
  13531. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13532. if( sc->data[SC__LAZINESS] )
  13533. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13534. // Variable cast reduction bonuses
  13535. if (sc->data[SC_SUFFRAGIUM]) {
  13536. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13537. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13538. }
  13539. if (sc->data[SC_MEMORIZE]) {
  13540. VARCAST_REDUCTION(50);
  13541. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13542. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13543. }
  13544. if (sc->data[SC_POEMBRAGI])
  13545. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13546. if (sc->data[SC_IZAYOI])
  13547. VARCAST_REDUCTION(50);
  13548. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13549. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13550. if( sc->data[SC_TELEKINESIS_INTENSE] )
  13551. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  13552. // Fixed cast reduction bonuses
  13553. if( sc->data[SC_SECRAMENT] )
  13554. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13555. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  13556. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  13557. // Fixed cast non percentage bonuses
  13558. if( sc->data[SC_MANDRAGORA] )
  13559. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  13560. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  13561. fixed = 0;
  13562. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  13563. fixed -= 1000;
  13564. }
  13565. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  13566. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  13567. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  13568. }
  13569. if( varcast_r < 0 ) // now compute overall factors
  13570. time = time * (1 - (float)varcast_r / 100);
  13571. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13572. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13573. // underflow checking/capping
  13574. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13575. return (int)time;
  13576. }
  13577. #endif
  13578. /*==========================================
  13579. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13580. *------------------------------------------*/
  13581. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13582. {
  13583. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13584. int time = skill_get_delay(skill_id, skill_lv);
  13585. struct map_session_data *sd;
  13586. struct status_change *sc = status_get_sc(bl);
  13587. nullpo_ret(bl);
  13588. sd = BL_CAST(BL_PC, bl);
  13589. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13590. return 0; //Will use picked skill's delay.
  13591. if (bl->type&battle_config.no_skill_delay)
  13592. return battle_config.min_skill_delay_limit;
  13593. if (time < 0)
  13594. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13595. // Delay reductions
  13596. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13597. case MO_TRIPLEATTACK:
  13598. case MO_CHAINCOMBO:
  13599. case MO_COMBOFINISH:
  13600. case CH_TIGERFIST:
  13601. case CH_CHAINCRUSH:
  13602. case SR_DRAGONCOMBO:
  13603. case SR_FALLENEMPIRE:
  13604. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13605. break;
  13606. case HP_BASILICA:
  13607. if( sc && !sc->data[SC_BASILICA] )
  13608. time = 0; // There is no Delay on Basilica creation, only on cancel
  13609. break;
  13610. default:
  13611. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13612. { // if skill delay is allowed to be reduced by dex
  13613. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13614. if (scale > 0)
  13615. time = time * scale / battle_config.castrate_dex_scale;
  13616. else //To be capped later to minimum.
  13617. time = 0;
  13618. }
  13619. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13620. { // if skill delay is allowed to be reduced by agi
  13621. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13622. if (scale > 0)
  13623. time = time * scale / battle_config.castrate_dex_scale;
  13624. else //To be capped later to minimum.
  13625. time = 0;
  13626. }
  13627. }
  13628. if ( sc && sc->data[SC_SPIRIT] ) {
  13629. switch (skill_id) {
  13630. case CR_SHIELDBOOMERANG:
  13631. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13632. time /= 2;
  13633. break;
  13634. case AS_SONICBLOW:
  13635. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13636. time /= 2;
  13637. break;
  13638. }
  13639. }
  13640. if (!(delaynodex&2))
  13641. {
  13642. if (sc && sc->count) {
  13643. if (sc->data[SC_POEMBRAGI])
  13644. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13645. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13646. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13647. }
  13648. }
  13649. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13650. time = time * sd->delayrate / 100;
  13651. if (battle_config.delay_rate != 100)
  13652. time = time * battle_config.delay_rate / 100;
  13653. //min delay
  13654. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13655. time = max(time, battle_config.min_skill_delay_limit);
  13656. //ShowInfo("Delay delayfix = %d\n",time);
  13657. return time;
  13658. }
  13659. /*=========================================
  13660. *
  13661. *-----------------------------------------*/
  13662. void skill_overbrand(struct block_list* src, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, unsigned int tick, int flag)
  13663. {
  13664. struct s_skill_unit_layout *layout;
  13665. int i, ux[53], uy[53]; //Number of cells we are attacking
  13666. short dir = map_calc_dir(src,x,y);
  13667. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13668. if(dir > 0 && dir < 4) { //Need to invert the cell locations for directions
  13669. for(i = 0; i < 53; i++) {
  13670. ux[i] = layout->dy[i];
  13671. uy[i] = layout->dx[i] * -1;
  13672. }
  13673. } else if(dir == 4) {
  13674. for(i = 0; i < 53; i++) {
  13675. ux[i] = layout->dx[i];
  13676. uy[i] = layout->dy[i];
  13677. }
  13678. } else if(dir > 4) {
  13679. for(i = 0; i < 53; i++) {
  13680. ux[i] = layout->dy[i] * -1;
  13681. uy[i] = layout->dx[i];
  13682. }
  13683. } else {
  13684. for(i = 0; i < 53; i++) {
  13685. ux[i] = layout->dx[i];
  13686. uy[i] = layout->dy[i] * -1;
  13687. }
  13688. }
  13689. for( i = 0; i < 53; i++ ) {
  13690. if(i < 12) { //Close range hits twice
  13691. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13692. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13693. } else if(i > 11 && i < 45) //Far sides do knockback damage
  13694. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13695. else //Far middle does piercing damage
  13696. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13697. }
  13698. }
  13699. struct square {
  13700. int val1[5];
  13701. int val2[5];
  13702. };
  13703. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13704. {
  13705. nullpo_retv(tc);
  13706. if(dir == 0){
  13707. tc->val1[0]=x-2;
  13708. tc->val1[1]=x-1;
  13709. tc->val1[2]=x;
  13710. tc->val1[3]=x+1;
  13711. tc->val1[4]=x+2;
  13712. tc->val2[0]=
  13713. tc->val2[1]=
  13714. tc->val2[2]=
  13715. tc->val2[3]=
  13716. tc->val2[4]=y-1;
  13717. }
  13718. else if(dir==2){
  13719. tc->val1[0]=
  13720. tc->val1[1]=
  13721. tc->val1[2]=
  13722. tc->val1[3]=
  13723. tc->val1[4]=x+1;
  13724. tc->val2[0]=y+2;
  13725. tc->val2[1]=y+1;
  13726. tc->val2[2]=y;
  13727. tc->val2[3]=y-1;
  13728. tc->val2[4]=y-2;
  13729. }
  13730. else if(dir==4){
  13731. tc->val1[0]=x-2;
  13732. tc->val1[1]=x-1;
  13733. tc->val1[2]=x;
  13734. tc->val1[3]=x+1;
  13735. tc->val1[4]=x+2;
  13736. tc->val2[0]=
  13737. tc->val2[1]=
  13738. tc->val2[2]=
  13739. tc->val2[3]=
  13740. tc->val2[4]=y+1;
  13741. }
  13742. else if(dir==6){
  13743. tc->val1[0]=
  13744. tc->val1[1]=
  13745. tc->val1[2]=
  13746. tc->val1[3]=
  13747. tc->val1[4]=x-1;
  13748. tc->val2[0]=y+2;
  13749. tc->val2[1]=y+1;
  13750. tc->val2[2]=y;
  13751. tc->val2[3]=y-1;
  13752. tc->val2[4]=y-2;
  13753. }
  13754. else if(dir==1){
  13755. tc->val1[0]=x-1;
  13756. tc->val1[1]=x;
  13757. tc->val1[2]=x+1;
  13758. tc->val1[3]=x+2;
  13759. tc->val1[4]=x+3;
  13760. tc->val2[0]=y-4;
  13761. tc->val2[1]=y-3;
  13762. tc->val2[2]=y-1;
  13763. tc->val2[3]=y;
  13764. tc->val2[4]=y+1;
  13765. }
  13766. else if(dir==3){
  13767. tc->val1[0]=x+3;
  13768. tc->val1[1]=x+2;
  13769. tc->val1[2]=x+1;
  13770. tc->val1[3]=x;
  13771. tc->val1[4]=x-1;
  13772. tc->val2[0]=y-1;
  13773. tc->val2[1]=y;
  13774. tc->val2[2]=y+1;
  13775. tc->val2[3]=y+2;
  13776. tc->val2[4]=y+3;
  13777. }
  13778. else if(dir==5){
  13779. tc->val1[0]=x+1;
  13780. tc->val1[1]=x;
  13781. tc->val1[2]=x-1;
  13782. tc->val1[3]=x-2;
  13783. tc->val1[4]=x-3;
  13784. tc->val2[0]=y+3;
  13785. tc->val2[1]=y+2;
  13786. tc->val2[2]=y+1;
  13787. tc->val2[3]=y;
  13788. tc->val2[4]=y-1;
  13789. }
  13790. else if(dir==7){
  13791. tc->val1[0]=x-3;
  13792. tc->val1[1]=x-2;
  13793. tc->val1[2]=x-1;
  13794. tc->val1[3]=x;
  13795. tc->val1[4]=x+1;
  13796. tc->val2[1]=y;
  13797. tc->val2[0]=y+1;
  13798. tc->val2[2]=y-1;
  13799. tc->val2[3]=y-2;
  13800. tc->val2[4]=y-3;
  13801. }
  13802. }
  13803. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  13804. {
  13805. int c;
  13806. nullpo_retv(tc);
  13807. for( c = 0; c < 5; c++ ) {
  13808. switch( dir ) {
  13809. case 0: tc->val2[c]+=are; break;
  13810. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  13811. case 2: tc->val1[c]-=are; break;
  13812. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  13813. case 4: tc->val2[c]-=are; break;
  13814. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  13815. case 6: tc->val1[c]+=are; break;
  13816. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  13817. }
  13818. }
  13819. }
  13820. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  13821. {
  13822. int c,n=4;
  13823. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  13824. struct square tc;
  13825. int x=bl->x,y=bl->y;
  13826. skill_brandishspear_first(&tc,dir,x,y);
  13827. skill_brandishspear_dir(&tc,dir,4);
  13828. skill_area_temp[1] = bl->id;
  13829. if(skill_lv > 9){
  13830. for(c=1;c<4;c++){
  13831. map_foreachincell(skill_area_sub,
  13832. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13833. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13834. skill_castend_damage_id);
  13835. }
  13836. }
  13837. if(skill_lv > 6){
  13838. skill_brandishspear_dir(&tc,dir,-1);
  13839. n--;
  13840. }else{
  13841. skill_brandishspear_dir(&tc,dir,-2);
  13842. n-=2;
  13843. }
  13844. if(skill_lv > 3){
  13845. for(c=0;c<5;c++){
  13846. map_foreachincell(skill_area_sub,
  13847. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13848. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13849. skill_castend_damage_id);
  13850. if(skill_lv > 6 && n==3 && c==4){
  13851. skill_brandishspear_dir(&tc,dir,-1);
  13852. n--;c=-1;
  13853. }
  13854. }
  13855. }
  13856. for(c=0;c<10;c++){
  13857. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  13858. map_foreachincell(skill_area_sub,
  13859. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  13860. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  13861. skill_castend_damage_id);
  13862. }
  13863. }
  13864. /*==========================================
  13865. * Weapon Repair [Celest/DracoRPG]
  13866. *------------------------------------------*/
  13867. void skill_repairweapon (struct map_session_data *sd, int idx) {
  13868. int material;
  13869. int materials[4] = { 1002, 998, 999, 756 };
  13870. struct item *item;
  13871. struct map_session_data *target_sd;
  13872. nullpo_retv(sd);
  13873. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  13874. return;
  13875. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  13876. return;
  13877. if( idx < 0 || idx >= MAX_INVENTORY )
  13878. return; //Invalid index??
  13879. item = &target_sd->status.inventory[idx];
  13880. if( item->nameid <= 0 || item->attribute == 0 )
  13881. return; //Again invalid item....
  13882. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  13883. clif_item_repaireffect(sd,idx,1);
  13884. return;
  13885. }
  13886. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13887. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13888. else
  13889. material = materials [2]; // Armors consume 1 Steel
  13890. if ( pc_search_inventory(sd,material) < 0 ) {
  13891. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13892. return;
  13893. }
  13894. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13895. item->attribute = 0;/* clear broken state */
  13896. clif_equiplist(target_sd);
  13897. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13898. clif_item_repaireffect(sd,idx,0);
  13899. if( sd != target_sd )
  13900. clif_item_repaireffect(target_sd,idx,0);
  13901. }
  13902. /*==========================================
  13903. * Item Appraisal
  13904. *------------------------------------------*/
  13905. void skill_identify (struct map_session_data *sd, int idx)
  13906. {
  13907. int flag=1;
  13908. nullpo_retv(sd);
  13909. if(idx >= 0 && idx < MAX_INVENTORY) {
  13910. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13911. flag=0;
  13912. sd->status.inventory[idx].identify=1;
  13913. }
  13914. }
  13915. clif_item_identified(sd,idx,flag);
  13916. }
  13917. /*==========================================
  13918. * Weapon Refine [Celest]
  13919. *------------------------------------------*/
  13920. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13921. {
  13922. nullpo_retv(sd);
  13923. if (idx >= 0 && idx < MAX_INVENTORY)
  13924. {
  13925. int i = 0, ep = 0, per;
  13926. int material[5] = { 0, 1010, 1011, 984, 984 };
  13927. struct item *item;
  13928. struct item_data *ditem = sd->inventory_data[idx];
  13929. item = &sd->status.inventory[idx];
  13930. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13931. {
  13932. if( item->refine >= sd->menuskill_val
  13933. || item->refine >= 10 // if it's no longer refineable
  13934. || ditem->flag.no_refine // if the item isn't refinable
  13935. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13936. {
  13937. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13938. return;
  13939. }
  13940. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13941. if( sd->class_&JOBL_THIRD )
  13942. per += 10;
  13943. else
  13944. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13945. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13946. if (per > rnd() % 100) {
  13947. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13948. item->refine++;
  13949. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13950. if(item->equip) {
  13951. ep = item->equip;
  13952. pc_unequipitem(sd,idx,3);
  13953. }
  13954. clif_refine(sd->fd,0,idx,item->refine);
  13955. clif_delitem(sd,idx,1,3);
  13956. clif_additem(sd,idx,1,0);
  13957. if (ep)
  13958. pc_equipitem(sd,idx,ep);
  13959. clif_misceffect(&sd->bl,3);
  13960. if(item->refine == 10 &&
  13961. item->card[0] == CARD0_FORGE &&
  13962. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13963. { // Fame point system [DracoRPG]
  13964. switch(ditem->wlv){
  13965. case 1:
  13966. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13967. break;
  13968. case 2:
  13969. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13970. break;
  13971. case 3:
  13972. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13973. break;
  13974. }
  13975. }
  13976. } else {
  13977. item->refine = 0;
  13978. if(item->equip)
  13979. pc_unequipitem(sd,idx,3);
  13980. clif_refine(sd->fd,1,idx,item->refine);
  13981. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13982. clif_misceffect(&sd->bl,2);
  13983. clif_emotion(&sd->bl, E_OMG);
  13984. }
  13985. }
  13986. }
  13987. }
  13988. /*==========================================
  13989. *
  13990. *------------------------------------------*/
  13991. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  13992. {
  13993. uint16 skill_lv;
  13994. int maxlv=1,lv;
  13995. nullpo_ret(sd);
  13996. skill_lv = sd->menuskill_val;
  13997. lv=pc_checkskill(sd,skill_id);
  13998. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13999. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14000. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14001. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14002. maxlv =10; //Soul Linker bonus. [Skotlex]
  14003. else if(skill_lv==2) maxlv=1;
  14004. else if(skill_lv==3) maxlv=2;
  14005. else if(skill_lv>=4) maxlv=3;
  14006. }
  14007. else if(skill_id==MG_SOULSTRIKE){
  14008. if(skill_lv==5) maxlv=1;
  14009. else if(skill_lv==6) maxlv=2;
  14010. else if(skill_lv>=7) maxlv=3;
  14011. }
  14012. else if(skill_id==MG_FIREBALL){
  14013. if(skill_lv==8) maxlv=1;
  14014. else if(skill_lv>=9) maxlv=2;
  14015. }
  14016. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14017. else return 0;
  14018. if(maxlv > lv)
  14019. maxlv = lv;
  14020. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14021. skill_get_time(SA_AUTOSPELL,skill_lv));
  14022. return 0;
  14023. }
  14024. /*==========================================
  14025. * Sitting skills functions.
  14026. *------------------------------------------*/
  14027. static int skill_sit_count (struct block_list *bl, va_list ap)
  14028. {
  14029. struct map_session_data *sd;
  14030. int type =va_arg(ap,int);
  14031. sd=(struct map_session_data*)bl;
  14032. if(!pc_issit(sd))
  14033. return 0;
  14034. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14035. return 1;
  14036. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14037. return 1;
  14038. return 0;
  14039. }
  14040. static int skill_sit_in (struct block_list *bl, va_list ap)
  14041. {
  14042. struct map_session_data *sd;
  14043. int type =va_arg(ap,int);
  14044. sd=(struct map_session_data*)bl;
  14045. if(!pc_issit(sd))
  14046. return 0;
  14047. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14048. sd->state.gangsterparadise=1;
  14049. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  14050. {
  14051. sd->state.rest=1;
  14052. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14053. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14054. }
  14055. return 0;
  14056. }
  14057. static int skill_sit_out (struct block_list *bl, va_list ap)
  14058. {
  14059. struct map_session_data *sd;
  14060. int type =va_arg(ap,int);
  14061. sd=(struct map_session_data*)bl;
  14062. if(sd->state.gangsterparadise && type&1)
  14063. sd->state.gangsterparadise=0;
  14064. if(sd->state.rest && type&2) {
  14065. sd->state.rest=0;
  14066. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14067. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14068. }
  14069. return 0;
  14070. }
  14071. int skill_sit (struct map_session_data *sd, int type)
  14072. {
  14073. int flag = 0;
  14074. int range = 0, lv;
  14075. nullpo_ret(sd);
  14076. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  14077. flag|=1;
  14078. range = skill_get_splash(RG_GANGSTER, lv);
  14079. }
  14080. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  14081. flag|=2;
  14082. range = skill_get_splash(TK_HPTIME, lv);
  14083. }
  14084. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  14085. flag|=2;
  14086. range = skill_get_splash(TK_SPTIME, lv);
  14087. }
  14088. if( type ) {
  14089. clif_status_load(&sd->bl,SI_SIT,1);
  14090. } else {
  14091. clif_status_load(&sd->bl,SI_SIT,0);
  14092. }
  14093. if (!flag) return 0;
  14094. if(type) {
  14095. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14096. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14097. } else {
  14098. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14099. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14100. }
  14101. return 0;
  14102. }
  14103. /*==========================================
  14104. *
  14105. *------------------------------------------*/
  14106. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14107. {
  14108. struct block_list *src;
  14109. uint16 skill_id,skill_lv;
  14110. unsigned int tick;
  14111. nullpo_ret(bl);
  14112. nullpo_ret(src=va_arg(ap,struct block_list*));
  14113. skill_id=va_arg(ap,int);
  14114. skill_lv=va_arg(ap,int);
  14115. if(!skill_lv) return 0;
  14116. tick=va_arg(ap,unsigned int);
  14117. if (src == bl || status_isdead(bl))
  14118. return 0;
  14119. if (bl->type == BL_PC) {
  14120. struct map_session_data *sd = (struct map_session_data *)bl;
  14121. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14122. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14123. }
  14124. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14125. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14126. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14127. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14128. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14129. return 0;
  14130. }
  14131. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14132. struct block_list *src;
  14133. struct status_change *tsc;
  14134. struct map_session_data *sd;
  14135. nullpo_ret(bl);
  14136. nullpo_ret(src = va_arg(ap,struct block_list*));
  14137. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14138. return 0;
  14139. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14140. return 0;
  14141. //Skip target with no Crimson Marker
  14142. tsc = status_get_sc(bl);
  14143. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14144. return 0;
  14145. return 1;
  14146. }
  14147. /*==========================================
  14148. *
  14149. *------------------------------------------*/
  14150. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14151. {
  14152. int range = skill_get_unit_range(skill_id,skill_lv);
  14153. int x,y;
  14154. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14155. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14156. map_setcell(src->bl.m, x, y, cell, flag);
  14157. }
  14158. /*==========================================
  14159. *
  14160. *------------------------------------------*/
  14161. int skill_attack_area (struct block_list *bl, va_list ap)
  14162. {
  14163. struct block_list *src,*dsrc;
  14164. int atk_type,skill_id,skill_lv,flag,type;
  14165. unsigned int tick;
  14166. if(status_isdead(bl))
  14167. return 0;
  14168. atk_type = va_arg(ap,int);
  14169. src=va_arg(ap,struct block_list*);
  14170. dsrc=va_arg(ap,struct block_list*);
  14171. skill_id=va_arg(ap,int);
  14172. skill_lv=va_arg(ap,int);
  14173. tick=va_arg(ap,unsigned int);
  14174. flag=va_arg(ap,int);
  14175. type=va_arg(ap,int);
  14176. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14177. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14178. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14179. !status_check_skilluse(NULL, bl, skill_id, 2))
  14180. return 0;
  14181. switch (skill_id) {
  14182. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14183. case NPC_ACIDBREATH:
  14184. case NPC_DARKNESSBREATH:
  14185. case NPC_FIREBREATH:
  14186. case NPC_ICEBREATH:
  14187. case NPC_THUNDERBREATH:
  14188. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14189. default:
  14190. //Area-splash, disable skill animation.
  14191. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14192. }
  14193. }
  14194. /*==========================================
  14195. *
  14196. *------------------------------------------*/
  14197. int skill_clear_group (struct block_list *bl, int flag)
  14198. {
  14199. struct unit_data *ud = unit_bl2ud(bl);
  14200. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14201. int i, count=0;
  14202. nullpo_ret(bl);
  14203. if (!ud) return 0;
  14204. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14205. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14206. {
  14207. switch (ud->skillunit[i]->skill_id) {
  14208. case SA_DELUGE:
  14209. case SA_VOLCANO:
  14210. case SA_VIOLENTGALE:
  14211. case SA_LANDPROTECTOR:
  14212. case NJ_SUITON:
  14213. case NJ_KAENSIN:
  14214. if (flag&1)
  14215. group[count++]= ud->skillunit[i];
  14216. break;
  14217. case SO_WARMER:
  14218. if( flag&8 )
  14219. group[count++]= ud->skillunit[i];
  14220. break;
  14221. default:
  14222. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14223. group[count++]= ud->skillunit[i];
  14224. break;
  14225. }
  14226. }
  14227. for (i=0;i<count;i++)
  14228. skill_delunitgroup(group[i]);
  14229. return count;
  14230. }
  14231. /*==========================================
  14232. * Returns the first element field found [Skotlex]
  14233. *------------------------------------------*/
  14234. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14235. {
  14236. struct unit_data *ud = unit_bl2ud(bl);
  14237. int i;
  14238. nullpo_ret(bl);
  14239. if (!ud) return NULL;
  14240. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14241. switch (ud->skillunit[i]->skill_id) {
  14242. case SA_DELUGE:
  14243. case SA_VOLCANO:
  14244. case SA_VIOLENTGALE:
  14245. case SA_LANDPROTECTOR:
  14246. case NJ_SUITON:
  14247. case SO_WARMER:
  14248. return ud->skillunit[i];
  14249. }
  14250. }
  14251. return NULL;
  14252. }
  14253. // for graffiti cleaner [Valaris]
  14254. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14255. struct skill_unit *unit=NULL;
  14256. nullpo_ret(bl);
  14257. nullpo_ret(ap);
  14258. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14259. return 0;
  14260. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14261. skill_delunit(unit);
  14262. return 0;
  14263. }
  14264. int skill_greed (struct block_list *bl, va_list ap) {
  14265. struct block_list *src;
  14266. struct map_session_data *sd=NULL;
  14267. struct flooritem_data *fitem=NULL;
  14268. nullpo_ret(bl);
  14269. nullpo_ret(src = va_arg(ap, struct block_list *));
  14270. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14271. pc_takeitem(sd, fitem);
  14272. return 0;
  14273. }
  14274. //For Ranger's Detonator [Jobbie/3CeAM]
  14275. int skill_detonator(struct block_list *bl, va_list ap)
  14276. {
  14277. struct skill_unit *unit=NULL;
  14278. struct block_list *src;
  14279. int unit_id;
  14280. nullpo_ret(bl);
  14281. nullpo_ret(ap);
  14282. src = va_arg(ap,struct block_list *);
  14283. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14284. return 0;
  14285. if( unit->group->src_id != src->id )
  14286. return 0;
  14287. unit_id = unit->group->unit_id;
  14288. switch( unit_id )
  14289. { //List of Hunter and Ranger Traps that can be detonate.
  14290. case UNT_BLASTMINE:
  14291. case UNT_SANDMAN:
  14292. case UNT_CLAYMORETRAP:
  14293. case UNT_TALKIEBOX:
  14294. case UNT_CLUSTERBOMB:
  14295. case UNT_FIRINGTRAP:
  14296. case UNT_ICEBOUNDTRAP:
  14297. if( unit_id == UNT_TALKIEBOX )
  14298. {
  14299. clif_talkiebox(bl,unit->group->valstr);
  14300. unit->group->val2 = -1;
  14301. }
  14302. else
  14303. 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);
  14304. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  14305. unit->group->unit_id = UNT_USED_TRAPS;
  14306. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14307. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  14308. break;
  14309. }
  14310. return 0;
  14311. }
  14312. /*==========================================
  14313. *
  14314. *------------------------------------------*/
  14315. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14316. {
  14317. uint16 skill_id;
  14318. int *alive;
  14319. struct skill_unit *unit;
  14320. skill_id = va_arg(ap,int);
  14321. alive = va_arg(ap,int *);
  14322. unit = (struct skill_unit *)bl;
  14323. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14324. return 0;
  14325. switch (skill_id) {
  14326. case SA_LANDPROTECTOR:
  14327. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14328. (*alive) = 0;
  14329. skill_delunit(unit);
  14330. return 1;
  14331. }
  14332. //It deletes everything except traps and barriers
  14333. 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 ) {
  14334. skill_delunit(unit);
  14335. return 1;
  14336. }
  14337. break;
  14338. case HW_GANBANTEIN:
  14339. case LG_EARTHDRIVE:
  14340. // Officially songs/dances are removed
  14341. skill_delunit(unit);
  14342. return 1;
  14343. case SA_VOLCANO:
  14344. case SA_DELUGE:
  14345. case SA_VIOLENTGALE:
  14346. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14347. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14348. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14349. if (unit->range <= 0)
  14350. {
  14351. (*alive) = 0;
  14352. return 1;
  14353. }
  14354. /*
  14355. switch (unit->group->skill_id)
  14356. { //These cannot override each other.
  14357. case SA_VOLCANO:
  14358. case SA_DELUGE:
  14359. case SA_VIOLENTGALE:
  14360. (*alive) = 0;
  14361. return 1;
  14362. }
  14363. */
  14364. break;
  14365. case PF_FOGWALL:
  14366. switch(unit->group->skill_id) {
  14367. case SA_VOLCANO: //Can't be placed on top of these
  14368. case SA_VIOLENTGALE:
  14369. (*alive) = 0;
  14370. return 1;
  14371. case SA_DELUGE:
  14372. case NJ_SUITON:
  14373. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14374. (*alive) = 2;
  14375. break;
  14376. }
  14377. break;
  14378. case HP_BASILICA:
  14379. if (unit->group->skill_id == HP_BASILICA)
  14380. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14381. (*alive) = 0;
  14382. return 1;
  14383. }
  14384. break;
  14385. case GN_CRAZYWEED_ATK:
  14386. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14387. case UNT_WALLOFTHORN:
  14388. case UNT_THORNS_TRAP:
  14389. case UNT_BLOODYLUST:
  14390. case UNT_CHAOSPANIC:
  14391. case UNT_MAELSTROM:
  14392. case UNT_FIREPILLAR_ACTIVE:
  14393. case UNT_LANDPROTECTOR:
  14394. case UNT_VOLCANO:
  14395. case UNT_DELUGE:
  14396. case UNT_VIOLENTGALE:
  14397. case UNT_SAFETYWALL:
  14398. case UNT_PNEUMA:
  14399. skill_delunit(unit);
  14400. return 1;
  14401. }
  14402. break;
  14403. }
  14404. 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
  14405. (*alive) = 0;
  14406. return 1;
  14407. }
  14408. return 0;
  14409. }
  14410. /*==========================================
  14411. *
  14412. *------------------------------------------*/
  14413. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14414. {
  14415. struct mob_data* md;
  14416. struct unit_data*ud = unit_bl2ud(bl);
  14417. struct block_list *from_bl;
  14418. struct block_list *to_bl;
  14419. md = (struct mob_data*)bl;
  14420. from_bl = va_arg(ap,struct block_list *);
  14421. to_bl = va_arg(ap,struct block_list *);
  14422. if(ud && ud->target == from_bl->id)
  14423. ud->target = to_bl->id;
  14424. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14425. md->target_id = to_bl->id;
  14426. return 0;
  14427. }
  14428. /*==========================================
  14429. *
  14430. *------------------------------------------*/
  14431. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14432. {
  14433. struct block_list *src;
  14434. int tick;
  14435. struct skill_unit *unit;
  14436. struct skill_unit_group *sg;
  14437. struct block_list *ss; //skill src bl
  14438. src = va_arg(ap,struct block_list *);
  14439. unit = (struct skill_unit *)src;
  14440. tick = va_arg(ap,int);
  14441. if( !unit->alive || bl->prev == NULL )
  14442. return 0;
  14443. nullpo_ret(sg = unit->group);
  14444. nullpo_ret(ss = map_id2bl(sg->src_id));
  14445. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14446. return 0;
  14447. switch(sg->unit_id){
  14448. case UNT_SHOCKWAVE:
  14449. case UNT_SANDMAN:
  14450. case UNT_FLASHER:
  14451. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14452. break;
  14453. case UNT_GROUNDDRIFT_WIND:
  14454. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14455. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14456. break;
  14457. case UNT_GROUNDDRIFT_DARK:
  14458. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14459. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14460. break;
  14461. case UNT_GROUNDDRIFT_POISON:
  14462. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14463. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14464. break;
  14465. case UNT_GROUNDDRIFT_WATER:
  14466. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14467. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14468. break;
  14469. case UNT_GROUNDDRIFT_FIRE:
  14470. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14471. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14472. break;
  14473. case UNT_ELECTRICSHOCKER:
  14474. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14475. break;
  14476. case UNT_FIRINGTRAP:
  14477. case UNT_ICEBOUNDTRAP:
  14478. case UNT_CLUSTERBOMB:
  14479. if( ss != bl )
  14480. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14481. break;
  14482. case UNT_MAGENTATRAP:
  14483. case UNT_COBALTTRAP:
  14484. case UNT_MAIZETRAP:
  14485. case UNT_VERDURETRAP:
  14486. if( bl->type != BL_PC && !is_boss(bl) )
  14487. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  14488. break;
  14489. case UNT_REVERBERATION:
  14490. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  14491. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14492. break;
  14493. default:
  14494. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14495. break;
  14496. }
  14497. return 1;
  14498. }
  14499. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14500. {
  14501. uint16 skill_id, skill_lv;
  14502. struct skill_unit *unit;
  14503. skill_id = va_arg(ap,int);
  14504. skill_lv = va_arg(ap,int);
  14505. unit = (struct skill_unit *)bl;
  14506. if( unit == NULL || unit->group == NULL )
  14507. return 0;
  14508. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14509. return 0;
  14510. if( unit->group->skill_id == SC_MAELSTROM ){
  14511. struct block_list *src;
  14512. if( (src = map_id2bl(unit->group->src_id)) ){
  14513. int sp = unit->group->skill_lv * skill_lv;
  14514. if( src->type == BL_PC )
  14515. sp += ((TBL_PC*)src)->status.job_level / 5;
  14516. status_heal(src, 0, sp/2, 1);
  14517. }
  14518. }
  14519. return 0;
  14520. }
  14521. /*==========================================
  14522. *
  14523. *------------------------------------------*/
  14524. int skill_enchant_elemental_end (struct block_list *bl, int type)
  14525. {
  14526. struct status_change *sc;
  14527. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  14528. int i;
  14529. nullpo_ret(bl);
  14530. nullpo_ret(sc= status_get_sc(bl));
  14531. if (!sc->count) return 0;
  14532. for (i = 0; i < ARRAYLENGTH(scs); i++)
  14533. if (type != scs[i] && sc->data[scs[i]])
  14534. status_change_end(bl, scs[i], INVALID_TIMER);
  14535. return 0;
  14536. }
  14537. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  14538. {
  14539. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14540. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14541. bool wall = true;
  14542. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  14543. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  14544. { //Check for walls.
  14545. int i;
  14546. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14547. if( i == 8 )
  14548. wall = false;
  14549. }
  14550. if( sce ) {
  14551. if( !wall ) {
  14552. if( sce->val1 < 3 ) //End cloaking.
  14553. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14554. else if( sce->val4&1 ) { //Remove wall bonus
  14555. sce->val4&=~1;
  14556. status_calc_bl(bl,SCB_SPEED);
  14557. }
  14558. } else {
  14559. if( !(sce->val4&1) ) { //Add wall speed bonus
  14560. sce->val4|=1;
  14561. status_calc_bl(bl,SCB_SPEED);
  14562. }
  14563. }
  14564. }
  14565. return wall;
  14566. }
  14567. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  14568. {
  14569. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14570. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14571. bool wall = true;
  14572. if( bl->type == BL_PC ) { //Check for walls.
  14573. int i;
  14574. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14575. if( i == 8 )
  14576. wall = false;
  14577. }
  14578. if( sce ) {
  14579. if( !wall ) {
  14580. if( sce->val1 == 1 ) //End camouflage.
  14581. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14582. }
  14583. status_calc_bl(bl,SCB_SPEED);
  14584. }
  14585. return wall;
  14586. }
  14587. /*==========================================
  14588. *
  14589. *------------------------------------------*/
  14590. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  14591. {
  14592. struct skill_unit *unit;
  14593. nullpo_retr(NULL, group);
  14594. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  14595. nullpo_retr(NULL, unit=&group->unit[idx]);
  14596. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  14597. return unit;
  14598. if(!unit->alive)
  14599. group->alive_count++;
  14600. unit->bl.id=map_get_new_object_id();
  14601. unit->bl.type=BL_SKILL;
  14602. unit->bl.m=group->map;
  14603. unit->bl.x=x;
  14604. unit->bl.y=y;
  14605. unit->group=group;
  14606. unit->alive=1;
  14607. unit->val1=val1;
  14608. unit->val2=val2;
  14609. idb_put(skillunit_db, unit->bl.id, unit);
  14610. map_addiddb(&unit->bl);
  14611. map_addblock(&unit->bl);
  14612. // perform oninit actions
  14613. switch (group->skill_id) {
  14614. case WZ_ICEWALL:
  14615. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  14616. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  14617. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  14618. map[unit->bl.m].icewall_num++;
  14619. break;
  14620. case SA_LANDPROTECTOR:
  14621. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  14622. break;
  14623. case HP_BASILICA:
  14624. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  14625. break;
  14626. case SC_MAELSTROM:
  14627. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  14628. break;
  14629. default:
  14630. if (group->state.song_dance&0x1) //Check for dissonance.
  14631. skill_dance_overlap(unit, 1);
  14632. break;
  14633. }
  14634. clif_skill_setunit(unit);
  14635. return unit;
  14636. }
  14637. /*==========================================
  14638. *
  14639. *------------------------------------------*/
  14640. int skill_delunit (struct skill_unit* unit) {
  14641. struct skill_unit_group *group;
  14642. nullpo_ret(unit);
  14643. if( !unit->alive )
  14644. return 0;
  14645. unit->alive=0;
  14646. nullpo_ret(group=unit->group);
  14647. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14648. skill_dance_overlap(unit, 0);
  14649. // invoke onout event
  14650. if( !unit->range )
  14651. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14652. // perform ondelete actions
  14653. switch (group->skill_id) {
  14654. case HT_ANKLESNARE: {
  14655. struct block_list* target = map_id2bl(group->val2);
  14656. if( target )
  14657. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14658. }
  14659. break;
  14660. case WZ_ICEWALL:
  14661. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14662. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14663. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14664. map[unit->bl.m].icewall_num--;
  14665. break;
  14666. case SA_LANDPROTECTOR:
  14667. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14668. break;
  14669. case HP_BASILICA:
  14670. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14671. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  14672. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  14673. break;
  14674. case RA_ELECTRICSHOCKER: {
  14675. struct block_list* target = map_id2bl(group->val2);
  14676. if( target )
  14677. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14678. }
  14679. break;
  14680. case SC_MAELSTROM:
  14681. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14682. break;
  14683. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14684. if( group->val2 ) { // Someone Traped
  14685. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14686. if( tsc && tsc->data[SC__MANHOLE] )
  14687. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14688. }
  14689. break;
  14690. }
  14691. clif_skill_delunit(unit);
  14692. unit->group=NULL;
  14693. map_delblock(&unit->bl); // don't free yet
  14694. map_deliddb(&unit->bl);
  14695. idb_remove(skillunit_db, unit->bl.id);
  14696. if(--group->alive_count==0)
  14697. skill_delunitgroup(group);
  14698. return 0;
  14699. }
  14700. /*==========================================
  14701. *
  14702. *------------------------------------------*/
  14703. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14704. /// Returns the target skill_unit_group or NULL if not found.
  14705. struct skill_unit_group* skill_id2group(int group_id)
  14706. {
  14707. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14708. }
  14709. static int skill_unit_group_newid = MAX_SKILL_DB;
  14710. /// Returns a new group_id that isn't being used in group_db.
  14711. /// Fatal error if nothing is available.
  14712. static int skill_get_new_group_id(void)
  14713. {
  14714. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14715. return skill_unit_group_newid++;// available
  14716. {// find next id
  14717. int base_id = skill_unit_group_newid;
  14718. while( base_id != ++skill_unit_group_newid )
  14719. {
  14720. if( skill_unit_group_newid < MAX_SKILL_DB )
  14721. skill_unit_group_newid = MAX_SKILL_DB;
  14722. if( skill_id2group(skill_unit_group_newid) == NULL )
  14723. return skill_unit_group_newid++;// available
  14724. }
  14725. // full loop, nothing available
  14726. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  14727. exit(1);
  14728. }
  14729. }
  14730. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  14731. {
  14732. struct unit_data* ud = unit_bl2ud( src );
  14733. struct skill_unit_group* group;
  14734. int i;
  14735. if(!(skill_id && skill_lv)) return 0;
  14736. nullpo_retr(NULL, src);
  14737. nullpo_retr(NULL, ud);
  14738. // find a free spot to store the new unit group
  14739. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  14740. if(i == MAX_SKILLUNITGROUP) {
  14741. // array is full, make room by discarding oldest group
  14742. int j=0;
  14743. unsigned maxdiff=0,x,tick=gettick();
  14744. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14745. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  14746. maxdiff=x;
  14747. j=i;
  14748. }
  14749. skill_delunitgroup(ud->skillunit[j]);
  14750. //Since elements must have shifted, we use the last slot.
  14751. i = MAX_SKILLUNITGROUP-1;
  14752. }
  14753. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  14754. group->src_id = src->id;
  14755. group->party_id = status_get_party_id(src);
  14756. group->guild_id = status_get_guild_id(src);
  14757. group->bg_id = bg_team_get_id(src);
  14758. group->group_id = skill_get_new_group_id();
  14759. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  14760. group->unit_count = count;
  14761. group->alive_count = 0;
  14762. group->val1 = 0;
  14763. group->val2 = 0;
  14764. group->val3 = 0;
  14765. group->skill_id = skill_id;
  14766. group->skill_lv = skill_lv;
  14767. group->unit_id = unit_id;
  14768. group->map = src->m;
  14769. group->limit = limit;
  14770. group->interval = interval;
  14771. group->tick = gettick();
  14772. group->valstr = NULL;
  14773. ud->skillunit[i] = group;
  14774. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  14775. group->tick += 1500;
  14776. idb_put(group_db, group->group_id, group);
  14777. return group;
  14778. }
  14779. /*==========================================
  14780. *
  14781. *------------------------------------------*/
  14782. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  14783. {
  14784. struct block_list* src;
  14785. struct unit_data *ud;
  14786. int i,j;
  14787. if( group == NULL )
  14788. {
  14789. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  14790. return 0;
  14791. }
  14792. src=map_id2bl(group->src_id);
  14793. ud = unit_bl2ud(src);
  14794. if(!src || !ud) {
  14795. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14796. return 0;
  14797. }
  14798. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  14799. switch( group->skill_id ) {
  14800. case BA_DISSONANCE:
  14801. case BA_POEMBRAGI:
  14802. case BA_WHISTLE:
  14803. case BA_ASSASSINCROSS:
  14804. case BA_APPLEIDUN:
  14805. case DC_UGLYDANCE:
  14806. case DC_HUMMING:
  14807. case DC_DONTFORGETME:
  14808. case DC_FORTUNEKISS:
  14809. case DC_SERVICEFORYOU:
  14810. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  14811. break;
  14812. }
  14813. }
  14814. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  14815. {
  14816. struct status_change* sc = status_get_sc(src);
  14817. if (sc && sc->data[SC_DANCING])
  14818. {
  14819. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  14820. status_change_end(src, SC_DANCING, INVALID_TIMER);
  14821. }
  14822. }
  14823. // end Gospel's status change on 'src'
  14824. // (needs to be done when the group is deleted by other means than skill deactivation)
  14825. if (group->unit_id == UNT_GOSPEL) {
  14826. struct status_change *sc = status_get_sc(src);
  14827. if(sc && sc->data[SC_GOSPEL]) {
  14828. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  14829. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  14830. }
  14831. }
  14832. switch( group->skill_id ) {
  14833. case SG_SUN_WARM:
  14834. case SG_MOON_WARM:
  14835. case SG_STAR_WARM:
  14836. {
  14837. struct status_change *sc = NULL;
  14838. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  14839. sc->data[SC_WARM]->val4 = 0;
  14840. status_change_end(src, SC_WARM, INVALID_TIMER);
  14841. }
  14842. }
  14843. break;
  14844. case NC_NEUTRALBARRIER:
  14845. {
  14846. struct status_change *sc = NULL;
  14847. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  14848. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  14849. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  14850. }
  14851. }
  14852. break;
  14853. case NC_STEALTHFIELD:
  14854. {
  14855. struct status_change *sc = NULL;
  14856. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  14857. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  14858. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  14859. }
  14860. }
  14861. break;
  14862. case LG_BANDING:
  14863. {
  14864. struct status_change *sc = NULL;
  14865. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  14866. sc->data[SC_BANDING]->val4 = 0;
  14867. status_change_end(src,SC_BANDING,INVALID_TIMER);
  14868. }
  14869. }
  14870. break;
  14871. }
  14872. if (src->type==BL_PC && group->state.ammo_consume)
  14873. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  14874. group->alive_count=0;
  14875. // remove all unit cells
  14876. if(group->unit != NULL)
  14877. for( i = 0; i < group->unit_count; i++ )
  14878. skill_delunit(&group->unit[i]);
  14879. // clear Talkie-box string
  14880. if( group->valstr != NULL ) {
  14881. aFree(group->valstr);
  14882. group->valstr = NULL;
  14883. }
  14884. idb_remove(group_db, group->group_id);
  14885. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  14886. group->unit=NULL;
  14887. group->group_id=0;
  14888. group->unit_count=0;
  14889. // locate this group, swap with the last entry and delete it
  14890. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  14891. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  14892. j--;
  14893. if( i < MAX_SKILLUNITGROUP ) {
  14894. ud->skillunit[i] = ud->skillunit[j];
  14895. ud->skillunit[j] = NULL;
  14896. ers_free(skill_unit_ers, group);
  14897. } else
  14898. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14899. return 1;
  14900. }
  14901. /*==========================================
  14902. *
  14903. *------------------------------------------*/
  14904. int skill_clear_unitgroup (struct block_list *src)
  14905. {
  14906. struct unit_data *ud = unit_bl2ud(src);
  14907. nullpo_ret(ud);
  14908. while (ud->skillunit[0])
  14909. skill_delunitgroup(ud->skillunit[0]);
  14910. return 1;
  14911. }
  14912. /*==========================================
  14913. *
  14914. *------------------------------------------*/
  14915. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  14916. int i,j=-1,k,s,id;
  14917. struct unit_data *ud;
  14918. struct skill_unit_group_tickset *set;
  14919. nullpo_ret(bl);
  14920. if (group->interval==-1)
  14921. return NULL;
  14922. ud = unit_bl2ud(bl);
  14923. if (!ud) return NULL;
  14924. set = ud->skillunittick;
  14925. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14926. id = s = group->skill_id;
  14927. else
  14928. id = s = group->group_id;
  14929. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  14930. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  14931. if (set[k].id == id)
  14932. return &set[k];
  14933. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  14934. j=k;
  14935. }
  14936. if (j == -1) {
  14937. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  14938. j = id % MAX_SKILLUNITGROUPTICKSET;
  14939. }
  14940. set[j].id = id;
  14941. set[j].tick = tick;
  14942. return &set[j];
  14943. }
  14944. /*==========================================
  14945. *
  14946. *------------------------------------------*/
  14947. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  14948. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14949. struct skill_unit_group* group = unit->group;
  14950. unsigned int tick = va_arg(ap,unsigned int);
  14951. if( !unit->alive || bl->prev == NULL )
  14952. return 0;
  14953. nullpo_ret(group);
  14954. 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(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14955. return 0; //AoE skills are ineffective. [Skotlex]
  14956. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14957. return 0;
  14958. skill_unit_onplace_timer(unit,bl,tick);
  14959. return 1;
  14960. }
  14961. /**
  14962. * @see DBApply
  14963. */
  14964. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14965. {
  14966. struct skill_unit* unit = db_data2ptr(data);
  14967. struct skill_unit_group* group = unit->group;
  14968. unsigned int tick = va_arg(ap,unsigned int);
  14969. bool dissonance;
  14970. struct block_list* bl = &unit->bl;
  14971. if( !unit->alive )
  14972. return 0;
  14973. nullpo_ret(group);
  14974. // check for expiration
  14975. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14976. {// skill unit expired (inlined from skill_unit_onlimit())
  14977. switch( group->unit_id )
  14978. {
  14979. case UNT_BLASTMINE:
  14980. #ifdef RENEWAL
  14981. case UNT_CLAYMORETRAP:
  14982. #endif
  14983. case UNT_GROUNDDRIFT_WIND:
  14984. case UNT_GROUNDDRIFT_DARK:
  14985. case UNT_GROUNDDRIFT_POISON:
  14986. case UNT_GROUNDDRIFT_WATER:
  14987. case UNT_GROUNDDRIFT_FIRE:
  14988. group->unit_id = UNT_USED_TRAPS;
  14989. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14990. group->limit=DIFF_TICK(tick+1500,group->tick);
  14991. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14992. break;
  14993. case UNT_ANKLESNARE:
  14994. case UNT_ELECTRICSHOCKER:
  14995. if( group->val2 > 0 ) {
  14996. // Used Trap don't returns back to item
  14997. skill_delunit(unit);
  14998. break;
  14999. }
  15000. case UNT_SKIDTRAP:
  15001. case UNT_LANDMINE:
  15002. case UNT_SHOCKWAVE:
  15003. case UNT_SANDMAN:
  15004. case UNT_FLASHER:
  15005. case UNT_FREEZINGTRAP:
  15006. #ifndef RENEWAL
  15007. case UNT_CLAYMORETRAP:
  15008. #endif
  15009. case UNT_TALKIEBOX:
  15010. case UNT_CLUSTERBOMB:
  15011. case UNT_MAGENTATRAP:
  15012. case UNT_COBALTTRAP:
  15013. case UNT_MAIZETRAP:
  15014. case UNT_VERDURETRAP:
  15015. case UNT_FIRINGTRAP:
  15016. case UNT_ICEBOUNDTRAP:
  15017. case UNT_B_TRAP:
  15018. {
  15019. struct block_list* src;
  15020. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15021. { // revert unit back into a trap
  15022. struct item item_tmp;
  15023. memset(&item_tmp,0,sizeof(item_tmp));
  15024. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15025. item_tmp.identify = 1;
  15026. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15027. }
  15028. skill_delunit(unit);
  15029. }
  15030. break;
  15031. case UNT_WARP_ACTIVE:
  15032. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15033. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15034. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15035. // restart timers
  15036. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15037. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15038. // apply effect to all units standing on it
  15039. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15040. break;
  15041. case UNT_CALLFAMILY:
  15042. {
  15043. struct map_session_data *sd = NULL;
  15044. if(group->val1) {
  15045. sd = map_charid2sd(group->val1);
  15046. group->val1 = 0;
  15047. if (sd && !map[sd->bl.m].flag.nowarp)
  15048. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15049. }
  15050. if(group->val2) {
  15051. sd = map_charid2sd(group->val2);
  15052. group->val2 = 0;
  15053. if (sd && !map[sd->bl.m].flag.nowarp)
  15054. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15055. }
  15056. skill_delunit(unit);
  15057. }
  15058. break;
  15059. case UNT_REVERBERATION:
  15060. if( unit->val1 <= 0 ) { // If it was deactivated.
  15061. skill_delunit(unit);
  15062. break;
  15063. }
  15064. clif_changetraplook(bl,UNT_USED_TRAPS);
  15065. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15066. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15067. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15068. group->unit_id = UNT_USED_TRAPS;
  15069. break;
  15070. case UNT_FEINTBOMB: {
  15071. struct block_list *src = map_id2bl(group->src_id);
  15072. if( src )
  15073. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15074. skill_delunit(unit);
  15075. break;
  15076. }
  15077. case UNT_BANDING:
  15078. {
  15079. struct block_list *src = map_id2bl(group->src_id);
  15080. struct status_change *sc;
  15081. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  15082. {
  15083. skill_delunit(unit);
  15084. break;
  15085. }
  15086. // This unit isn't removed while SC_BANDING is active.
  15087. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15088. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15089. }
  15090. break;
  15091. default:
  15092. skill_delunit(unit);
  15093. }
  15094. } else {// skill unit is still active
  15095. switch( group->unit_id ) {
  15096. case UNT_ICEWALL:
  15097. // icewall loses 50 hp every second
  15098. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15099. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15100. unit->limit = DIFF_TICK(tick+700,group->tick);
  15101. break;
  15102. case UNT_BLASTMINE:
  15103. case UNT_SKIDTRAP:
  15104. case UNT_LANDMINE:
  15105. case UNT_SHOCKWAVE:
  15106. case UNT_SANDMAN:
  15107. case UNT_FLASHER:
  15108. case UNT_CLAYMORETRAP:
  15109. case UNT_FREEZINGTRAP:
  15110. case UNT_TALKIEBOX:
  15111. case UNT_ANKLESNARE:
  15112. case UNT_B_TRAP:
  15113. if( unit->val1 <= 0 ) {
  15114. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15115. skill_delunit(unit);
  15116. else {
  15117. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15118. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15119. group->unit_id = UNT_USED_TRAPS;
  15120. }
  15121. }
  15122. break;
  15123. case UNT_REVERBERATION:
  15124. if( unit->val1 <= 0 ){
  15125. clif_changetraplook(bl,UNT_USED_TRAPS);
  15126. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15127. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15128. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15129. group->unit_id = UNT_USED_TRAPS;
  15130. }
  15131. break;
  15132. case UNT_WALLOFTHORN:
  15133. if( unit->val1 <= 0 ) {
  15134. group->unit_id = UNT_USED_TRAPS;
  15135. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15136. }
  15137. break;
  15138. }
  15139. }
  15140. //Don't continue if unit or even group is expired and has been deleted.
  15141. if( !group || !unit->alive )
  15142. return 0;
  15143. dissonance = skill_dance_switch(unit, 0);
  15144. if( unit->range >= 0 && group->interval != -1 )
  15145. {
  15146. if( battle_config.skill_wall_check )
  15147. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15148. else
  15149. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15150. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15151. group->unit_id = UNT_USED_TRAPS;
  15152. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15153. unit->range = -1; //Disable processed cell.
  15154. if (--group->val1 <= 0) { // number of live cells
  15155. //All tiles were processed, disable skill.
  15156. group->target_flag=BCT_NOONE;
  15157. group->bl_flag= BL_NUL;
  15158. }
  15159. }
  15160. }
  15161. if( dissonance ) skill_dance_switch(unit, 1);
  15162. return 0;
  15163. }
  15164. /*==========================================
  15165. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15166. *------------------------------------------*/
  15167. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15168. map_freeblock_lock();
  15169. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15170. map_freeblock_unlock();
  15171. return 0;
  15172. }
  15173. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15174. /*==========================================
  15175. * flag :
  15176. * 1 : store that skill_unit in array
  15177. * 2 : clear that skill_unit
  15178. * 4 : call_on_left
  15179. *------------------------------------------*/
  15180. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15181. struct skill_unit* unit = (struct skill_unit *)bl;
  15182. struct skill_unit_group* group = unit->group;
  15183. struct block_list* target = va_arg(ap,struct block_list*);
  15184. unsigned int tick = va_arg(ap,unsigned int);
  15185. int flag = va_arg(ap,int);
  15186. bool dissonance;
  15187. uint16 skill_id;
  15188. int i;
  15189. nullpo_ret(group);
  15190. if( !unit->alive || target->prev == NULL )
  15191. return 0;
  15192. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15193. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15194. dissonance = skill_dance_switch(unit, 0);
  15195. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15196. skill_id = unit->group->skill_id;
  15197. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15198. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15199. if( dissonance ) {
  15200. skill_dance_switch(unit, 1);
  15201. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15202. }
  15203. return 0;
  15204. }
  15205. //Target-type check.
  15206. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15207. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15208. if( flag&1 ) {
  15209. if( flag&2 ) { //Clear this skill id.
  15210. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15211. if( i < ARRAYLENGTH(skill_unit_temp) )
  15212. skill_unit_temp[i] = 0;
  15213. }
  15214. } else {
  15215. if( flag&2 ) { //Store this skill id.
  15216. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15217. if( i < ARRAYLENGTH(skill_unit_temp) )
  15218. skill_unit_temp[i] = skill_id;
  15219. else
  15220. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15221. }
  15222. }
  15223. if( flag&4 )
  15224. skill_unit_onleft(skill_id,target,tick);
  15225. }
  15226. if( dissonance ) skill_dance_switch(unit, 1);
  15227. return 0;
  15228. } else {
  15229. if( flag&1 ) {
  15230. int result = skill_unit_onplace(unit,target,tick);
  15231. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15232. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15233. if( i < ARRAYLENGTH(skill_unit_temp) )
  15234. skill_unit_temp[i] = 0;
  15235. }
  15236. } else {
  15237. int result = skill_unit_onout(unit,target,tick);
  15238. if( flag&2 && result ) { //Store this unit id.
  15239. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15240. if( i < ARRAYLENGTH(skill_unit_temp) )
  15241. skill_unit_temp[i] = skill_id;
  15242. else
  15243. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15244. }
  15245. }
  15246. //TODO: Normally, this is dangerous since the unit and group could be freed
  15247. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15248. //cells do not get deleted within them. [Skotlex]
  15249. if( dissonance ) skill_dance_switch(unit, 1);
  15250. if( flag&4 )
  15251. skill_unit_onleft(skill_id,target,tick);
  15252. return 1;
  15253. }
  15254. }
  15255. /*==========================================
  15256. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15257. * Flag values:
  15258. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15259. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15260. * units to figure out when they have left a group.
  15261. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15262. *------------------------------------------*/
  15263. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15264. nullpo_ret(bl);
  15265. if( bl->prev == NULL )
  15266. return 0;
  15267. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15268. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15269. }
  15270. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15271. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15272. int i;
  15273. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15274. if( skill_unit_temp[i] )
  15275. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15276. }
  15277. return 0;
  15278. }
  15279. /*==========================================
  15280. *
  15281. *------------------------------------------*/
  15282. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15283. {
  15284. int i,j;
  15285. unsigned int tick = gettick();
  15286. int *m_flag;
  15287. struct skill_unit *unit1;
  15288. struct skill_unit *unit2;
  15289. if (group == NULL)
  15290. return 0;
  15291. if (group->unit_count<=0)
  15292. return 0;
  15293. if (group->unit==NULL)
  15294. return 0;
  15295. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15296. return 0; //Ensembles may not be moved around.
  15297. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15298. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15299. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15300. // m_flag
  15301. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15302. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15303. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15304. // 3: Both 1+2.
  15305. for(i=0;i<group->unit_count;i++){
  15306. unit1=&group->unit[i];
  15307. if (!unit1->alive || unit1->bl.m!=m)
  15308. continue;
  15309. for(j=0;j<group->unit_count;j++){
  15310. unit2=&group->unit[j];
  15311. if (!unit2->alive)
  15312. continue;
  15313. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15314. m_flag[i] |= 0x1;
  15315. }
  15316. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15317. m_flag[i] |= 0x2;
  15318. }
  15319. }
  15320. }
  15321. j = 0;
  15322. for (i=0;i<group->unit_count;i++) {
  15323. unit1=&group->unit[i];
  15324. if (!unit1->alive)
  15325. continue;
  15326. if (!(m_flag[i]&0x2)) {
  15327. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15328. skill_dance_overlap(unit1, 0);
  15329. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15330. }
  15331. //Move Cell using "smart" criteria (avoid useless moving around)
  15332. switch(m_flag[i])
  15333. {
  15334. case 0:
  15335. //Cell moves independently, safely move it.
  15336. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15337. break;
  15338. case 1:
  15339. //Cell moves unto another cell, look for a replacement cell that won't collide
  15340. //and has no cell moving into it (flag == 2)
  15341. for(;j<group->unit_count;j++)
  15342. {
  15343. if(m_flag[j]!=2 || !group->unit[j].alive)
  15344. continue;
  15345. //Move to where this cell would had moved.
  15346. unit2 = &group->unit[j];
  15347. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15348. j++; //Skip this cell as we have used it.
  15349. break;
  15350. }
  15351. break;
  15352. case 2:
  15353. case 3:
  15354. break; //Don't move the cell as a cell will end on this tile anyway.
  15355. }
  15356. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15357. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15358. skill_dance_overlap(unit1, 1);
  15359. clif_skill_setunit(unit1);
  15360. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15361. }
  15362. }
  15363. aFree(m_flag);
  15364. return 0;
  15365. }
  15366. /*==========================================
  15367. *
  15368. *------------------------------------------*/
  15369. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15370. {
  15371. int i,j;
  15372. nullpo_ret(sd);
  15373. if(nameid<=0)
  15374. return 0;
  15375. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15376. if(skill_produce_db[i].nameid == nameid ){
  15377. if((j=skill_produce_db[i].req_skill)>0 &&
  15378. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15379. continue; // must iterate again to check other skills that produce it. [malufett]
  15380. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15381. continue; // special case
  15382. break;
  15383. }
  15384. }
  15385. if( i >= MAX_SKILL_PRODUCE_DB )
  15386. return 0;
  15387. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15388. {// cannot carry the produced stuff
  15389. return 0;
  15390. }
  15391. if(trigger>=0){
  15392. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15393. if(skill_produce_db[i].itemlv!=trigger)
  15394. return 0;
  15395. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15396. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15397. return 0;
  15398. } else { // Weapon (itemlv must be higher or equal)
  15399. if(skill_produce_db[i].itemlv>trigger)
  15400. return 0;
  15401. }
  15402. }
  15403. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15404. int id,x,y;
  15405. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15406. continue;
  15407. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15408. if(pc_search_inventory(sd,id) < 0)
  15409. return 0;
  15410. }
  15411. else {
  15412. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15413. if( sd->status.inventory[y].nameid == id )
  15414. x+=sd->status.inventory[y].amount;
  15415. if(x<qty*skill_produce_db[i].mat_amount[j])
  15416. return 0;
  15417. }
  15418. }
  15419. return i+1;
  15420. }
  15421. /*==========================================
  15422. *
  15423. *------------------------------------------*/
  15424. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15425. {
  15426. int slot[3];
  15427. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15428. int num = -1; // exclude the recipe
  15429. struct status_data *status;
  15430. struct item_data* data;
  15431. nullpo_ret(sd);
  15432. status = status_get_status_data(&sd->bl);
  15433. if( sd->skill_id_old == skill_id )
  15434. skill_lv = sd->skill_lv_old;
  15435. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15436. return 0;
  15437. idx--;
  15438. if (qty < 1)
  15439. qty = 1;
  15440. if (!skill_id) //A skill can be specified for some override cases.
  15441. skill_id = skill_produce_db[idx].req_skill;
  15442. if( skill_id == GC_RESEARCHNEWPOISON )
  15443. skill_id = GC_CREATENEWPOISON;
  15444. slot[0]=slot1;
  15445. slot[1]=slot2;
  15446. slot[2]=slot3;
  15447. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15448. int j;
  15449. if( slot[i]<=0 )
  15450. continue;
  15451. j = pc_search_inventory(sd,slot[i]);
  15452. if(j < 0)
  15453. continue;
  15454. if(slot[i]==1000){ /* Star Crumb */
  15455. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15456. sc++;
  15457. }
  15458. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  15459. static const int ele_table[4]={3,1,4,2};
  15460. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15461. ele=ele_table[slot[i]-994];
  15462. }
  15463. }
  15464. if( skill_id == RK_RUNEMASTERY ) {
  15465. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  15466. data = itemdb_search(nameid);
  15467. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  15468. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  15469. else temp_qty = 1;
  15470. if (data->stack.inventory) {
  15471. for( i = 0; i < MAX_INVENTORY; i++ ) {
  15472. if( sd->status.inventory[i].nameid == nameid ) {
  15473. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  15474. clif_msgtable(sd->fd,0x61b);
  15475. return 0;
  15476. } else {
  15477. /**
  15478. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  15479. **/
  15480. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  15481. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  15482. }
  15483. break;
  15484. }
  15485. }
  15486. }
  15487. qty = temp_qty;
  15488. }
  15489. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  15490. int j,id,x;
  15491. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  15492. continue;
  15493. num++;
  15494. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  15495. do{
  15496. int y=0;
  15497. j = pc_search_inventory(sd,id);
  15498. if(j >= 0){
  15499. y = sd->status.inventory[j].amount;
  15500. if(y>x)y=x;
  15501. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  15502. } else {
  15503. ShowError("skill_produce_mix: material item error\n");
  15504. return 0;
  15505. }
  15506. x-=y;
  15507. }while( j>=0 && x>0 );
  15508. }
  15509. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  15510. wlv = itemdb_wlv(nameid);
  15511. if(!equip) {
  15512. switch(skill_id){
  15513. case BS_IRON:
  15514. case BS_STEEL:
  15515. case BS_ENCHANTEDSTONE:
  15516. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  15517. i = pc_checkskill(sd,skill_id);
  15518. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  15519. switch(nameid){
  15520. case 998: // Iron
  15521. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  15522. break;
  15523. case 999: // Steel
  15524. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  15525. break;
  15526. case 1000: //Star Crumb
  15527. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  15528. break;
  15529. default: // Enchanted Stones
  15530. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  15531. break;
  15532. }
  15533. break;
  15534. case ASC_CDP:
  15535. make_per = (2000 + 40*status->dex + 20*status->luk);
  15536. break;
  15537. case AL_HOLYWATER:
  15538. /**
  15539. * Arch Bishop
  15540. **/
  15541. case AB_ANCILLA:
  15542. make_per = 100000; //100% success
  15543. break;
  15544. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  15545. case AM_TWILIGHT1:
  15546. case AM_TWILIGHT2:
  15547. case AM_TWILIGHT3:
  15548. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  15549. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  15550. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  15551. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  15552. int skill;
  15553. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  15554. make_per += skill*100; //+1% bonus per level
  15555. }
  15556. switch(nameid){
  15557. case 501: // Red Potion
  15558. case 503: // Yellow Potion
  15559. case 504: // White Potion
  15560. make_per += (1+rnd()%100)*10 + 2000;
  15561. break;
  15562. case 970: // Alcohol
  15563. make_per += (1+rnd()%100)*10 + 1000;
  15564. break;
  15565. case 7135: // Bottle Grenade
  15566. case 7136: // Acid Bottle
  15567. case 7137: // Plant Bottle
  15568. case 7138: // Marine Sphere Bottle
  15569. make_per += (1+rnd()%100)*10;
  15570. break;
  15571. case 546: // Condensed Yellow Potion
  15572. make_per -= (1+rnd()%50)*10;
  15573. break;
  15574. case 547: // Condensed White Potion
  15575. case 7139: // Glistening Coat
  15576. make_per -= (1+rnd()%100)*10;
  15577. break;
  15578. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  15579. case 505: // Blue Potion
  15580. case 545: // Condensed Red Potion
  15581. case 605: // Anodyne
  15582. case 606: // Aloevera
  15583. default:
  15584. break;
  15585. }
  15586. if(battle_config.pp_rate != 100)
  15587. make_per = make_per * battle_config.pp_rate / 100;
  15588. break;
  15589. case SA_CREATECON: // Elemental Converter Creation
  15590. make_per = 100000; // should be 100% success rate
  15591. break;
  15592. /**
  15593. * Rune Knight
  15594. **/
  15595. case RK_RUNEMASTERY:
  15596. {
  15597. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  15598. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  15599. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  15600. int D = 0;
  15601. switch (nameid) { //rune rank it_diff 9 craftable rune
  15602. case ITEMID_BERKANA:
  15603. D = -2000;
  15604. break; //Rank S
  15605. case ITEMID_NAUTHIZ:
  15606. case ITEMID_URUZ:
  15607. D = -1500;
  15608. break; //Rank A
  15609. case ITEMID_ISA:
  15610. case ITEMID_WYRD:
  15611. D = -1000;
  15612. break; //Rank B
  15613. case ITEMID_RAIDO:
  15614. case ITEMID_THURISAZ:
  15615. case ITEMID_HAGALAZ:
  15616. case ITEMID_OTHILA:
  15617. D = -500;
  15618. break; //Rank C
  15619. default: D = -1500;
  15620. break; //not specified =-15%
  15621. }
  15622. make_per = A + B + C + D;
  15623. break;
  15624. }
  15625. /**
  15626. * Guilotine Cross
  15627. **/
  15628. case GC_CREATENEWPOISON:
  15629. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15630. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15631. break;
  15632. case GN_CHANGEMATERIAL:
  15633. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15634. if( skill_changematerial_db[i].itemid == nameid ){
  15635. make_per = skill_changematerial_db[i].rate * 10;
  15636. break;
  15637. }
  15638. break;
  15639. case GN_S_PHARMACY:
  15640. {
  15641. int difficulty = 0;
  15642. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  15643. 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) +
  15644. (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)
  15645. switch(nameid){// difficulty factor
  15646. case 12422: case 12425:
  15647. case 12428:
  15648. difficulty += 10;
  15649. break;
  15650. case 6212: case 12426:
  15651. difficulty += 15;
  15652. break;
  15653. case 13264: case 12423:
  15654. case 12427: case 12436:
  15655. difficulty += 20;
  15656. break;
  15657. case 6210: case 6211:
  15658. case 12437:
  15659. difficulty += 30;
  15660. break;
  15661. case 12424: case 12475:
  15662. difficulty += 40;
  15663. break;
  15664. }
  15665. if( make_per >= 400 && make_per > difficulty)
  15666. qty = 10;
  15667. else if( make_per >= 300 && make_per > difficulty)
  15668. qty = 7;
  15669. else if( make_per >= 100 && make_per > difficulty)
  15670. qty = 6;
  15671. else if( make_per >= 1 && make_per > difficulty)
  15672. qty = 5;
  15673. else
  15674. qty = 4;
  15675. make_per = 10000;
  15676. }
  15677. break;
  15678. case GN_MAKEBOMB:
  15679. case GN_MIX_COOKING:
  15680. {
  15681. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15682. 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)
  15683. qty = ~(5 + rnd()%5) + 1;
  15684. switch(nameid){// difficulty factor
  15685. case 13260:
  15686. difficulty += 5;
  15687. break;
  15688. case 13261: case 13262:
  15689. difficulty += 10;
  15690. break;
  15691. case 12429: case 12430: case 12431:
  15692. case 12432: case 12433: case 12434:
  15693. case 13263:
  15694. difficulty += 15;
  15695. break;
  15696. case 13264:
  15697. difficulty += 20;
  15698. break;
  15699. }
  15700. if( make_per >= 30 && make_per > difficulty)
  15701. qty = 10 + rnd()%2;
  15702. else if( make_per >= 10 && make_per > difficulty)
  15703. qty = 10;
  15704. else if( make_per == 10 && make_per > difficulty)
  15705. qty = 8;
  15706. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15707. ;// Food/Bomb creation fails.
  15708. else if( make_per >= 30 && make_per < difficulty)
  15709. qty = 5;
  15710. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15711. qty = ~qty + 1;
  15712. make_per = 0;
  15713. }else
  15714. make_per = 10000;
  15715. qty = (skill_lv > 1 ? qty : 1);
  15716. }
  15717. break;
  15718. default:
  15719. if (sd->menuskill_id == AM_PHARMACY &&
  15720. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  15721. { //Assume Cooking Dish
  15722. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  15723. make_per = 10000; //100% Success
  15724. else
  15725. make_per = 1200 * (sd->menuskill_val - 10)
  15726. + 20 * (sd->status.base_level + 1)
  15727. + 20 * (status->dex + 1)
  15728. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  15729. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  15730. - 10 * (100 - status->luk + 1)
  15731. - 500 * (num - 1)
  15732. - 100 * (rnd()%4 + 1);
  15733. break;
  15734. }
  15735. make_per = 5000;
  15736. break;
  15737. }
  15738. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  15739. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  15740. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  15741. 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
  15742. 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
  15743. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  15744. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  15745. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  15746. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  15747. if(battle_config.wp_rate != 100)
  15748. make_per = make_per * battle_config.wp_rate / 100;
  15749. }
  15750. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  15751. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  15752. if(make_per < 1) make_per = 1;
  15753. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  15754. struct item tmp_item;
  15755. memset(&tmp_item,0,sizeof(tmp_item));
  15756. tmp_item.nameid=nameid;
  15757. tmp_item.amount=1;
  15758. tmp_item.identify=1;
  15759. if(equip){
  15760. tmp_item.card[0]=CARD0_FORGE;
  15761. tmp_item.card[1]=((sc*5)<<8)+ele;
  15762. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15763. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15764. } else {
  15765. //Flag is only used on the end, so it can be used here. [Skotlex]
  15766. switch (skill_id) {
  15767. case BS_DAGGER:
  15768. case BS_SWORD:
  15769. case BS_TWOHANDSWORD:
  15770. case BS_AXE:
  15771. case BS_MACE:
  15772. case BS_KNUCKLE:
  15773. case BS_SPEAR:
  15774. flag = battle_config.produce_item_name_input&0x1;
  15775. break;
  15776. case AM_PHARMACY:
  15777. case AM_TWILIGHT1:
  15778. case AM_TWILIGHT2:
  15779. case AM_TWILIGHT3:
  15780. flag = battle_config.produce_item_name_input&0x2;
  15781. break;
  15782. case AL_HOLYWATER:
  15783. /**
  15784. * Arch Bishop
  15785. **/
  15786. case AB_ANCILLA:
  15787. flag = battle_config.produce_item_name_input&0x8;
  15788. break;
  15789. case ASC_CDP:
  15790. flag = battle_config.produce_item_name_input&0x10;
  15791. break;
  15792. default:
  15793. flag = battle_config.produce_item_name_input&0x80;
  15794. break;
  15795. }
  15796. if (flag) {
  15797. tmp_item.card[0]=CARD0_CREATE;
  15798. tmp_item.card[1]=0;
  15799. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15800. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15801. }
  15802. }
  15803. // if(log_config.produce > 0)
  15804. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  15805. //TODO update PICKLOG
  15806. if(equip){
  15807. clif_produceeffect(sd,0,nameid);
  15808. clif_misceffect(&sd->bl,3);
  15809. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  15810. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  15811. } else {
  15812. int fame = 0;
  15813. tmp_item.amount = 0;
  15814. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  15815. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  15816. tmp_item.amount = qty;
  15817. break;
  15818. }
  15819. if (rnd()%10000 < make_per || qty == 1) { //Success
  15820. tmp_item.amount++;
  15821. if(nameid < 545 || nameid > 547)
  15822. continue;
  15823. if( skill_id != AM_PHARMACY &&
  15824. skill_id != AM_TWILIGHT1 &&
  15825. skill_id != AM_TWILIGHT2 &&
  15826. skill_id != AM_TWILIGHT3 )
  15827. continue;
  15828. //Add fame as needed.
  15829. switch(++sd->potion_success_counter) {
  15830. case 3:
  15831. fame+=1; // Success to prepare 3 Condensed Potions in a row
  15832. break;
  15833. case 5:
  15834. fame+=3; // Success to prepare 5 Condensed Potions in a row
  15835. break;
  15836. case 7:
  15837. fame+=10; // Success to prepare 7 Condensed Potions in a row
  15838. break;
  15839. case 10:
  15840. fame+=50; // Success to prepare 10 Condensed Potions in a row
  15841. sd->potion_success_counter = 0;
  15842. break;
  15843. }
  15844. } else //Failure
  15845. sd->potion_success_counter = 0;
  15846. }
  15847. if (fame)
  15848. pc_addfame(sd,fame);
  15849. //Visual effects and the like.
  15850. switch (skill_id) {
  15851. case AM_PHARMACY:
  15852. case AM_TWILIGHT1:
  15853. case AM_TWILIGHT2:
  15854. case AM_TWILIGHT3:
  15855. case ASC_CDP:
  15856. clif_produceeffect(sd,2,nameid);
  15857. clif_misceffect(&sd->bl,5);
  15858. break;
  15859. case BS_IRON:
  15860. case BS_STEEL:
  15861. case BS_ENCHANTEDSTONE:
  15862. clif_produceeffect(sd,0,nameid);
  15863. clif_misceffect(&sd->bl,3);
  15864. break;
  15865. case RK_RUNEMASTERY:
  15866. case GC_CREATENEWPOISON:
  15867. clif_produceeffect(sd,2,nameid);
  15868. clif_misceffect(&sd->bl,5);
  15869. break;
  15870. default: //Those that don't require a skill?
  15871. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  15872. { //Cooking items.
  15873. clif_specialeffect(&sd->bl, 608, AREA);
  15874. if( sd->cook_mastery < 1999 )
  15875. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  15876. }
  15877. break;
  15878. }
  15879. }
  15880. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  15881. int j, k = 0;
  15882. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15883. if( skill_changematerial_db[i].itemid == nameid ){
  15884. for(j=0; j<5; j++){
  15885. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  15886. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  15887. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15888. clif_additem(sd,0,0,flag);
  15889. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15890. }
  15891. k++;
  15892. }
  15893. }
  15894. break;
  15895. }
  15896. if( k ){
  15897. clif_msg_skill(sd,skill_id,0x627);
  15898. return 1;
  15899. }
  15900. } else if (tmp_item.amount) { //Success
  15901. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15902. clif_additem(sd,0,0,flag);
  15903. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15904. }
  15905. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15906. clif_msg_skill(sd,skill_id,0x627);
  15907. return 1;
  15908. }
  15909. }
  15910. //Failure
  15911. // if(log_config.produce)
  15912. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15913. //TODO update PICKLOG
  15914. if(equip){
  15915. clif_produceeffect(sd,1,nameid);
  15916. clif_misceffect(&sd->bl,2);
  15917. } else {
  15918. switch (skill_id) {
  15919. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15920. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15921. case AM_PHARMACY:
  15922. case AM_TWILIGHT1:
  15923. case AM_TWILIGHT2:
  15924. case AM_TWILIGHT3:
  15925. clif_produceeffect(sd,3,nameid);
  15926. clif_misceffect(&sd->bl,6);
  15927. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  15928. break;
  15929. case BS_IRON:
  15930. case BS_STEEL:
  15931. case BS_ENCHANTEDSTONE:
  15932. clif_produceeffect(sd,1,nameid);
  15933. clif_misceffect(&sd->bl,2);
  15934. break;
  15935. case RK_RUNEMASTERY:
  15936. case GC_CREATENEWPOISON:
  15937. clif_produceeffect(sd,3,nameid);
  15938. clif_misceffect(&sd->bl,6);
  15939. break;
  15940. case GN_MIX_COOKING: {
  15941. struct item tmp_item;
  15942. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15943. int rate = rnd()%500;
  15944. memset(&tmp_item,0,sizeof(tmp_item));
  15945. if( rate < 50) i = 4;
  15946. else if( rate < 100) i = 2+rnd()%1;
  15947. else if( rate < 250 ) i = 1;
  15948. else if( rate < 500 ) i = 0;
  15949. tmp_item.nameid = compensation[i];
  15950. tmp_item.amount = qty;
  15951. tmp_item.identify = 1;
  15952. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15953. clif_additem(sd,0,0,flag);
  15954. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15955. }
  15956. clif_msg_skill(sd,skill_id,0x628);
  15957. }
  15958. break;
  15959. case GN_MAKEBOMB:
  15960. case GN_S_PHARMACY:
  15961. case GN_CHANGEMATERIAL:
  15962. clif_msg_skill(sd,skill_id,0x628);
  15963. break;
  15964. default:
  15965. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15966. { //Cooking items.
  15967. clif_specialeffect(&sd->bl, 609, AREA);
  15968. if( sd->cook_mastery > 0 )
  15969. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  15970. }
  15971. }
  15972. }
  15973. return 0;
  15974. }
  15975. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15976. {
  15977. int i,j,flag,index=-1;
  15978. struct item tmp_item;
  15979. nullpo_ret(sd);
  15980. if(nameid <= 0)
  15981. return 1;
  15982. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15983. if(nameid == skill_arrow_db[i].nameid) {
  15984. index = i;
  15985. break;
  15986. }
  15987. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15988. return 1;
  15989. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15990. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15991. memset(&tmp_item,0,sizeof(tmp_item));
  15992. tmp_item.identify = 1;
  15993. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15994. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15995. if(battle_config.produce_item_name_input&0x4) {
  15996. tmp_item.card[0]=CARD0_CREATE;
  15997. tmp_item.card[1]=0;
  15998. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15999. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16000. }
  16001. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16002. continue;
  16003. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16004. clif_additem(sd,0,0,flag);
  16005. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16006. }
  16007. }
  16008. return 0;
  16009. }
  16010. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16011. sc_type type;
  16012. int chance, i;
  16013. nullpo_ret(sd);
  16014. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16015. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16016. return 0;
  16017. }
  16018. switch( nameid )
  16019. { // t_lv used to take duration from skill_get_time2
  16020. case PO_PARALYSE: type = SC_PARALYSE; break;
  16021. case PO_PYREXIA: type = SC_PYREXIA; break;
  16022. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  16023. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  16024. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  16025. case PO_TOXIN: type = SC_TOXIN; break;
  16026. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  16027. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  16028. default:
  16029. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16030. return 0;
  16031. }
  16032. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16033. 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
  16034. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16035. return 0;
  16036. }
  16037. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16038. {
  16039. struct status_change *sc = status_get_sc(bl);
  16040. // non-offensive and non-magic skills do not affect the status
  16041. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16042. return;
  16043. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16044. if (sc->data[SC_MAGICPOWER]->val4) {
  16045. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16046. } else {
  16047. sc->data[SC_MAGICPOWER]->val4 = 1;
  16048. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16049. #ifndef RENEWAL
  16050. if(bl->type == BL_PC){// update current display.
  16051. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16052. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16053. }
  16054. #endif
  16055. }
  16056. }
  16057. }
  16058. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16059. int x, y, i, class_, skill;
  16060. struct mob_data *md;
  16061. nullpo_ret(sd);
  16062. skill = sd->menuskill_val;
  16063. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  16064. {
  16065. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16066. return 0;
  16067. }
  16068. // Spawn Position
  16069. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16070. x = sd->sc.comet_x;
  16071. y = sd->sc.comet_y;
  16072. sd->sc.comet_x = sd->sc.comet_y = 0;
  16073. // Item picked decides the mob class
  16074. switch(nameid) {
  16075. case 990: class_ = 2043; break;
  16076. case 991: class_ = 2044; break;
  16077. case 992: class_ = 2046; break;
  16078. default: class_ = 2045; break;
  16079. }
  16080. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16081. if( md ) {
  16082. struct unit_data *ud = unit_bl2ud(&md->bl);
  16083. md->master_id = sd->bl.id;
  16084. md->special_state.ai = AI_FAW;
  16085. if(ud) {
  16086. ud->skill_id = NC_MAGICDECOY;
  16087. ud->skill_lv = skill;
  16088. }
  16089. if( md->deletetimer != INVALID_TIMER )
  16090. delete_timer(md->deletetimer, mob_timer_delete);
  16091. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16092. mob_spawn(md);
  16093. }
  16094. return 0;
  16095. }
  16096. // Warlock Spellbooks. [LimitLine/3CeAM]
  16097. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16098. int i, max_preserve, skill_id, point;
  16099. struct status_change *sc;
  16100. nullpo_ret(sd);
  16101. sc = status_get_sc(&sd->bl);
  16102. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16103. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16104. if( i > SC_MAXSPELLBOOK )
  16105. {
  16106. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16107. return 0;
  16108. }
  16109. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16110. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16111. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  16112. { // User don't know the skill
  16113. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16114. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16115. return 0;
  16116. }
  16117. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16118. point = skill_spellbook_db[i].point;
  16119. if( sc && sc->data[SC_READING_SB] ){
  16120. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  16121. {
  16122. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16123. return 0;
  16124. }
  16125. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16126. if( !sc->data[i] ){
  16127. sc->data[SC_READING_SB]->val2 += point; // increase points
  16128. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16129. break;
  16130. }
  16131. }
  16132. }else{
  16133. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16134. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16135. }
  16136. return 1;
  16137. }
  16138. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16139. int id, lv, prob, aslvl = 0;
  16140. nullpo_ret(sd);
  16141. if (sd->sc.data[SC_STOP]) {
  16142. aslvl = sd->sc.data[SC_STOP]->val1;
  16143. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16144. }
  16145. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  16146. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16147. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16148. return 0;
  16149. }
  16150. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16151. lv = min(lv,sd->status.skill[skill_id].lv);
  16152. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16153. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16154. return 0;
  16155. }
  16156. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16157. int i;
  16158. nullpo_ret(sd);
  16159. nullpo_ret(item_list);
  16160. if( n <= 0 )
  16161. return 1;
  16162. for( i = 0; i < n; i++ ) {
  16163. int nameid, add_amount, del_amount, idx, product, flag;
  16164. struct item tmp_item;
  16165. idx = item_list[i*2+0]-2;
  16166. del_amount = item_list[i*2+1];
  16167. if( skill_lv == 2 )
  16168. del_amount -= (del_amount % 10);
  16169. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16170. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16171. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16172. return 1;
  16173. }
  16174. switch( nameid ) {
  16175. // Level 1
  16176. case 994: product = 990; break; // Flame Heart -> Red Blood.
  16177. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  16178. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  16179. case 997: product = 993; break; // Great Nature -> Green Live.
  16180. // Level 2
  16181. case 990: product = 994; break; // Red Blood -> Flame Heart.
  16182. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  16183. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  16184. case 993: product = 997; break; // Green Live -> Great Nature.
  16185. default:
  16186. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16187. return 1;
  16188. }
  16189. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16190. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16191. return 1;
  16192. }
  16193. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16194. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16195. return 1;
  16196. }
  16197. memset(&tmp_item,0,sizeof(tmp_item));
  16198. tmp_item.nameid = product;
  16199. tmp_item.amount = add_amount;
  16200. tmp_item.identify = 1;
  16201. if( tmp_item.amount ) {
  16202. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  16203. clif_additem(sd,0,0,flag);
  16204. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16205. }
  16206. }
  16207. }
  16208. return 0;
  16209. }
  16210. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16211. int i, j, k, c, p = 0, nameid, amount;
  16212. nullpo_ret(sd);
  16213. nullpo_ret(item_list);
  16214. // Search for objects that can be created.
  16215. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16216. if( skill_produce_db[i].itemlv == 26 ) {
  16217. p = 0;
  16218. do {
  16219. c = 0;
  16220. // Verification of overlap between the objects required and the list submitted.
  16221. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16222. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16223. for( k = 0; k < n; k++ ) {
  16224. int idx = item_list[k*2+0]-2;
  16225. nameid = sd->status.inventory[idx].nameid;
  16226. amount = item_list[k*2+1];
  16227. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16228. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  16229. return 0;
  16230. }
  16231. 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]
  16232. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16233. c++; // match
  16234. }
  16235. }
  16236. else
  16237. break; // No more items required
  16238. }
  16239. p++;
  16240. } while(n == j && c == n);
  16241. p--;
  16242. if ( p > 0 ) {
  16243. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16244. return 1;
  16245. }
  16246. }
  16247. }
  16248. if( p == 0)
  16249. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  16250. return 0;
  16251. }
  16252. /**
  16253. * for Royal Guard's LG_TRAMPLE
  16254. **/
  16255. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16256. struct skill_unit *su = (struct skill_unit *)bl;
  16257. struct skill_unit_group *sg;
  16258. unsigned int tick;
  16259. nullpo_ret(su);
  16260. tick = va_arg(ap, unsigned int);
  16261. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16262. switch( sg->unit_id ) {
  16263. case UNT_LANDMINE:
  16264. case UNT_CLAYMORETRAP:
  16265. case UNT_BLASTMINE:
  16266. case UNT_SHOCKWAVE:
  16267. case UNT_SANDMAN:
  16268. case UNT_FLASHER:
  16269. case UNT_FREEZINGTRAP:
  16270. case UNT_CLUSTERBOMB:
  16271. case UNT_FIRINGTRAP:
  16272. case UNT_ICEBOUNDTRAP:
  16273. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16274. break;
  16275. }
  16276. // Traps aren't recovered.
  16277. skill_delunit(su);
  16278. }
  16279. return 0;
  16280. }
  16281. /*==========================================
  16282. *
  16283. *------------------------------------------*/
  16284. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16285. int i;
  16286. nullpo_retr(-1, sd);
  16287. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16288. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16289. }
  16290. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16291. struct map_session_data *sd = map_id2sd(id);
  16292. int i = (int) data;
  16293. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16294. return 0;
  16295. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16296. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16297. return 0;
  16298. }
  16299. aFree(sd->scd[i]);
  16300. sd->scd[i] = NULL;
  16301. return 1;
  16302. }
  16303. /**
  16304. * flags a singular skill as being blocked from persistent usage.
  16305. * @param sd the player the skill delay affects
  16306. * @param skill_id the skill which should be delayed
  16307. * @param tick the length of time the delay should last
  16308. * @param load whether this assignment is being loaded upon player login
  16309. * @return 0 if successful, -1 otherwise
  16310. */
  16311. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16312. int i;
  16313. nullpo_retr(-1, sd);
  16314. if (skillid == 0 || tick < 1)
  16315. return -1;
  16316. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16317. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16318. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16319. aFree(sd->scd[i]);
  16320. sd->scd[i] = NULL;
  16321. }
  16322. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16323. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16324. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16325. sd->scd[i]->skill_id = skillid;
  16326. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16327. if (battle_config.display_status_timers && tick > 0)
  16328. clif_skill_cooldown(sd, skillid, tick);
  16329. return 1;
  16330. } else {
  16331. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16332. return 0;
  16333. }
  16334. }
  16335. int skill_blockpc_clear(struct map_session_data *sd) {
  16336. int i;
  16337. nullpo_ret(sd);
  16338. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16339. if (!sd->scd[i])
  16340. continue;
  16341. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16342. aFree(sd->scd[i]);
  16343. sd->scd[i] = NULL;
  16344. }
  16345. return 1;
  16346. }
  16347. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16348. {
  16349. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16350. if (data <= 0 || data >= MAX_SKILL)
  16351. return 0;
  16352. if (hd) hd->blockskill[data] = 0;
  16353. return 1;
  16354. }
  16355. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16356. {
  16357. uint16 idx = skill_get_index(skill_id);
  16358. nullpo_retr (-1, hd);
  16359. if (idx == 0)
  16360. return -1;
  16361. if (tick < 1) {
  16362. hd->blockskill[idx] = 0;
  16363. return -1;
  16364. }
  16365. hd->blockskill[idx] = 1;
  16366. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16367. }
  16368. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16369. {
  16370. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16371. if( data <= 0 || data >= MAX_SKILL )
  16372. return 0;
  16373. if( md ) md->blockskill[data] = 0;
  16374. return 1;
  16375. }
  16376. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16377. {
  16378. uint16 idx = skill_get_index(skill_id);
  16379. nullpo_retr (-1, md);
  16380. if (idx == 0)
  16381. return -1;
  16382. if( tick < 1 )
  16383. {
  16384. md->blockskill[idx] = 0;
  16385. return -1;
  16386. }
  16387. md->blockskill[idx] = 1;
  16388. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16389. }
  16390. /**
  16391. * Adds a new skill unit entry for this player to recast after map load
  16392. **/
  16393. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16394. struct skill_usave * sus = NULL;
  16395. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16396. idb_remove(skillusave_db,sd->status.char_id);
  16397. }
  16398. CREATE( sus, struct skill_usave, 1 );
  16399. idb_put( skillusave_db, sd->status.char_id, sus );
  16400. sus->skill_id = skill_id;
  16401. sus->skill_lv = skill_lv;
  16402. return;
  16403. }
  16404. void skill_usave_trigger(struct map_session_data *sd) {
  16405. struct skill_usave * sus = NULL;
  16406. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16407. return;
  16408. }
  16409. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16410. idb_remove(skillusave_db,sd->status.char_id);
  16411. return;
  16412. }
  16413. /*
  16414. *
  16415. */
  16416. int skill_split_str (char *str, char **val, int num) {
  16417. int i;
  16418. for( i = 0; i < num && str; i++ ) {
  16419. val[i] = str;
  16420. str = strchr(str,',');
  16421. if( str )
  16422. *str++=0;
  16423. }
  16424. return i;
  16425. }
  16426. /*
  16427. *
  16428. */
  16429. int skill_split_atoi (char *str, int *val) {
  16430. int i, j, diff, step = 1;
  16431. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16432. if (!str) break;
  16433. val[i] = atoi(str);
  16434. str = strchr(str,':');
  16435. if (str)
  16436. *str++=0;
  16437. }
  16438. if(i==0) //No data found.
  16439. return 0;
  16440. if(i==1) { //Single value, have the whole range have the same value.
  16441. for (; i < MAX_SKILL_LEVEL; i++)
  16442. val[i] = val[i-1];
  16443. return i;
  16444. }
  16445. //Check for linear change with increasing steps until we reach half of the data acquired.
  16446. for (step = 1; step <= i/2; step++) {
  16447. diff = val[i-1] - val[i-step-1];
  16448. for(j = i-1; j >= step; j--)
  16449. if ((val[j]-val[j-step]) != diff)
  16450. break;
  16451. if (j>=step) //No match, try next step.
  16452. continue;
  16453. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  16454. val[i] = val[i-step]+diff;
  16455. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  16456. { val[i] = 1; diff = 0; step = 1; }
  16457. }
  16458. return i;
  16459. }
  16460. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  16461. for (;i<MAX_SKILL_LEVEL; i++)
  16462. val[i] = val[i-1];
  16463. return i;
  16464. }
  16465. /*
  16466. *
  16467. */
  16468. void skill_init_unit_layout (void) {
  16469. int i,j,size,pos = 0;
  16470. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  16471. // standard square layouts go first
  16472. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  16473. size = i*2+1;
  16474. skill_unit_layout[i].count = size*size;
  16475. for (j=0; j<size*size; j++) {
  16476. skill_unit_layout[i].dx[j] = (j%size-i);
  16477. skill_unit_layout[i].dy[j] = (j/size-i);
  16478. }
  16479. }
  16480. // afterwards add special ones
  16481. pos = i;
  16482. for (i=0;i<MAX_SKILL_DB;i++) {
  16483. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  16484. continue;
  16485. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16486. int skill = i;
  16487. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16488. skill -= EL_SKILLRANGEMIN;
  16489. skill += EL_SKILLBASE;
  16490. }
  16491. if( skill == EL_FIRE_MANTLE ) {
  16492. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  16493. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  16494. skill_unit_layout[pos].count = 8;
  16495. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16496. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16497. }
  16498. } else {
  16499. switch (i) {
  16500. case MG_FIREWALL:
  16501. case WZ_ICEWALL:
  16502. case WL_EARTHSTRAIN://Warlock
  16503. // these will be handled later
  16504. break;
  16505. case PR_SANCTUARY:
  16506. case NPC_EVILLAND: {
  16507. static const int dx[] = {
  16508. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  16509. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  16510. static const int dy[]={
  16511. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  16512. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  16513. skill_unit_layout[pos].count = 21;
  16514. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16515. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16516. }
  16517. break;
  16518. case PR_MAGNUS: {
  16519. static const int dx[] = {
  16520. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16521. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16522. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  16523. static const int dy[] = {
  16524. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16525. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16526. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  16527. skill_unit_layout[pos].count = 33;
  16528. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16529. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16530. }
  16531. break;
  16532. case AS_VENOMDUST: {
  16533. static const int dx[] = {-1, 0, 0, 0, 1};
  16534. static const int dy[] = { 0,-1, 0, 1, 0};
  16535. skill_unit_layout[pos].count = 5;
  16536. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16537. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16538. }
  16539. break;
  16540. case CR_GRANDCROSS:
  16541. case NPC_GRANDDARKNESS: {
  16542. static const int dx[] = {
  16543. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  16544. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  16545. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  16546. static const int dy[] = {
  16547. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  16548. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  16549. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  16550. skill_unit_layout[pos].count = 29;
  16551. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16552. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16553. }
  16554. break;
  16555. case PF_FOGWALL: {
  16556. static const int dx[] = {
  16557. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  16558. static const int dy[] = {
  16559. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  16560. skill_unit_layout[pos].count = 15;
  16561. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16562. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16563. }
  16564. break;
  16565. case PA_GOSPEL: {
  16566. static const int dx[] = {
  16567. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16568. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16569. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  16570. -1, 0, 1};
  16571. static const int dy[] = {
  16572. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16573. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16574. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  16575. 3, 3, 3};
  16576. skill_unit_layout[pos].count = 33;
  16577. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16578. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16579. }
  16580. break;
  16581. case NJ_KAENSIN: {
  16582. 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};
  16583. 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};
  16584. skill_unit_layout[pos].count = 24;
  16585. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16586. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16587. }
  16588. break;
  16589. case NJ_TATAMIGAESHI: {
  16590. //Level 1 (count 4, cross of 3x3)
  16591. static const int dx1[] = {-1, 1, 0, 0};
  16592. static const int dy1[] = { 0, 0,-1, 1};
  16593. //Level 2-3 (count 8, cross of 5x5)
  16594. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  16595. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  16596. //Level 4-5 (count 12, cross of 7x7
  16597. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  16598. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  16599. //lv1
  16600. j = 0;
  16601. skill_unit_layout[pos].count = 4;
  16602. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  16603. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  16604. skill_db[i].unit_layout_type[j] = pos;
  16605. //lv2/3
  16606. j++;
  16607. pos++;
  16608. skill_unit_layout[pos].count = 8;
  16609. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  16610. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  16611. skill_db[i].unit_layout_type[j] = pos;
  16612. skill_db[i].unit_layout_type[++j] = pos;
  16613. //lv4/5
  16614. j++;
  16615. pos++;
  16616. skill_unit_layout[pos].count = 12;
  16617. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  16618. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  16619. skill_db[i].unit_layout_type[j] = pos;
  16620. skill_db[i].unit_layout_type[++j] = pos;
  16621. //Fill in the rest using lv 5.
  16622. for (;j<MAX_SKILL_LEVEL;j++)
  16623. skill_db[i].unit_layout_type[j] = pos;
  16624. //Skip, this way the check below will fail and continue to the next skill.
  16625. pos++;
  16626. }
  16627. break;
  16628. case GN_WALLOFTHORN: {
  16629. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  16630. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  16631. skill_unit_layout[pos].count = 16;
  16632. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16633. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16634. }
  16635. break;
  16636. case LG_OVERBRAND: {
  16637. static const int dx[] = {-1,-1,-1,-1, 0, 0, 0, 0, 1, 1, 1, 1,
  16638. -5,-5,-5,-5,-4,-4,-4,-4,-3,-3,-3,-3,-2,-2,-2,-2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5,
  16639. -1,-1,-1, 0, 0, 0, 1, 1, 1};
  16640. static const int dy[] = { 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3,
  16641. 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,
  16642. -4,-5,-6,-4,-5,-6,-4,-5,-6};
  16643. skill_unit_layout[pos].count = 53;
  16644. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16645. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16646. }
  16647. break;
  16648. default:
  16649. ShowError("unknown unit layout at skill %d\n",i);
  16650. break;
  16651. }
  16652. }
  16653. if (!skill_unit_layout[pos].count)
  16654. continue;
  16655. for (j=0;j<MAX_SKILL_LEVEL;j++)
  16656. skill_db[i].unit_layout_type[j] = pos;
  16657. pos++;
  16658. }
  16659. // firewall and icewall have 8 layouts (direction-dependent)
  16660. firewall_unit_pos = pos;
  16661. for (i=0;i<8;i++) {
  16662. if (i&1) {
  16663. skill_unit_layout[pos].count = 5;
  16664. if (i&0x2) {
  16665. int dx[] = {-1,-1, 0, 0, 1};
  16666. int dy[] = { 1, 0, 0,-1,-1};
  16667. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16668. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16669. } else {
  16670. int dx[] = { 1, 1 ,0, 0,-1};
  16671. int dy[] = { 1, 0, 0,-1,-1};
  16672. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16673. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16674. }
  16675. } else {
  16676. skill_unit_layout[pos].count = 3;
  16677. if (i%4==0) {
  16678. int dx[] = {-1, 0, 1};
  16679. int dy[] = { 0, 0, 0};
  16680. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16681. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16682. } else {
  16683. int dx[] = { 0, 0, 0};
  16684. int dy[] = {-1, 0, 1};
  16685. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16686. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16687. }
  16688. }
  16689. pos++;
  16690. }
  16691. icewall_unit_pos = pos;
  16692. for (i=0;i<8;i++) {
  16693. skill_unit_layout[pos].count = 5;
  16694. if (i&1) {
  16695. if (i&0x2) {
  16696. int dx[] = {-2,-1, 0, 1, 2};
  16697. int dy[] = { 2, 1, 0,-1,-2};
  16698. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16699. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16700. } else {
  16701. int dx[] = { 2, 1 ,0,-1,-2};
  16702. int dy[] = { 2, 1, 0,-1,-2};
  16703. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16704. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16705. }
  16706. } else {
  16707. if (i%4==0) {
  16708. int dx[] = {-2,-1, 0, 1, 2};
  16709. int dy[] = { 0, 0, 0, 0, 0};
  16710. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16711. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16712. } else {
  16713. int dx[] = { 0, 0, 0, 0, 0};
  16714. int dy[] = {-2,-1, 0, 1, 2};
  16715. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16716. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16717. }
  16718. }
  16719. pos++;
  16720. }
  16721. earthstrain_unit_pos = pos;
  16722. for( i = 0; i < 8; i++ )
  16723. { // For each Direction
  16724. skill_unit_layout[pos].count = 15;
  16725. switch( i )
  16726. {
  16727. case 0: case 1: case 3: case 4: case 5: case 7:
  16728. {
  16729. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16730. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16731. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16732. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16733. }
  16734. break;
  16735. case 2:
  16736. case 6:
  16737. {
  16738. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16739. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16740. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16741. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16742. }
  16743. break;
  16744. }
  16745. pos++;
  16746. }
  16747. }
  16748. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  16749. int inf = 0;
  16750. int inf3 = 0;
  16751. struct status_change *sc = status_get_sc(bl);
  16752. if( !sc || !bl || !skill_id )
  16753. return 0; // Can do it
  16754. inf3 = skill_get_inf3(skill_id);
  16755. switch(type){
  16756. case SC_STASIS:
  16757. inf = skill_get_inf2(skill_id);
  16758. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  16759. return 1; // Can't do it.
  16760. if( inf3&INF3_STATIS_BL)
  16761. return 1;
  16762. break;
  16763. case SC_KAGEHUMI:
  16764. if( inf3&INF3_KAGEHUMI_BL)
  16765. return 1;
  16766. break;
  16767. }
  16768. return 0;
  16769. }
  16770. /* Determines whether a skill is currently active or not
  16771. * Used for purposes of cancelling SP usage when disabling a skill
  16772. */
  16773. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  16774. {
  16775. switch( skill_id ){ // HP & SP Consumption Check
  16776. case BS_MAXIMIZE:
  16777. case NV_TRICKDEAD:
  16778. case TF_HIDING:
  16779. case AS_CLOAKING:
  16780. case GC_CLOAKINGEXCEED:
  16781. case ST_CHASEWALK:
  16782. case CR_DEFENDER:
  16783. case CR_SHRINK:
  16784. case CR_AUTOGUARD:
  16785. case ML_DEFENDER:
  16786. case ML_AUTOGUARD:
  16787. case PA_GOSPEL:
  16788. case GS_GATLINGFEVER:
  16789. case TK_READYCOUNTER:
  16790. case TK_READYDOWN:
  16791. case TK_READYSTORM:
  16792. case TK_READYTURN:
  16793. case TK_RUN:
  16794. case SG_FUSION:
  16795. case KO_YAMIKUMO:
  16796. case RA_WUGDASH:
  16797. case RA_CAMOUFLAGE:
  16798. if( sc->data[status_skill2sc(skill_id)] )
  16799. return 1;
  16800. break;
  16801. // These 2 skills contain a master and are not correctly pulled using skill2sc
  16802. case NC_NEUTRALBARRIER:
  16803. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16804. return 1;
  16805. break;
  16806. case NC_STEALTHFIELD:
  16807. if( sc->data[SC_STEALTHFIELD_MASTER] )
  16808. return 1;
  16809. break;
  16810. }
  16811. return 0;
  16812. }
  16813. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  16814. int type = 0;
  16815. switch( skill_id ) {
  16816. case SO_SUMMON_AGNI: type = 2114; break;
  16817. case SO_SUMMON_AQUA: type = 2117; break;
  16818. case SO_SUMMON_VENTUS: type = 2120; break;
  16819. case SO_SUMMON_TERA: type = 2123; break;
  16820. }
  16821. type += skill_lv - 1;
  16822. return type;
  16823. }
  16824. /*==========================================
  16825. * sub-function of DB reading.
  16826. * skill_db.txt
  16827. *------------------------------------------*/
  16828. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  16829. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  16830. uint16 skill_id = atoi(split[0]);
  16831. uint16 idx;
  16832. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  16833. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  16834. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  16835. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  16836. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  16837. return false;
  16838. }
  16839. idx = skill_get_index(skill_id);
  16840. if( !idx ) // invalid skill id
  16841. return false;
  16842. skill_split_atoi(split[1],skill_db[idx].range);
  16843. skill_db[idx].hit = atoi(split[2]);
  16844. skill_db[idx].inf = atoi(split[3]);
  16845. skill_split_atoi(split[4],skill_db[idx].element);
  16846. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  16847. skill_split_atoi(split[6],skill_db[idx].splash);
  16848. skill_db[idx].max = atoi(split[7]);
  16849. skill_split_atoi(split[8],skill_db[idx].num);
  16850. if( strcmpi(split[9],"yes") == 0 )
  16851. skill_db[idx].castcancel = 1;
  16852. else
  16853. skill_db[idx].castcancel = 0;
  16854. skill_db[idx].cast_def_rate = atoi(split[10]);
  16855. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  16856. skill_split_atoi(split[12],skill_db[idx].maxcount);
  16857. if( strcmpi(split[13],"weapon") == 0 )
  16858. skill_db[idx].skill_type = BF_WEAPON;
  16859. else if( strcmpi(split[13],"magic") == 0 )
  16860. skill_db[idx].skill_type = BF_MAGIC;
  16861. else if( strcmpi(split[13],"misc") == 0 )
  16862. skill_db[idx].skill_type = BF_MISC;
  16863. else
  16864. skill_db[idx].skill_type = 0;
  16865. skill_split_atoi(split[14],skill_db[idx].blewcount);
  16866. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  16867. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  16868. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  16869. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  16870. return true;
  16871. }
  16872. /**
  16873. * Read skill requirement from skill_require_db.txt
  16874. **/
  16875. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  16876. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  16877. char* p;
  16878. uint16 skill_id = atoi(split[0]), idx, i;
  16879. if (!skill_get_index(skill_id)) // invalid skill id
  16880. return false;
  16881. idx = skill_get_index(skill_id);
  16882. skill_split_atoi(split[1],skill_db[idx].require.hp);
  16883. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  16884. skill_split_atoi(split[3],skill_db[idx].require.sp);
  16885. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  16886. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  16887. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  16888. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  16889. p = split[7];
  16890. while (p) {
  16891. int l = atoi(p);
  16892. if( l == 99 ) { // Any weapon
  16893. skill_db[idx].require.weapon = 0;
  16894. break;
  16895. } else
  16896. skill_db[idx].require.weapon |= 1<<l;
  16897. p = strchr(p,':');
  16898. if(!p)
  16899. break;
  16900. p++;
  16901. }
  16902. //Ammo type that required, see doc/item_db for ammo types (View column)
  16903. p = split[8];
  16904. while (p) {
  16905. int l = atoi(p);
  16906. if( l == 99 ) { // Any ammo type
  16907. skill_db[idx].require.ammo = 0xFFFFFFFF;
  16908. break;
  16909. } else if( l ) // 0 stands for no requirement
  16910. skill_db[idx].require.ammo |= 1<<l;
  16911. p = strchr(p,':');
  16912. if( !p )
  16913. break;
  16914. p++;
  16915. }
  16916. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  16917. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  16918. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  16919. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  16920. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  16921. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  16922. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  16923. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  16924. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  16925. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  16926. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  16927. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  16928. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  16929. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  16930. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  16931. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  16932. //Status requirements
  16933. memset(skill_db[idx].require.status,SC_NONE,sizeof(skill_db[idx].require.status));
  16934. skill_db[idx].require.status_count = 0;
  16935. p = strtok(split[11],":");
  16936. for( i = 0; i < MAX_SKILL_STATUS_REQUIRE && p != NULL; i++ ) {
  16937. int status = SC_NONE;
  16938. script_get_constant(trim(p), &status);
  16939. if (status > SC_NONE) {
  16940. skill_db[idx].require.status[skill_db[idx].require.status_count] = (enum sc_type)status;
  16941. skill_db[idx].require.status_count++;
  16942. }
  16943. p = strtok(NULL,":");
  16944. }
  16945. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  16946. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  16947. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  16948. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  16949. }
  16950. //require equiped
  16951. memset(skill_db[idx].require.eqItem,0,sizeof(skill_db[idx].require.eqItem));
  16952. p = strtok(split[33],":");
  16953. for( i = 0; i < 10 && p != NULL; i++ ) {
  16954. int itid = atoi(p);
  16955. p = strtok(NULL,":"); //for easy continue don,t read p after this
  16956. if(itid <= 0) continue; //silent
  16957. if(itemdb_exists(itid)== NULL) {
  16958. ShowWarning("Invalid reqIt=%d specified for skillid=%d\n",itid,skill_id);
  16959. continue; //invalid id
  16960. }
  16961. skill_db[idx].require.eqItem[i] = itid;
  16962. }
  16963. return true;
  16964. }
  16965. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16966. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16967. uint16 skill_id = atoi(split[0]);
  16968. uint16 idx = skill_get_index(skill_id);
  16969. if( !idx ) // invalid skill id
  16970. return false;
  16971. skill_split_atoi(split[1],skill_db[idx].cast);
  16972. skill_split_atoi(split[2],skill_db[idx].delay);
  16973. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  16974. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  16975. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  16976. skill_split_atoi(split[6],skill_db[idx].cooldown);
  16977. #ifdef RENEWAL_CAST
  16978. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  16979. #endif
  16980. return true;
  16981. }
  16982. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16983. {// Skill id,Cast,Delay (optional)
  16984. uint16 skill_id = atoi(split[0]);
  16985. uint16 idx = skill_get_index(skill_id);
  16986. if( !idx ) // invalid skill id
  16987. return false;
  16988. skill_split_atoi(split[1],skill_db[idx].castnodex);
  16989. if( split[2] ) // optional column
  16990. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  16991. return true;
  16992. }
  16993. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16994. {// skill_id,Flag
  16995. uint16 skill_id = atoi(split[0]);
  16996. uint16 idx = skill_get_index(skill_id);
  16997. if( !idx ) // invalid skill id
  16998. return false;
  16999. skill_db[idx].nocast |= atoi(split[1]);
  17000. return true;
  17001. }
  17002. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  17003. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17004. uint16 skill_id = atoi(split[0]);
  17005. uint16 idx = skill_get_index(skill_id);
  17006. if( !idx ) // invalid skill id
  17007. return false;
  17008. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17009. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17010. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17011. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17012. skill_db[idx].unit_interval = atoi(split[5]);
  17013. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17014. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17015. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17016. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17017. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17018. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17019. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17020. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17021. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17022. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17023. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17024. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17025. skill_db[idx].unit_target = BCT_NOENEMY;
  17026. //By default, target just characters.
  17027. skill_db[idx].unit_target |= BL_CHAR;
  17028. if (skill_db[idx].unit_flag&UF_NOPC)
  17029. skill_db[idx].unit_target &= ~BL_PC;
  17030. if (skill_db[idx].unit_flag&UF_NOMOB)
  17031. skill_db[idx].unit_target &= ~BL_MOB;
  17032. if (skill_db[idx].unit_flag&UF_SKILL)
  17033. skill_db[idx].unit_target |= BL_SKILL;
  17034. return true;
  17035. }
  17036. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  17037. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17038. int x,y;
  17039. int i = atoi(split[0]);
  17040. if( !i )
  17041. return false;
  17042. skill_produce_db[current].nameid = i;
  17043. skill_produce_db[current].itemlv = atoi(split[1]);
  17044. skill_produce_db[current].req_skill = atoi(split[2]);
  17045. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17046. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17047. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17048. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17049. }
  17050. return true;
  17051. }
  17052. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  17053. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17054. int x,y;
  17055. int i = atoi(split[0]);
  17056. if( !i )
  17057. return false;
  17058. skill_arrow_db[current].nameid = i;
  17059. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17060. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17061. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17062. }
  17063. return true;
  17064. }
  17065. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  17066. {// skill_id,PreservePoints
  17067. uint16 skill_id = atoi(split[0]);
  17068. int points = atoi(split[1]);
  17069. int nameid = atoi(split[2]);
  17070. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17071. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17072. if ( !skill_get_inf(skill_id) )
  17073. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17074. if( points < 1 )
  17075. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17076. else {
  17077. skill_spellbook_db[current].skill_id = skill_id;
  17078. skill_spellbook_db[current].point = points;
  17079. skill_spellbook_db[current].nameid = nameid;
  17080. return true;
  17081. }
  17082. return false;
  17083. }
  17084. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  17085. {// SkillID,Rate
  17086. uint16 skill_id = atoi(split[0]);
  17087. short j = atoi(split[1]);
  17088. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17089. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17090. return false;
  17091. }
  17092. if ( !skill_get_inf(skill_id) ) {
  17093. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17094. return false;
  17095. }
  17096. if( j < 1 ) {
  17097. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17098. return false;
  17099. }
  17100. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17101. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17102. }
  17103. skill_improvise_db[current].skill_id = skill_id;
  17104. skill_improvise_db[current].per = j; // Still need confirm it.
  17105. return true;
  17106. }
  17107. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  17108. {// SkillID
  17109. uint16 skill_id = atoi(split[0]);
  17110. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17111. {
  17112. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17113. return false;
  17114. }
  17115. if ( !skill_get_inf(skill_id) )
  17116. {
  17117. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17118. return false;
  17119. }
  17120. skill_magicmushroom_db[current].skill_id = skill_id;
  17121. return true;
  17122. }
  17123. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17124. uint16 skill_id = skill_name2id(split[0]), idx;
  17125. uint8 option;
  17126. if (!skill_get_index(skill_id)) {
  17127. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17128. return false;
  17129. }
  17130. if (!(option = atoi(split[1]))) {
  17131. ShowError("skill_parse_row_copyabledb: Invalid option %d\n",option);
  17132. return false;
  17133. }
  17134. idx = skill_get_index(skill_id);
  17135. //skill that can be copied by plagiarism
  17136. skill_db[idx].copyable.plagiarism = (option&1) ? true : false;
  17137. //skill that can be copied by reproduce
  17138. skill_db[idx].copyable.reproduce = (option&2) ? true : false;
  17139. skill_db[idx].copyable.joballowed = (atoi(split[2])) ? cap_value(atoi(split[2]),1,63) : 63;
  17140. skill_db[idx].copyable.req_opt = cap_value(atoi(split[3]),0,4095);
  17141. return true;
  17142. }
  17143. /// Reads additional range [Cydh]
  17144. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17145. int idx;
  17146. uint16 skill_id = skill_name2id(split[0]);
  17147. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17148. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17149. return false;
  17150. }
  17151. skill_db[idx].unit_nonearnpc_range = max(atoi(split[1]),0);
  17152. skill_db[idx].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17153. return true;
  17154. }
  17155. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  17156. {// skill_id,DummyName,RatePerLvl
  17157. uint16 skill_id = atoi(split[0]);
  17158. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17159. {
  17160. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17161. return false;
  17162. }
  17163. if ( !skill_get_inf(skill_id) )
  17164. {
  17165. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17166. return false;
  17167. }
  17168. skill_abra_db[current].skill_id = skill_id;
  17169. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17170. skill_split_atoi(split[2],skill_abra_db[current].per);
  17171. return true;
  17172. }
  17173. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  17174. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17175. uint16 skill_id = atoi(split[0]);
  17176. short j = atoi(split[1]);
  17177. int x,y;
  17178. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17179. if( skill_produce_db[x].nameid == skill_id )
  17180. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17181. break;
  17182. }
  17183. if( x >= MAX_SKILL_PRODUCE_DB ){
  17184. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17185. return false;
  17186. }
  17187. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17188. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17189. }
  17190. skill_changematerial_db[current].itemid = skill_id;
  17191. skill_changematerial_db[current].rate = j;
  17192. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17193. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17194. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17195. }
  17196. return true;
  17197. }
  17198. /*==========================================
  17199. * Manage Skill Damage database [Lilith]
  17200. *------------------------------------------*/
  17201. #ifdef ADJUST_SKILL_DAMAGE
  17202. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17203. {
  17204. uint16 skill_id = skill_name2id(split[0]), idx;
  17205. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17206. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17207. return false;
  17208. }
  17209. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  17210. skill_db[idx].damage.caster |= atoi(split[1]);
  17211. skill_db[idx].damage.map |= atoi(split[2]);
  17212. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  17213. if (split[3])
  17214. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  17215. if (split[4])
  17216. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  17217. if (split[5])
  17218. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  17219. return true;
  17220. }
  17221. #endif
  17222. /*===============================
  17223. * DB reading.
  17224. * skill_db.txt
  17225. * skill_require_db.txt
  17226. * skill_cast_db.txt
  17227. * skill_castnodex_db.txt
  17228. * skill_nocast_db.txt
  17229. * skill_unit_db.txt
  17230. * produce_db.txt
  17231. * create_arrow_db.txt
  17232. * abra_db.txt
  17233. *------------------------------*/
  17234. static void skill_readdb(void)
  17235. {
  17236. // init skill db structures
  17237. db_clear(skilldb_name2id);
  17238. memset(skill_db,0,sizeof(skill_db));
  17239. memset(skill_produce_db,0,sizeof(skill_produce_db));
  17240. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  17241. memset(skill_abra_db,0,sizeof(skill_abra_db));
  17242. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  17243. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  17244. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  17245. // load skill databases
  17246. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  17247. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  17248. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb);
  17249. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb);
  17250. #ifdef RENEWAL_CAST
  17251. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  17252. #else
  17253. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  17254. #endif
  17255. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  17256. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  17257. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  17258. skill_init_unit_layout();
  17259. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  17260. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  17261. sv_readdb(db_path, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  17262. //Warlock
  17263. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  17264. //Guillotine Cross
  17265. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  17266. sv_readdb(db_path, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb);
  17267. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  17268. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  17269. sv_readdb(db_path, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb);
  17270. #ifdef ADJUST_SKILL_DAMAGE
  17271. sv_readdb(db_path, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage);
  17272. #endif
  17273. }
  17274. void skill_reload (void) {
  17275. struct s_mapiterator *iter;
  17276. struct map_session_data *sd;
  17277. skill_readdb();
  17278. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  17279. iter = mapit_getallusers();
  17280. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  17281. clif_skillinfoblock(sd);
  17282. mapit_free(iter);
  17283. }
  17284. /*==========================================
  17285. *
  17286. *------------------------------------------*/
  17287. int do_init_skill (void)
  17288. {
  17289. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  17290. skill_readdb();
  17291. group_db = idb_alloc(DB_OPT_BASE);
  17292. skillunit_db = idb_alloc(DB_OPT_BASE);
  17293. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  17294. bowling_db = idb_alloc(DB_OPT_BASE);
  17295. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  17296. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  17297. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  17298. add_timer_func_list(skill_castend_id,"skill_castend_id");
  17299. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  17300. add_timer_func_list(skill_timerskill,"skill_timerskill");
  17301. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  17302. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  17303. return 0;
  17304. }
  17305. int do_final_skill(void)
  17306. {
  17307. db_destroy(skilldb_name2id);
  17308. db_destroy(group_db);
  17309. db_destroy(skillunit_db);
  17310. db_destroy(skillusave_db);
  17311. db_destroy(bowling_db);
  17312. ers_destroy(skill_unit_ers);
  17313. ers_destroy(skill_timer_ers);
  17314. return 0;
  17315. }