skill.c 685 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../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. #define WATERBALL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  203. int lv__ = (lv);\
  204. (lv) = skill_db[(id)]->max-1;\
  205. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  206. }\
  207. return ((arrvar)[idx]);\
  208. } while(0)
  209. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  210. // Skill DB
  211. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  212. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  213. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  214. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  215. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  216. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  217. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  218. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  219. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  220. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  221. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  222. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  223. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  224. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  225. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  226. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  227. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  228. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  229. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  230. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  231. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  232. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  233. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  234. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  235. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  236. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  237. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  238. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  239. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  240. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  241. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  242. #ifdef RENEWAL_CAST
  243. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  244. #endif
  245. // Skill requirements
  246. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  247. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  248. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  249. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  250. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  251. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  252. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  253. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  254. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  255. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  256. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  257. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  258. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  259. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  260. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  261. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  262. int splash = skill_get_splash_(skill_id, skill_lv);
  263. if (splash < 0)
  264. return AREA_SIZE;
  265. return splash;
  266. }
  267. int skill_tree_get_max(uint16 skill_id, int b_class)
  268. {
  269. int i;
  270. b_class = pc_class2idx(b_class);
  271. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  272. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  273. return skill_tree[b_class][i].max;
  274. else
  275. return skill_get_max(skill_id);
  276. }
  277. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  278. int skill_attack_area(struct block_list *bl,va_list ap);
  279. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  280. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  281. int skill_greed(struct block_list *bl, va_list ap);
  282. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. int skill_get_casttype (uint16 skill_id) {
  291. int inf = skill_get_inf(skill_id);
  292. if (inf&(INF_GROUND_SKILL))
  293. return CAST_GROUND;
  294. if (inf&INF_SUPPORT_SKILL)
  295. return CAST_NODAMAGE;
  296. if (inf&INF_SELF_SKILL) {
  297. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  298. return CAST_DAMAGE; //Combo skill.
  299. return CAST_NODAMAGE;
  300. }
  301. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  302. return CAST_NODAMAGE;
  303. return CAST_DAMAGE;
  304. }
  305. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  306. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  307. int range, inf3=0;
  308. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  309. return 9; //Mobs have a range of 9 regardless of skill used.
  310. range = skill_get_range(skill_id, skill_lv);
  311. if( range < 0 ) {
  312. if( battle_config.use_weapon_skill_range&bl->type )
  313. return status_get_range(bl);
  314. range *=-1;
  315. }
  316. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += 10; //Assume level 10?
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /**
  337. * Calculates heal value of skill's effect
  338. * @param src
  339. * @param target
  340. * @param skill_id
  341. * @param skill_lv
  342. * @param heal
  343. * @return modified heal value
  344. */
  345. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  346. int skill, hp = 0;
  347. struct map_session_data *sd = BL_CAST(BL_PC, src);
  348. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  349. struct status_change *sc, *tsc;
  350. sc = status_get_sc(src);
  351. tsc = status_get_sc(target);
  352. switch( skill_id ) {
  353. case BA_APPLEIDUN:
  354. #ifdef RENEWAL
  355. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  356. #else
  357. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  358. #endif
  359. if( sd )
  360. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  361. break;
  362. case PR_SANCTUARY:
  363. hp = (skill_lv>6)?777:skill_lv*100;
  364. break;
  365. case NPC_EVILLAND:
  366. hp = (skill_lv>6)?666:skill_lv*100;
  367. break;
  368. default:
  369. if (skill_lv >= battle_config.max_heal_lv)
  370. return battle_config.max_heal;
  371. #ifdef RENEWAL
  372. /**
  373. * Renewal Heal Formula
  374. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  375. */
  376. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  377. #else
  378. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  379. #endif
  380. if (skill_id == AB_HIGHNESSHEAL)
  381. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  382. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  383. hp += hp * skill * 2 / 100;
  384. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  385. hp += hp * skill * 2 / 100;
  386. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  387. hp *= 2;
  388. break;
  389. }
  390. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  391. hp >>= 1;
  392. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  393. hp += hp*skill/100;
  394. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  395. hp += hp*skill/100;
  396. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  397. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  398. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  399. if( tsc && tsc->count ) {
  400. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  401. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  402. if( heal && tsc->data[SC_DEATHHURT] )
  403. hp -= hp * 20/100;
  404. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  405. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  406. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  407. hp += hp / 10;
  408. }
  409. #ifdef RENEWAL
  410. // MATK part of the RE heal formula [malufett]
  411. // Note: in this part matk bonuses from items or skills are not applied
  412. switch( skill_id ) {
  413. case BA_APPLEIDUN: case PR_SANCTUARY:
  414. case NPC_EVILLAND: break;
  415. default:
  416. {
  417. struct status_data *status = status_get_status_data(src);
  418. int min, max;
  419. min = max = status_base_matk(src, status, status_get_lv(src));
  420. if( status->rhw.matk > 0 ){
  421. int wMatk, variance;
  422. wMatk = status->rhw.matk;
  423. variance = wMatk * status->rhw.wlv / 10;
  424. min += wMatk - variance;
  425. max += wMatk + variance;
  426. }
  427. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  428. min = max;
  429. if( sd && sd->right_weapon.overrefine > 0 ){
  430. min++;
  431. max += sd->right_weapon.overrefine - 1;
  432. }
  433. if(max > min)
  434. hp += min+rnd()%(max-min);
  435. else
  436. hp += min;
  437. }
  438. }
  439. #endif
  440. return hp;
  441. }
  442. /**
  443. * Making Plagiarism and Reproduce check their own function
  444. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  445. * @param sd: Player who will copy the skill
  446. * @param skill_id: Target skill
  447. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  448. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  449. */
  450. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  451. // Only copy skill that player doesn't have or the skill is old clone
  452. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  453. return 0;
  454. // Check if the skill is copyable by class
  455. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  456. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  457. while (1) {
  458. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  459. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  460. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  461. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  462. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  463. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  464. return 0;
  465. }
  466. }
  467. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  468. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  469. return 1;
  470. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  471. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  472. return 2;
  473. return 0;
  474. }
  475. /**
  476. * Check if the skill is ok to cast and when.
  477. * Done before check_condition_begin, requirement
  478. * @param skill_id: Skill ID that casted
  479. * @param sd: Player who casted
  480. * @return true: Skill cannot be used, false: otherwise
  481. * @author [MouseJstr]
  482. */
  483. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  484. {
  485. int16 idx,m;
  486. nullpo_retr(1,sd);
  487. m = sd->bl.m;
  488. idx = skill_get_index(skill_id);
  489. if (idx == 0)
  490. return true; // invalid skill id
  491. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  492. return false; // can do any damn thing they want
  493. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  494. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  495. if (map[m].flag.noskill)
  496. return true;
  497. // Epoque:
  498. // This code will compare the player's attack motion value which is influenced by ASPD before
  499. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  500. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  501. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  502. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  503. {// attempted to cast a skill before the attack motion has finished
  504. return true;
  505. }
  506. if (skill_blockpc_get(sd, skill_id) != -1){
  507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  508. return true;
  509. }
  510. /**
  511. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  512. * 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
  513. */
  514. if( sd->skillitem == skill_id )
  515. return false;
  516. // Check skill restrictions [Celest]
  517. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  518. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  519. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  520. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  521. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  522. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  523. return true;
  524. }
  525. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  526. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  527. switch (skill_id) {
  528. case AL_WARP:
  529. case RETURN_TO_ELDICASTES:
  530. case ALL_GUARDIAN_RECALL:
  531. case ECLAGE_RECALL:
  532. if(map[m].flag.nowarp) {
  533. clif_skill_teleportmessage(sd,0);
  534. return true;
  535. }
  536. return false;
  537. case AL_TELEPORT:
  538. case SC_FATALMENACE:
  539. case SC_DIMENSIONDOOR:
  540. case ALL_ODINS_RECALL:
  541. if(map[m].flag.noteleport) {
  542. clif_skill_teleportmessage(sd,0);
  543. return true;
  544. }
  545. return false; // gonna be checked in 'skill_castend_nodamage_id'
  546. case WE_CALLPARTNER:
  547. case WE_CALLPARENT:
  548. case WE_CALLBABY:
  549. if (map[m].flag.nomemo) {
  550. clif_skill_teleportmessage(sd,1);
  551. return true;
  552. }
  553. break;
  554. case MC_VENDING:
  555. case ALL_BUYING_STORE:
  556. if( map[sd->bl.m].flag.novending ) {
  557. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  559. return true;
  560. }
  561. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  562. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  564. return true;
  565. }
  566. if( npc_isnear(&sd->bl) ) {
  567. // uncomment to send msg_txt.
  568. //char output[150];
  569. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  570. //clif_displaymessage(sd->fd, output);
  571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  572. return true;
  573. }
  574. case MC_IDENTIFY:
  575. return false; // always allowed
  576. case WZ_ICEWALL:
  577. // noicewall flag [Valaris]
  578. if (map[m].flag.noicewall) {
  579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  580. return true;
  581. }
  582. break;
  583. case GC_DARKILLUSION:
  584. if( map_flag_gvg(m) ) {
  585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  586. return true;
  587. }
  588. break;
  589. case GD_EMERGENCYCALL:
  590. case GD_ITEMEMERGENCYCALL:
  591. if (
  592. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  593. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  594. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  595. ) {
  596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  597. return true;
  598. }
  599. break;
  600. case WM_SIRCLEOFNATURE:
  601. case WM_SOUND_OF_DESTRUCTION:
  602. case WM_LULLABY_DEEPSLEEP:
  603. case WM_SATURDAY_NIGHT_FEVER:
  604. if( !map_flag_vs(m) ) {
  605. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  606. return true;
  607. }
  608. break;
  609. }
  610. return false;
  611. }
  612. /**
  613. * Check if the homunculus skill is ok to be processed
  614. * After checking from Homunculus side, also check the master condition
  615. * @param skill_id: Skill ID that casted
  616. * @param hd: Homunculus who casted
  617. * @return true: Skill cannot be used, false: otherwise
  618. */
  619. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  620. {
  621. uint16 idx = skill_get_index(skill_id);
  622. nullpo_retr(1,hd);
  623. if (idx == 0)
  624. return true; // invalid skill id
  625. if (hd->blockskill[idx] > 0)
  626. return true;
  627. switch(skill_id) {
  628. case MH_LIGHT_OF_REGENE: //must be cordial
  629. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  630. if (hd->master)
  631. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  632. return true;
  633. }
  634. break;
  635. case MH_GOLDENE_FERSE: //cant be used with angriff
  636. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  637. break;
  638. case MH_ANGRIFFS_MODUS:
  639. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  640. break;
  641. case MH_TINDER_BREAKER: //must be in grappling mode
  642. if(!&hd->sc
  643. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  644. || !hd->homunculus.spiritball) return true;
  645. break;
  646. case MH_SONIC_CRAW: //must be in fighting mode
  647. if(!&hd->sc
  648. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  649. || !hd->homunculus.spiritball) return true;
  650. break;
  651. case MH_SILVERVEIN_RUSH:
  652. if(!&hd->sc
  653. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  654. || hd->homunculus.spiritball < 2) return true;
  655. break;
  656. case MH_MIDNIGHT_FRENZY:
  657. if(!&hd->sc
  658. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  659. || !hd->homunculus.spiritball) return true;
  660. break;
  661. case MH_CBC:
  662. if(!&hd->sc
  663. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  664. || hd->homunculus.spiritball < 2) return true;
  665. break;
  666. case MH_EQC:
  667. if(!&hd->sc
  668. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  669. || hd->homunculus.spiritball < 3) return true;
  670. break;
  671. }
  672. //Use master's criteria.
  673. return skill_isNotOk(skill_id, hd->master);
  674. }
  675. /**
  676. * Check if the mercenary skill is ok to be processed
  677. * After checking from Homunculus side, also check the master condition
  678. * @param skill_id: Skill ID that casted
  679. * @param md: Mercenary who casted
  680. * @return true: Skill cannot be used, false: otherwise
  681. */
  682. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  683. {
  684. uint16 idx = skill_get_index(skill_id);
  685. nullpo_retr(1, md);
  686. if (!idx)
  687. return true; // Invalid Skill ID
  688. if (md->blockskill[idx] > 0)
  689. return true;
  690. return skill_isNotOk(skill_id, md->master);
  691. }
  692. /**
  693. * Check if the skill can be casted near NPC or not
  694. * @param src Object who casted
  695. * @param skill_id Skill ID that casted
  696. * @param skill_lv Skill Lv
  697. * @param pos_x Position x of the target
  698. * @param pos_y Position y of the target
  699. * @return true: Skill cannot be used, false: otherwise
  700. * @author [Cydh]
  701. */
  702. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  703. int inf;
  704. if (!src || !skill_get_index(skill_id))
  705. return false;
  706. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  707. return false;
  708. inf = skill_get_inf(skill_id);
  709. //if self skill
  710. if (inf&INF_SELF_SKILL) {
  711. pos_x = src->x;
  712. pos_y = src->y;
  713. }
  714. if (pos_x <= 0) pos_x = src->x;
  715. if (pos_y <= 0) pos_y = src->y;
  716. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  717. }
  718. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  719. {
  720. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  721. uint8 dir;
  722. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  723. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  724. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  725. }
  726. if (pos != -1) // simple single-definition layout
  727. return &skill_unit_layout[pos];
  728. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  729. if (skill_id == MG_FIREWALL)
  730. return &skill_unit_layout [firewall_unit_pos + dir];
  731. else if (skill_id == WZ_ICEWALL)
  732. return &skill_unit_layout [icewall_unit_pos + dir];
  733. else if( skill_id == WL_EARTHSTRAIN )
  734. return &skill_unit_layout [earthstrain_unit_pos + dir];
  735. else if( skill_id == RL_FIRE_RAIN )
  736. return &skill_unit_layout[firerain_unit_pos + dir];
  737. else if( skill_id == GN_WALLOFTHORN )
  738. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  739. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  740. return &skill_unit_layout[0]; // default 1x1 layout
  741. }
  742. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  743. {
  744. if( skill_id == LG_OVERBRAND )
  745. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  746. else if( skill_id == LG_OVERBRAND_BRANDISH )
  747. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  748. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  749. return &skill_nounit_layout[0];
  750. }
  751. /*==========================================
  752. * Add effect to skill when hit succesfully target
  753. *------------------------------------------*/
  754. 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)
  755. {
  756. struct map_session_data *sd, *dstsd;
  757. struct mob_data *md, *dstmd;
  758. struct status_data *sstatus, *tstatus;
  759. struct status_change *sc, *tsc;
  760. enum sc_type status;
  761. int skill;
  762. int rate;
  763. int chorusbonus = 0;
  764. nullpo_ret(src);
  765. nullpo_ret(bl);
  766. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  767. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  768. return 0;
  769. sd = BL_CAST(BL_PC, src);
  770. md = BL_CAST(BL_MOB, src);
  771. dstsd = BL_CAST(BL_PC, bl);
  772. dstmd = BL_CAST(BL_MOB, bl);
  773. sc = status_get_sc(src);
  774. tsc = status_get_sc(bl);
  775. sstatus = status_get_status_data(src);
  776. tstatus = status_get_status_data(bl);
  777. if (!tsc) //skill additional effect is about adding effects to the target...
  778. //So if the target can't be inflicted with statuses, this is pointless.
  779. return 0;
  780. // Minstrel/Wanderer number check for chorus skills.
  781. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  782. if( sd && sd->status.party_id ) {
  783. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  784. if( chorusbonus > 7 )
  785. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  786. else if( chorusbonus > 2 )
  787. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  788. }
  789. if( sd )
  790. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  791. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  792. // Trigger status effects
  793. enum sc_type type;
  794. int i;
  795. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  796. rate = sd->addeff[i].rate;
  797. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  798. rate += sd->addeff[i].arrow_rate;
  799. if( !rate ) continue;
  800. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  801. // Trigger has attack type consideration.
  802. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  803. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  804. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  805. else
  806. continue;
  807. }
  808. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  809. // Trigger has range consideration.
  810. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  811. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  812. continue; //Range Failed.
  813. }
  814. type = sd->addeff[i].id;
  815. skill = skill_get_time2(status_sc2skill(type),7);
  816. if (sd->addeff[i].flag&ATF_TARGET)
  817. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  818. if (sd->addeff[i].flag&ATF_SELF)
  819. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  820. }
  821. }
  822. if( skill_id ) {
  823. // Trigger status effects on skills
  824. enum sc_type type;
  825. int i;
  826. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  827. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  828. continue;
  829. type = sd->addeff3[i].id;
  830. skill = skill_get_time2(status_sc2skill(type),7);
  831. if( sd->addeff3[i].target&ATF_TARGET )
  832. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  833. if( sd->addeff3[i].target&ATF_SELF )
  834. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  835. }
  836. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  837. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  838. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  839. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  840. clif_emotion(bl,E_OMG);
  841. }
  842. }
  843. }
  844. if( dmg_lv < ATK_DEF ) // no damage, return;
  845. return 0;
  846. switch(skill_id) {
  847. case 0:
  848. { // Normal attacks (no skill used)
  849. if( attack_type&BF_SKILL )
  850. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  851. if(sd) {
  852. // Automatic trigger of Blitz Beat
  853. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  854. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  855. rate=(sd->status.job_level+9)/10;
  856. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  857. }
  858. // Automatic trigger of Warg Strike [Jobbie]
  859. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  860. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  861. // Gank
  862. if(dstmd && sd->status.weapon != W_BOW &&
  863. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  864. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  865. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  866. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  867. else
  868. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  869. }
  870. // Chance to trigger Taekwon kicks [Dralnu]
  871. if(sc && !sc->data[SC_COMBO]) {
  872. if(sc->data[SC_READYSTORM] &&
  873. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  874. bl->id, 2, 0,
  875. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  876. ; //Stance triggered
  877. else if(sc->data[SC_READYDOWN] &&
  878. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  879. bl->id, 2, 0,
  880. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  881. ; //Stance triggered
  882. else if(sc->data[SC_READYTURN] &&
  883. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  884. bl->id, 2, 0,
  885. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  886. ; //Stance triggered
  887. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  888. rate = 20;
  889. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  890. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  891. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  892. }
  893. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  894. bl->id, 2, 0,
  895. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  896. ; //Stance triggered
  897. }
  898. }
  899. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  900. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  901. }
  902. if (sc) {
  903. struct status_change_entry *sce;
  904. // Enchant Poison gives a chance to poison attacked enemies
  905. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  906. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  907. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  908. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  909. if((sce=sc->data[SC_EDP]))
  910. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  911. skill_get_time2(ASC_EDP,sce->val1));
  912. }
  913. }
  914. break;
  915. case SM_BASH:
  916. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  917. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  918. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  919. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  920. }
  921. break;
  922. case MER_CRASH:
  923. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case AS_VENOMKNIFE:
  926. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  927. skill_lv = pc_checkskill(sd, TF_POISON);
  928. case TF_POISON:
  929. case AS_SPLASHER:
  930. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  931. && sd && skill_id==TF_POISON
  932. )
  933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  934. break;
  935. case AS_SONICBLOW:
  936. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  937. break;
  938. case WZ_FIREPILLAR:
  939. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  940. break;
  941. case MG_FROSTDIVER:
  942. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  944. break;
  945. case WZ_FROSTNOVA:
  946. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case WZ_STORMGUST:
  949. // Storm Gust counter was dropped in renewal
  950. #ifdef RENEWAL
  951. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  952. #else
  953. //On third hit, there is a 150% to freeze the target
  954. if(tsc->sg_counter >= 3 &&
  955. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  956. tsc->sg_counter = 0;
  957. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  958. else if( tsc->sg_counter > 250 )
  959. tsc->sg_counter = 0;
  960. #endif
  961. break;
  962. case WZ_METEOR:
  963. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  964. break;
  965. case WZ_VERMILION:
  966. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  967. break;
  968. case HT_FREEZINGTRAP:
  969. case MA_FREEZINGTRAP:
  970. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  971. break;
  972. case HT_FLASHER:
  973. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  974. break;
  975. case HT_LANDMINE:
  976. case MA_LANDMINE:
  977. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case HT_SHOCKWAVE:
  980. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  981. break;
  982. case HT_SANDMAN:
  983. case MA_SANDMAN:
  984. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  985. break;
  986. case TF_SPRINKLESAND:
  987. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  988. break;
  989. case TF_THROWSTONE:
  990. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  991. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  992. break;
  993. case NPC_DARKCROSS:
  994. case CR_HOLYCROSS:
  995. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case CR_GRANDCROSS:
  998. case NPC_GRANDDARKNESS:
  999. //Chance to cause blind status vs demon and undead element, but not against players
  1000. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1001. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1002. attack_type |= BF_WEAPON;
  1003. break;
  1004. case AM_ACIDTERROR:
  1005. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1006. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1007. clif_emotion(bl,E_OMG);
  1008. break;
  1009. case AM_DEMONSTRATION:
  1010. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1011. break;
  1012. case CR_SHIELDCHARGE:
  1013. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1014. break;
  1015. case PA_PRESSURE:
  1016. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1017. //Fall through
  1018. case HW_GRAVITATION:
  1019. //Pressure and Gravitation can trigger physical autospells
  1020. attack_type |= BF_NORMAL;
  1021. attack_type |= BF_WEAPON;
  1022. break;
  1023. case RG_RAID:
  1024. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1025. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. #ifdef RENEWAL
  1027. sc_start(src,bl,SC_RAID,100,7,5000);
  1028. break;
  1029. case RG_BACKSTAP:
  1030. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1031. #endif
  1032. break;
  1033. case BA_FROSTJOKER:
  1034. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1035. break;
  1036. case DC_SCREAM:
  1037. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1038. break;
  1039. case BD_LULLABY:
  1040. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1041. break;
  1042. case DC_UGLYDANCE:
  1043. rate = 5+5*skill_lv;
  1044. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1045. rate += 5+skill;
  1046. status_zap(bl, 0, rate);
  1047. break;
  1048. case SL_STUN:
  1049. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1050. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1051. break;
  1052. case NPC_PETRIFYATTACK:
  1053. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1054. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1055. skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case NPC_CURSEATTACK:
  1058. case NPC_SLEEPATTACK:
  1059. case NPC_BLINDATTACK:
  1060. case NPC_POISON:
  1061. case NPC_SILENCEATTACK:
  1062. case NPC_STUNATTACK:
  1063. case NPC_HELLPOWER:
  1064. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case NPC_ACIDBREATH:
  1067. case NPC_ICEBREATH:
  1068. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case NPC_BLEEDING:
  1071. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1072. break;
  1073. case NPC_MENTALBREAKER:
  1074. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1075. //equal to Matk*skLevel.
  1076. rate = sstatus->matk_min;
  1077. if (rate < sstatus->matk_max)
  1078. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1079. rate*=skill_lv;
  1080. status_zap(bl, 0, rate);
  1081. break;
  1082. }
  1083. // Equipment breaking monster skills [Celest]
  1084. case NPC_WEAPONBRAKER:
  1085. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1086. break;
  1087. case NPC_ARMORBRAKE:
  1088. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1089. break;
  1090. case NPC_HELMBRAKE:
  1091. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1092. break;
  1093. case NPC_SHIELDBRAKE:
  1094. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1095. break;
  1096. case CH_TIGERFIST:
  1097. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1098. break;
  1099. case LK_SPIRALPIERCE:
  1100. case ML_SPIRALPIERCE:
  1101. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1102. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case ST_REJECTSWORD:
  1105. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case PF_FOGWALL:
  1108. if (src != bl && !tsc->data[SC_DELUGE])
  1109. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1110. break;
  1111. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1112. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1113. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case LK_JOINTBEAT:
  1116. status = status_skill2sc(skill_id);
  1117. if (tsc->jb_flag) {
  1118. 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));
  1119. tsc->jb_flag = 0;
  1120. }
  1121. break;
  1122. case ASC_METEORASSAULT:
  1123. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1124. switch(rnd()%3) {
  1125. case 0:
  1126. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1127. break;
  1128. case 1:
  1129. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1130. break;
  1131. default:
  1132. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1133. }
  1134. break;
  1135. case HW_NAPALMVULCAN:
  1136. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1137. break;
  1138. case WS_CARTTERMINATION: // Cart termination
  1139. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1140. break;
  1141. case CR_ACIDDEMONSTRATION:
  1142. case GN_FIRE_EXPANSION_ACID:
  1143. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1144. break;
  1145. case TK_DOWNKICK:
  1146. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case TK_JUMPKICK:
  1149. // debuff the following statuses
  1150. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1151. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1152. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1153. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1154. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1155. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1156. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1157. }
  1158. break;
  1159. case TK_TURNKICK:
  1160. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1161. if(attack_type&BF_MISC) //70% base stun chance...
  1162. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1163. break;
  1164. case GS_BULLSEYE: //0.1% coma rate.
  1165. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1166. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1167. break;
  1168. case GS_PIERCINGSHOT:
  1169. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1170. break;
  1171. case NJ_HYOUSYOURAKU:
  1172. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. break;
  1174. case GS_FLING:
  1175. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1176. break;
  1177. case GS_DISARM:
  1178. rate = 3*skill_lv;
  1179. if (sstatus->dex > tstatus->dex)
  1180. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1181. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1183. break;
  1184. case NPC_EVILLAND:
  1185. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1186. break;
  1187. case NPC_HELLJUDGEMENT:
  1188. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1189. break;
  1190. case NPC_CRITICALWOUND:
  1191. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1192. break;
  1193. case RK_WINDCUTTER:
  1194. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1195. break;
  1196. case RK_DRAGONBREATH:
  1197. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1198. break;
  1199. case RK_DRAGONBREATH_WATER:
  1200. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1201. break;
  1202. case AB_ADORAMUS:
  1203. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1204. 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));
  1205. break;
  1206. case WL_CRIMSONROCK:
  1207. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1208. break;
  1209. case WL_COMET:
  1210. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1211. break;
  1212. case WL_EARTHSTRAIN:
  1213. {
  1214. int i;
  1215. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1216. for( i = 0; i < skill_lv; i++ )
  1217. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1218. }
  1219. break;
  1220. case WL_JACKFROST:
  1221. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1222. break;
  1223. case RA_WUGBITE: {
  1224. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1225. if (wug_rate < 50)
  1226. wug_rate = 50;
  1227. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1228. }
  1229. break;
  1230. case RA_SENSITIVEKEEN:
  1231. if( rnd()%100 < 8 * skill_lv )
  1232. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1233. break;
  1234. case RA_FIRINGTRAP:
  1235. case RA_ICEBOUNDTRAP:
  1236. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1237. break;
  1238. case NC_PILEBUNKER:
  1239. if( rnd()%100 < 25 + 15*skill_lv ) {
  1240. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1241. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1242. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1243. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1244. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1245. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1246. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1247. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1248. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1249. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1250. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1251. }
  1252. break;
  1253. case NC_FLAMELAUNCHER:
  1254. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1255. break;
  1256. case NC_COLDSLOWER:
  1257. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1258. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1259. break;
  1260. case NC_POWERSWING:
  1261. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. if( rnd()%100 < 5*skill_lv )
  1263. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1264. break;
  1265. case GC_WEAPONCRUSH:
  1266. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1267. break;
  1268. case LG_SHIELDPRESS:
  1269. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case LG_PINPOINTATTACK:
  1272. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1273. switch( skill_lv ) {
  1274. case 1:
  1275. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1276. break;
  1277. case 2:
  1278. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1279. break;
  1280. case 3:
  1281. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1282. break;
  1283. case 4:
  1284. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1285. break;
  1286. case 5:
  1287. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1288. break;
  1289. }
  1290. break;
  1291. case LG_MOONSLASHER:
  1292. rate = 32 + 8 * skill_lv;
  1293. 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.
  1294. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1295. else if( dstmd && !is_boss(bl) )
  1296. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1297. break;
  1298. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1299. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1300. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1301. break;
  1302. case LG_EARTHDRIVE:
  1303. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1304. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1305. break;
  1306. case LG_HESPERUSLIT:
  1307. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1308. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1309. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1310. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1311. break;
  1312. case SR_DRAGONCOMBO:
  1313. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1314. break;
  1315. case SR_FALLENEMPIRE:
  1316. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1317. break;
  1318. case SR_WINDMILL:
  1319. if( dstsd )
  1320. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1321. else if( dstmd && !is_boss(bl) )
  1322. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1323. break;
  1324. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1325. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1326. break;
  1327. case SR_EARTHSHAKER:
  1328. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1329. break;
  1330. case SR_HOWLINGOFLION:
  1331. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1332. break;
  1333. case WM_SOUND_OF_DESTRUCTION:
  1334. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1335. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1336. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1337. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1338. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1339. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1340. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1341. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1342. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1343. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1344. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1345. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1346. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1347. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1348. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1349. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1350. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1351. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1352. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1353. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1354. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1355. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1356. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1357. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1358. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1359. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1360. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1361. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1362. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1363. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1364. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1365. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1366. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1367. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1368. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1369. }
  1370. break;
  1371. case SO_EARTHGRAVE:
  1372. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1373. break;
  1374. case SO_DIAMONDDUST:
  1375. rate = 5 + 5 * skill_lv;
  1376. if( sc && sc->data[SC_COOLER_OPTION] )
  1377. rate += (sd ? sd->status.job_level / 5 : 0);
  1378. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1379. break;
  1380. case SO_VARETYR_SPEAR:
  1381. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1382. break;
  1383. case GN_SLINGITEM_RANGEMELEEATK:
  1384. if( sd ) {
  1385. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1386. case ITEMID_COCONUT_BOMB:
  1387. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1388. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1389. break;
  1390. case ITEMID_MELON_BOMB:
  1391. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1392. break;
  1393. case ITEMID_BANANA_BOMB:
  1394. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1395. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1396. break;
  1397. }
  1398. sd->itemid = -1;
  1399. }
  1400. break;
  1401. case GN_HELLS_PLANT_ATK:
  1402. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1403. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1404. break;
  1405. case EL_WIND_SLASH: // Non confirmed rate.
  1406. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1407. break;
  1408. case EL_STONE_HAMMER:
  1409. rate = 10 * skill_lv;
  1410. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1411. break;
  1412. case EL_ROCK_CRUSHER:
  1413. case EL_ROCK_CRUSHER_ATK:
  1414. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1415. break;
  1416. case EL_TYPOON_MIS:
  1417. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1418. break;
  1419. case KO_JYUMONJIKIRI:
  1420. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1421. break;
  1422. case KO_SETSUDAN:
  1423. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1424. break;
  1425. case KO_MAKIBISHI:
  1426. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1427. break;
  1428. case MH_LAVA_SLIDE:
  1429. 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));
  1430. break;
  1431. case MH_STAHL_HORN:
  1432. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1433. break;
  1434. case MH_NEEDLE_OF_PARALYZE:
  1435. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1436. break;
  1437. case MH_SILVERVEIN_RUSH:
  1438. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1439. break;
  1440. case MH_MIDNIGHT_FRENZY:
  1441. {
  1442. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1443. int spiritball = (hd?hd->homunculus.spiritball:1);
  1444. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1445. }
  1446. break;
  1447. case MH_XENO_SLASHER:
  1448. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1449. break;
  1450. case WL_HELLINFERNO:
  1451. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1452. break;
  1453. case NC_MAGMA_ERUPTION:
  1454. if (attack_type == BF_WEAPON) // Stun effect from 'slam'
  1455. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1456. if (attack_type == BF_MISC) // Burning effect from 'eruption'
  1457. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1458. break;
  1459. case GC_DARKCROW:
  1460. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1461. break;
  1462. case GN_ILLUSIONDOPING:
  1463. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1464. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1465. break;
  1466. case RL_MASS_SPIRAL:
  1467. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1468. break;
  1469. case RL_SLUGSHOT:
  1470. if (bl->type != BL_PC)
  1471. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1472. break;
  1473. case RL_BANISHING_BUSTER: {
  1474. uint16 i, n = skill_lv;
  1475. if (!tsc || !tsc->count)
  1476. break;
  1477. if (status_isimmune(bl))
  1478. break;
  1479. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1480. if (sd)
  1481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1482. break;
  1483. }
  1484. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1485. if (!tsc->data[i])
  1486. continue;
  1487. switch (i) {
  1488. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1489. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1490. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1491. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1492. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1493. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1494. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1495. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1496. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1497. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1498. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1499. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1500. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1501. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1502. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1503. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1504. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1505. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1506. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1507. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1508. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1509. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1510. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1511. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1512. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1513. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1514. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1515. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1516. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1517. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1518. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1519. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1520. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1521. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1522. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1523. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1524. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1525. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1526. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1527. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1528. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1529. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1530. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1531. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1532. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1533. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1534. #ifdef RENEWAL
  1535. case SC_EXTREMITYFIST2:
  1536. #endif
  1537. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1538. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1539. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1540. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1541. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1542. continue;
  1543. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1544. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1545. case SC_FORTUNE: case SC_SERVICE4U:
  1546. if(tsc->data[i]->val4==0)
  1547. continue; //if in song-area don't end it
  1548. break;
  1549. case SC_ASSUMPTIO:
  1550. if( bl->type == BL_MOB )
  1551. continue;
  1552. break;
  1553. }
  1554. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1555. tsc->data[i]->val2 = 0;
  1556. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1557. n--;
  1558. }
  1559. //Remove bonus_script by Banishing Buster
  1560. if (dstsd)
  1561. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1562. }
  1563. break;
  1564. case RL_S_STORM:
  1565. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1566. {
  1567. 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 };
  1568. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1569. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1570. BCT_ENEMY);
  1571. }
  1572. break;
  1573. case RL_AM_BLAST:
  1574. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1575. break;
  1576. case RL_HAMMER_OF_GOD:
  1577. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1578. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1579. break;
  1580. } //end switch skill_id
  1581. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1582. { //Pass heritage to Master for status causing effects. [Skotlex]
  1583. sd = map_id2sd(md->master_id);
  1584. src = sd?&sd->bl:src;
  1585. }
  1586. if( attack_type&BF_WEAPON )
  1587. { // Coma, Breaking Equipment
  1588. if( sd && sd->special_state.bonus_coma )
  1589. {
  1590. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1591. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1592. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1593. if (rate)
  1594. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1595. }
  1596. if( sd && battle_config.equip_self_break_rate )
  1597. { // Self weapon breaking
  1598. rate = battle_config.equip_natural_break_rate;
  1599. if( sc )
  1600. {
  1601. if(sc->data[SC_GIANTGROWTH])
  1602. rate += 10;
  1603. if(sc->data[SC_OVERTHRUST])
  1604. rate += 10;
  1605. if(sc->data[SC_MAXOVERTHRUST])
  1606. rate += 10;
  1607. }
  1608. if( rate )
  1609. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1610. }
  1611. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1612. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1613. // Target weapon breaking
  1614. rate = 0;
  1615. if( sd )
  1616. rate += sd->bonus.break_weapon_rate;
  1617. if( sc && sc->data[SC_MELTDOWN] )
  1618. rate += sc->data[SC_MELTDOWN]->val2;
  1619. if( rate )
  1620. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1621. // Target armor breaking
  1622. rate = 0;
  1623. if( sd )
  1624. rate += sd->bonus.break_armor_rate;
  1625. if( sc && sc->data[SC_MELTDOWN] )
  1626. rate += sc->data[SC_MELTDOWN]->val3;
  1627. if( rate )
  1628. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1629. }
  1630. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1631. if (sd->def_set_race[tstatus->race].rate)
  1632. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1633. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1634. if (sd->def_set_race[tstatus->race].rate)
  1635. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1636. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1637. }
  1638. }
  1639. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1640. struct unit_data *ud = unit_bl2ud(src);
  1641. if( sc->data[SC_WILD_STORM_OPTION] )
  1642. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1643. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1644. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1645. else if( sc->data[SC_TROPIC_OPTION] )
  1646. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1647. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1648. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1649. else
  1650. skill = 0;
  1651. if ( rnd()%100 < 25 && skill ){
  1652. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1653. if (ud) {
  1654. rate = skill_delayfix(src, skill, skill_lv);
  1655. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1656. ud->canact_tick = tick+rate;
  1657. if ( battle_config.display_status_timers )
  1658. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1659. }
  1660. }
  1661. }
  1662. }
  1663. // Autospell when attacking
  1664. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1665. {
  1666. struct block_list *tbl;
  1667. struct unit_data *ud;
  1668. int i, autospl_skill_lv, type;
  1669. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1670. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1671. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1672. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1673. continue; // one or more trigger conditions were not fulfilled
  1674. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1675. sd->state.autocast = 1;
  1676. if ( skill_isNotOk(skill, sd) )
  1677. continue;
  1678. sd->state.autocast = 0;
  1679. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1680. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1681. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1682. if (rnd()%1000 >= rate)
  1683. continue;
  1684. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1685. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1686. int maxcount = 0;
  1687. if( !(BL_PC&battle_config.skill_reiteration) &&
  1688. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1689. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1690. )
  1691. continue;
  1692. if( BL_PC&battle_config.skill_nofootset &&
  1693. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1694. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1695. )
  1696. continue;
  1697. if( BL_PC&battle_config.land_skill_limit &&
  1698. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1699. ) {
  1700. int v;
  1701. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1702. if(sd->ud.skillunit[v]->skill_id == skill)
  1703. maxcount--;
  1704. }
  1705. if( maxcount == 0 )
  1706. continue;
  1707. }
  1708. }
  1709. if( battle_config.autospell_check_range &&
  1710. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1711. continue;
  1712. if (skill == AS_SONICBLOW)
  1713. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1714. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1715. type = CAST_GROUND;
  1716. sd->state.autocast = 1;
  1717. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1718. skill_toggle_magicpower(src, skill);
  1719. switch (type) {
  1720. case CAST_GROUND:
  1721. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1722. break;
  1723. case CAST_NODAMAGE:
  1724. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1725. break;
  1726. case CAST_DAMAGE:
  1727. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1728. break;
  1729. }
  1730. sd->state.autocast = 0;
  1731. //Set canact delay. [Skotlex]
  1732. ud = unit_bl2ud(src);
  1733. if (ud) {
  1734. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1735. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1736. ud->canact_tick = tick+rate;
  1737. if ( battle_config.display_status_timers && sd )
  1738. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1739. }
  1740. }
  1741. }
  1742. }
  1743. //Autobonus when attacking
  1744. if( sd && sd->autobonus[0].rate )
  1745. {
  1746. int i;
  1747. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1748. {
  1749. if( rnd()%1000 >= sd->autobonus[i].rate )
  1750. continue;
  1751. if( sd->autobonus[i].active != INVALID_TIMER )
  1752. continue;
  1753. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1754. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1755. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1756. continue; // one or more trigger conditions were not fulfilled
  1757. pc_exeautobonus(sd,&sd->autobonus[i]);
  1758. }
  1759. }
  1760. //Polymorph
  1761. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1762. dstmd && !(tstatus->mode&MD_BOSS) &&
  1763. (rnd()%10000 < sd->bonus.classchange))
  1764. {
  1765. struct mob_db *mob;
  1766. int class_;
  1767. skill = 0;
  1768. do {
  1769. do {
  1770. class_ = rnd() % MAX_MOB_DB;
  1771. } while (!mobdb_checkid(class_));
  1772. rate = rnd() % 1000000;
  1773. mob = mob_db(class_);
  1774. } while (
  1775. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1776. (skill++) < 2000);
  1777. if (skill < 2000)
  1778. mob_class_change(dstmd,class_);
  1779. }
  1780. return 0;
  1781. }
  1782. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1783. uint8 i;
  1784. struct block_list *tbl;
  1785. if( sd == NULL || !skill_id )
  1786. return 0;
  1787. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1788. int skill, skill_lv, type;
  1789. if( sd->autospell3[i].flag != skill_id )
  1790. continue;
  1791. if( sd->autospell3[i].lock )
  1792. continue; // autospell already being executed
  1793. skill = sd->autospell3[i].id;
  1794. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1795. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1796. continue;
  1797. sd->state.autocast = 0;
  1798. if( skill >= 0 && bl == NULL )
  1799. continue; // No target
  1800. if( rnd()%1000 >= sd->autospell3[i].rate )
  1801. continue;
  1802. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1803. if( skill < 0 ) {
  1804. tbl = &sd->bl;
  1805. skill *= -1;
  1806. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1807. }
  1808. else
  1809. tbl = bl;
  1810. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1811. int maxcount = 0;
  1812. if( !(BL_PC&battle_config.skill_reiteration) &&
  1813. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1814. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1815. continue;
  1816. if( BL_PC&battle_config.skill_nofootset &&
  1817. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1818. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1819. continue;
  1820. if( BL_PC&battle_config.land_skill_limit &&
  1821. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1822. {
  1823. int v;
  1824. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1825. if(sd->ud.skillunit[v]->skill_id == skill)
  1826. maxcount--;
  1827. }
  1828. if( maxcount == 0 )
  1829. continue;
  1830. }
  1831. }
  1832. if( battle_config.autospell_check_range &&
  1833. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1834. continue;
  1835. sd->state.autocast = 1;
  1836. sd->autospell3[i].lock = true;
  1837. skill_consume_requirement(sd,skill,skill_lv,1);
  1838. switch( type ) {
  1839. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1840. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1841. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1842. }
  1843. sd->autospell3[i].lock = false;
  1844. sd->state.autocast = 0;
  1845. }
  1846. if( sd && sd->autobonus3[0].rate ) {
  1847. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1848. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1849. continue;
  1850. if( sd->autobonus3[i].active != INVALID_TIMER )
  1851. continue;
  1852. if( sd->autobonus3[i].atk_type != skill_id )
  1853. continue;
  1854. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1855. }
  1856. }
  1857. return 1;
  1858. }
  1859. /* Splitted off from skill_additional_effect, which is never called when the
  1860. * attack skill kills the enemy. Place in this function counter status effects
  1861. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1862. * from cards) that will take effect on the source, not the target. [Skotlex]
  1863. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1864. * type of skills, so not every instance of skill_additional_effect needs a call
  1865. * to this one.
  1866. */
  1867. 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)
  1868. {
  1869. int rate;
  1870. struct map_session_data *sd=NULL;
  1871. struct map_session_data *dstsd=NULL;
  1872. nullpo_ret(src);
  1873. nullpo_ret(bl);
  1874. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1875. sd = BL_CAST(BL_PC, src);
  1876. dstsd = BL_CAST(BL_PC, bl);
  1877. if(dstsd && attack_type&BF_WEAPON)
  1878. { //Counter effects.
  1879. enum sc_type type;
  1880. int i, time;
  1881. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1882. {
  1883. rate = dstsd->addeff2[i].rate;
  1884. if (attack_type&BF_LONG)
  1885. rate+=dstsd->addeff2[i].arrow_rate;
  1886. if (!rate) continue;
  1887. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1888. { //Trigger has range consideration.
  1889. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1890. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1891. continue; //Range Failed.
  1892. }
  1893. type = dstsd->addeff2[i].id;
  1894. time = skill_get_time2(status_sc2skill(type),7);
  1895. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1896. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1897. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1898. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1899. }
  1900. }
  1901. switch(skill_id) {
  1902. case MO_EXTREMITYFIST:
  1903. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1904. break;
  1905. case GS_FULLBUSTER:
  1906. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1907. break;
  1908. case HFLI_SBR44: //[orn]
  1909. case HVAN_EXPLOSION:
  1910. if(src->type == BL_HOM){
  1911. TBL_HOM *hd = (TBL_HOM*)src;
  1912. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1913. if (hd->master)
  1914. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1915. }
  1916. break;
  1917. case CR_GRANDCROSS:
  1918. case NPC_GRANDDARKNESS:
  1919. attack_type |= BF_WEAPON;
  1920. break;
  1921. case LG_HESPERUSLIT:
  1922. {
  1923. struct status_change *sc = status_get_sc(src);
  1924. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1925. char i;
  1926. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1927. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1928. }
  1929. }
  1930. break;
  1931. }
  1932. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1933. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1934. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  1935. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1936. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1937. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1938. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1939. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1940. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1941. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1942. }
  1943. if( sd && status_isdead(bl) ) {
  1944. int sp = 0, hp = 0;
  1945. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1946. sp += sd->bonus.sp_gain_value;
  1947. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1948. hp += sd->bonus.hp_gain_value;
  1949. }
  1950. if( attack_type&BF_MAGIC ) {
  1951. sp += sd->bonus.magic_sp_gain_value;
  1952. hp += sd->bonus.magic_hp_gain_value;
  1953. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1954. struct status_change *sc = NULL;
  1955. if( ( sc = status_get_sc(src) ) ) {
  1956. if(sc->data[SC_SPIRIT] &&
  1957. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1958. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1959. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1960. }
  1961. }
  1962. }
  1963. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1964. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1965. }
  1966. }
  1967. // Trigger counter-spells to retaliate against damage causing skills.
  1968. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1969. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1970. {
  1971. struct block_list *tbl;
  1972. struct unit_data *ud;
  1973. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1974. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1975. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1976. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1977. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1978. continue; // one or more trigger conditions were not fulfilled
  1979. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1980. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1981. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1982. autospl_rate = dstsd->autospell2[i].rate;
  1983. //Physical range attacks only trigger autospells half of the time
  1984. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1985. autospl_rate>>=1;
  1986. dstsd->state.autocast = 1;
  1987. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1988. continue;
  1989. dstsd->state.autocast = 0;
  1990. if (rnd()%1000 >= autospl_rate)
  1991. continue;
  1992. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1993. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1994. int maxcount = 0;
  1995. if( !(BL_PC&battle_config.skill_reiteration) &&
  1996. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1997. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1998. )
  1999. continue;
  2000. if( BL_PC&battle_config.skill_nofootset &&
  2001. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2002. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2003. )
  2004. continue;
  2005. if( BL_PC&battle_config.land_skill_limit &&
  2006. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2007. ) {
  2008. int v;
  2009. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2010. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2011. maxcount--;
  2012. }
  2013. if( maxcount == 0 ) {
  2014. continue;
  2015. }
  2016. }
  2017. }
  2018. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2019. continue;
  2020. dstsd->state.autocast = 1;
  2021. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2022. switch (type) {
  2023. case CAST_GROUND:
  2024. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2025. break;
  2026. case CAST_NODAMAGE:
  2027. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2028. break;
  2029. case CAST_DAMAGE:
  2030. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2031. break;
  2032. }
  2033. dstsd->state.autocast = 0;
  2034. //Set canact delay. [Skotlex]
  2035. ud = unit_bl2ud(bl);
  2036. if (ud) {
  2037. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2038. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2039. ud->canact_tick = tick+autospl_rate;
  2040. if ( battle_config.display_status_timers && dstsd )
  2041. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2042. }
  2043. }
  2044. }
  2045. }
  2046. //Autobonus when attacked
  2047. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2048. int i;
  2049. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2050. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2051. continue;
  2052. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2053. continue;
  2054. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2055. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2056. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2057. continue; // one or more trigger conditions were not fulfilled
  2058. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2059. }
  2060. }
  2061. return 0;
  2062. }
  2063. /*=========================================================================
  2064. Breaks equipment. On-non players causes the corresponding strip effect.
  2065. - rate goes from 0 to 10000 (100.00%)
  2066. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2067. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2068. --------------------------------------------------------------------------*/
  2069. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2070. {
  2071. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2072. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2073. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2074. struct status_change *sc = status_get_sc(bl);
  2075. int i;
  2076. TBL_PC *sd;
  2077. sd = BL_CAST(BL_PC, bl);
  2078. if (sc && !sc->count)
  2079. sc = NULL;
  2080. if (sd) {
  2081. if (sd->bonus.unbreakable_equip)
  2082. where &= ~sd->bonus.unbreakable_equip;
  2083. if (sd->bonus.unbreakable)
  2084. rate -= rate*sd->bonus.unbreakable/100;
  2085. if (where&EQP_WEAPON) {
  2086. switch (sd->status.weapon) {
  2087. case W_FIST: //Bare fists should not break :P
  2088. case W_1HAXE:
  2089. case W_2HAXE:
  2090. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2091. case W_2HMACE:
  2092. case W_STAFF:
  2093. case W_2HSTAFF:
  2094. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2095. case W_HUUMA:
  2096. where &= ~EQP_WEAPON;
  2097. }
  2098. }
  2099. }
  2100. if (flag&BCT_ENEMY) {
  2101. if (battle_config.equip_skill_break_rate != 100)
  2102. rate = rate*battle_config.equip_skill_break_rate/100;
  2103. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2104. if (battle_config.equip_self_break_rate != 100)
  2105. rate = rate*battle_config.equip_self_break_rate/100;
  2106. }
  2107. for (i = 0; i < 4; i++) {
  2108. if (where&where_list[i]) {
  2109. if (sc && sc->count && sc->data[scdef[i]])
  2110. where&=~where_list[i];
  2111. else if (rnd()%10000 >= rate)
  2112. where&=~where_list[i];
  2113. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2114. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2115. }
  2116. }
  2117. if (!where) //Nothing to break.
  2118. return 0;
  2119. if (sd) {
  2120. for (i = 0; i < EQI_MAX; i++) {
  2121. short j = sd->equip_index[i];
  2122. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2123. continue;
  2124. switch(i) {
  2125. case EQI_HEAD_TOP: //Upper Head
  2126. flag = (where&EQP_HELM);
  2127. break;
  2128. case EQI_ARMOR: //Body
  2129. flag = (where&EQP_ARMOR);
  2130. break;
  2131. case EQI_HAND_R: //Left/Right hands
  2132. case EQI_HAND_L:
  2133. flag = (
  2134. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2135. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2136. break;
  2137. case EQI_SHOES:
  2138. flag = (where&EQP_SHOES);
  2139. break;
  2140. case EQI_GARMENT:
  2141. flag = (where&EQP_GARMENT);
  2142. break;
  2143. default:
  2144. continue;
  2145. }
  2146. if (flag) {
  2147. sd->status.inventory[j].attribute = 1;
  2148. pc_unequipitem(sd, j, 3);
  2149. }
  2150. }
  2151. clif_equiplist(sd);
  2152. }
  2153. return where; //Return list of pieces broken.
  2154. }
  2155. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2156. {
  2157. struct status_change *sc;
  2158. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2159. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2160. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2161. int i;
  2162. if (rnd()%100 >= rate)
  2163. return 0;
  2164. sc = status_get_sc(bl);
  2165. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2166. return 0;
  2167. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2168. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2169. where&=~pos[i];
  2170. }
  2171. if (!where) return 0;
  2172. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2173. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2174. where&=~pos[i];
  2175. }
  2176. return where?1:0;
  2177. }
  2178. /* Stores temporary values.
  2179. * Common usages:
  2180. * [0] holds number of targets in area
  2181. * [1] holds the id of the original target
  2182. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  2183. */
  2184. static int skill_area_temp[8];
  2185. /**
  2186. Used to knock back players, monsters, traps, etc
  2187. * @param src Object that give knock back
  2188. * @param target Object that receive knock back
  2189. * @param count Number of knock back cell requested
  2190. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2191. * @param flag
  2192. 0x01 - position update packets must not be sent;
  2193. 0x02 - ignores players' special_state.no_knockback;
  2194. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2195. 0x04 - at WOE/BG map;
  2196. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2197. 0x10 - if target has 'special_state.no_knockback';
  2198. 0x20 - if target is in Basilica area;
  2199. * @return Number of knocked back cells done
  2200. */
  2201. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2202. {
  2203. int dx = 0, dy = 0;
  2204. uint8 reason = 0, checkflag = 0;
  2205. nullpo_ret(src);
  2206. nullpo_ret(target);
  2207. if (!count)
  2208. return count; // Actual knockback distance is 0.
  2209. // Create flag needed in unit_blown_immune
  2210. if(src != target)
  2211. checkflag |= 0x1; // Offensive
  2212. if(!(flag&0x2))
  2213. checkflag |= 0x2; // Knockback type
  2214. if(is_boss(src))
  2215. checkflag |= 0x4; // Boss attack
  2216. // Get reason and check for flags
  2217. reason = unit_blown_immune(target, checkflag);
  2218. switch(reason) {
  2219. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2220. case 2: return count; // Emperium can't be knocked back
  2221. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2222. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2223. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2224. case 6: return count; // Trap cannot be knocked back
  2225. }
  2226. if (dir == -1) // <optimized>: do the computation here instead of outside
  2227. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2228. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2229. dx = -dirx[dir];
  2230. dy = -diry[dir];
  2231. }
  2232. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2233. }
  2234. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2235. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2236. // In case of success returns type of reflection, otherwise 0
  2237. // 1 - Regular reflection (Maya)
  2238. // 2 - SL_KAITE reflection
  2239. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2240. {
  2241. struct status_change *sc = status_get_sc(bl);
  2242. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2243. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2244. return 0;
  2245. // item-based reflection
  2246. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2247. return 1;
  2248. if( is_boss(src) )
  2249. return 0;
  2250. // status-based reflection
  2251. if( !sc || sc->count == 0 )
  2252. return 0;
  2253. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2254. return 1;
  2255. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2256. {// Kaite only works against non-players if they are low-level.
  2257. clif_specialeffect(bl, 438, AREA);
  2258. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2259. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2260. return 2;
  2261. }
  2262. return 0;
  2263. }
  2264. /**
  2265. * Checks whether a skill can be used in combos or not
  2266. * @param skill_id: Target skill
  2267. * @return true: Skill is a combo, false: otherwise
  2268. * @author Panikon
  2269. */
  2270. bool skill_is_combo(uint16 skill_id) {
  2271. switch(skill_id) {
  2272. case MO_CHAINCOMBO:
  2273. case MO_COMBOFINISH:
  2274. case CH_TIGERFIST:
  2275. case CH_CHAINCRUSH:
  2276. case MO_EXTREMITYFIST:
  2277. case TK_TURNKICK:
  2278. case TK_STORMKICK:
  2279. case TK_DOWNKICK:
  2280. case TK_COUNTER:
  2281. case TK_JUMPKICK:
  2282. case HT_POWER:
  2283. case GC_COUNTERSLASH:
  2284. case GC_WEAPONCRUSH:
  2285. case SR_FALLENEMPIRE:
  2286. case SR_DRAGONCOMBO:
  2287. case SR_TIGERCANNON:
  2288. case SR_GATEOFHELL:
  2289. return true;
  2290. }
  2291. return false;
  2292. }
  2293. /*
  2294. * Combo handler, start stop combo status
  2295. */
  2296. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2297. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2298. switch (skill_id) {
  2299. case MH_MIDNIGHT_FRENZY:
  2300. case MH_EQC:
  2301. {
  2302. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2303. short idx = hom_skill_get_index(skill_id2);
  2304. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2305. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2306. if (idx == -1)
  2307. break;
  2308. sd = hd->master;
  2309. hd->homunculus.hskill[idx].flag= flag;
  2310. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2311. }
  2312. break;
  2313. case MO_COMBOFINISH:
  2314. case CH_TIGERFIST:
  2315. case CH_CHAINCRUSH:
  2316. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2317. break;
  2318. case TK_JUMPKICK:
  2319. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2320. break;
  2321. case MO_TRIPLEATTACK:
  2322. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2323. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2324. break;
  2325. case SR_FALLENEMPIRE:
  2326. if (sd){
  2327. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2328. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2329. }
  2330. break;
  2331. }
  2332. }
  2333. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2334. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2335. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2336. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2337. struct status_change_entry *sce;
  2338. TBL_PC *sd = BL_CAST(BL_PC,src);
  2339. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2340. struct status_change *sc = status_get_sc(src);
  2341. if(sc == NULL) return;
  2342. //End previous combo state after skill is invoked
  2343. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2344. switch (skill_id) {
  2345. case TK_TURNKICK:
  2346. case TK_STORMKICK:
  2347. case TK_DOWNKICK:
  2348. case TK_COUNTER:
  2349. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2350. sce->val1 = skill_id; //Update combo-skill
  2351. sce->val3 = skill_id;
  2352. if( sce->timer != INVALID_TIMER )
  2353. delete_timer(sce->timer, status_change_timer);
  2354. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2355. break;
  2356. }
  2357. unit_cancel_combo(src); // Cancel combo wait
  2358. break;
  2359. default:
  2360. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2361. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2362. }
  2363. }
  2364. //start new combo
  2365. if(sd){ //player only
  2366. switch(skill_id) {
  2367. case MO_TRIPLEATTACK:
  2368. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2369. duration = 1;
  2370. break;
  2371. case MO_CHAINCOMBO:
  2372. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2373. duration = 1;
  2374. break;
  2375. case MO_COMBOFINISH:
  2376. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2377. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2378. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2379. duration = 1;
  2380. case CH_TIGERFIST:
  2381. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2382. duration = 1;
  2383. case CH_CHAINCRUSH:
  2384. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2385. duration = 1;
  2386. break;
  2387. case AC_DOUBLE:
  2388. if( pc_checkskill(sd, HT_POWER)) {
  2389. duration = 2000;
  2390. nodelay = 1; //Neither gives walk nor attack delay
  2391. target_id = 0; //Does not need to be used on previous target
  2392. }
  2393. break;
  2394. case SR_DRAGONCOMBO:
  2395. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2396. duration = 1;
  2397. break;
  2398. case SR_FALLENEMPIRE:
  2399. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2400. duration = 1;
  2401. break;
  2402. }
  2403. }
  2404. else { //other
  2405. switch(skill_id) {
  2406. case MH_TINDER_BREAKER:
  2407. case MH_CBC:
  2408. case MH_SONIC_CRAW:
  2409. case MH_SILVERVEIN_RUSH:
  2410. if(hd->homunculus.spiritball > 0) duration = 2000;
  2411. nodelay = 1;
  2412. break;
  2413. case MH_EQC:
  2414. case MH_MIDNIGHT_FRENZY:
  2415. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2416. nodelay = 1;
  2417. break;
  2418. }
  2419. }
  2420. if (duration) { //Possible to chain
  2421. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2422. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2423. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2424. clif_combo_delay(src, duration);
  2425. }
  2426. }
  2427. /**
  2428. * Copy skill by Plagiarism or Reproduce
  2429. * @param src: The caster
  2430. * @param bl: The target
  2431. * @param skill_id: Skill that casted
  2432. * @param skill_lv: Skill level of the casted skill
  2433. */
  2434. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2435. {
  2436. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2437. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2438. return;
  2439. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2440. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2441. return;
  2442. else {
  2443. uint16 idx;
  2444. unsigned char lv;
  2445. // Copy Referal: dummy skills should point to their source upon copying
  2446. switch (skill_id) {
  2447. case AB_DUPLELIGHT_MELEE:
  2448. case AB_DUPLELIGHT_MAGIC:
  2449. skill_id = AB_DUPLELIGHT;
  2450. break;
  2451. case WL_CHAINLIGHTNING_ATK:
  2452. skill_id = WL_CHAINLIGHTNING;
  2453. break;
  2454. case LG_OVERBRAND_BRANDISH:
  2455. case LG_OVERBRAND_PLUSATK:
  2456. skill_id = LG_OVERBRAND;
  2457. break;
  2458. case WM_REVERBERATION_MELEE:
  2459. case WM_REVERBERATION_MAGIC:
  2460. skill_id = WM_REVERBERATION;
  2461. break;
  2462. case WM_SEVERE_RAINSTORM_MELEE:
  2463. skill_id = WM_SEVERE_RAINSTORM;
  2464. break;
  2465. case GN_CRAZYWEED_ATK:
  2466. skill_id = GN_CRAZYWEED;
  2467. break;
  2468. case GN_HELLS_PLANT_ATK:
  2469. skill_id = GN_HELLS_PLANT;
  2470. break;
  2471. case GN_SLINGITEM_RANGEMELEEATK:
  2472. skill_id = GN_SLINGITEM;
  2473. break;
  2474. }
  2475. //Use skill index, avoiding out-of-bound array [Cydh]
  2476. if (!(idx = skill_get_index(skill_id)))
  2477. return;
  2478. switch (skill_isCopyable(tsd,idx)) {
  2479. case 1: //Copied by Plagiarism
  2480. {
  2481. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2482. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2483. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2484. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2485. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2486. }
  2487. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2488. tsd->cloneskill_idx = idx;
  2489. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2490. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2491. }
  2492. break;
  2493. case 2: //Copied by Reproduce
  2494. {
  2495. struct status_change *tsc = status_get_sc(bl);
  2496. //Already did SC check
  2497. //Skill level copied depends on Reproduce skill that used
  2498. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2499. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2500. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2501. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2502. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2503. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2504. }
  2505. //Level dependent and limitation.
  2506. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2507. lv = min(lv,skill_get_max(skill_id));
  2508. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2509. lv = min(lv,skill_lv);
  2510. tsd->reproduceskill_idx = idx;
  2511. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2512. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2513. }
  2514. break;
  2515. default: return;
  2516. }
  2517. tsd->status.skill[idx].id = skill_id;
  2518. tsd->status.skill[idx].lv = lv;
  2519. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2520. clif_addskill(tsd,skill_id);
  2521. }
  2522. }
  2523. /**
  2524. * Knockback the target on skill_attack
  2525. * @param src is the master behind the attack
  2526. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2527. * @param target is the target to be attacked.
  2528. * @param blewcount
  2529. * @param skill_id
  2530. * @param skill_lv
  2531. * @param damage
  2532. * @param tick
  2533. * @param flag can hold a bunch of information:
  2534. */
  2535. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2536. int8 dir = -1; // Default direction
  2537. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2538. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2539. if (!blewcount || target == dsrc || status_isdead(target))
  2540. return;
  2541. // Skill specific direction
  2542. switch (skill_id) {
  2543. case MG_FIREWALL:
  2544. case PR_SANCTUARY:
  2545. case GN_WALLOFTHORN:
  2546. case EL_FIRE_MANTLE:
  2547. dir = unit_getdir(target); // Backwards
  2548. break;
  2549. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2550. case WZ_STORMGUST:
  2551. if(!battle_config.stormgust_knockback)
  2552. dir = rnd()%8;
  2553. break;
  2554. case WL_CRIMSONROCK:
  2555. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2556. break;
  2557. case MC_CARTREVOLUTION:
  2558. if (battle_config.cart_revo_knockback)
  2559. dir = 6; // Official servers push target to the West
  2560. break;
  2561. case AC_SHOWER:
  2562. if (!battle_config.arrow_shower_knockback)
  2563. dir = map_calc_dir(target, src->x, src->y);
  2564. break;
  2565. }
  2566. // Blown-specific handling
  2567. switch( skill_id ) {
  2568. case LG_OVERBRAND_BRANDISH:
  2569. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2570. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2571. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2572. break;
  2573. case SR_KNUCKLEARROW:
  2574. {
  2575. short x = target->x, y = target->y;
  2576. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2577. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2578. // (bugreport:9096)
  2579. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2580. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2581. dir_ka = -1;
  2582. // Move attacker to the target position after knocked back
  2583. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2584. clif_blown(src);
  2585. }
  2586. break;
  2587. case RL_R_TRIP:
  2588. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2589. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2590. break;
  2591. case RL_SLUGSHOT:
  2592. skill_blown(dsrc,target,blewcount,dir, 0);
  2593. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2594. break;
  2595. default:
  2596. skill_blown(dsrc,target,blewcount,dir, 0);
  2597. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2598. TBL_SKILL *su = (TBL_SKILL*)target;
  2599. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2600. skill_blown(src, target, 3, -1, 0);
  2601. }
  2602. break;
  2603. }
  2604. clif_fixpos(target);
  2605. }
  2606. /*
  2607. * =========================================================================
  2608. * Does a skill attack with the given properties.
  2609. * @param src is the master behind the attack (player/mob/pet)
  2610. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2611. * @param bl is the target to be attacked.
  2612. * @param flag can hold a bunch of information:
  2613. * flag&1
  2614. * flag&2 - Disable re-triggered by double casting
  2615. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2616. *
  2617. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2618. * (usually holds number of targets, or just 1 for simple splash attacks)
  2619. *
  2620. * flag&0xF000 - Values from enum e_skill_display
  2621. * flag&0x3F0000 - Values from enum e_battle_check_target
  2622. *
  2623. * flag&0x1000000 - Return 0 if damage was reflected
  2624. *-------------------------------------------------------------------------*/
  2625. 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)
  2626. {
  2627. struct Damage dmg;
  2628. struct status_data *sstatus, *tstatus;
  2629. struct status_change *sc, *tsc;
  2630. struct map_session_data *sd, *tsd;
  2631. int64 damage;
  2632. int8 rmdamage = 0;//magic reflected
  2633. int type;
  2634. bool shadow_flag = false;
  2635. bool additional_effects = true;
  2636. if(skill_id > 0 && !skill_lv)
  2637. return 0;
  2638. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2639. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2640. nullpo_ret(bl); //Target to be attacked.
  2641. if (src != dsrc) {
  2642. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2643. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2644. return 0;
  2645. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2646. //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]
  2647. if (!status_check_skilluse(src, bl, skill_id, 2))
  2648. return 0;
  2649. }
  2650. sd = BL_CAST(BL_PC, src);
  2651. tsd = BL_CAST(BL_PC, bl);
  2652. sstatus = status_get_status_data(src);
  2653. tstatus = status_get_status_data(bl);
  2654. sc= status_get_sc(src);
  2655. tsc= status_get_sc(bl);
  2656. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2657. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2658. if (tsc && tsc->data[SC_TRICKDEAD])
  2659. return 0;
  2660. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2661. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2662. return 0;
  2663. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2664. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2665. // Adjusted to the new system [Skotlex]
  2666. if( src->type == BL_PET ) { // [Valaris]
  2667. struct pet_data *pd = (TBL_PET*)src;
  2668. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2669. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2670. int element = skill_get_ele(skill_id, skill_lv);
  2671. /*if (skill_id == -1) Does it ever worked?
  2672. element = sstatus->rhw.ele;*/
  2673. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2674. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2675. else
  2676. dmg.damage = pd->a_skill->damage; // Fixed damage
  2677. }
  2678. else
  2679. dmg.damage = 1*pd->a_skill->div_;
  2680. dmg.damage2 = 0;
  2681. dmg.div_= pd->a_skill->div_;
  2682. }
  2683. }
  2684. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2685. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2686. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2687. { //Magic reflection, switch caster/target
  2688. struct block_list *tbl = bl;
  2689. rmdamage = 1;
  2690. bl = src;
  2691. src = tbl;
  2692. dsrc = tbl;
  2693. sd = BL_CAST(BL_PC, src);
  2694. tsd = BL_CAST(BL_PC, bl);
  2695. tsc = status_get_sc(bl);
  2696. if (tsc && !tsc->count)
  2697. tsc = NULL; //Don't need it.
  2698. /* bugreport:2564 flag&2 disables double casting trigger */
  2699. flag |= 2;
  2700. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2701. flag |= 4;
  2702. //Spirit of Wizard blocks Kaite's reflection
  2703. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2704. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2705. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2706. if (type >= 0) {
  2707. if ( tsd )
  2708. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2709. dmg.damage = dmg.damage2 = 0;
  2710. dmg.dmg_lv = ATK_MISS;
  2711. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2712. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2713. }
  2714. } else if( type != 2 ) /* Kaite bypasses */
  2715. additional_effects = false;
  2716. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2717. #if MAGIC_REFLECTION_TYPE
  2718. #ifdef RENEWAL
  2719. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2720. #else
  2721. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2722. // regardless of caster's equipment (Aegis 11.1)
  2723. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2724. #endif
  2725. short s_ele = skill_get_ele(skill_id, skill_lv);
  2726. if (s_ele == -1) // the skill takes the weapon's element
  2727. s_ele = sstatus->rhw.ele;
  2728. else if (s_ele == -2) //Use status element
  2729. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2730. else if( s_ele == -3 ) //Use random element
  2731. s_ele = rnd()%ELE_ALL;
  2732. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2733. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2734. struct status_data *status = status_get_status_data(bl);
  2735. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2736. per /=20; //Uses 20% SP intervals.
  2737. //SP Cost: 1% + 0.5% per every 20% SP
  2738. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2739. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2740. //Reduction: 6% + 6% every 20%
  2741. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2742. }
  2743. }
  2744. #endif
  2745. }
  2746. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2747. int sp = skill_get_sp(skill_id,skill_lv);
  2748. dmg.damage = dmg.damage2 = 0;
  2749. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2750. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2751. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2752. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2753. status_heal(bl, 0, sp, 2);
  2754. }
  2755. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2756. dmg.damage = dmg.damage2 = 0;
  2757. dmg.dmg_lv = ATK_MISS;
  2758. }
  2759. }
  2760. damage = dmg.damage + dmg.damage2;
  2761. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2762. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2763. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2764. damage = 1;
  2765. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2766. struct block_list *nbl;
  2767. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2768. if( nbl ){ // Only one target is chosen.
  2769. damage = damage / 2; // Deflect half of the damage to a target nearby
  2770. 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);
  2771. }
  2772. }
  2773. //Skill hit type
  2774. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2775. switch( skill_id ) {
  2776. case SC_TRIANGLESHOT:
  2777. if( rnd()%100 > (1 + skill_lv) )
  2778. dmg.blewcount = 0;
  2779. break;
  2780. default:
  2781. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2782. dmg.blewcount = 0; //only pushback when it hit for other
  2783. break;
  2784. }
  2785. switch( skill_id ) {
  2786. case CR_GRANDCROSS:
  2787. case NPC_GRANDDARKNESS:
  2788. if( battle_config.gx_disptype)
  2789. dsrc = src;
  2790. if( src == bl)
  2791. type = 4;
  2792. else
  2793. flag|= SD_ANIMATION;
  2794. break;
  2795. case NJ_TATAMIGAESHI: //For correct knockback.
  2796. dsrc = src;
  2797. flag|= SD_ANIMATION;
  2798. break;
  2799. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2800. int level;
  2801. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2802. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2803. }
  2804. break;
  2805. case SL_STIN:
  2806. case SL_STUN:
  2807. if (skill_lv >= 7) {
  2808. struct status_change *sc_cur = status_get_sc(src);
  2809. if (sc_cur && !sc_cur->data[SC_SMA])
  2810. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2811. }
  2812. break;
  2813. case GS_FULLBUSTER:
  2814. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2815. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2816. break;
  2817. }
  2818. //combo handling
  2819. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2820. //Display damage.
  2821. switch( skill_id ) {
  2822. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2823. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2824. break;
  2825. //Skills that need be passed as a normal attack for the client to display correctly.
  2826. case HVAN_EXPLOSION:
  2827. case NPC_SELFDESTRUCTION:
  2828. if(src->type == BL_PC)
  2829. dmg.blewcount = 10;
  2830. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2831. // fall through
  2832. case KN_AUTOCOUNTER:
  2833. case NPC_CRITICALSLASH:
  2834. case TF_DOUBLE:
  2835. case GS_CHAINACTION:
  2836. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2837. break;
  2838. case AS_SPLASHER:
  2839. if( flag&SD_ANIMATION ) // the surrounding targets
  2840. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2841. else // the central target doesn't display an animation
  2842. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2843. break;
  2844. case WL_HELLINFERNO:
  2845. case SR_EARTHSHAKER:
  2846. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2847. break;
  2848. case WL_SOULEXPANSION:
  2849. case WL_COMET:
  2850. case KO_MUCHANAGE:
  2851. case NJ_HUUMA:
  2852. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2853. break;
  2854. case WL_CHAINLIGHTNING_ATK:
  2855. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2856. break;
  2857. case LG_OVERBRAND:
  2858. case LG_OVERBRAND_BRANDISH:
  2859. dmg.amotion = status_get_amotion(src) * 2;
  2860. case LG_OVERBRAND_PLUSATK:
  2861. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2862. break;
  2863. case EL_FIRE_BOMB:
  2864. case EL_FIRE_BOMB_ATK:
  2865. case EL_FIRE_WAVE:
  2866. case EL_FIRE_WAVE_ATK:
  2867. case EL_FIRE_MANTLE:
  2868. case EL_CIRCLE_OF_FIRE:
  2869. case EL_FIRE_ARROW:
  2870. case EL_ICE_NEEDLE:
  2871. case EL_WATER_SCREW:
  2872. case EL_WATER_SCREW_ATK:
  2873. case EL_WIND_SLASH:
  2874. case EL_TIDAL_WEAPON:
  2875. case EL_ROCK_CRUSHER:
  2876. case EL_ROCK_CRUSHER_ATK:
  2877. case EL_HURRICANE:
  2878. case EL_HURRICANE_ATK:
  2879. case KO_BAKURETSU:
  2880. case GN_CRAZYWEED_ATK:
  2881. case NC_MAGMA_ERUPTION:
  2882. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2883. break;
  2884. case GN_FIRE_EXPANSION_ACID:
  2885. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2886. break;
  2887. case GN_SLINGITEM_RANGEMELEEATK:
  2888. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2889. break;
  2890. case EL_STONE_RAIN:
  2891. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2892. break;
  2893. case WM_SEVERE_RAINSTORM_MELEE:
  2894. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2895. break;
  2896. case WM_REVERBERATION_MELEE:
  2897. case WM_REVERBERATION_MAGIC:
  2898. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2899. break;
  2900. case HT_CLAYMORETRAP:
  2901. case HT_BLASTMINE:
  2902. case HT_FLASHER:
  2903. case HT_FREEZINGTRAP:
  2904. case RA_CLUSTERBOMB:
  2905. case RA_FIRINGTRAP:
  2906. case RA_ICEBOUNDTRAP:
  2907. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2908. if( dsrc != src ) // avoid damage display redundancy
  2909. break;
  2910. case HT_LANDMINE:
  2911. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2912. break;
  2913. case WZ_SIGHTBLASTER:
  2914. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2915. break;
  2916. case RL_R_TRIP_PLUSATK:
  2917. case RL_BANISHING_BUSTER:
  2918. case RL_S_STORM:
  2919. case RL_SLUGSHOT:
  2920. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2921. break;
  2922. case AB_DUPLELIGHT_MELEE:
  2923. case AB_DUPLELIGHT_MAGIC:
  2924. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2925. default:
  2926. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2927. type = 5;
  2928. if( bl->type == BL_SKILL ){
  2929. TBL_SKILL *su = (TBL_SKILL*)bl;
  2930. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2931. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2932. }
  2933. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2934. break;
  2935. }
  2936. map_freeblock_lock();
  2937. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  2938. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2939. skill_do_copy(src,bl,skill_id,skill_lv);
  2940. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2941. { //Skills with can't walk delay also stop normal attacking for that
  2942. //duration when the attack connects. [Skotlex]
  2943. struct unit_data *ud = unit_bl2ud(src);
  2944. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2945. ud->attackabletime = tick + type;
  2946. }
  2947. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2948. // Instant damage
  2949. if( !dmg.amotion ) {
  2950. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  2951. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2952. if( !status_isdead(bl) && additional_effects )
  2953. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2954. if( damage > 0 ) //Counter status effects [Skotlex]
  2955. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2956. }
  2957. // Blow!
  2958. if (!(flag&4))
  2959. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2960. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2961. if( dmg.amotion ) {
  2962. if( shadow_flag ) {
  2963. if( !status_isdead(bl) && additional_effects )
  2964. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2965. if( dmg.flag > ATK_BLOCK )
  2966. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2967. } else
  2968. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2969. }
  2970. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  2971. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2972. struct block_list *d_bl = map_id2bl(sce->val1);
  2973. if( d_bl && (
  2974. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2975. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2976. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2977. {
  2978. if(!rmdamage){
  2979. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2980. status_fix_damage(NULL,d_bl, damage, 0);
  2981. } else {
  2982. bool isDevotRdamage = false;
  2983. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  2984. isDevotRdamage = true;
  2985. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2986. // This check is only for magical skill.
  2987. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2988. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2989. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2990. }
  2991. }
  2992. else {
  2993. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2994. if( !dmg.amotion )
  2995. status_fix_damage(src,bl,damage,dmg.dmotion);
  2996. }
  2997. }
  2998. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2999. if( skill_id == RG_INTIMIDATE ) {
  3000. int rate = 50 + skill_lv * 5;
  3001. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3002. if(rnd()%100 < rate)
  3003. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3004. } else if( skill_id == SC_FATALMENACE )
  3005. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3006. }
  3007. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3008. dmg.flag |= BF_WEAPON;
  3009. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3010. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3011. {
  3012. if (battle_config.left_cardfix_to_right)
  3013. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3014. else
  3015. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3016. }
  3017. if( damage > 0 ) { // Post-damage effects
  3018. switch( skill_id ) {
  3019. case GC_VENOMPRESSURE: {
  3020. struct status_change *ssc = status_get_sc(src);
  3021. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3022. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3023. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3024. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3025. }
  3026. }
  3027. break;
  3028. case WM_METALICSOUND:
  3029. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3030. break;
  3031. }
  3032. if( sd )
  3033. skill_onskillusage(sd, bl, skill_id, tick);
  3034. }
  3035. if (!(flag&2) &&
  3036. (
  3037. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3038. ) &&
  3039. (tsc = status_get_sc(src)) &&
  3040. tsc->data[SC_DOUBLECAST] &&
  3041. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3042. {
  3043. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3044. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3045. }
  3046. map_freeblock_unlock();
  3047. if ((flag&0x1000000) && rmdamage == 1)
  3048. return 0; //Should return 0 when damage was reflected
  3049. return damage;
  3050. }
  3051. /*==========================================
  3052. * Sub function for recursive skill call.
  3053. * Checking bl battle flag and display damage
  3054. * then call func with source,target,skill_id,skill_lv,tick,flag
  3055. *------------------------------------------*/
  3056. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3057. int skill_area_sub(struct block_list *bl, va_list ap)
  3058. {
  3059. struct block_list *src;
  3060. uint16 skill_id,skill_lv;
  3061. int flag;
  3062. unsigned int tick;
  3063. SkillFunc func;
  3064. nullpo_ret(bl);
  3065. src = va_arg(ap,struct block_list *);
  3066. skill_id = va_arg(ap,int);
  3067. skill_lv = va_arg(ap,int);
  3068. tick = va_arg(ap,unsigned int);
  3069. flag = va_arg(ap,int);
  3070. func = va_arg(ap,SkillFunc);
  3071. if (flag&BCT_WOS && src == bl)
  3072. return 0;
  3073. if(battle_check_target(src,bl,flag) > 0) {
  3074. // several splash skills need this initial dummy packet to display correctly
  3075. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3076. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3077. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3078. skill_area_temp[2]++;
  3079. return func(src,bl,skill_id,skill_lv,tick,flag);
  3080. }
  3081. return 0;
  3082. }
  3083. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3084. {
  3085. struct skill_unit *unit;
  3086. uint16 skill_id,g_skill_id;
  3087. unit = (struct skill_unit *)bl;
  3088. if(bl->prev == NULL || bl->type != BL_SKILL)
  3089. return 0;
  3090. if(!unit->alive)
  3091. return 0;
  3092. skill_id = va_arg(ap,int);
  3093. g_skill_id = unit->group->skill_id;
  3094. switch (skill_id) {
  3095. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3096. if(g_skill_id == SA_LANDPROTECTOR)
  3097. break;
  3098. //Fall through
  3099. case MH_STEINWAND:
  3100. case MG_SAFETYWALL:
  3101. case SC_MAELSTROM:
  3102. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3103. return 0;
  3104. break;
  3105. case AL_WARP:
  3106. case HT_SKIDTRAP:
  3107. case MA_SKIDTRAP:
  3108. case HT_LANDMINE:
  3109. case MA_LANDMINE:
  3110. case HT_ANKLESNARE:
  3111. case HT_SHOCKWAVE:
  3112. case HT_SANDMAN:
  3113. case MA_SANDMAN:
  3114. case HT_FLASHER:
  3115. case HT_FREEZINGTRAP:
  3116. case MA_FREEZINGTRAP:
  3117. case HT_BLASTMINE:
  3118. case HT_CLAYMORETRAP:
  3119. case HT_TALKIEBOX:
  3120. case HP_BASILICA:
  3121. case RA_ELECTRICSHOCKER:
  3122. case RA_CLUSTERBOMB:
  3123. case RA_MAGENTATRAP:
  3124. case RA_COBALTTRAP:
  3125. case RA_MAIZETRAP:
  3126. case RA_VERDURETRAP:
  3127. case RA_FIRINGTRAP:
  3128. case RA_ICEBOUNDTRAP:
  3129. case SC_DIMENSIONDOOR:
  3130. case SC_BLOODYLUST:
  3131. case GN_THORNS_TRAP:
  3132. case GN_HELLS_PLANT:
  3133. case RL_B_TRAP:
  3134. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3135. 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)
  3136. return 0;
  3137. break;
  3138. default: //Avoid stacking with same kind of trap. [Skotlex]
  3139. if (g_skill_id != skill_id)
  3140. return 0;
  3141. break;
  3142. }
  3143. return 1;
  3144. }
  3145. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3146. {
  3147. //Non players do not check for the skill's splash-trigger area.
  3148. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3149. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3150. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3151. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3152. return 0;
  3153. }
  3154. range += layout_type;
  3155. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3156. }
  3157. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3158. {
  3159. uint16 skill_id;
  3160. if(bl->prev == NULL)
  3161. return 0;
  3162. skill_id = va_arg(ap,int);
  3163. if( status_isdead(bl) && skill_id != AL_WARP )
  3164. return 0;
  3165. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3166. return 0;
  3167. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3168. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3169. return 1;
  3170. }
  3171. /**
  3172. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3173. * @param bl Object that casted skill
  3174. * @param x Position x of the target
  3175. * @param y Position y of the target
  3176. * @param skill_id The casted skill
  3177. * @param skill_lv The skill Lv
  3178. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3179. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3180. */
  3181. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3182. {
  3183. int range = 0, type;
  3184. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3185. if (isNearNPC)
  3186. range = skill_get_splash(skill_id,skill_lv);
  3187. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3188. if (!isNearNPC || !range) {
  3189. switch (skill_id) { // to be expanded later
  3190. case WZ_ICEWALL:
  3191. range = 2;
  3192. break;
  3193. case SC_MANHOLE:
  3194. case GN_HELLS_PLANT:
  3195. range = 0;
  3196. break;
  3197. default: {
  3198. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3199. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3200. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3201. return 0;
  3202. }
  3203. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3204. }
  3205. break;
  3206. }
  3207. }
  3208. //Check the additional range [Cydh]
  3209. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3210. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3211. if (!isNearNPC) { //Doesn't check the NPC range
  3212. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3213. if (bl->type == BL_PC)
  3214. type = BL_CHAR;
  3215. else
  3216. type = BL_PC;
  3217. } else
  3218. type = BL_NPC;
  3219. return (!isNearNPC) ?
  3220. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3221. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3222. //isNearNPC is used to check range from NPC
  3223. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3224. }
  3225. /*==========================================
  3226. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3227. * Flag:
  3228. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3229. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3230. *------------------------------------------*/
  3231. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3232. {
  3233. struct status_data *status;
  3234. struct map_session_data *sd = NULL;
  3235. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3236. uint16 idx;
  3237. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3238. nullpo_ret(bl);
  3239. switch( bl->type )
  3240. {
  3241. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3242. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3243. }
  3244. status = status_get_status_data(bl);
  3245. if( (idx = skill_get_index(skill)) == 0 )
  3246. return 0;
  3247. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3248. // Requirements
  3249. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3250. {
  3251. itemid[i] = skill_db[idx]->require.itemid[i];
  3252. amount[i] = skill_db[idx]->require.amount[i];
  3253. }
  3254. hp = skill_db[idx]->require.hp[lv-1];
  3255. sp = skill_db[idx]->require.sp[lv-1];
  3256. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3257. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3258. state = skill_db[idx]->require.state;
  3259. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3260. hp += (status->max_hp * mhp) / 100;
  3261. if( hp_rate > 0 )
  3262. hp += (status->hp * hp_rate) / 100;
  3263. else
  3264. hp += (status->max_hp * (-hp_rate)) / 100;
  3265. if( sp_rate > 0 )
  3266. sp += (status->sp * sp_rate) / 100;
  3267. else
  3268. sp += (status->max_sp * (-sp_rate)) / 100;
  3269. if( bl->type == BL_HOM )
  3270. { // Intimacy Requeriments
  3271. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3272. switch( skill )
  3273. {
  3274. case HFLI_SBR44:
  3275. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3276. return 0;
  3277. break;
  3278. case HVAN_EXPLOSION:
  3279. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3280. return 0;
  3281. break;
  3282. }
  3283. }
  3284. if( !(type&2) )
  3285. {
  3286. if( hp > 0 && status->hp <= (unsigned int)hp )
  3287. {
  3288. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3289. return 0;
  3290. }
  3291. if( sp > 0 && status->sp <= (unsigned int)sp )
  3292. {
  3293. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3294. return 0;
  3295. }
  3296. }
  3297. if( !type )
  3298. switch( state )
  3299. {
  3300. case ST_MOVE_ENABLE:
  3301. if( !unit_can_move(bl) )
  3302. {
  3303. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3304. return 0;
  3305. }
  3306. break;
  3307. }
  3308. if( !(type&1) )
  3309. return 1;
  3310. // Check item existences
  3311. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3312. {
  3313. index[i] = -1;
  3314. if( itemid[i] < 1 ) continue; // No item
  3315. index[i] = pc_search_inventory(sd, itemid[i]);
  3316. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3317. {
  3318. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3319. return 0;
  3320. }
  3321. }
  3322. // Consume items
  3323. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3324. {
  3325. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3326. }
  3327. if( type&2 )
  3328. return 1;
  3329. if( sp || hp )
  3330. status_zap(bl, hp, sp);
  3331. return 1;
  3332. }
  3333. /*==========================================
  3334. *
  3335. *------------------------------------------*/
  3336. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3337. {
  3338. switch (skill_id) {
  3339. case RL_QD_SHOT:
  3340. {
  3341. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3342. struct unit_data *ud = unit_bl2ud(src);
  3343. if (ud && ud->target == target->id)
  3344. return 1;
  3345. }
  3346. }
  3347. case RL_D_TAIL:
  3348. case RL_HAMMER_OF_GOD:
  3349. if (src->type != BL_PC)
  3350. return 0;
  3351. {
  3352. struct status_change *tsc = status_get_sc(target);
  3353. // Only counts marked target with SC_C_MARKER by caster
  3354. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3355. return 0;
  3356. }
  3357. break;
  3358. }
  3359. return 1;
  3360. }
  3361. /*==========================================
  3362. *
  3363. *------------------------------------------*/
  3364. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3365. {
  3366. struct block_list *src = map_id2bl(id),*target;
  3367. struct unit_data *ud = unit_bl2ud(src);
  3368. struct skill_timerskill *skl;
  3369. int range;
  3370. nullpo_ret(src);
  3371. nullpo_ret(ud);
  3372. skl = ud->skilltimerskill[data];
  3373. nullpo_ret(skl);
  3374. ud->skilltimerskill[data] = NULL;
  3375. do {
  3376. if(src->prev == NULL)
  3377. break; // Source not on Map
  3378. if(skl->target_id) {
  3379. target = map_id2bl(skl->target_id);
  3380. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3381. target = src; //Required since it has to warp.
  3382. if(target == NULL)
  3383. break; // Target offline?
  3384. if(target->prev == NULL)
  3385. break; // Target not on Map
  3386. if(src->m != target->m)
  3387. break; // Different Maps
  3388. if(status_isdead(src)) {
  3389. switch(skl->skill_id) {
  3390. case WL_CHAINLIGHTNING_ATK:
  3391. case WL_TETRAVORTEX_FIRE:
  3392. case WL_TETRAVORTEX_WATER:
  3393. case WL_TETRAVORTEX_WIND:
  3394. case WL_TETRAVORTEX_GROUND:
  3395. // For SR_FLASHCOMBO
  3396. case SR_DRAGONCOMBO:
  3397. case SR_FALLENEMPIRE:
  3398. case SR_TIGERCANNON:
  3399. case SR_SKYNETBLOW:
  3400. break; // Exceptions
  3401. default:
  3402. continue; // Caster is Dead
  3403. }
  3404. }
  3405. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3406. break;
  3407. switch(skl->skill_id) {
  3408. case KN_AUTOCOUNTER:
  3409. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3410. break;
  3411. case RG_INTIMIDATE:
  3412. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3413. short x,y;
  3414. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3415. if (target != src && !status_isdead(target))
  3416. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3417. }
  3418. break;
  3419. case BA_FROSTJOKER:
  3420. case DC_SCREAM:
  3421. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3422. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3423. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3424. break;
  3425. case NPC_EARTHQUAKE:
  3426. if( skl->type > 1 )
  3427. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3428. 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);
  3429. skill_area_temp[1] = src->id;
  3430. skill_area_temp[2] = 0;
  3431. 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);
  3432. break;
  3433. case WZ_WATERBALL:
  3434. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3435. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3436. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3437. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3438. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3439. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3440. }
  3441. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3442. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3443. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3444. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3445. } else {
  3446. struct status_change *sc = status_get_sc(src);
  3447. if(sc) {
  3448. if(sc->data[SC_SPIRIT] &&
  3449. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3450. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3451. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3452. }
  3453. }
  3454. break;
  3455. case WL_CHAINLIGHTNING_ATK: {
  3456. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3457. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3458. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3459. { // Remaining Chains Hit
  3460. struct block_list *nbl = NULL; // Next Target of Chain
  3461. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3462. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3463. if( nbl == NULL )
  3464. skl->x++;
  3465. else
  3466. skl->x = 0;
  3467. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3468. }
  3469. }
  3470. break;
  3471. case WL_TETRAVORTEX_FIRE:
  3472. case WL_TETRAVORTEX_WATER:
  3473. case WL_TETRAVORTEX_WIND:
  3474. case WL_TETRAVORTEX_GROUND:
  3475. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3476. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3477. if( skl->type >= 3 )
  3478. { // Final Hit
  3479. if( !status_isdead(target) )
  3480. { // Final Status Effect
  3481. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3482. applyeffects[4] = { 0, 0, 0, 0 },
  3483. i, j = 0, k = 0;
  3484. for( i = 1; i <= 8; i = i + i )
  3485. {
  3486. if( skl->x&i )
  3487. {
  3488. applyeffects[j] = effects[k];
  3489. j++;
  3490. }
  3491. k++;
  3492. }
  3493. if( j )
  3494. {
  3495. i = applyeffects[rnd()%j];
  3496. status_change_start(src,target, i, 10000, skl->skill_lv,
  3497. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3498. (i == SC_BURNING ? src->id : 0),
  3499. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3500. }
  3501. }
  3502. }
  3503. break;
  3504. case WM_REVERBERATION_MELEE:
  3505. case WM_REVERBERATION_MAGIC:
  3506. skill_attack(skill_get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
  3507. break;
  3508. case SC_FATALMENACE:
  3509. if( src == target ) // Casters Part
  3510. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3511. else { // Target's Part
  3512. short x = skl->x, y = skl->y;
  3513. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3514. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3515. }
  3516. break;
  3517. case LG_MOONSLASHER:
  3518. case SR_WINDMILL:
  3519. if( target->type == BL_PC ) {
  3520. struct map_session_data *tsd = NULL;
  3521. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3522. pc_setsit(tsd);
  3523. skill_sit(tsd, 1);
  3524. clif_sitting(&tsd->bl);
  3525. }
  3526. }
  3527. break;
  3528. case SR_KNUCKLEARROW:
  3529. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3530. break;
  3531. case GN_SPORE_EXPLOSION:
  3532. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3533. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3534. break;
  3535. case CH_PALMSTRIKE:
  3536. {
  3537. struct status_change* tsc = status_get_sc(target);
  3538. struct status_change* sc = status_get_sc(src);
  3539. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3540. ( sc && sc->option&OPTION_HIDE ) ){
  3541. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3542. break;
  3543. }
  3544. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3545. break;
  3546. }
  3547. // For SR_FLASHCOMBO
  3548. case SR_DRAGONCOMBO:
  3549. case SR_FALLENEMPIRE:
  3550. case SR_TIGERCANNON:
  3551. case SR_SKYNETBLOW:
  3552. if( src->type == BL_PC ) {
  3553. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3554. break;
  3555. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3556. }
  3557. break;
  3558. case SC_ESCAPE:
  3559. if( skl->type < 4 + skl->skill_lv ) {
  3560. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3561. skill_blown(src, src, 1, unit_getdir(src), 0);
  3562. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3563. }
  3564. break;
  3565. case RL_SLUGSHOT:
  3566. if (target->type == BL_PC)
  3567. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3568. break;
  3569. default:
  3570. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3571. break;
  3572. }
  3573. }
  3574. else {
  3575. if(src->m != skl->map)
  3576. break;
  3577. switch( skl->skill_id )
  3578. {
  3579. case WZ_METEOR:
  3580. if( skl->type >= 0 )
  3581. {
  3582. int x = skl->type>>16, y = skl->type&0xFFFF;
  3583. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3584. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3585. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3586. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3587. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3588. }
  3589. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3590. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3591. break;
  3592. case GN_CRAZYWEED_ATK:
  3593. {
  3594. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3595. 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);
  3596. }
  3597. case WL_EARTHSTRAIN:
  3598. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3599. break;
  3600. case LG_OVERBRAND_BRANDISH: {
  3601. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3602. int x = src->x, y = src->y;
  3603. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3604. for( i = 0; i < layout->count; i++ )
  3605. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3606. }
  3607. break;
  3608. case RL_FIRE_RAIN: {
  3609. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3610. 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);
  3611. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3612. }
  3613. break;
  3614. case NC_MAGMA_ERUPTION:
  3615. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3616. break;
  3617. }
  3618. }
  3619. } while (0);
  3620. //Free skl now that it is no longer needed.
  3621. ers_free(skill_timer_ers, skl);
  3622. return 0;
  3623. }
  3624. /*==========================================
  3625. *
  3626. *------------------------------------------*/
  3627. 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)
  3628. {
  3629. int i;
  3630. struct unit_data *ud;
  3631. nullpo_retr(1, src);
  3632. if (src->prev == NULL)
  3633. return 0;
  3634. ud = unit_bl2ud(src);
  3635. nullpo_retr(1, ud);
  3636. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3637. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3638. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3639. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3640. ud->skilltimerskill[i]->src_id = src->id;
  3641. ud->skilltimerskill[i]->target_id = target;
  3642. ud->skilltimerskill[i]->skill_id = skill_id;
  3643. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3644. ud->skilltimerskill[i]->map = src->m;
  3645. ud->skilltimerskill[i]->x = x;
  3646. ud->skilltimerskill[i]->y = y;
  3647. ud->skilltimerskill[i]->type = type;
  3648. ud->skilltimerskill[i]->flag = flag;
  3649. return 0;
  3650. }
  3651. /*==========================================
  3652. *
  3653. *------------------------------------------*/
  3654. int skill_cleartimerskill (struct block_list *src)
  3655. {
  3656. int i;
  3657. struct unit_data *ud;
  3658. nullpo_ret(src);
  3659. ud = unit_bl2ud(src);
  3660. nullpo_ret(ud);
  3661. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3662. if(ud->skilltimerskill[i]) {
  3663. switch(ud->skilltimerskill[i]->skill_id) {
  3664. case WL_TETRAVORTEX_FIRE:
  3665. case WL_TETRAVORTEX_WATER:
  3666. case WL_TETRAVORTEX_WIND:
  3667. case WL_TETRAVORTEX_GROUND:
  3668. // For SR_FLASHCOMBO
  3669. case SR_DRAGONCOMBO:
  3670. case SR_FALLENEMPIRE:
  3671. case SR_TIGERCANNON:
  3672. case SR_SKYNETBLOW:
  3673. continue;
  3674. }
  3675. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3676. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3677. ud->skilltimerskill[i]=NULL;
  3678. }
  3679. }
  3680. return 1;
  3681. }
  3682. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3683. struct skill_unit *su = (TBL_SKILL*)bl;
  3684. struct skill_unit_group *sg = NULL;
  3685. nullpo_ret(su);
  3686. if (bl->type != BL_SKILL)
  3687. return 0;
  3688. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3689. clif_changetraplook(bl, UNT_USED_TRAPS);
  3690. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3691. su->limit = DIFF_TICK(gettick(), sg->tick) + 1500;
  3692. sg->unit_id = UNT_USED_TRAPS;
  3693. }
  3694. return 0;
  3695. }
  3696. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3697. {
  3698. TBL_SKILL *su = (TBL_SKILL*)bl;
  3699. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3700. { //Reveal trap.
  3701. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3702. //clif_changetraplook(bl, su->group->unit_id);
  3703. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3704. return 1;
  3705. }
  3706. return 0;
  3707. }
  3708. /*==========================================
  3709. *
  3710. *
  3711. *------------------------------------------*/
  3712. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3713. {
  3714. struct map_session_data *sd = NULL;
  3715. struct status_data *tstatus;
  3716. struct status_change *sc, *tsc;
  3717. if (skill_id > 0 && !skill_lv) return 0;
  3718. nullpo_retr(1, src);
  3719. nullpo_retr(1, bl);
  3720. if (src->m != bl->m)
  3721. return 1;
  3722. if (bl->prev == NULL)
  3723. return 1;
  3724. sd = BL_CAST(BL_PC, src);
  3725. if (status_isdead(bl))
  3726. return 1;
  3727. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3728. { //GTB makes all targetted magic display miss with a single bolt.
  3729. sc_type sct = status_skill2sc(skill_id);
  3730. if(sct != SC_NONE)
  3731. status_change_end(bl, sct, INVALID_TIMER);
  3732. 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));
  3733. return 1;
  3734. }
  3735. sc = status_get_sc(src);
  3736. tsc = status_get_sc(bl);
  3737. if (sc && !sc->count)
  3738. sc = NULL; //Unneeded
  3739. if (tsc && !tsc->count)
  3740. tsc = NULL;
  3741. tstatus = status_get_status_data(bl);
  3742. map_freeblock_lock();
  3743. switch(skill_id)
  3744. {
  3745. case MER_CRASH:
  3746. case SM_BASH:
  3747. case MS_BASH:
  3748. case MC_MAMMONITE:
  3749. case TF_DOUBLE:
  3750. case AC_DOUBLE:
  3751. case MA_DOUBLE:
  3752. case AS_SONICBLOW:
  3753. case KN_PIERCE:
  3754. case ML_PIERCE:
  3755. case KN_SPEARBOOMERANG:
  3756. case TF_POISON:
  3757. case TF_SPRINKLESAND:
  3758. case AC_CHARGEARROW:
  3759. case MA_CHARGEARROW:
  3760. case RG_INTIMIDATE:
  3761. case AM_ACIDTERROR:
  3762. case BA_MUSICALSTRIKE:
  3763. case DC_THROWARROW:
  3764. case BA_DISSONANCE:
  3765. case CR_HOLYCROSS:
  3766. case NPC_DARKCROSS:
  3767. case CR_SHIELDCHARGE:
  3768. case CR_SHIELDBOOMERANG:
  3769. case NPC_PIERCINGATT:
  3770. case NPC_MENTALBREAKER:
  3771. case NPC_RANGEATTACK:
  3772. case NPC_CRITICALSLASH:
  3773. case NPC_COMBOATTACK:
  3774. case NPC_GUIDEDATTACK:
  3775. case NPC_POISON:
  3776. case NPC_RANDOMATTACK:
  3777. case NPC_WATERATTACK:
  3778. case NPC_GROUNDATTACK:
  3779. case NPC_FIREATTACK:
  3780. case NPC_WINDATTACK:
  3781. case NPC_POISONATTACK:
  3782. case NPC_HOLYATTACK:
  3783. case NPC_DARKNESSATTACK:
  3784. case NPC_TELEKINESISATTACK:
  3785. case NPC_UNDEADATTACK:
  3786. case NPC_ARMORBRAKE:
  3787. case NPC_WEAPONBRAKER:
  3788. case NPC_HELMBRAKE:
  3789. case NPC_SHIELDBRAKE:
  3790. case NPC_BLINDATTACK:
  3791. case NPC_SILENCEATTACK:
  3792. case NPC_STUNATTACK:
  3793. case NPC_PETRIFYATTACK:
  3794. case NPC_CURSEATTACK:
  3795. case NPC_SLEEPATTACK:
  3796. case LK_AURABLADE:
  3797. case LK_SPIRALPIERCE:
  3798. case ML_SPIRALPIERCE:
  3799. case LK_HEADCRUSH:
  3800. case CG_ARROWVULCAN:
  3801. case HW_MAGICCRASHER:
  3802. case ITM_TOMAHAWK:
  3803. case CH_CHAINCRUSH:
  3804. case CH_TIGERFIST:
  3805. case PA_SHIELDCHAIN: // Shield Chain
  3806. case PA_SACRIFICE:
  3807. case WS_CARTTERMINATION: // Cart Termination
  3808. case AS_VENOMKNIFE:
  3809. case HT_PHANTASMIC:
  3810. case TK_DOWNKICK:
  3811. case TK_COUNTER:
  3812. case GS_CHAINACTION:
  3813. case GS_TRIPLEACTION:
  3814. case GS_MAGICALBULLET:
  3815. case GS_TRACKING:
  3816. case GS_PIERCINGSHOT:
  3817. case GS_RAPIDSHOWER:
  3818. case GS_DUST:
  3819. case GS_DISARM: // Added disarm. [Reddozen]
  3820. case GS_FULLBUSTER:
  3821. case NJ_SYURIKEN:
  3822. case NJ_KUNAI:
  3823. #ifndef RENEWAL
  3824. case ASC_BREAKER:
  3825. #endif
  3826. case HFLI_MOON: //[orn]
  3827. case HFLI_SBR44: //[orn]
  3828. case NPC_BLEEDING:
  3829. case NPC_CRITICALWOUND:
  3830. case NPC_HELLPOWER:
  3831. case RK_SONICWAVE:
  3832. case AB_DUPLELIGHT_MELEE:
  3833. case RA_AIMEDBOLT:
  3834. case NC_AXEBOOMERANG:
  3835. case NC_POWERSWING:
  3836. case NC_MAGMA_ERUPTION:
  3837. case GC_CROSSIMPACT:
  3838. case GC_VENOMPRESSURE:
  3839. case SC_TRIANGLESHOT:
  3840. case SC_FEINTBOMB:
  3841. case LG_BANISHINGPOINT:
  3842. case LG_SHIELDPRESS:
  3843. case LG_RAGEBURST:
  3844. case LG_RAYOFGENESIS:
  3845. case LG_HESPERUSLIT:
  3846. case LG_OVERBRAND:
  3847. case LG_OVERBRAND_BRANDISH:
  3848. case SR_FALLENEMPIRE:
  3849. case SR_CRESCENTELBOW_AUTOSPELL:
  3850. case SR_GATEOFHELL:
  3851. case SR_GENTLETOUCH_QUIET:
  3852. case WM_SEVERE_RAINSTORM_MELEE:
  3853. case WM_GREAT_ECHO:
  3854. case GN_SLINGITEM_RANGEMELEEATK:
  3855. case KO_SETSUDAN:
  3856. case GC_DARKCROW:
  3857. case RL_MASS_SPIRAL:
  3858. case RL_SLUGSHOT:
  3859. case RL_AM_BLAST:
  3860. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3861. break;
  3862. case NC_BOOSTKNUCKLE:
  3863. case NC_PILEBUNKER:
  3864. case NC_COLDSLOWER:
  3865. case NC_ARMSCANNON:
  3866. if (sd) pc_overheat(sd, 1);
  3867. case MO_TRIPLEATTACK:
  3868. case RK_WINDCUTTER:
  3869. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3870. break;
  3871. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3872. switch( rnd()%6 ){
  3873. case 0: flag |= BREAK_ANKLE; break;
  3874. case 1: flag |= BREAK_WRIST; break;
  3875. case 2: flag |= BREAK_KNEE; break;
  3876. case 3: flag |= BREAK_SHOULDER; break;
  3877. case 4: flag |= BREAK_WAIST; break;
  3878. case 5: flag |= BREAK_NECK; break;
  3879. }
  3880. //TODO: is there really no cleaner way to do this?
  3881. sc = status_get_sc(bl);
  3882. if (sc) sc->jb_flag = flag;
  3883. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3884. break;
  3885. case MO_COMBOFINISH:
  3886. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3887. { //Becomes a splash attack when Soul Linked.
  3888. map_foreachinrange(skill_area_sub, bl,
  3889. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3890. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3891. skill_castend_damage_id);
  3892. } else
  3893. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3894. break;
  3895. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3896. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3897. skill_area_temp[1] = 0;
  3898. map_foreachinrange(skill_attack_area, src,
  3899. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3900. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3901. break;
  3902. case KN_CHARGEATK:
  3903. {
  3904. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3905. unsigned int dist = distance_bl(src, bl);
  3906. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3907. // teleport to target (if not on WoE grounds)
  3908. if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1))
  3909. clif_blown(src);
  3910. // cause damage and knockback if the path to target was a straight one
  3911. if (path) {
  3912. dist = cap_value(dist, 0, 9);
  3913. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3914. skill_blown(src, bl, dist, dir, 0);
  3915. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3916. // make the caster look in the direction of the target
  3917. unit_setdir(src, (dir+4)%8);
  3918. }
  3919. }
  3920. break;
  3921. case NC_FLAMELAUNCHER:
  3922. if (sd) pc_overheat(sd,1);
  3923. case SN_SHARPSHOOTING:
  3924. case MA_SHARPSHOOTING:
  3925. case NJ_KAMAITACHI:
  3926. case LG_CANNONSPEAR:
  3927. //It won't shoot through walls since on castend there has to be a direct
  3928. //line of sight between caster and target.
  3929. skill_area_temp[1] = bl->id;
  3930. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3931. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3932. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3933. break;
  3934. case NPC_ACIDBREATH:
  3935. case NPC_DARKNESSBREATH:
  3936. case NPC_FIREBREATH:
  3937. case NPC_ICEBREATH:
  3938. case NPC_THUNDERBREATH:
  3939. skill_area_temp[1] = bl->id;
  3940. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3941. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3942. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3943. break;
  3944. case MO_INVESTIGATE:
  3945. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3946. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3947. break;
  3948. case RG_BACKSTAP:
  3949. {
  3950. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3951. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3952. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3953. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3954. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3955. unit_setdir(bl,dir);
  3956. }
  3957. else if (sd)
  3958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3959. }
  3960. break;
  3961. case MO_FINGEROFFENSIVE:
  3962. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3963. if (battle_config.finger_offensive_type && sd) {
  3964. int i;
  3965. for (i = 1; i < sd->spiritball_old; i++)
  3966. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3967. }
  3968. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3969. break;
  3970. case MO_CHAINCOMBO:
  3971. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3972. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3973. break;
  3974. #ifndef RENEWAL
  3975. case NJ_ISSEN:
  3976. #endif
  3977. case MO_EXTREMITYFIST:
  3978. {
  3979. struct block_list *mbl = bl; // For NJ_ISSEN
  3980. short x, y, i = 2; // Move 2 cells (From target)
  3981. short dir = map_calc_dir(src,bl->x,bl->y);
  3982. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3983. if (skill_id == MO_EXTREMITYFIST) {
  3984. status_set_sp(src, 0, 0);
  3985. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3986. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3987. #ifdef RENEWAL
  3988. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3989. #endif
  3990. } else {
  3991. status_set_hp(src, 1, 0);
  3992. status_change_end(src, SC_NEN, INVALID_TIMER);
  3993. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3994. }
  3995. if (skill_id == MO_EXTREMITYFIST) {
  3996. mbl = src; // For MO_EXTREMITYFIST
  3997. i = 3; // Move 3 cells (From caster)
  3998. }
  3999. if (dir > 0 && dir < 4)
  4000. x = -i;
  4001. else if (dir > 4)
  4002. x = i;
  4003. else
  4004. x = 0;
  4005. if (dir > 2 && dir < 6)
  4006. y = -i;
  4007. else if (dir == 7 || dir < 2)
  4008. y = i;
  4009. else
  4010. y = 0;
  4011. // Ashura Strike still has slide effect in GVG
  4012. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4013. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4014. clif_blown(src);
  4015. clif_spiritball(src);
  4016. }
  4017. }
  4018. break;
  4019. case HT_POWER:
  4020. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4021. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4022. break;
  4023. //Splash attack skills.
  4024. case AS_GRIMTOOTH:
  4025. case MC_CARTREVOLUTION:
  4026. case NPC_SPLASHATTACK:
  4027. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4028. case AS_SPLASHER:
  4029. case HT_BLITZBEAT:
  4030. case AC_SHOWER:
  4031. case MA_SHOWER:
  4032. case MG_NAPALMBEAT:
  4033. case MG_FIREBALL:
  4034. case RG_RAID:
  4035. case HW_NAPALMVULCAN:
  4036. case NJ_HUUMA:
  4037. case NJ_BAKUENRYU:
  4038. case ASC_METEORASSAULT:
  4039. case GS_DESPERADO:
  4040. case GS_SPREADATTACK:
  4041. case NPC_EARTHQUAKE:
  4042. case NPC_PULSESTRIKE:
  4043. case NPC_HELLJUDGEMENT:
  4044. case NPC_VAMPIRE_GIFT:
  4045. case RK_IGNITIONBREAK:
  4046. case AB_JUDEX:
  4047. case WL_SOULEXPANSION:
  4048. case WL_CRIMSONROCK:
  4049. case WL_JACKFROST:
  4050. case RA_ARROWSTORM:
  4051. case RA_WUGDASH:
  4052. case NC_VULCANARM:
  4053. case NC_SELFDESTRUCTION:
  4054. case NC_AXETORNADO:
  4055. case GC_ROLLINGCUTTER:
  4056. case GC_COUNTERSLASH:
  4057. case LG_MOONSLASHER:
  4058. case LG_EARTHDRIVE:
  4059. case SR_RAMPAGEBLASTER:
  4060. case SR_SKYNETBLOW:
  4061. case SR_WINDMILL:
  4062. case SR_RIDEINLIGHTNING:
  4063. case WM_SOUND_OF_DESTRUCTION:
  4064. case WM_REVERBERATION:
  4065. case SO_VARETYR_SPEAR:
  4066. case GN_CART_TORNADO:
  4067. case GN_CARTCANNON:
  4068. case KO_HAPPOKUNAI:
  4069. case KO_HUUMARANKA:
  4070. case KO_MUCHANAGE:
  4071. case KO_BAKURETSU:
  4072. case GN_ILLUSIONDOPING:
  4073. case RL_FIREDANCE:
  4074. case RL_BANISHING_BUSTER:
  4075. case RL_S_STORM:
  4076. case RL_R_TRIP:
  4077. case MH_XENO_SLASHER:
  4078. if( flag&1 ) {//Recursive invocation
  4079. int sflag = skill_area_temp[0] & 0xFFF;
  4080. int heal = 0;
  4081. if( flag&SD_LEVEL )
  4082. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4083. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4084. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4085. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4086. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4087. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4088. status_heal(src,heal,0,0);
  4089. }
  4090. } else {
  4091. switch ( skill_id ) {
  4092. case NJ_BAKUENRYU:
  4093. case LG_EARTHDRIVE:
  4094. case GN_CARTCANNON:
  4095. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4096. break;
  4097. case LG_MOONSLASHER:
  4098. case MH_XENO_SLASHER:
  4099. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4100. break;
  4101. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4102. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4103. break;
  4104. default:
  4105. break;
  4106. }
  4107. skill_area_temp[0] = 0;
  4108. skill_area_temp[1] = bl->id;
  4109. skill_area_temp[2] = 0;
  4110. if( skill_id == WL_CRIMSONROCK ) {
  4111. skill_area_temp[4] = bl->x;
  4112. skill_area_temp[5] = bl->y;
  4113. }
  4114. if( skill_id == NC_VULCANARM )
  4115. if (sd) pc_overheat(sd,1);
  4116. // if skill damage should be split among targets, count them
  4117. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4118. //special case: Venom Splasher uses a different range for searching than for splashing
  4119. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4120. 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);
  4121. // recursive invocation of skill_castend_damage_id() with flag|1
  4122. 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);
  4123. if( skill_id == AS_SPLASHER ) {
  4124. map_freeblock_unlock(); // Don't consume a second gemstone.
  4125. return 0;
  4126. }
  4127. }
  4128. break;
  4129. case WL_COMET:
  4130. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4131. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4132. break;
  4133. case SM_MAGNUM:
  4134. case MS_MAGNUM:
  4135. if( flag&1 ) {
  4136. //Damage depends on distance, so add it to flag if it is > 1
  4137. // Cannot hit hidden targets
  4138. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl));
  4139. }
  4140. break;
  4141. case KN_BRANDISHSPEAR:
  4142. case ML_BRANDISH:
  4143. //Coded apart for it needs the flag passed to the damage calculation.
  4144. if (skill_area_temp[1] != bl->id)
  4145. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4146. else
  4147. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4148. break;
  4149. case KN_BOWLINGBASH:
  4150. case MS_BOWLINGBASH:
  4151. {
  4152. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4153. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4154. c = (skill_lv-(flag&0xFFF)+1)/2;
  4155. // Determine the Bowling Bash area depending on configuration
  4156. if (battle_config.bowling_bash_area == 0) {
  4157. // Gutter line system
  4158. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4159. if(min_x < 0) min_x = 0;
  4160. max_x = min_x + 39;
  4161. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4162. if(min_y < 0) min_y = 0;
  4163. max_y = min_y + 39;
  4164. } else if (battle_config.bowling_bash_area == 1) {
  4165. // Gutter line system without demi gutter bug
  4166. min_x = src->x - (src->x)%40;
  4167. max_x = min_x + 39;
  4168. min_y = src->y - (src->y)%40;
  4169. max_y = min_y + 39;
  4170. } else {
  4171. // Area around caster
  4172. min_x = src->x - battle_config.bowling_bash_area;
  4173. max_x = src->x + battle_config.bowling_bash_area;
  4174. min_y = src->y - battle_config.bowling_bash_area;
  4175. max_y = src->y + battle_config.bowling_bash_area;
  4176. }
  4177. // Initialization, break checks, direction
  4178. if((flag&0xFFF) > 0) {
  4179. // Ignore monsters outside area
  4180. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4181. break;
  4182. // Ignore monsters already in list
  4183. if(idb_exists(bowling_db, bl->id))
  4184. break;
  4185. // Random direction
  4186. dir = rnd()%8;
  4187. } else {
  4188. // Create an empty list of already hit targets
  4189. db_clear(bowling_db);
  4190. // Direction is walkpath
  4191. dir = (unit_getdir(src)+4)%8;
  4192. }
  4193. // Add current target to the list of already hit targets
  4194. idb_put(bowling_db, bl->id, bl);
  4195. // Keep moving target in direction square by square
  4196. tx = bl->x;
  4197. ty = bl->y;
  4198. for(i=0;i<c;i++) {
  4199. // Target coordinates (get changed even if knockback fails)
  4200. tx -= dirx[dir];
  4201. ty -= diry[dir];
  4202. // If target cell is a wall then break
  4203. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4204. break;
  4205. skill_blown(src,bl,1,dir,0);
  4206. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4207. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4208. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4209. (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))) {
  4210. // Recursive call
  4211. 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);
  4212. // Self-collision
  4213. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4214. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4215. break;
  4216. }
  4217. }
  4218. // Original hit or chain hit depending on flag
  4219. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4220. }
  4221. break;
  4222. case KN_SPEARSTAB:
  4223. if(flag&1) {
  4224. if (bl->id==skill_area_temp[1])
  4225. break;
  4226. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4227. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4228. } else {
  4229. int x=bl->x,y=bl->y,i,dir;
  4230. dir = map_calc_dir(bl,src->x,src->y);
  4231. skill_area_temp[1] = bl->id;
  4232. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4233. // all the enemies between the caster and the target are hit, as well as the target
  4234. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4235. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4236. for (i=0;i<4;i++) {
  4237. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4238. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4239. x += dirx[dir];
  4240. y += diry[dir];
  4241. }
  4242. }
  4243. break;
  4244. case TK_TURNKICK:
  4245. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4246. {
  4247. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4248. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4249. map_foreachinrange(skill_area_sub,bl,
  4250. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4251. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4252. skill_castend_nodamage_id);
  4253. }
  4254. break;
  4255. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4256. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4257. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4258. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4259. break;
  4260. case PR_TURNUNDEAD:
  4261. case ALL_RESURRECTION:
  4262. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4263. break;
  4264. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4265. break;
  4266. case MG_SOULSTRIKE:
  4267. case NPC_DARKSTRIKE:
  4268. case MG_COLDBOLT:
  4269. case MG_FIREBOLT:
  4270. case MG_LIGHTNINGBOLT:
  4271. case WZ_EARTHSPIKE:
  4272. case AL_HEAL:
  4273. case AL_HOLYLIGHT:
  4274. case WZ_JUPITEL:
  4275. case NPC_DARKTHUNDER:
  4276. case PR_ASPERSIO:
  4277. case MG_FROSTDIVER:
  4278. case WZ_SIGHTBLASTER:
  4279. case WZ_SIGHTRASHER:
  4280. case NJ_KOUENKA:
  4281. case NJ_HYOUSENSOU:
  4282. case NJ_HUUJIN:
  4283. case AB_ADORAMUS:
  4284. case AB_RENOVATIO:
  4285. case AB_HIGHNESSHEAL:
  4286. case AB_DUPLELIGHT_MAGIC:
  4287. case WM_METALICSOUND:
  4288. case KO_KAIHOU:
  4289. case MH_ERASER_CUTTER:
  4290. case RL_B_TRAP:
  4291. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4292. break;
  4293. case NPC_MAGICALATTACK:
  4294. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4295. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4296. break;
  4297. case HVAN_CAPRICE: //[blackhole89]
  4298. {
  4299. int ran=rnd()%4;
  4300. int sid = 0;
  4301. switch(ran)
  4302. {
  4303. case 0: sid=MG_COLDBOLT; break;
  4304. case 1: sid=MG_FIREBOLT; break;
  4305. case 2: sid=MG_LIGHTNINGBOLT; break;
  4306. case 3: sid=WZ_EARTHSPIKE; break;
  4307. }
  4308. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4309. }
  4310. break;
  4311. case WZ_WATERBALL:
  4312. {
  4313. int range = skill_lv / 2;
  4314. int maxlv = skill_get_max(skill_id); // learnable level
  4315. int count = 0;
  4316. int x, y;
  4317. struct skill_unit* unit;
  4318. if( skill_lv > maxlv )
  4319. {
  4320. if( src->type == BL_MOB && skill_lv == 10 )
  4321. range = 4;
  4322. else
  4323. range = maxlv / 2;
  4324. }
  4325. for( y = src->y - range; y <= src->y + range; ++y )
  4326. for( x = src->x - range; x <= src->x + range; ++x )
  4327. {
  4328. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4329. {
  4330. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4331. count++; // natural water cell
  4332. 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 )
  4333. {
  4334. count++; // skill-induced water cell
  4335. skill_delunit(unit); // consume cell
  4336. }
  4337. }
  4338. }
  4339. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4340. count = (10000/WATERBALL_INTERVAL)+1;
  4341. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4342. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4343. }
  4344. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4345. break;
  4346. case PR_BENEDICTIO:
  4347. //Should attack undead and demons. [Skotlex]
  4348. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4349. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4350. break;
  4351. case SL_SMA:
  4352. status_change_end(src, SC_SMA, INVALID_TIMER);
  4353. case SL_STIN:
  4354. case SL_STUN:
  4355. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4356. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4357. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4358. break;
  4359. }
  4360. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4361. break;
  4362. case NPC_DARKBREATH:
  4363. clif_emotion(src,E_AG);
  4364. case SN_FALCONASSAULT:
  4365. case PA_PRESSURE:
  4366. case CR_ACIDDEMONSTRATION:
  4367. case TF_THROWSTONE:
  4368. #ifdef RENEWAL
  4369. case ASC_BREAKER:
  4370. #endif
  4371. case NPC_SMOKING:
  4372. case GS_FLING:
  4373. case NJ_ZENYNAGE:
  4374. case GN_THORNS_TRAP:
  4375. case GN_HELLS_PLANT_ATK:
  4376. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4377. break;
  4378. #ifdef RENEWAL
  4379. case NJ_ISSEN: {
  4380. short x, y;
  4381. short dir = map_calc_dir(src, bl->x, bl->y);
  4382. // Move 2 cells (From target)
  4383. if (dir > 0 && dir < 4)
  4384. x = -2;
  4385. else if (dir > 4)
  4386. x = 2;
  4387. else
  4388. x = 0;
  4389. if (dir > 2 && dir < 6)
  4390. y = -2;
  4391. else if (dir == 7 || dir < 2)
  4392. y = 2;
  4393. else
  4394. y = 0;
  4395. // Doesn't have slide effect in GVG
  4396. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4397. clif_blown(src);
  4398. clif_spiritball(src);
  4399. }
  4400. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4401. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4402. status_change_end(src, SC_NEN, INVALID_TIMER);
  4403. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4404. }
  4405. break;
  4406. #endif
  4407. case RK_DRAGONBREATH_WATER:
  4408. case RK_DRAGONBREATH: {
  4409. struct status_change *tsc2 = NULL;
  4410. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4411. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4412. } else
  4413. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4414. }
  4415. break;
  4416. case NPC_SELFDESTRUCTION: {
  4417. struct status_change *tsc2 = NULL;
  4418. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4419. break;
  4420. }
  4421. case HVAN_EXPLOSION:
  4422. if (src != bl)
  4423. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4424. break;
  4425. // Celest
  4426. case PF_SOULBURN:
  4427. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4429. if (skill_lv == 5)
  4430. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4431. status_percent_damage(src, bl, 0, 100, false);
  4432. } else {
  4433. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4434. if (skill_lv == 5)
  4435. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4436. status_percent_damage(src, src, 0, 100, false);
  4437. }
  4438. break;
  4439. case NPC_BLOODDRAIN:
  4440. case NPC_ENERGYDRAIN:
  4441. {
  4442. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4443. src, src, bl, skill_id, skill_lv, tick, flag);
  4444. if (heal > 0){
  4445. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4446. status_heal(src, heal, 0, 0);
  4447. }
  4448. }
  4449. break;
  4450. case GS_BULLSEYE:
  4451. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4452. break;
  4453. case NJ_KASUMIKIRI:
  4454. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4455. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4456. break;
  4457. case NJ_KIRIKAGE:
  4458. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4459. { //You don't move on GVG grounds.
  4460. short x, y;
  4461. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4462. if (unit_movepos(src, x, y, 0, 0)) {
  4463. clif_blown(src);
  4464. }
  4465. }
  4466. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4467. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4468. break;
  4469. case RK_HUNDREDSPEAR:
  4470. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4471. if(rnd()%100 < (10 + 3*skill_lv)) {
  4472. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4473. if( !skill_req )
  4474. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4475. skill_blown(src,bl,6,-1,0);
  4476. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4477. }
  4478. break;
  4479. case RK_PHANTOMTHRUST:
  4480. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4482. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4483. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4484. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4485. break;
  4486. case RK_STORMBLAST:
  4487. if( flag&1 )
  4488. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4489. else {
  4490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4491. 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);
  4492. }
  4493. break;
  4494. case GC_DARKILLUSION:
  4495. {
  4496. short x, y;
  4497. short dir = map_calc_dir(src,bl->x,bl->y);
  4498. if( dir > 0 && dir < 4) x = 2;
  4499. else if( dir > 4 ) x = -2;
  4500. else x = 0;
  4501. if( dir > 2 && dir < 6 ) y = 2;
  4502. else if( dir == 7 || dir < 2 ) y = -2;
  4503. else y = 0;
  4504. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4505. clif_blown(src);
  4506. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4507. if( rnd()%100 < 4 * skill_lv )
  4508. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4509. }
  4510. }
  4511. break;
  4512. case GC_WEAPONCRUSH:
  4513. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4514. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4515. else if( sd )
  4516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4517. break;
  4518. case GC_CROSSRIPPERSLASHER:
  4519. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4521. else
  4522. {
  4523. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4524. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4525. }
  4526. break;
  4527. case GC_PHANTOMMENACE:
  4528. if( flag&1 )
  4529. { // Only Hits Invisible Targets
  4530. struct status_change *tsc2 = status_get_sc(bl);
  4531. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4532. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4533. }
  4534. break;
  4535. case WL_CHAINLIGHTNING:
  4536. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4537. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4538. break;
  4539. case WL_DRAINLIFE:
  4540. {
  4541. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4542. int rate = 70 + 5 * skill_lv;
  4543. heal = heal * (5 + 5 * skill_lv) / 100;
  4544. if( bl->type == BL_SKILL )
  4545. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4546. if( heal && rnd()%100 < rate )
  4547. {
  4548. status_heal(src, heal, 0, 0);
  4549. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4550. }
  4551. }
  4552. break;
  4553. case WL_TETRAVORTEX:
  4554. if( sd && sc ) { // No SC? No spheres
  4555. int spheres[5] = { 0, 0, 0, 0, 0 },
  4556. positions[5] = {-1,-1,-1,-1,-1 },
  4557. i, j = 0, k, subskill = 0;
  4558. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4559. if( sc->data[i] ) {
  4560. spheres[j] = i;
  4561. positions[j] = sc->data[i]->val2;
  4562. j++;
  4563. }
  4564. // Sphere Sort, this time from new to old
  4565. for( i = 0; i <= j - 2; i++ )
  4566. for( k = i + 1; k <= j - 1; k++ )
  4567. if( positions[i] < positions[k] ) {
  4568. swap(positions[i],positions[k]);
  4569. swap(spheres[i],spheres[k]);
  4570. }
  4571. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4572. status_change_end(src, spheres[4], INVALID_TIMER);
  4573. j = 4;
  4574. }
  4575. k = 0;
  4576. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4577. switch( sc->data[spheres[i]]->val1 ) {
  4578. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4579. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4580. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4581. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4582. }
  4583. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4584. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4585. status_change_end(src, spheres[i], INVALID_TIMER);
  4586. }
  4587. }
  4588. break;
  4589. case WL_RELEASE:
  4590. if( sd )
  4591. {
  4592. int i;
  4593. // Priority is to release SpellBook
  4594. if( sc && sc->data[SC_READING_SB] )
  4595. { // SpellBook
  4596. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4597. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4598. int cooldown;
  4599. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4600. if( sc->data[i] ) spell[s++] = i;
  4601. if ( s == 0 )
  4602. break;
  4603. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4604. if(sc->data[i] ){// Now extract the data from the preserved spell
  4605. pres_skill_id = sc->data[i]->val1;
  4606. pres_skill_lv = sc->data[i]->val2;
  4607. point = sc->data[i]->val3;
  4608. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4609. }else //something went wrong :(
  4610. break;
  4611. if( sc->data[SC_READING_SB]->val2 > point )
  4612. sc->data[SC_READING_SB]->val2 -= point;
  4613. else // Last spell to be released
  4614. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4615. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4616. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4617. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4618. break;
  4619. // Get the requirement for the preserved skill
  4620. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4621. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4622. skill_toggle_magicpower(src, pres_skill_id);
  4623. switch( skill_get_casttype(pres_skill_id) )
  4624. {
  4625. case CAST_GROUND:
  4626. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4627. break;
  4628. case CAST_NODAMAGE:
  4629. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4630. break;
  4631. case CAST_DAMAGE:
  4632. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4633. break;
  4634. }
  4635. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4636. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4637. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4638. if( cooldown )
  4639. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4640. }
  4641. else
  4642. { // Summon Balls
  4643. int j = 0, k;
  4644. int spheres[5] = { 0, 0, 0, 0, 0 },
  4645. positions[5] = {-1,-1,-1,-1,-1 };
  4646. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4647. if( sc && sc->data[i] )
  4648. {
  4649. spheres[j] = i;
  4650. positions[j] = sc->data[i]->val2;
  4651. sc->data[i]->val2--; // Prepares for next position
  4652. j++;
  4653. }
  4654. if( j == 0 )
  4655. { // No Spheres
  4656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4657. break;
  4658. }
  4659. // Sphere Sort
  4660. for( i = 0; i <= j - 2; i++ )
  4661. for( k = i + 1; k <= j - 1; k++ )
  4662. if( positions[i] > positions[k] )
  4663. {
  4664. swap(positions[i],positions[k]);
  4665. swap(spheres[i],spheres[k]);
  4666. }
  4667. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4668. for( i = 0; i < j; i++ )
  4669. {
  4670. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4671. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4672. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4673. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4674. }
  4675. clif_skill_nodamage(src,bl,skill_id,0,1);
  4676. }
  4677. }
  4678. break;
  4679. case WL_FROSTMISTY:
  4680. // Causes Freezing status through walls.
  4681. 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));
  4682. // Doesn't deal damage through non-shootable walls.
  4683. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4684. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4685. break;
  4686. case WL_HELLINFERNO:
  4687. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4688. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4689. break;
  4690. case RA_WUGSTRIKE:
  4691. if( sd && pc_isridingwug(sd) ){
  4692. short x[8]={0,-1,-1,-1,0,1,1,1};
  4693. short y[8]={1,1,0,-1,-1,-1,0,1};
  4694. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4695. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4696. clif_blown(src);
  4697. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4698. }
  4699. break;
  4700. }
  4701. case RA_WUGBITE:
  4702. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4703. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4704. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4705. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4706. break;
  4707. case RA_SENSITIVEKEEN:
  4708. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4709. struct status_change * tsc2 = status_get_sc(bl);
  4710. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4711. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4712. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4713. }
  4714. }
  4715. else
  4716. {
  4717. struct skill_unit *su = NULL;
  4718. struct skill_unit_group* sg;
  4719. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4720. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4721. {
  4722. struct item item_tmp;
  4723. memset(&item_tmp,0,sizeof(item_tmp));
  4724. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4725. item_tmp.identify = 1;
  4726. if( item_tmp.nameid )
  4727. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4728. }
  4729. skill_delunit(su);
  4730. }
  4731. }
  4732. break;
  4733. case NC_INFRAREDSCAN:
  4734. if( flag&1 )
  4735. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4736. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4737. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4738. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4739. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4740. }
  4741. else
  4742. {
  4743. 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);
  4744. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4745. if( sd ) pc_overheat(sd,1);
  4746. }
  4747. break;
  4748. case NC_MAGNETICFIELD:
  4749. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4750. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4751. break;
  4752. case SC_FATALMENACE:
  4753. if( flag&1 )
  4754. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4755. else
  4756. {
  4757. short x, y;
  4758. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4759. // Destination area
  4760. skill_area_temp[4] = x;
  4761. skill_area_temp[5] = y;
  4762. 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);
  4763. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4764. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4765. }
  4766. break;
  4767. case LG_PINPOINTATTACK:
  4768. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4769. clif_blown(src);
  4770. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4771. break;
  4772. case LG_SHIELDSPELL:
  4773. if (skill_lv == 1)
  4774. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4775. else if (skill_lv == 2)
  4776. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4777. break;
  4778. case SR_DRAGONCOMBO:
  4779. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4780. break;
  4781. case SR_KNUCKLEARROW:
  4782. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4783. dir_ka = map_calc_dir(bl, src->x, src->y);
  4784. // Has slide effect even in GVG
  4785. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4786. clif_blown(src);
  4787. if( flag&1 )
  4788. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4789. else
  4790. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4791. break;
  4792. case SR_HOWLINGOFLION:
  4793. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4794. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4795. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4796. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4797. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4798. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4799. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4800. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4801. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4802. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4803. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4804. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4805. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4806. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4807. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4808. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4809. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4810. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4811. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4812. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4813. break;
  4814. case SR_EARTHSHAKER:
  4815. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4816. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4817. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4818. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4819. } else {
  4820. 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);
  4821. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4822. }
  4823. break;
  4824. case SR_TIGERCANNON:
  4825. if ( flag&1 ) {
  4826. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4827. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4828. } else if ( sd ) {
  4829. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4830. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4831. if (sd)
  4832. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4833. break;
  4834. }
  4835. 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);
  4836. }
  4837. break;
  4838. case SO_POISON_BUSTER: {
  4839. struct status_change *tsc2 = status_get_sc(bl);
  4840. if( tsc2 && tsc2->data[SC_POISON] ) {
  4841. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4842. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4843. }
  4844. else if( sd )
  4845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4846. }
  4847. break;
  4848. case GN_SPORE_EXPLOSION:
  4849. if( flag&1 )
  4850. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4851. else {
  4852. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4853. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4854. }
  4855. break;
  4856. case GN_DEMONIC_FIRE:
  4857. case GN_FIRE_EXPANSION_ACID:
  4858. if (flag&1)
  4859. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4860. break;
  4861. case KO_JYUMONJIKIRI: {
  4862. short x, y;
  4863. short dir = map_calc_dir(src,bl->x,bl->y);
  4864. if (dir > 0 && dir < 4)
  4865. x = 2;
  4866. else if (dir > 4)
  4867. x = -2;
  4868. else
  4869. x = 0;
  4870. if (dir > 2 && dir < 6)
  4871. y = 2;
  4872. else if (dir == 7 || dir < 2)
  4873. y = -2;
  4874. else
  4875. y = 0;
  4876. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4877. clif_blown(src);
  4878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4879. }
  4880. }
  4881. break;
  4882. case EL_FIRE_BOMB:
  4883. case EL_FIRE_WAVE:
  4884. case EL_WATER_SCREW:
  4885. case EL_HURRICANE:
  4886. case EL_TYPOON_MIS:
  4887. if( flag&1 )
  4888. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4889. else {
  4890. int i = skill_get_splash(skill_id,skill_lv);
  4891. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4892. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4893. if( rnd()%100 < 30 )
  4894. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4895. else
  4896. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4897. }
  4898. break;
  4899. case EL_ROCK_CRUSHER:
  4900. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4901. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4902. if( rnd()%100 < 50 )
  4903. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4904. else
  4905. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4906. break;
  4907. case EL_STONE_RAIN:
  4908. if( flag&1 )
  4909. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4910. else {
  4911. int i = skill_get_splash(skill_id,skill_lv);
  4912. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4913. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4914. if( rnd()%100 < 30 )
  4915. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4916. else
  4917. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4918. }
  4919. break;
  4920. case EL_FIRE_ARROW:
  4921. case EL_ICE_NEEDLE:
  4922. case EL_WIND_SLASH:
  4923. case EL_STONE_HAMMER:
  4924. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4925. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4926. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4927. break;
  4928. case EL_TIDAL_WEAPON:
  4929. if( src->type == BL_ELEM ) {
  4930. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4931. struct status_change *sc2 = status_get_sc(&ele->bl);
  4932. struct status_change *tsc2 = status_get_sc(bl);
  4933. sc_type type = status_skill2sc(skill_id), type2;
  4934. type2 = type-1;
  4935. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4936. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4937. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4938. elemental_clean_single_effect(ele, skill_id);
  4939. }
  4940. if( rnd()%100 < 50 )
  4941. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4942. else {
  4943. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4944. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4945. }
  4946. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4947. }
  4948. break;
  4949. //recursive homon skill
  4950. case MH_MAGMA_FLOW:
  4951. case MH_HEILIGE_STANGE:
  4952. if(flag&1){
  4953. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4954. break;//chance to not trigger atk for magma
  4955. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4956. }
  4957. else
  4958. 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);
  4959. break;
  4960. case MH_STAHL_HORN:
  4961. case MH_NEEDLE_OF_PARALYZE:
  4962. case MH_SONIC_CRAW:
  4963. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4964. break;
  4965. case MH_MIDNIGHT_FRENZY:
  4966. case MH_SILVERVEIN_RUSH:
  4967. {
  4968. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4969. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4970. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4971. }
  4972. break;
  4973. case MH_TINDER_BREAKER:
  4974. case MH_CBC:
  4975. case MH_EQC:
  4976. {
  4977. int duration = 0;
  4978. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4979. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4980. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4981. clif_blown(src);
  4982. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4983. }
  4984. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4985. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4986. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4987. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4988. }
  4989. break;
  4990. case RL_H_MINE:
  4991. if (!(flag&1)) {
  4992. // Direct attack
  4993. if (!sd || !sd->flicker) {
  4994. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4995. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4996. break;
  4997. }
  4998. // Triggered by RL_FLICKER
  4999. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5000. // Splash damage around it!
  5001. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5002. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5003. flag |= 1; // Don't consume requirement
  5004. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5005. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5006. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5007. }
  5008. }
  5009. else
  5010. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5011. if (sd && sd->flicker)
  5012. flag |= 1; // Don't consume requirement
  5013. break;
  5014. case RL_HAMMER_OF_GOD:
  5015. if (!(flag&1)) {
  5016. if (!sd) {
  5017. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5018. break;
  5019. }
  5020. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5021. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5022. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5023. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5024. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5025. }
  5026. }
  5027. else
  5028. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5029. if ((flag&8))
  5030. flag |= 1;
  5031. break;
  5032. case RL_QD_SHOT:
  5033. case RL_D_TAIL:
  5034. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5035. int sflag = flag;
  5036. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5037. break;
  5038. if (flag&1)
  5039. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5040. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5041. if (sd) {
  5042. if (skill_id != RL_D_TAIL)
  5043. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5044. }
  5045. }
  5046. break;
  5047. case 0:/* no skill - basic/normal attack */
  5048. if(sd) {
  5049. if (flag & 3){
  5050. if (bl->id != skill_area_temp[1])
  5051. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5052. } else {
  5053. skill_area_temp[1] = bl->id;
  5054. map_foreachinrange(skill_area_sub, bl,
  5055. sd->bonus.splash_range, BL_CHAR,
  5056. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5057. skill_castend_damage_id);
  5058. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5059. }
  5060. }
  5061. break;
  5062. default:
  5063. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5064. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5065. 0, abs(skill_get_num(skill_id, skill_lv)),
  5066. skill_id, skill_lv, skill_get_hit(skill_id));
  5067. map_freeblock_unlock();
  5068. return 1;
  5069. }
  5070. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5071. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5072. map_freeblock_unlock();
  5073. if( sd && !(flag&1) )
  5074. {// ensure that the skill last-cast tick is recorded
  5075. sd->canskill_tick = gettick();
  5076. if( sd->state.arrow_atk )
  5077. {// consume arrow on last invocation to this skill.
  5078. battle_consume_ammo(sd, skill_id, skill_lv);
  5079. }
  5080. // perform skill requirement consumption
  5081. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5082. }
  5083. return 0;
  5084. }
  5085. /**
  5086. * Use no-damage skill from 'src' to 'bl
  5087. * @param src Caster
  5088. * @param bl Target of the skill, bl maybe same with src for self skill
  5089. * @param skill_id
  5090. * @param skill_lv
  5091. * @param tick
  5092. * @param flag Various value, &1: Recursive effect
  5093. **/
  5094. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5095. {
  5096. struct map_session_data *sd, *dstsd;
  5097. struct mob_data *md, *dstmd;
  5098. struct homun_data *hd;
  5099. struct mercenary_data *mer;
  5100. struct status_data *sstatus, *tstatus;
  5101. struct status_change *tsc;
  5102. struct status_change_entry *tsce;
  5103. int chorusbonus = 0;
  5104. int i = 0;
  5105. enum sc_type type;
  5106. if(skill_id > 0 && !skill_lv) return 0; // celest
  5107. nullpo_retr(1, src);
  5108. nullpo_retr(1, bl);
  5109. if (src->m != bl->m)
  5110. return 1;
  5111. sd = BL_CAST(BL_PC, src);
  5112. hd = BL_CAST(BL_HOM, src);
  5113. md = BL_CAST(BL_MOB, src);
  5114. mer = BL_CAST(BL_MER, src);
  5115. dstsd = BL_CAST(BL_PC, bl);
  5116. dstmd = BL_CAST(BL_MOB, bl);
  5117. if(bl->prev == NULL)
  5118. return 1;
  5119. if(status_isdead(src))
  5120. return 1;
  5121. if( src != bl && status_isdead(bl) ) {
  5122. switch( skill_id ) { // Skills that may be cast on dead targets
  5123. case NPC_WIDESOULDRAIN:
  5124. case PR_REDEMPTIO:
  5125. case ALL_RESURRECTION:
  5126. case WM_DEADHILLHERE:
  5127. break;
  5128. default:
  5129. return 1;
  5130. }
  5131. }
  5132. tstatus = status_get_status_data(bl);
  5133. sstatus = status_get_status_data(src);
  5134. // Minstrel/Wanderer number check for chorus skills.
  5135. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5136. if( sd && sd->status.party_id ) {
  5137. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5138. if( chorusbonus > 7 )
  5139. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5140. else if( chorusbonus > 2 )
  5141. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5142. }
  5143. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5144. switch (skill_id) {
  5145. case HLIF_HEAL: //[orn]
  5146. if (bl->type != BL_HOM) {
  5147. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5148. break ;
  5149. }
  5150. case AL_HEAL:
  5151. case ALL_RESURRECTION:
  5152. case PR_ASPERSIO:
  5153. case AB_RENOVATIO:
  5154. case AB_HIGHNESSHEAL:
  5155. //Apparently only player casted skills can be offensive like this.
  5156. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5157. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5158. //Offensive heal does not works on non-enemies. [Skotlex]
  5159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5160. return 0;
  5161. }
  5162. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5163. }
  5164. break;
  5165. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5166. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5167. case MH_STEINWAND: {
  5168. struct block_list *s_src = battle_get_master(src);
  5169. short ret = 0;
  5170. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5171. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5172. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5173. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5174. if (hd)
  5175. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5176. return ret;
  5177. }
  5178. break;
  5179. default:
  5180. //Skill is actually ground placed.
  5181. if (src == bl && skill_get_unit_id(skill_id,0))
  5182. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5183. }
  5184. type = status_skill2sc(skill_id);
  5185. tsc = status_get_sc(bl);
  5186. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5187. if (src!=bl && type > -1 &&
  5188. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5189. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5190. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5191. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5192. map_freeblock_lock();
  5193. switch(skill_id)
  5194. {
  5195. case HLIF_HEAL: //[orn]
  5196. case AL_HEAL:
  5197. case AB_HIGHNESSHEAL:
  5198. {
  5199. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5200. int heal_get_jobexp;
  5201. if( status_isimmune(bl) ||
  5202. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5203. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5204. heal=0;
  5205. if( tsc && tsc->count ) {
  5206. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5207. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5208. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5209. if (src == bl)
  5210. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5211. else {
  5212. bl = src;
  5213. dstsd = sd;
  5214. }
  5215. }
  5216. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5217. heal = 0; //Needed so that it actually displays 0 when healing.
  5218. }
  5219. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5220. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5221. heal = ~heal + 1;
  5222. heal_get_jobexp = status_heal(bl,heal,0,0);
  5223. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5224. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5225. if (heal_get_jobexp <= 0)
  5226. heal_get_jobexp = 1;
  5227. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5228. }
  5229. }
  5230. break;
  5231. case PR_REDEMPTIO:
  5232. if (sd && !(flag&1)) {
  5233. if (sd->status.party_id == 0) {
  5234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5235. break;
  5236. }
  5237. skill_area_temp[0] = 0;
  5238. party_foreachsamemap(skill_area_sub,
  5239. sd,skill_get_splash(skill_id, skill_lv),
  5240. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5241. skill_castend_nodamage_id);
  5242. if (skill_area_temp[0] == 0) {
  5243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5244. break;
  5245. }
  5246. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5247. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5248. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5249. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5250. clif_updatestatus(sd,SP_BASEEXP);
  5251. clif_updatestatus(sd,SP_JOBEXP);
  5252. }
  5253. status_set_hp(src, 1, 0);
  5254. status_set_sp(src, 0, 0);
  5255. break;
  5256. } else if (status_isdead(bl) && flag&1) { //Revive
  5257. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5258. skill_lv = 3; //Resurrection level 3 is used
  5259. } else //Invalid target, skip resurrection.
  5260. break;
  5261. case ALL_RESURRECTION:
  5262. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5263. { //No reviving in WoE grounds!
  5264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5265. break;
  5266. }
  5267. if (!status_isdead(bl))
  5268. break;
  5269. {
  5270. int per = 0, sper = 0;
  5271. if (tsc && tsc->data[SC_HELLPOWER])
  5272. break;
  5273. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5274. break;
  5275. switch(skill_lv){
  5276. case 1: per=10; break;
  5277. case 2: per=30; break;
  5278. case 3: per=50; break;
  5279. case 4: per=80; break;
  5280. }
  5281. if(dstsd && dstsd->special_state.restart_full_recover)
  5282. per = sper = 100;
  5283. if (status_revive(bl, per, sper))
  5284. {
  5285. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5286. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5287. {
  5288. int exp = 0,jexp = 0;
  5289. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5290. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5291. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5292. if (exp < 1) exp = 1;
  5293. }
  5294. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5295. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5296. if (jexp < 1) jexp = 1;
  5297. }
  5298. if(exp > 0 || jexp > 0)
  5299. pc_gainexp (sd, bl, exp, jexp, false);
  5300. }
  5301. }
  5302. }
  5303. break;
  5304. case AL_DECAGI:
  5305. case MER_DECAGI:
  5306. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5307. 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)));
  5308. break;
  5309. case AL_CRUCIS:
  5310. if (flag&1)
  5311. 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));
  5312. else {
  5313. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5314. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5315. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5316. }
  5317. break;
  5318. case PR_LEXDIVINA:
  5319. case MER_LEXDIVINA:
  5320. if( tsce )
  5321. status_change_end(bl,type, INVALID_TIMER);
  5322. else
  5323. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5324. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5325. break;
  5326. case SA_ABRACADABRA:
  5327. if (!skill_abra_count) {
  5328. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5329. break;
  5330. }
  5331. else {
  5332. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5333. do {
  5334. i = rnd() % MAX_SKILL_ABRA_DB;
  5335. abra_skill_id = skill_abra_db[i].skill_id;
  5336. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5337. } while ( checked++ < checked_max &&
  5338. (abra_skill_id == 0 ||
  5339. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5340. if (!skill_get_index(abra_skill_id))
  5341. break;
  5342. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5343. if( sd )
  5344. {// player-casted
  5345. sd->state.abra_flag = 1;
  5346. sd->skillitem = abra_skill_id;
  5347. sd->skillitemlv = abra_skill_lv;
  5348. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5349. }
  5350. else
  5351. {// mob-casted
  5352. struct unit_data *ud = unit_bl2ud(src);
  5353. int inf = skill_get_inf(abra_skill_id);
  5354. if (!ud) break;
  5355. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5356. if (src->type == BL_PET)
  5357. bl = (struct block_list*)((TBL_PET*)src)->master;
  5358. if (!bl) bl = src;
  5359. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5360. } else { //Assume offensive skills
  5361. int target_id = 0;
  5362. if (ud->target)
  5363. target_id = ud->target;
  5364. else switch (src->type) {
  5365. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5366. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5367. }
  5368. if (!target_id)
  5369. break;
  5370. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5371. bl = map_id2bl(target_id);
  5372. if (!bl) bl = src;
  5373. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5374. } else
  5375. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5376. }
  5377. }
  5378. }
  5379. break;
  5380. case SA_COMA:
  5381. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5382. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5383. break;
  5384. case SA_FULLRECOVERY:
  5385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5386. if (status_isimmune(bl))
  5387. break;
  5388. status_percent_heal(bl, 100, 100);
  5389. break;
  5390. case NPC_ALLHEAL:
  5391. {
  5392. int heal;
  5393. if( status_isimmune(bl) )
  5394. break;
  5395. heal = status_percent_heal(bl, 100, 0);
  5396. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5397. if( dstmd )
  5398. { // Reset Damage Logs
  5399. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5400. dstmd->tdmg = 0;
  5401. }
  5402. }
  5403. break;
  5404. case SA_SUMMONMONSTER:
  5405. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5406. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5407. break;
  5408. case SA_LEVELUP:
  5409. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5410. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5411. break;
  5412. case SA_INSTANTDEATH:
  5413. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5414. status_kill(src);
  5415. break;
  5416. case SA_QUESTION:
  5417. clif_emotion(src,E_WHAT);
  5418. case SA_GRAVITY:
  5419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5420. break;
  5421. case SA_CLASSCHANGE:
  5422. case SA_MONOCELL:
  5423. if (dstmd)
  5424. {
  5425. int class_;
  5426. if ( sd && dstmd->status.mode&MD_BOSS )
  5427. {
  5428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5429. break;
  5430. }
  5431. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5433. mob_class_change(dstmd,class_);
  5434. if( tsc && dstmd->status.mode&MD_BOSS )
  5435. {
  5436. 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 };
  5437. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5438. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5439. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5440. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5441. }
  5442. }
  5443. break;
  5444. case SA_DEATH:
  5445. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5446. {
  5447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5448. break;
  5449. }
  5450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5451. status_kill(bl);
  5452. break;
  5453. case SA_REVERSEORCISH:
  5454. case ALL_REVERSEORCISH:
  5455. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5456. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5457. break;
  5458. case SA_FORTUNE:
  5459. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5460. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5461. break;
  5462. case SA_TAMINGMONSTER:
  5463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5464. if (sd && dstmd) {
  5465. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5466. if( i < MAX_PET_DB )
  5467. pet_catch_process1(sd, dstmd->mob_id);
  5468. }
  5469. break;
  5470. case CR_PROVIDENCE:
  5471. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5472. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5474. map_freeblock_unlock();
  5475. return 1;
  5476. }
  5477. }
  5478. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5479. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5480. break;
  5481. case CG_MARIONETTE:
  5482. {
  5483. struct status_change* sc = status_get_sc(src);
  5484. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5485. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5487. map_freeblock_unlock();
  5488. return 1;
  5489. }
  5490. if( sc && tsc )
  5491. {
  5492. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5493. {
  5494. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5495. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5496. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5497. }
  5498. else
  5499. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5500. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5501. {
  5502. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5503. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5504. }
  5505. else
  5506. {
  5507. if( sd )
  5508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5509. map_freeblock_unlock();
  5510. return 1;
  5511. }
  5512. }
  5513. }
  5514. break;
  5515. case RG_CLOSECONFINE:
  5516. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5517. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5518. break;
  5519. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5520. case SA_FROSTWEAPON:
  5521. case SA_LIGHTNINGLOADER:
  5522. case SA_SEISMICWEAPON:
  5523. if (dstsd) {
  5524. if(dstsd->status.weapon == W_FIST ||
  5525. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5526. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5527. dstsd->sc.data[SC_FIREWEAPON] ||
  5528. dstsd->sc.data[SC_WATERWEAPON] ||
  5529. dstsd->sc.data[SC_WINDWEAPON] ||
  5530. dstsd->sc.data[SC_EARTHWEAPON] ||
  5531. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5532. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5533. dstsd->sc.data[SC_ENCPOISON]
  5534. ))
  5535. ) {
  5536. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5537. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5538. break;
  5539. }
  5540. }
  5541. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5542. 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)))) {
  5543. if (sd)
  5544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5545. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5546. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5547. }
  5548. break;
  5549. case PR_ASPERSIO:
  5550. if (sd && dstmd) {
  5551. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5552. break;
  5553. }
  5554. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5555. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5556. break;
  5557. case ITEM_ENCHANTARMS:
  5558. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5559. sc_start2(src,bl,type,100,skill_lv,
  5560. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5561. break;
  5562. case TK_SEVENWIND:
  5563. switch(skill_get_ele(skill_id,skill_lv)) {
  5564. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5565. case ELE_WIND : type = SC_WINDWEAPON; break;
  5566. case ELE_WATER : type = SC_WATERWEAPON; break;
  5567. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5568. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5569. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5570. case ELE_HOLY : type = SC_ASPERSIO; break;
  5571. }
  5572. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5573. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5574. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5575. break;
  5576. case PR_KYRIE:
  5577. case MER_KYRIE:
  5578. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5579. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5580. break;
  5581. //Passive Magnum, should had been casted on yourself.
  5582. case SM_MAGNUM:
  5583. case MS_MAGNUM:
  5584. skill_area_temp[1] = 0;
  5585. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5586. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5587. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5588. // Initiate 20% of your damage becomes fire element.
  5589. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5590. if( sd )
  5591. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5592. else if( bl->type == BL_MER )
  5593. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5594. break;
  5595. case TK_JUMPKICK:
  5596. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5597. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5598. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5599. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5600. clif_blown(src);
  5601. }
  5602. } else
  5603. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5604. break;
  5605. case AL_INCAGI:
  5606. case AL_BLESSING:
  5607. case MER_INCAGI:
  5608. case MER_BLESSING:
  5609. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5610. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5611. break;
  5612. }
  5613. case PR_SLOWPOISON:
  5614. case PR_IMPOSITIO:
  5615. case PR_LEXAETERNA:
  5616. case PR_SUFFRAGIUM:
  5617. case PR_BENEDICTIO:
  5618. case LK_BERSERK:
  5619. case MS_BERSERK:
  5620. case KN_TWOHANDQUICKEN:
  5621. case KN_ONEHAND:
  5622. case MER_QUICKEN:
  5623. case CR_SPEARQUICKEN:
  5624. case CR_REFLECTSHIELD:
  5625. case MS_REFLECTSHIELD:
  5626. case AS_POISONREACT:
  5627. case MC_LOUD:
  5628. case MG_ENERGYCOAT:
  5629. case MO_EXPLOSIONSPIRITS:
  5630. case MO_STEELBODY:
  5631. case MO_BLADESTOP:
  5632. case LK_AURABLADE:
  5633. case LK_PARRYING:
  5634. case MS_PARRYING:
  5635. case LK_CONCENTRATION:
  5636. case WS_CARTBOOST:
  5637. case SN_SIGHT:
  5638. case WS_MELTDOWN:
  5639. case WS_OVERTHRUSTMAX:
  5640. case ST_REJECTSWORD:
  5641. case HW_MAGICPOWER:
  5642. case PF_MEMORIZE:
  5643. case PA_SACRIFICE:
  5644. case ASC_EDP:
  5645. case PF_DOUBLECASTING:
  5646. case SG_SUN_COMFORT:
  5647. case SG_MOON_COMFORT:
  5648. case SG_STAR_COMFORT:
  5649. case NPC_HALLUCINATION:
  5650. case GS_MADNESSCANCEL:
  5651. case GS_ADJUSTMENT:
  5652. case GS_INCREASING:
  5653. case NJ_KASUMIKIRI:
  5654. case NJ_UTSUSEMI:
  5655. case NJ_NEN:
  5656. case NPC_DEFENDER:
  5657. case NPC_MAGICMIRROR:
  5658. case ST_PRESERVE:
  5659. case NPC_INVINCIBLE:
  5660. case NPC_INVINCIBLEOFF:
  5661. case RK_DEATHBOUND:
  5662. case AB_RENOVATIO:
  5663. case AB_EXPIATIO:
  5664. case AB_DUPLELIGHT:
  5665. case AB_SECRAMENT:
  5666. case NC_ACCELERATION:
  5667. case NC_HOVERING:
  5668. case NC_SHAPESHIFT:
  5669. case WL_RECOGNIZEDSPELL:
  5670. case GC_VENOMIMPRESS:
  5671. case SC_DEADLYINFECT:
  5672. case LG_EXEEDBREAK:
  5673. case LG_PRESTIGE:
  5674. case SR_CRESCENTELBOW:
  5675. case SR_LIGHTNINGWALK:
  5676. case GN_CARTBOOST:
  5677. case KO_MEIKYOUSISUI:
  5678. case ALL_ODINS_POWER:
  5679. case ALL_FULL_THROTTLE:
  5680. case RA_UNLIMIT:
  5681. case WL_TELEKINESIS_INTENSE:
  5682. case RL_HEAT_BARREL:
  5683. case RL_P_ALTER:
  5684. case RL_E_CHAIN:
  5685. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5686. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5687. break;
  5688. case KN_AUTOCOUNTER:
  5689. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5690. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5691. break;
  5692. case SO_STRIKING:
  5693. if (sd) {
  5694. int bonus = 8 + 2 * skill_lv;
  5695. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5696. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5697. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5698. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5699. 0
  5700. );
  5701. }
  5702. break;
  5703. case NPC_STOP:
  5704. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5705. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5706. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5707. break;
  5708. case HP_ASSUMPTIO:
  5709. if( sd && dstmd )
  5710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5711. else
  5712. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5713. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5714. break;
  5715. case MG_SIGHT:
  5716. case MER_SIGHT:
  5717. case AL_RUWACH:
  5718. case WZ_SIGHTBLASTER:
  5719. case NPC_WIDESIGHT:
  5720. case NPC_STONESKIN:
  5721. case NPC_ANTIMAGIC:
  5722. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5723. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5724. break;
  5725. case HLIF_AVOID:
  5726. case HAMI_DEFENCE:
  5727. i = skill_get_time(skill_id,skill_lv);
  5728. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5729. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5730. break;
  5731. case NJ_BUNSINJYUTSU:
  5732. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5733. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5734. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5735. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5736. break;
  5737. /* Was modified to only affect targetted char. [Skotlex]
  5738. case HP_ASSUMPTIO:
  5739. if (flag&1)
  5740. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5741. else
  5742. {
  5743. map_foreachinrange(skill_area_sub, bl,
  5744. skill_get_splash(skill_id, skill_lv), BL_PC,
  5745. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5746. skill_castend_nodamage_id);
  5747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5748. }
  5749. break;
  5750. */
  5751. case SM_ENDURE:
  5752. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5753. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5754. break;
  5755. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5756. if (sd && dstsd && dstsd->sc.count) {
  5757. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5758. dstsd->sc.data[SC_WATERWEAPON] ||
  5759. dstsd->sc.data[SC_WINDWEAPON] ||
  5760. dstsd->sc.data[SC_EARTHWEAPON] ||
  5761. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5762. dstsd->sc.data[SC_GHOSTWEAPON]
  5763. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5764. ) {
  5765. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5767. break;
  5768. }
  5769. }
  5770. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5771. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5772. break;
  5773. case LK_TENSIONRELAX:
  5774. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5775. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5776. skill_get_time(skill_id,skill_lv)));
  5777. break;
  5778. case MC_CHANGECART:
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5780. break;
  5781. case TK_MISSION:
  5782. if (sd) {
  5783. int id;
  5784. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5785. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5787. break;
  5788. }
  5789. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5790. if (!id) {
  5791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5792. break;
  5793. }
  5794. sd->mission_mobid = id;
  5795. sd->mission_count = 0;
  5796. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5797. clif_mission_info(sd, id, 0);
  5798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5799. }
  5800. break;
  5801. case AC_CONCENTRATION:
  5802. {
  5803. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5804. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5805. map_foreachinrange( status_change_timer_sub, src,
  5806. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5807. src,NULL,type,tick);
  5808. }
  5809. break;
  5810. case SM_PROVOKE:
  5811. case SM_SELFPROVOKE:
  5812. case MER_PROVOKE:
  5813. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5814. {
  5815. map_freeblock_unlock();
  5816. return 1;
  5817. }
  5818. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5819. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5820. (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))));
  5821. if( !i )
  5822. {
  5823. if( sd )
  5824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5825. map_freeblock_unlock();
  5826. return 0;
  5827. }
  5828. unit_skillcastcancel(bl, 2);
  5829. if( tsc && tsc->count )
  5830. {
  5831. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5832. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5833. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5834. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5835. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5836. }
  5837. if( dstmd )
  5838. {
  5839. dstmd->state.provoke_flag = src->id;
  5840. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5841. }
  5842. break;
  5843. case ML_DEVOTION:
  5844. case CR_DEVOTION:
  5845. {
  5846. int count, lv;
  5847. if( !dstsd || (!sd && !mer) )
  5848. { // Only players can be devoted
  5849. if( sd )
  5850. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5851. break;
  5852. }
  5853. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5854. lv = -lv;
  5855. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5856. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5857. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5858. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5859. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5860. {
  5861. if( sd )
  5862. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5863. map_freeblock_unlock();
  5864. return 1;
  5865. }
  5866. i = 0;
  5867. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5868. if( sd )
  5869. { // Player Devoting Player
  5870. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5871. if( i == count )
  5872. {
  5873. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5874. if( i == count )
  5875. { // No free slots, skill Fail
  5876. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5877. map_freeblock_unlock();
  5878. return 1;
  5879. }
  5880. }
  5881. sd->devotion[i] = bl->id;
  5882. }
  5883. else
  5884. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5885. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5886. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5887. clif_devotion(src, NULL);
  5888. }
  5889. break;
  5890. case MO_CALLSPIRITS:
  5891. if(sd) {
  5892. int limit = skill_lv;
  5893. if( sd->sc.data[SC_RAISINGDRAGON] )
  5894. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5896. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5897. }
  5898. break;
  5899. case CH_SOULCOLLECT:
  5900. if(sd) {
  5901. int limit = 5;
  5902. if( sd->sc.data[SC_RAISINGDRAGON] )
  5903. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5905. for (i = 0; i < limit; i++)
  5906. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5907. }
  5908. break;
  5909. case MO_KITRANSLATION:
  5910. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  5911. //Require will define how many spiritballs will be transferred
  5912. struct skill_condition require;
  5913. require = skill_get_requirement(sd,skill_id,skill_lv);
  5914. pc_delspiritball(sd,require.spiritball,0);
  5915. for (i = 0; i < require.spiritball; i++)
  5916. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5917. } else {
  5918. if(sd)
  5919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5920. map_freeblock_unlock();
  5921. return 0;
  5922. }
  5923. break;
  5924. case TK_TURNKICK:
  5925. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5926. if (skill_area_temp[1] != bl->id) {
  5927. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5928. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5929. }
  5930. break;
  5931. case MO_ABSORBSPIRITS:
  5932. i = 0;
  5933. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  5934. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5935. if (dstsd->spiritball > 0) {
  5936. i = dstsd->spiritball * 7;
  5937. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5938. }
  5939. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  5940. i += dstsd->spiritcharm * 7;
  5941. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  5942. }
  5943. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5944. i = 2 * dstmd->level;
  5945. mob_target(dstmd,src,0);
  5946. }
  5947. if (i) status_heal(src, 0, i, 3);
  5948. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5949. break;
  5950. case AC_MAKINGARROW:
  5951. if(sd) {
  5952. clif_arrow_create_list(sd);
  5953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5954. }
  5955. break;
  5956. case AM_PHARMACY:
  5957. if(sd) {
  5958. clif_skill_produce_mix_list(sd,skill_id,22);
  5959. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5960. }
  5961. break;
  5962. case SA_CREATECON:
  5963. if(sd) {
  5964. clif_elementalconverter_list(sd);
  5965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5966. }
  5967. break;
  5968. case BS_HAMMERFALL:
  5969. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5970. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5971. break;
  5972. case RG_RAID:
  5973. skill_area_temp[1] = 0;
  5974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5975. map_foreachinrange(skill_area_sub, bl,
  5976. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5977. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5978. skill_castend_damage_id);
  5979. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5980. break;
  5981. //List of self skills that give damage around caster
  5982. case ASC_METEORASSAULT:
  5983. case GS_SPREADATTACK:
  5984. case RK_STORMBLAST:
  5985. case NC_AXETORNADO:
  5986. case GC_COUNTERSLASH:
  5987. case SR_SKYNETBLOW:
  5988. case SR_RAMPAGEBLASTER:
  5989. case SR_HOWLINGOFLION:
  5990. case KO_HAPPOKUNAI:
  5991. case RL_FIREDANCE:
  5992. case RL_R_TRIP:
  5993. skill_area_temp[1] = 0;
  5994. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5995. if (battle_config.skill_wall_check)
  5996. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5997. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5998. else
  5999. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6000. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6001. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6002. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6003. break;
  6004. case NC_EMERGENCYCOOL:
  6005. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6006. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6007. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6008. break;
  6009. case SR_WINDMILL:
  6010. case GN_CART_TORNADO:
  6011. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6012. case SR_EARTHSHAKER:
  6013. case NC_INFRAREDSCAN:
  6014. case NPC_EARTHQUAKE:
  6015. case NPC_VAMPIRE_GIFT:
  6016. case NPC_HELLJUDGEMENT:
  6017. case NPC_PULSESTRIKE:
  6018. case LG_MOONSLASHER:
  6019. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6020. break;
  6021. case KN_BRANDISHSPEAR:
  6022. case ML_BRANDISH:
  6023. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6024. break;
  6025. case WZ_SIGHTRASHER:
  6026. //Passive side of the attack.
  6027. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6028. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6029. map_foreachinrange(skill_area_sub,src,
  6030. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6031. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6032. skill_castend_damage_id);
  6033. break;
  6034. case NJ_HYOUSYOURAKU:
  6035. case NJ_RAIGEKISAI:
  6036. case WZ_FROSTNOVA:
  6037. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6038. skill_area_temp[1] = 0;
  6039. map_foreachinrange(skill_attack_area, src,
  6040. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6041. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6042. break;
  6043. case HVAN_EXPLOSION: //[orn]
  6044. case NPC_SELFDESTRUCTION:
  6045. //Self Destruction hits everyone in range (allies+enemies)
  6046. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6047. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6048. BCT_ENEMY:BCT_ALL;
  6049. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6050. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6051. map_foreachinrange(skill_area_sub, bl,
  6052. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6053. src, skill_id, skill_lv, tick, flag|i,
  6054. skill_castend_damage_id);
  6055. if(map_addblock(src))
  6056. return 1;
  6057. status_damage(src, src, sstatus->max_hp,0,0,1);
  6058. break;
  6059. case AL_ANGELUS:
  6060. case PR_MAGNIFICAT:
  6061. case PR_GLORIA:
  6062. case SN_WINDWALK:
  6063. case CASH_BLESSING:
  6064. case CASH_INCAGI:
  6065. case CASH_ASSUMPTIO:
  6066. case WM_FRIGG_SONG:
  6067. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6068. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6069. else if( sd )
  6070. 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);
  6071. break;
  6072. case MER_MAGNIFICAT:
  6073. if( mer != NULL )
  6074. {
  6075. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6076. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6077. 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);
  6078. else if( mer->master && !(flag&1) )
  6079. 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)));
  6080. }
  6081. break;
  6082. case BS_ADRENALINE:
  6083. case BS_ADRENALINE2:
  6084. case BS_WEAPONPERFECT:
  6085. case BS_OVERTHRUST:
  6086. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6087. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6088. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6089. } else if (sd) {
  6090. party_foreachsamemap(skill_area_sub,
  6091. sd,skill_get_splash(skill_id, skill_lv),
  6092. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6093. skill_castend_nodamage_id);
  6094. }
  6095. break;
  6096. case BS_MAXIMIZE:
  6097. case NV_TRICKDEAD:
  6098. case CR_DEFENDER:
  6099. case ML_DEFENDER:
  6100. case CR_AUTOGUARD:
  6101. case ML_AUTOGUARD:
  6102. case TK_READYSTORM:
  6103. case TK_READYDOWN:
  6104. case TK_READYTURN:
  6105. case TK_READYCOUNTER:
  6106. case TK_DODGE:
  6107. case CR_SHRINK:
  6108. case SG_FUSION:
  6109. case GS_GATLINGFEVER:
  6110. if( tsce )
  6111. {
  6112. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6113. map_freeblock_unlock();
  6114. return 0;
  6115. }
  6116. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6117. break;
  6118. case SL_KAITE:
  6119. case SL_KAAHI:
  6120. case SL_KAIZEL:
  6121. case SL_KAUPE:
  6122. if (sd) {
  6123. if (!dstsd || !(
  6124. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6125. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6126. dstsd->status.char_id == sd->status.char_id ||
  6127. dstsd->status.char_id == sd->status.partner_id ||
  6128. dstsd->status.char_id == sd->status.child
  6129. )) {
  6130. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6132. break;
  6133. }
  6134. }
  6135. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6136. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6137. break;
  6138. case SM_AUTOBERSERK:
  6139. case MER_AUTOBERSERK:
  6140. if( tsce )
  6141. i = status_change_end(bl, type, INVALID_TIMER);
  6142. else
  6143. i = sc_start(src,bl,type,100,skill_lv,60000);
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6145. break;
  6146. case TF_HIDING:
  6147. case ST_CHASEWALK:
  6148. case KO_YAMIKUMO:
  6149. if (tsce)
  6150. {
  6151. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6152. map_freeblock_unlock();
  6153. return 0;
  6154. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6155. //Mado Gear cannot hide
  6156. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6157. map_freeblock_unlock();
  6158. return 0;
  6159. }
  6160. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6161. break;
  6162. case TK_RUN:
  6163. if (tsce)
  6164. {
  6165. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6166. map_freeblock_unlock();
  6167. return 0;
  6168. }
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6170. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6171. clif_walkok(sd); // So aegis has to resend the walk ok.
  6172. break;
  6173. case AS_CLOAKING:
  6174. case GC_CLOAKINGEXCEED:
  6175. case LG_FORCEOFVANGUARD:
  6176. case SC_REPRODUCE:
  6177. case SC_INVISIBILITY:
  6178. case RA_CAMOUFLAGE:
  6179. if (tsce) {
  6180. i = status_change_end(bl, type, INVALID_TIMER);
  6181. if( i )
  6182. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6183. else if( sd )
  6184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6185. map_freeblock_unlock();
  6186. return 0;
  6187. }
  6188. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6189. if( i )
  6190. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6191. else if( sd )
  6192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6193. break;
  6194. case BD_ADAPTATION:
  6195. if(tsc && tsc->data[SC_DANCING]){
  6196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6197. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6198. }
  6199. break;
  6200. case BA_FROSTJOKER:
  6201. case DC_SCREAM:
  6202. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6203. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6204. if (md) {
  6205. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6206. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6207. char temp[70];
  6208. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6209. clif_disp_overhead(&md->bl,temp);
  6210. }
  6211. break;
  6212. case BA_PANGVOICE:
  6213. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6214. break;
  6215. case DC_WINKCHARM:
  6216. if( dstsd )
  6217. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6218. else
  6219. if( dstmd )
  6220. {
  6221. if( status_get_lv(src) > status_get_lv(bl)
  6222. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6223. && !(tstatus->mode&MD_BOSS) )
  6224. 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)));
  6225. else
  6226. {
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6228. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6229. }
  6230. }
  6231. break;
  6232. case TF_STEAL:
  6233. if(sd) {
  6234. if(pc_steal_item(sd,bl,skill_lv))
  6235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6236. else
  6237. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6238. }
  6239. break;
  6240. case RG_STEALCOIN:
  6241. if(sd) {
  6242. if(pc_steal_coin(sd,bl))
  6243. {
  6244. dstmd->state.provoke_flag = src->id;
  6245. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6247. }
  6248. else
  6249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6250. }
  6251. break;
  6252. case MG_STONECURSE:
  6253. {
  6254. int brate = 0;
  6255. if (tstatus->mode&MD_BOSS) {
  6256. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6257. break;
  6258. }
  6259. if(status_isimmune(bl) || !tsc)
  6260. break;
  6261. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6262. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6263. if (tsc->data[SC_STONE]) {
  6264. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6265. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6266. break;
  6267. }
  6268. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6269. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6270. skill_get_time2(skill_id,skill_lv)))
  6271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6272. else if(sd) {
  6273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6274. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6275. if (skill_lv > 5)
  6276. { // not to consume items
  6277. map_freeblock_unlock();
  6278. return 0;
  6279. }
  6280. }
  6281. }
  6282. break;
  6283. case NV_FIRSTAID:
  6284. clif_skill_nodamage(src,bl,skill_id,5,1);
  6285. status_heal(bl,5,0,0);
  6286. break;
  6287. case AL_CURE:
  6288. if(status_isimmune(bl)) {
  6289. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6290. break;
  6291. }
  6292. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6293. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6294. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6295. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6296. break;
  6297. case TF_DETOXIFY:
  6298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6299. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6300. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6301. break;
  6302. case PR_STRECOVERY:
  6303. if(status_isimmune(bl)) {
  6304. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6305. break;
  6306. }
  6307. if (tsc && tsc->opt1) {
  6308. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6309. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6310. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6311. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6312. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6313. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6314. }
  6315. //Is this equation really right? It looks so... special.
  6316. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6317. {
  6318. status_change_start(src,bl, SC_BLIND,
  6319. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6320. 1,0,0,0,
  6321. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6322. }
  6323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6324. if(dstmd)
  6325. mob_unlocktarget(dstmd,tick);
  6326. break;
  6327. // Mercenary Supportive Skills
  6328. case MER_BENEDICTION:
  6329. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6330. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6332. break;
  6333. case MER_COMPRESS:
  6334. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6336. break;
  6337. case MER_MENTALCURE:
  6338. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6340. break;
  6341. case MER_RECUPERATE:
  6342. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6343. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6345. break;
  6346. case MER_REGAIN:
  6347. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6348. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6350. break;
  6351. case MER_TENDER:
  6352. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6353. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6355. break;
  6356. case MER_SCAPEGOAT:
  6357. if( mer && mer->master )
  6358. {
  6359. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6360. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6361. }
  6362. break;
  6363. case MER_ESTIMATION:
  6364. if( !mer )
  6365. break;
  6366. sd = mer->master;
  6367. case WZ_ESTIMATION:
  6368. if( sd == NULL )
  6369. break;
  6370. if( dstsd )
  6371. { // Fail on Players
  6372. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6373. break;
  6374. }
  6375. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6376. break; // Cannot be Used on Emperium
  6377. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6378. clif_skill_estimation(sd, bl);
  6379. if( skill_id == MER_ESTIMATION )
  6380. sd = NULL;
  6381. break;
  6382. case BS_REPAIRWEAPON:
  6383. if(sd && dstsd)
  6384. clif_item_repair_list(sd,dstsd,skill_lv);
  6385. break;
  6386. case MC_IDENTIFY:
  6387. if(sd) {
  6388. clif_item_identify_list(sd);
  6389. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6390. map_freeblock_unlock();
  6391. return 1;
  6392. }
  6393. else { // consume sp only if succeeded
  6394. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6395. status_zap(src,0,req.sp);
  6396. }
  6397. }
  6398. break;
  6399. // Weapon Refining [Celest]
  6400. case WS_WEAPONREFINE:
  6401. if(sd)
  6402. clif_item_refine_list(sd);
  6403. break;
  6404. case MC_VENDING:
  6405. if(sd)
  6406. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6407. if ( !pc_can_give_items(sd) )
  6408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6409. else {
  6410. sd->state.prevend = 1;
  6411. clif_openvendingreq(sd,2+skill_lv);
  6412. }
  6413. }
  6414. break;
  6415. case AL_TELEPORT:
  6416. case ALL_ODINS_RECALL:
  6417. if(sd)
  6418. {
  6419. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6420. clif_skill_teleportmessage(sd,0);
  6421. break;
  6422. }
  6423. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6424. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6425. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6426. break;
  6427. }
  6428. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6429. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6430. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6431. {
  6432. if( skill_lv == 1 )
  6433. pc_randomwarp(sd,CLR_TELEPORT);
  6434. else
  6435. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6436. break;
  6437. }
  6438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6439. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6440. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6441. else
  6442. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6443. } else
  6444. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6445. break;
  6446. case NPC_EXPULSION:
  6447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6448. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6449. break;
  6450. case AL_HOLYWATER:
  6451. if(sd) {
  6452. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6453. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6454. else
  6455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6456. }
  6457. break;
  6458. case TF_PICKSTONE:
  6459. if(sd) {
  6460. unsigned char eflag;
  6461. struct item item_tmp;
  6462. struct block_list tbl;
  6463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6464. memset(&item_tmp,0,sizeof(item_tmp));
  6465. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6466. item_tmp.nameid = ITEMID_STONE;
  6467. item_tmp.identify = 1;
  6468. tbl.id = 0;
  6469. // Commented because of duplicate animation [Lemongrass]
  6470. // At the moment this displays the pickup animation a second time
  6471. // If this is required in older clients, we need to add a version check here
  6472. //clif_takeitem(&sd->bl,&tbl);
  6473. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6474. if(eflag) {
  6475. clif_additem(sd,0,0,eflag);
  6476. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6477. }
  6478. }
  6479. break;
  6480. case ASC_CDP:
  6481. if(sd) {
  6482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6483. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6484. }
  6485. break;
  6486. case RG_STRIPWEAPON:
  6487. case RG_STRIPSHIELD:
  6488. case RG_STRIPARMOR:
  6489. case RG_STRIPHELM:
  6490. case ST_FULLSTRIP:
  6491. case GC_WEAPONCRUSH:
  6492. case SC_STRIPACCESSARY: {
  6493. unsigned short location = 0;
  6494. int d = 0;
  6495. //Rate in percent
  6496. if ( skill_id == ST_FULLSTRIP ) {
  6497. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6498. } else if( skill_id == SC_STRIPACCESSARY ) {
  6499. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6500. } else {
  6501. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6502. }
  6503. if (i < 5) i = 5; //Minimum rate 5%
  6504. //Duration in ms
  6505. if( skill_id == GC_WEAPONCRUSH){
  6506. d = skill_get_time(skill_id,skill_lv);
  6507. if(bl->type == BL_PC)
  6508. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6509. else
  6510. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6511. }else
  6512. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6513. if (d < 0) d = 0; //Minimum duration 0ms
  6514. switch (skill_id) {
  6515. case RG_STRIPWEAPON:
  6516. case GC_WEAPONCRUSH:
  6517. location = EQP_WEAPON;
  6518. break;
  6519. case RG_STRIPSHIELD:
  6520. location = EQP_SHIELD;
  6521. break;
  6522. case RG_STRIPARMOR:
  6523. location = EQP_ARMOR;
  6524. break;
  6525. case RG_STRIPHELM:
  6526. location = EQP_HELM;
  6527. break;
  6528. case ST_FULLSTRIP:
  6529. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6530. break;
  6531. case SC_STRIPACCESSARY:
  6532. location = EQP_ACC;
  6533. break;
  6534. }
  6535. //Special message when trying to use strip on FCP [Jobbie]
  6536. 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])
  6537. {
  6538. clif_gospel_info(sd, 0x28);
  6539. break;
  6540. }
  6541. //Attempts to strip at rate i and duration d
  6542. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6543. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6544. //Nothing stripped.
  6545. if( sd && !i )
  6546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6547. break;
  6548. }
  6549. case AM_BERSERKPITCHER:
  6550. case AM_POTIONPITCHER:
  6551. {
  6552. int j,hp = 0,sp = 0;
  6553. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6554. map_freeblock_unlock();
  6555. return 1;
  6556. }
  6557. if( sd ) {
  6558. int x,bonus=100;
  6559. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6560. x = skill_lv%11 - 1;
  6561. j = pc_search_inventory(sd, require.itemid[x]);
  6562. if (j < 0 || require.itemid[x] <= 0) {
  6563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6564. map_freeblock_unlock();
  6565. return 1;
  6566. }
  6567. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6569. map_freeblock_unlock();
  6570. return 1;
  6571. }
  6572. if( skill_id == AM_BERSERKPITCHER ) {
  6573. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6575. map_freeblock_unlock();
  6576. return 1;
  6577. }
  6578. }
  6579. potion_flag = 1;
  6580. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6581. potion_target = bl->id;
  6582. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6583. potion_flag = potion_target = 0;
  6584. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6585. bonus += sd->status.base_level;
  6586. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6587. hp = tstatus->max_hp * potion_per_hp / 100;
  6588. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6589. if( dstsd ) {
  6590. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6591. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6592. }
  6593. } else {
  6594. if( potion_hp > 0 ) {
  6595. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6596. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6597. if( dstsd )
  6598. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6599. }
  6600. if( potion_sp > 0 ) {
  6601. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6602. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6603. if( dstsd )
  6604. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6605. }
  6606. }
  6607. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6608. hp += hp * bonus / 100;
  6609. sp += sp * bonus / 100;
  6610. }
  6611. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6612. hp += hp * j / 100;
  6613. sp += sp * j / 100;
  6614. }
  6615. } else {
  6616. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6617. switch (skill_lv) {
  6618. case 1: hp = 45; break;
  6619. case 2: hp = 105; break;
  6620. case 3: hp = 175; break;
  6621. default: hp = 325; break;
  6622. }
  6623. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6624. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6625. if( dstsd )
  6626. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6627. }
  6628. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6629. hp += hp * j / 100;
  6630. sp += sp * j / 100;
  6631. }
  6632. if( tsc && tsc->count ) {
  6633. if( tsc->data[SC_CRITICALWOUND] ) {
  6634. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6635. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6636. }
  6637. if( tsc->data[SC_DEATHHURT] ) {
  6638. hp -= hp * 20 / 100;
  6639. sp -= sp * 20 / 100;
  6640. }
  6641. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6642. hp += hp / 10;
  6643. sp += sp / 10;
  6644. }
  6645. }
  6646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6647. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6648. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6649. if( sp > 0 )
  6650. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6651. #ifdef RENEWAL
  6652. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6653. sp = 0;
  6654. #endif
  6655. status_heal(bl,hp,sp,0);
  6656. }
  6657. break;
  6658. case AM_CP_WEAPON:
  6659. case AM_CP_SHIELD:
  6660. case AM_CP_ARMOR:
  6661. case AM_CP_HELM:
  6662. {
  6663. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6664. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6666. map_freeblock_unlock(); // Don't consume item requirements
  6667. return 0;
  6668. }
  6669. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6670. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6671. }
  6672. break;
  6673. case AM_TWILIGHT1:
  6674. if (sd) {
  6675. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6676. //Prepare 200 White Potions.
  6677. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6678. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6679. }
  6680. break;
  6681. case AM_TWILIGHT2:
  6682. if (sd) {
  6683. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6684. //Prepare 200 Slim White Potions.
  6685. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6687. }
  6688. break;
  6689. case AM_TWILIGHT3:
  6690. if (sd) {
  6691. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6692. if( ebottle >= 0 )
  6693. ebottle = sd->status.inventory[ebottle].amount;
  6694. //check if you can produce all three, if not, then fail:
  6695. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6696. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6697. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6698. || ebottle < 200 //200 empty bottle are required at total.
  6699. ) {
  6700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6701. break;
  6702. }
  6703. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6704. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6705. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6706. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6707. }
  6708. break;
  6709. case SA_DISPELL:
  6710. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6711. {
  6712. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6713. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6714. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6715. || rnd()%100 >= 50+10*skill_lv
  6716. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6717. {
  6718. if (sd)
  6719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6720. break;
  6721. }
  6722. if(status_isimmune(bl))
  6723. break;
  6724. //Remove bonus_script by Dispell
  6725. if (dstsd)
  6726. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6727. if(!tsc || !tsc->count)
  6728. break;
  6729. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6731. break;
  6732. }
  6733. for(i=0;i<SC_MAX;i++) {
  6734. if (!tsc->data[i])
  6735. continue;
  6736. switch (i) {
  6737. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6738. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6739. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6740. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6741. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6742. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6743. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6744. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6745. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6746. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6747. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6748. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6749. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6750. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6751. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6752. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6753. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6754. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6755. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6756. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6757. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6758. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6759. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6760. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6761. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6762. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6763. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6764. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6765. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6766. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6767. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6768. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6769. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6770. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6771. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6772. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6773. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6774. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6775. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6776. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6777. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6778. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6779. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6780. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6781. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6782. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6783. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6784. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6785. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6786. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6787. #ifdef RENEWAL
  6788. case SC_EXTREMITYFIST2:
  6789. #endif
  6790. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6791. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6792. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6793. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6794. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6795. continue;
  6796. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6797. case SC_WHISTLE:
  6798. case SC_ASSNCROS:
  6799. case SC_POEMBRAGI:
  6800. case SC_APPLEIDUN:
  6801. case SC_HUMMING:
  6802. case SC_DONTFORGETME:
  6803. case SC_FORTUNE:
  6804. case SC_SERVICE4U:
  6805. if(tsc->data[i]->val4==0)
  6806. continue; //if in song-area don't end it
  6807. break;
  6808. case SC_ASSUMPTIO:
  6809. if( bl->type == BL_MOB )
  6810. continue;
  6811. break;
  6812. }
  6813. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6814. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6815. }
  6816. break;
  6817. }
  6818. //Affect all targets on splash area.
  6819. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6820. src, skill_id, skill_lv, tick, flag|1,
  6821. skill_castend_damage_id);
  6822. break;
  6823. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6824. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6825. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6826. break;
  6827. case TK_HIGHJUMP:
  6828. {
  6829. int x,y, dir = unit_getdir(src);
  6830. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6831. if( map[src->m].flag.noteleport &&
  6832. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6833. ) {
  6834. x = src->x;
  6835. y = src->y;
  6836. } else {
  6837. x = src->x + dirx[dir]*skill_lv*2;
  6838. y = src->y + diry[dir]*skill_lv*2;
  6839. }
  6840. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6841. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  6842. clif_blown(src);
  6843. }
  6844. break;
  6845. case SA_CASTCANCEL:
  6846. case SO_SPELLFIST:
  6847. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6848. unit_skillcastcancel(src,1);
  6849. if(sd) {
  6850. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6851. if( skill_id == SO_SPELLFIST ){
  6852. 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));
  6853. sd->skill_id_old = sd->skill_lv_old = 0;
  6854. break;
  6855. }
  6856. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6857. if(sp < 0) sp = 0;
  6858. status_zap(src, 0, sp);
  6859. }
  6860. break;
  6861. case SA_SPELLBREAKER:
  6862. {
  6863. int sp;
  6864. if(tsc && tsc->data[SC_MAGICROD]) {
  6865. sp = skill_get_sp(skill_id,skill_lv);
  6866. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6867. if(sp < 1) sp = 1;
  6868. status_heal(bl,0,sp,2);
  6869. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6870. } else {
  6871. struct unit_data *ud = unit_bl2ud(bl);
  6872. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6873. if (!ud || ud->skilltimer == INVALID_TIMER)
  6874. break; //Nothing to cancel.
  6875. bl_skill_id = ud->skill_id;
  6876. bl_skill_lv = ud->skill_lv;
  6877. if (tstatus->mode & MD_BOSS)
  6878. { //Only 10% success chance against bosses. [Skotlex]
  6879. if (rnd()%100 < 90)
  6880. {
  6881. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6882. break;
  6883. }
  6884. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6885. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6886. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6887. unit_skillcastcancel(bl,0);
  6888. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6889. status_zap(bl, hp, sp);
  6890. if (hp && skill_lv >= 5)
  6891. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6892. else
  6893. hp = 0;
  6894. if (sp) //Recover some of the SP used
  6895. sp = sp*(25*(skill_lv-1))/100;
  6896. if(hp || sp)
  6897. status_heal(src, hp, sp, 2);
  6898. }
  6899. }
  6900. break;
  6901. case SA_MAGICROD:
  6902. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6903. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6904. break;
  6905. case SA_AUTOSPELL:
  6906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6907. if(sd)
  6908. clif_autospell(sd,skill_lv);
  6909. else {
  6910. int maxlv=1,spellid=0;
  6911. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6912. if(skill_lv >= 10) {
  6913. spellid = MG_FROSTDIVER;
  6914. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6915. // maxlv = 10;
  6916. // else
  6917. maxlv = skill_lv - 9;
  6918. }
  6919. else if(skill_lv >=8) {
  6920. spellid = MG_FIREBALL;
  6921. maxlv = skill_lv - 7;
  6922. }
  6923. else if(skill_lv >=5) {
  6924. spellid = MG_SOULSTRIKE;
  6925. maxlv = skill_lv - 4;
  6926. }
  6927. else if(skill_lv >=2) {
  6928. int i_rnd = rnd()%3;
  6929. spellid = spellarray[i_rnd];
  6930. maxlv = skill_lv - 1;
  6931. }
  6932. else if(skill_lv > 0) {
  6933. spellid = MG_NAPALMBEAT;
  6934. maxlv = 3;
  6935. }
  6936. if(spellid > 0)
  6937. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6938. skill_get_time(SA_AUTOSPELL,skill_lv));
  6939. }
  6940. break;
  6941. case BS_GREED:
  6942. if(sd){
  6943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6944. map_foreachinrange(skill_greed,bl,
  6945. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6946. }
  6947. break;
  6948. case SA_ELEMENTWATER:
  6949. case SA_ELEMENTFIRE:
  6950. case SA_ELEMENTGROUND:
  6951. case SA_ELEMENTWIND:
  6952. if(sd && !dstmd) //Only works on monsters.
  6953. break;
  6954. if(tstatus->mode&MD_BOSS)
  6955. break;
  6956. case NPC_ATTRICHANGE:
  6957. case NPC_CHANGEWATER:
  6958. case NPC_CHANGEGROUND:
  6959. case NPC_CHANGEFIRE:
  6960. case NPC_CHANGEWIND:
  6961. case NPC_CHANGEPOISON:
  6962. case NPC_CHANGEHOLY:
  6963. case NPC_CHANGEDARKNESS:
  6964. case NPC_CHANGETELEKINESIS:
  6965. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6966. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6967. skill_get_time(skill_id, skill_lv)));
  6968. break;
  6969. case NPC_CHANGEUNDEAD:
  6970. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6971. //TO-DO This is ugly, fix it
  6972. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6973. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6974. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6975. skill_get_time(skill_id, skill_lv)));
  6976. break;
  6977. case NPC_PROVOCATION:
  6978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6979. if (md) mob_unlocktarget(md, tick);
  6980. break;
  6981. case NPC_KEEPING:
  6982. case NPC_BARRIER:
  6983. {
  6984. int skill_time = skill_get_time(skill_id,skill_lv);
  6985. struct unit_data *ud = unit_bl2ud(bl);
  6986. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6987. sc_start(src,bl,type,100,skill_lv,skill_time))
  6988. && ud) { //Disable attacking/acting/moving for skill's duration.
  6989. ud->attackabletime =
  6990. ud->canact_tick =
  6991. ud->canmove_tick = tick + skill_time;
  6992. }
  6993. }
  6994. break;
  6995. case NPC_REBIRTH:
  6996. if( md && md->state.rebirth )
  6997. break; // only works once
  6998. sc_start(src,bl,type,100,skill_lv,-1);
  6999. break;
  7000. case NPC_DARKBLESSING:
  7001. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7002. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7003. break;
  7004. case NPC_LICK:
  7005. status_zap(bl, 0, 100);
  7006. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7007. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7008. break;
  7009. case NPC_SUICIDE:
  7010. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7011. status_kill(src); //When suiciding, neither exp nor drops is given.
  7012. break;
  7013. case NPC_SUMMONSLAVE:
  7014. case NPC_SUMMONMONSTER:
  7015. if(md && md->skill_idx >= 0)
  7016. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7017. break;
  7018. case NPC_CALLSLAVE:
  7019. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7020. break;
  7021. case NPC_RANDOMMOVE:
  7022. if (md) {
  7023. md->next_walktime = tick - 1;
  7024. mob_randomwalk(md,tick);
  7025. }
  7026. break;
  7027. case NPC_SPEEDUP:
  7028. {
  7029. // or does it increase casting rate? just a guess xD
  7030. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7031. if (i_type > SC_ASPDPOTION3)
  7032. i_type = SC_ASPDPOTION3;
  7033. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7034. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7035. }
  7036. break;
  7037. case NPC_REVENGE:
  7038. // not really needed... but adding here anyway ^^
  7039. if (md && md->master_id > 0) {
  7040. struct block_list *mbl, *tbl;
  7041. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7042. (tbl = battle_gettargeted(mbl)) == NULL)
  7043. break;
  7044. md->state.provoke_flag = tbl->id;
  7045. mob_target(md, tbl, sstatus->rhw.range);
  7046. }
  7047. break;
  7048. case NPC_RUN:
  7049. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7050. mob_unlocktarget(md, tick);
  7051. break;
  7052. case NPC_TRANSFORMATION:
  7053. case NPC_METAMORPHOSIS:
  7054. if(md && md->skill_idx >= 0) {
  7055. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7056. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7057. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7058. if (class_) mob_class_change(md, class_);
  7059. }
  7060. break;
  7061. case NPC_EMOTION_ON:
  7062. case NPC_EMOTION:
  7063. //val[0] is the emotion to use.
  7064. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7065. //val[1] 'sets' the mode
  7066. //val[2] adds to the current mode
  7067. //val[3] removes from the current mode
  7068. //val[4] if set, asks to delete the previous mode change.
  7069. if(md && md->skill_idx >= 0 && tsc)
  7070. {
  7071. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7072. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7073. status_change_end(bl, type, INVALID_TIMER);
  7074. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7075. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7076. mob_unlocktarget(md,tick);
  7077. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7078. sc_start4(src,src, type, 100, skill_lv,
  7079. md->db->skill[md->skill_idx].val[1],
  7080. md->db->skill[md->skill_idx].val[2],
  7081. md->db->skill[md->skill_idx].val[3],
  7082. skill_get_time(skill_id, skill_lv));
  7083. }
  7084. break;
  7085. case NPC_POWERUP:
  7086. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7087. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7088. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7089. break;
  7090. case NPC_AGIUP:
  7091. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7092. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7093. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7094. break;
  7095. case NPC_INVISIBLE:
  7096. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7097. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7098. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7099. break;
  7100. case NPC_SIEGEMODE:
  7101. // not sure what it does
  7102. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7103. break;
  7104. case WE_MALE:
  7105. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7106. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7107. 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]
  7108. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7109. }
  7110. break;
  7111. case WE_FEMALE:
  7112. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7113. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7114. 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]
  7115. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7116. }
  7117. break;
  7118. // parent-baby skills
  7119. case WE_BABY:
  7120. if(sd){
  7121. struct map_session_data *f_sd = pc_get_father(sd);
  7122. struct map_session_data *m_sd = pc_get_mother(sd);
  7123. if( (!f_sd && !m_sd) // if neither was found
  7124. || (sd->status.party_id != 0 && //not in same party
  7125. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7126. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7127. ))
  7128. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7129. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7130. ) {
  7131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7132. map_freeblock_unlock();
  7133. return 0;
  7134. }
  7135. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7136. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7137. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7138. }
  7139. break;
  7140. case PF_HPCONVERSION:
  7141. {
  7142. int hp, sp;
  7143. hp = sstatus->max_hp/10;
  7144. sp = hp * 10 * skill_lv / 100;
  7145. if (!status_charge(src,hp,0)) {
  7146. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7147. break;
  7148. }
  7149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7150. status_heal(bl,0,sp,2);
  7151. }
  7152. break;
  7153. case MA_REMOVETRAP:
  7154. case HT_REMOVETRAP:
  7155. {
  7156. struct skill_unit* su;
  7157. struct skill_unit_group* sg = NULL;
  7158. su = BL_CAST(BL_SKILL, bl);
  7159. // Mercenaries can remove any trap
  7160. // Players can only remove their own traps or traps on Vs maps.
  7161. 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) )
  7162. {
  7163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7164. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7165. { // prevent picking up expired traps
  7166. if( battle_config.skill_removetrap_type )
  7167. { // get back all items used to deploy the trap
  7168. for( i = 0; i < 10; i++ )
  7169. {
  7170. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7171. {
  7172. int flag2;
  7173. struct item item_tmp;
  7174. memset(&item_tmp,0,sizeof(item_tmp));
  7175. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7176. item_tmp.identify = 1;
  7177. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7178. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7179. clif_additem(sd,0,0,flag2);
  7180. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7181. }
  7182. }
  7183. }
  7184. }
  7185. else
  7186. { // get back 1 trap
  7187. struct item item_tmp;
  7188. memset(&item_tmp,0,sizeof(item_tmp));
  7189. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7190. item_tmp.identify = 1;
  7191. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7192. {
  7193. clif_additem(sd,0,0,flag);
  7194. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7195. }
  7196. }
  7197. }
  7198. skill_delunit(su);
  7199. }else if(sd)
  7200. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7201. }
  7202. break;
  7203. case HT_SPRINGTRAP:
  7204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7205. {
  7206. struct skill_unit *su=NULL;
  7207. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7208. switch(su->group->unit_id){
  7209. case UNT_ANKLESNARE: // ankle snare
  7210. if (su->group->val2 != 0)
  7211. // if it is already trapping something don't spring it,
  7212. // remove trap should be used instead
  7213. break;
  7214. // otherwise fallthrough to below
  7215. case UNT_BLASTMINE:
  7216. case UNT_SKIDTRAP:
  7217. case UNT_LANDMINE:
  7218. case UNT_SHOCKWAVE:
  7219. case UNT_SANDMAN:
  7220. case UNT_FLASHER:
  7221. case UNT_FREEZINGTRAP:
  7222. case UNT_CLAYMORETRAP:
  7223. case UNT_TALKIEBOX:
  7224. su->group->unit_id = UNT_USED_TRAPS;
  7225. clif_changetraplook(bl, UNT_USED_TRAPS);
  7226. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7227. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7228. }
  7229. }
  7230. }
  7231. break;
  7232. case BD_ENCORE:
  7233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7234. if(sd)
  7235. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7236. break;
  7237. case AS_SPLASHER:
  7238. if(tstatus->mode&MD_BOSS
  7239. // Renewal dropped the 3/4 hp requirement
  7240. #ifndef RENEWAL
  7241. || tstatus-> hp > tstatus->max_hp*3/4
  7242. #endif
  7243. ) {
  7244. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7245. map_freeblock_unlock();
  7246. return 1;
  7247. }
  7248. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7249. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7250. #ifndef RENEWAL
  7251. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7252. #endif
  7253. break;
  7254. case PF_MINDBREAKER:
  7255. {
  7256. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7257. {
  7258. map_freeblock_unlock();
  7259. return 1;
  7260. }
  7261. if (tsce)
  7262. { //HelloKitty2 (?) explained that this silently fails when target is
  7263. //already inflicted. [Skotlex]
  7264. map_freeblock_unlock();
  7265. return 1;
  7266. }
  7267. //Has a 55% + skill_lv*5% success chance.
  7268. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7269. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7270. {
  7271. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7272. map_freeblock_unlock();
  7273. return 0;
  7274. }
  7275. unit_skillcastcancel(bl,0);
  7276. if(tsc && tsc->count){
  7277. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7278. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7279. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7280. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7281. }
  7282. if(dstmd)
  7283. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7284. }
  7285. break;
  7286. case PF_SOULCHANGE:
  7287. {
  7288. unsigned int sp1 = 0, sp2 = 0;
  7289. if (dstmd) {
  7290. if (dstmd->state.soul_change_flag) {
  7291. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7292. break;
  7293. }
  7294. dstmd->state.soul_change_flag = 1;
  7295. sp2 = sstatus->max_sp * 3 /100;
  7296. status_heal(src, 0, sp2, 2);
  7297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7298. break;
  7299. }
  7300. sp1 = sstatus->sp;
  7301. sp2 = tstatus->sp;
  7302. #ifdef RENEWAL
  7303. sp1 = sp1 / 2;
  7304. sp2 = sp2 / 2;
  7305. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7306. sp1 = tstatus->sp;
  7307. #endif
  7308. status_set_sp(src, sp2, 3);
  7309. status_set_sp(bl, sp1, 3);
  7310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7311. }
  7312. break;
  7313. // Slim Pitcher
  7314. case CR_SLIMPITCHER:
  7315. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7316. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7317. break;
  7318. if (potion_hp || potion_sp) {
  7319. int hp = potion_hp, sp = potion_sp;
  7320. hp = hp * (100 + (tstatus->vit<<1))/100;
  7321. sp = sp * (100 + (tstatus->int_<<1))/100;
  7322. if (dstsd) {
  7323. if (hp)
  7324. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7325. if (sp)
  7326. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7327. }
  7328. if( tsc && tsc->count ) {
  7329. if (tsc->data[SC_CRITICALWOUND]) {
  7330. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7331. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7332. }
  7333. if (tsc->data[SC_DEATHHURT]) {
  7334. hp -= hp * 20 / 100;
  7335. sp -= sp * 20 / 100;
  7336. }
  7337. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7338. hp += hp / 10;
  7339. sp += sp / 10;
  7340. }
  7341. }
  7342. if(hp > 0)
  7343. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7344. if(sp > 0)
  7345. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7346. status_heal(bl,hp,sp,0);
  7347. }
  7348. break;
  7349. // Full Chemical Protection
  7350. case CR_FULLPROTECTION:
  7351. {
  7352. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7353. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7354. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7355. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7356. continue;
  7357. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7358. s++;
  7359. }
  7360. if( sd && !s ){
  7361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7362. map_freeblock_unlock(); // Don't consume item requirements
  7363. return 0;
  7364. }
  7365. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7366. }
  7367. break;
  7368. case RG_CLEANER: //AppleGirl
  7369. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7370. break;
  7371. case CG_LONGINGFREEDOM:
  7372. {
  7373. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7374. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7375. {
  7376. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7377. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7378. }
  7379. }
  7380. break;
  7381. case CG_TAROTCARD:
  7382. {
  7383. int count = -1;
  7384. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7385. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7386. if( sd )
  7387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7388. map_freeblock_unlock();
  7389. return 0;
  7390. }
  7391. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7392. do {
  7393. int eff = rnd() % 14;
  7394. clif_specialeffect(bl, 523 + eff, AREA);
  7395. switch (eff)
  7396. {
  7397. case 0: // heals SP to 0
  7398. status_percent_damage(src, bl, 0, 100, false);
  7399. break;
  7400. case 1: // matk halved
  7401. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7402. break;
  7403. case 2: // all buffs removed
  7404. status_change_clear_buffs(bl,1);
  7405. break;
  7406. case 3: // 1000 damage, random armor destroyed
  7407. {
  7408. status_fix_damage(src, bl, 1000, 0);
  7409. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7410. if( !status_isdead(bl) ) {
  7411. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7412. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7413. }
  7414. }
  7415. break;
  7416. case 4: // atk halved
  7417. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7418. break;
  7419. case 5: // 2000HP heal, random teleported
  7420. status_heal(src, 2000, 0, 0);
  7421. if( !map_flag_vs(bl->m) )
  7422. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7423. break;
  7424. case 6: // random 2 other effects
  7425. if (count == -1)
  7426. count = 3;
  7427. else
  7428. count++; //Should not retrigger this one.
  7429. break;
  7430. case 7: // stop freeze or stoned
  7431. {
  7432. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7433. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7434. }
  7435. break;
  7436. case 8: // curse coma and poison
  7437. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7438. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7439. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7440. break;
  7441. case 9: // confusion
  7442. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7443. break;
  7444. case 10: // 6666 damage, atk matk halved, cursed
  7445. status_fix_damage(src, bl, 6666, 0);
  7446. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7447. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7448. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7449. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7450. break;
  7451. case 11: // 4444 damage
  7452. status_fix_damage(src, bl, 4444, 0);
  7453. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7454. break;
  7455. case 12: // stun
  7456. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7457. break;
  7458. case 13: // atk,matk,hit,flee,def reduced
  7459. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7460. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7461. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7462. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7463. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7464. break;
  7465. default:
  7466. break;
  7467. }
  7468. } while ((--count) > 0);
  7469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7470. }
  7471. break;
  7472. case SL_ALCHEMIST:
  7473. case SL_ASSASIN:
  7474. case SL_BARDDANCER:
  7475. case SL_BLACKSMITH:
  7476. case SL_CRUSADER:
  7477. case SL_HUNTER:
  7478. case SL_KNIGHT:
  7479. case SL_MONK:
  7480. case SL_PRIEST:
  7481. case SL_ROGUE:
  7482. case SL_SAGE:
  7483. case SL_SOULLINKER:
  7484. case SL_STAR:
  7485. case SL_SUPERNOVICE:
  7486. case SL_WIZARD:
  7487. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7488. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7490. break;
  7491. }
  7492. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7493. { //Erase death count 1% of the casts
  7494. dstsd->die_counter = 0;
  7495. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7496. clif_specialeffect(bl, 0x152, AREA);
  7497. //SC_SPIRIT invokes status_calc_pc for us.
  7498. }
  7499. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7500. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7501. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7502. break;
  7503. case SL_HIGH:
  7504. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7506. break;
  7507. }
  7508. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7509. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7510. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7511. break;
  7512. case SL_SWOO:
  7513. if (tsce) {
  7514. if(sd)
  7515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7516. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7517. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7518. break;
  7519. }
  7520. case SL_SKA: // [marquis007]
  7521. case SL_SKE:
  7522. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7524. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7525. break;
  7526. }
  7527. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7528. if (skill_id == SL_SKE)
  7529. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7530. break;
  7531. // New guild skills [Celest]
  7532. case GD_BATTLEORDER:
  7533. if(flag&1) {
  7534. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7535. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7536. } else if (status_get_guild_id(src)) {
  7537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7538. map_foreachinrange(skill_area_sub, src,
  7539. skill_get_splash(skill_id, skill_lv), BL_PC,
  7540. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7541. skill_castend_nodamage_id);
  7542. if (sd)
  7543. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7544. }
  7545. break;
  7546. case GD_REGENERATION:
  7547. if(flag&1) {
  7548. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7549. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7550. } else if (status_get_guild_id(src)) {
  7551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7552. map_foreachinrange(skill_area_sub, src,
  7553. skill_get_splash(skill_id, skill_lv), BL_PC,
  7554. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7555. skill_castend_nodamage_id);
  7556. if (sd)
  7557. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7558. }
  7559. break;
  7560. case GD_RESTORE:
  7561. if(flag&1) {
  7562. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7563. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7564. } else if (status_get_guild_id(src)) {
  7565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7566. map_foreachinrange(skill_area_sub, src,
  7567. skill_get_splash(skill_id, skill_lv), BL_PC,
  7568. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7569. skill_castend_nodamage_id);
  7570. if (sd)
  7571. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7572. }
  7573. break;
  7574. case GD_EMERGENCYCALL:
  7575. case GD_ITEMEMERGENCYCALL:
  7576. {
  7577. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7578. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7579. uint8 j = 0, calls = 0, called = 0;
  7580. struct guild *g;
  7581. // i don't know if it actually summons in a circle, but oh well. ;P
  7582. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7583. if (!g)
  7584. break;
  7585. if (skill_id == GD_ITEMEMERGENCYCALL)
  7586. switch (skill_lv) {
  7587. case 1: calls = 7; break;
  7588. case 2: calls = 12; break;
  7589. case 3: calls = 20; break;
  7590. default: calls = 0; break;
  7591. }
  7592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7593. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7594. if (j > 8)
  7595. j = 0;
  7596. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7597. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7598. continue;
  7599. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7600. dx[j] = dy[j] = 0;
  7601. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7602. called++;
  7603. }
  7604. }
  7605. if (sd)
  7606. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7607. }
  7608. break;
  7609. case SG_FEEL:
  7610. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7611. if (sd) {
  7612. if(!sd->feel_map[skill_lv-1].index)
  7613. clif_feel_req(sd->fd,sd, skill_lv);
  7614. else
  7615. clif_feel_info(sd, skill_lv-1, 1);
  7616. }
  7617. break;
  7618. case SG_HATE:
  7619. if (sd) {
  7620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7621. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7623. }
  7624. break;
  7625. case GS_GLITTERING:
  7626. if(sd) {
  7627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7628. if(rnd()%100 < (20+10*skill_lv))
  7629. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7630. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7631. pc_delspiritball(sd,1,0);
  7632. }
  7633. break;
  7634. case GS_CRACKER:
  7635. /* per official standards, this skill works on players and mobs. */
  7636. if (sd && (dstsd || dstmd))
  7637. {
  7638. i =65 -5*distance_bl(src,bl); //Base rate
  7639. if (i < 30) i = 30;
  7640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7641. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7642. }
  7643. break;
  7644. case AM_CALLHOMUN: //[orn]
  7645. if (sd && !hom_call(sd))
  7646. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7647. break;
  7648. case AM_REST:
  7649. if (sd) {
  7650. if (hom_vaporize(sd,HOM_ST_REST))
  7651. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7652. else
  7653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7654. }
  7655. break;
  7656. case HAMI_CASTLE: //[orn]
  7657. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7658. int x = src->x, y = src->y;
  7659. if (hd)
  7660. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7661. // Move source
  7662. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7663. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7664. clif_blown(src);
  7665. // Move target
  7666. if (unit_movepos(bl,x,y,0,0)) {
  7667. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7668. clif_blown(bl);
  7669. }
  7670. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7671. }
  7672. }
  7673. else if (hd && hd->master) // Failed
  7674. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7675. else if (sd)
  7676. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7677. break;
  7678. case HVAN_CHAOTIC: //[orn]
  7679. {
  7680. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7681. int r = rnd()%100;
  7682. i = (skill_lv-1)%5;
  7683. if(r<per[i][0]) //Self
  7684. bl = src;
  7685. else if(r<per[i][1]) //Master
  7686. bl = battle_get_master(src);
  7687. else //Enemy
  7688. bl = map_id2bl(battle_gettarget(src));
  7689. if (!bl) bl = src;
  7690. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7691. //Eh? why double skill packet?
  7692. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7693. clif_skill_nodamage(src,bl,skill_id,i,1);
  7694. status_heal(bl, i, 0, 0);
  7695. }
  7696. break;
  7697. //Homun single-target support skills [orn]
  7698. case HAMI_BLOODLUST:
  7699. case HFLI_FLEET:
  7700. case HFLI_SPEED:
  7701. case HLIF_CHANGE:
  7702. case MH_ANGRIFFS_MODUS:
  7703. case MH_GOLDENE_FERSE:
  7704. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7705. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7706. if (hd)
  7707. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7708. break;
  7709. case NPC_DRAGONFEAR:
  7710. if (flag&1) {
  7711. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7712. int j;
  7713. j = i = rnd()%ARRAYLENGTH(sc);
  7714. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7715. i++;
  7716. if ( i == ARRAYLENGTH(sc) )
  7717. i = 0;
  7718. if (i == j)
  7719. break;
  7720. }
  7721. break;
  7722. }
  7723. case NPC_WIDEBLEEDING:
  7724. case NPC_WIDECONFUSE:
  7725. case NPC_WIDECURSE:
  7726. case NPC_WIDEFREEZE:
  7727. case NPC_WIDESLEEP:
  7728. case NPC_WIDESILENCE:
  7729. case NPC_WIDESTONE:
  7730. case NPC_WIDESTUN:
  7731. case NPC_SLOWCAST:
  7732. case NPC_WIDEHELLDIGNITY:
  7733. case NPC_WIDEHEALTHFEAR:
  7734. case NPC_WIDEBODYBURNNING:
  7735. case NPC_WIDEFROSTMISTY:
  7736. case NPC_WIDECOLD:
  7737. case NPC_WIDE_DEEP_SLEEP:
  7738. case NPC_WIDESIREN:
  7739. if (flag&1){
  7740. switch ( type ) {
  7741. case SC_BURNING:
  7742. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7743. break;
  7744. case SC_VOICEOFSIREN:
  7745. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7746. break;
  7747. default:
  7748. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7749. }
  7750. }
  7751. else {
  7752. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7754. map_foreachinrange(skill_area_sub, bl,
  7755. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7756. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7757. skill_castend_nodamage_id);
  7758. }
  7759. break;
  7760. case NPC_WIDESOULDRAIN:
  7761. if (flag&1)
  7762. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7763. else {
  7764. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7766. map_foreachinrange(skill_area_sub, bl,
  7767. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7768. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7769. skill_castend_nodamage_id);
  7770. }
  7771. break;
  7772. case ALL_PARTYFLEE:
  7773. if( sd && !(flag&1) ) {
  7774. if( !sd->status.party_id ) {
  7775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7776. break;
  7777. }
  7778. 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);
  7779. } else
  7780. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7781. break;
  7782. case NPC_TALK:
  7783. case ALL_WEWISH:
  7784. case ALL_CATCRY:
  7785. case ALL_DREAM_SUMMERNIGHT:
  7786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7787. break;
  7788. case ALL_BUYING_STORE:
  7789. if( sd )
  7790. {// players only, skill allows 5 buying slots
  7791. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7792. }
  7793. break;
  7794. case RK_ENCHANTBLADE:
  7795. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7796. 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)));
  7797. break;
  7798. case RK_DRAGONHOWLING:
  7799. if( flag&1)
  7800. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7801. else
  7802. {
  7803. skill_area_temp[2] = 0;
  7804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7805. map_foreachinrange(skill_area_sub, src,
  7806. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7807. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7808. skill_castend_nodamage_id);
  7809. }
  7810. break;
  7811. case RK_IGNITIONBREAK:
  7812. case LG_EARTHDRIVE:
  7813. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7814. i = skill_get_splash(skill_id,skill_lv);
  7815. if( skill_id == LG_EARTHDRIVE ) {
  7816. int dummy = 1;
  7817. 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);
  7818. }
  7819. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7820. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7821. break;
  7822. case RK_STONEHARDSKIN:
  7823. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7824. {
  7825. int heal = sstatus->hp / 5; // 20% HP
  7826. if( status_charge(bl,heal,0) )
  7827. 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)));
  7828. else
  7829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7830. }
  7831. break;
  7832. case RK_REFRESH:
  7833. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7834. {
  7835. int heal = status_get_max_hp(bl) * 25 / 100;
  7836. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7837. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7838. status_heal(bl,heal,0,1);
  7839. status_change_clear_buffs(bl,4);
  7840. }
  7841. break;
  7842. case RK_MILLENNIUMSHIELD:
  7843. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7844. {
  7845. int8 rate = rnd()%100;
  7846. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7847. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7848. clif_millenniumshield(bl,shields);
  7849. clif_skill_nodamage(src,bl,skill_id,1,1);
  7850. }
  7851. break;
  7852. case RK_GIANTGROWTH:
  7853. case RK_VITALITYACTIVATION:
  7854. case RK_ABUNDANCE:
  7855. case RK_CRUSHSTRIKE:
  7856. if( sd )
  7857. {
  7858. int lv = 1; // RK_GIANTGROWTH
  7859. if( skill_id == RK_VITALITYACTIVATION )
  7860. lv = 2;
  7861. else if( skill_id == RK_ABUNDANCE )
  7862. lv = 6;
  7863. else if( skill_id == RK_CRUSHSTRIKE )
  7864. lv = 7;
  7865. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7866. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7867. }
  7868. break;
  7869. case RK_FIGHTINGSPIRIT: {
  7870. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  7871. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  7872. if( flag&1 ) {
  7873. if( skill_area_temp[1] == bl->id )
  7874. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  7875. else
  7876. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  7877. } else {
  7878. if( sd && sd->status.party_id ) {
  7879. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7880. skill_area_temp[1] = src->id;
  7881. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  7882. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  7883. 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);
  7884. }
  7885. else
  7886. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7887. clif_skill_nodamage(src,bl,skill_id,1,1);
  7888. }
  7889. }
  7890. break;
  7891. case RK_LUXANIMA:
  7892. if( !sd->status.party_id || flag&1 ) {
  7893. if( src == bl ) break;
  7894. while( skill_area_temp[5] >= 0x10 ) {
  7895. type = SC_NONE;
  7896. i = 0;
  7897. if( skill_area_temp[5]&0x10 ) {
  7898. if( dstsd ) {
  7899. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7900. clif_millenniumshield(bl,i);
  7901. skill_area_temp[5] &= ~0x10;
  7902. type = SC_MILLENNIUMSHIELD;
  7903. }
  7904. } else if( skill_area_temp[5]&0x20 ) {
  7905. i = status_get_max_hp(bl) * 25 / 100;
  7906. status_change_clear_buffs(bl,4);
  7907. skill_area_temp[5] &= ~0x20;
  7908. status_heal(bl,i,0,1);
  7909. type = SC_REFRESH;
  7910. } else if( skill_area_temp[5]&0x40 ) {
  7911. skill_area_temp[5] &= ~0x40;
  7912. type = SC_GIANTGROWTH;
  7913. } else if( skill_area_temp[5]&0x80 ) {
  7914. if( dstsd ) {
  7915. i = sstatus->hp / 5;
  7916. if( status_charge(bl,i,0) )
  7917. type = SC_STONEHARDSKIN;
  7918. skill_area_temp[5] &= ~0x80;
  7919. }
  7920. } else if( skill_area_temp[5]&0x100 ) {
  7921. skill_area_temp[5] &= ~0x100;
  7922. type = SC_VITALITYACTIVATION;
  7923. } else if( skill_area_temp[5]&0x200 ) {
  7924. skill_area_temp[5] &= ~0x200;
  7925. type = SC_ABUNDANCE;
  7926. }
  7927. if( type > SC_NONE )
  7928. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7929. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7930. } //end while
  7931. } else if( sd ) {
  7932. if( tsc && tsc->count ) {
  7933. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7934. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7935. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7936. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7937. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7938. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7939. }
  7940. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7941. 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);
  7942. }
  7943. break;
  7944. case GC_ROLLINGCUTTER:
  7945. {
  7946. short count = 1;
  7947. skill_area_temp[2] = 0;
  7948. 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);
  7949. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7950. { // Every time the skill is casted the status change is reseted adding a counter.
  7951. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7952. if( count > 10 )
  7953. count = 10; // Max coounter
  7954. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7955. }
  7956. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7957. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7958. }
  7959. break;
  7960. case GC_WEAPONBLOCKING:
  7961. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7962. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7963. else
  7964. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7966. break;
  7967. case GC_CREATENEWPOISON:
  7968. if( sd )
  7969. {
  7970. clif_skill_produce_mix_list(sd,skill_id,25);
  7971. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7972. }
  7973. break;
  7974. case GC_POISONINGWEAPON:
  7975. if( sd ) {
  7976. clif_poison_list(sd,skill_lv);
  7977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7978. }
  7979. break;
  7980. case GC_ANTIDOTE:
  7981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7982. if( tsc )
  7983. {
  7984. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7985. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7986. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7987. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7988. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7989. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7990. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7991. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7992. }
  7993. break;
  7994. case GC_PHANTOMMENACE:
  7995. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7997. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7998. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7999. break;
  8000. case GC_HALLUCINATIONWALK:
  8001. {
  8002. int heal = status_get_max_hp(bl) / 10;
  8003. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8004. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8005. break;
  8006. }
  8007. if( !status_charge(bl,heal,0) )
  8008. {
  8009. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8010. break;
  8011. }
  8012. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8013. }
  8014. break;
  8015. case AB_ANCILLA:
  8016. if( sd ) {
  8017. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8018. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  8019. }
  8020. break;
  8021. case AB_CLEMENTIA:
  8022. case AB_CANTO:
  8023. {
  8024. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8025. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8026. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8027. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8028. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8029. else if( sd )
  8030. 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);
  8031. }
  8032. break;
  8033. case AB_PRAEFATIO:
  8034. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8035. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8036. else if( sd )
  8037. 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);
  8038. break;
  8039. case AB_CHEAL:
  8040. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  8041. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8042. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  8043. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8044. if( partycount > 1 )
  8045. i += (i / 100) * (partycount * 10) / 4;
  8046. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8047. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8048. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8049. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8050. i = ~i + 1;
  8051. status_heal(bl, i, 0, 0);
  8052. }
  8053. }
  8054. else if( sd )
  8055. 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);
  8056. break;
  8057. case AB_ORATIO:
  8058. if( flag&1 )
  8059. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8060. else
  8061. {
  8062. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8063. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8065. }
  8066. break;
  8067. case AB_LAUDAAGNUS:
  8068. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8069. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8070. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8071. // Success Chance: (40 + 10 * Skill Level) %
  8072. if( rnd()%100 > 40+10*skill_lv ) break;
  8073. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8074. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8075. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8076. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8077. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8078. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8079. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8080. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8081. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8082. } else if( sd )
  8083. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8084. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8085. break;
  8086. case AB_LAUDARAMUS:
  8087. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8088. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8089. // Success Chance: (40 + 10 * Skill Level) %
  8090. if( rnd()%100 > 40+10*skill_lv ) break;
  8091. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8092. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8093. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8094. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8095. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8096. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8097. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8098. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8099. } else if( sd )
  8100. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8101. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8102. break;
  8103. case AB_CLEARANCE:
  8104. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8105. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8106. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8107. break;
  8108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8109. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8110. if (sd)
  8111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8112. break;
  8113. }
  8114. if(status_isimmune(bl))
  8115. break;
  8116. //Remove bonus_script by Clearance
  8117. if (dstsd)
  8118. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8119. if(!tsc || !tsc->count)
  8120. break;
  8121. for( i = 0; i < SC_MAX; i++ ) {
  8122. if (!tsc->data[i])
  8123. continue;
  8124. switch (i) {
  8125. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8126. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8127. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8128. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8129. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8130. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8131. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8132. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8133. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8134. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8135. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8136. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8137. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8138. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8139. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8140. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8141. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8142. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8143. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8144. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8145. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8146. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8147. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8148. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8149. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8150. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8151. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8152. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8153. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8154. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8155. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8156. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8157. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8158. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8159. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8160. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8161. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8162. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8163. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8164. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8165. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8166. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8167. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8168. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8169. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8170. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8171. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8172. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8173. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8174. #ifdef RENEWAL
  8175. case SC_EXTREMITYFIST2:
  8176. #endif
  8177. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8178. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8179. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8180. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8181. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8182. continue;
  8183. case SC_ASSUMPTIO:
  8184. if( bl->type == BL_MOB )
  8185. continue;
  8186. break;
  8187. }
  8188. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8189. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8190. }
  8191. break;
  8192. }
  8193. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8194. break;
  8195. case AB_SILENTIUM:
  8196. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8197. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8198. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8199. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8200. break;
  8201. case WL_STASIS:
  8202. if( flag&1 )
  8203. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8204. else
  8205. {
  8206. if (battle_config.skill_wall_check)
  8207. map_foreachinshootrange(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);
  8208. else
  8209. 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);
  8210. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8211. }
  8212. break;
  8213. case AB_OFFERTORIUM:{
  8214. struct status_change *sc = status_get_sc(src);
  8215. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8216. if( sc ) {
  8217. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8218. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8219. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8220. }
  8221. }
  8222. }
  8223. break;
  8224. case WL_WHITEIMPRISON:
  8225. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8226. {
  8227. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8228. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8229. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8230. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8231. if( sd )
  8232. skill_blockpc_start(sd,skill_id,4000);
  8233. if( !(tsc && tsc->data[type]) ){
  8234. 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));
  8235. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8236. if( !i )
  8237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8238. }
  8239. }else
  8240. if( sd )
  8241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8242. break;
  8243. case WL_FROSTMISTY:
  8244. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8245. 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);
  8246. break;
  8247. case WL_JACKFROST:
  8248. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8249. if (battle_config.skill_wall_check)
  8250. 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);
  8251. else
  8252. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8253. break;
  8254. case WL_MARSHOFABYSS:
  8255. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8256. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8257. skill_get_time(skill_id, skill_lv)));
  8258. break;
  8259. case WL_SIENNAEXECRATE:
  8260. if( status_isimmune(bl) || !tsc )
  8261. break;
  8262. if( flag&1 ) {
  8263. if( bl->id == skill_area_temp[1] )
  8264. break; // Already work on this target
  8265. if( tsc && tsc->data[SC_STONE] )
  8266. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8267. else
  8268. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8269. } else {
  8270. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8271. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8272. if( rnd()%100 < rate ) { // Success on First Target
  8273. if( !tsc->data[SC_STONE] )
  8274. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8275. else {
  8276. rate = 1;
  8277. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8278. }
  8279. if( rate ) {
  8280. skill_area_temp[1] = bl->id;
  8281. 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);
  8282. }
  8283. // Doesn't send failure packet if it fails on defense.
  8284. }
  8285. else if( sd ) // Failure on Rate
  8286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8287. }
  8288. break;
  8289. case WL_SUMMONFB:
  8290. case WL_SUMMONBL:
  8291. case WL_SUMMONWB:
  8292. case WL_SUMMONSTONE:
  8293. {
  8294. short element = 0, sctype = 0, pos = -1;
  8295. struct status_change *sc = status_get_sc(src);
  8296. if( !sc )
  8297. break;
  8298. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8299. if( !sctype && !sc->data[i] )
  8300. sctype = i; // Take the free SC
  8301. if( sc->data[i] )
  8302. pos = max(sc->data[i]->val2,pos);
  8303. }
  8304. if( !sctype ) {
  8305. if( sd ) // No free slots to put SC
  8306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8307. break;
  8308. }
  8309. pos++; // Used in val2 for SC. Indicates the order of this ball
  8310. switch( skill_id ) { // Set val1. The SC element for this ball
  8311. case WL_SUMMONFB: element = WLS_FIRE; break;
  8312. case WL_SUMMONBL: element = WLS_WIND; break;
  8313. case WL_SUMMONWB: element = WLS_WATER; break;
  8314. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8315. }
  8316. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8317. clif_skill_nodamage(src,bl,skill_id,0,0);
  8318. }
  8319. break;
  8320. case WL_READING_SB:
  8321. if( sd ) {
  8322. struct status_change *sc = status_get_sc(bl);
  8323. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8324. if( sc && !sc->data[i] )
  8325. break;
  8326. if( i == SC_MAXSPELLBOOK ) {
  8327. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8328. break;
  8329. }
  8330. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8331. clif_spellbook_list(sd);
  8332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8333. }
  8334. break;
  8335. case RA_FEARBREEZE:
  8336. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8337. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8338. break;
  8339. case RA_WUGMASTERY:
  8340. if( sd ) {
  8341. if( !pc_iswug(sd) )
  8342. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8343. else
  8344. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8346. }
  8347. break;
  8348. case RA_WUGRIDER:
  8349. if( sd ) {
  8350. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8351. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8352. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8353. } else if( pc_isridingwug(sd) ) {
  8354. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8355. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8356. }
  8357. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8358. }
  8359. break;
  8360. case RA_WUGDASH:
  8361. if( tsce ) {
  8362. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8363. map_freeblock_unlock();
  8364. return 0;
  8365. }
  8366. if( sd && pc_isridingwug(sd) ) {
  8367. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8368. clif_walkok(sd);
  8369. }
  8370. break;
  8371. case RA_SENSITIVEKEEN:
  8372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8373. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8374. 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);
  8375. break;
  8376. case NC_F_SIDESLIDE:
  8377. case NC_B_SIDESLIDE:
  8378. {
  8379. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8380. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8382. }
  8383. break;
  8384. case NC_SELFDESTRUCTION:
  8385. if( sd ) {
  8386. if( pc_ismadogear(sd) )
  8387. pc_setmadogear(sd, 0);
  8388. skill_area_temp[1] = 0;
  8389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8390. 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);
  8391. status_set_sp(src, 0, 0);
  8392. skill_clear_unitgroup(src);
  8393. }
  8394. break;
  8395. case NC_ANALYZE:
  8396. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8397. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8398. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8399. if( sd ) pc_overheat(sd,1);
  8400. break;
  8401. case NC_MAGNETICFIELD:
  8402. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8403. {
  8404. 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);
  8405. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8406. if (sd) pc_overheat(sd,1);
  8407. }
  8408. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8409. break;
  8410. case NC_REPAIR:
  8411. if( sd ) {
  8412. int heal, hp = 0;
  8413. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8414. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8415. break;
  8416. }
  8417. switch(skill_lv) {
  8418. case 1: hp = 4; break;
  8419. case 2: hp = 7; break;
  8420. case 3: hp = 13; break;
  8421. case 4: hp = 17; break;
  8422. case 5: default: hp = 23; break;
  8423. }
  8424. heal = dstsd->status.max_hp * hp / 100;
  8425. status_heal(bl,heal,0,2);
  8426. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8427. }
  8428. break;
  8429. case NC_DISJOINT:
  8430. {
  8431. if( bl->type != BL_MOB ) break;
  8432. md = map_id2md(bl->id);
  8433. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8434. status_kill(bl);
  8435. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8436. }
  8437. break;
  8438. case SC_AUTOSHADOWSPELL:
  8439. if( sd ) {
  8440. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8441. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8442. {
  8443. 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]
  8444. clif_autoshadowspell_list(sd);
  8445. clif_skill_nodamage(src,bl,skill_id,1,1);
  8446. }
  8447. else
  8448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8449. }
  8450. break;
  8451. case SC_SHADOWFORM:
  8452. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8453. 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))) )
  8454. dstsd->shadowform_id = src->id;
  8455. }
  8456. else if( sd )
  8457. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8458. break;
  8459. case SC_BODYPAINT:
  8460. if( flag&1 ) {
  8461. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8462. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8463. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8464. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8465. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8466. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8467. }
  8468. } else {
  8469. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8470. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8471. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8472. }
  8473. break;
  8474. case SC_ENERVATION:
  8475. case SC_GROOMY:
  8476. case SC_LAZINESS:
  8477. case SC_UNLUCKY:
  8478. case SC_WEAKNESS:
  8479. if( !(tsc && tsc->data[type]) ) {
  8480. int rate;
  8481. if (is_boss(bl))
  8482. break;
  8483. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8484. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8485. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8486. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8487. } else if( sd )
  8488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8489. break;
  8490. case SC_IGNORANCE:
  8491. if( !(tsc && tsc->data[type]) ) {
  8492. int rate;
  8493. if (is_boss(bl))
  8494. break;
  8495. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8496. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8497. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8498. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8499. int sp = 100 * skill_lv;
  8500. if( dstmd )
  8501. sp = dstmd->level;
  8502. if( !dstmd )
  8503. status_zap(bl, 0, sp);
  8504. status_heal(src, 0, sp / 2, 3);
  8505. } else if( sd )
  8506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8507. } else if( sd )
  8508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8509. break;
  8510. case LG_TRAMPLE:
  8511. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8512. if (rnd()%100 < (25 + 25 * skill_lv))
  8513. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8514. break;
  8515. case LG_REFLECTDAMAGE:
  8516. if( tsc && tsc->data[type] )
  8517. status_change_end(bl,type,INVALID_TIMER);
  8518. else
  8519. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8521. break;
  8522. case LG_SHIELDSPELL:
  8523. if (sd) {
  8524. int opt = 0;
  8525. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8526. struct item_data *shield_data = NULL;
  8527. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8528. shield_data = sd->inventory_data[index];
  8529. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8530. shield_def = shield_mdef = shield_refine = 10;
  8531. else {
  8532. shield_def = shield_data->def;
  8533. shield_mdef = sd->bonus.shieldmdef;
  8534. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8535. }
  8536. if (flag&1) {
  8537. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8538. break;
  8539. }
  8540. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8541. switch(skill_lv) {
  8542. case 1: { // DEF Based
  8543. int splashrange = 0;
  8544. #ifdef RENEWAL
  8545. if (shield_def >= 0 && shield_def <= 40)
  8546. #else
  8547. if (shield_def >= 0 && shield_def <= 4)
  8548. #endif
  8549. splashrange = 1;
  8550. #ifdef RENEWAL
  8551. else if (shield_def >= 41 && shield_def <= 80)
  8552. #else
  8553. else if (shield_def >= 5 && shield_def <= 9)
  8554. #endif
  8555. splashrange = 2;
  8556. else
  8557. splashrange = 3;
  8558. switch(opt) {
  8559. case 1: // Splash AoE ATK
  8560. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8561. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8562. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8563. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8564. break;
  8565. case 2: // % Damage Reflecting Increase
  8566. #ifdef RENEWAL
  8567. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8568. #else
  8569. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8570. #endif
  8571. break;
  8572. case 3: // Equipment Attack Increase
  8573. #ifdef RENEWAL
  8574. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8575. #else
  8576. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8577. #endif
  8578. break;
  8579. }
  8580. }
  8581. break;
  8582. case 2: { // MDEF Based
  8583. int splashrange = 0;
  8584. if (shield_mdef >= 1 && shield_mdef <= 3)
  8585. splashrange = 1;
  8586. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8587. splashrange = 2;
  8588. else
  8589. splashrange = 3;
  8590. switch(opt) {
  8591. case 1: // Splash AoE MATK
  8592. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8593. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8594. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8595. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8596. break;
  8597. case 2: // Splash AoE Lex Divina
  8598. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8599. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8600. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8601. break;
  8602. case 3: // Casts Magnificat.
  8603. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8604. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8605. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8606. break;
  8607. }
  8608. }
  8609. break;
  8610. case 3: // Refine Based
  8611. switch(opt) {
  8612. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8613. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8614. break;
  8615. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8616. #ifdef RENEWAL
  8617. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8618. #else
  8619. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8620. #endif
  8621. break;
  8622. case 3: // Recovers HP depending on Shield refine rate.
  8623. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8624. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8625. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8626. break;
  8627. }
  8628. break;
  8629. }
  8630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8631. }
  8632. break;
  8633. case LG_PIETY:
  8634. if( flag&1 )
  8635. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8636. else {
  8637. skill_area_temp[2] = 0;
  8638. 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);
  8639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8640. }
  8641. break;
  8642. case LG_INSPIRATION:
  8643. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8644. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8645. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8646. clif_updatestatus(sd,SP_BASEEXP);
  8647. clif_updatestatus(sd,SP_JOBEXP);
  8648. }
  8649. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8650. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8651. break;
  8652. case SR_CURSEDCIRCLE:
  8653. if( flag&1 ) {
  8654. if( is_boss(bl) ) break;
  8655. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8656. if( bl->type == BL_MOB )
  8657. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8658. unit_stop_attack(bl);
  8659. clif_bladestop(src, bl->id, 1);
  8660. map_freeblock_unlock();
  8661. return 1;
  8662. }
  8663. } else {
  8664. int count = 0;
  8665. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8666. 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
  8667. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8668. if( sd ) pc_delspiritball(sd, count, 0);
  8669. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8670. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8671. }
  8672. break;
  8673. case SR_RAISINGDRAGON:
  8674. if( sd ) {
  8675. short max = 5 + skill_lv;
  8676. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8677. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8678. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8679. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8680. }
  8681. break;
  8682. case SR_ASSIMILATEPOWER:
  8683. if (flag&1) {
  8684. i = 0;
  8685. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8686. if (dstsd->spiritball > 0) {
  8687. i = dstsd->spiritball;
  8688. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8689. }
  8690. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8691. i += dstsd->spiritcharm;
  8692. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8693. }
  8694. }
  8695. if (i)
  8696. status_percent_heal(src, 0, i);
  8697. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8698. } else {
  8699. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8700. 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);
  8701. }
  8702. break;
  8703. case SR_POWERVELOCITY:
  8704. if( !dstsd )
  8705. break;
  8706. if( sd && dstsd->spiritball <= 5 ) {
  8707. for(i = 0; i <= 5; i++) {
  8708. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8709. pc_delspiritball(sd, sd->spiritball, 0);
  8710. }
  8711. }
  8712. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8713. break;
  8714. case SR_GENTLETOUCH_CURE:
  8715. {
  8716. int heal;
  8717. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8718. status_heal(bl, heal, 0, 0);
  8719. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8720. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8721. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8722. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8723. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8724. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8725. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8726. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8727. }
  8728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8729. }
  8730. break;
  8731. case SR_GENTLETOUCH_ENERGYGAIN:
  8732. case SR_GENTLETOUCH_CHANGE:
  8733. case SR_GENTLETOUCH_REVITALIZE:
  8734. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8735. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8736. break;
  8737. case SR_FLASHCOMBO: {
  8738. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  8739. if (sd)
  8740. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8741. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8742. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8743. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8744. skill_addtimerskill(src,tick + 500 * i,bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8745. }
  8746. break;
  8747. case WA_SWING_DANCE:
  8748. case WA_MOONLIT_SERENADE:
  8749. case WA_SYMPHONY_OF_LOVER:
  8750. case MI_RUSH_WINDMILL:
  8751. case MI_ECHOSONG:
  8752. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8754. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8755. } else if( sd ) {
  8756. 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);
  8757. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8759. }
  8760. break;
  8761. case MI_HARMONIZE:
  8762. if( src != bl )
  8763. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8764. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8765. break;
  8766. case WM_DEADHILLHERE:
  8767. if( bl->type == BL_PC ) {
  8768. if( !status_isdead(bl) )
  8769. break;
  8770. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8771. int heal = tstatus->sp;
  8772. if( heal <= 0 )
  8773. heal = 1;
  8774. tstatus->hp = heal;
  8775. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8777. pc_revive((TBL_PC*)bl,heal,0);
  8778. clif_resurrection(bl,1);
  8779. }
  8780. }
  8781. break;
  8782. case WM_SIRCLEOFNATURE:
  8783. if( flag&1 )
  8784. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8785. else {
  8786. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8788. }
  8789. break;
  8790. case WM_VOICEOFSIREN:
  8791. if (flag&1)
  8792. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8793. else {
  8794. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8795. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8796. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8797. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8799. }
  8800. break;
  8801. case WM_GLOOMYDAY:
  8802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8803. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8804. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8805. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8806. {
  8807. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8808. break;
  8809. }
  8810. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8811. break;
  8812. case WM_SATURDAY_NIGHT_FEVER:
  8813. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8814. if( !(tsc && tsc->data[type]) )
  8815. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8816. } else if( flag&2 ) {
  8817. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8818. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8819. } else if( sd ) {
  8820. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8821. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8823. break;
  8824. }
  8825. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8826. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8827. flag |= 2;
  8828. else
  8829. flag |= 1;
  8830. 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);
  8831. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8832. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8833. if( flag&2 ) // Dealed here to prevent conflicts
  8834. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8835. }
  8836. break;
  8837. case WM_SONG_OF_MANA:
  8838. case WM_DANCE_WITH_WUG:
  8839. case WM_LERADS_DEW:
  8840. case WM_UNLIMITED_HUMMING_VOICE:
  8841. if( flag&1 ) { // These affect to to all party members near the caster.
  8842. struct status_change *sc = status_get_sc(src);
  8843. if( sc && sc->data[type] ) {
  8844. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8845. }
  8846. } else if( sd ) {
  8847. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8848. 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);
  8849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8850. }
  8851. break;
  8852. case WM_MELODYOFSINK:
  8853. case WM_BEYOND_OF_WARCRY:
  8854. if( flag&1 ) {
  8855. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8856. } else { // These affect to all targets arround the caster.
  8857. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8858. 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);
  8859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8860. }
  8861. }
  8862. break;
  8863. case WM_RANDOMIZESPELL:
  8864. if (!skill_improvise_count) {
  8865. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8866. break;
  8867. }
  8868. else {
  8869. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8870. do {
  8871. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8872. improv_skill_id = skill_improvise_db[i].skill_id;
  8873. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8874. if (!skill_get_index(improv_skill_id)) {
  8875. if (sd)
  8876. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8877. break;
  8878. }
  8879. improv_skill_lv = 4 + skill_lv;
  8880. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8881. if( sd ) {
  8882. sd->state.abra_flag = 2;
  8883. sd->skillitem = improv_skill_id;
  8884. sd->skillitemlv = improv_skill_lv;
  8885. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8886. } else {
  8887. struct unit_data *ud = unit_bl2ud(src);
  8888. int inf = skill_get_inf(improv_skill_id);
  8889. if (!ud) break;
  8890. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8891. if (src->type == BL_PET)
  8892. bl = (struct block_list*)((TBL_PET*)src)->master;
  8893. if (!bl) bl = src;
  8894. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8895. } else {
  8896. int target_id = 0;
  8897. if (ud->target)
  8898. target_id = ud->target;
  8899. else switch (src->type) {
  8900. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8901. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8902. }
  8903. if (!target_id)
  8904. break;
  8905. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8906. bl = map_id2bl(target_id);
  8907. if (!bl) bl = src;
  8908. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8909. } else
  8910. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8911. }
  8912. }
  8913. }
  8914. break;
  8915. case RETURN_TO_ELDICASTES:
  8916. case ALL_GUARDIAN_RECALL:
  8917. case ECLAGE_RECALL:
  8918. if( sd )
  8919. {
  8920. short x=0, y=0; // Destiny position.
  8921. unsigned short mapindex=0;
  8922. switch(skill_id){
  8923. default:
  8924. case RETURN_TO_ELDICASTES:
  8925. x = 198;
  8926. y = 187;
  8927. mapindex = mapindex_name2id(MAP_DICASTES);
  8928. break;
  8929. case ALL_GUARDIAN_RECALL:
  8930. x = 44;
  8931. y = 151;
  8932. mapindex = mapindex_name2id(MAP_MORA);
  8933. break;
  8934. case ECLAGE_RECALL:
  8935. x = 47;
  8936. y = 31;
  8937. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8938. break;
  8939. }
  8940. if(!mapindex)
  8941. { //Given map not found?
  8942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8943. map_freeblock_unlock();
  8944. return 0;
  8945. }
  8946. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8947. }
  8948. break;
  8949. case ECL_SNOWFLIP:
  8950. case ECL_PEONYMAMY:
  8951. case ECL_SADAGUI:
  8952. case ECL_SEQUOIADUST:
  8953. switch(skill_id){
  8954. case ECL_SNOWFLIP:
  8955. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8956. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8957. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8958. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8959. break;
  8960. case ECL_PEONYMAMY:
  8961. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8962. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8963. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8964. break;
  8965. case ECL_SADAGUI:
  8966. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8967. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8968. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8969. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8970. break;
  8971. case ECL_SEQUOIADUST:
  8972. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8973. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8974. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8975. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8976. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8977. break;
  8978. }
  8979. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8980. break;
  8981. case GM_SANDMAN:
  8982. if( tsc ) {
  8983. if( tsc->opt1 == OPT1_SLEEP )
  8984. tsc->opt1 = 0;
  8985. else
  8986. tsc->opt1 = OPT1_SLEEP;
  8987. clif_changeoption(bl);
  8988. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8989. }
  8990. break;
  8991. case SO_ARRULLO:
  8992. {
  8993. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8994. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  8995. struct status_data *bstatus = status_get_base_status(bl);
  8996. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 40)} seconds
  8997. int duration = skill_get_time(skill_id, skill_lv) - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 25);
  8998. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8999. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9000. }
  9001. break;
  9002. case WM_LULLABY_DEEPSLEEP:
  9003. if (flag&1) {
  9004. struct status_data *bstatus = status_get_base_status(bl);
  9005. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 20)} seconds
  9006. int duration = skill_area_temp[6] - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 50);
  9007. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9008. }
  9009. else {
  9010. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9011. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9012. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9013. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9014. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9015. }
  9016. break;
  9017. case SO_SUMMON_AGNI:
  9018. case SO_SUMMON_AQUA:
  9019. case SO_SUMMON_VENTUS:
  9020. case SO_SUMMON_TERA:
  9021. if( sd ) {
  9022. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9023. // Remove previous elemental first.
  9024. if( sd->ed )
  9025. elemental_delete(sd->ed,0);
  9026. // Summoning the new one.
  9027. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9029. break;
  9030. }
  9031. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9032. }
  9033. break;
  9034. case SO_EL_CONTROL:
  9035. if( sd ) {
  9036. int mode = EL_MODE_PASSIVE; // Standard mode.
  9037. if( !sd->ed ) break;
  9038. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9039. elemental_delete(sd->ed, 0);
  9040. break;
  9041. }
  9042. switch( skill_lv ) {// Select mode bassed on skill level used.
  9043. case 2: mode = EL_MODE_ASSIST; break;
  9044. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9045. }
  9046. if( !elemental_change_mode(sd->ed,mode) ) {
  9047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9048. break;
  9049. }
  9050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9051. }
  9052. break;
  9053. case SO_EL_ACTION:
  9054. if( sd ) {
  9055. int duration = 3000;
  9056. if( !sd->ed )
  9057. break;
  9058. switch(sd->ed->db->class_) {
  9059. case 2115:case 2124:
  9060. case 2118:case 2121:
  9061. duration = 6000;
  9062. break;
  9063. case 2116:case 2119:
  9064. case 2122:case 2125:
  9065. duration = 9000;
  9066. break;
  9067. }
  9068. sd->skill_id_old = skill_id;
  9069. elemental_action(sd->ed, bl, tick);
  9070. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9071. skill_blockpc_start(sd, skill_id, duration);
  9072. }
  9073. break;
  9074. case SO_EL_CURE:
  9075. if( sd ) {
  9076. struct elemental_data *ed = sd->ed;
  9077. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9078. int e_hp, e_sp;
  9079. if( !ed ) break;
  9080. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9081. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9082. break;
  9083. }
  9084. e_hp = ed->battle_status.max_hp * 10 / 100;
  9085. e_sp = ed->battle_status.max_sp * 10 / 100;
  9086. status_heal(&ed->bl,e_hp,e_sp,3);
  9087. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9088. }
  9089. break;
  9090. case GN_CHANGEMATERIAL:
  9091. case SO_EL_ANALYSIS:
  9092. if( sd ) {
  9093. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9094. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9095. }
  9096. break;
  9097. case GN_BLOOD_SUCKER:
  9098. {
  9099. struct status_change *sc = status_get_sc(src);
  9100. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9101. if( tsc && tsc->data[type] ){
  9102. (sc->bs_counter)--;
  9103. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9104. }
  9105. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9106. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9107. (sc->bs_counter)++;
  9108. } else if( sd ) {
  9109. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9110. break;
  9111. }
  9112. }
  9113. break;
  9114. case GN_MANDRAGORA:
  9115. if( flag&1 ) {
  9116. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9117. if (rate < 10)
  9118. rate = 10;
  9119. if (bl->type == BL_MOB)
  9120. break;
  9121. if (rnd()%100 < rate) {
  9122. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9123. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9124. }
  9125. } else {
  9126. 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);
  9127. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9128. }
  9129. break;
  9130. case GN_SLINGITEM:
  9131. if( sd ) {
  9132. short ammo_id;
  9133. i = sd->equip_index[EQI_AMMO];
  9134. if( i < 0 )
  9135. break; // No ammo.
  9136. ammo_id = sd->inventory_data[i]->nameid;
  9137. if( ammo_id <= 0 )
  9138. break;
  9139. sd->itemid = ammo_id;
  9140. if( itemdb_is_GNbomb(ammo_id) ) {
  9141. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9142. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9143. 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);
  9144. else
  9145. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9146. } else //Otherwise, it fails, shows animation and removes items.
  9147. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9148. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9149. struct script_code *script = sd->inventory_data[i]->script;
  9150. if( !script )
  9151. break;
  9152. if( dstsd )
  9153. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9154. else
  9155. run_script(script,0,src->id,0);
  9156. }
  9157. }
  9158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9159. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9160. break;
  9161. case GN_MIX_COOKING:
  9162. case GN_MAKEBOMB:
  9163. case GN_S_PHARMACY:
  9164. if( sd ) {
  9165. int qty = 1;
  9166. sd->skill_id_old = skill_id;
  9167. sd->skill_lv_old = skill_lv;
  9168. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9169. qty = 10;
  9170. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9172. }
  9173. break;
  9174. case EL_CIRCLE_OF_FIRE:
  9175. case EL_PYROTECHNIC:
  9176. case EL_HEATER:
  9177. case EL_TROPIC:
  9178. case EL_AQUAPLAY:
  9179. case EL_COOLER:
  9180. case EL_CHILLY_AIR:
  9181. case EL_GUST:
  9182. case EL_BLAST:
  9183. case EL_WILD_STORM:
  9184. case EL_PETROLOGY:
  9185. case EL_CURSED_SOIL:
  9186. case EL_UPHEAVAL:
  9187. case EL_FIRE_CLOAK:
  9188. case EL_WATER_DROP:
  9189. case EL_WIND_CURTAIN:
  9190. case EL_SOLID_SKIN:
  9191. case EL_STONE_SHIELD:
  9192. case EL_WIND_STEP: {
  9193. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9194. if( ele ) {
  9195. sc_type type2 = (sc_type)(type-1);
  9196. struct status_change *sc = status_get_sc(&ele->bl);
  9197. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9198. elemental_clean_single_effect(ele, skill_id);
  9199. } else {
  9200. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9201. 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);
  9202. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9203. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9204. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9205. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9206. }
  9207. }
  9208. }
  9209. break;
  9210. case EL_FIRE_MANTLE:
  9211. case EL_WATER_BARRIER:
  9212. case EL_ZEPHYR:
  9213. case EL_POWER_OF_GAIA:
  9214. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9215. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9216. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9217. break;
  9218. case EL_WATER_SCREEN: {
  9219. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9220. if( ele ) {
  9221. struct status_change *sc = status_get_sc(&ele->bl);
  9222. sc_type type2 = (sc_type)(type-1);
  9223. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9224. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9225. elemental_clean_single_effect(ele, skill_id);
  9226. } else {
  9227. // This not heals at the end.
  9228. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9229. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9230. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9231. }
  9232. }
  9233. }
  9234. break;
  9235. case KO_KAHU_ENTEN:
  9236. case KO_HYOUHU_HUBUKI:
  9237. case KO_KAZEHU_SEIRAN:
  9238. case KO_DOHU_KOUKAI:
  9239. if (sd) {
  9240. int type = skill_get_ele(skill_id,skill_lv);
  9241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9242. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,type);
  9243. }
  9244. break;
  9245. case KO_ZANZOU:
  9246. if(sd){
  9247. struct mob_data *md2;
  9248. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9249. if( md2 )
  9250. {
  9251. md2->master_id = src->id;
  9252. md2->special_state.ai = AI_ZANZOU;
  9253. if( md2->deletetimer != INVALID_TIMER )
  9254. delete_timer(md2->deletetimer, mob_timer_delete);
  9255. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9256. mob_spawn( md2 );
  9257. pc_setinvincibletimer(sd,500);// unlock target lock
  9258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9259. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9260. }
  9261. }
  9262. break;
  9263. case KO_KYOUGAKU:
  9264. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9265. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9266. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9267. }else if( sd )
  9268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9269. break;
  9270. case KO_JYUSATSU:
  9271. if( dstsd && tsc && !tsc->data[type] &&
  9272. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9273. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9274. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9275. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9276. if( status_get_lv(bl) <= status_get_lv(src) )
  9277. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9278. }else if( sd )
  9279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9280. break;
  9281. case KO_GENWAKU:
  9282. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9283. int x = src->x, y = src->y;
  9284. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9286. break;
  9287. }
  9288. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9289. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9290. clif_blown(src);
  9291. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9292. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9293. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9294. clif_sitting(bl); //Avoid sitting sync problem
  9295. clif_blown(bl);
  9296. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9297. }
  9298. }
  9299. }
  9300. break;
  9301. case OB_AKAITSUKI:
  9302. case OB_OBOROGENSOU:
  9303. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9304. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9306. break;
  9307. }
  9308. case KO_IZAYOI:
  9309. case OB_ZANGETSU:
  9310. case KG_KYOMU:
  9311. case KG_KAGEMUSYA:
  9312. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9313. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9314. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9315. break;
  9316. case KG_KAGEHUMI:
  9317. if( flag&1 ){
  9318. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9319. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9320. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9321. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9322. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9323. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9324. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9325. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9326. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9327. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9328. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9329. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9330. }
  9331. if( skill_area_temp[2] == 1 ){
  9332. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9333. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9334. }
  9335. }else{
  9336. skill_area_temp[2] = 0;
  9337. if (battle_config.skill_wall_check)
  9338. map_foreachinshootrange(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);
  9339. else
  9340. 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);
  9341. }
  9342. break;
  9343. case MH_SILENT_BREEZE:
  9344. {
  9345. int heal = 5 * status_get_lv(&hd->bl) +
  9346. #ifdef RENEWAL
  9347. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9348. #else
  9349. status_base_matk_min(&hd->battle_status);
  9350. #endif
  9351. //Silences the homunculus and target
  9352. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9353. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9354. //Recover the target's HP
  9355. status_heal(bl,heal,0,3);
  9356. //Removes these SC from target
  9357. if (tsc) {
  9358. const enum sc_type scs[] = {
  9359. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9360. };
  9361. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9362. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9363. }
  9364. if (hd)
  9365. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9366. }
  9367. break;
  9368. case MH_OVERED_BOOST:
  9369. if (hd) {
  9370. struct block_list *s_bl = battle_get_master(src);
  9371. if(hd->homunculus.hunger>50) //reduce hunger
  9372. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9373. else
  9374. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9375. if(s_bl && s_bl->type==BL_PC) {
  9376. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9377. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9378. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9379. }
  9380. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9381. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9382. }
  9383. break;
  9384. case MH_GRANITIC_ARMOR:
  9385. case MH_PYROCLASTIC:
  9386. if(hd) {
  9387. struct block_list *s_bl = battle_get_master(src);
  9388. 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
  9389. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9390. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9391. }
  9392. break;
  9393. case MH_LIGHT_OF_REGENE: //self
  9394. if(hd) {
  9395. struct block_list *s_bl = battle_get_master(src);
  9396. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9397. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9398. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9399. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9400. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9401. }
  9402. break;
  9403. case MH_STYLE_CHANGE:
  9404. if(hd){
  9405. struct status_change_entry *sce;
  9406. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9407. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9408. else sce->val1 = MH_MD_FIGHTING;
  9409. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9410. char output[128];
  9411. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9412. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9413. }
  9414. }
  9415. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9416. }
  9417. break;
  9418. case MH_MAGMA_FLOW:
  9419. case MH_PAIN_KILLER:
  9420. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9421. if (hd)
  9422. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9423. break;
  9424. case MH_SUMMON_LEGION: {
  9425. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9426. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9427. struct mob_data *sum_md;
  9428. int i_slave,c=0;
  9429. int maxcount = qty[skill_lv-1];
  9430. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9431. if(c >= maxcount) return 0; //max qty already spawned
  9432. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9433. 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);
  9434. if (sum_md) {
  9435. sum_md->master_id = src->id;
  9436. sum_md->special_state.ai = AI_LEGION;
  9437. if (sum_md->deletetimer != INVALID_TIMER)
  9438. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9439. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9440. mob_spawn(sum_md); //Now it is ready for spawning.
  9441. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9442. }
  9443. }
  9444. if (hd)
  9445. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9446. }
  9447. break;
  9448. case RL_RICHS_COIN:
  9449. if (sd) {
  9450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9451. for (i = 0; i < 10; i++)
  9452. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9453. }
  9454. break;
  9455. case RL_C_MARKER:
  9456. if (sd) {
  9457. // If marked by someone else, failed
  9458. if (tsce && tsce->val2 != src->id) {
  9459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9460. break;
  9461. }
  9462. // Check if marked before
  9463. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9464. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9465. // Find empty slot
  9466. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9467. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9469. break;
  9470. }
  9471. }
  9472. sd->c_marker[i] = bl->id;
  9473. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9474. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9475. }
  9476. // If mob casts this, at least SC_C_MARKER as debuff
  9477. else {
  9478. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9479. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9480. }
  9481. break;
  9482. case RL_D_TAIL:
  9483. if (sd) {
  9484. if (battle_config.skill_wall_check)
  9485. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9486. else
  9487. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9488. if (!skill_area_temp[0]) {
  9489. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9490. break;
  9491. }
  9492. }
  9493. if (battle_config.skill_wall_check)
  9494. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9495. else
  9496. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9497. skill_area_temp[0] = 0;
  9498. break;
  9499. case RL_QD_SHOT:
  9500. if (sd) {
  9501. skill_area_temp[1] = bl->id;
  9502. // Check surrounding
  9503. if (battle_config.skill_wall_check)
  9504. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9505. else
  9506. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9507. if (skill_area_temp[0])
  9508. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9509. // Main target always receives damage
  9510. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9511. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9512. if (tsc && tsc->data[SC_C_MARKER])
  9513. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9514. }
  9515. else {
  9516. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9517. if (battle_config.skill_wall_check)
  9518. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9519. else
  9520. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9521. }
  9522. skill_area_temp[0] = 0;
  9523. skill_area_temp[1] = 0;
  9524. break;
  9525. case RL_FLICKER:
  9526. if (sd) {
  9527. int16 splash = skill_get_splash(skill_id, skill_lv);
  9528. sd->flicker = true;
  9529. skill_area_temp[1] = 0;
  9530. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9531. // Detonate RL_B_TRAP
  9532. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9533. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9534. }
  9535. // Detonate RL_H_MINE
  9536. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9537. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9538. sd->flicker = false;
  9539. }
  9540. break;
  9541. case SO_ELEMENTAL_SHIELD:
  9542. if (!sd || sd->status.party_id == 0 || flag&1) {
  9543. if (sd && sd->status.party_id == 0) {
  9544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9545. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9546. elemental_delete(sd->ed,0);
  9547. }
  9548. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9549. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9550. }
  9551. else {
  9552. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9553. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9554. elemental_delete(sd->ed,0);
  9555. 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);
  9556. }
  9557. break;
  9558. default:
  9559. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9561. map_freeblock_unlock();
  9562. return 1;
  9563. }
  9564. if(skill_id != SR_CURSEDCIRCLE){
  9565. struct status_change *sc = status_get_sc(src);
  9566. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9567. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9568. }
  9569. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9570. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9571. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9572. }
  9573. if( sd && !(flag&1) )
  9574. {// ensure that the skill last-cast tick is recorded
  9575. sd->canskill_tick = gettick();
  9576. if( sd->state.arrow_atk )
  9577. {// consume arrow on last invocation to this skill.
  9578. battle_consume_ammo(sd, skill_id, skill_lv);
  9579. }
  9580. skill_onskillusage(sd, bl, skill_id, tick);
  9581. // perform skill requirement consumption
  9582. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9583. }
  9584. map_freeblock_unlock();
  9585. return 0;
  9586. }
  9587. /**
  9588. * Checking that causing skill failed
  9589. * @param src Caster
  9590. * @param target Target
  9591. * @param skill_id
  9592. * @param skill_lv
  9593. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9594. **/
  9595. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9596. int inf = skill_get_inf(skill_id);
  9597. int inf2 = skill_get_inf2(skill_id);
  9598. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9599. struct status_change *tsc = status_get_sc(target);
  9600. switch (skill_id) {
  9601. case RG_BACKSTAP:
  9602. {
  9603. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9604. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9605. return USESKILL_FAIL_MAX;
  9606. }
  9607. break;
  9608. case PR_TURNUNDEAD:
  9609. {
  9610. struct status_data *tstatus = status_get_status_data(target);
  9611. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9612. return USESKILL_FAIL_MAX;
  9613. }
  9614. break;
  9615. case PR_LEXDIVINA:
  9616. case MER_LEXDIVINA:
  9617. {
  9618. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9619. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9620. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9621. return USESKILL_FAIL_MAX;
  9622. }
  9623. }
  9624. break;
  9625. // Check if path can be reached
  9626. case RA_WUGSTRIKE:
  9627. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9628. return USESKILL_FAIL_MAX;
  9629. break;
  9630. }
  9631. // Check partner
  9632. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9633. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9634. return USESKILL_FAIL_NEED_HELPER;
  9635. }
  9636. if (inf&INF_ATTACK_SKILL ||
  9637. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9638. ) // Casted through combo.
  9639. inf = BCT_ENEMY; //Offensive skill.
  9640. else if (inf2&INF2_NO_ENEMY)
  9641. inf = BCT_NOENEMY;
  9642. else
  9643. inf = 0;
  9644. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9645. inf |=
  9646. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9647. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9648. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9649. inf &= ~BCT_NEUTRAL;
  9650. }
  9651. switch (skill_id) {
  9652. // Cannot be casted to Emperium
  9653. case SL_SKE:
  9654. case SL_SKA:
  9655. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9656. return USESKILL_FAIL_MAX;
  9657. break;
  9658. // Still can be casted to party member in normal map
  9659. case RK_PHANTOMTHRUST:
  9660. case AB_CLEARANCE:
  9661. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9662. return USESKILL_FAIL_MAX;
  9663. inf |= BCT_PARTY;
  9664. break;
  9665. }
  9666. if (inf && battle_check_target(src, target, inf) <= 0)
  9667. return USESKILL_FAIL_LEVEL;
  9668. //Fogwall makes all offensive-type targetted skills fail at 75%
  9669. if (inf&BCT_ENEMY && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9670. return USESKILL_FAIL_LEVEL;
  9671. return -1;
  9672. }
  9673. /**
  9674. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9675. * @param tid
  9676. * @param tick
  9677. * @param data
  9678. **/
  9679. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9680. {
  9681. struct block_list *target, *src;
  9682. struct map_session_data *sd;
  9683. struct mob_data *md;
  9684. struct unit_data *ud;
  9685. struct status_change *sc = NULL;
  9686. int flag = 0;
  9687. src = map_id2bl(id);
  9688. if( src == NULL )
  9689. {
  9690. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9691. return 0;// not found
  9692. }
  9693. ud = unit_bl2ud(src);
  9694. if( ud == NULL )
  9695. {
  9696. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9697. return 0;// ???
  9698. }
  9699. sd = BL_CAST(BL_PC, src);
  9700. md = BL_CAST(BL_MOB, src);
  9701. if( src->prev == NULL ) {
  9702. ud->skilltimer = INVALID_TIMER;
  9703. return 0;
  9704. }
  9705. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9706. if( ud->skilltimer != tid ) {
  9707. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9708. ud->skilltimer = INVALID_TIMER;
  9709. return 0;
  9710. }
  9711. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9712. {// restore original walk speed
  9713. ud->skilltimer = INVALID_TIMER;
  9714. status_calc_bl(&sd->bl, SCB_SPEED);
  9715. }
  9716. ud->skilltimer = INVALID_TIMER;
  9717. }
  9718. if (ud->skilltarget == id)
  9719. target = src;
  9720. else
  9721. target = map_id2bl(ud->skilltarget);
  9722. // Use a do so that you can break out of it when the skill fails.
  9723. do {
  9724. bool fail = false;
  9725. int8 res = USESKILL_FAIL_LEVEL;
  9726. if (!target || target->prev == NULL)
  9727. break;
  9728. if (src->m != target->m || status_isdead(src))
  9729. break;
  9730. //These should become skill_castend_pos
  9731. switch (ud->skill_id) {
  9732. case WE_CALLPARTNER:
  9733. if (sd)
  9734. clif_callpartner(sd);
  9735. case WE_CALLPARENT:
  9736. if (sd) {
  9737. struct map_session_data *f_sd = pc_get_father(sd);
  9738. struct map_session_data *m_sd = pc_get_mother(sd);
  9739. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  9740. fail = true;
  9741. break;
  9742. }
  9743. }
  9744. case WE_CALLBABY:
  9745. if (sd) {
  9746. struct map_session_data *c_sd = pc_get_child(sd);
  9747. if (c_sd && c_sd->state.autotrade) {
  9748. fail = true;
  9749. break;
  9750. }
  9751. }
  9752. case AM_RESURRECTHOMUN:
  9753. case PF_SPIDERWEB:
  9754. {
  9755. //Find a random spot to place the skill. [Skotlex]
  9756. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  9757. ud->skillx = target->x + splash;
  9758. ud->skilly = target->y + splash;
  9759. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9760. ud->skillx = target->x;
  9761. ud->skilly = target->y;
  9762. }
  9763. ud->skilltimer = tid;
  9764. return skill_castend_pos(tid,tick,id,data);
  9765. }
  9766. case GN_WALLOFTHORN:
  9767. ud->skillx = target->x;
  9768. ud->skilly = target->y;
  9769. ud->skilltimer = tid;
  9770. return skill_castend_pos(tid,tick,id,data);
  9771. }
  9772. // Failing
  9773. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  9774. if (sd && res != USESKILL_FAIL_MAX)
  9775. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  9776. break;
  9777. }
  9778. //Avoid doing double checks for instant-cast skills.
  9779. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9780. break;
  9781. if(md) {
  9782. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9783. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9784. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9785. }
  9786. if(src != target && battle_config.skill_add_range &&
  9787. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9788. {
  9789. if (sd) {
  9790. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9791. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9792. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9793. }
  9794. break;
  9795. }
  9796. #ifdef OFFICIAL_WALKPATH
  9797. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9798. {
  9799. if (sd) {
  9800. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9801. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9802. }
  9803. break;
  9804. }
  9805. #endif
  9806. if( sd )
  9807. {
  9808. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9809. break;
  9810. else
  9811. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9812. }
  9813. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9814. break;
  9815. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9816. ud->state.running = 0;
  9817. status_change_end(src, SC_RUN, INVALID_TIMER);
  9818. flag = 1;
  9819. }
  9820. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9821. unit_stop_walking(src,1);
  9822. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9823. 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]
  9824. if (sd) { //Cooldown application
  9825. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9826. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9827. }
  9828. if( battle_config.display_status_timers && sd )
  9829. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9830. if( sd )
  9831. {
  9832. switch( ud->skill_id )
  9833. {
  9834. case GS_DESPERADO:
  9835. case RL_FIREDANCE:
  9836. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9837. break;
  9838. case CR_GRANDCROSS:
  9839. case NPC_GRANDDARKNESS:
  9840. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9841. {
  9842. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9843. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9844. break;
  9845. }
  9846. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9847. break;
  9848. }
  9849. }
  9850. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9851. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9852. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9853. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9854. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9855. map_freeblock_lock();
  9856. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9857. skill_toggle_magicpower(src, ud->skill_id);
  9858. // only normal attack and auto cast skills benefit from its bonuses
  9859. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9860. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9861. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9862. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9863. else
  9864. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9865. sc = status_get_sc(src);
  9866. if(sc && sc->count) {
  9867. if(sc->data[SC_SPIRIT] &&
  9868. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9869. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9870. ud->skill_id != WZ_WATERBALL)
  9871. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9872. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9873. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9874. }
  9875. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9876. sd->skillitem = sd->skillitemlv = 0;
  9877. if (ud->skilltimer == INVALID_TIMER) {
  9878. if(md) md->skill_idx = -1;
  9879. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9880. ud->skill_lv = ud->skilltarget = 0;
  9881. }
  9882. map_freeblock_unlock();
  9883. return 1;
  9884. } while(0);
  9885. //Skill failed.
  9886. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9887. { //When Asura fails... (except when it fails from Wall of Fog)
  9888. //Consume SP/spheres
  9889. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9890. status_set_sp(src, 0, 0);
  9891. sc = &sd->sc;
  9892. if (sc->count)
  9893. { //End states
  9894. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9895. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9896. #ifdef RENEWAL
  9897. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9898. #endif
  9899. }
  9900. if( target && target->m == src->m ) { //Move character to target anyway.
  9901. short x, y;
  9902. short dir = map_calc_dir(src,target->x,target->y);
  9903. //Move 3 cells (From Caster)
  9904. if( dir > 0 && dir < 4 )
  9905. x = -3;
  9906. else if( dir > 4 )
  9907. x = 3;
  9908. else
  9909. x = 0;
  9910. if( dir > 2 && dir < 6 )
  9911. y = -3;
  9912. else if( dir == 7 || dir < 2 )
  9913. y = 3;
  9914. else
  9915. y = 0;
  9916. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9917. clif_blown(src);
  9918. clif_spiritball(src);
  9919. }
  9920. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9921. }
  9922. }
  9923. ud->skill_id = ud->skilltarget = 0;
  9924. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9925. ud->canact_tick = tick;
  9926. //You can't place a skill failed packet here because it would be
  9927. //sent in ALL cases, even cases where skill_check_condition fails
  9928. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9929. if(sd)
  9930. sd->skillitem = sd->skillitemlv = 0;
  9931. else if(md)
  9932. md->skill_idx = -1;
  9933. return 0;
  9934. }
  9935. /*==========================================
  9936. *
  9937. *------------------------------------------*/
  9938. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9939. {
  9940. struct block_list* src = map_id2bl(id);
  9941. struct map_session_data *sd;
  9942. struct unit_data *ud = unit_bl2ud(src);
  9943. struct mob_data *md;
  9944. nullpo_ret(ud);
  9945. sd = BL_CAST(BL_PC , src);
  9946. md = BL_CAST(BL_MOB, src);
  9947. if( src->prev == NULL ) {
  9948. ud->skilltimer = INVALID_TIMER;
  9949. return 0;
  9950. }
  9951. if( ud->skilltimer != tid )
  9952. {
  9953. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9954. ud->skilltimer = INVALID_TIMER;
  9955. return 0;
  9956. }
  9957. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9958. {// restore original walk speed
  9959. ud->skilltimer = INVALID_TIMER;
  9960. status_calc_bl(&sd->bl, SCB_SPEED);
  9961. }
  9962. ud->skilltimer = INVALID_TIMER;
  9963. do {
  9964. int maxcount=0;
  9965. if( status_isdead(src) )
  9966. break;
  9967. if( !(src->type&battle_config.skill_reiteration) &&
  9968. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9969. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9970. )
  9971. {
  9972. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9973. break;
  9974. }
  9975. if( src->type&battle_config.skill_nofootset &&
  9976. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9977. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9978. )
  9979. {
  9980. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9981. break;
  9982. }
  9983. if( src->type&battle_config.land_skill_limit &&
  9984. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9985. ) {
  9986. int i;
  9987. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9988. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9989. maxcount--;
  9990. }
  9991. if( maxcount == 0 )
  9992. {
  9993. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9994. break;
  9995. }
  9996. }
  9997. if(tid != INVALID_TIMER)
  9998. { //Avoid double checks on instant cast skills. [Skotlex]
  9999. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10000. break;
  10001. if(battle_config.skill_add_range &&
  10002. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10003. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10004. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10005. break;
  10006. }
  10007. }
  10008. if( sd )
  10009. {
  10010. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10011. break;
  10012. else
  10013. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10014. }
  10015. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10016. break;
  10017. if(md) {
  10018. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10019. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10020. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10021. }
  10022. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10023. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10024. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10025. if (ud->walktimer != INVALID_TIMER)
  10026. unit_stop_walking(src,1);
  10027. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10028. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10029. if (sd) { //Cooldown application
  10030. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10031. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10032. }
  10033. if( battle_config.display_status_timers && sd )
  10034. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10035. // if( sd )
  10036. // {
  10037. // switch( ud->skill_id )
  10038. // {
  10039. // case ????:
  10040. // sd->canequip_tick = tick + ????;
  10041. // break;
  10042. // }
  10043. // }
  10044. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10045. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10046. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10047. map_freeblock_lock();
  10048. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10049. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10050. sd->skillitem = sd->skillitemlv = 0;
  10051. if (ud->skilltimer == INVALID_TIMER) {
  10052. if (md) md->skill_idx = -1;
  10053. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10054. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10055. }
  10056. map_freeblock_unlock();
  10057. return 1;
  10058. } while(0);
  10059. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10060. ud->canact_tick = tick;
  10061. ud->skill_id = ud->skill_lv = 0;
  10062. if(sd)
  10063. sd->skillitem = sd->skillitemlv = 0;
  10064. else if(md)
  10065. md->skill_idx = -1;
  10066. return 0;
  10067. }
  10068. /* skill count without self */
  10069. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10070. struct block_list* src = va_arg(ap, struct block_list*);
  10071. if( src->id != bl->id ) {
  10072. return 1;
  10073. }
  10074. return 0;
  10075. }
  10076. /*==========================================
  10077. *
  10078. *------------------------------------------*/
  10079. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10080. {
  10081. struct map_session_data* sd;
  10082. struct status_change* sc;
  10083. struct status_change_entry *sce;
  10084. struct skill_unit_group* sg;
  10085. enum sc_type type;
  10086. int i;
  10087. //if(skill_lv <= 0) return 0;
  10088. if(skill_id > 0 && !skill_lv) return 0; // celest
  10089. nullpo_ret(src);
  10090. if(status_isdead(src))
  10091. return 0;
  10092. sd = BL_CAST(BL_PC, src);
  10093. sc = status_get_sc(src);
  10094. type = status_skill2sc(skill_id);
  10095. sce = (sc && type != -1)?sc->data[type]:NULL;
  10096. switch (skill_id) { //Skill effect.
  10097. case WZ_METEOR:
  10098. case WZ_ICEWALL:
  10099. case MO_BODYRELOCATION:
  10100. case CR_CULTIVATION:
  10101. case HW_GANBANTEIN:
  10102. case LG_EARTHDRIVE:
  10103. case SC_ESCAPE:
  10104. case RL_HAMMER_OF_GOD:
  10105. break; //Effect is displayed on respective switch case.
  10106. default:
  10107. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10108. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10109. else
  10110. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10111. }
  10112. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10113. skill_toggle_magicpower(src, skill_id);
  10114. switch(skill_id)
  10115. {
  10116. case PR_BENEDICTIO:
  10117. skill_area_temp[1] = src->id;
  10118. i = skill_get_splash(skill_id, skill_lv);
  10119. map_foreachinarea(skill_area_sub,
  10120. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10121. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10122. skill_castend_nodamage_id);
  10123. map_foreachinarea(skill_area_sub,
  10124. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10125. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10126. skill_castend_damage_id);
  10127. break;
  10128. case BS_HAMMERFALL:
  10129. i = skill_get_splash(skill_id, skill_lv);
  10130. map_foreachinarea (skill_area_sub,
  10131. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10132. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10133. skill_castend_nodamage_id);
  10134. break;
  10135. case HT_DETECTING:
  10136. i = skill_get_splash(skill_id, skill_lv);
  10137. map_foreachinarea( status_change_timer_sub,
  10138. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10139. src,NULL,SC_SIGHT,tick);
  10140. if(battle_config.traps_setting&1)
  10141. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10142. break;
  10143. break;
  10144. case SR_RIDEINLIGHTNING:
  10145. i = skill_get_splash(skill_id, skill_lv);
  10146. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10147. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10148. break;
  10149. case SA_VOLCANO:
  10150. case SA_DELUGE:
  10151. case SA_VIOLENTGALE:
  10152. { //Does not consumes if the skill is already active. [Skotlex]
  10153. struct skill_unit_group *sg2;
  10154. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10155. {
  10156. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10157. {
  10158. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10159. return 0; // not to consume items
  10160. }
  10161. else
  10162. sg2->limit = 0; //Disable it.
  10163. }
  10164. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10165. break;
  10166. }
  10167. // Skill Unit Setting
  10168. case MG_SAFETYWALL:
  10169. case MG_FIREWALL:
  10170. case MG_THUNDERSTORM:
  10171. case AL_PNEUMA:
  10172. case WZ_FIREPILLAR:
  10173. case WZ_QUAGMIRE:
  10174. case WZ_VERMILION:
  10175. case WZ_STORMGUST:
  10176. case WZ_HEAVENDRIVE:
  10177. case PR_SANCTUARY:
  10178. case PR_MAGNUS:
  10179. case CR_GRANDCROSS:
  10180. case NPC_GRANDDARKNESS:
  10181. case HT_SKIDTRAP:
  10182. case MA_SKIDTRAP:
  10183. case HT_LANDMINE:
  10184. case MA_LANDMINE:
  10185. case HT_ANKLESNARE:
  10186. case HT_SHOCKWAVE:
  10187. case HT_SANDMAN:
  10188. case MA_SANDMAN:
  10189. case HT_FLASHER:
  10190. case HT_FREEZINGTRAP:
  10191. case MA_FREEZINGTRAP:
  10192. case HT_BLASTMINE:
  10193. case HT_CLAYMORETRAP:
  10194. case AS_VENOMDUST:
  10195. case AM_DEMONSTRATION:
  10196. case PF_FOGWALL:
  10197. case PF_SPIDERWEB:
  10198. case HT_TALKIEBOX:
  10199. case WE_CALLPARTNER:
  10200. case WE_CALLPARENT:
  10201. case WE_CALLBABY:
  10202. case AC_SHOWER: //Ground-placed skill implementation.
  10203. case MA_SHOWER:
  10204. case SA_LANDPROTECTOR:
  10205. case BD_LULLABY:
  10206. case BD_RICHMANKIM:
  10207. case BD_ETERNALCHAOS:
  10208. case BD_DRUMBATTLEFIELD:
  10209. case BD_RINGNIBELUNGEN:
  10210. case BD_ROKISWEIL:
  10211. case BD_INTOABYSS:
  10212. case BD_SIEGFRIED:
  10213. case BA_DISSONANCE:
  10214. case BA_POEMBRAGI:
  10215. case BA_WHISTLE:
  10216. case BA_ASSASSINCROSS:
  10217. case BA_APPLEIDUN:
  10218. case DC_UGLYDANCE:
  10219. case DC_HUMMING:
  10220. case DC_DONTFORGETME:
  10221. case DC_FORTUNEKISS:
  10222. case DC_SERVICEFORYOU:
  10223. case CG_MOONLIT:
  10224. case GS_DESPERADO:
  10225. case NJ_KAENSIN:
  10226. case NJ_BAKUENRYU:
  10227. case NJ_SUITON:
  10228. case NJ_HYOUSYOURAKU:
  10229. case NJ_RAIGEKISAI:
  10230. case NJ_KAMAITACHI:
  10231. #ifdef RENEWAL
  10232. case NJ_HUUMA:
  10233. #endif
  10234. case NPC_EVILLAND:
  10235. case RA_ELECTRICSHOCKER:
  10236. case RA_CLUSTERBOMB:
  10237. case RA_MAGENTATRAP:
  10238. case RA_COBALTTRAP:
  10239. case RA_MAIZETRAP:
  10240. case RA_VERDURETRAP:
  10241. case RA_FIRINGTRAP:
  10242. case RA_ICEBOUNDTRAP:
  10243. case SC_MANHOLE:
  10244. case SC_DIMENSIONDOOR:
  10245. case SC_CHAOSPANIC:
  10246. case SC_MAELSTROM:
  10247. case SC_BLOODYLUST:
  10248. case WM_REVERBERATION:
  10249. case WM_POEMOFNETHERWORLD:
  10250. case SO_PSYCHIC_WAVE:
  10251. case SO_VACUUM_EXTREME:
  10252. case GN_THORNS_TRAP:
  10253. case GN_DEMONIC_FIRE:
  10254. case GN_HELLS_PLANT:
  10255. case SO_EARTHGRAVE:
  10256. case SO_DIAMONDDUST:
  10257. case SO_FIRE_INSIGNIA:
  10258. case SO_WATER_INSIGNIA:
  10259. case SO_WIND_INSIGNIA:
  10260. case SO_EARTH_INSIGNIA:
  10261. case KO_HUUMARANKA:
  10262. case KO_BAKURETSU:
  10263. case KO_ZENKAI:
  10264. case MH_LAVA_SLIDE:
  10265. case MH_VOLCANIC_ASH:
  10266. case MH_POISON_MIST:
  10267. case MH_STEINWAND:
  10268. case MH_XENO_SLASHER:
  10269. case LG_KINGS_GRACE:
  10270. case RL_B_TRAP:
  10271. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10272. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10273. case GN_WALLOFTHORN:
  10274. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10275. break;
  10276. case WZ_ICEWALL:
  10277. flag|=1;
  10278. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10279. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10280. break;
  10281. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10282. skill_clear_unitgroup(src);
  10283. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10284. flag|=1;
  10285. break;
  10286. case HP_BASILICA:
  10287. if( sc->data[SC_BASILICA] ) {
  10288. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10289. return 0;
  10290. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10291. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10292. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10293. return 0;
  10294. }
  10295. skill_clear_unitgroup(src);
  10296. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10297. flag|=1;
  10298. }
  10299. break;
  10300. case CG_HERMODE:
  10301. skill_clear_unitgroup(src);
  10302. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10303. sc_start4(src,src,SC_DANCING,100,
  10304. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10305. flag|=1;
  10306. break;
  10307. case RG_CLEANER: // [Valaris]
  10308. i = skill_get_splash(skill_id, skill_lv);
  10309. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10310. break;
  10311. case SO_WARMER:
  10312. flag|= 8;
  10313. case SO_CLOUD_KILL:
  10314. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10315. break;
  10316. case WZ_METEOR: {
  10317. int area = skill_get_splash(skill_id, skill_lv);
  10318. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10319. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10320. // Creates a random Cell in the Splash Area
  10321. tmpx = x - area + rnd()%(area * 2 + 1);
  10322. tmpy = y - area + rnd()%(area * 2 + 1);
  10323. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10324. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10325. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10326. if( i > 0 )
  10327. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10328. x1 = tmpx;
  10329. y1 = tmpy;
  10330. }
  10331. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10332. }
  10333. break;
  10334. case AL_WARP:
  10335. if(sd)
  10336. {
  10337. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10338. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10339. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10340. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10341. );
  10342. }
  10343. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10344. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10345. return 0; // not to consume item.
  10346. case MO_BODYRELOCATION:
  10347. if (unit_movepos(src, x, y, 1, 1)) {
  10348. #if PACKETVER >= 20111005
  10349. clif_snap(src, src->x, src->y);
  10350. #else
  10351. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10352. #endif
  10353. if (sd)
  10354. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10355. }
  10356. break;
  10357. case NJ_SHADOWJUMP:
  10358. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10359. clif_blown(src);
  10360. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10361. break;
  10362. case AM_SPHEREMINE:
  10363. case AM_CANNIBALIZE:
  10364. {
  10365. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10366. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10367. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10368. struct mob_data *md;
  10369. // Correct info, don't change any of this! [celest]
  10370. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10371. if (md) {
  10372. md->master_id = src->id;
  10373. md->special_state.ai = (enum mob_ai)ai;
  10374. if( md->deletetimer != INVALID_TIMER )
  10375. delete_timer(md->deletetimer, mob_timer_delete);
  10376. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10377. mob_spawn (md); //Now it is ready for spawning.
  10378. }
  10379. }
  10380. break;
  10381. // Slim Pitcher [Celest]
  10382. case CR_SLIMPITCHER:
  10383. if (sd) {
  10384. int i_lv = 0, j = 0;
  10385. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10386. i_lv = skill_lv%11 - 1;
  10387. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10388. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10389. {
  10390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10391. return 1;
  10392. }
  10393. potion_flag = 1;
  10394. potion_hp = 0;
  10395. potion_sp = 0;
  10396. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10397. potion_flag = 0;
  10398. //Apply skill bonuses
  10399. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10400. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10401. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10402. + pc_skillheal_bonus(sd, skill_id);
  10403. potion_hp = potion_hp * (100+i_lv)/100;
  10404. potion_sp = potion_sp * (100+i_lv)/100;
  10405. if(potion_hp > 0 || potion_sp > 0) {
  10406. i_lv = skill_get_splash(skill_id, skill_lv);
  10407. map_foreachinarea(skill_area_sub,
  10408. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10409. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10410. skill_castend_nodamage_id);
  10411. }
  10412. } else {
  10413. int id = skill_get_itemid(skill_id, skill_lv);
  10414. struct item_data *item;
  10415. item = itemdb_search(id);
  10416. potion_flag = 1;
  10417. potion_hp = 0;
  10418. potion_sp = 0;
  10419. run_script(item->script,0,src->id,0);
  10420. potion_flag = 0;
  10421. id = skill_get_max(CR_SLIMPITCHER)*10;
  10422. potion_hp = potion_hp * (100+id)/100;
  10423. potion_sp = potion_sp * (100+id)/100;
  10424. if(potion_hp > 0 || potion_sp > 0) {
  10425. id = skill_get_splash(skill_id, skill_lv);
  10426. map_foreachinarea(skill_area_sub,
  10427. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10428. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10429. skill_castend_nodamage_id);
  10430. }
  10431. }
  10432. break;
  10433. case HW_GANBANTEIN:
  10434. if (rnd()%100 < 80) {
  10435. int dummy = 1;
  10436. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10437. i = skill_get_splash(skill_id, skill_lv);
  10438. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10439. } else {
  10440. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10441. return 1;
  10442. }
  10443. break;
  10444. case HW_GRAVITATION:
  10445. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10446. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10447. flag|=1;
  10448. break;
  10449. // Plant Cultivation [Celest]
  10450. case CR_CULTIVATION:
  10451. if (sd) {
  10452. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10453. {
  10454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10455. return 1;
  10456. }
  10457. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10458. if (rnd()%100 < 50) {
  10459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10460. } else {
  10461. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10462. int t;
  10463. if (!md) break;
  10464. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10465. {
  10466. if( md->deletetimer != INVALID_TIMER )
  10467. delete_timer(md->deletetimer, mob_timer_delete);
  10468. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10469. }
  10470. mob_spawn (md);
  10471. }
  10472. }
  10473. break;
  10474. case SG_SUN_WARM:
  10475. case SG_MOON_WARM:
  10476. case SG_STAR_WARM:
  10477. skill_clear_unitgroup(src);
  10478. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10479. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10480. flag|=1;
  10481. break;
  10482. case PA_GOSPEL:
  10483. if (sce && sce->val4 == BCT_SELF)
  10484. {
  10485. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10486. return 0;
  10487. }
  10488. else
  10489. {
  10490. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10491. if (!sg) break;
  10492. if (sce)
  10493. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10494. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10495. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10496. }
  10497. break;
  10498. case NJ_TATAMIGAESHI:
  10499. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10500. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10501. break;
  10502. case AM_RESURRECTHOMUN: //[orn]
  10503. if (sd)
  10504. {
  10505. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10506. {
  10507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10508. break;
  10509. }
  10510. }
  10511. break;
  10512. case RK_WINDCUTTER:
  10513. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10514. case NC_COLDSLOWER:
  10515. case NC_ARMSCANNON:
  10516. case RK_DRAGONBREATH:
  10517. case RK_DRAGONBREATH_WATER:
  10518. i = skill_get_splash(skill_id,skill_lv);
  10519. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10520. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10521. break;
  10522. case SO_ARRULLO:
  10523. i = skill_get_splash(skill_id,skill_lv);
  10524. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10525. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10526. break;
  10527. case GC_POISONSMOKE:
  10528. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10529. if( sd )
  10530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10531. return 0;
  10532. }
  10533. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10534. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10535. break;
  10536. case AB_EPICLESIS:
  10537. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10538. i = sg->unit->range;
  10539. 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);
  10540. }
  10541. break;
  10542. case WL_COMET:
  10543. if( sc ) {
  10544. sc->comet_x = x;
  10545. sc->comet_y = y;
  10546. }
  10547. i = skill_get_splash(skill_id,skill_lv);
  10548. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10549. break;
  10550. case WL_EARTHSTRAIN:
  10551. {
  10552. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10553. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10554. for( w = 1; w <= wave; w++ )
  10555. {
  10556. switch( dir ){
  10557. case 0: case 1: case 7: sy = y + w; break;
  10558. case 3: case 4: case 5: sy = y - w; break;
  10559. case 2: sx = x - w; break;
  10560. case 6: sx = x + w; break;
  10561. }
  10562. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10563. }
  10564. }
  10565. break;
  10566. case RA_DETONATOR:
  10567. i = skill_get_splash(skill_id, skill_lv);
  10568. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10569. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10570. break;
  10571. case NC_NEUTRALBARRIER:
  10572. case NC_STEALTHFIELD:
  10573. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10574. skill_clear_unitgroup(src);
  10575. return 0;
  10576. }
  10577. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10578. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10579. 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));
  10580. if( sd ) pc_overheat(sd,1);
  10581. }
  10582. break;
  10583. case NC_SILVERSNIPER:
  10584. {
  10585. struct mob_data *md;
  10586. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10587. if( md ) {
  10588. md->master_id = src->id;
  10589. md->special_state.ai = AI_FAW;
  10590. if( md->deletetimer != INVALID_TIMER )
  10591. delete_timer(md->deletetimer, mob_timer_delete);
  10592. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10593. mob_spawn(md);
  10594. }
  10595. }
  10596. break;
  10597. case NC_MAGICDECOY:
  10598. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10599. break;
  10600. case SC_FEINTBOMB:
  10601. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10602. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10603. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10604. break;
  10605. case SC_ESCAPE:
  10606. clif_skill_nodamage(src,src,skill_id,-1,1);
  10607. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10608. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10609. break;
  10610. case LG_OVERBRAND: {
  10611. int dir = map_calc_dir(src,x,y);
  10612. int sx = src->x, sy = src->y;
  10613. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10614. for( i = 0; i < layout->count; i++ )
  10615. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10616. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10617. }
  10618. break;
  10619. case LG_BANDING:
  10620. if( sc && sc->data[SC_BANDING] )
  10621. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10622. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10623. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10624. if( sd ) pc_banding(sd,skill_lv);
  10625. }
  10626. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10627. break;
  10628. case LG_RAYOFGENESIS:
  10629. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10630. i = skill_get_splash(skill_id,skill_lv);
  10631. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10632. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10633. } else if( sd )
  10634. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10635. break;
  10636. case WM_DOMINION_IMPULSE:
  10637. i = skill_get_splash(skill_id, skill_lv);
  10638. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10639. break;
  10640. case WM_GREAT_ECHO:
  10641. flag|=1; // Should counsume 1 item per skill usage.
  10642. 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);
  10643. break;
  10644. case WM_SEVERE_RAINSTORM:
  10645. flag |= 1;
  10646. if (sd)
  10647. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10648. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10649. break;
  10650. case GN_CRAZYWEED: {
  10651. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10652. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10653. int x1 = x - area + rnd()%(area * 2 + 1);
  10654. int y1 = y - area + rnd()%(area * 2 + 1);
  10655. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10656. }
  10657. }
  10658. break;
  10659. case GN_FIRE_EXPANSION: {
  10660. int i_su;
  10661. struct unit_data *ud = unit_bl2ud(src);
  10662. if( !ud ) break;
  10663. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10664. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10665. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10666. switch( skill_lv ) {
  10667. case 1:
  10668. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10669. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10670. break;
  10671. case 2:
  10672. map_foreachinarea(skill_area_sub,src->m,
  10673. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10674. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10675. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10676. skill_delunit(ud->skillunit[i_su]->unit);
  10677. break;
  10678. case 3:
  10679. skill_delunit(ud->skillunit[i_su]->unit);
  10680. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10681. flag |= 1;
  10682. break;
  10683. case 4:
  10684. skill_delunit(ud->skillunit[i_su]->unit);
  10685. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10686. flag |= 1;
  10687. break;
  10688. case 5: {
  10689. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10690. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10691. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10692. map_foreachinarea(skill_area_sub, src->m,
  10693. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10694. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10695. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10696. skill_delunit(ud->skillunit[i_su]->unit);
  10697. }
  10698. break;
  10699. }
  10700. }
  10701. }
  10702. }
  10703. break;
  10704. case SO_FIREWALK:
  10705. case SO_ELECTRICWALK:
  10706. if( sc && sc->data[type] )
  10707. status_change_end(src,type,INVALID_TIMER);
  10708. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10709. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10710. break;
  10711. case KO_MAKIBISHI:
  10712. for( i = 0; i < (skill_lv+2); i++ ) {
  10713. x = src->x - 1 + rnd()%3;
  10714. y = src->y - 1 + rnd()%3;
  10715. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10716. }
  10717. break;
  10718. case KO_MUCHANAGE: {
  10719. struct status_data *sstatus;
  10720. int rate = 0;
  10721. sstatus = status_get_status_data(src);
  10722. i = skill_get_splash(skill_id,skill_lv);
  10723. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10724. if( rate < 0 )
  10725. rate = 0;
  10726. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10727. if( rnd()%100 < rate )
  10728. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10729. }
  10730. break;
  10731. case RL_FALLEN_ANGEL:
  10732. if (unit_movepos(src,x,y,1,1)) {
  10733. enum e_skill skill_use = GS_DESPERADO;
  10734. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10735. clif_blown(src);
  10736. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10737. sd->skill_id_old = RL_FALLEN_ANGEL;
  10738. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10739. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10740. }
  10741. sd->skill_id_old = 0;
  10742. }
  10743. else {
  10744. if (sd)
  10745. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10746. }
  10747. break;
  10748. case RL_HAMMER_OF_GOD:
  10749. {
  10750. i = skill_get_splash(skill_id, skill_lv);
  10751. if (sd) {
  10752. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10753. if (!skill_area_temp[0]) {
  10754. // This skill doesn't have area effect, apply self? :P
  10755. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10756. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10757. break;
  10758. }
  10759. }
  10760. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10761. skill_area_temp[0] = 0;
  10762. break;
  10763. }
  10764. break;
  10765. case RL_FIRE_RAIN: {
  10766. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10767. int sx = x = src->x, sy = y = src->y;
  10768. for (w = 1; w <= wave; w++) {
  10769. switch (dir) {
  10770. case 0: sy = y + w; break;
  10771. case 1: sy = y + w; sx = x - w; break;
  10772. case 2: sx = x - w; break;
  10773. case 3: sx = x - w; sy = y - w; break;
  10774. case 4: sy = y - w; break;
  10775. case 5: sx = x + w; sy = y - w; break;
  10776. case 6: sx = x + w; break;
  10777. case 7: sy = y + w; sx = x + w; break;
  10778. }
  10779. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10780. }
  10781. }
  10782. break;
  10783. case NC_MAGMA_ERUPTION:
  10784. // 1st, AoE 'slam' damage
  10785. i = skill_get_splash(skill_id, skill_lv);
  10786. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10787. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10788. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  10789. // 2nd, AoE 'eruption' unit
  10790. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  10791. }
  10792. break;
  10793. default:
  10794. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10795. return 1;
  10796. }
  10797. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10798. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10799. if( sd )
  10800. {// ensure that the skill last-cast tick is recorded
  10801. sd->canskill_tick = gettick();
  10802. if( sd->state.arrow_atk && !(flag&1) )
  10803. {// consume arrow if this is a ground skill
  10804. battle_consume_ammo(sd, skill_id, skill_lv);
  10805. }
  10806. skill_onskillusage(sd, NULL, skill_id, tick);
  10807. // perform skill requirement consumption
  10808. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10809. }
  10810. return 0;
  10811. }
  10812. /*==========================================
  10813. *
  10814. *------------------------------------------*/
  10815. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10816. {
  10817. nullpo_ret(sd);
  10818. //Simplify skill_failed code.
  10819. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10820. if(skill_id != sd->menuskill_id)
  10821. return 0;
  10822. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10823. skill_failed(sd);
  10824. return 0;
  10825. }
  10826. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10827. skill_failed(sd);
  10828. return 0;
  10829. }
  10830. pc_stop_attack(sd);
  10831. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10832. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10833. if(strcmp(mapname,"cancel")==0) {
  10834. skill_failed(sd);
  10835. return 0;
  10836. }
  10837. switch(skill_id)
  10838. {
  10839. case AL_TELEPORT:
  10840. case ALL_ODINS_RECALL:
  10841. //The storage window is closed automatically by the client when there's
  10842. //any kind of map change, so we need to restore it automatically
  10843. //bugreport:8027
  10844. if(strcmp(mapname,"Random") == 0)
  10845. pc_randomwarp(sd,CLR_TELEPORT);
  10846. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10847. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10848. clif_refresh_storagewindow(sd);
  10849. break;
  10850. case AL_WARP:
  10851. {
  10852. const struct point *p[4];
  10853. struct skill_unit_group *group;
  10854. int i, lv, wx, wy;
  10855. int maxcount=0;
  10856. int x,y;
  10857. unsigned short mapindex;
  10858. mapindex = mapindex_name2id((char*)mapname);
  10859. if(!mapindex) { //Given map not found?
  10860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10861. skill_failed(sd);
  10862. return 0;
  10863. }
  10864. p[0] = &sd->status.save_point;
  10865. p[1] = &sd->status.memo_point[0];
  10866. p[2] = &sd->status.memo_point[1];
  10867. p[3] = &sd->status.memo_point[2];
  10868. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10869. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10870. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10871. maxcount--;
  10872. }
  10873. if(!maxcount) {
  10874. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10875. skill_failed(sd);
  10876. return 0;
  10877. }
  10878. }
  10879. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10880. wx = sd->menuskill_val>>16;
  10881. wy = sd->menuskill_val&0xffff;
  10882. if( lv <= 0 ) return 0;
  10883. if( lv > 4 ) lv = 4; // crash prevention
  10884. // check if the chosen map exists in the memo list
  10885. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10886. if( i < lv ) {
  10887. x=p[i]->x;
  10888. y=p[i]->y;
  10889. } else {
  10890. skill_failed(sd);
  10891. return 0;
  10892. }
  10893. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10894. { // This checks versus skill_id/skill_lv...
  10895. skill_failed(sd);
  10896. return 0;
  10897. }
  10898. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10899. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10900. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10901. skill_failed(sd);
  10902. return 0;
  10903. }
  10904. group->val1 = (group->val1<<16)|(short)0;
  10905. // record the destination coordinates
  10906. group->val2 = (x<<16)|y;
  10907. group->val3 = mapindex;
  10908. }
  10909. break;
  10910. }
  10911. sd->menuskill_id = sd->menuskill_val = 0;
  10912. return 0;
  10913. #undef skill_failed
  10914. }
  10915. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10916. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10917. {
  10918. struct skill_unit* target = (struct skill_unit*)bl;
  10919. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10920. int flag = va_arg(ap, int);
  10921. if (src == target)
  10922. return 0;
  10923. if (!target->group || !(target->group->state.song_dance&0x1))
  10924. return 0;
  10925. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10926. return 0;
  10927. if (flag) //Set dissonance
  10928. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10929. else //Remove dissonance
  10930. target->val2 &= ~UF_ENSEMBLE;
  10931. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  10932. return 1;
  10933. }
  10934. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10935. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10936. //When 1, this unit has been positioned, so start the cancel effect.
  10937. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10938. {
  10939. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10940. return 0;
  10941. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10942. return 0; //Nothing to remove, this unit is not overlapped.
  10943. if (unit->val1 != unit->group->skill_id)
  10944. { //Reset state
  10945. unit->val1 = unit->group->skill_id;
  10946. unit->val2 &= ~UF_ENSEMBLE;
  10947. }
  10948. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10949. }
  10950. /**
  10951. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10952. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10953. * @param flag 0 Convert
  10954. * @param flag 1 Revert
  10955. * @return true success
  10956. * @TODO: This should be completely removed later and rewritten
  10957. * The entire execution of the overlapping songs instances is dirty and hacked together
  10958. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10959. */
  10960. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10961. {
  10962. static int prevflag = 1; // by default the backup is empty
  10963. static struct skill_unit_group backup;
  10964. struct skill_unit_group* group;
  10965. if( unit == NULL || (group = unit->group) == NULL )
  10966. return false;
  10967. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10968. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10969. return false;
  10970. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10971. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10972. flag ? "read an empty backup" : "write to a full backup",
  10973. group->skill_id, group->skill_lv, group->src_id);
  10974. return false;
  10975. }
  10976. prevflag = flag;
  10977. if (!flag) { //Transform
  10978. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10979. // backup
  10980. backup.skill_id = group->skill_id;
  10981. backup.skill_lv = group->skill_lv;
  10982. backup.unit_id = group->unit_id;
  10983. backup.target_flag = group->target_flag;
  10984. backup.bl_flag = group->bl_flag;
  10985. backup.interval = group->interval;
  10986. // replace
  10987. group->skill_id = skill_id;
  10988. group->skill_lv = 1;
  10989. group->unit_id = skill_get_unit_id(skill_id,0);
  10990. group->target_flag = skill_get_unit_target(skill_id);
  10991. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10992. group->interval = skill_get_unit_interval(skill_id);
  10993. } else { //Restore
  10994. group->skill_id = backup.skill_id;
  10995. group->skill_lv = backup.skill_lv;
  10996. group->unit_id = backup.unit_id;
  10997. group->target_flag = backup.target_flag;
  10998. group->bl_flag = backup.bl_flag;
  10999. group->interval = backup.interval;
  11000. }
  11001. return true;
  11002. }
  11003. /**
  11004. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11005. * @param src Object that triggers the skill
  11006. * @param skill_id Skill ID
  11007. * @param skill_lv Skill level of used skill
  11008. * @param x Position x
  11009. * @param y Position y
  11010. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11011. * @return skill_unit_group
  11012. */
  11013. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11014. {
  11015. struct skill_unit_group *group;
  11016. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11017. int link_group_id = 0;
  11018. int target, interval, range, unit_flag, req_item = 0;
  11019. struct s_skill_unit_layout *layout;
  11020. struct map_session_data *sd;
  11021. struct status_data *status;
  11022. struct status_change *sc;
  11023. int active_flag = 1;
  11024. int subunt = 0;
  11025. nullpo_retr(NULL, src);
  11026. limit = skill_get_time(skill_id,skill_lv);
  11027. range = skill_get_unit_range(skill_id,skill_lv);
  11028. interval = skill_get_unit_interval(skill_id);
  11029. target = skill_get_unit_target(skill_id);
  11030. unit_flag = skill_get_unit_flag(skill_id);
  11031. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11032. sd = BL_CAST(BL_PC, src);
  11033. status = status_get_status_data(src);
  11034. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11035. switch( skill_id ) {
  11036. case MH_STEINWAND:
  11037. val2 = 4 + skill_lv;
  11038. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11039. break;
  11040. case MG_SAFETYWALL:
  11041. #ifdef RENEWAL
  11042. val2 = status_get_max_hp(src) * 3;
  11043. #else
  11044. val2 = skill_lv+1;
  11045. #endif
  11046. break;
  11047. case MG_FIREWALL:
  11048. if(sc && sc->data[SC_VIOLENTGALE])
  11049. limit = limit*3/2;
  11050. val2 = 4+skill_lv;
  11051. break;
  11052. case AL_WARP:
  11053. val1=skill_lv+6;
  11054. if(!(flag&1))
  11055. limit=2000;
  11056. else // previous implementation (not used anymore)
  11057. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11058. if( src->type != BL_SKILL ) return NULL;
  11059. group = ((TBL_SKILL*)src)->group;
  11060. src = map_id2bl(group->src_id);
  11061. if( !src ) return NULL;
  11062. val2 = group->val2; //Copy the (x,y) position you warp to
  11063. val3 = group->val3; //as well as the mapindex to warp to.
  11064. }
  11065. break;
  11066. case HP_BASILICA:
  11067. val1 = src->id; // Store caster id.
  11068. break;
  11069. case PR_SANCTUARY:
  11070. case NPC_EVILLAND:
  11071. val1=(skill_lv+3)*2;
  11072. break;
  11073. case WZ_FIREPILLAR:
  11074. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11075. return NULL;
  11076. if((flag&1)!=0)
  11077. limit=1000;
  11078. val1=skill_lv+2;
  11079. break;
  11080. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11081. case AM_DEMONSTRATION:
  11082. case GN_HELLS_PLANT:
  11083. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11084. return NULL;
  11085. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11086. && (src->type&battle_config.vs_traps_bctall))
  11087. target = BCT_ALL;
  11088. break;
  11089. case HT_ANKLESNARE:
  11090. if( flag&2 ) val3 = SC_ESCAPE;
  11091. case HT_SKIDTRAP:
  11092. case MA_SKIDTRAP:
  11093. //Save position of caster
  11094. val1 = ((src->x)<<16)|(src->y);
  11095. case HT_SHOCKWAVE:
  11096. case HT_SANDMAN:
  11097. case MA_SANDMAN:
  11098. case HT_CLAYMORETRAP:
  11099. case HT_LANDMINE:
  11100. case MA_LANDMINE:
  11101. case HT_FLASHER:
  11102. case HT_FREEZINGTRAP:
  11103. case MA_FREEZINGTRAP:
  11104. case HT_BLASTMINE:
  11105. case RA_ELECTRICSHOCKER:
  11106. case RA_CLUSTERBOMB:
  11107. case RA_MAGENTATRAP:
  11108. case RA_COBALTTRAP:
  11109. case RA_MAIZETRAP:
  11110. case RA_VERDURETRAP:
  11111. case RA_FIRINGTRAP:
  11112. case RA_ICEBOUNDTRAP:
  11113. case RL_B_TRAP:
  11114. {
  11115. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11116. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11117. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11118. req_item = req.itemid[i];
  11119. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11120. limit *= 4; // longer trap times in WOE [celest]
  11121. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11122. target = BCT_ALL;
  11123. }
  11124. break;
  11125. case SA_LANDPROTECTOR:
  11126. case SA_VOLCANO:
  11127. case SA_DELUGE:
  11128. case SA_VIOLENTGALE:
  11129. {
  11130. struct skill_unit_group *old_sg;
  11131. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11132. { //HelloKitty confirmed that these are interchangeable,
  11133. //so you can change element and not consume gemstones.
  11134. if ((
  11135. old_sg->skill_id == SA_VOLCANO ||
  11136. old_sg->skill_id == SA_DELUGE ||
  11137. old_sg->skill_id == SA_VIOLENTGALE
  11138. ) && old_sg->limit > 0)
  11139. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11140. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11141. if (limit < 0) //This can happen...
  11142. limit = skill_get_time(skill_id,skill_lv);
  11143. }
  11144. skill_clear_group(src,1);
  11145. }
  11146. break;
  11147. }
  11148. case BA_WHISTLE:
  11149. val1 = skill_lv +status->agi/10; // Flee increase
  11150. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11151. if(sd){
  11152. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11153. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11154. }
  11155. break;
  11156. case DC_HUMMING:
  11157. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11158. #ifdef RENEWAL
  11159. val1 *= 2;
  11160. #endif
  11161. if(sd)
  11162. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11163. break;
  11164. case BA_POEMBRAGI:
  11165. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11166. //For some reason at level 10 the base delay reduction is 50%.
  11167. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11168. if(sd){
  11169. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11170. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11171. }
  11172. break;
  11173. case DC_DONTFORGETME:
  11174. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11175. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11176. if(sd){
  11177. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11178. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11179. }
  11180. break;
  11181. case DC_SERVICEFORYOU:
  11182. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11183. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11184. if(sd){
  11185. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11186. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11187. }
  11188. break;
  11189. case BA_ASSASSINCROSS:
  11190. #ifdef RENEWAL
  11191. val1 = skill_lv + (status->agi/20); // ASPD increase
  11192. #else
  11193. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11194. #endif
  11195. if(sd)
  11196. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11197. val1*=10; // ASPD works with 1000 as 100%
  11198. break;
  11199. case DC_FORTUNEKISS:
  11200. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11201. if(sd)
  11202. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11203. val1*=10; //Because every 10 crit is an actual cri point.
  11204. break;
  11205. case BD_DRUMBATTLEFIELD:
  11206. #ifdef RENEWAL
  11207. val1 = (skill_lv+5)*25; //Atk increase
  11208. val2 = skill_lv*10; //Def increase
  11209. #else
  11210. val1 = (skill_lv+1)*25; //Atk increase
  11211. val2 = (skill_lv+1)*2; //Def increase
  11212. #endif
  11213. break;
  11214. case BD_RINGNIBELUNGEN:
  11215. val1 = (skill_lv+2)*25; //Atk increase
  11216. break;
  11217. case BD_RICHMANKIM:
  11218. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11219. break;
  11220. case BD_SIEGFRIED:
  11221. val1 = 55 + skill_lv*5; //Elemental Resistance
  11222. val2 = skill_lv*10; //Status ailment resistance
  11223. break;
  11224. case WE_CALLPARTNER:
  11225. if (sd) val1 = sd->status.partner_id;
  11226. break;
  11227. case WE_CALLPARENT:
  11228. if (sd) {
  11229. val1 = sd->status.father;
  11230. val2 = sd->status.mother;
  11231. }
  11232. break;
  11233. case WE_CALLBABY:
  11234. if (sd) val1 = sd->status.child;
  11235. break;
  11236. case NJ_KAENSIN:
  11237. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11238. val2 = (skill_lv+1)/2 + 4;
  11239. break;
  11240. case NJ_SUITON:
  11241. skill_clear_group(src, 1);
  11242. break;
  11243. case GS_GROUNDDRIFT:
  11244. {
  11245. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11246. val1 = status->rhw.ele;
  11247. if (!val1)
  11248. val1=element[rnd()%5];
  11249. switch (val1)
  11250. {
  11251. case ELE_FIRE:
  11252. subunt++;
  11253. case ELE_WATER:
  11254. subunt++;
  11255. case ELE_POISON:
  11256. subunt++;
  11257. case ELE_DARK:
  11258. subunt++;
  11259. case ELE_WIND:
  11260. break;
  11261. default:
  11262. subunt=rnd()%5;
  11263. break;
  11264. }
  11265. break;
  11266. }
  11267. case GC_POISONSMOKE:
  11268. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11269. return NULL;
  11270. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11271. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11272. limit = 4000 + 2000 * skill_lv;
  11273. break;
  11274. case GD_LEADERSHIP:
  11275. case GD_GLORYWOUNDS:
  11276. case GD_SOULCOLD:
  11277. case GD_HAWKEYES:
  11278. limit = 1000000;//it doesn't matter
  11279. break;
  11280. case LG_BANDING:
  11281. limit = -1;
  11282. break;
  11283. case WM_REVERBERATION:
  11284. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11285. target = BCT_ALL;
  11286. val1 = skill_lv + 1;
  11287. val2 = 1;
  11288. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11289. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11290. target = BCT_ALL;
  11291. case WM_SEVERE_RAINSTORM:
  11292. case SO_WATER_INSIGNIA:
  11293. case SO_FIRE_INSIGNIA:
  11294. case SO_WIND_INSIGNIA:
  11295. case SO_EARTH_INSIGNIA:
  11296. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11297. return NULL;
  11298. break;
  11299. case SO_CLOUD_KILL:
  11300. skill_clear_group(src, 4);
  11301. break;
  11302. case SO_WARMER:
  11303. skill_clear_group(src, 8);
  11304. break;
  11305. case GN_WALLOFTHORN:
  11306. // Turns to Firewall
  11307. if( flag&1 )
  11308. limit = 3000;
  11309. val3 = (x<<16)|y;
  11310. break;
  11311. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11312. case GN_FIRE_EXPANSION_TEAR_GAS:
  11313. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11314. break;
  11315. case KO_ZENKAI:
  11316. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11317. val1 = sd->spiritcharm;
  11318. val2 = sd->spiritcharm_type;
  11319. limit = 6000 * val1;
  11320. subunt = sd->spiritcharm_type - 1;
  11321. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11322. }
  11323. break;
  11324. case HW_GRAVITATION:
  11325. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11326. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11327. break;
  11328. case SO_VACUUM_EXTREME:
  11329. // Coordinates
  11330. val1 = x;
  11331. val2 = y;
  11332. val3 = 0; // Suck target at n seconds.
  11333. break;
  11334. case NC_MAGMA_ERUPTION:
  11335. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11336. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11337. limit = interval * 10;
  11338. break;
  11339. }
  11340. // Init skill unit group
  11341. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11342. group->val1 = val1;
  11343. group->val2 = val2;
  11344. group->val3 = val3;
  11345. group->link_group_id = link_group_id;
  11346. group->target_flag = target;
  11347. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11348. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11349. 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
  11350. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11351. group->item_id = req_item;
  11352. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11353. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11354. active_flag = 0;
  11355. // Put message for Talkie Box & Graffiti
  11356. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11357. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11358. if (sd)
  11359. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11360. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11361. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11362. }
  11363. // Dance skill
  11364. if (group->state.song_dance) {
  11365. if(sd) {
  11366. sd->skill_id_dance = skill_id;
  11367. sd->skill_lv_dance = skill_lv;
  11368. }
  11369. if (
  11370. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11371. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11372. )
  11373. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11374. }
  11375. // Set skill unit
  11376. limit = group->limit;
  11377. for( i = 0; i < layout->count; i++ ) {
  11378. struct skill_unit *unit;
  11379. int ux = x + layout->dx[i];
  11380. int uy = y + layout->dy[i];
  11381. int unit_val1 = skill_lv;
  11382. int unit_val2 = 0;
  11383. int alive = 1;
  11384. // are the coordinates out of range?
  11385. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11386. continue;
  11387. }
  11388. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11389. continue; // don't place skill units on walls (except for songs/dances/encores)
  11390. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11391. continue; // no path between cell and center of casting.
  11392. switch( skill_id ) {
  11393. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11394. case HT_LANDMINE:
  11395. case MA_LANDMINE:
  11396. case HT_ANKLESNARE:
  11397. case HT_SHOCKWAVE:
  11398. case HT_SANDMAN:
  11399. case MA_SANDMAN:
  11400. case HT_FLASHER:
  11401. case HT_FREEZINGTRAP:
  11402. case MA_FREEZINGTRAP:
  11403. case HT_SKIDTRAP:
  11404. case MA_SKIDTRAP:
  11405. case HT_CLAYMORETRAP:
  11406. case HT_BLASTMINE:
  11407. unit_val1 = 3500;
  11408. break;
  11409. case MG_FIREWALL:
  11410. case NJ_KAENSIN:
  11411. unit_val2 = group->val2;
  11412. break;
  11413. case WZ_ICEWALL:
  11414. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11415. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11416. break;
  11417. case GS_DESPERADO:
  11418. unit_val1 = abs(layout->dx[i]);
  11419. unit_val2 = abs(layout->dy[i]);
  11420. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11421. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11422. if (unit_val1) unit_val1--;
  11423. unit_val1 = 36 -12*unit_val1;
  11424. } else //Diagonal edges
  11425. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11426. if (unit_val1 < 1) unit_val1 = 1;
  11427. unit_val2 = 0;
  11428. break;
  11429. case WM_POEMOFNETHERWORLD:
  11430. unit_val1 = 1 + skill_lv;
  11431. break;
  11432. case GN_WALLOFTHORN:
  11433. if (flag&1) // Turned become Firewall
  11434. break;
  11435. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11436. unit_val2 = 20; // Max hits
  11437. break;
  11438. case RL_B_TRAP:
  11439. unit_val1 = 3500;
  11440. unit_val2 = 0;
  11441. break;
  11442. default:
  11443. if (group->state.song_dance&0x1)
  11444. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11445. break;
  11446. }
  11447. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11448. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11449. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11450. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11451. // Check active cell to failing or remove current unit
  11452. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11453. if( !alive )
  11454. continue;
  11455. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11456. unit->limit = limit;
  11457. unit->range = range;
  11458. if (skill_id == PF_FOGWALL && alive == 2)
  11459. { //Double duration of cells on top of Deluge/Suiton
  11460. unit->limit *= 2;
  11461. group->limit = unit->limit;
  11462. }
  11463. // Execute on all targets standing on this cell
  11464. if (range == 0 && active_flag)
  11465. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11466. }
  11467. if (!group->alive_count)
  11468. { //No cells? Something that was blocked completely by Land Protector?
  11469. skill_delunitgroup(group);
  11470. return NULL;
  11471. }
  11472. //success, unit created.
  11473. switch( skill_id ) {
  11474. case NJ_TATAMIGAESHI: //Store number of tiles.
  11475. group->val1 = group->alive_count;
  11476. break;
  11477. }
  11478. return group;
  11479. }
  11480. /*==========================================
  11481. *
  11482. *------------------------------------------*/
  11483. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11484. {
  11485. skill_unit_onplace(unit, bl, tick);
  11486. }
  11487. /**
  11488. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11489. * while skill unit initialized or moved (such by knock back).
  11490. * As a follow of skill_unit_effect flag &1
  11491. * @param unit
  11492. * @param bl Target
  11493. * @param tick
  11494. */
  11495. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11496. {
  11497. struct skill_unit_group *sg;
  11498. struct block_list *ss; // Actual source that cast the skill unit
  11499. struct status_change *sc;
  11500. struct status_change_entry *sce;
  11501. enum sc_type type;
  11502. uint16 skill_id;
  11503. nullpo_ret(unit);
  11504. nullpo_ret(bl);
  11505. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11506. return 0;
  11507. nullpo_ret(sg = unit->group);
  11508. nullpo_ret(ss = map_id2bl(sg->src_id));
  11509. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11510. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11511. return 0; //AoE skills are ineffective. [Skotlex]
  11512. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11513. return 0; //Songs don't work in Basilica
  11514. sc = status_get_sc(bl);
  11515. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11516. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11517. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11518. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11519. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11520. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11521. type = status_skill2sc(sg->skill_id);
  11522. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11523. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11524. switch (sg->unit_id) {
  11525. case UNT_SPIDERWEB:
  11526. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11527. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11528. sc->data[SC_SPIDERWEB]->val2++;
  11529. break;
  11530. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11531. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11532. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11533. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11534. if( td )
  11535. sec = DIFF_TICK(td->tick, tick);
  11536. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11537. clif_fixpos(bl);
  11538. sg->val2 = bl->id;
  11539. }
  11540. else
  11541. sec = 3000; //Couldn't trap it?
  11542. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11543. }
  11544. break;
  11545. case UNT_SAFETYWALL:
  11546. if (!sce)
  11547. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11548. break;
  11549. case UNT_BLOODYLUST:
  11550. if (sg->src_id == bl->id)
  11551. break; //Does not affect the caster.
  11552. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11553. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11554. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11555. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11556. break;
  11557. case UNT_PNEUMA:
  11558. if (!sce)
  11559. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11560. break;
  11561. case UNT_CHAOSPANIC:
  11562. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11563. break;
  11564. case UNT_WARP_WAITING: {
  11565. int working = sg->val1&0xffff;
  11566. if(bl->type==BL_PC && !working){
  11567. struct map_session_data *sd = (struct map_session_data *)bl;
  11568. if((!sd->chatID || battle_config.chat_warpportal)
  11569. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11570. {
  11571. int x = sg->val2>>16;
  11572. int y = sg->val2&0xffff;
  11573. int count = sg->val1>>16;
  11574. unsigned short m = sg->val3;
  11575. if( --count <= 0 )
  11576. skill_delunitgroup(sg);
  11577. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11578. working = 1;/* we break it because officials break it, lovely stuff. */
  11579. sg->val1 = (count<<16)|working;
  11580. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11581. }
  11582. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11583. int16 m = map_mapindex2mapid(sg->val3);
  11584. if (m < 0) break; //Map not available on this map-server.
  11585. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11586. }
  11587. }
  11588. break;
  11589. case UNT_QUAGMIRE:
  11590. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11591. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11592. break;
  11593. case UNT_VOLCANO:
  11594. case UNT_DELUGE:
  11595. case UNT_VIOLENTGALE:
  11596. if(!sce)
  11597. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11598. break;
  11599. case UNT_SUITON:
  11600. if(!sce)
  11601. sc_start4(ss, bl,type,100,sg->skill_lv,
  11602. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11603. 0,0,sg->limit);
  11604. break;
  11605. case UNT_HERMODE:
  11606. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11607. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11608. case UNT_RICHMANKIM:
  11609. case UNT_ETERNALCHAOS:
  11610. case UNT_DRUMBATTLEFIELD:
  11611. case UNT_RINGNIBELUNGEN:
  11612. case UNT_ROKISWEIL:
  11613. case UNT_INTOABYSS:
  11614. case UNT_SIEGFRIED:
  11615. //Needed to check when a dancer/bard leaves their ensemble area.
  11616. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11617. return skill_id;
  11618. if (!sce)
  11619. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11620. break;
  11621. case UNT_WHISTLE:
  11622. case UNT_ASSASSINCROSS:
  11623. case UNT_POEMBRAGI:
  11624. case UNT_APPLEIDUN:
  11625. case UNT_HUMMING:
  11626. case UNT_DONTFORGETME:
  11627. case UNT_FORTUNEKISS:
  11628. case UNT_SERVICEFORYOU:
  11629. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11630. return 0;
  11631. if (!sc) return 0;
  11632. if (!sce)
  11633. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11634. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11635. sce->val4 = 0; //remove the mark that we stepped out
  11636. delete_timer(sce->timer, status_change_timer);
  11637. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11638. }
  11639. break;
  11640. case UNT_FOGWALL:
  11641. if (!sce)
  11642. {
  11643. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11644. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11645. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11646. }
  11647. break;
  11648. case UNT_GRAVITATION:
  11649. if (!sce)
  11650. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11651. break;
  11652. case UNT_BASILICA:
  11653. {
  11654. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11655. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11656. { // knock-back any enemy except Boss
  11657. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11658. break;
  11659. }
  11660. if (!sce && i <= 0)
  11661. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11662. }
  11663. break;
  11664. // officially, icewall has no problems existing on occupied cells [ultramage]
  11665. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11666. // unit->val1 = 0;
  11667. // if(unit->limit + sg->tick > tick + 700)
  11668. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11669. // break;
  11670. case UNT_MOONLIT:
  11671. //Knockback out of area if affected char isn't in Moonlit effect
  11672. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11673. break;
  11674. if (ss == bl) //Also needed to prevent infinite loop crash.
  11675. break;
  11676. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11677. break;
  11678. case UNT_REVERBERATION:
  11679. if (sg->src_id == bl->id)
  11680. break; //Does not affect the caster.
  11681. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11682. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11683. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11684. sg->unit_id = UNT_USED_TRAPS;
  11685. break;
  11686. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11687. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11688. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11689. break;
  11690. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11691. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11692. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11693. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11694. break;
  11695. case UNT_VOLCANIC_ASH:
  11696. if (!sce)
  11697. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11698. break;
  11699. case UNT_KINGS_GRACE:
  11700. if (!sce) {
  11701. int state = 0;
  11702. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11703. state |= BCT_GUILD;
  11704. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11705. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11706. }
  11707. break;
  11708. case UNT_GD_LEADERSHIP:
  11709. case UNT_GD_GLORYWOUNDS:
  11710. case UNT_GD_SOULCOLD:
  11711. case UNT_GD_HAWKEYES:
  11712. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11713. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11714. break;
  11715. }
  11716. return skill_id;
  11717. }
  11718. /**
  11719. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11720. * @param unit Skill unit
  11721. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11722. * @param tick
  11723. */
  11724. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11725. {
  11726. struct skill_unit_group *sg;
  11727. struct block_list *ss;
  11728. TBL_PC* tsd;
  11729. struct status_data *tstatus;
  11730. struct status_change *tsc;
  11731. struct skill_unit_group_tickset *ts;
  11732. enum sc_type type;
  11733. uint16 skill_id;
  11734. int diff = 0;
  11735. nullpo_ret(unit);
  11736. nullpo_ret(bl);
  11737. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11738. return 0;
  11739. nullpo_ret(sg = unit->group);
  11740. nullpo_ret(ss = map_id2bl(sg->src_id));
  11741. tsd = BL_CAST(BL_PC, bl);
  11742. tsc = status_get_sc(bl);
  11743. tstatus = status_get_status_data(bl);
  11744. type = status_skill2sc(sg->skill_id);
  11745. skill_id = sg->skill_id;
  11746. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11747. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11748. if (sg->interval == -1) {
  11749. switch (sg->unit_id) {
  11750. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11751. case UNT_FIREPILLAR_ACTIVE:
  11752. case UNT_ELECTRICSHOCKER:
  11753. case UNT_MANHOLE:
  11754. return 0;
  11755. default:
  11756. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11757. return 0;
  11758. }
  11759. }
  11760. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11761. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11762. diff = DIFF_TICK(tick,ts->tick);
  11763. if (diff < 0)
  11764. return 0;
  11765. ts->tick = tick+sg->interval;
  11766. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11767. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11768. }
  11769. // Wall of Thorn damaged by Fire element unit [Cydh]
  11770. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11771. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11772. struct skill_unit *su = (struct skill_unit *)bl;
  11773. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11774. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  11775. su->group->limit = sg->limit = 0;
  11776. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11777. return skill_id;
  11778. }
  11779. }
  11780. switch (sg->unit_id) {
  11781. // Units that deals simple attack
  11782. case UNT_GRAVITATION:
  11783. case UNT_EARTHSTRAIN:
  11784. case UNT_FIREWALK:
  11785. case UNT_ELECTRICWALK:
  11786. case UNT_PSYCHIC_WAVE:
  11787. case UNT_MAGMA_ERUPTION:
  11788. case UNT_MAKIBISHI:
  11789. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11790. break;
  11791. case UNT_DUMMYSKILL:
  11792. switch (sg->skill_id) {
  11793. case SG_SUN_WARM: //SG skills [Komurka]
  11794. case SG_MOON_WARM:
  11795. case SG_STAR_WARM: {
  11796. int count = 0;
  11797. const int x = bl->x, y = bl->y;
  11798. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11799. do {
  11800. if( bl->type == BL_PC )
  11801. status_zap(bl, 0, 15); // sp damage to players
  11802. else // mobs
  11803. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11804. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11805. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11806. } else { //should end when out of sp.
  11807. sg->limit = DIFF_TICK(tick,sg->tick);
  11808. break;
  11809. }
  11810. } while( x == bl->x && y == bl->y &&
  11811. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11812. }
  11813. break;
  11814. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11815. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11816. if (tsc)
  11817. tsc->sg_counter++; //SG hit counter.
  11818. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11819. tsc->sg_counter=0; //Attack absorbed.
  11820. break;
  11821. #endif
  11822. case GS_DESPERADO:
  11823. if (rnd()%100 < unit->val1)
  11824. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11825. break;
  11826. case GN_CRAZYWEED_ATK:
  11827. if( bl->type == BL_SKILL ) {
  11828. struct skill_unit *su = (struct skill_unit *)bl;
  11829. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11830. break;
  11831. }
  11832. default:
  11833. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11834. }
  11835. break;
  11836. case UNT_FIREWALL:
  11837. case UNT_KAEN: {
  11838. int count = 0;
  11839. const int x = bl->x, y = bl->y;
  11840. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11841. break;
  11842. //Take into account these hit more times than the timer interval can handle.
  11843. do
  11844. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11845. while(--unit->val2 && x == bl->x && y == bl->y &&
  11846. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11847. if (unit->val2 <= 0)
  11848. skill_delunit(unit);
  11849. }
  11850. break;
  11851. case UNT_SANCTUARY:
  11852. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11853. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11854. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11855. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11856. } else {
  11857. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11858. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11859. #ifdef RENEWAL
  11860. if( md && md->mob_id == MOBID_EMPERIUM )
  11861. break;
  11862. #endif
  11863. if( md && mob_is_battleground(md) )
  11864. break;
  11865. if( tstatus->hp >= tstatus->max_hp )
  11866. break;
  11867. if( status_isimmune(bl) )
  11868. heal = 0;
  11869. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11870. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11871. heal = ~heal + 1;
  11872. status_heal(bl, heal, 0, 0);
  11873. if( diff >= 500 )
  11874. sg->val1--;
  11875. }
  11876. if( sg->val1 <= 0 )
  11877. skill_delunitgroup(sg);
  11878. break;
  11879. case UNT_EVILLAND:
  11880. //Will heal demon and undead element monsters, but not players.
  11881. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11882. { //Damage enemies
  11883. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11884. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11885. } else {
  11886. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11887. if (tstatus->hp >= tstatus->max_hp)
  11888. break;
  11889. if (status_isimmune(bl))
  11890. heal = 0;
  11891. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11892. status_heal(bl, heal, 0, 0);
  11893. }
  11894. break;
  11895. case UNT_MAGNUS:
  11896. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11897. break;
  11898. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11899. break;
  11900. case UNT_FIREPILLAR_WAITING:
  11901. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11902. skill_delunit(unit);
  11903. break;
  11904. case UNT_SKIDTRAP: {
  11905. //Knockback away from position of user during placement [Playtester]
  11906. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11907. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11908. sg->unit_id = UNT_USED_TRAPS;
  11909. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11910. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11911. //Target will be stopped for 3 seconds
  11912. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11913. }
  11914. break;
  11915. case UNT_ANKLESNARE:
  11916. case UNT_MANHOLE:
  11917. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11918. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11919. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11920. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11921. if( td )
  11922. sec = DIFF_TICK(td->tick, tick);
  11923. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  11924. || !unit_blown_immune(bl,0x1) )
  11925. {
  11926. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11927. clif_fixpos(bl);
  11928. }
  11929. sg->val2 = bl->id;
  11930. } else
  11931. sec = 3000; //Couldn't trap it?
  11932. if (sg->unit_id == UNT_ANKLESNARE) {
  11933. clif_skillunit_update(&unit->bl);
  11934. /**
  11935. * If you're snared from a trap that was invisible this makes the trap be
  11936. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11937. * bugreport:3961
  11938. **/
  11939. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11940. }
  11941. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11942. sg->interval = -1;
  11943. unit->range = 0;
  11944. }
  11945. break;
  11946. case UNT_ELECTRICSHOCKER:
  11947. if( bl->id != ss->id ) {
  11948. if( status_get_mode(bl)&MD_BOSS )
  11949. break;
  11950. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  11951. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11952. clif_fixpos(bl);
  11953. }
  11954. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11955. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11956. }
  11957. break;
  11958. case UNT_VENOMDUST:
  11959. if(tsc && !tsc->data[type])
  11960. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  11961. break;
  11962. case UNT_LANDMINE:
  11963. //Land Mine only hits single target
  11964. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11965. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11966. sg->limit = 1500;
  11967. break;
  11968. case UNT_MAGENTATRAP:
  11969. case UNT_COBALTTRAP:
  11970. case UNT_MAIZETRAP:
  11971. case UNT_VERDURETRAP:
  11972. if( bl->type == BL_PC )// it won't work on players
  11973. break;
  11974. case UNT_FIRINGTRAP:
  11975. case UNT_ICEBOUNDTRAP:
  11976. case UNT_CLUSTERBOMB:
  11977. if( bl->id == ss->id )// it won't trigger on caster
  11978. break;
  11979. case UNT_BLASTMINE:
  11980. case UNT_SHOCKWAVE:
  11981. case UNT_SANDMAN:
  11982. case UNT_FLASHER:
  11983. case UNT_FREEZINGTRAP:
  11984. case UNT_FIREPILLAR_ACTIVE:
  11985. case UNT_CLAYMORETRAP:
  11986. if (tsc && tsc->data[SC__MANHOLE])
  11987. break;
  11988. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11989. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  11990. else
  11991. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11992. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11993. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11994. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11995. sg->limit = DIFF_TICK(tick, sg->tick) +
  11996. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11997. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11998. break;
  11999. case UNT_TALKIEBOX:
  12000. if (sg->src_id == bl->id)
  12001. break;
  12002. if (sg->val2 == 0) {
  12003. clif_talkiebox(&unit->bl, sg->valstr);
  12004. sg->unit_id = UNT_USED_TRAPS;
  12005. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12006. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12007. sg->val2 = -1;
  12008. }
  12009. break;
  12010. case UNT_LULLABY:
  12011. if (ss->id == bl->id)
  12012. break;
  12013. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12014. break;
  12015. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12016. if (ss->id != bl->id)
  12017. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12018. break;
  12019. case UNT_DISSONANCE:
  12020. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12021. break;
  12022. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12023. int heal;
  12024. #ifdef RENEWAL
  12025. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12026. if (md && md->mob_id == MOBID_EMPERIUM)
  12027. break;
  12028. #endif
  12029. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12030. break; // affects self only when soullinked
  12031. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12032. if (tsc->data[SC_AKAITSUKI] && heal)
  12033. heal = ~heal + 1;
  12034. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12035. status_heal(bl, heal, 0, 0);
  12036. }
  12037. break;
  12038. case UNT_TATAMIGAESHI:
  12039. case UNT_DEMONSTRATION:
  12040. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12041. break;
  12042. case UNT_GOSPEL:
  12043. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12044. break;
  12045. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12046. { // Support Effect only on party, not guild
  12047. int heal;
  12048. int i = rnd()%13; // Positive buff count
  12049. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12050. switch (i)
  12051. {
  12052. case 0: // Heal 1~9999 HP
  12053. heal = rnd() %9999+1;
  12054. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12055. status_heal(bl,heal,0,0);
  12056. break;
  12057. case 1: // End all negative status
  12058. status_change_clear_buffs(bl,6);
  12059. if (tsd) clif_gospel_info(tsd, 0x15);
  12060. break;
  12061. case 2: // Immunity to all status
  12062. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12063. if (tsd) clif_gospel_info(tsd, 0x16);
  12064. break;
  12065. case 3: // MaxHP +100%
  12066. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12067. if (tsd) clif_gospel_info(tsd, 0x17);
  12068. break;
  12069. case 4: // MaxSP +100%
  12070. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12071. if (tsd) clif_gospel_info(tsd, 0x18);
  12072. break;
  12073. case 5: // All stats +20
  12074. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12075. if (tsd) clif_gospel_info(tsd, 0x19);
  12076. break;
  12077. case 6: // Level 10 Blessing
  12078. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12079. break;
  12080. case 7: // Level 10 Increase AGI
  12081. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12082. break;
  12083. case 8: // Enchant weapon with Holy element
  12084. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12085. if (tsd) clif_gospel_info(tsd, 0x1c);
  12086. break;
  12087. case 9: // Enchant armor with Holy element
  12088. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12089. if (tsd) clif_gospel_info(tsd, 0x1d);
  12090. break;
  12091. case 10: // DEF +25%
  12092. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12093. if (tsd) clif_gospel_info(tsd, 0x1e);
  12094. break;
  12095. case 11: // ATK +100%
  12096. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12097. if (tsd) clif_gospel_info(tsd, 0x1f);
  12098. break;
  12099. case 12: // HIT/Flee +50
  12100. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12101. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12102. if (tsd) clif_gospel_info(tsd, 0x20);
  12103. break;
  12104. }
  12105. }
  12106. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12107. { // Offensive Effect
  12108. int i = rnd()%9; // Negative buff count
  12109. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12110. switch (i)
  12111. {
  12112. case 0: // Deal 1~9999 damage
  12113. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12114. break;
  12115. case 1: // Curse
  12116. sc_start(ss, bl,SC_CURSE,100,1,time);
  12117. break;
  12118. case 2: // Blind
  12119. sc_start(ss, bl,SC_BLIND,100,1,time);
  12120. break;
  12121. case 3: // Poison
  12122. sc_start(ss, bl,SC_POISON,100,1,time);
  12123. break;
  12124. case 4: // Level 10 Provoke
  12125. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12126. break;
  12127. case 5: // DEF -100%
  12128. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12129. break;
  12130. case 6: // ATK -100%
  12131. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12132. break;
  12133. case 7: // Flee -100%
  12134. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12135. break;
  12136. case 8: // Speed/ASPD -25%
  12137. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12138. break;
  12139. }
  12140. }
  12141. break;
  12142. case UNT_BASILICA:
  12143. {
  12144. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12145. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12146. { // knock-back any enemy except Boss
  12147. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12148. break;
  12149. }
  12150. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12151. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12152. }
  12153. break;
  12154. case UNT_GROUNDDRIFT_WIND:
  12155. case UNT_GROUNDDRIFT_DARK:
  12156. case UNT_GROUNDDRIFT_POISON:
  12157. case UNT_GROUNDDRIFT_WATER:
  12158. case UNT_GROUNDDRIFT_FIRE:
  12159. map_foreachinrange(skill_trap_splash,&unit->bl,
  12160. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12161. &unit->bl,tick);
  12162. sg->unit_id = UNT_USED_TRAPS;
  12163. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12164. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12165. break;
  12166. case UNT_POISONSMOKE:
  12167. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12168. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12169. break;
  12170. case UNT_EPICLESIS:
  12171. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12172. int hp, sp;
  12173. switch( sg->skill_lv ) {
  12174. case 1: case 2: hp = 3; sp = 2; break;
  12175. case 3: case 4: hp = 4; sp = 3; break;
  12176. case 5: default: hp = 5; sp = 4; break;
  12177. }
  12178. hp = tstatus->max_hp * hp / 100;
  12179. sp = tstatus->max_sp * sp / 100;
  12180. if (tstatus->hp < tstatus->max_hp)
  12181. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12182. if (tstatus->sp < tstatus->max_sp)
  12183. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12184. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12185. hp = ~hp + 1;
  12186. status_heal(bl, hp, sp, 3);
  12187. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12188. sg->val2++;
  12189. // Reveal hidden players every 5 seconds.
  12190. if( sg->val2 >= 5 ) {
  12191. sg->val2 = 0;
  12192. // Doesn't remove Invisibility or Chase Walk.
  12193. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12194. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12195. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12196. }
  12197. }
  12198. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12199. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12200. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12201. break;
  12202. case UNT_STEALTHFIELD:
  12203. if( bl->id == sg->src_id )
  12204. break; // Dont work on Self (video shows that)
  12205. case UNT_NEUTRALBARRIER:
  12206. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12207. break;
  12208. case UNT_DIMENSIONDOOR:
  12209. if( tsd && !map[bl->m].flag.noteleport )
  12210. pc_randomwarp(tsd,CLR_TELEPORT);
  12211. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12212. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12213. break;
  12214. case UNT_REVERBERATION:
  12215. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12216. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12217. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12218. sg->unit_id = UNT_USED_TRAPS;
  12219. break;
  12220. case UNT_SEVERE_RAINSTORM:
  12221. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12222. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12223. break;
  12224. case UNT_NETHERWORLD:
  12225. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12226. if (!(tsc && tsc->data[type])) {
  12227. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12228. sg->limit = DIFF_TICK(tick,sg->tick);
  12229. sg->unit_id = UNT_USED_TRAPS;
  12230. }
  12231. }
  12232. break;
  12233. case UNT_THORNS_TRAP:
  12234. if( tsc ) {
  12235. if( !sg->val2 ) {
  12236. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12237. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12238. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12239. if( td )
  12240. sec = DIFF_TICK(td->tick, tick);
  12241. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12242. clif_fixpos(bl);
  12243. sg->val2 = bl->id;
  12244. } else
  12245. sec = 3000; // Couldn't trap it?
  12246. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12247. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12248. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12249. }
  12250. break;
  12251. case UNT_WALLOFTHORN:
  12252. if (unit->val2-- <= 0) // Max hit reached
  12253. break;
  12254. if (status_get_mode(bl)&MD_BOSS)
  12255. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12256. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12257. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12258. break;
  12259. case UNT_DEMONIC_FIRE:
  12260. switch( sg->val2 ) {
  12261. case 1:
  12262. default:
  12263. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12264. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12265. break;
  12266. }
  12267. break;
  12268. case UNT_HELLS_PLANT:
  12269. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12270. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12271. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12272. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12273. break;
  12274. case UNT_CLOUD_KILL:
  12275. if(tsc && !tsc->data[type])
  12276. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12277. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12278. break;
  12279. case UNT_WARMER:
  12280. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12281. int hp = 0;
  12282. struct status_change *ssc = status_get_sc(ss);
  12283. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12284. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12285. else
  12286. hp = tstatus->max_hp * sg->skill_lv / 100;
  12287. if( tstatus->hp != tstatus->max_hp )
  12288. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12289. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12290. hp = ~hp + 1;
  12291. status_heal(bl, hp, 0, 0);
  12292. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12293. }
  12294. break;
  12295. case UNT_ZEPHYR:
  12296. if (ss == bl)
  12297. break; // Doesn't affect the Elemental
  12298. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12299. break;
  12300. case UNT_FIRE_INSIGNIA:
  12301. case UNT_WATER_INSIGNIA:
  12302. case UNT_WIND_INSIGNIA:
  12303. case UNT_EARTH_INSIGNIA:
  12304. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12305. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12306. int hp = tstatus->max_hp / 100; //+1% each 5s
  12307. if ((sg->val3) % 5) { //each 5s
  12308. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12309. status_heal(bl, hp, 0, 2);
  12310. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12311. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12312. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12313. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12314. ){
  12315. status_heal(bl, -hp, 0, 0);
  12316. }
  12317. }
  12318. sg->val3++; //timer
  12319. if (sg->val3 > 5) sg->val3 = 0;
  12320. }
  12321. break;
  12322. case UNT_VACUUM_EXTREME:
  12323. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12324. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12325. return 0;
  12326. else
  12327. // Apply effect and suck targets one-by-one each n seconds
  12328. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12329. break;
  12330. case UNT_BANDING:
  12331. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12332. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12333. break;
  12334. case UNT_FIRE_MANTLE:
  12335. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12336. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12337. break;
  12338. case UNT_ZENKAI_WATER:
  12339. case UNT_ZENKAI_LAND:
  12340. case UNT_ZENKAI_FIRE:
  12341. case UNT_ZENKAI_WIND:
  12342. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12343. switch( sg->unit_id ) {
  12344. case UNT_ZENKAI_WATER:
  12345. switch (rnd()%2 + 1) {
  12346. case 1:
  12347. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12348. break;
  12349. case 2:
  12350. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12351. break;
  12352. }
  12353. break;
  12354. case UNT_ZENKAI_LAND:
  12355. switch (rnd()%2 + 1) {
  12356. case 1:
  12357. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12358. break;
  12359. case 2:
  12360. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12361. break;
  12362. }
  12363. break;
  12364. case UNT_ZENKAI_FIRE:
  12365. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12366. break;
  12367. case UNT_ZENKAI_WIND:
  12368. switch (rnd()%3 + 1) {
  12369. case 1:
  12370. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12371. break;
  12372. case 2:
  12373. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12374. break;
  12375. case 3:
  12376. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12377. break;
  12378. }
  12379. break;
  12380. }
  12381. } else
  12382. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12383. break;
  12384. case UNT_LAVA_SLIDE:
  12385. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12386. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12387. sg->limit = DIFF_TICK(tick, sg->tick);
  12388. break;
  12389. case UNT_POISON_MIST:
  12390. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12391. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12392. break;
  12393. case UNT_CHAOSPANIC:
  12394. if (tsc && tsc->data[type])
  12395. break;
  12396. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12397. break;
  12398. case UNT_B_TRAP:
  12399. if (tsc && tsc->data[type])
  12400. break;
  12401. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12402. unit->val2++; // Mark as ever been used
  12403. break;
  12404. case UNT_FIRE_RAIN:
  12405. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12406. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12407. 1,sg->skill_id,sg->skill_lv,6);
  12408. break;
  12409. }
  12410. if (bl->type == BL_MOB && ss != bl)
  12411. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12412. return skill_id;
  12413. }
  12414. /**
  12415. * Triggered when a char steps out of a skill unit
  12416. * @param src Skill unit from char moved out
  12417. * @param bl Char
  12418. * @param tick
  12419. */
  12420. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12421. {
  12422. struct skill_unit_group *sg;
  12423. struct status_change *sc;
  12424. struct status_change_entry *sce;
  12425. enum sc_type type;
  12426. nullpo_ret(src);
  12427. nullpo_ret(bl);
  12428. nullpo_ret(sg=src->group);
  12429. sc = status_get_sc(bl);
  12430. type = status_skill2sc(sg->skill_id);
  12431. sce = (sc && type != -1)?sc->data[type]:NULL;
  12432. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12433. return 0;
  12434. switch(sg->unit_id){
  12435. case UNT_SAFETYWALL:
  12436. case UNT_PNEUMA:
  12437. case UNT_EPICLESIS://Arch Bishop
  12438. case UNT_NEUTRALBARRIER:
  12439. case UNT_STEALTHFIELD:
  12440. if (sce)
  12441. status_change_end(bl, type, INVALID_TIMER);
  12442. break;
  12443. case UNT_BASILICA:
  12444. if (sce && sce->val4 != bl->id)
  12445. status_change_end(bl, type, INVALID_TIMER);
  12446. break;
  12447. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12448. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12449. status_change_end(bl, type, INVALID_TIMER);
  12450. break;
  12451. case UNT_DISSONANCE:
  12452. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12453. {
  12454. short i;
  12455. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12456. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12457. type = status_skill2sc(i);
  12458. sce = (sc && type != -1)?sc->data[type]:NULL;
  12459. if(sce)
  12460. return i;
  12461. }
  12462. }
  12463. }
  12464. case UNT_WHISTLE:
  12465. case UNT_ASSASSINCROSS:
  12466. case UNT_POEMBRAGI:
  12467. case UNT_APPLEIDUN:
  12468. case UNT_HUMMING:
  12469. case UNT_DONTFORGETME:
  12470. case UNT_FORTUNEKISS:
  12471. case UNT_SERVICEFORYOU:
  12472. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12473. return -1;
  12474. }
  12475. return sg->skill_id;
  12476. }
  12477. /**
  12478. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12479. * @param skill_id Skill ID
  12480. * @param bl A char
  12481. * @param tick
  12482. */
  12483. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12484. {
  12485. struct status_change *sc;
  12486. struct status_change_entry *sce;
  12487. enum sc_type type;
  12488. sc = status_get_sc(bl);
  12489. if (sc && !sc->count)
  12490. sc = NULL;
  12491. type = status_skill2sc(skill_id);
  12492. sce = (sc && type != -1)?sc->data[type]:NULL;
  12493. switch (skill_id)
  12494. {
  12495. case WZ_QUAGMIRE:
  12496. if (bl->type==BL_MOB)
  12497. break;
  12498. if (sce)
  12499. status_change_end(bl, type, INVALID_TIMER);
  12500. break;
  12501. case BD_LULLABY:
  12502. case BD_RICHMANKIM:
  12503. case BD_ETERNALCHAOS:
  12504. case BD_DRUMBATTLEFIELD:
  12505. case BD_RINGNIBELUNGEN:
  12506. case BD_ROKISWEIL:
  12507. case BD_INTOABYSS:
  12508. case BD_SIEGFRIED:
  12509. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12510. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12511. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12512. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12513. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12514. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12515. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12516. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12517. }
  12518. case MH_STEINWAND:
  12519. case MG_SAFETYWALL:
  12520. case AL_PNEUMA:
  12521. case SA_VOLCANO:
  12522. case SA_DELUGE:
  12523. case SA_VIOLENTGALE:
  12524. case CG_HERMODE:
  12525. case HW_GRAVITATION:
  12526. case HP_BASILICA:
  12527. case NJ_SUITON:
  12528. case SC_MAELSTROM:
  12529. case EL_WATER_BARRIER:
  12530. case EL_ZEPHYR:
  12531. case EL_POWER_OF_GAIA:
  12532. case SO_FIRE_INSIGNIA:
  12533. case SO_WATER_INSIGNIA:
  12534. case SO_WIND_INSIGNIA:
  12535. case SO_EARTH_INSIGNIA:
  12536. case SC_BLOODYLUST:
  12537. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12538. case GN_FIRE_EXPANSION_TEAR_GAS:
  12539. case LG_KINGS_GRACE:
  12540. if (sce)
  12541. status_change_end(bl, type, INVALID_TIMER);
  12542. break;
  12543. case BA_DISSONANCE:
  12544. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12545. {
  12546. short i;
  12547. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12548. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12549. type = status_skill2sc(i);
  12550. sce = (sc && type != -1)?sc->data[type]:NULL;
  12551. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12552. delete_timer(sce->timer, status_change_timer);
  12553. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12554. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12555. }
  12556. }
  12557. }
  12558. }
  12559. break;
  12560. case BA_POEMBRAGI:
  12561. case BA_WHISTLE:
  12562. case BA_ASSASSINCROSS:
  12563. case BA_APPLEIDUN:
  12564. case DC_HUMMING:
  12565. case DC_DONTFORGETME:
  12566. case DC_FORTUNEKISS:
  12567. case DC_SERVICEFORYOU:
  12568. if (sce)
  12569. {
  12570. delete_timer(sce->timer, status_change_timer);
  12571. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12572. //not possible on our current implementation.
  12573. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12574. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12575. }
  12576. break;
  12577. case PF_FOGWALL:
  12578. if (sce)
  12579. {
  12580. status_change_end(bl, type, INVALID_TIMER);
  12581. if ((sce=sc->data[SC_BLIND]))
  12582. {
  12583. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12584. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12585. else {
  12586. delete_timer(sce->timer, status_change_timer);
  12587. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12588. }
  12589. }
  12590. }
  12591. break;
  12592. case GD_LEADERSHIP:
  12593. case GD_GLORYWOUNDS:
  12594. case GD_SOULCOLD:
  12595. case GD_HAWKEYES:
  12596. if( !(sce && sce->val4) )
  12597. status_change_end(bl, type, INVALID_TIMER);
  12598. break;
  12599. }
  12600. return skill_id;
  12601. }
  12602. /*==========================================
  12603. * Invoked when a unit cell has been placed/removed/deleted.
  12604. * flag values:
  12605. * flag&1: Invoke onplace function (otherwise invoke onout)
  12606. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12607. * flag&8: Recursive
  12608. *------------------------------------------*/
  12609. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12610. {
  12611. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12612. struct skill_unit_group* group = unit->group;
  12613. unsigned int tick = va_arg(ap,unsigned int);
  12614. unsigned int flag = va_arg(ap,unsigned int);
  12615. uint16 skill_id;
  12616. bool dissonance = false;
  12617. bool isTarget = false;
  12618. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12619. return 0;
  12620. nullpo_ret(group);
  12621. if( !(flag&8) ) {
  12622. dissonance = skill_dance_switch(unit, 0);
  12623. //Target-type check.
  12624. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12625. }
  12626. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12627. skill_id = group->skill_id;
  12628. if( isTarget ){
  12629. if( flag&1 )
  12630. skill_unit_onplace(unit,bl,tick);
  12631. else {
  12632. if( skill_unit_onout(unit,bl,tick) == -1 )
  12633. return 0; // Don't let a Bard/Dancer update their own song timer
  12634. }
  12635. if( flag&4 )
  12636. skill_unit_onleft(skill_id, bl, tick);
  12637. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12638. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12639. if( dissonance ) {
  12640. skill_dance_switch(unit, 1);
  12641. //we placed a dissonance, let's update
  12642. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12643. }
  12644. return 0;
  12645. }
  12646. /**
  12647. * Check skill unit while receiving damage
  12648. * @param unit Skill unit
  12649. * @param damage Received damage
  12650. * @return Damage
  12651. */
  12652. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12653. {
  12654. struct skill_unit_group *sg;
  12655. nullpo_ret(unit);
  12656. nullpo_ret(sg = unit->group);
  12657. switch( sg->unit_id ) {
  12658. case UNT_BLASTMINE:
  12659. case UNT_SKIDTRAP:
  12660. case UNT_LANDMINE:
  12661. case UNT_SHOCKWAVE:
  12662. case UNT_SANDMAN:
  12663. case UNT_FLASHER:
  12664. case UNT_CLAYMORETRAP:
  12665. case UNT_FREEZINGTRAP:
  12666. case UNT_ANKLESNARE:
  12667. case UNT_ICEWALL:
  12668. case UNT_WALLOFTHORN:
  12669. case UNT_NETHERWORLD:
  12670. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12671. break;
  12672. case UNT_REVERBERATION:
  12673. unit->val1--;
  12674. default:
  12675. damage = 0;
  12676. break;
  12677. }
  12678. return damage;
  12679. }
  12680. /**
  12681. * Check char condition around the skill caster
  12682. * @param bl Char around area
  12683. * @param *c Counter for 'valid' condition found
  12684. * @param *p_sd Stores 'rid' of char found
  12685. * @param skill_id Skill ID
  12686. * @param skill_lv Level of used skill
  12687. */
  12688. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12689. {
  12690. int *c, skill_id;
  12691. struct block_list *src;
  12692. struct map_session_data *sd;
  12693. struct map_session_data *tsd;
  12694. int *p_sd; //Contains the list of characters found.
  12695. nullpo_ret(bl);
  12696. nullpo_ret(tsd=(struct map_session_data*)bl);
  12697. nullpo_ret(src=va_arg(ap,struct block_list *));
  12698. nullpo_ret(sd=(struct map_session_data*)src);
  12699. c=va_arg(ap,int *);
  12700. p_sd = va_arg(ap, int *);
  12701. skill_id = va_arg(ap,int);
  12702. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12703. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12704. if (bl == src)
  12705. return 0;
  12706. if(pc_isdead(tsd))
  12707. return 0;
  12708. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12709. return 0;
  12710. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12711. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12712. p_sd[(*c)++] = tsd->bl.id;
  12713. return 1;
  12714. } else {
  12715. switch(skill_id) {
  12716. case PR_BENEDICTIO: {
  12717. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12718. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12719. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12720. && sd->status.sp >= 10)
  12721. p_sd[(*c)++]=tsd->bl.id;
  12722. return 1;
  12723. }
  12724. case AB_ADORAMUS:
  12725. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12726. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12727. p_sd[(*c)++] = tsd->bl.id;
  12728. return 1;
  12729. case WL_COMET:
  12730. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12731. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12732. p_sd[(*c)++] = tsd->bl.id;
  12733. return 1;
  12734. case LG_RAYOFGENESIS:
  12735. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12736. tsd->sc.data[SC_BANDING] )
  12737. p_sd[(*c)++] = tsd->bl.id;
  12738. return 1;
  12739. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12740. {
  12741. uint16 skill_lv;
  12742. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12743. return 0;
  12744. if (sd->status.sex != tsd->status.sex &&
  12745. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12746. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12747. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12748. sd->status.party_id && tsd->status.party_id &&
  12749. sd->status.party_id == tsd->status.party_id &&
  12750. !tsd->sc.data[SC_DANCING])
  12751. {
  12752. p_sd[(*c)++]=tsd->bl.id;
  12753. return skill_lv;
  12754. } else {
  12755. return 0;
  12756. }
  12757. }
  12758. break;
  12759. }
  12760. }
  12761. return 0;
  12762. }
  12763. /**
  12764. * Checks and stores partners for ensemble skills [Skotlex]
  12765. * Max partners is 2.
  12766. * @param sd Caster
  12767. * @param skill_id
  12768. * @param skill_lv
  12769. * @param range Area range to check
  12770. * @param cast_flag Special handle
  12771. */
  12772. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12773. {
  12774. static int c=0;
  12775. static int p_sd[2] = { 0, 0 };
  12776. int i;
  12777. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12778. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12779. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12780. if (cast_flag) { //Execute the skill on the partners.
  12781. struct map_session_data* tsd;
  12782. switch (skill_id) {
  12783. case PR_BENEDICTIO:
  12784. for (i = 0; i < c; i++) {
  12785. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12786. status_charge(&tsd->bl, 0, 10);
  12787. }
  12788. return c;
  12789. case AB_ADORAMUS:
  12790. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12791. i = 2 * (*skill_lv);
  12792. status_charge(&tsd->bl, 0, i);
  12793. }
  12794. break;
  12795. default: //Warning: Assuming Ensemble skills here (for speed)
  12796. if( is_chorus )
  12797. break;//Chorus skills are not to be parsed as ensambles
  12798. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12799. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12800. 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);
  12801. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12802. tsd->skill_id_dance = skill_id;
  12803. tsd->skill_lv_dance = *skill_lv;
  12804. }
  12805. return c;
  12806. }
  12807. }
  12808. //Else: new search for partners.
  12809. c = 0;
  12810. memset (p_sd, 0, sizeof(p_sd));
  12811. if( is_chorus )
  12812. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12813. else
  12814. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12815. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12816. *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.
  12817. return c;
  12818. }
  12819. /**
  12820. * Sub function to count how many spawned mob is around.
  12821. * Some skills check with matched AI.
  12822. * @param rid Source ID
  12823. * @param mob_class Monster ID
  12824. * @param skill_id Used skill
  12825. * @param *c Counter for found monster
  12826. */
  12827. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12828. {
  12829. int *c,src_id,mob_class,skill;
  12830. uint16 ai;
  12831. struct mob_data *md;
  12832. md=(struct mob_data*)bl;
  12833. src_id=va_arg(ap,int);
  12834. mob_class=va_arg(ap,int);
  12835. skill=va_arg(ap,int);
  12836. c=va_arg(ap,int *);
  12837. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12838. if( md->master_id != src_id || md->special_state.ai != ai)
  12839. return 0; //Non alchemist summoned mobs have nothing to do here.
  12840. if(md->mob_id==mob_class)
  12841. (*c)++;
  12842. return 1;
  12843. }
  12844. /**
  12845. * Determines if a given skill should be made to consume ammo
  12846. * when used by the player. [Skotlex]
  12847. * @param sd Player
  12848. * @param skill_id Skill ID
  12849. * @return True if skill is need ammo; False otherwise.
  12850. */
  12851. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12852. {
  12853. return (
  12854. battle_config.arrow_decrement == 2 &&
  12855. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12856. skill_id != HT_PHANTASMIC &&
  12857. skill_get_type(skill_id) == BF_WEAPON &&
  12858. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12859. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12860. );
  12861. }
  12862. /**
  12863. * Check SC required to cast a skill
  12864. * @param sc
  12865. * @param skill_id
  12866. * @return True if condition is met, False otherwise
  12867. **/
  12868. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12869. uint8 c = 0;
  12870. struct status_change *sc = NULL;
  12871. if (!require->status_count)
  12872. return true;
  12873. nullpo_ret(sd);
  12874. if (!require || !skill_get_index(skill_id))
  12875. return false;
  12876. if (!(sc = &sd->sc)) {
  12877. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12878. return false;
  12879. }
  12880. /* May has multiple requirements */
  12881. for (c = 0; c < require->status_count; c++) {
  12882. enum sc_type req_sc = require->status[c];
  12883. if (req_sc == SC_NONE)
  12884. continue;
  12885. switch (req_sc) {
  12886. /* Official fail msg */
  12887. case SC_PUSH_CART:
  12888. if (!sc->data[SC_PUSH_CART]) {
  12889. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12890. return false;
  12891. }
  12892. break;
  12893. case SC_POISONINGWEAPON:
  12894. if (!sc->data[SC_POISONINGWEAPON]) {
  12895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12896. return false;
  12897. }
  12898. break;
  12899. default:
  12900. if (!sc->data[req_sc]) {
  12901. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12902. return false;
  12903. }
  12904. break;
  12905. }
  12906. }
  12907. return true;
  12908. }
  12909. /**
  12910. * Check skill condition when cast begin
  12911. * For ammo, only check if the skill need ammo
  12912. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12913. * @param sd Player who uses skill
  12914. * @param skill_id ID of used skill
  12915. * @param skill_lv Level of used skill
  12916. * @return true: All condition passed, false: Failed
  12917. */
  12918. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12919. {
  12920. struct status_data *status;
  12921. struct status_change *sc;
  12922. struct skill_condition require;
  12923. int i;
  12924. uint32 inf2, inf3;
  12925. nullpo_retr(false,sd);
  12926. if (sd->chatID) return false;
  12927. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12928. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12929. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12930. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12931. return true;
  12932. }
  12933. switch( sd->menuskill_id ) {
  12934. case AM_PHARMACY:
  12935. switch( skill_id ) {
  12936. case AM_PHARMACY:
  12937. case AC_MAKINGARROW:
  12938. case BS_REPAIRWEAPON:
  12939. case AM_TWILIGHT1:
  12940. case AM_TWILIGHT2:
  12941. case AM_TWILIGHT3:
  12942. return false;
  12943. }
  12944. break;
  12945. case GN_MIX_COOKING:
  12946. case GN_MAKEBOMB:
  12947. case GN_S_PHARMACY:
  12948. case GN_CHANGEMATERIAL:
  12949. if( sd->menuskill_id != skill_id )
  12950. return false;
  12951. break;
  12952. }
  12953. status = &sd->battle_status;
  12954. sc = &sd->sc;
  12955. if( !sc->count )
  12956. sc = NULL;
  12957. if( sd->skillitem == skill_id )
  12958. {
  12959. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12960. sd->state.abra_flag = 0;
  12961. else
  12962. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12963. if( (i = sd->itemindex) == -1 ||
  12964. sd->status.inventory[i].nameid != sd->itemid ||
  12965. sd->inventory_data[i] == NULL ||
  12966. !sd->inventory_data[i]->flag.delay_consume ||
  12967. sd->status.inventory[i].amount < 1
  12968. )
  12969. { //Something went wrong, item exploit?
  12970. sd->itemid = sd->itemindex = -1;
  12971. return false;
  12972. }
  12973. //Consume
  12974. sd->itemid = sd->itemindex = -1;
  12975. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12976. ; //Do not consume item.
  12977. else if( sd->status.inventory[i].expire_time == 0 )
  12978. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12979. }
  12980. return true;
  12981. }
  12982. if( pc_is90overweight(sd) ) {
  12983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12984. return false;
  12985. }
  12986. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12987. return false;
  12988. //Checks if disabling skill - in which case no SP requirements are necessary
  12989. if( sc && skill_disable_check(sc,skill_id))
  12990. return true;
  12991. inf3 = skill_get_inf3(skill_id);
  12992. // Check the skills that can be used while mounted on a warg
  12993. if( pc_isridingwug(sd) ) {
  12994. if(!(inf3&INF3_USABLE_WARG))
  12995. return false; // in official there is no message.
  12996. }
  12997. if( pc_ismadogear(sd) ) {
  12998. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12999. //Only Mechanic exlcusive skill can be used.
  13000. if(inf3&INF3_DIS_MADO){
  13001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13002. return false;
  13003. }
  13004. }
  13005. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13006. // return false;
  13007. require = skill_get_requirement(sd,skill_id,skill_lv);
  13008. //Can only update state when weapon/arrow info is checked.
  13009. sd->state.arrow_atk = require.ammo?1:0;
  13010. // perform skill-group checks
  13011. inf2 = skill_get_inf2(skill_id);
  13012. if(inf2&INF2_CHORUS_SKILL) {
  13013. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13015. return false;
  13016. }
  13017. }
  13018. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13019. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13021. return false;
  13022. }
  13023. }
  13024. // perform skill-specific checks (and actions)
  13025. switch( skill_id ) {
  13026. case SO_SPELLFIST:
  13027. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13029. return false;
  13030. }
  13031. case SA_CASTCANCEL:
  13032. if(sd->ud.skilltimer == INVALID_TIMER) {
  13033. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13034. return false;
  13035. }
  13036. break;
  13037. case AS_CLOAKING:
  13038. {
  13039. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13040. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13041. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13042. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13043. int di;
  13044. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13045. if( di == 8 ) {
  13046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13047. return false;
  13048. }
  13049. }
  13050. break;
  13051. }
  13052. case AL_WARP:
  13053. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13054. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13055. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13056. return false;
  13057. }
  13058. break;
  13059. case MO_CALLSPIRITS:
  13060. if(sc && sc->data[SC_RAISINGDRAGON])
  13061. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13062. if(sd->spiritball >= skill_lv) {
  13063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13064. return false;
  13065. }
  13066. break;
  13067. case MO_FINGEROFFENSIVE:
  13068. case GS_FLING:
  13069. case SR_RAMPAGEBLASTER:
  13070. case SR_RIDEINLIGHTNING:
  13071. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13072. sd->spiritball_old = require.spiritball = sd->spiritball;
  13073. else
  13074. sd->spiritball_old = require.spiritball;
  13075. break;
  13076. case MO_CHAINCOMBO:
  13077. if(!sc)
  13078. return false;
  13079. if(sc->data[SC_BLADESTOP])
  13080. break;
  13081. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13082. break;
  13083. return false;
  13084. case MO_COMBOFINISH:
  13085. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13086. return false;
  13087. break;
  13088. case CH_TIGERFIST:
  13089. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13090. return false;
  13091. break;
  13092. case CH_CHAINCRUSH:
  13093. if(!(sc && sc->data[SC_COMBO]))
  13094. return false;
  13095. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13096. return false;
  13097. break;
  13098. case MO_EXTREMITYFIST:
  13099. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13100. // return false;
  13101. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13102. break;
  13103. if( sc && sc->data[SC_COMBO] ) {
  13104. switch(sc->data[SC_COMBO]->val1) {
  13105. case MO_COMBOFINISH:
  13106. case CH_TIGERFIST:
  13107. case CH_CHAINCRUSH:
  13108. break;
  13109. default:
  13110. return false;
  13111. }
  13112. }
  13113. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13115. return false;
  13116. }
  13117. break;
  13118. case TK_MISSION:
  13119. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13121. return false;
  13122. }
  13123. break;
  13124. case TK_READYCOUNTER:
  13125. case TK_READYDOWN:
  13126. case TK_READYSTORM:
  13127. case TK_READYTURN:
  13128. case TK_JUMPKICK:
  13129. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13131. return false;
  13132. }
  13133. break;
  13134. case TK_TURNKICK:
  13135. case TK_STORMKICK:
  13136. case TK_DOWNKICK:
  13137. case TK_COUNTER:
  13138. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13139. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13140. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13141. return false; //Combo needs to be ready
  13142. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13143. //Do not repeat a kick.
  13144. if (sc->data[SC_COMBO]->val3 != skill_id)
  13145. break;
  13146. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13147. return false;
  13148. }
  13149. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13150. unit_cancel_combo(&sd->bl);
  13151. return false;
  13152. }
  13153. break; //Combo ready.
  13154. case BD_ADAPTATION:
  13155. {
  13156. int time;
  13157. if(!(sc && sc->data[SC_DANCING])) {
  13158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13159. return false;
  13160. }
  13161. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13162. if (skill_get_time(
  13163. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13164. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13165. - time < skill_get_time2(skill_id,skill_lv))
  13166. {
  13167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13168. return false;
  13169. }
  13170. }
  13171. break;
  13172. case PR_BENEDICTIO:
  13173. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13175. return false;
  13176. }
  13177. break;
  13178. case SL_SMA:
  13179. if(!(sc && sc->data[SC_SMA]))
  13180. return false;
  13181. break;
  13182. case HT_POWER:
  13183. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13184. return false;
  13185. break;
  13186. case CG_HERMODE:
  13187. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13189. return false;
  13190. }
  13191. break;
  13192. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13193. {
  13194. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13195. int size = range*2+1;
  13196. for (s=0;s<size*size;s++) {
  13197. int x = sd->bl.x+(s%size-range);
  13198. int y = sd->bl.y+(s/size-range);
  13199. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13201. return false;
  13202. }
  13203. }
  13204. }
  13205. break;
  13206. case PR_REDEMPTIO:
  13207. {
  13208. int exp;
  13209. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13210. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13212. return false;
  13213. }
  13214. break;
  13215. }
  13216. case HP_BASILICA:
  13217. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13218. if( sd ) {
  13219. // When castbegin, needs 7x7 clear area
  13220. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13221. int size = range*2+1;
  13222. for( s=0;s<size*size;s++ ) {
  13223. int x = sd->bl.x+(s%size-range);
  13224. int y = sd->bl.y+(s/size-range);
  13225. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13226. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13227. return false;
  13228. }
  13229. }
  13230. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13231. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13232. return false;
  13233. }
  13234. }
  13235. }
  13236. break;
  13237. case AM_TWILIGHT2:
  13238. case AM_TWILIGHT3:
  13239. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13241. return false;
  13242. }
  13243. break;
  13244. case SG_SUN_WARM:
  13245. case SG_MOON_WARM:
  13246. case SG_STAR_WARM:
  13247. if (sc && sc->data[SC_MIRACLE])
  13248. break;
  13249. i = skill_id-SG_SUN_WARM;
  13250. if (sd->bl.m == sd->feel_map[i].m)
  13251. break;
  13252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13253. return false;
  13254. break;
  13255. case SG_SUN_COMFORT:
  13256. case SG_MOON_COMFORT:
  13257. case SG_STAR_COMFORT:
  13258. if (sc && sc->data[SC_MIRACLE])
  13259. break;
  13260. i = skill_id-SG_SUN_COMFORT;
  13261. if (sd->bl.m == sd->feel_map[i].m &&
  13262. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13263. break;
  13264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13265. return false;
  13266. case SG_FUSION:
  13267. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13268. break;
  13269. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13270. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13271. if( require.sp > 0 ) {
  13272. if (status->sp < (unsigned int)require.sp)
  13273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13274. else
  13275. status_zap(&sd->bl, 0, require.sp);
  13276. }
  13277. return false;
  13278. case GD_BATTLEORDER:
  13279. case GD_REGENERATION:
  13280. case GD_RESTORE:
  13281. if (!map_flag_gvg2(sd->bl.m)) {
  13282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13283. return false;
  13284. }
  13285. case GD_EMERGENCYCALL:
  13286. case GD_ITEMEMERGENCYCALL:
  13287. // other checks were already done in skill_isNotOk()
  13288. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13289. return false;
  13290. break;
  13291. case GS_GLITTERING:
  13292. if(sd->spiritball >= 10) {
  13293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13294. return false;
  13295. }
  13296. break;
  13297. case NJ_ISSEN:
  13298. #ifdef RENEWAL
  13299. if (status->hp < (status->hp/100)) {
  13300. #else
  13301. if (status->hp < 2) {
  13302. #endif
  13303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13304. return false;
  13305. }
  13306. case NJ_BUNSINJYUTSU:
  13307. if (!(sc && sc->data[SC_NEN])) {
  13308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13309. return false;
  13310. }
  13311. break;
  13312. case NJ_ZENYNAGE:
  13313. case KO_MUCHANAGE:
  13314. if(sd->status.zeny < require.zeny) {
  13315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13316. return false;
  13317. }
  13318. break;
  13319. case PF_HPCONVERSION:
  13320. if (status->sp == status->max_sp)
  13321. return false; //Unusable when at full SP.
  13322. break;
  13323. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13324. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13325. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13326. return false;
  13327. }
  13328. break;
  13329. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13330. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13332. return false;
  13333. }
  13334. break;
  13335. case AB_ANCILLA: {
  13336. int count = 0;
  13337. for( i = 0; i < MAX_INVENTORY; i++ )
  13338. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13339. count += sd->status.inventory[i].amount;
  13340. if( count >= 3 ) {
  13341. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13342. return false;
  13343. }
  13344. }
  13345. break;
  13346. /**
  13347. * Keeping as a note:
  13348. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13349. */
  13350. //case AB_LAUDAAGNUS:
  13351. //case AB_LAUDARAMUS:
  13352. // if( !sd->status.party_id ) {
  13353. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13354. // return false;
  13355. // }
  13356. // break;
  13357. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13358. case WL_COMET:
  13359. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13360. && sd->special_state.no_gemstone == 0
  13361. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13362. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13364. return false;
  13365. }
  13366. break;
  13367. case WL_SUMMONFB:
  13368. case WL_SUMMONBL:
  13369. case WL_SUMMONWB:
  13370. case WL_SUMMONSTONE:
  13371. if( sc ) {
  13372. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13373. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13375. return false;
  13376. }
  13377. }
  13378. break;
  13379. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13380. if( sc ) {
  13381. int j = 0;
  13382. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13383. if( sc->data[i] ) {
  13384. j++;
  13385. }
  13386. if( j < 4 ) { // Need 4 spheres minimum
  13387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13388. return false;
  13389. }
  13390. }
  13391. else { // no status at all? no spheres present
  13392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13393. return false;
  13394. }
  13395. break;
  13396. case GC_HALLUCINATIONWALK:
  13397. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13399. return false;
  13400. }
  13401. break;
  13402. case GC_COUNTERSLASH:
  13403. case GC_WEAPONCRUSH:
  13404. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13405. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13406. return false;
  13407. }
  13408. break;
  13409. case RA_WUGMASTERY:
  13410. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13412. return false;
  13413. }
  13414. break;
  13415. case RA_WUGSTRIKE:
  13416. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13417. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13418. return false;
  13419. }
  13420. break;
  13421. case RA_WUGRIDER:
  13422. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13424. return false;
  13425. }
  13426. break;
  13427. case RA_WUGDASH:
  13428. if(!pc_isridingwug(sd)) {
  13429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13430. return false;
  13431. }
  13432. break;
  13433. case LG_BANDING:
  13434. if( sc && sc->data[SC_INSPIRATION] ) {
  13435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13436. return false;
  13437. }
  13438. break;
  13439. case LG_PRESTIGE:
  13440. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13442. return false;
  13443. }
  13444. break;
  13445. case LG_RAGEBURST:
  13446. if( sd->spiritball == 0 ) {
  13447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13448. return false;
  13449. }
  13450. sd->spiritball_old = require.spiritball = sd->spiritball;
  13451. break;
  13452. case LG_SHIELDSPELL: {
  13453. short index = sd->equip_index[EQI_HAND_L];
  13454. struct item_data *shield_data = NULL;
  13455. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13456. shield_data = sd->inventory_data[index];
  13457. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13459. break;
  13460. }
  13461. }
  13462. break;
  13463. case LG_RAYOFGENESIS:
  13464. if( sc && sc->data[SC_INSPIRATION] )
  13465. return true; // Don't check for partner.
  13466. if( !(sc && sc->data[SC_BANDING]) ) {
  13467. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13468. return false;
  13469. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13470. return false; // Just fails, no msg here.
  13471. break;
  13472. case LG_HESPERUSLIT:
  13473. if( sc && sc->data[SC_INSPIRATION] )
  13474. return true;
  13475. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13477. return false;
  13478. }
  13479. break;
  13480. case SR_FALLENEMPIRE:
  13481. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13482. return false;
  13483. break;
  13484. case SR_CRESCENTELBOW:
  13485. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13486. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13487. return false;
  13488. }
  13489. break;
  13490. case SR_CURSEDCIRCLE:
  13491. if (map_flag_gvg(sd->bl.m)) {
  13492. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13493. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13494. char output[128];
  13495. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13496. clif_colormes(sd,color_table[COLOR_RED], output);
  13497. return false;
  13498. }
  13499. }
  13500. if( sd->spiritball > 0 )
  13501. sd->spiritball_old = require.spiritball = sd->spiritball;
  13502. else {
  13503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13504. return false;
  13505. }
  13506. break;
  13507. case SR_GATEOFHELL:
  13508. if( sd->spiritball > 0 )
  13509. sd->spiritball_old = require.spiritball;
  13510. break;
  13511. case SC_MANHOLE:
  13512. case SC_DIMENSIONDOOR:
  13513. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13515. return false;
  13516. }
  13517. break;
  13518. case SC_FEINTBOMB:
  13519. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13521. return false;
  13522. }
  13523. break;
  13524. case WM_GREAT_ECHO: {
  13525. int count;
  13526. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13527. if( count < 1 ) {
  13528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13529. return false;
  13530. } else
  13531. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13532. }
  13533. break;
  13534. case SO_FIREWALK:
  13535. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13536. if( sc && sc->data[SC_PROPERTYWALK] &&
  13537. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13539. return false;
  13540. }
  13541. break;
  13542. case SO_EL_CONTROL:
  13543. if( !sd->status.ele_id || !sd->ed ) {
  13544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13545. return false;
  13546. }
  13547. break;
  13548. case RETURN_TO_ELDICASTES:
  13549. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13551. return false;
  13552. }
  13553. break;
  13554. case LG_REFLECTDAMAGE:
  13555. case CR_REFLECTSHIELD:
  13556. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13558. return false;
  13559. }
  13560. break;
  13561. case KO_JYUMONJIKIRI:
  13562. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13563. return true;
  13564. else {
  13565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13566. return false;
  13567. }
  13568. break;
  13569. case KO_KAHU_ENTEN:
  13570. case KO_HYOUHU_HUBUKI:
  13571. case KO_KAZEHU_SEIRAN:
  13572. case KO_DOHU_KOUKAI:
  13573. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13575. return false;
  13576. }
  13577. break;
  13578. case KO_KAIHOU:
  13579. case KO_ZENKAI:
  13580. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13582. return false;
  13583. }
  13584. break;
  13585. }
  13586. /* check state required */
  13587. switch (require.state) {
  13588. case ST_HIDDEN:
  13589. if(!pc_ishiding(sd)) {
  13590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13591. return false;
  13592. }
  13593. break;
  13594. case ST_RIDING:
  13595. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13597. return false;
  13598. }
  13599. break;
  13600. case ST_FALCON:
  13601. if(!pc_isfalcon(sd)) {
  13602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13603. return false;
  13604. }
  13605. break;
  13606. case ST_CART:
  13607. if(!pc_iscarton(sd)) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13609. return false;
  13610. }
  13611. break;
  13612. case ST_SHIELD:
  13613. if(sd->status.shield <= 0) {
  13614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13615. return false;
  13616. }
  13617. break;
  13618. case ST_RECOV_WEIGHT_RATE:
  13619. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13621. return false;
  13622. }
  13623. break;
  13624. case ST_MOVE_ENABLE:
  13625. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13626. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13627. if (!unit_can_move(&sd->bl)) {
  13628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13629. return false;
  13630. }
  13631. break;
  13632. case ST_WATER:
  13633. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13634. break;
  13635. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13636. break;
  13637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13638. return false;
  13639. case ST_RIDINGDRAGON:
  13640. if( !pc_isridingdragon(sd) ) {
  13641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13642. return false;
  13643. }
  13644. break;
  13645. case ST_WUG:
  13646. if( !pc_iswug(sd) ) {
  13647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13648. return false;
  13649. }
  13650. break;
  13651. case ST_RIDINGWUG:
  13652. if( !pc_isridingwug(sd) ) {
  13653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13654. return false;
  13655. }
  13656. break;
  13657. case ST_MADO:
  13658. if( !pc_ismadogear(sd) ) {
  13659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13660. return false;
  13661. }
  13662. break;
  13663. case ST_ELEMENTALSPIRIT:
  13664. case ST_ELEMENTALSPIRIT2:
  13665. if(!sd->ed) {
  13666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13667. return false;
  13668. }
  13669. break;
  13670. case ST_PECO:
  13671. if(!pc_isriding(sd)) {
  13672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13673. return false;
  13674. }
  13675. break;
  13676. }
  13677. /* check the status required */
  13678. if (require.status_count) {
  13679. switch (skill_id) {
  13680. // Being checked later in skill_check_condition_castend()
  13681. case WZ_SIGHTRASHER:
  13682. break;
  13683. default:
  13684. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13685. return false;
  13686. break;
  13687. }
  13688. }
  13689. //check if equipped item
  13690. if (require.eqItem_count) {
  13691. for (i = 0; i < require.eqItem_count; i++) {
  13692. uint16 reqeqit = require.eqItem[i];
  13693. if (!reqeqit)
  13694. break; //no more required item get out of here
  13695. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13696. char output[CHAT_SIZE_MAX];
  13697. //Official use msgstringtable.txt for each skill failure
  13698. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13699. clif_colormes(sd,color_table[COLOR_RED],output);
  13700. return false;
  13701. }
  13702. }
  13703. }
  13704. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13705. //mhp is the max-hp-requirement, that is,
  13706. //you must have this % or less of HP to cast it.
  13707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13708. return false;
  13709. }
  13710. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13712. return false;
  13713. }
  13714. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13716. return false;
  13717. }
  13718. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13720. return false;
  13721. }
  13722. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13723. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13725. return false;
  13726. }
  13727. return true;
  13728. }
  13729. /**
  13730. * Check skill condition when cast end.
  13731. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13732. * @param sd Player who uses skill
  13733. * @param skill_id ID of used skill
  13734. * @param skill_lv Level of used skill
  13735. * @return true: All condition passed, false: Failed
  13736. */
  13737. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13738. {
  13739. struct skill_condition require;
  13740. struct status_data *status;
  13741. int i;
  13742. short index[MAX_SKILL_ITEM_REQUIRE];
  13743. nullpo_retr(false,sd);
  13744. if( sd->chatID )
  13745. return false;
  13746. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13747. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13748. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13749. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13750. return true;
  13751. }
  13752. switch( sd->menuskill_id ) { // Cast start or cast end??
  13753. case AM_PHARMACY:
  13754. switch( skill_id ) {
  13755. case AM_PHARMACY:
  13756. case AC_MAKINGARROW:
  13757. case BS_REPAIRWEAPON:
  13758. case AM_TWILIGHT1:
  13759. case AM_TWILIGHT2:
  13760. case AM_TWILIGHT3:
  13761. return false;
  13762. }
  13763. break;
  13764. case GN_MIX_COOKING:
  13765. case GN_MAKEBOMB:
  13766. case GN_S_PHARMACY:
  13767. case GN_CHANGEMATERIAL:
  13768. if( sd->menuskill_id != skill_id )
  13769. return false;
  13770. break;
  13771. }
  13772. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13773. return true;
  13774. if( pc_is90overweight(sd) ) {
  13775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13776. return false;
  13777. }
  13778. // perform skill-specific checks (and actions)
  13779. switch( skill_id ) {
  13780. case PR_BENEDICTIO:
  13781. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13782. break;
  13783. case AM_CANNIBALIZE:
  13784. case AM_SPHEREMINE: {
  13785. int c=0;
  13786. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13787. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13788. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13789. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13790. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13791. if(c >= maxcount ||
  13792. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13793. { //Fails when: exceed max limit. There are other plant types already out.
  13794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13795. return false;
  13796. }
  13797. }
  13798. break;
  13799. }
  13800. case NC_SILVERSNIPER:
  13801. case NC_MAGICDECOY: {
  13802. int c = 0;
  13803. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13804. int mob_class = MOBID_SILVERSNIPER;
  13805. if( skill_id == NC_MAGICDECOY )
  13806. mob_class = MOBID_MAGICDECOY_FIRE;
  13807. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13808. if( skill_id == NC_MAGICDECOY ) {
  13809. int j;
  13810. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13811. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13812. } else
  13813. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13814. if( c >= maxcount ) {
  13815. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13816. return false;
  13817. }
  13818. }
  13819. }
  13820. break;
  13821. case KO_ZANZOU: {
  13822. int c = 0;
  13823. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13824. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13825. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13826. return false;
  13827. }
  13828. }
  13829. break;
  13830. }
  13831. status = &sd->battle_status;
  13832. require = skill_get_requirement(sd,skill_id,skill_lv);
  13833. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13835. return false;
  13836. }
  13837. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13839. return false;
  13840. }
  13841. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13842. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13843. clif_arrow_fail(sd,0);
  13844. return false;
  13845. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13846. char e_msg[100];
  13847. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13849. return false;
  13850. }
  13851. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13853. return false;
  13854. }
  13855. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13856. skill_get_desc(skill_id),
  13857. require.ammo_qty,
  13858. itemdb_jname(sd->status.inventory[i].nameid));
  13859. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13860. return false;
  13861. }
  13862. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13863. //which is the closest we have to wrong ammo type. [Skotlex]
  13864. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13865. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13866. return false;
  13867. }
  13868. }
  13869. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13870. if( !require.itemid[i] )
  13871. continue;
  13872. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13873. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13874. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13876. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13878. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13880. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13881. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13882. else if( require.itemid[i] == ITEMID_ANCILLA )
  13883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13884. else {
  13885. char output[CHAT_SIZE_MAX];
  13886. //Official is using msgstringtable.txt for each requirement failure
  13887. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13888. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13889. clif_colormes(sd,color_table[COLOR_RED],output);
  13890. }
  13891. return false;
  13892. }
  13893. }
  13894. /* check the status required */
  13895. if (require.status_count) {
  13896. switch (skill_id) {
  13897. case WZ_SIGHTRASHER:
  13898. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13899. return false;
  13900. break;
  13901. default:
  13902. break;
  13903. }
  13904. }
  13905. return true;
  13906. }
  13907. /** Consume skill requirement
  13908. * @param sd Player who uses the skill
  13909. * @param skill_id ID of used skill
  13910. * @param skill_lv Level of used skill
  13911. * @param type Consume type
  13912. * type&1: consume the others (before skill was used);
  13913. * type&2: consume items (after skill was used)
  13914. */
  13915. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13916. {
  13917. struct skill_condition require;
  13918. nullpo_retv(sd);
  13919. require = skill_get_requirement(sd,skill_id,skill_lv);
  13920. if( type&1 ) {
  13921. switch( skill_id ) {
  13922. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13923. case MC_IDENTIFY:
  13924. require.sp = 0;
  13925. break;
  13926. case GS_DESPERADO:
  13927. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13928. require.sp = 0;
  13929. break;
  13930. case MO_KITRANSLATION:
  13931. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  13932. require.spiritball = 0;
  13933. //Fall through
  13934. default:
  13935. if(sd->state.autocast)
  13936. require.sp = 0;
  13937. break;
  13938. }
  13939. if(require.hp || require.sp)
  13940. status_zap(&sd->bl, require.hp, require.sp);
  13941. if(require.spiritball > 0)
  13942. pc_delspiritball(sd,require.spiritball,0);
  13943. else if(require.spiritball == -1) {
  13944. sd->spiritball_old = sd->spiritball;
  13945. pc_delspiritball(sd,sd->spiritball,0);
  13946. }
  13947. if(require.zeny > 0)
  13948. {
  13949. if( skill_id == NJ_ZENYNAGE )
  13950. require.zeny = 0; //Zeny is reduced on skill_attack.
  13951. if( sd->status.zeny < require.zeny )
  13952. require.zeny = sd->status.zeny;
  13953. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13954. }
  13955. }
  13956. if( type&2 ) {
  13957. struct status_change *sc = &sd->sc;
  13958. int n,i;
  13959. if( !sc->count )
  13960. sc = NULL;
  13961. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13962. {
  13963. if( !require.itemid[i] )
  13964. continue;
  13965. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13966. continue; //Gemstones are checked, but not substracted from inventory.
  13967. switch( skill_id ){
  13968. case SA_SEISMICWEAPON:
  13969. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13970. continue;
  13971. break;
  13972. case SA_FLAMELAUNCHER:
  13973. case SA_VOLCANO:
  13974. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13975. continue;
  13976. break;
  13977. case SA_FROSTWEAPON:
  13978. case SA_DELUGE:
  13979. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13980. continue;
  13981. break;
  13982. case SA_LIGHTNINGLOADER:
  13983. case SA_VIOLENTGALE:
  13984. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13985. continue;
  13986. break;
  13987. }
  13988. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13989. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13990. }
  13991. }
  13992. }
  13993. /**
  13994. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13995. * @param sd Player's that will be checked
  13996. * @param skill_id Skill that's being used
  13997. * @param skill_lv Skill level of used skill
  13998. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13999. */
  14000. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14001. {
  14002. struct skill_condition req;
  14003. struct status_data *status;
  14004. struct status_change *sc;
  14005. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14006. uint16 idx;
  14007. bool level_dependent = false;
  14008. memset(&req,0,sizeof(req));
  14009. if( !sd )
  14010. return req;
  14011. if( sd->skillitem == skill_id )
  14012. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14013. sc = &sd->sc;
  14014. if( !sc->count )
  14015. sc = NULL;
  14016. //Checks if disabling skill - in which case no SP requirements are necessary
  14017. if( sc && skill_disable_check(sc,skill_id) )
  14018. return req;
  14019. idx = skill_get_index(skill_id);
  14020. if( idx == 0 ) // invalid skill id
  14021. return req;
  14022. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14023. status = &sd->battle_status;
  14024. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14025. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14026. if(hp_rate > 0)
  14027. req.hp += (status->hp * hp_rate)/100;
  14028. else
  14029. req.hp += (status->max_hp * (-hp_rate))/100;
  14030. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14031. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14032. req.sp /= 2;
  14033. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14034. if(sp_rate > 0)
  14035. req.sp += (status->sp * sp_rate)/100;
  14036. else
  14037. req.sp += (status->max_sp * (-sp_rate))/100;
  14038. if( sd->dsprate != 100 )
  14039. req.sp = req.sp * sd->dsprate / 100;
  14040. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14041. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14042. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14043. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14044. if( i < ARRAYLENGTH(sd->skillusesp) )
  14045. req.sp -= sd->skillusesp[i].val;
  14046. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14047. if( sc ) {
  14048. if( sc->data[SC__LAZINESS] )
  14049. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14050. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14051. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14052. if( sc->data[SC_RECOGNIZEDSPELL] )
  14053. req.sp += req.sp / 4;
  14054. if( sc->data[SC_OFFERTORIUM])
  14055. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14056. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14057. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14058. }
  14059. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14060. if( sc && sc->data[SC__UNLUCKY] ) {
  14061. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14062. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14063. else
  14064. req.zeny += 1000;
  14065. }
  14066. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14067. req.state = skill_db[idx]->require.state;
  14068. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14069. req.weapon = skill_db[idx]->require.weapon;
  14070. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14071. if (req.ammo_qty)
  14072. req.ammo = skill_db[idx]->require.ammo;
  14073. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14074. { //Assume this skill is using the weapon, therefore it requires arrows.
  14075. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14076. req.ammo_qty = 1;
  14077. }
  14078. req.status_count = skill_db[idx]->require.status_count;
  14079. req.status = skill_db[idx]->require.status;
  14080. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14081. req.eqItem = skill_db[idx]->require.eqItem;
  14082. switch( skill_id ) {
  14083. /* Skill level-dependent checks */
  14084. case NC_SHAPESHIFT:
  14085. case NC_REPAIR:
  14086. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14087. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14088. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14089. case GN_FIRE_EXPANSION:
  14090. case SO_SUMMON_AGNI:
  14091. case SO_SUMMON_AQUA:
  14092. case SO_SUMMON_VENTUS:
  14093. case SO_SUMMON_TERA:
  14094. case SO_WATER_INSIGNIA:
  14095. case SO_FIRE_INSIGNIA:
  14096. case SO_WIND_INSIGNIA:
  14097. case SO_EARTH_INSIGNIA:
  14098. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14099. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14100. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14101. level_dependent = true;
  14102. /* Normal skill requirements and gemstone checks */
  14103. default:
  14104. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14105. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14106. if (!level_dependent) {
  14107. switch( skill_id ) {
  14108. case AM_POTIONPITCHER:
  14109. case CR_SLIMPITCHER:
  14110. case CR_CULTIVATION:
  14111. if (i != skill_lv%11 - 1)
  14112. continue;
  14113. break;
  14114. case AM_CALLHOMUN:
  14115. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14116. continue;
  14117. break;
  14118. case AB_ADORAMUS:
  14119. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14120. continue;
  14121. break;
  14122. case WL_COMET:
  14123. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14124. continue;
  14125. break;
  14126. }
  14127. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14128. req.amount[i] = skill_db[idx]->require.amount[i];
  14129. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  14130. int16 itIndex;
  14131. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  14132. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14133. req.amount[i] = 1;
  14134. }
  14135. break;
  14136. }
  14137. }
  14138. // Check requirement for gemstone.
  14139. if (itemid_isgemstone(req.itemid[i])) {
  14140. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14141. req.itemid[i] = req.amount[i] = 0;
  14142. else {
  14143. if( sd->special_state.no_gemstone )
  14144. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14145. if( skill_id != SA_ABRACADABRA )
  14146. req.itemid[i] = req.amount[i] = 0;
  14147. else if( --req.amount[i] < 1 )
  14148. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14149. }
  14150. if(sc && sc->data[SC_INTOABYSS])
  14151. {
  14152. if( skill_id != SA_ABRACADABRA )
  14153. req.itemid[i] = req.amount[i] = 0;
  14154. else if( --req.amount[i] < 1 )
  14155. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14156. }
  14157. }
  14158. }
  14159. }
  14160. break;
  14161. }
  14162. // Check for cost reductions due to skills & SCs
  14163. switch(skill_id) {
  14164. case MC_MAMMONITE:
  14165. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14166. req.zeny -= req.zeny*10/100;
  14167. break;
  14168. case AL_HOLYLIGHT:
  14169. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14170. req.sp *= 5;
  14171. break;
  14172. case SL_SMA:
  14173. case SL_STUN:
  14174. case SL_STIN:
  14175. {
  14176. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14177. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14178. break;
  14179. if(sd->status.base_level>=90)
  14180. req.sp -= req.sp*7*kaina_lv/100;
  14181. else if(sd->status.base_level>=80)
  14182. req.sp -= req.sp*5*kaina_lv/100;
  14183. else if(sd->status.base_level>=70)
  14184. req.sp -= req.sp*3*kaina_lv/100;
  14185. }
  14186. break;
  14187. case MO_CHAINCOMBO:
  14188. case MO_COMBOFINISH:
  14189. case CH_TIGERFIST:
  14190. case CH_CHAINCRUSH:
  14191. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14192. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14193. break;
  14194. case MO_BODYRELOCATION:
  14195. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14196. req.spiritball = 0;
  14197. break;
  14198. case MO_EXTREMITYFIST:
  14199. if( sc ) {
  14200. if( sc->data[SC_BLADESTOP] )
  14201. req.spiritball--;
  14202. else if( sc->data[SC_COMBO] ) {
  14203. switch( sc->data[SC_COMBO]->val1 ) {
  14204. case MO_COMBOFINISH:
  14205. req.spiritball = 4;
  14206. break;
  14207. case CH_TIGERFIST:
  14208. req.spiritball = 3;
  14209. break;
  14210. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14211. req.spiritball = sd->spiritball?sd->spiritball:1;
  14212. break;
  14213. }
  14214. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14215. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14216. }
  14217. break;
  14218. case SR_RAMPAGEBLASTER:
  14219. req.spiritball = sd->spiritball?sd->spiritball:15;
  14220. break;
  14221. case LG_RAGEBURST:
  14222. req.spiritball = sd->spiritball?sd->spiritball:1;
  14223. break;
  14224. case SR_GATEOFHELL:
  14225. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14226. req.sp -= req.sp * 10 / 100;
  14227. break;
  14228. case SO_SUMMON_AGNI:
  14229. case SO_SUMMON_AQUA:
  14230. case SO_SUMMON_VENTUS:
  14231. case SO_SUMMON_TERA: {
  14232. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14233. if( spirit_sympathy )
  14234. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14235. }
  14236. break;
  14237. case SO_PSYCHIC_WAVE:
  14238. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14239. req.sp += req.sp / 2; // 1.5x SP cost
  14240. break;
  14241. }
  14242. //Check if player is using the copied skill [Cydh]
  14243. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14244. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14245. if (req_opt&0x0001) req.hp = 0;
  14246. if (req_opt&0x0002) req.mhp = 0;
  14247. if (req_opt&0x0004) req.sp = 0;
  14248. if (req_opt&0x0008) req.hp_rate = 0;
  14249. if (req_opt&0x0010) req.sp_rate = 0;
  14250. if (req_opt&0x0020) req.zeny = 0;
  14251. if (req_opt&0x0040) req.weapon = 0;
  14252. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14253. if (req_opt&0x0100) req.state = ST_NONE;
  14254. if (req_opt&0x0200) req.status_count = 0;
  14255. if (req_opt&0x0400) req.spiritball = 0;
  14256. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14257. if (req_opt&0x1000) req.eqItem_count = 0;
  14258. }
  14259. return req;
  14260. }
  14261. /*==========================================
  14262. * Does cast-time reductions based on dex, item bonuses and config setting
  14263. *------------------------------------------*/
  14264. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14265. int time = skill_get_cast(skill_id, skill_lv);
  14266. nullpo_ret(bl);
  14267. #ifndef RENEWAL_CAST
  14268. {
  14269. struct map_session_data *sd;
  14270. sd = BL_CAST(BL_PC, bl);
  14271. // calculate base cast time (reduced by dex)
  14272. if( !(skill_get_castnodex(skill_id)&1) ) {
  14273. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14274. if( scale > 0 ) // not instant cast
  14275. time = time * scale / battle_config.castrate_dex_scale;
  14276. else
  14277. return 0; // instant cast
  14278. }
  14279. // calculate cast time reduced by item/card bonuses
  14280. if( !(skill_get_castnodex(skill_id)&4) && sd )
  14281. {
  14282. int i;
  14283. if( sd->castrate != 100 )
  14284. time = time * sd->castrate / 100;
  14285. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14286. {
  14287. if( sd->skillcastrate[i].id == skill_id )
  14288. {
  14289. time += time * sd->skillcastrate[i].val / 100;
  14290. break;
  14291. }
  14292. }
  14293. }
  14294. }
  14295. #endif
  14296. // config cast time multiplier
  14297. if (battle_config.cast_rate != 100)
  14298. time = time * battle_config.cast_rate / 100;
  14299. // return final cast time
  14300. time = max(time, 0);
  14301. //ShowInfo("Castime castfix = %d\n",time);
  14302. return time;
  14303. }
  14304. #ifndef RENEWAL_CAST
  14305. /**
  14306. * Get the skill cast time for Pre-Re cast
  14307. * @param bl: The caster
  14308. * @param time: Cast time before Status Change addition or reduction
  14309. * @return time: Modified castime after status change addition or reduction
  14310. */
  14311. int skill_castfix_sc(struct block_list *bl, int time)
  14312. {
  14313. struct status_change *sc = status_get_sc(bl);
  14314. if( time < 0 )
  14315. return 0;
  14316. if (sc && sc->count) {
  14317. if (sc->data[SC_SLOWCAST])
  14318. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14319. if (sc->data[SC_PARALYSIS])
  14320. time += sc->data[SC_PARALYSIS]->val3;
  14321. if (sc->data[SC_SUFFRAGIUM]) {
  14322. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14323. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14324. }
  14325. if (sc->data[SC_MEMORIZE]) {
  14326. time>>=1;
  14327. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14328. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14329. }
  14330. if (sc->data[SC_POEMBRAGI])
  14331. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14332. if (sc->data[SC_IZAYOI])
  14333. time -= time * 50 / 100;
  14334. }
  14335. time = max(time, 0);
  14336. //ShowInfo("Castime castfix_sc = %d\n",time);
  14337. return time;
  14338. }
  14339. #else
  14340. /**
  14341. * Get the skill cast time for RENEWAL_CAST.
  14342. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14343. * Additive value:
  14344. * Variable CastTime : time += value
  14345. * Fixed CastTime : fixed += value
  14346. * Multipicative value
  14347. * Variable CastTime : VARCAST_REDUCTION(value)
  14348. * Fixed CastTime : FIXEDCASTRATE2(value)
  14349. * @param bl: The caster
  14350. * @param time: Cast time without reduction
  14351. * @param skill_id: Skill ID of the casted skill
  14352. * @param skill_lv: Skill level of the casted skill
  14353. * @return time: Modified castime after status and bonus addition or reduction
  14354. */
  14355. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14356. {
  14357. struct status_change *sc = status_get_sc(bl);
  14358. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14359. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  14360. short fixcast_r = 0;
  14361. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14362. #define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
  14363. nullpo_ret(bl);
  14364. if( time < 0 )
  14365. return 0;
  14366. if( bl->type == BL_MOB )
  14367. return (int)time;
  14368. if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
  14369. fixed = 0;
  14370. else if( fixed == 0 ) {
  14371. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14372. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14373. }
  14374. // Additive Variable Cast bonus first
  14375. if (sd && !(flag&4)) { // item bonus
  14376. time += sd->bonus.add_varcast; // bonus bVariableCast
  14377. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
  14378. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14379. time += sd->skillvarcast[i].val;
  14380. break;
  14381. }
  14382. }
  14383. /*if (sc && sc->count && !(flag&2)) { // status change
  14384. // -NONE YET-
  14385. // if (sc->data[????])
  14386. // bonus += sc->data[????]->val?;
  14387. }*/
  14388. // Adjusted by item bonuses
  14389. if (sd && !(flag&4)) {
  14390. // Additive values
  14391. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14392. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14393. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14394. fixed += sd->skillfixcast[i].val;
  14395. break;
  14396. }
  14397. // Multipicative values
  14398. if (sd->bonus.varcastrate != 0)
  14399. VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
  14400. if (sd->bonus.fixcastrate != 0)
  14401. FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
  14402. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14403. if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
  14404. VARCAST_REDUCTION(sd->skillcastrate[i].val);
  14405. break;
  14406. }
  14407. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14408. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14409. FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
  14410. break;
  14411. }
  14412. }
  14413. // Adjusted by active statuses
  14414. if (sc && sc->count && !(flag&2) ) {
  14415. // Multiplicative Variable CastTime values
  14416. if (sc->data[SC_SLOWCAST])
  14417. VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
  14418. if (sc->data[SC__LAZINESS])
  14419. VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
  14420. if (sc->data[SC_SUFFRAGIUM]) {
  14421. VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
  14422. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14423. }
  14424. if (sc->data[SC_MEMORIZE]) {
  14425. VARCAST_REDUCTION(-50);
  14426. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14427. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14428. }
  14429. if (sc->data[SC_POEMBRAGI])
  14430. VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
  14431. if (sc->data[SC_IZAYOI])
  14432. VARCAST_REDUCTION(-50);
  14433. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14434. VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
  14435. if (sc->data[SC_TELEKINESIS_INTENSE])
  14436. VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val4);
  14437. // Multiplicative Fixed CastTime values
  14438. if (sc->data[SC_SECRAMENT])
  14439. FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
  14440. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14441. FIXEDCASTRATE2(-(5 + skill_lv * 5));
  14442. if (sc->data[SC_DANCEWITHWUG])
  14443. FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
  14444. if (sc->data[SC_HEAT_BARREL])
  14445. FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
  14446. // Additive Fixed CastTime values
  14447. if (sc->data[SC_MANDRAGORA])
  14448. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14449. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14450. fixed -= 1000;
  14451. if (sc->data[SC_IZAYOI])
  14452. fixed = 0;
  14453. }
  14454. // Apply Variable CastTime calculation by INT & DEX
  14455. if (!(flag&1))
  14456. time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14457. // Apply Fixed CastTime rate
  14458. if (fixed != 0 && fixcast_r != 0)
  14459. fixed = (int)(fixed * (1 + fixcast_r * 0.01));
  14460. #undef FIXEDCASTRATE2
  14461. return (int)max(time + fixed, 0);
  14462. }
  14463. #endif
  14464. /*==========================================
  14465. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14466. *------------------------------------------*/
  14467. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14468. {
  14469. int delaynodex = skill_get_delaynodex(skill_id);
  14470. int time = skill_get_delay(skill_id, skill_lv);
  14471. struct map_session_data *sd;
  14472. struct status_change *sc = status_get_sc(bl);
  14473. nullpo_ret(bl);
  14474. sd = BL_CAST(BL_PC, bl);
  14475. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14476. return 0; //Will use picked skill's delay.
  14477. if (bl->type&battle_config.no_skill_delay)
  14478. return battle_config.min_skill_delay_limit;
  14479. if (time < 0)
  14480. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14481. // Delay reductions
  14482. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14483. case MO_TRIPLEATTACK:
  14484. case MO_CHAINCOMBO:
  14485. case MO_COMBOFINISH:
  14486. case CH_TIGERFIST:
  14487. case CH_CHAINCRUSH:
  14488. case SR_DRAGONCOMBO:
  14489. case SR_FALLENEMPIRE:
  14490. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14491. if (time == 0)
  14492. time = 1000;
  14493. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14494. break;
  14495. case HP_BASILICA:
  14496. if( sc && !sc->data[SC_BASILICA] )
  14497. time = 0; // There is no Delay on Basilica creation, only on cancel
  14498. break;
  14499. default:
  14500. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14501. { // if skill delay is allowed to be reduced by dex
  14502. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14503. if (scale > 0)
  14504. time = time * scale / battle_config.castrate_dex_scale;
  14505. else //To be capped later to minimum.
  14506. time = 0;
  14507. }
  14508. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14509. { // if skill delay is allowed to be reduced by agi
  14510. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14511. if (scale > 0)
  14512. time = time * scale / battle_config.castrate_dex_scale;
  14513. else //To be capped later to minimum.
  14514. time = 0;
  14515. }
  14516. }
  14517. if ( sc && sc->data[SC_SPIRIT] ) {
  14518. switch (skill_id) {
  14519. case CR_SHIELDBOOMERANG:
  14520. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14521. time /= 2;
  14522. break;
  14523. case AS_SONICBLOW:
  14524. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14525. time /= 2;
  14526. break;
  14527. }
  14528. }
  14529. if (!(delaynodex&2))
  14530. {
  14531. if (sc && sc->count) {
  14532. if (sc->data[SC_POEMBRAGI])
  14533. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14534. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14535. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14536. }
  14537. }
  14538. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14539. time = time * sd->delayrate / 100;
  14540. if (battle_config.delay_rate != 100)
  14541. time = time * battle_config.delay_rate / 100;
  14542. //min delay
  14543. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14544. time = max(time, battle_config.min_skill_delay_limit);
  14545. //ShowInfo("Delay delayfix = %d\n",time);
  14546. return time;
  14547. }
  14548. /*=========================================
  14549. *
  14550. *-----------------------------------------*/
  14551. struct square {
  14552. int val1[5];
  14553. int val2[5];
  14554. };
  14555. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14556. {
  14557. nullpo_retv(tc);
  14558. if(dir == 0){
  14559. tc->val1[0]=x-2;
  14560. tc->val1[1]=x-1;
  14561. tc->val1[2]=x;
  14562. tc->val1[3]=x+1;
  14563. tc->val1[4]=x+2;
  14564. tc->val2[0]=
  14565. tc->val2[1]=
  14566. tc->val2[2]=
  14567. tc->val2[3]=
  14568. tc->val2[4]=y-1;
  14569. }
  14570. else if(dir==2){
  14571. tc->val1[0]=
  14572. tc->val1[1]=
  14573. tc->val1[2]=
  14574. tc->val1[3]=
  14575. tc->val1[4]=x+1;
  14576. tc->val2[0]=y+2;
  14577. tc->val2[1]=y+1;
  14578. tc->val2[2]=y;
  14579. tc->val2[3]=y-1;
  14580. tc->val2[4]=y-2;
  14581. }
  14582. else if(dir==4){
  14583. tc->val1[0]=x-2;
  14584. tc->val1[1]=x-1;
  14585. tc->val1[2]=x;
  14586. tc->val1[3]=x+1;
  14587. tc->val1[4]=x+2;
  14588. tc->val2[0]=
  14589. tc->val2[1]=
  14590. tc->val2[2]=
  14591. tc->val2[3]=
  14592. tc->val2[4]=y+1;
  14593. }
  14594. else if(dir==6){
  14595. tc->val1[0]=
  14596. tc->val1[1]=
  14597. tc->val1[2]=
  14598. tc->val1[3]=
  14599. tc->val1[4]=x-1;
  14600. tc->val2[0]=y+2;
  14601. tc->val2[1]=y+1;
  14602. tc->val2[2]=y;
  14603. tc->val2[3]=y-1;
  14604. tc->val2[4]=y-2;
  14605. }
  14606. else if(dir==1){
  14607. tc->val1[0]=x-1;
  14608. tc->val1[1]=x;
  14609. tc->val1[2]=x+1;
  14610. tc->val1[3]=x+2;
  14611. tc->val1[4]=x+3;
  14612. tc->val2[0]=y-4;
  14613. tc->val2[1]=y-3;
  14614. tc->val2[2]=y-1;
  14615. tc->val2[3]=y;
  14616. tc->val2[4]=y+1;
  14617. }
  14618. else if(dir==3){
  14619. tc->val1[0]=x+3;
  14620. tc->val1[1]=x+2;
  14621. tc->val1[2]=x+1;
  14622. tc->val1[3]=x;
  14623. tc->val1[4]=x-1;
  14624. tc->val2[0]=y-1;
  14625. tc->val2[1]=y;
  14626. tc->val2[2]=y+1;
  14627. tc->val2[3]=y+2;
  14628. tc->val2[4]=y+3;
  14629. }
  14630. else if(dir==5){
  14631. tc->val1[0]=x+1;
  14632. tc->val1[1]=x;
  14633. tc->val1[2]=x-1;
  14634. tc->val1[3]=x-2;
  14635. tc->val1[4]=x-3;
  14636. tc->val2[0]=y+3;
  14637. tc->val2[1]=y+2;
  14638. tc->val2[2]=y+1;
  14639. tc->val2[3]=y;
  14640. tc->val2[4]=y-1;
  14641. }
  14642. else if(dir==7){
  14643. tc->val1[0]=x-3;
  14644. tc->val1[1]=x-2;
  14645. tc->val1[2]=x-1;
  14646. tc->val1[3]=x;
  14647. tc->val1[4]=x+1;
  14648. tc->val2[1]=y;
  14649. tc->val2[0]=y+1;
  14650. tc->val2[2]=y-1;
  14651. tc->val2[3]=y-2;
  14652. tc->val2[4]=y-3;
  14653. }
  14654. }
  14655. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14656. {
  14657. int c;
  14658. nullpo_retv(tc);
  14659. for( c = 0; c < 5; c++ ) {
  14660. switch( dir ) {
  14661. case 0: tc->val2[c]+=are; break;
  14662. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14663. case 2: tc->val1[c]-=are; break;
  14664. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14665. case 4: tc->val2[c]-=are; break;
  14666. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14667. case 6: tc->val1[c]+=are; break;
  14668. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14669. }
  14670. }
  14671. }
  14672. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14673. {
  14674. int c,n=4;
  14675. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14676. struct square tc;
  14677. int x=bl->x,y=bl->y;
  14678. skill_brandishspear_first(&tc,dir,x,y);
  14679. skill_brandishspear_dir(&tc,dir,4);
  14680. skill_area_temp[1] = bl->id;
  14681. if(skill_lv > 9){
  14682. for(c=1;c<4;c++){
  14683. map_foreachincell(skill_area_sub,
  14684. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14685. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14686. skill_castend_damage_id);
  14687. }
  14688. }
  14689. if(skill_lv > 6){
  14690. skill_brandishspear_dir(&tc,dir,-1);
  14691. n--;
  14692. }else{
  14693. skill_brandishspear_dir(&tc,dir,-2);
  14694. n-=2;
  14695. }
  14696. if(skill_lv > 3){
  14697. for(c=0;c<5;c++){
  14698. map_foreachincell(skill_area_sub,
  14699. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14700. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14701. skill_castend_damage_id);
  14702. if(skill_lv > 6 && n==3 && c==4){
  14703. skill_brandishspear_dir(&tc,dir,-1);
  14704. n--;c=-1;
  14705. }
  14706. }
  14707. }
  14708. for(c=0;c<10;c++){
  14709. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14710. map_foreachincell(skill_area_sub,
  14711. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14712. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14713. skill_castend_damage_id);
  14714. }
  14715. }
  14716. /*==========================================
  14717. * Weapon Repair [Celest/DracoRPG]
  14718. *------------------------------------------*/
  14719. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14720. int material;
  14721. int materials[4] = { 1002, 998, 999, 756 };
  14722. struct item *item;
  14723. struct map_session_data *target_sd;
  14724. nullpo_retv(sd);
  14725. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14726. return;
  14727. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14728. return;
  14729. if( idx < 0 || idx >= MAX_INVENTORY )
  14730. return; //Invalid index??
  14731. item = &target_sd->status.inventory[idx];
  14732. if( !item->nameid || !item->attribute )
  14733. return; //Again invalid item....
  14734. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14735. clif_item_repaireffect(sd,idx,1);
  14736. return;
  14737. }
  14738. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14739. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14740. else
  14741. material = materials [2]; // Armors consume 1 Steel
  14742. if ( pc_search_inventory(sd,material) < 0 ) {
  14743. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14744. return;
  14745. }
  14746. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14747. item->attribute = 0;/* clear broken state */
  14748. clif_equiplist(target_sd);
  14749. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14750. clif_item_repaireffect(sd,idx,0);
  14751. if( sd != target_sd )
  14752. clif_item_repaireffect(target_sd,idx,0);
  14753. }
  14754. /*==========================================
  14755. * Item Appraisal
  14756. *------------------------------------------*/
  14757. void skill_identify(struct map_session_data *sd, int idx)
  14758. {
  14759. int flag=1;
  14760. nullpo_retv(sd);
  14761. if(idx >= 0 && idx < MAX_INVENTORY) {
  14762. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14763. flag=0;
  14764. sd->status.inventory[idx].identify=1;
  14765. }
  14766. }
  14767. clif_item_identified(sd,idx,flag);
  14768. }
  14769. /*==========================================
  14770. * Weapon Refine [Celest]
  14771. *------------------------------------------*/
  14772. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14773. {
  14774. nullpo_retv(sd);
  14775. if (idx >= 0 && idx < MAX_INVENTORY)
  14776. {
  14777. struct item *item;
  14778. struct item_data *ditem = sd->inventory_data[idx];
  14779. item = &sd->status.inventory[idx];
  14780. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14781. int i = 0, per;
  14782. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14783. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14784. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14785. return;
  14786. }
  14787. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14788. clif_upgrademessage(sd->fd, 2, item->nameid);
  14789. return;
  14790. }
  14791. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14792. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14793. return;
  14794. }
  14795. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14796. if( sd->class_&JOBL_THIRD )
  14797. per += 10;
  14798. else
  14799. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14800. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14801. if (per > rnd() % 100) {
  14802. int ep=0;
  14803. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14804. item->refine++;
  14805. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14806. if(item->equip) {
  14807. ep = item->equip;
  14808. pc_unequipitem(sd,idx,3);
  14809. }
  14810. clif_delitem(sd,idx,1,3);
  14811. clif_upgrademessage(sd->fd, 0, item->nameid);
  14812. clif_inventorylist(sd);
  14813. clif_refine(sd->fd,0,idx,item->refine);
  14814. if (ep)
  14815. pc_equipitem(sd,idx,ep);
  14816. clif_misceffect(&sd->bl,3);
  14817. if(item->refine == 10 &&
  14818. item->card[0] == CARD0_FORGE &&
  14819. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14820. { // Fame point system [DracoRPG]
  14821. switch(ditem->wlv){
  14822. case 1:
  14823. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14824. break;
  14825. case 2:
  14826. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14827. break;
  14828. case 3:
  14829. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14830. break;
  14831. }
  14832. }
  14833. } else {
  14834. item->refine = 0;
  14835. if(item->equip)
  14836. pc_unequipitem(sd,idx,3);
  14837. clif_upgrademessage(sd->fd, 1, item->nameid);
  14838. clif_refine(sd->fd,1,idx,item->refine);
  14839. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14840. clif_misceffect(&sd->bl,2);
  14841. clif_emotion(&sd->bl, E_OMG);
  14842. }
  14843. }
  14844. }
  14845. }
  14846. /*==========================================
  14847. *
  14848. *------------------------------------------*/
  14849. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14850. {
  14851. uint16 skill_lv;
  14852. int maxlv=1,lv;
  14853. nullpo_ret(sd);
  14854. skill_lv = sd->menuskill_val;
  14855. lv=pc_checkskill(sd,skill_id);
  14856. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14857. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14858. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14859. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14860. maxlv = 10; //Soul Linker bonus. [Skotlex]
  14861. else if(skill_lv==2) maxlv=1;
  14862. else if(skill_lv==3) maxlv=2;
  14863. else if(skill_lv>=4) maxlv=3;
  14864. }
  14865. else if(skill_id==MG_SOULSTRIKE){
  14866. if(skill_lv==5) maxlv=1;
  14867. else if(skill_lv==6) maxlv=2;
  14868. else if(skill_lv>=7) maxlv=3;
  14869. }
  14870. else if(skill_id==MG_FIREBALL){
  14871. if(skill_lv==8) maxlv=1;
  14872. else if(skill_lv>=9) maxlv=2;
  14873. }
  14874. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14875. else return 0;
  14876. if(maxlv > lv)
  14877. maxlv = lv;
  14878. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14879. skill_get_time(SA_AUTOSPELL,skill_lv));
  14880. return 0;
  14881. }
  14882. /*==========================================
  14883. * Sitting skills functions.
  14884. *------------------------------------------*/
  14885. static int skill_sit_count(struct block_list *bl, va_list ap)
  14886. {
  14887. struct map_session_data *sd;
  14888. int type =va_arg(ap,int);
  14889. sd=(struct map_session_data*)bl;
  14890. if(!pc_issit(sd))
  14891. return 0;
  14892. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14893. return 1;
  14894. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14895. return 1;
  14896. return 0;
  14897. }
  14898. static int skill_sit_in (struct block_list *bl, va_list ap)
  14899. {
  14900. struct map_session_data *sd;
  14901. int type = va_arg(ap,int);
  14902. sd = (struct map_session_data*)bl;
  14903. if(!pc_issit(sd))
  14904. return 0;
  14905. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14906. sd->state.gangsterparadise = 1;
  14907. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14908. sd->state.rest = 1;
  14909. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14910. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14911. }
  14912. return 0;
  14913. }
  14914. static int skill_sit_out (struct block_list *bl, va_list ap)
  14915. {
  14916. struct map_session_data *sd;
  14917. int type = va_arg(ap,int);
  14918. sd = (struct map_session_data*)bl;
  14919. if(sd->state.gangsterparadise && type&1)
  14920. sd->state.gangsterparadise = 0;
  14921. if(sd->state.rest && type&2) {
  14922. sd->state.rest = 0;
  14923. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14924. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14925. }
  14926. return 0;
  14927. }
  14928. int skill_sit (struct map_session_data *sd, int type)
  14929. {
  14930. int flag = 0;
  14931. int range = 0, lv;
  14932. nullpo_ret(sd);
  14933. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14934. flag |= 1;
  14935. range = skill_get_splash(RG_GANGSTER, lv);
  14936. }
  14937. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14938. flag |= 2;
  14939. range = skill_get_splash(TK_HPTIME, lv);
  14940. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14941. flag |= 2;
  14942. range = skill_get_splash(TK_SPTIME, lv);
  14943. }
  14944. if (type)
  14945. clif_status_load(&sd->bl, SI_SIT, 1);
  14946. else
  14947. clif_status_load(&sd->bl, SI_SIT, 0);
  14948. if (!flag) return 0;
  14949. if(type) {
  14950. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14951. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14952. } else {
  14953. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14954. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14955. }
  14956. return 0;
  14957. }
  14958. /*==========================================
  14959. * Do Forstjoke/Scream effect
  14960. *------------------------------------------*/
  14961. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14962. {
  14963. struct block_list *src;
  14964. uint16 skill_id,skill_lv;
  14965. unsigned int tick;
  14966. nullpo_ret(bl);
  14967. nullpo_ret(src = va_arg(ap,struct block_list*));
  14968. skill_id = va_arg(ap,int);
  14969. skill_lv = va_arg(ap,int);
  14970. if(!skill_lv)
  14971. return 0;
  14972. tick = va_arg(ap,unsigned int);
  14973. if (src == bl || status_isdead(bl))
  14974. return 0;
  14975. if (bl->type == BL_PC) {
  14976. struct map_session_data *sd = (struct map_session_data *)bl;
  14977. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14978. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14979. }
  14980. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14981. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14982. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14983. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14984. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14985. return 0;
  14986. }
  14987. /**
  14988. * Set map cell flag as skill unit effect
  14989. * @param src Skill unit
  14990. * @param skill_id
  14991. * @param skill_lv
  14992. * @param cell Cell type cell_t
  14993. * @param flag 0/1
  14994. */
  14995. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14996. {
  14997. int range = skill_get_unit_range(skill_id,skill_lv);
  14998. int x, y;
  14999. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15000. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15001. map_setcell(src->bl.m, x, y, cell, flag);
  15002. }
  15003. /**
  15004. * Do skill attack area (such splash effect) around the 'first' target.
  15005. * First target will skip skill condition, always receive damage. But,
  15006. * around it, still need target/condition validation by
  15007. * battle_check_target and status_check_skilluse
  15008. * @param bl
  15009. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15010. */
  15011. int skill_attack_area(struct block_list *bl, va_list ap)
  15012. {
  15013. struct block_list *src,*dsrc;
  15014. int atk_type,skill_id,skill_lv,flag,type;
  15015. unsigned int tick;
  15016. if(status_isdead(bl))
  15017. return 0;
  15018. atk_type = va_arg(ap,int);
  15019. src = va_arg(ap,struct block_list*);
  15020. dsrc = va_arg(ap,struct block_list*);
  15021. skill_id = va_arg(ap,int);
  15022. skill_lv = va_arg(ap,int);
  15023. tick = va_arg(ap,unsigned int);
  15024. flag = va_arg(ap,int);
  15025. type = va_arg(ap,int);
  15026. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15027. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15028. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15029. !status_check_skilluse(NULL, bl, skill_id, 2))
  15030. return 0;
  15031. switch (skill_id) {
  15032. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15033. case NPC_ACIDBREATH:
  15034. case NPC_DARKNESSBREATH:
  15035. case NPC_FIREBREATH:
  15036. case NPC_ICEBREATH:
  15037. case NPC_THUNDERBREATH:
  15038. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15039. default:
  15040. //Area-splash, disable skill animation.
  15041. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15042. }
  15043. }
  15044. /**
  15045. * Clear skill unit group
  15046. * @param bl
  15047. * @param flag &1
  15048. */
  15049. int skill_clear_group(struct block_list *bl, int flag)
  15050. {
  15051. struct unit_data *ud = NULL;
  15052. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15053. int i, count = 0;
  15054. nullpo_ret(bl);
  15055. if (!(ud = unit_bl2ud(bl)))
  15056. return 0;
  15057. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15058. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15059. switch (ud->skillunit[i]->skill_id) {
  15060. case SA_DELUGE:
  15061. case SA_VOLCANO:
  15062. case SA_VIOLENTGALE:
  15063. case SA_LANDPROTECTOR:
  15064. case NJ_SUITON:
  15065. case NJ_KAENSIN:
  15066. if (flag&1)
  15067. group[count++] = ud->skillunit[i];
  15068. break;
  15069. case SO_CLOUD_KILL:
  15070. if( flag&4 )
  15071. group[count++] = ud->skillunit[i];
  15072. break;
  15073. case SO_WARMER:
  15074. if( flag&8 )
  15075. group[count++] = ud->skillunit[i];
  15076. break;
  15077. default:
  15078. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15079. group[count++] = ud->skillunit[i];
  15080. break;
  15081. }
  15082. }
  15083. for (i = 0; i < count; i++)
  15084. skill_delunitgroup(group[i]);
  15085. return count;
  15086. }
  15087. /**
  15088. * Returns the first element field found [Skotlex]
  15089. * @param bl
  15090. * @return skill_unit_group
  15091. */
  15092. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15093. {
  15094. struct unit_data *ud = NULL;
  15095. int i;
  15096. nullpo_ret(bl);
  15097. if (!(ud = unit_bl2ud(bl)))
  15098. return NULL;
  15099. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15100. switch (ud->skillunit[i]->skill_id) {
  15101. case SA_DELUGE:
  15102. case SA_VOLCANO:
  15103. case SA_VIOLENTGALE:
  15104. case SA_LANDPROTECTOR:
  15105. case NJ_SUITON:
  15106. case SO_CLOUD_KILL:
  15107. case SO_WARMER:
  15108. return ud->skillunit[i];
  15109. }
  15110. }
  15111. return NULL;
  15112. }
  15113. /// Graffiti cleaner [Valaris]
  15114. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15115. {
  15116. struct skill_unit *unit = NULL;
  15117. nullpo_ret(bl);
  15118. nullpo_ret(ap);
  15119. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15120. return 0;
  15121. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15122. skill_delunit(unit);
  15123. return 0;
  15124. }
  15125. /// Greed effect
  15126. int skill_greed(struct block_list *bl, va_list ap)
  15127. {
  15128. struct block_list *src;
  15129. struct map_session_data *sd = NULL;
  15130. struct flooritem_data *fitem = NULL;
  15131. nullpo_ret(bl);
  15132. nullpo_ret(src = va_arg(ap, struct block_list *));
  15133. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15134. pc_takeitem(sd, fitem);
  15135. return 0;
  15136. }
  15137. /// Ranger's Detonator [Jobbie/3CeAM]
  15138. int skill_detonator(struct block_list *bl, va_list ap)
  15139. {
  15140. struct skill_unit *unit = NULL;
  15141. struct block_list *src;
  15142. int unit_id;
  15143. nullpo_ret(bl);
  15144. nullpo_ret(ap);
  15145. src = va_arg(ap,struct block_list *);
  15146. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15147. return 0;
  15148. if( unit->group->src_id != src->id )
  15149. return 0;
  15150. unit_id = unit->group->unit_id;
  15151. switch( unit_id )
  15152. { //List of Hunter and Ranger Traps that can be detonate.
  15153. case UNT_BLASTMINE:
  15154. case UNT_SANDMAN:
  15155. case UNT_CLAYMORETRAP:
  15156. case UNT_TALKIEBOX:
  15157. case UNT_CLUSTERBOMB:
  15158. case UNT_FIRINGTRAP:
  15159. case UNT_ICEBOUNDTRAP:
  15160. switch(unit_id) {
  15161. case UNT_TALKIEBOX:
  15162. clif_talkiebox(bl,unit->group->valstr);
  15163. unit->group->val2 = -1;
  15164. break;
  15165. case UNT_CLAYMORETRAP:
  15166. case UNT_FIRINGTRAP:
  15167. case UNT_ICEBOUNDTRAP:
  15168. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15169. break;
  15170. default:
  15171. 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);
  15172. break;
  15173. }
  15174. clif_changetraplook(bl, UNT_USED_TRAPS);
  15175. unit->group->unit_id = UNT_USED_TRAPS;
  15176. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15177. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15178. break;
  15179. }
  15180. return 0;
  15181. }
  15182. /**
  15183. * Rebellion's Bind Trap explosion
  15184. * @author [Cydh]
  15185. **/
  15186. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15187. struct skill_unit *su = NULL;
  15188. struct block_list *src = NULL;
  15189. nullpo_ret(bl);
  15190. nullpo_ret(ap);
  15191. src = va_arg(ap,struct block_list *);
  15192. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15193. return 0;
  15194. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15195. return 0;
  15196. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15197. clif_changetraplook(bl, UNT_USED_TRAPS);
  15198. su->group->unit_id = UNT_USED_TRAPS;
  15199. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15200. return 1;
  15201. }
  15202. /*==========================================
  15203. * Check new skill unit cell when overlapping in other skill unit cell.
  15204. * Catched skill in cell value pushed to *unit pointer.
  15205. * Set (*alive) to 0 will ends 'new unit' check
  15206. *------------------------------------------*/
  15207. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15208. {
  15209. uint16 skill_id;
  15210. int *alive;
  15211. struct skill_unit *unit;
  15212. skill_id = va_arg(ap,int);
  15213. alive = va_arg(ap,int *);
  15214. unit = (struct skill_unit *)bl;
  15215. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15216. return 0;
  15217. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15218. return 0;
  15219. switch (skill_id) {
  15220. case SA_LANDPROTECTOR:
  15221. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15222. (*alive) = 0;
  15223. skill_delunit(unit);
  15224. return 1;
  15225. }
  15226. //It deletes everything except traps and barriers
  15227. 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 ) {
  15228. skill_delunit(unit);
  15229. return 1;
  15230. }
  15231. break;
  15232. case HW_GANBANTEIN:
  15233. case LG_EARTHDRIVE:
  15234. // Officially songs/dances are removed
  15235. skill_delunit(unit);
  15236. return 1;
  15237. case SA_VOLCANO:
  15238. case SA_DELUGE:
  15239. case SA_VIOLENTGALE:
  15240. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15241. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15242. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15243. if (unit->range <= 0)
  15244. {
  15245. (*alive) = 0;
  15246. return 1;
  15247. }
  15248. /*
  15249. switch (unit->group->skill_id)
  15250. { //These cannot override each other.
  15251. case SA_VOLCANO:
  15252. case SA_DELUGE:
  15253. case SA_VIOLENTGALE:
  15254. (*alive) = 0;
  15255. return 1;
  15256. }
  15257. */
  15258. break;
  15259. case PF_FOGWALL:
  15260. switch(unit->group->skill_id) {
  15261. case SA_VOLCANO: //Can't be placed on top of these
  15262. case SA_VIOLENTGALE:
  15263. (*alive) = 0;
  15264. return 1;
  15265. case SA_DELUGE:
  15266. case NJ_SUITON:
  15267. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15268. (*alive) = 2;
  15269. break;
  15270. }
  15271. break;
  15272. case WZ_ICEWALL:
  15273. case HP_BASILICA:
  15274. case HW_GRAVITATION:
  15275. //These can't be placed on top of themselves (duration can't be refreshed)
  15276. if (unit->group->skill_id == skill_id)
  15277. {
  15278. (*alive) = 0;
  15279. return 1;
  15280. }
  15281. break;
  15282. case GN_CRAZYWEED_ATK:
  15283. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15284. break;
  15285. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15286. skill_delunit(unit);
  15287. return 1;
  15288. }
  15289. break;
  15290. case RL_FIRE_RAIN:
  15291. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15292. skill_delunit(unit);
  15293. return 1;
  15294. }
  15295. break;
  15296. }
  15297. 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
  15298. (*alive) = 0;
  15299. return 1;
  15300. }
  15301. return 0;
  15302. }
  15303. /*==========================================
  15304. * Splash effect for skill unit 'trap type'.
  15305. * Chance triggered when damaged, timeout, or char step on it.
  15306. *------------------------------------------*/
  15307. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15308. {
  15309. struct block_list *src = va_arg(ap,struct block_list *);
  15310. struct skill_unit *unit = NULL;
  15311. int tick = va_arg(ap,int);
  15312. struct skill_unit_group *sg;
  15313. struct block_list *ss; //Skill src bl
  15314. nullpo_ret(src);
  15315. unit = (struct skill_unit *)src;
  15316. if (!unit || !unit->alive || bl->prev == NULL)
  15317. return 0;
  15318. nullpo_ret(sg = unit->group);
  15319. nullpo_ret(ss = map_id2bl(sg->src_id));
  15320. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15321. return 0;
  15322. switch (sg->unit_id) {
  15323. case UNT_B_TRAP:
  15324. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15325. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15326. break;
  15327. case UNT_SHOCKWAVE:
  15328. case UNT_SANDMAN:
  15329. case UNT_FLASHER:
  15330. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15331. break;
  15332. case UNT_GROUNDDRIFT_WIND:
  15333. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15334. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15335. break;
  15336. case UNT_GROUNDDRIFT_DARK:
  15337. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15338. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15339. break;
  15340. case UNT_GROUNDDRIFT_POISON:
  15341. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15342. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15343. break;
  15344. case UNT_GROUNDDRIFT_WATER:
  15345. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15346. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15347. break;
  15348. case UNT_GROUNDDRIFT_FIRE:
  15349. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15350. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15351. break;
  15352. case UNT_ELECTRICSHOCKER:
  15353. if (bl->id != ss->id) {
  15354. if (status_get_mode(bl)&MD_BOSS)
  15355. break;
  15356. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15357. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15358. clif_fixpos(bl);
  15359. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15360. }
  15361. }
  15362. break;
  15363. case UNT_MAGENTATRAP:
  15364. case UNT_COBALTTRAP:
  15365. case UNT_MAIZETRAP:
  15366. case UNT_VERDURETRAP:
  15367. if( bl->type != BL_PC && !is_boss(bl) )
  15368. 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));
  15369. break;
  15370. case UNT_REVERBERATION:
  15371. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  15372. skill_attack(BF_WEAPON, ss, src, bl, WM_REVERBERATION_MELEE, sg->skill_lv,tick, 0);
  15373. skill_addtimerskill(ss, tick + 200, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, SD_LEVEL);
  15374. }
  15375. break;
  15376. case UNT_FIRINGTRAP:
  15377. case UNT_ICEBOUNDTRAP:
  15378. if( src->id == bl->id ) break;
  15379. if( bl->type == BL_SKILL ) {
  15380. struct skill_unit *su = (struct skill_unit *)bl;
  15381. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15382. break;
  15383. }
  15384. case UNT_CLUSTERBOMB:
  15385. if( ss != bl )
  15386. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15387. break;
  15388. case UNT_CLAYMORETRAP:
  15389. if( src->id == bl->id ) break;
  15390. if( bl->type == BL_SKILL ) {
  15391. struct skill_unit *su = (struct skill_unit *)bl;
  15392. if (!su)
  15393. return 0;
  15394. switch(su->group->unit_id) {
  15395. case UNT_CLAYMORETRAP:
  15396. case UNT_LANDMINE:
  15397. case UNT_BLASTMINE:
  15398. case UNT_SHOCKWAVE:
  15399. case UNT_SANDMAN:
  15400. case UNT_FLASHER:
  15401. case UNT_FREEZINGTRAP:
  15402. case UNT_FIRINGTRAP:
  15403. case UNT_ICEBOUNDTRAP:
  15404. clif_changetraplook(bl, UNT_USED_TRAPS);
  15405. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15406. su->group->unit_id = UNT_USED_TRAPS;
  15407. break;
  15408. }
  15409. }
  15410. default:
  15411. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15412. break;
  15413. }
  15414. return 1;
  15415. }
  15416. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15417. {
  15418. uint16 skill_id, skill_lv;
  15419. struct skill_unit *unit;
  15420. nullpo_ret(bl);
  15421. skill_id = va_arg(ap,int);
  15422. skill_lv = va_arg(ap,int);
  15423. unit = (struct skill_unit *)bl;
  15424. if( unit == NULL || unit->group == NULL )
  15425. return 0;
  15426. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15427. return 0;
  15428. if( unit->group->skill_id == SC_MAELSTROM ) {
  15429. struct block_list *src;
  15430. if( (src = map_id2bl(unit->group->src_id)) ){
  15431. int sp = unit->group->skill_lv * skill_lv;
  15432. if( src->type == BL_PC )
  15433. sp += ((TBL_PC*)src)->status.job_level / 5;
  15434. status_heal(src, 0, sp/2, 1);
  15435. }
  15436. }
  15437. return 0;
  15438. }
  15439. /**
  15440. * Remove current enchanted element for new element
  15441. * @param bl Char
  15442. * @param type New element
  15443. */
  15444. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15445. {
  15446. struct status_change *sc;
  15447. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15448. int i;
  15449. nullpo_retv(bl);
  15450. nullpo_retv(sc= status_get_sc(bl));
  15451. if (!sc->count)
  15452. return;
  15453. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15454. if (type != scs[i] && sc->data[scs[i]])
  15455. status_change_end(bl, scs[i], INVALID_TIMER);
  15456. }
  15457. /**
  15458. * Check camouflage condition
  15459. * @param bl
  15460. * @param sce
  15461. * @return True if near wall; False otherwise
  15462. */
  15463. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15464. {
  15465. bool wall = true;
  15466. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15467. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15468. { //Check for walls.
  15469. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15470. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15471. int i;
  15472. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15473. if( i == 8 )
  15474. wall = false;
  15475. }
  15476. if( sce ) {
  15477. if( !wall ) {
  15478. if( sce->val1 < 3 ) //End cloaking.
  15479. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15480. else if( sce->val4&1 ) { //Remove wall bonus
  15481. sce->val4&=~1;
  15482. status_calc_bl(bl,SCB_SPEED);
  15483. }
  15484. } else {
  15485. if( !(sce->val4&1) ) { //Add wall speed bonus
  15486. sce->val4|=1;
  15487. status_calc_bl(bl,SCB_SPEED);
  15488. }
  15489. }
  15490. }
  15491. return wall;
  15492. }
  15493. /** Check Shadow Form on the target
  15494. * @param bl: Target
  15495. * @param damage: Damage amount
  15496. * @param hit
  15497. * @return true - in Shadow Form state; false - otherwise
  15498. */
  15499. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15500. {
  15501. struct status_change *sc;
  15502. nullpo_retr(false,bl);
  15503. if (!damage)
  15504. return false;
  15505. sc = status_get_sc(bl);
  15506. if( sc && sc->data[SC__SHADOWFORM] ) {
  15507. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15508. if( !src || src->m != bl->m ) {
  15509. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15510. return false;
  15511. }
  15512. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15513. if( src->type == BL_PC )
  15514. ((TBL_PC*)src)->shadowform_id = 0;
  15515. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15516. return false;
  15517. }
  15518. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15519. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15520. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15521. if( src->type == BL_PC )
  15522. ((TBL_PC*)src)->shadowform_id = 0;
  15523. }
  15524. return true;
  15525. }
  15526. return false;
  15527. }
  15528. /**
  15529. * Check camouflage condition
  15530. * @param bl
  15531. * @param sce
  15532. * @return True if near wall; False otherwise
  15533. * @TODO: Seems wrong
  15534. */
  15535. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15536. {
  15537. bool wall = true;
  15538. if( bl->type == BL_PC ) { //Check for walls.
  15539. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15540. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15541. int i;
  15542. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15543. if( i == 8 )
  15544. wall = false;
  15545. }
  15546. if( sce ) {
  15547. if( !wall ) {
  15548. if( sce->val1 == 1 ) //End camouflage.
  15549. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15550. }
  15551. status_calc_bl(bl,SCB_SPEED);
  15552. }
  15553. return wall;
  15554. }
  15555. /**
  15556. * Initialize new skill unit for skill unit group.
  15557. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15558. * @param group Skill unit group
  15559. * @param idx
  15560. * @param x
  15561. * @param y
  15562. * @param val1
  15563. * @param val2
  15564. */
  15565. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15566. {
  15567. struct skill_unit *unit;
  15568. nullpo_retr(NULL, group);
  15569. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15570. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15571. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15572. return unit;
  15573. if(!unit->alive)
  15574. group->alive_count++;
  15575. unit->bl.id = map_get_new_object_id();
  15576. unit->bl.type = BL_SKILL;
  15577. unit->bl.m = group->map;
  15578. unit->bl.x = x;
  15579. unit->bl.y = y;
  15580. unit->group = group;
  15581. unit->alive = 1;
  15582. unit->val1 = val1;
  15583. unit->val2 = val2;
  15584. // Stores new skill unit
  15585. idb_put(skillunit_db, unit->bl.id, unit);
  15586. map_addiddb(&unit->bl);
  15587. if(map_addblock(&unit->bl))
  15588. return NULL;
  15589. // Perform oninit actions
  15590. switch (group->skill_id) {
  15591. case WZ_ICEWALL:
  15592. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15593. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15594. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15595. break;
  15596. case SA_LANDPROTECTOR:
  15597. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15598. break;
  15599. case HP_BASILICA:
  15600. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15601. break;
  15602. case SC_MAELSTROM:
  15603. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15604. break;
  15605. default:
  15606. if (group->state.song_dance&0x1) //Check for dissonance.
  15607. skill_dance_overlap(unit, 1);
  15608. break;
  15609. }
  15610. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15611. return unit;
  15612. }
  15613. /**
  15614. * Remove unit
  15615. * @param unit
  15616. */
  15617. int skill_delunit(struct skill_unit* unit)
  15618. {
  15619. struct skill_unit_group *group;
  15620. nullpo_ret(unit);
  15621. if( !unit->alive )
  15622. return 0;
  15623. unit->alive = 0;
  15624. nullpo_ret(group = unit->group);
  15625. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15626. skill_dance_overlap(unit, 0);
  15627. // invoke onout event
  15628. if( !unit->range )
  15629. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15630. // perform ondelete actions
  15631. switch (group->skill_id) {
  15632. case HT_ANKLESNARE: {
  15633. struct block_list* target = map_id2bl(group->val2);
  15634. if( target )
  15635. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15636. }
  15637. break;
  15638. case WZ_ICEWALL:
  15639. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15640. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15641. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15642. break;
  15643. case SA_LANDPROTECTOR:
  15644. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15645. break;
  15646. case HP_BASILICA:
  15647. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15648. break;
  15649. case RA_ELECTRICSHOCKER: {
  15650. struct block_list* target = map_id2bl(group->val2);
  15651. if( target )
  15652. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15653. }
  15654. break;
  15655. case SC_MAELSTROM:
  15656. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15657. break;
  15658. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15659. if( group->val2 ) { // Someone Traped
  15660. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15661. if( tsc && tsc->data[SC__MANHOLE] )
  15662. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15663. }
  15664. break;
  15665. }
  15666. clif_skill_delunit(unit);
  15667. unit->group=NULL;
  15668. map_delblock(&unit->bl); // don't free yet
  15669. map_deliddb(&unit->bl);
  15670. idb_remove(skillunit_db, unit->bl.id);
  15671. if(--group->alive_count==0)
  15672. skill_delunitgroup(group);
  15673. return 0;
  15674. }
  15675. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15676. /// Returns the target skill_unit_group or NULL if not found.
  15677. struct skill_unit_group* skill_id2group(int group_id) {
  15678. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15679. }
  15680. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15681. /**
  15682. * Returns a new group_id that isn't being used in skillunit_group_db.
  15683. * Fatal error if nothing is available.
  15684. */
  15685. static int skill_get_new_group_id(void)
  15686. {
  15687. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15688. return skill_unit_group_newid++;// available
  15689. {// find next id
  15690. int base_id = skill_unit_group_newid;
  15691. while( base_id != ++skill_unit_group_newid )
  15692. {
  15693. if( skill_unit_group_newid < MAX_SKILL )
  15694. skill_unit_group_newid = MAX_SKILL;
  15695. if( skill_id2group(skill_unit_group_newid) == NULL )
  15696. return skill_unit_group_newid++;// available
  15697. }
  15698. // full loop, nothing available
  15699. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15700. exit(1);
  15701. }
  15702. }
  15703. /**
  15704. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15705. * @param src Object that cast the skill
  15706. * @param count How many 'cells' used that needed. Related with skill layout
  15707. * @param skill_id ID of used skill
  15708. * @param skill_lv Skill level of used skill
  15709. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15710. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15711. * @param interval Time interval
  15712. * @return skill_unit_group
  15713. */
  15714. 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)
  15715. {
  15716. struct unit_data* ud = unit_bl2ud( src );
  15717. struct skill_unit_group* group;
  15718. int i;
  15719. if(!(skill_id && skill_lv)) return 0;
  15720. nullpo_retr(NULL, src);
  15721. nullpo_retr(NULL, ud);
  15722. // Find a free spot to store the new unit group
  15723. // TODO: Make this flexible maybe by changing this fixed array?
  15724. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15725. if(i == MAX_SKILLUNITGROUP) {
  15726. // Array is full, make room by discarding oldest group
  15727. int j = 0;
  15728. unsigned maxdiff = 0, tick = gettick();
  15729. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15730. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15731. if(x > maxdiff){
  15732. maxdiff = x;
  15733. j = i;
  15734. }
  15735. }
  15736. skill_delunitgroup(ud->skillunit[j]);
  15737. // Since elements must have shifted, we use the last slot.
  15738. i = MAX_SKILLUNITGROUP-1;
  15739. }
  15740. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15741. group->src_id = src->id;
  15742. group->party_id = status_get_party_id(src);
  15743. group->guild_id = status_get_guild_id(src);
  15744. group->bg_id = bg_team_get_id(src);
  15745. group->group_id = skill_get_new_group_id();
  15746. group->link_group_id = 0;
  15747. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15748. group->unit_count = count;
  15749. group->alive_count = 0;
  15750. group->val1 = 0;
  15751. group->val2 = 0;
  15752. group->val3 = 0;
  15753. group->skill_id = skill_id;
  15754. group->skill_lv = skill_lv;
  15755. group->unit_id = unit_id;
  15756. group->map = src->m;
  15757. group->limit = limit;
  15758. group->interval = interval;
  15759. group->tick = gettick();
  15760. group->valstr = NULL;
  15761. ud->skillunit[i] = group;
  15762. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15763. group->tick += 1500;
  15764. // Stores this new group to DBMap
  15765. idb_put(skillunit_group_db, group->group_id, group);
  15766. return group;
  15767. }
  15768. /**
  15769. * Remove skill unit group
  15770. * @param group
  15771. * @param file
  15772. * @param line
  15773. * @param *func
  15774. */
  15775. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15776. {
  15777. struct block_list* src;
  15778. struct unit_data *ud;
  15779. short i, j;
  15780. int link_group_id;
  15781. if( group == NULL ) {
  15782. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15783. return 0;
  15784. }
  15785. src = map_id2bl(group->src_id);
  15786. ud = unit_bl2ud(src);
  15787. if (!src || !ud) {
  15788. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15789. return 0;
  15790. }
  15791. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15792. switch( group->skill_id ) {
  15793. case BA_DISSONANCE:
  15794. case BA_POEMBRAGI:
  15795. case BA_WHISTLE:
  15796. case BA_ASSASSINCROSS:
  15797. case BA_APPLEIDUN:
  15798. case DC_UGLYDANCE:
  15799. case DC_HUMMING:
  15800. case DC_DONTFORGETME:
  15801. case DC_FORTUNEKISS:
  15802. case DC_SERVICEFORYOU:
  15803. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15804. break;
  15805. }
  15806. }
  15807. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15808. struct status_change* sc = status_get_sc(src);
  15809. if (sc && sc->data[SC_DANCING]) {
  15810. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15811. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15812. }
  15813. }
  15814. // End SC from the master when the skill group is deleted
  15815. i = SC_NONE;
  15816. switch (group->unit_id) {
  15817. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15818. case UNT_BASILICA: i = SC_BASILICA; break;
  15819. }
  15820. if (i != SC_NONE) {
  15821. struct status_change *sc = status_get_sc(src);
  15822. if (sc && sc->data[i]) {
  15823. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15824. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15825. }
  15826. }
  15827. switch( group->skill_id ) {
  15828. case SG_SUN_WARM:
  15829. case SG_MOON_WARM:
  15830. case SG_STAR_WARM:
  15831. {
  15832. struct status_change *sc = NULL;
  15833. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15834. sc->data[SC_WARM]->val4 = 0;
  15835. status_change_end(src, SC_WARM, INVALID_TIMER);
  15836. }
  15837. }
  15838. break;
  15839. case NC_NEUTRALBARRIER:
  15840. {
  15841. struct status_change *sc = NULL;
  15842. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15843. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15844. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15845. }
  15846. }
  15847. break;
  15848. case NC_STEALTHFIELD:
  15849. {
  15850. struct status_change *sc = NULL;
  15851. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15852. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15853. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15854. }
  15855. }
  15856. break;
  15857. case LG_BANDING:
  15858. {
  15859. struct status_change *sc = NULL;
  15860. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15861. sc->data[SC_BANDING]->val4 = 0;
  15862. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15863. }
  15864. }
  15865. break;
  15866. }
  15867. if (src->type==BL_PC && group->state.ammo_consume)
  15868. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15869. group->alive_count=0;
  15870. // remove all unit cells
  15871. if(group->unit != NULL)
  15872. for( i = 0; i < group->unit_count; i++ )
  15873. skill_delunit(&group->unit[i]);
  15874. // clear Talkie-box string
  15875. if( group->valstr != NULL ) {
  15876. aFree(group->valstr);
  15877. group->valstr = NULL;
  15878. }
  15879. idb_remove(skillunit_group_db, group->group_id);
  15880. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15881. group->unit = NULL;
  15882. group->group_id = 0;
  15883. group->unit_count = 0;
  15884. link_group_id = group->link_group_id;
  15885. group->link_group_id = 0;
  15886. // locate this group, swap with the last entry and delete it
  15887. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15888. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15889. j--;
  15890. if( i < MAX_SKILLUNITGROUP ) {
  15891. ud->skillunit[i] = ud->skillunit[j];
  15892. ud->skillunit[j] = NULL;
  15893. ers_free(skill_unit_ers, group);
  15894. } else
  15895. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15896. if(link_group_id) {
  15897. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  15898. if(group_cur)
  15899. skill_delunitgroup(group_cur);
  15900. }
  15901. return 1;
  15902. }
  15903. /**
  15904. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15905. * @param src
  15906. */
  15907. void skill_clear_unitgroup(struct block_list *src)
  15908. {
  15909. struct unit_data *ud;
  15910. nullpo_retv(src);
  15911. nullpo_retv((ud = unit_bl2ud(src)));
  15912. while (ud->skillunit[0])
  15913. skill_delunitgroup(ud->skillunit[0]);
  15914. }
  15915. /**
  15916. * Search tickset for skill unit in skill unit group
  15917. * @param bl Block List for skill_unit
  15918. * @param group Skill unit group
  15919. * @param tick
  15920. * @return skill_unit_group_tickset if found
  15921. */
  15922. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15923. {
  15924. int i, j = -1, s, id;
  15925. struct unit_data *ud;
  15926. struct skill_unit_group_tickset *set;
  15927. nullpo_ret(bl);
  15928. if (group->interval == -1)
  15929. return NULL;
  15930. ud = unit_bl2ud(bl);
  15931. if (!ud)
  15932. return NULL;
  15933. set = ud->skillunittick;
  15934. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15935. id = s = group->skill_id;
  15936. else
  15937. id = s = group->group_id;
  15938. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15939. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15940. if (set[k].id == id)
  15941. return &set[k];
  15942. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15943. j=k;
  15944. }
  15945. if (j == -1) {
  15946. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15947. j = id % MAX_SKILLUNITGROUPTICKSET;
  15948. }
  15949. set[j].id = id;
  15950. set[j].tick = tick;
  15951. return &set[j];
  15952. }
  15953. /*==========================================
  15954. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15955. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15956. *------------------------------------------*/
  15957. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15958. {
  15959. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15960. struct skill_unit_group* group = NULL;
  15961. unsigned int tick = va_arg(ap,unsigned int);
  15962. nullpo_ret(unit);
  15963. if( !unit->alive || bl->prev == NULL )
  15964. return 0;
  15965. nullpo_ret(group = unit->group);
  15966. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  15967. return 0; //AoE skills are ineffective. [Skotlex]
  15968. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15969. return 0;
  15970. skill_unit_onplace_timer(unit,bl,tick);
  15971. return 1;
  15972. }
  15973. /**
  15974. * @see DBApply
  15975. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15976. */
  15977. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15978. {
  15979. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15980. struct skill_unit_group* group = NULL;
  15981. unsigned int tick = va_arg(ap,unsigned int);
  15982. bool dissonance;
  15983. struct block_list* bl = &unit->bl;
  15984. nullpo_ret(unit);
  15985. if( !unit->alive )
  15986. return 0;
  15987. nullpo_ret(group = unit->group);
  15988. // Check for expiration
  15989. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15990. {// skill unit expired (inlined from skill_unit_onlimit())
  15991. switch( group->unit_id ) {
  15992. case UNT_BLASTMINE:
  15993. #ifdef RENEWAL
  15994. case UNT_CLAYMORETRAP:
  15995. #endif
  15996. case UNT_GROUNDDRIFT_WIND:
  15997. case UNT_GROUNDDRIFT_DARK:
  15998. case UNT_GROUNDDRIFT_POISON:
  15999. case UNT_GROUNDDRIFT_WATER:
  16000. case UNT_GROUNDDRIFT_FIRE:
  16001. group->unit_id = UNT_USED_TRAPS;
  16002. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16003. group->limit=DIFF_TICK(tick+1500,group->tick);
  16004. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16005. break;
  16006. case UNT_ANKLESNARE:
  16007. case UNT_ELECTRICSHOCKER:
  16008. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  16009. skill_delunit(unit);
  16010. break;
  16011. }
  16012. case UNT_SKIDTRAP:
  16013. case UNT_LANDMINE:
  16014. case UNT_SHOCKWAVE:
  16015. case UNT_SANDMAN:
  16016. case UNT_FLASHER:
  16017. case UNT_FREEZINGTRAP:
  16018. #ifndef RENEWAL
  16019. case UNT_CLAYMORETRAP:
  16020. #endif
  16021. case UNT_TALKIEBOX:
  16022. case UNT_CLUSTERBOMB:
  16023. case UNT_MAGENTATRAP:
  16024. case UNT_COBALTTRAP:
  16025. case UNT_MAIZETRAP:
  16026. case UNT_VERDURETRAP:
  16027. case UNT_FIRINGTRAP:
  16028. case UNT_ICEBOUNDTRAP:
  16029. {
  16030. struct block_list* src;
  16031. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16032. { // revert unit back into a trap
  16033. struct item item_tmp;
  16034. memset(&item_tmp,0,sizeof(item_tmp));
  16035. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16036. item_tmp.identify = 1;
  16037. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  16038. }
  16039. skill_delunit(unit);
  16040. }
  16041. break;
  16042. case UNT_WARP_ACTIVE:
  16043. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16044. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16045. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16046. // restart timers
  16047. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16048. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16049. // apply effect to all units standing on it
  16050. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16051. break;
  16052. case UNT_CALLFAMILY:
  16053. {
  16054. struct map_session_data *sd = NULL;
  16055. if(group->val1) {
  16056. sd = map_charid2sd(group->val1);
  16057. group->val1 = 0;
  16058. if (sd && !map[sd->bl.m].flag.nowarp)
  16059. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16060. }
  16061. if(group->val2) {
  16062. sd = map_charid2sd(group->val2);
  16063. group->val2 = 0;
  16064. if (sd && !map[sd->bl.m].flag.nowarp)
  16065. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16066. }
  16067. skill_delunit(unit);
  16068. }
  16069. break;
  16070. case UNT_REVERBERATION:
  16071. case UNT_NETHERWORLD:
  16072. if( unit->val1 <= 0 ) { // If it was deactivated.
  16073. skill_delunit(unit);
  16074. break;
  16075. }
  16076. clif_changetraplook(bl,UNT_USED_TRAPS);
  16077. if (group->unit_id == UNT_REVERBERATION)
  16078. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16079. group->limit = DIFF_TICK(tick,group->tick) + 1500;
  16080. unit->limit = DIFF_TICK(tick,group->tick) + 1500;
  16081. group->unit_id = UNT_USED_TRAPS;
  16082. break;
  16083. case UNT_FEINTBOMB: {
  16084. struct block_list *src = map_id2bl(group->src_id);
  16085. struct status_change *sc;
  16086. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16087. 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);
  16088. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16089. }
  16090. skill_delunit(unit);
  16091. }
  16092. break;
  16093. case UNT_BANDING:
  16094. {
  16095. struct block_list *src = map_id2bl(group->src_id);
  16096. struct status_change *sc;
  16097. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16098. skill_delunit(unit);
  16099. break;
  16100. }
  16101. // This unit isn't removed while SC_BANDING is active.
  16102. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16103. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16104. }
  16105. break;
  16106. case UNT_B_TRAP:
  16107. {
  16108. struct block_list* src;
  16109. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16110. struct item item_tmp;
  16111. memset(&item_tmp, 0, sizeof(item_tmp));
  16112. item_tmp.nameid = group->item_id;
  16113. item_tmp.identify = 1;
  16114. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  16115. }
  16116. skill_delunit(unit);
  16117. }
  16118. break;
  16119. default:
  16120. skill_delunit(unit);
  16121. }
  16122. } else {// skill unit is still active
  16123. switch( group->unit_id ) {
  16124. case UNT_ICEWALL:
  16125. // icewall loses 50 hp every second
  16126. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16127. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16128. unit->limit = DIFF_TICK(tick+700,group->tick);
  16129. break;
  16130. case UNT_BLASTMINE:
  16131. case UNT_SKIDTRAP:
  16132. case UNT_LANDMINE:
  16133. case UNT_SHOCKWAVE:
  16134. case UNT_SANDMAN:
  16135. case UNT_FLASHER:
  16136. case UNT_CLAYMORETRAP:
  16137. case UNT_FREEZINGTRAP:
  16138. case UNT_TALKIEBOX:
  16139. case UNT_ANKLESNARE:
  16140. case UNT_B_TRAP:
  16141. if( unit->val1 <= 0 ) {
  16142. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16143. skill_delunit(unit);
  16144. else {
  16145. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16146. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16147. group->unit_id = UNT_USED_TRAPS;
  16148. }
  16149. }
  16150. break;
  16151. case UNT_REVERBERATION:
  16152. if (unit->val1 <= 0)
  16153. unit->limit = DIFF_TICK(tick, group->tick) + 700;
  16154. break;
  16155. case UNT_NETHERWORLD:
  16156. if (unit->val1 <= 0) {
  16157. clif_changetraplook(bl,UNT_USED_TRAPS);
  16158. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16159. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16160. group->unit_id = UNT_USED_TRAPS;
  16161. }
  16162. break;
  16163. case UNT_WALLOFTHORN:
  16164. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16165. skill_delunitgroup(group);
  16166. break;
  16167. }
  16168. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16169. skill_delunit(unit);
  16170. break;
  16171. }
  16172. }
  16173. //Don't continue if unit or even group is expired and has been deleted.
  16174. if( !group || !unit->alive )
  16175. return 0;
  16176. dissonance = skill_dance_switch(unit, 0);
  16177. if( unit->range >= 0 && group->interval != -1 )
  16178. {
  16179. if( battle_config.skill_wall_check )
  16180. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16181. else
  16182. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16183. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16184. group->unit_id = UNT_USED_TRAPS;
  16185. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16186. unit->range = -1; //Disable processed cell.
  16187. if (--group->val1 <= 0) { // number of live cells
  16188. //All tiles were processed, disable skill.
  16189. group->target_flag=BCT_NOONE;
  16190. group->bl_flag= BL_NUL;
  16191. }
  16192. }
  16193. }
  16194. if( dissonance )
  16195. skill_dance_switch(unit, 1);
  16196. return 0;
  16197. }
  16198. /*==========================================
  16199. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16200. *------------------------------------------*/
  16201. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16202. {
  16203. map_freeblock_lock();
  16204. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16205. map_freeblock_unlock();
  16206. return 0;
  16207. }
  16208. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16209. /*==========================================
  16210. * flag :
  16211. * 1 : store that skill_unit in array
  16212. * 2 : clear that skill_unit
  16213. * 4 : call_on_left
  16214. *------------------------------------------*/
  16215. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16216. {
  16217. struct skill_unit* unit = (struct skill_unit *)bl;
  16218. struct skill_unit_group* group = NULL;
  16219. struct block_list* target = va_arg(ap,struct block_list*);
  16220. unsigned int tick = va_arg(ap,unsigned int);
  16221. int flag = va_arg(ap,int);
  16222. bool dissonance;
  16223. uint16 skill_id;
  16224. int i;
  16225. nullpo_ret(unit);
  16226. nullpo_ret(target);
  16227. if( !unit->alive || target->prev == NULL )
  16228. return 0;
  16229. nullpo_ret(group = unit->group);
  16230. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16231. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16232. dissonance = skill_dance_switch(unit, 0);
  16233. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16234. skill_id = unit->group->skill_id;
  16235. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16236. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16237. if( dissonance ) {
  16238. skill_dance_switch(unit, 1);
  16239. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16240. }
  16241. return 0;
  16242. }
  16243. //Target-type check.
  16244. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16245. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16246. if( flag&1 ) {
  16247. if( flag&2 ) { //Clear this skill id.
  16248. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16249. if( i < ARRAYLENGTH(skill_unit_temp) )
  16250. skill_unit_temp[i] = 0;
  16251. }
  16252. } else {
  16253. if( flag&2 ) { //Store this skill id.
  16254. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16255. if( i < ARRAYLENGTH(skill_unit_temp) )
  16256. skill_unit_temp[i] = skill_id;
  16257. else
  16258. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16259. }
  16260. }
  16261. if( flag&4 )
  16262. skill_unit_onleft(skill_id,target,tick);
  16263. }
  16264. if( dissonance )
  16265. skill_dance_switch(unit, 1);
  16266. return 0;
  16267. } else {
  16268. if( flag&1 ) {
  16269. int result = skill_unit_onplace(unit,target,tick);
  16270. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16271. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16272. if( i < ARRAYLENGTH(skill_unit_temp) )
  16273. skill_unit_temp[i] = 0;
  16274. }
  16275. } else {
  16276. int result = skill_unit_onout(unit,target,tick);
  16277. if( flag&2 && result ) { //Store this unit id.
  16278. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16279. if( i < ARRAYLENGTH(skill_unit_temp) )
  16280. skill_unit_temp[i] = skill_id;
  16281. else
  16282. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16283. }
  16284. }
  16285. //TODO: Normally, this is dangerous since the unit and group could be freed
  16286. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16287. //cells do not get deleted within them. [Skotlex]
  16288. if( dissonance )
  16289. skill_dance_switch(unit, 1);
  16290. if( flag&4 )
  16291. skill_unit_onleft(skill_id,target,tick);
  16292. return 1;
  16293. }
  16294. }
  16295. /*==========================================
  16296. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16297. * Flag values:
  16298. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16299. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16300. * units to figure out when they have left a group.
  16301. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16302. *------------------------------------------*/
  16303. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16304. {
  16305. nullpo_ret(bl);
  16306. if( bl->prev == NULL )
  16307. return 0;
  16308. if( flag&2 && !(flag&1) ) //Onout, clear data
  16309. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16310. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16311. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16312. int i;
  16313. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16314. if( skill_unit_temp[i] )
  16315. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16316. }
  16317. return 0;
  16318. }
  16319. /*==========================================
  16320. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16321. * @param bl Skill unit
  16322. * @param m Map
  16323. * @param dx
  16324. * @param dy
  16325. *------------------------------------------*/
  16326. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16327. unsigned int tick = gettick();
  16328. struct skill_unit *su;
  16329. if (bl->type != BL_SKILL)
  16330. return;
  16331. if (!(su = (struct skill_unit *)bl))
  16332. return;
  16333. if (!su->alive)
  16334. return;
  16335. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16336. return; //Ensembles may not be moved around.
  16337. if (!bl->prev) {
  16338. bl->x = dx;
  16339. bl->y = dy;
  16340. return;
  16341. }
  16342. map_moveblock(bl, dx, dy, tick);
  16343. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16344. clif_getareachar_skillunit(bl, su, AREA, 0);
  16345. return;
  16346. }
  16347. /**
  16348. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16349. * @param group Skill Group
  16350. * @param m Map
  16351. * @param dx
  16352. * @param dy
  16353. */
  16354. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16355. {
  16356. int i, j;
  16357. unsigned int tick = gettick();
  16358. int *m_flag;
  16359. struct skill_unit *unit1;
  16360. struct skill_unit *unit2;
  16361. if (group == NULL)
  16362. return;
  16363. if (group->unit_count <= 0)
  16364. return;
  16365. if (group->unit == NULL)
  16366. return;
  16367. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16368. return; //Ensembles may not be moved around.
  16369. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16370. // m_flag
  16371. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16372. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16373. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16374. // 3: Both 1+2.
  16375. for(i = 0; i < group->unit_count; i++) {
  16376. unit1 =& group->unit[i];
  16377. if (!unit1->alive || unit1->bl.m != m)
  16378. continue;
  16379. for(j = 0; j < group->unit_count; j++) {
  16380. unit2 = &group->unit[j];
  16381. if (!unit2->alive)
  16382. continue;
  16383. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16384. m_flag[i] |= 0x1;
  16385. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16386. m_flag[i] |= 0x2;
  16387. }
  16388. }
  16389. j = 0;
  16390. for (i = 0; i < group->unit_count; i++) {
  16391. unit1 = &group->unit[i];
  16392. if (!unit1->alive)
  16393. continue;
  16394. if (!(m_flag[i]&0x2)) {
  16395. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16396. skill_dance_overlap(unit1, 0);
  16397. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16398. }
  16399. //Move Cell using "smart" criteria (avoid useless moving around)
  16400. switch(m_flag[i]) {
  16401. case 0:
  16402. //Cell moves independently, safely move it.
  16403. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16404. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16405. break;
  16406. case 1:
  16407. //Cell moves unto another cell, look for a replacement cell that won't collide
  16408. //and has no cell moving into it (flag == 2)
  16409. for(; j < group->unit_count; j++) {
  16410. int dx2, dy2;
  16411. if(m_flag[j] != 2 || !group->unit[j].alive)
  16412. continue;
  16413. //Move to where this cell would had moved.
  16414. unit2 = &group->unit[j];
  16415. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16416. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16417. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16418. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16419. j++; //Skip this cell as we have used it.
  16420. break;
  16421. }
  16422. break;
  16423. case 2:
  16424. case 3:
  16425. break; //Don't move the cell as a cell will end on this tile anyway.
  16426. }
  16427. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16428. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16429. skill_dance_overlap(unit1, 1);
  16430. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16431. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16432. }
  16433. }
  16434. aFree(m_flag);
  16435. }
  16436. /**
  16437. * Checking product requirement in player's inventory.
  16438. * Checking if player has the item or not, the amount, and the weight limit.
  16439. * @param sd Player
  16440. * @param nameid Product requested
  16441. * @param trigger Trigger criteria to match will 'ItemLv'
  16442. * @param qty Amount of item will be created
  16443. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16444. */
  16445. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16446. {
  16447. short i, j;
  16448. nullpo_ret(sd);
  16449. if (!nameid || !itemdb_exists(nameid))
  16450. return 0;
  16451. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16452. if (skill_produce_db[i].nameid == nameid) {
  16453. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16454. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16455. continue; // must iterate again to check other skills that produce it. [malufett]
  16456. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16457. continue; // special case
  16458. break;
  16459. }
  16460. }
  16461. if (i >= MAX_SKILL_PRODUCE_DB)
  16462. return 0;
  16463. // Cannot carry the produced stuff
  16464. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16465. return 0;
  16466. // Matching the requested produce list
  16467. if (trigger >= 0) {
  16468. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16469. if (skill_produce_db[i].itemlv != trigger)
  16470. return 0;
  16471. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16472. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16473. return 0;
  16474. } else { // Weapon (itemlv must be higher or equal)
  16475. if (skill_produce_db[i].itemlv > trigger)
  16476. return 0;
  16477. }
  16478. }
  16479. // Check on player's inventory
  16480. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16481. unsigned short nameid_produce;
  16482. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16483. continue;
  16484. if (skill_produce_db[i].mat_amount[j] == 0) {
  16485. if (pc_search_inventory(sd,nameid_produce) < 0)
  16486. return 0;
  16487. } else {
  16488. unsigned short idx, amt;
  16489. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16490. if (sd->status.inventory[idx].nameid == nameid_produce)
  16491. amt += sd->status.inventory[idx].amount;
  16492. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16493. return 0;
  16494. }
  16495. }
  16496. return i + 1;
  16497. }
  16498. /**
  16499. * Attempt to produce an item
  16500. * @param sd Player
  16501. * @param skill_id Skill used
  16502. * @param nameid Requested product
  16503. * @param slot1
  16504. * @param slot2
  16505. * @param slot3
  16506. * @param qty Amount of requested item
  16507. * @return True is success, False if failed
  16508. */
  16509. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16510. {
  16511. int slot[3];
  16512. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16513. int num = -1; // exclude the recipe
  16514. struct status_data *status;
  16515. struct item_data* data;
  16516. nullpo_ret(sd);
  16517. status = status_get_status_data(&sd->bl);
  16518. if( sd->skill_id_old == skill_id )
  16519. skill_lv = sd->skill_lv_old;
  16520. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16521. return false;
  16522. idx--;
  16523. if (qty < 1)
  16524. qty = 1;
  16525. if (!skill_id) //A skill can be specified for some override cases.
  16526. skill_id = skill_produce_db[idx].req_skill;
  16527. if( skill_id == GC_RESEARCHNEWPOISON )
  16528. skill_id = GC_CREATENEWPOISON;
  16529. slot[0] = slot1;
  16530. slot[1] = slot2;
  16531. slot[2] = slot3;
  16532. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16533. short j;
  16534. if (slot[i] <= 0)
  16535. continue;
  16536. j = pc_search_inventory(sd,slot[i]);
  16537. if (j < 0)
  16538. continue;
  16539. if (slot[i] == ITEMID_STAR_CRUMB) {
  16540. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16541. sc++;
  16542. }
  16543. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16544. static const int ele_table[4] = { 3, 1, 4, 2 };
  16545. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16546. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16547. }
  16548. }
  16549. if (skill_id == RK_RUNEMASTERY) {
  16550. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16551. data = itemdb_search(nameid);
  16552. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16553. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16554. else temp_qty = 1;
  16555. if (data->stack.inventory) {
  16556. for (i = 0; i < MAX_INVENTORY; i++) {
  16557. if (sd->status.inventory[i].nameid == nameid) {
  16558. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16559. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16560. return 0;
  16561. } else {
  16562. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16563. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16564. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16565. }
  16566. break;
  16567. }
  16568. }
  16569. }
  16570. qty = temp_qty;
  16571. }
  16572. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16573. short id, x, j;
  16574. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16575. continue;
  16576. num++;
  16577. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16578. do {
  16579. int y = 0;
  16580. j = pc_search_inventory(sd,id);
  16581. if (j >= 0) {
  16582. y = sd->status.inventory[j].amount;
  16583. if (y > x)
  16584. y = x;
  16585. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16586. } else {
  16587. ShowError("skill_produce_mix: material item error\n");
  16588. return false;
  16589. }
  16590. x -= y;
  16591. } while( j >= 0 && x > 0 );
  16592. }
  16593. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16594. wlv = itemdb_wlv(nameid);
  16595. if (!equip) {
  16596. switch (skill_id) {
  16597. case BS_IRON:
  16598. case BS_STEEL:
  16599. case BS_ENCHANTEDSTONE:
  16600. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16601. i = pc_checkskill(sd,skill_id);
  16602. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16603. switch (nameid) {
  16604. case ITEMID_IRON:
  16605. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16606. break;
  16607. case ITEMID_STEEL:
  16608. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16609. break;
  16610. case ITEMID_STAR_CRUMB:
  16611. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16612. break;
  16613. default: // Enchanted Stones
  16614. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16615. break;
  16616. }
  16617. break;
  16618. case ASC_CDP:
  16619. make_per = (2000 + 40*status->dex + 20*status->luk);
  16620. break;
  16621. case AL_HOLYWATER:
  16622. case AB_ANCILLA:
  16623. make_per = 100000; //100% success
  16624. break;
  16625. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16626. case AM_TWILIGHT1:
  16627. case AM_TWILIGHT2:
  16628. case AM_TWILIGHT3:
  16629. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16630. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16631. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16632. if (hom_is_active(sd->hd)) {//Player got a homun
  16633. int skill;
  16634. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16635. make_per += skill*100; //+1% bonus per level
  16636. }
  16637. switch(nameid){
  16638. case ITEMID_RED_POTION:
  16639. case ITEMID_YELLOW_POTION:
  16640. case ITEMID_WHITE_POTION:
  16641. make_per += (1+rnd()%100)*10 + 2000;
  16642. break;
  16643. case ITEMID_ALCOHOL:
  16644. make_per += (1+rnd()%100)*10 + 1000;
  16645. break;
  16646. case ITEMID_FIRE_BOTTLE:
  16647. case ITEMID_ACID_BOTTLE:
  16648. case ITEMID_MAN_EATER_BOTTLE:
  16649. case ITEMID_MINI_BOTTLE:
  16650. make_per += (1+rnd()%100)*10;
  16651. break;
  16652. case ITEMID_YELLOW_SLIM_POTION:
  16653. make_per -= (1+rnd()%50)*10;
  16654. break;
  16655. case ITEMID_WHITE_SLIM_POTION:
  16656. case ITEMID_COATING_BOTTLE:
  16657. make_per -= (1+rnd()%100)*10;
  16658. break;
  16659. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16660. case ITEMID_BLUE_POTION:
  16661. case ITEMID_RED_SLIM_POTION:
  16662. case ITEMID_ANODYNE:
  16663. case ITEMID_ALOEBERA:
  16664. default:
  16665. break;
  16666. }
  16667. if (battle_config.pp_rate != 100)
  16668. make_per = make_per * battle_config.pp_rate / 100;
  16669. break;
  16670. case SA_CREATECON: // Elemental Converter Creation
  16671. make_per = 100000; // should be 100% success rate
  16672. break;
  16673. case RK_RUNEMASTERY: {
  16674. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16675. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16676. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16677. int D = 0;
  16678. switch (nameid) { //rune rank it_diff 9 craftable rune
  16679. case ITEMID_BERKANA:
  16680. D = -2000;
  16681. break; //Rank S
  16682. case ITEMID_NAUTHIZ:
  16683. case ITEMID_URUZ:
  16684. D = -1500;
  16685. break; //Rank A
  16686. case ITEMID_ISA:
  16687. case ITEMID_WYRD:
  16688. D = -1000;
  16689. break; //Rank B
  16690. case ITEMID_RAIDO:
  16691. case ITEMID_THURISAZ:
  16692. case ITEMID_HAGALAZ:
  16693. case ITEMID_OTHILA:
  16694. D = -500;
  16695. break; //Rank C
  16696. default:
  16697. D = -1500;
  16698. break; //not specified =-15%
  16699. }
  16700. make_per = A + B + C + D;
  16701. }
  16702. break;
  16703. case GC_CREATENEWPOISON:
  16704. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16705. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16706. break;
  16707. case GN_CHANGEMATERIAL:
  16708. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16709. if (skill_changematerial_db[i].nameid == nameid) {
  16710. make_per = skill_changematerial_db[i].rate * 10;
  16711. break;
  16712. }
  16713. }
  16714. break;
  16715. case GN_S_PHARMACY:
  16716. {
  16717. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16718. 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) +
  16719. (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)
  16720. switch(nameid){// difficulty factor
  16721. case ITEMID_HP_INCREASE_POTION_SMALL:
  16722. case ITEMID_SP_INCREASE_POTION_SMALL:
  16723. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16724. difficulty += 10;
  16725. break;
  16726. case ITEMID_BOMB_MUSHROOM_SPORE:
  16727. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16728. difficulty += 15;
  16729. break;
  16730. case ITEMID_BANANA_BOMB:
  16731. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16732. case ITEMID_SP_INCREASE_POTION_LARGE:
  16733. case ITEMID_VITATA500:
  16734. difficulty += 20;
  16735. break;
  16736. case ITEMID_SEED_OF_HORNY_PLANT:
  16737. case ITEMID_BLOODSUCK_PLANT_SEED:
  16738. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16739. difficulty += 30;
  16740. break;
  16741. case ITEMID_HP_INCREASE_POTION_LARGE:
  16742. case ITEMID_CURE_FREE:
  16743. difficulty += 40;
  16744. break;
  16745. }
  16746. if( make_per >= 400 && make_per > difficulty)
  16747. qty = 10;
  16748. else if( make_per >= 300 && make_per > difficulty)
  16749. qty = 7;
  16750. else if( make_per >= 100 && make_per > difficulty)
  16751. qty = 6;
  16752. else if( make_per >= 1 && make_per > difficulty)
  16753. qty = 5;
  16754. else
  16755. qty = 4;
  16756. make_per = 10000;
  16757. }
  16758. break;
  16759. case GN_MAKEBOMB:
  16760. case GN_MIX_COOKING:
  16761. {
  16762. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16763. 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)
  16764. qty = ~(5 + rnd()%5) + 1;
  16765. switch(nameid){// difficulty factor
  16766. case ITEMID_APPLE_BOMB:
  16767. difficulty += 5;
  16768. break;
  16769. case ITEMID_COCONUT_BOMB:
  16770. case ITEMID_MELON_BOMB:
  16771. difficulty += 10;
  16772. break;
  16773. case ITEMID_SAVAGE_FULL_ROAST:
  16774. case ITEMID_COCKTAIL_WARG_BLOOD:
  16775. case ITEMID_MINOR_STEW:
  16776. case ITEMID_SIROMA_ICED_TEA:
  16777. case ITEMID_DROSERA_HERB_SALAD:
  16778. case ITEMID_PETITE_TAIL_NOODLES:
  16779. case ITEMID_PINEAPPLE_BOMB:
  16780. difficulty += 15;
  16781. break;
  16782. case ITEMID_BANANA_BOMB:
  16783. difficulty += 20;
  16784. break;
  16785. }
  16786. if( make_per >= 30 && make_per > difficulty)
  16787. qty = 10 + rnd()%2;
  16788. else if( make_per >= 10 && make_per > difficulty)
  16789. qty = 10;
  16790. else if( make_per == 10 && make_per > difficulty)
  16791. qty = 8;
  16792. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16793. ;// Food/Bomb creation fails.
  16794. else if( make_per >= 30 && make_per < difficulty)
  16795. qty = 5;
  16796. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16797. qty = ~qty + 1;
  16798. make_per = 0;
  16799. }
  16800. else
  16801. make_per = 10000;
  16802. qty = (skill_lv > 1 ? qty : 1);
  16803. }
  16804. break;
  16805. default:
  16806. if (sd->menuskill_id == AM_PHARMACY &&
  16807. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16808. { //Assume Cooking Dish
  16809. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16810. make_per = 10000; //100% Success
  16811. else
  16812. make_per = 1200 * (sd->menuskill_val - 10)
  16813. + 20 * (sd->status.base_level + 1)
  16814. + 20 * (status->dex + 1)
  16815. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16816. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16817. - 10 * (100 - status->luk + 1)
  16818. - 500 * (num - 1)
  16819. - 100 * (rnd()%4 + 1);
  16820. break;
  16821. }
  16822. make_per = 5000;
  16823. break;
  16824. }
  16825. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16826. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16827. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16828. 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
  16829. 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
  16830. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16831. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16832. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16833. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16834. if (battle_config.wp_rate != 100)
  16835. make_per = make_per * battle_config.wp_rate / 100;
  16836. }
  16837. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16838. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16839. if (make_per < 1) make_per = 1;
  16840. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16841. struct item tmp_item;
  16842. memset(&tmp_item,0,sizeof(tmp_item));
  16843. tmp_item.nameid = nameid;
  16844. tmp_item.amount = 1;
  16845. tmp_item.identify = 1;
  16846. if (equip) {
  16847. tmp_item.card[0] = CARD0_FORGE;
  16848. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16849. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16850. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16851. } else {
  16852. //Flag is only used on the end, so it can be used here. [Skotlex]
  16853. switch (skill_id) {
  16854. case BS_DAGGER:
  16855. case BS_SWORD:
  16856. case BS_TWOHANDSWORD:
  16857. case BS_AXE:
  16858. case BS_MACE:
  16859. case BS_KNUCKLE:
  16860. case BS_SPEAR:
  16861. flag = battle_config.produce_item_name_input&0x1;
  16862. break;
  16863. case AM_PHARMACY:
  16864. case AM_TWILIGHT1:
  16865. case AM_TWILIGHT2:
  16866. case AM_TWILIGHT3:
  16867. flag = battle_config.produce_item_name_input&0x2;
  16868. break;
  16869. case AL_HOLYWATER:
  16870. case AB_ANCILLA:
  16871. flag = battle_config.produce_item_name_input&0x8;
  16872. break;
  16873. case ASC_CDP:
  16874. flag = battle_config.produce_item_name_input&0x10;
  16875. break;
  16876. default:
  16877. flag = battle_config.produce_item_name_input&0x80;
  16878. break;
  16879. }
  16880. if (flag) {
  16881. tmp_item.card[0] = CARD0_CREATE;
  16882. tmp_item.card[1] = 0;
  16883. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16884. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16885. }
  16886. }
  16887. // if(log_config.produce > 0)
  16888. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16889. //TODO update PICKLOG
  16890. if (equip) {
  16891. clif_produceeffect(sd,0,nameid);
  16892. clif_misceffect(&sd->bl,3);
  16893. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16894. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16895. } else {
  16896. int fame = 0;
  16897. tmp_item.amount = 0;
  16898. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16899. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16900. tmp_item.amount = qty;
  16901. break;
  16902. }
  16903. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16904. tmp_item.amount++;
  16905. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16906. continue;
  16907. if (skill_id != AM_PHARMACY &&
  16908. skill_id != AM_TWILIGHT1 &&
  16909. skill_id != AM_TWILIGHT2 &&
  16910. skill_id != AM_TWILIGHT3)
  16911. continue;
  16912. //Add fame as needed.
  16913. switch(++sd->potion_success_counter) {
  16914. case 3:
  16915. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16916. break;
  16917. case 5:
  16918. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16919. break;
  16920. case 7:
  16921. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16922. break;
  16923. case 10:
  16924. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16925. sd->potion_success_counter = 0;
  16926. break;
  16927. }
  16928. } else //Failure
  16929. sd->potion_success_counter = 0;
  16930. }
  16931. if (fame)
  16932. pc_addfame(sd,fame);
  16933. //Visual effects and the like.
  16934. switch (skill_id) {
  16935. case AM_PHARMACY:
  16936. case AM_TWILIGHT1:
  16937. case AM_TWILIGHT2:
  16938. case AM_TWILIGHT3:
  16939. case ASC_CDP:
  16940. case GC_CREATENEWPOISON:
  16941. clif_produceeffect(sd,2,nameid);
  16942. clif_misceffect(&sd->bl,5);
  16943. break;
  16944. case BS_IRON:
  16945. case BS_STEEL:
  16946. case BS_ENCHANTEDSTONE:
  16947. clif_produceeffect(sd,0,nameid);
  16948. clif_misceffect(&sd->bl,3);
  16949. break;
  16950. case RK_RUNEMASTERY:
  16951. clif_produceeffect(sd,4,nameid);
  16952. clif_misceffect(&sd->bl,5);
  16953. break;
  16954. default: //Those that don't require a skill?
  16955. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16956. clif_specialeffect(&sd->bl, 608, AREA);
  16957. if (sd->cook_mastery < 1999)
  16958. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16959. }
  16960. break;
  16961. }
  16962. }
  16963. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16964. int j, k = 0;
  16965. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16966. if (skill_changematerial_db[i].nameid == nameid){
  16967. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16968. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16969. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16970. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16971. clif_additem(sd,0,0,flag);
  16972. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16973. }
  16974. k++;
  16975. }
  16976. }
  16977. break;
  16978. }
  16979. }
  16980. if (k) {
  16981. clif_produceeffect(sd,6,nameid);
  16982. clif_misceffect(&sd->bl,5);
  16983. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16984. return true;
  16985. }
  16986. } else if (tmp_item.amount) { //Success
  16987. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16988. clif_additem(sd,0,0,flag);
  16989. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16990. }
  16991. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  16992. clif_produceeffect(sd,6,nameid);
  16993. clif_misceffect(&sd->bl,5);
  16994. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16995. }
  16996. return true;
  16997. }
  16998. }
  16999. //Failure
  17000. // if(log_config.produce)
  17001. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17002. //TODO update PICKLOG
  17003. if (equip) {
  17004. clif_produceeffect(sd,1,nameid);
  17005. clif_misceffect(&sd->bl,2);
  17006. } else {
  17007. switch (skill_id) {
  17008. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17009. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17010. case AM_PHARMACY:
  17011. case AM_TWILIGHT1:
  17012. case AM_TWILIGHT2:
  17013. case AM_TWILIGHT3:
  17014. case GC_CREATENEWPOISON:
  17015. clif_produceeffect(sd,3,nameid);
  17016. clif_misceffect(&sd->bl,6);
  17017. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17018. break;
  17019. case BS_IRON:
  17020. case BS_STEEL:
  17021. case BS_ENCHANTEDSTONE:
  17022. clif_produceeffect(sd,1,nameid);
  17023. clif_misceffect(&sd->bl,2);
  17024. break;
  17025. case RK_RUNEMASTERY:
  17026. clif_produceeffect(sd,5,nameid);
  17027. clif_misceffect(&sd->bl,6);
  17028. break;
  17029. case GN_MIX_COOKING:
  17030. {
  17031. struct item tmp_item;
  17032. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17033. int rate = rnd()%500;
  17034. memset(&tmp_item,0,sizeof(tmp_item));
  17035. if (rate < 50) i = 4;
  17036. else if (rate < 100) i = 2+rnd()%1;
  17037. else if (rate < 250) i = 1;
  17038. else if (rate < 500) i = 0;
  17039. tmp_item.nameid = compensation[i];
  17040. tmp_item.amount = qty;
  17041. tmp_item.identify = 1;
  17042. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17043. clif_additem(sd,0,0,flag);
  17044. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17045. }
  17046. clif_produceeffect(sd,7,nameid);
  17047. clif_misceffect(&sd->bl,6);
  17048. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17049. }
  17050. break;
  17051. case GN_MAKEBOMB:
  17052. case GN_S_PHARMACY:
  17053. case GN_CHANGEMATERIAL:
  17054. clif_produceeffect(sd,7,nameid);
  17055. clif_misceffect(&sd->bl,6);
  17056. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17057. break;
  17058. default:
  17059. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17060. clif_specialeffect(&sd->bl, 609, AREA);
  17061. if (sd->cook_mastery > 0)
  17062. 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 ));
  17063. }
  17064. break;
  17065. }
  17066. }
  17067. return false;
  17068. }
  17069. /**
  17070. * Attempt to create arrow by specified material
  17071. * @param sd Player
  17072. * @param nameid Item ID of material
  17073. * @return True if created, False is failed
  17074. */
  17075. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17076. {
  17077. short i, j, idx = -1;
  17078. struct item tmp_item;
  17079. nullpo_ret(sd);
  17080. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17081. return false;
  17082. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17083. if (nameid == skill_arrow_db[i].nameid) {
  17084. idx = i;
  17085. break;
  17086. }
  17087. }
  17088. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17089. return false;
  17090. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17091. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17092. char flag = 0;
  17093. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17094. continue;
  17095. memset(&tmp_item,0,sizeof(tmp_item));
  17096. tmp_item.identify = 1;
  17097. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17098. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17099. if (battle_config.produce_item_name_input&0x4) {
  17100. tmp_item.card[0] = CARD0_CREATE;
  17101. tmp_item.card[1] = 0;
  17102. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17103. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17104. }
  17105. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17106. clif_additem(sd,0,0,flag);
  17107. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17108. }
  17109. }
  17110. return true;
  17111. }
  17112. /**
  17113. * Enchant weapon with poison
  17114. * @param sd Player
  17115. * @nameid Item ID of poison type
  17116. */
  17117. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17118. {
  17119. sc_type type;
  17120. int chance, i;
  17121. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17122. char output[CHAT_SIZE_MAX];
  17123. const char *msg;
  17124. nullpo_ret(sd);
  17125. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17126. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17127. return 0;
  17128. }
  17129. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17130. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17131. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17132. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17133. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  17134. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17135. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  17136. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  17137. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17138. default:
  17139. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17140. return 0;
  17141. }
  17142. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17143. 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
  17144. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17145. sprintf(output, msg_txt(sd,721), msg);
  17146. clif_colormes(sd,color_table[COLOR_WHITE],output);
  17147. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17148. clif_msg(sd,msg);
  17149. #endif*/
  17150. return 0;
  17151. }
  17152. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17153. {
  17154. struct status_change *sc = status_get_sc(bl);
  17155. // non-offensive and non-magic skills do not affect the status
  17156. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17157. return;
  17158. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17159. if (sc->data[SC_MAGICPOWER]->val4) {
  17160. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17161. } else {
  17162. sc->data[SC_MAGICPOWER]->val4 = 1;
  17163. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17164. #ifndef RENEWAL
  17165. if(bl->type == BL_PC){// update current display.
  17166. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17167. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17168. }
  17169. #endif
  17170. }
  17171. }
  17172. }
  17173. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17174. int x, y, i, class_, skill;
  17175. struct mob_data *md;
  17176. nullpo_ret(sd);
  17177. skill = sd->menuskill_val;
  17178. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17179. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17180. return 0;
  17181. }
  17182. // Spawn Position
  17183. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17184. x = sd->sc.comet_x;
  17185. y = sd->sc.comet_y;
  17186. sd->sc.comet_x = sd->sc.comet_y = 0;
  17187. sd->menuskill_val = 0;
  17188. // Item picked decides the mob class
  17189. switch(nameid) {
  17190. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17191. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17192. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17193. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17194. default:
  17195. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17196. return 0;
  17197. }
  17198. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17199. if( md ) {
  17200. struct unit_data *ud = unit_bl2ud(&md->bl);
  17201. md->master_id = sd->bl.id;
  17202. md->special_state.ai = AI_FAW;
  17203. if(ud) {
  17204. ud->skill_id = NC_MAGICDECOY;
  17205. ud->skill_lv = skill;
  17206. }
  17207. if( md->deletetimer != INVALID_TIMER )
  17208. delete_timer(md->deletetimer, mob_timer_delete);
  17209. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17210. mob_spawn(md);
  17211. }
  17212. return 0;
  17213. }
  17214. // Warlock Spellbooks. [LimitLine/3CeAM]
  17215. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17216. int i, max_preserve, skill_id, point;
  17217. struct status_change *sc;
  17218. nullpo_retv(sd);
  17219. sc = status_get_sc(&sd->bl);
  17220. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17221. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17222. if( sc && !sc->data[i] )
  17223. break;
  17224. }
  17225. if( i > SC_MAXSPELLBOOK ) {
  17226. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17227. return;
  17228. }
  17229. if (!skill_spellbook_count)
  17230. return;
  17231. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17232. if( i == MAX_SKILL_SPELLBOOK_DB )
  17233. return;
  17234. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17235. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17236. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17237. return;
  17238. }
  17239. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17240. point = skill_spellbook_db[i].point;
  17241. if( sc && sc->data[SC_READING_SB] ) {
  17242. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17243. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17244. return;
  17245. }
  17246. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17247. if( !sc->data[i] ){
  17248. sc->data[SC_READING_SB]->val2 += point; // increase points
  17249. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17250. break;
  17251. }
  17252. }
  17253. } else {
  17254. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17255. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17256. }
  17257. // Reading Spell Book SP cost same as the sealed spell.
  17258. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17259. }
  17260. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17261. int lv, prob, aslvl = 0;
  17262. uint16 id, sk_idx = 0;
  17263. nullpo_ret(sd);
  17264. if (sd->sc.data[SC_STOP]) {
  17265. aslvl = sd->sc.data[SC_STOP]->val1;
  17266. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17267. }
  17268. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17269. return 0;
  17270. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17271. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17272. return 0;
  17273. }
  17274. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17275. lv = min(lv,sd->status.skill[sk_idx].lv);
  17276. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17277. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17278. return 0;
  17279. }
  17280. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17281. int i;
  17282. nullpo_ret(sd);
  17283. nullpo_ret(item_list);
  17284. if( n <= 0 )
  17285. return 1;
  17286. for( i = 0; i < n; i++ ) {
  17287. unsigned short nameid;
  17288. int add_amount, del_amount, idx, product;
  17289. struct item tmp_item;
  17290. idx = item_list[i*2+0]-2;
  17291. del_amount = item_list[i*2+1];
  17292. if( skill_lv == 2 )
  17293. del_amount -= (del_amount % 10);
  17294. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17295. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17296. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17297. return 1;
  17298. }
  17299. switch( nameid ) {
  17300. // Level 1
  17301. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17302. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17303. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17304. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17305. // Level 2
  17306. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17307. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17308. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17309. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17310. default:
  17311. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17312. return 1;
  17313. }
  17314. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17315. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17316. return 1;
  17317. }
  17318. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17319. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17320. return 1;
  17321. }
  17322. memset(&tmp_item,0,sizeof(tmp_item));
  17323. tmp_item.nameid = product;
  17324. tmp_item.amount = add_amount;
  17325. tmp_item.identify = 1;
  17326. if( tmp_item.amount ) {
  17327. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17328. if( flag != 0 ) {
  17329. clif_additem(sd,0,0,flag);
  17330. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17331. }
  17332. }
  17333. }
  17334. return 0;
  17335. }
  17336. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17337. int i, j, k, c, p = 0, amount;
  17338. unsigned short nameid;
  17339. nullpo_ret(sd);
  17340. nullpo_ret(item_list);
  17341. // Search for objects that can be created.
  17342. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17343. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17344. p = 0;
  17345. do {
  17346. c = 0;
  17347. // Verification of overlap between the objects required and the list submitted.
  17348. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17349. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17350. for( k = 0; k < n; k++ ) {
  17351. int idx = item_list[k*2+0]-2;
  17352. nameid = sd->status.inventory[idx].nameid;
  17353. amount = item_list[k*2+1];
  17354. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17355. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17356. return 0;
  17357. }
  17358. 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]
  17359. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17360. c++; // match
  17361. }
  17362. }
  17363. else
  17364. break; // No more items required
  17365. }
  17366. p++;
  17367. } while(n == j && c == n);
  17368. p--;
  17369. if ( p > 0 ) {
  17370. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17371. return 1;
  17372. }
  17373. }
  17374. }
  17375. if( p == 0)
  17376. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17377. return 0;
  17378. }
  17379. /**
  17380. * For Royal Guard's LG_TRAMPLE
  17381. */
  17382. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17383. {
  17384. struct skill_unit *su = (struct skill_unit *)bl;
  17385. struct skill_unit_group *sg = NULL;
  17386. unsigned int tick;
  17387. nullpo_ret(su);
  17388. tick = va_arg(ap, unsigned int);
  17389. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17390. switch( sg->unit_id ) {
  17391. case UNT_CLAYMORETRAP:
  17392. case UNT_FIRINGTRAP:
  17393. case UNT_ICEBOUNDTRAP:
  17394. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17395. break;
  17396. case UNT_LANDMINE:
  17397. case UNT_BLASTMINE:
  17398. case UNT_SHOCKWAVE:
  17399. case UNT_SANDMAN:
  17400. case UNT_FLASHER:
  17401. case UNT_FREEZINGTRAP:
  17402. case UNT_CLUSTERBOMB:
  17403. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17404. break;
  17405. }
  17406. // Traps aren't recovered.
  17407. skill_delunit(su);
  17408. }
  17409. return 0;
  17410. }
  17411. /*==========================================
  17412. *
  17413. *------------------------------------------*/
  17414. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17415. int i;
  17416. nullpo_retr(-1, sd);
  17417. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17418. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17419. }
  17420. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17421. struct map_session_data *sd = map_id2sd(id);
  17422. int i = (int)data;
  17423. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17424. return 0;
  17425. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17426. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17427. return 0;
  17428. }
  17429. aFree(sd->scd[i]);
  17430. sd->scd[i] = NULL;
  17431. return 1;
  17432. }
  17433. /**
  17434. * Flags a singular skill as being blocked from persistent usage.
  17435. * @param sd the player the skill delay affects
  17436. * @param skill_id the skill which should be delayed
  17437. * @param tick the length of time the delay should last
  17438. * @param load whether this assignment is being loaded upon player login
  17439. * @return 0 if successful, -1 otherwise
  17440. */
  17441. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17442. int i;
  17443. nullpo_retr(-1, sd);
  17444. if (!skill_id || tick < 1)
  17445. return -1;
  17446. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17447. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17448. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17449. aFree(sd->scd[i]);
  17450. sd->scd[i] = NULL;
  17451. }
  17452. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17453. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17454. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17455. sd->scd[i]->skill_id = skill_id;
  17456. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17457. if (battle_config.display_status_timers && tick > 0)
  17458. clif_skill_cooldown(sd, skill_id, tick);
  17459. return 1;
  17460. } else {
  17461. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17462. return 0;
  17463. }
  17464. }
  17465. int skill_blockpc_clear(struct map_session_data *sd) {
  17466. int i;
  17467. nullpo_ret(sd);
  17468. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17469. if (!sd->scd[i])
  17470. continue;
  17471. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17472. aFree(sd->scd[i]);
  17473. sd->scd[i] = NULL;
  17474. }
  17475. return 1;
  17476. }
  17477. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17478. {
  17479. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17480. if (data <= 0 || data >= SKILL_MAX_DB())
  17481. return 0;
  17482. if (hd)
  17483. hd->blockskill[data] = 0;
  17484. return 1;
  17485. }
  17486. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17487. {
  17488. uint16 idx = skill_get_index(skill_id);
  17489. nullpo_retr(-1, hd);
  17490. if (!idx)
  17491. return -1;
  17492. if (tick < 1) {
  17493. hd->blockskill[idx] = 0;
  17494. return -1;
  17495. }
  17496. hd->blockskill[idx] = 1;
  17497. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17498. }
  17499. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17500. {
  17501. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17502. if( data <= 0 || data >= SKILL_MAX_DB() )
  17503. return 0;
  17504. if( md )
  17505. md->blockskill[data] = 0;
  17506. return 1;
  17507. }
  17508. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17509. {
  17510. uint16 idx = skill_get_index(skill_id);
  17511. nullpo_retr(-1, md);
  17512. if( !idx )
  17513. return -1;
  17514. if( tick < 1 ) {
  17515. md->blockskill[idx] = 0;
  17516. return -1;
  17517. }
  17518. md->blockskill[idx] = 1;
  17519. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17520. }
  17521. /**
  17522. * Adds a new skill unit entry for this player to recast after map load
  17523. */
  17524. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17525. struct skill_usave * sus = NULL;
  17526. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17527. idb_remove(skillusave_db,sd->status.char_id);
  17528. }
  17529. CREATE(sus, struct skill_usave, 1);
  17530. idb_put(skillusave_db, sd->status.char_id, sus);
  17531. sus->skill_id = skill_id;
  17532. sus->skill_lv = skill_lv;
  17533. return;
  17534. }
  17535. void skill_usave_trigger(struct map_session_data *sd) {
  17536. struct skill_usave * sus = NULL;
  17537. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17538. return;
  17539. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17540. idb_remove(skillusave_db,sd->status.char_id);
  17541. return;
  17542. }
  17543. /*
  17544. *
  17545. */
  17546. int skill_split_str (char *str, char **val, int num)
  17547. {
  17548. int i;
  17549. for( i = 0; i < num && str; i++ ) {
  17550. val[i] = str;
  17551. str = strchr(str,',');
  17552. if( str )
  17553. *str++ = 0;
  17554. }
  17555. return i;
  17556. }
  17557. /**
  17558. * Split the string with ':' as separator and put each value for a skilllv
  17559. * if no more value found put the latest to fill the array
  17560. * @param str : string to split
  17561. * @param val : array of MAX_SKILL_LEVEL to put value into
  17562. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17563. */
  17564. int skill_split_atoi (char *str, int *val)
  17565. {
  17566. int i, j, step = 1;
  17567. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17568. if (!str) break;
  17569. val[i] = atoi(str);
  17570. str = strchr(str,':');
  17571. if (str)
  17572. *str++=0;
  17573. }
  17574. if(i==0) //No data found.
  17575. return 0;
  17576. if(i==1) { //Single value, have the whole range have the same value.
  17577. for (; i < MAX_SKILL_LEVEL; i++)
  17578. val[i] = val[i-1];
  17579. return i;
  17580. }
  17581. //Check for linear change with increasing steps until we reach half of the data acquired.
  17582. for (step = 1; step <= i/2; step++) {
  17583. int diff = val[i-1] - val[i-step-1];
  17584. for(j = i-1; j >= step; j--)
  17585. if ((val[j]-val[j-step]) != diff)
  17586. break;
  17587. if (j>=step) //No match, try next step.
  17588. continue;
  17589. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17590. val[i] = val[i-step]+diff;
  17591. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17592. { val[i] = 1; diff = 0; step = 1; }
  17593. }
  17594. return i;
  17595. }
  17596. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17597. for (;i<MAX_SKILL_LEVEL; i++)
  17598. val[i] = val[i-1];
  17599. return i;
  17600. }
  17601. /*
  17602. *
  17603. */
  17604. void skill_init_unit_layout (void) {
  17605. int i,j,pos = 0;
  17606. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17607. // standard square layouts go first
  17608. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17609. int size = i*2+1;
  17610. skill_unit_layout[i].count = size*size;
  17611. for (j=0; j<size*size; j++) {
  17612. skill_unit_layout[i].dx[j] = (j%size-i);
  17613. skill_unit_layout[i].dy[j] = (j/size-i);
  17614. }
  17615. }
  17616. // afterwards add special ones
  17617. pos = i;
  17618. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17619. uint16 skill_id = 0;
  17620. if (!skill_db[i])
  17621. continue;
  17622. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17623. continue;
  17624. skill_id = skill_idx2id(i);
  17625. if( skill_id == EL_FIRE_MANTLE ) {
  17626. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17627. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17628. skill_unit_layout[pos].count = 8;
  17629. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17630. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17631. } else {
  17632. switch (skill_id) {
  17633. case MG_FIREWALL:
  17634. case WZ_ICEWALL:
  17635. case WL_EARTHSTRAIN:
  17636. case RL_FIRE_RAIN:
  17637. // these will be handled later
  17638. break;
  17639. case PR_SANCTUARY:
  17640. case NPC_EVILLAND: {
  17641. static const int dx[] = {
  17642. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17643. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17644. static const int dy[]={
  17645. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17646. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17647. skill_unit_layout[pos].count = 21;
  17648. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17649. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17650. }
  17651. break;
  17652. case PR_MAGNUS: {
  17653. static const int dx[] = {
  17654. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17655. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17656. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17657. static const int dy[] = {
  17658. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17659. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17660. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17661. skill_unit_layout[pos].count = 33;
  17662. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17663. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17664. }
  17665. break;
  17666. case AS_VENOMDUST: {
  17667. static const int dx[] = {-1, 0, 0, 0, 1};
  17668. static const int dy[] = { 0,-1, 0, 1, 0};
  17669. skill_unit_layout[pos].count = 5;
  17670. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17671. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17672. }
  17673. break;
  17674. case CR_GRANDCROSS:
  17675. case NPC_GRANDDARKNESS: {
  17676. static const int dx[] = {
  17677. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17678. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17679. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17680. static const int dy[] = {
  17681. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17682. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17683. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17684. skill_unit_layout[pos].count = 29;
  17685. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17686. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17687. }
  17688. break;
  17689. case PF_FOGWALL: {
  17690. static const int dx[] = {
  17691. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17692. static const int dy[] = {
  17693. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17694. skill_unit_layout[pos].count = 15;
  17695. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17696. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17697. }
  17698. break;
  17699. case PA_GOSPEL: {
  17700. static const int dx[] = {
  17701. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17702. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17703. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17704. -1, 0, 1};
  17705. static const int dy[] = {
  17706. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17707. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17708. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17709. 3, 3, 3};
  17710. skill_unit_layout[pos].count = 33;
  17711. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17712. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17713. }
  17714. break;
  17715. case NJ_KAENSIN: {
  17716. 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};
  17717. 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};
  17718. skill_unit_layout[pos].count = 24;
  17719. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17720. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17721. }
  17722. break;
  17723. case NJ_TATAMIGAESHI: {
  17724. //Level 1 (count 4, cross of 3x3)
  17725. static const int dx1[] = {-1, 1, 0, 0};
  17726. static const int dy1[] = { 0, 0,-1, 1};
  17727. //Level 2-3 (count 8, cross of 5x5)
  17728. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17729. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17730. //Level 4-5 (count 12, cross of 7x7
  17731. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17732. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17733. //lv1
  17734. j = 0;
  17735. skill_unit_layout[pos].count = 4;
  17736. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17737. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17738. skill_db[i]->unit_layout_type[j] = pos;
  17739. //lv2/3
  17740. j++;
  17741. pos++;
  17742. skill_unit_layout[pos].count = 8;
  17743. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17744. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17745. skill_db[i]->unit_layout_type[j] = pos;
  17746. skill_db[i]->unit_layout_type[++j] = pos;
  17747. //lv4/5
  17748. j++;
  17749. pos++;
  17750. skill_unit_layout[pos].count = 12;
  17751. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17752. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17753. skill_db[i]->unit_layout_type[j] = pos;
  17754. skill_db[i]->unit_layout_type[++j] = pos;
  17755. //Fill in the rest using lv 5.
  17756. for (;j<MAX_SKILL_LEVEL;j++)
  17757. skill_db[i]->unit_layout_type[j] = pos;
  17758. //Skip, this way the check below will fail and continue to the next skill.
  17759. pos++;
  17760. }
  17761. break;
  17762. case GN_WALLOFTHORN: {
  17763. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17764. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17765. skill_unit_layout[pos].count = 16;
  17766. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17767. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17768. }
  17769. break;
  17770. default:
  17771. ShowError("unknown unit layout at skill %d\n",i);
  17772. break;
  17773. }
  17774. }
  17775. if (!skill_unit_layout[pos].count)
  17776. continue;
  17777. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17778. skill_db[i]->unit_layout_type[j] = pos;
  17779. pos++;
  17780. }
  17781. // firewall and icewall have 8 layouts (direction-dependent)
  17782. firewall_unit_pos = pos;
  17783. for (i=0;i<8;i++) {
  17784. if (i&1) {
  17785. skill_unit_layout[pos].count = 5;
  17786. if (i&0x2) {
  17787. int dx[] = {-1,-1, 0, 0, 1};
  17788. int dy[] = { 1, 0, 0,-1,-1};
  17789. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17790. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17791. } else {
  17792. int dx[] = { 1, 1 ,0, 0,-1};
  17793. int dy[] = { 1, 0, 0,-1,-1};
  17794. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17795. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17796. }
  17797. } else {
  17798. skill_unit_layout[pos].count = 3;
  17799. if (i%4==0) {
  17800. int dx[] = {-1, 0, 1};
  17801. int dy[] = { 0, 0, 0};
  17802. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17803. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17804. } else {
  17805. int dx[] = { 0, 0, 0};
  17806. int dy[] = {-1, 0, 1};
  17807. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17808. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17809. }
  17810. }
  17811. pos++;
  17812. }
  17813. icewall_unit_pos = pos;
  17814. for (i=0;i<8;i++) {
  17815. skill_unit_layout[pos].count = 5;
  17816. if (i&1) {
  17817. if (i&0x2) {
  17818. int dx[] = {-2,-1, 0, 1, 2};
  17819. int dy[] = { 2, 1, 0,-1,-2};
  17820. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17821. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17822. } else {
  17823. int dx[] = { 2, 1 ,0,-1,-2};
  17824. int dy[] = { 2, 1, 0,-1,-2};
  17825. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17826. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17827. }
  17828. } else {
  17829. if (i%4==0) {
  17830. int dx[] = {-2,-1, 0, 1, 2};
  17831. int dy[] = { 0, 0, 0, 0, 0};
  17832. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17833. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17834. } else {
  17835. int dx[] = { 0, 0, 0, 0, 0};
  17836. int dy[] = {-2,-1, 0, 1, 2};
  17837. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17838. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17839. }
  17840. }
  17841. pos++;
  17842. }
  17843. earthstrain_unit_pos = pos;
  17844. for( i = 0; i < 8; i++ )
  17845. { // For each Direction
  17846. skill_unit_layout[pos].count = 15;
  17847. switch( i )
  17848. {
  17849. case 0: case 1: case 3: case 4: case 5: case 7:
  17850. {
  17851. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17852. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17853. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17854. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17855. }
  17856. break;
  17857. case 2:
  17858. case 6:
  17859. {
  17860. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17861. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17862. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17863. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17864. }
  17865. break;
  17866. }
  17867. pos++;
  17868. }
  17869. firerain_unit_pos = pos;
  17870. for( i = 0; i < 8; i++ ) {
  17871. skill_unit_layout[pos].count = 3;
  17872. switch( i ) {
  17873. case 0: case 1: case 3: case 4: case 5: case 7:
  17874. {
  17875. static const int dx[] = {-1, 0, 1};
  17876. static const int dy[] = { 0, 0, 0};
  17877. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17878. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17879. }
  17880. break;
  17881. case 2:
  17882. case 6:
  17883. {
  17884. static const int dx[] = { 0, 0, 0};
  17885. static const int dy[] = {-1, 0, 1};
  17886. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17887. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17888. }
  17889. break;
  17890. }
  17891. pos++;
  17892. }
  17893. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17894. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17895. }
  17896. void skill_init_nounit_layout (void) {
  17897. int i, pos = 0;
  17898. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17899. overbrand_nounit_pos = pos;
  17900. for( i = 0; i < 8; i++ ) {
  17901. if( i&1 ) {
  17902. skill_nounit_layout[pos].count = 33;
  17903. if( i&2 ) {
  17904. if( i&4 ) { // 7
  17905. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17906. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17907. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17908. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17909. } else { // 3
  17910. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17911. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17912. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17913. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17914. }
  17915. } else {
  17916. if( i&4 ) { // 5
  17917. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17918. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17919. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17920. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17921. } else { // 1
  17922. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17923. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17924. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17925. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17926. }
  17927. }
  17928. } else {
  17929. skill_nounit_layout[pos].count = 21;
  17930. if( i&2 ) {
  17931. if( i&4 ) { // 6
  17932. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17933. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17934. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17935. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17936. } else { // 2
  17937. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17938. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17939. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17940. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17941. }
  17942. } else {
  17943. if( i&4 ) { // 4
  17944. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17945. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17946. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17947. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17948. } else { // 0
  17949. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17950. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17951. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17952. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17953. }
  17954. }
  17955. }
  17956. pos++;
  17957. }
  17958. overbrand_brandish_nounit_pos = pos;
  17959. for( i = 0; i < 8; i++ ) {
  17960. if( i&1 ) {
  17961. skill_nounit_layout[pos].count = 74;
  17962. if( i&2 ) {
  17963. if( i&4 ) { // 7
  17964. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17965. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17966. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17967. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17968. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17969. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17970. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17971. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17972. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17973. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17974. } else { // 3
  17975. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17976. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17977. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17978. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17979. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17980. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17981. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17982. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17983. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17984. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17985. }
  17986. } else {
  17987. if( i&4 ) { // 5
  17988. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17989. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17990. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17991. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17992. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17993. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17994. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17995. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17996. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17997. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17998. } else { // 1
  17999. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18000. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18001. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18002. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18003. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18004. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18005. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18006. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18007. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18008. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18009. }
  18010. }
  18011. } else {
  18012. skill_nounit_layout[pos].count = 44;
  18013. if( i&2 ) {
  18014. if( i&4 ) { // 6
  18015. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18016. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18017. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18018. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18019. } else { // 2
  18020. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18021. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18022. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18023. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18024. }
  18025. } else {
  18026. if( i&4 ) { // 4
  18027. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18028. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18029. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18030. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18031. } else { // 0
  18032. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18033. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18034. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18035. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18036. }
  18037. }
  18038. }
  18039. pos++;
  18040. }
  18041. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18042. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18043. }
  18044. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18045. int inf = 0;
  18046. int inf3 = 0;
  18047. struct status_change *sc = status_get_sc(bl);
  18048. if( !sc || !bl || !skill_id )
  18049. return 0; // Can do it
  18050. inf3 = skill_get_inf3(skill_id);
  18051. switch (type) {
  18052. case SC_ANKLE:
  18053. if (skill_id == AL_TELEPORT)
  18054. return 1;
  18055. break;
  18056. case SC_STASIS:
  18057. inf = skill_get_inf2(skill_id);
  18058. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18059. return 1; // Can't do it.
  18060. if( inf3&INF3_STATIS_BL)
  18061. return 1;
  18062. break;
  18063. case SC_KAGEHUMI:
  18064. if( inf3&INF3_KAGEHUMI_BL)
  18065. return 1;
  18066. break;
  18067. }
  18068. return 0;
  18069. }
  18070. /* Determines whether a skill is currently active or not
  18071. * Used for purposes of cancelling SP usage when disabling a skill
  18072. */
  18073. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18074. {
  18075. switch( skill_id ) { //HP & SP Consumption Check
  18076. case BS_MAXIMIZE:
  18077. case NV_TRICKDEAD:
  18078. case TF_HIDING:
  18079. case AS_CLOAKING:
  18080. case GC_CLOAKINGEXCEED:
  18081. case ST_CHASEWALK:
  18082. case CR_DEFENDER:
  18083. case CR_SHRINK:
  18084. case CR_AUTOGUARD:
  18085. case ML_DEFENDER:
  18086. case ML_AUTOGUARD:
  18087. case PA_GOSPEL:
  18088. case GS_GATLINGFEVER:
  18089. case TK_READYCOUNTER:
  18090. case TK_READYDOWN:
  18091. case TK_READYSTORM:
  18092. case TK_READYTURN:
  18093. case TK_RUN:
  18094. case SG_FUSION:
  18095. case KO_YAMIKUMO:
  18096. case RA_WUGDASH:
  18097. case RA_CAMOUFLAGE:
  18098. if( sc->data[status_skill2sc(skill_id)] )
  18099. return 1;
  18100. break;
  18101. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18102. case NC_NEUTRALBARRIER:
  18103. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18104. return 1;
  18105. break;
  18106. case NC_STEALTHFIELD:
  18107. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18108. return 1;
  18109. break;
  18110. }
  18111. return 0;
  18112. }
  18113. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18114. int type = 0;
  18115. switch( skill_id ) {
  18116. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18117. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18118. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18119. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18120. }
  18121. type += skill_lv - 1;
  18122. return type;
  18123. }
  18124. /*==========================================
  18125. * sub-function of DB reading.
  18126. * skill_db.txt
  18127. *------------------------------------------*/
  18128. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18129. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18130. uint16 skill_id = atoi(split[0]);
  18131. uint16 idx = skill_get_index2(skill_id);
  18132. if (!idx) {
  18133. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18134. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18135. return false;
  18136. }
  18137. idx = skill_db_create(skill_id);
  18138. }
  18139. skill_split_atoi(split[1],skill_db[idx]->range);
  18140. skill_db[idx]->hit = atoi(split[2]);
  18141. skill_db[idx]->inf = atoi(split[3]);
  18142. skill_split_atoi(split[4],skill_db[idx]->element);
  18143. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18144. skill_split_atoi(split[6],skill_db[idx]->splash);
  18145. skill_db[idx]->max = atoi(split[7]);
  18146. skill_split_atoi(split[8],skill_db[idx]->num);
  18147. if( strcmpi(split[9],"yes") == 0 )
  18148. skill_db[idx]->castcancel = true;
  18149. else
  18150. skill_db[idx]->castcancel = false;
  18151. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18152. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18153. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18154. if( strcmpi(split[13],"weapon") == 0 )
  18155. skill_db[idx]->skill_type = BF_WEAPON;
  18156. else if( strcmpi(split[13],"magic") == 0 )
  18157. skill_db[idx]->skill_type = BF_MAGIC;
  18158. else if( strcmpi(split[13],"misc") == 0 )
  18159. skill_db[idx]->skill_type = BF_MISC;
  18160. else
  18161. skill_db[idx]->skill_type = 0;
  18162. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18163. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18164. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18165. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18166. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18167. return true;
  18168. }
  18169. /**
  18170. * Split string to int by constanta value (const.txt) or atoi()
  18171. * @param *str: String input
  18172. * @param *val: Temporary storage
  18173. * @param *delim: Delimiter (for multiple value support)
  18174. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18175. * @param max: Maximum number that can be allocated
  18176. * @return count: Number of success
  18177. */
  18178. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18179. uint8 i = 0;
  18180. char *p = strtok(str, delim);
  18181. while (p != NULL) {
  18182. int n = min_value;
  18183. trim(p);
  18184. if (ISDIGIT(p[0])) // If using numeric
  18185. n = atoi(p);
  18186. else if (!script_get_constant(p, &n)) { // If using constant value
  18187. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18188. p = strtok(NULL, delim);
  18189. continue;
  18190. }
  18191. if (n > min_value) {
  18192. val[i] = n;
  18193. i++;
  18194. if (i >= max)
  18195. break;
  18196. }
  18197. p = strtok(NULL, delim);
  18198. }
  18199. return i;
  18200. }
  18201. /// Clear status data from skill requirement
  18202. static void skill_destroy_requirement(uint16 idx) {
  18203. if (skill_db[idx]->require.status_count)
  18204. aFree(skill_db[idx]->require.status);
  18205. skill_db[idx]->require.status = NULL;
  18206. skill_db[idx]->require.status_count = 0;
  18207. if (skill_db[idx]->require.eqItem_count)
  18208. aFree(skill_db[idx]->require.eqItem);
  18209. skill_db[idx]->require.eqItem = NULL;
  18210. skill_db[idx]->require.eqItem_count = 0;
  18211. }
  18212. /**
  18213. * Read skill requirement from skill_require_db.txt
  18214. * Structure: 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
  18215. */
  18216. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18217. {
  18218. char* p;
  18219. uint16 idx, i;
  18220. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18221. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18222. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18223. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18224. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18225. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18226. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18227. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18228. p = split[7];
  18229. while (p) {
  18230. int l = atoi(p);
  18231. if( l == 99 ) { // Any weapon
  18232. skill_db[idx]->require.weapon = 0;
  18233. break;
  18234. } else
  18235. skill_db[idx]->require.weapon |= 1<<l;
  18236. p = strchr(p,':');
  18237. if(!p)
  18238. break;
  18239. p++;
  18240. }
  18241. //Ammo type that required, see doc/item_db for ammo types (View column)
  18242. p = split[8];
  18243. while (p) {
  18244. int l = atoi(p);
  18245. if( l == 99 ) { // Any ammo type
  18246. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18247. break;
  18248. } else if( l ) // 0 stands for no requirement
  18249. skill_db[idx]->require.ammo |= 1<<l;
  18250. p = strchr(p,':');
  18251. if( !p )
  18252. break;
  18253. p++;
  18254. }
  18255. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18256. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18257. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18258. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18259. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18260. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18261. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18262. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18263. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18264. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18265. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18266. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18267. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18268. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18269. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18270. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18271. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18272. //Status requirements
  18273. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18274. trim(split[11]);
  18275. if (split[11][0] != '\0' || atoi(split[11])) {
  18276. int require[MAX_SKILL_STATUS_REQUIRE];
  18277. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18278. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18279. for (i = 0; i < skill_db[idx]->require.status_count; i++)
  18280. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18281. }
  18282. }
  18283. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18284. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18285. skill_db[idx]->require.itemid[i] = atoi(split[13+ 2*i]);
  18286. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18287. }
  18288. //Equipped Item requirements.
  18289. //NOTE: We don't check the item is exist or not here
  18290. trim(split[33]);
  18291. if (split[33][0] != '\0' || atoi(split[33])) {
  18292. int require[MAX_SKILL_EQUIP_REQUIRE];
  18293. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18294. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18295. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++)
  18296. skill_db[idx]->require.eqItem[i] = require[i];
  18297. }
  18298. }
  18299. return true;
  18300. }
  18301. /** Reads skill cast db
  18302. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18303. */
  18304. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18305. {
  18306. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18307. skill_split_atoi(split[1],skill_db[idx]->cast);
  18308. skill_split_atoi(split[2],skill_db[idx]->delay);
  18309. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18310. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18311. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18312. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18313. #ifdef RENEWAL_CAST
  18314. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18315. #endif
  18316. return true;
  18317. }
  18318. /** Reads skill cast no dex db
  18319. * Structure: SkillID,Cast,Delay (optional)
  18320. */
  18321. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18322. {
  18323. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18324. skill_db[idx]->castnodex = atoi(split[1]);
  18325. if( split[2] ) // optional column
  18326. skill_db[idx]->delaynodex = atoi(split[2]);
  18327. return true;
  18328. }
  18329. /** Reads skill no cast db
  18330. * Structure: SkillID,Flag
  18331. */
  18332. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18333. {
  18334. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18335. skill_db[idx]->nocast |= atoi(split[1]);
  18336. return true;
  18337. }
  18338. /** Reads skill unit db
  18339. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18340. */
  18341. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18342. {
  18343. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18344. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18345. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18346. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18347. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18348. skill_db[idx]->unit_interval = atoi(split[5]);
  18349. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18350. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18351. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18352. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18353. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18354. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18355. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18356. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18357. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18358. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18359. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18360. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18361. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18362. skill_db[idx]->unit_target = BCT_NOENEMY;
  18363. //By default, target just characters.
  18364. skill_db[idx]->unit_target |= BL_CHAR;
  18365. if (skill_db[idx]->unit_flag&UF_NOPC)
  18366. skill_db[idx]->unit_target &= ~BL_PC;
  18367. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18368. skill_db[idx]->unit_target &= ~BL_MOB;
  18369. if (skill_db[idx]->unit_flag&UF_SKILL)
  18370. skill_db[idx]->unit_target |= BL_SKILL;
  18371. return true;
  18372. }
  18373. /** Reads Produce db
  18374. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18375. */
  18376. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18377. {
  18378. unsigned short x, y;
  18379. unsigned short id = atoi(split[0]);
  18380. unsigned short nameid = 0;
  18381. bool found = false;
  18382. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18383. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18384. return false;
  18385. }
  18386. // Clear previous data, for importing support
  18387. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18388. // Import just for clearing/disabling from original data
  18389. if (!(nameid = atoi(split[1]))) {
  18390. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18391. return true;
  18392. }
  18393. if (!itemdb_exists(nameid)) {
  18394. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18395. return false;
  18396. }
  18397. skill_produce_db[id].nameid = nameid;
  18398. skill_produce_db[id].itemlv = atoi(split[2]);
  18399. skill_produce_db[id].req_skill = atoi(split[3]);
  18400. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18401. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18402. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18403. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18404. }
  18405. if (!found)
  18406. skill_produce_count++;
  18407. return true;
  18408. }
  18409. /** Reads create arrow db
  18410. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18411. */
  18412. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18413. {
  18414. unsigned short x, y, i, material_id = atoi(split[0]);
  18415. if (!(itemdb_exists(material_id))) {
  18416. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18417. return false;
  18418. }
  18419. //search if we override something, (if not i=last idx)
  18420. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18421. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18422. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18423. return false;
  18424. }
  18425. // Import just for clearing/disabling from original data
  18426. if (atoi(split[1]) == 0) {
  18427. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18428. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18429. return true;
  18430. }
  18431. skill_arrow_db[i].nameid = material_id;
  18432. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18433. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18434. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18435. }
  18436. if (i == skill_arrow_count)
  18437. skill_arrow_count++;
  18438. return true;
  18439. }
  18440. /** Reads Spell book db
  18441. * Structure: SkillID,PreservePoints,RequiredBook
  18442. */
  18443. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18444. {
  18445. unsigned short skill_id = atoi(split[0]),
  18446. points = atoi(split[1]),
  18447. nameid = atoi(split[2]);
  18448. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18449. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18450. if (!skill_get_inf(skill_id))
  18451. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18452. else {
  18453. unsigned short i;
  18454. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18455. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18456. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18457. return false;
  18458. }
  18459. // Import just for clearing/disabling from original data
  18460. if (points == 0) {
  18461. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18462. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18463. return true;
  18464. }
  18465. skill_spellbook_db[i].skill_id = skill_id;
  18466. skill_spellbook_db[i].point = points;
  18467. skill_spellbook_db[i].nameid = nameid;
  18468. if (i == skill_spellbook_count)
  18469. skill_spellbook_count++;
  18470. return true;
  18471. }
  18472. return false;
  18473. }
  18474. /** Reads improvise db
  18475. * Structure: SkillID,Rate
  18476. */
  18477. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18478. {
  18479. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18480. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18481. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18482. return false;
  18483. }
  18484. if ( !skill_get_inf(skill_id) ) {
  18485. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18486. return false;
  18487. }
  18488. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18489. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18490. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18491. return false;
  18492. }
  18493. // Import just for clearing/disabling from original data
  18494. if (per == 0) {
  18495. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18496. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18497. return true;
  18498. }
  18499. skill_improvise_db[i].skill_id = skill_id;
  18500. skill_improvise_db[i].per = per; // Still need confirm it.
  18501. if (i == skill_improvise_count)
  18502. skill_improvise_count++;
  18503. return true;
  18504. }
  18505. /** Reads Magic mushroom db
  18506. * Structure: SkillID
  18507. */
  18508. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18509. {
  18510. unsigned short i, skill_id = atoi(split[0]);
  18511. bool rem = (atoi(split[1]) == 1 ? true : false);
  18512. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18513. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18514. return false;
  18515. }
  18516. if (!skill_get_inf(skill_id)) {
  18517. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18518. return false;
  18519. }
  18520. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18521. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18522. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18523. return false;
  18524. }
  18525. // Import just for clearing/disabling from original data
  18526. if (rem) {
  18527. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18528. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18529. return true;
  18530. }
  18531. skill_magicmushroom_db[i].skill_id = skill_id;
  18532. if (i == skill_magicmushroom_count)
  18533. skill_magicmushroom_count++;
  18534. return true;
  18535. }
  18536. /** Reads db of copyable skill
  18537. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18538. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18539. */
  18540. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18541. {
  18542. int16 id = 0;
  18543. uint8 option = 0;
  18544. trim(split[0]);
  18545. if (ISDIGIT(split[0][0]))
  18546. id = atoi(split[0]);
  18547. else
  18548. id = skill_name2id(split[0]);
  18549. id = skill_db_isset(id, __FUNCTION__);
  18550. if ((option = atoi(split[1])) > 3) {
  18551. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18552. return false;
  18553. }
  18554. // Import just for clearing/disabling from original data
  18555. if (option == 0) {
  18556. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18557. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18558. return true;
  18559. }
  18560. skill_db[id]->copyable.option = option;
  18561. skill_db[id]->copyable.joballowed = 63;
  18562. if (atoi(split[2]))
  18563. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18564. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18565. return true;
  18566. }
  18567. /** Reads additional range for distance checking from NPC [Cydh]
  18568. * Structure: SkillName,AdditionalRange{,NPC Type}
  18569. * SkillID,AdditionalRange{,NPC Type}
  18570. */
  18571. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18572. {
  18573. uint16 id = 0;
  18574. trim(split[0]);
  18575. if (ISDIGIT(split[0][0]))
  18576. id = atoi(split[0]);
  18577. else
  18578. id = skill_name2id(split[0]);
  18579. id = skill_db_isset(id, __FUNCTION__);
  18580. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18581. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18582. return true;
  18583. }
  18584. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18585. * Structure: SkillID,DummyName,RatePerLvl
  18586. */
  18587. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18588. {
  18589. unsigned short i, skill_id = atoi(split[0]);
  18590. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18591. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18592. return false;
  18593. }
  18594. if (!skill_get_inf(skill_id)) {
  18595. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18596. return false;
  18597. }
  18598. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18599. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18600. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18601. return false;
  18602. }
  18603. // Import just for clearing/disabling from original data
  18604. if (strcmp(split[1],"clear") == 0) {
  18605. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18606. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18607. return true;
  18608. }
  18609. skill_abra_db[i].skill_id = skill_id;
  18610. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18611. skill_split_atoi(split[2],skill_abra_db[i].per);
  18612. if (i == skill_abra_count)
  18613. skill_abra_count++;
  18614. return true;
  18615. }
  18616. /** Reads change material db
  18617. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18618. */
  18619. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18620. {
  18621. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18622. short rate = atoi(split[2]);
  18623. bool found = false;
  18624. int x, y;
  18625. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18626. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18627. return false;
  18628. }
  18629. // Clear previous data, for importing support
  18630. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18631. found = true;
  18632. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18633. }
  18634. // Import just for clearing/disabling from original data
  18635. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18636. if (nameid == 0) {
  18637. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18638. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18639. return true;
  18640. }
  18641. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18642. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18643. if (skill_produce_db[x].nameid == nameid)
  18644. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18645. break;
  18646. }
  18647. if (x >= MAX_SKILL_PRODUCE_DB) {
  18648. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18649. return false;
  18650. }
  18651. skill_changematerial_db[id].nameid = nameid;
  18652. skill_changematerial_db[id].rate = rate;
  18653. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18654. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18655. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18656. }
  18657. if (!found)
  18658. skill_changematerial_count++;
  18659. return true;
  18660. }
  18661. #ifdef ADJUST_SKILL_DAMAGE
  18662. /**
  18663. * Reads skill damage adjustment
  18664. * @author [Lilith]
  18665. */
  18666. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18667. {
  18668. uint16 id = 0;
  18669. trim(split[0]);
  18670. if (ISDIGIT(split[0][0]))
  18671. id = atoi(split[0]);
  18672. else
  18673. id = skill_name2id(split[0]);
  18674. id = skill_db_isset(id, __FUNCTION__);
  18675. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18676. skill_db[id]->damage.caster |= atoi(split[1]);
  18677. skill_db[id]->damage.map |= atoi(split[2]);
  18678. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18679. if (split[3])
  18680. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18681. if (split[4])
  18682. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18683. if (split[5])
  18684. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18685. return true;
  18686. }
  18687. #endif
  18688. /**
  18689. * Init dummy skill db also init Skill DB allocation
  18690. * @param skill_id
  18691. * @return Skill Index
  18692. **/
  18693. static uint16 skill_db_create(uint16 skill_id) {
  18694. if (skill_num >= MAX_SKILL) {
  18695. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18696. return 0;
  18697. }
  18698. if (!skill_num)
  18699. CREATE(skill_db, struct s_skill_db *, 1);
  18700. else
  18701. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18702. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18703. if (skill_id > 0) {
  18704. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18705. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18706. }
  18707. skill_db[skill_num]->nameid = skill_id;
  18708. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18709. return skill_next_idx();
  18710. }
  18711. static void skill_db_destroy(void) {
  18712. uint16 i;
  18713. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18714. if (skill_db[i]) {
  18715. skill_destroy_requirement(i);
  18716. aFree(skill_db[i]);
  18717. }
  18718. skill_db[i] = NULL;
  18719. }
  18720. skill_num = 0;
  18721. aFree(skill_db);
  18722. skill_db = NULL;
  18723. }
  18724. /*===============================
  18725. * DB reading.
  18726. * skill_db.txt
  18727. * skill_require_db.txt
  18728. * skill_cast_db.txt
  18729. * skill_castnodex_db.txt
  18730. * skill_nocast_db.txt
  18731. * skill_unit_db.txt
  18732. * produce_db.txt
  18733. * create_arrow_db.txt
  18734. * abra_db.txt
  18735. *------------------------------*/
  18736. static void skill_readdb(void)
  18737. {
  18738. int i;
  18739. const char* dbsubpath[] = {
  18740. "",
  18741. "/"DBIMPORT,
  18742. //add other path here
  18743. };
  18744. db_clear(skilldb_name2id);
  18745. db_clear(skilldb_id2idx);
  18746. skill_db_destroy();
  18747. skill_db_create(0);
  18748. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18749. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18750. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18751. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18752. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18753. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18754. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18755. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18756. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18757. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18758. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18759. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18760. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18761. if (i == 0) {
  18762. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18763. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18764. } else {
  18765. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18766. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18767. }
  18768. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18769. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18770. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18771. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18772. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18773. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18774. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18775. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18776. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18777. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18778. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18779. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18780. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18781. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18782. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18783. #ifdef ADJUST_SKILL_DAMAGE
  18784. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18785. #endif
  18786. aFree(dbsubpath1);
  18787. aFree(dbsubpath2);
  18788. }
  18789. skill_init_unit_layout();
  18790. skill_init_nounit_layout();
  18791. }
  18792. void skill_reload (void) {
  18793. struct s_mapiterator *iter;
  18794. struct map_session_data *sd;
  18795. skill_readdb();
  18796. initChangeTables(); // Re-init Status Change tables
  18797. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18798. iter = mapit_getallusers();
  18799. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  18800. pc_validate_skill(sd);
  18801. clif_skillinfoblock(sd);
  18802. }
  18803. mapit_free(iter);
  18804. }
  18805. /*==========================================
  18806. *
  18807. *------------------------------------------*/
  18808. void do_init_skill(void)
  18809. {
  18810. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18811. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  18812. skill_readdb();
  18813. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18814. skillunit_db = idb_alloc(DB_OPT_BASE);
  18815. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18816. bowling_db = idb_alloc(DB_OPT_BASE);
  18817. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18818. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18819. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18820. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18821. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18822. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18823. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18824. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18825. }
  18826. void do_final_skill(void)
  18827. {
  18828. db_destroy(skilldb_name2id);
  18829. db_destroy(skilldb_id2idx);
  18830. db_destroy(skillunit_group_db);
  18831. db_destroy(skillunit_db);
  18832. db_destroy(skillusave_db);
  18833. db_destroy(bowling_db);
  18834. skill_db_destroy();
  18835. ers_destroy(skill_unit_ers);
  18836. ers_destroy(skill_timer_ers);
  18837. }