skill.c 593 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. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. uint16 skill_id, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. uint16 skill_id;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. uint16 skill_id;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  113. //Since only mob-casted splash skills can hit ice-walls
  114. static inline int splash_target(struct block_list* bl) {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name) {
  123. if( name == NULL )
  124. return 0;
  125. return strdb_iget(skilldb_name2id, name);
  126. }
  127. /// Maps skill ids to skill db offsets.
  128. /// Returns the skill's array index, or 0 (Unknown Skill).
  129. int skill_get_index( uint16 skill_id ) {
  130. // avoid ranges reserved for mapping guild/homun/mercenary skills
  131. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  132. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  133. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  134. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  135. return 0;
  136. // map skill id to skill db index
  137. if( skill_id >= GD_SKILLBASE )
  138. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  139. else if( skill_id >= EL_SKILLBASE )
  140. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  141. else if( skill_id >= MC_SKILLBASE )
  142. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  143. else if( skill_id >= HM_SKILLBASE )
  144. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  145. // validate result
  146. if( !skill_id || skill_id >= MAX_SKILL_DB )
  147. return 0;
  148. return skill_id;
  149. }
  150. const char* skill_get_name( uint16 skill_id ) {
  151. return skill_db[skill_get_index(skill_id)].name;
  152. }
  153. const char* skill_get_desc( uint16 skill_id ) {
  154. return skill_db[skill_get_index(skill_id)].desc;
  155. }
  156. // out of bounds error checking [celest]
  157. static void skill_chk(int16* skill_id, uint16 skill_lv) {
  158. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  159. if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
  160. }
  161. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  162. // Skill DB
  163. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
  164. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
  165. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
  167. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
  168. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  170. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
  174. int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
  175. int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
  177. int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
  178. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  185. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
  186. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
  187. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
  188. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
  190. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
  191. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  192. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  193. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
  197. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
  198. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
  199. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
  200. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  201. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
  202. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
  203. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
  204. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  205. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  206. #ifdef RENEWAL_CAST
  207. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  208. #endif
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  220. int skill_attack_area(struct block_list *bl,va_list ap);
  221. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  222. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  223. int skill_greed(struct block_list *bl, va_list ap);
  224. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  225. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  226. static int skill_trap_splash(struct block_list *bl, va_list ap);
  227. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  228. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  229. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  230. static int skill_unit_effect(struct block_list *bl,va_list ap);
  231. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  232. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  233. int skill_get_casttype (uint16 skill_id) {
  234. int inf = skill_get_inf(skill_id);
  235. if (inf&(INF_GROUND_SKILL))
  236. return CAST_GROUND;
  237. if (inf&INF_SUPPORT_SKILL)
  238. return CAST_NODAMAGE;
  239. if (inf&INF_SELF_SKILL) {
  240. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  241. return CAST_DAMAGE; //Combo skill.
  242. return CAST_NODAMAGE;
  243. }
  244. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  245. return CAST_NODAMAGE;
  246. return CAST_DAMAGE;
  247. }
  248. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  249. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  250. int range;
  251. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  252. return 9; //Mobs have a range of 9 regardless of skill used.
  253. range = skill_get_range(skill_id, skill_lv);
  254. if( range < 0 ) {
  255. if( battle_config.use_weapon_skill_range&bl->type )
  256. return status_get_range(bl);
  257. range *=-1;
  258. }
  259. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  260. switch( skill_id ) {
  261. case AC_SHOWER: case MA_SHOWER:
  262. case AC_DOUBLE: case MA_DOUBLE:
  263. case HT_BLITZBEAT:
  264. case AC_CHARGEARROW:
  265. case MA_CHARGEARROW:
  266. case SN_FALCONASSAULT:
  267. case HT_POWER:
  268. /**
  269. * Ranger
  270. **/
  271. case RA_ARROWSTORM:
  272. case RA_AIMEDBOLT:
  273. case RA_WUGBITE:
  274. if( bl->type == BL_PC )
  275. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  276. else
  277. range += 10; //Assume level 10?
  278. break;
  279. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  280. case GS_RAPIDSHOWER:
  281. case GS_PIERCINGSHOT:
  282. case GS_FULLBUSTER:
  283. case GS_SPREADATTACK:
  284. case GS_GROUNDDRIFT:
  285. if (bl->type == BL_PC)
  286. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  287. else
  288. range += 10; //Assume level 10?
  289. break;
  290. case NJ_KIRIKAGE:
  291. if (bl->type == BL_PC)
  292. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  293. break;
  294. /**
  295. * Warlock
  296. **/
  297. case WL_WHITEIMPRISON:
  298. case WL_SOULEXPANSION:
  299. case WL_FROSTMISTY:
  300. case WL_MARSHOFABYSS:
  301. case WL_SIENNAEXECRATE:
  302. case WL_DRAINLIFE:
  303. case WL_CRIMSONROCK:
  304. case WL_HELLINFERNO:
  305. case WL_COMET:
  306. case WL_CHAINLIGHTNING:
  307. case WL_TETRAVORTEX:
  308. case WL_RELEASE:
  309. if( bl->type == BL_PC )
  310. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  311. break;
  312. /**
  313. * Ranger Bonus
  314. **/
  315. case HT_LANDMINE:
  316. case HT_FREEZINGTRAP:
  317. case HT_BLASTMINE:
  318. case HT_CLAYMORETRAP:
  319. case RA_CLUSTERBOMB:
  320. case RA_FIRINGTRAP:
  321. case RA_ICEBOUNDTRAP:
  322. if( bl->type == BL_PC )
  323. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  324. }
  325. if( !range && bl->type != BL_PC )
  326. return 9; // Enable non players to use self skills on others. [Skotlex]
  327. return range;
  328. }
  329. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  330. int skill, hp;
  331. struct map_session_data *sd = BL_CAST(BL_PC, src);
  332. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  333. struct status_change* sc;
  334. switch( skill_id ) {
  335. case BA_APPLEIDUN:
  336. #ifdef RENEWAL
  337. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  338. #else
  339. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  340. #endif
  341. if( sd )
  342. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  343. break;
  344. case PR_SANCTUARY:
  345. hp = (skill_lv>6)?777:skill_lv*100;
  346. break;
  347. case NPC_EVILLAND:
  348. hp = (skill_lv>6)?666:skill_lv*100;
  349. break;
  350. default:
  351. if (skill_lv >= battle_config.max_heal_lv)
  352. return battle_config.max_heal;
  353. #ifdef RENEWAL
  354. /**
  355. * Renewal Heal Formula
  356. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  357. **/
  358. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) / 10;
  359. #else
  360. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv) * 8));
  361. #endif
  362. if (skill_id == AB_HIGHNESSHEAL)
  363. hp *= ( 17 + 3 * skill_lv ) / 10;
  364. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  365. hp += hp * skill * 2 / 100;
  366. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  367. hp += hp * skill * 2 / 100;
  368. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  369. hp *= 2;
  370. break;
  371. }
  372. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  373. hp >>= 1;
  374. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  375. hp += hp*skill/100;
  376. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  377. hp += hp*skill/100;
  378. sc = status_get_sc(target);
  379. if( sc && sc->count ) {
  380. if( heal && sc->data[SC_CRITICALWOUND] ) // Critical Wound has no effect on offensive heal. [Inkfish]
  381. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  382. if( heal && sc->data[SC_DEATHHURT] )
  383. hp -= hp * 20/100;
  384. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  385. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  386. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  387. hp += hp / 10;
  388. }
  389. #ifdef RENEWAL
  390. // MATK part of the RE heal formula [malufett]
  391. // Note: in this part matk bonuses from items or skills are not applied
  392. switch( skill_id ) {
  393. case BA_APPLEIDUN: case PR_SANCTUARY:
  394. case NPC_EVILLAND: break;
  395. default:
  396. {
  397. struct status_data *status = status_get_status_data(src);
  398. int min, max;
  399. sc = status_get_sc(src);
  400. min = max = status_base_matk(status, status_get_lv(src));
  401. if( status->rhw.matk > 0 ){
  402. int wMatk, variance;
  403. wMatk = status->rhw.matk;
  404. variance = wMatk * status->rhw.wlv / 10;
  405. min += wMatk - variance;
  406. max += wMatk + variance;
  407. }
  408. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  409. min = max;
  410. if( sd && sd->right_weapon.overrefine > 0 ){
  411. min++;
  412. max += sd->right_weapon.overrefine - 1;
  413. }
  414. if(max > min)
  415. hp += min+rnd()%(max-min);
  416. else
  417. hp += min;
  418. }
  419. }
  420. #endif
  421. return hp;
  422. }
  423. // Making plagiarize check its own function [Aru]
  424. int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
  425. {
  426. // Never copy NPC/Wedding Skills
  427. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  428. return 0;
  429. // High-class skills
  430. if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
  431. {
  432. if(battle_config.copyskill_restrict == 2)
  433. return 0;
  434. else if(battle_config.copyskill_restrict)
  435. return (sd->status.class_ == JOB_STALKER);
  436. }
  437. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  438. if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  439. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  440. skill_id == MER_INCAGI || skill_id == MER_BLESSING))
  441. return 0;
  442. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  443. if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
  444. return 0;
  445. // Reproduce will only copy skills according on the list. [Jobbie]
  446. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
  447. return 0;
  448. return 1;
  449. }
  450. // [MouseJstr] - skill ok to cast? and when?
  451. //done before check_condition_begin, requirement
  452. int skillnotok (uint16 skill_id, struct map_session_data *sd)
  453. {
  454. int16 idx,m;
  455. nullpo_retr (1, sd);
  456. m = sd->bl.m;
  457. idx = skill_get_index(skill_id);
  458. if (idx == 0)
  459. return 1; // invalid skill id
  460. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  461. return 0; // can do any damn thing they want
  462. if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
  463. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  464. // Epoque:
  465. // This code will compare the player's attack motion value which is influenced by ASPD before
  466. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  467. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  468. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  469. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
  470. {// attempted to cast a skill before the attack motion has finished
  471. return 1;
  472. }
  473. if (sd->blockskill[idx] > 0){
  474. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
  475. return 1;
  476. }
  477. /**
  478. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  479. * 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
  480. **/
  481. if( sd->skillitem == skill_id )
  482. return 0;
  483. // Check skill restrictions [Celest]
  484. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  485. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  486. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  487. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  488. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  489. clif_msg(sd, 0x536); // This skill cannot be used within this area
  490. return 1;
  491. }
  492. if( sd->sc.option&OPTION_MOUNTING )
  493. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  494. switch (skill_id) {
  495. case AL_WARP:
  496. case RETURN_TO_ELDICASTES:
  497. case ALL_GUARDIAN_RECALL:
  498. case ECLAGE_RECALL:
  499. if(map[m].flag.nowarp) {
  500. clif_skill_teleportmessage(sd,0);
  501. return 1;
  502. }
  503. return 0;
  504. case AL_TELEPORT:
  505. case SC_FATALMENACE:
  506. case SC_DIMENSIONDOOR:
  507. case ALL_ODINS_RECALL:
  508. if(map[m].flag.noteleport) {
  509. clif_skill_teleportmessage(sd,0);
  510. return 1;
  511. }
  512. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  513. case WE_CALLPARTNER:
  514. case WE_CALLPARENT:
  515. case WE_CALLBABY:
  516. if (map[m].flag.nomemo) {
  517. clif_skill_teleportmessage(sd,1);
  518. return 1;
  519. }
  520. break;
  521. case MC_VENDING:
  522. case ALL_BUYING_STORE:
  523. if( npc_isnear(&sd->bl) ) {
  524. // uncomment to send msg_txt.
  525. //char output[150];
  526. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  527. //clif_displaymessage(sd->fd, output);
  528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  529. return 1;
  530. }
  531. case MC_IDENTIFY:
  532. return 0; // always allowed
  533. case WZ_ICEWALL:
  534. // noicewall flag [Valaris]
  535. if (map[m].flag.noicewall) {
  536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  537. return 1;
  538. }
  539. break;
  540. case GC_DARKILLUSION:
  541. if( map_flag_gvg(m) ) {
  542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  543. return 1;
  544. }
  545. break;
  546. case GD_EMERGENCYCALL:
  547. if (
  548. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  549. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  550. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  551. ) {
  552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  553. return 1;
  554. }
  555. break;
  556. case BS_GREED:
  557. case WS_CARTBOOST:
  558. case BS_HAMMERFALL:
  559. case BS_ADRENALINE:
  560. case MC_CARTREVOLUTION:
  561. case MC_MAMMONITE:
  562. case WS_MELTDOWN:
  563. case MG_SIGHT:
  564. case TF_HIDING:
  565. /**
  566. * These skills cannot be used while in mado gear (credits to Xantara)
  567. **/
  568. if( pc_ismadogear(sd) ) {
  569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  570. return 1;
  571. }
  572. break;
  573. case WM_SIRCLEOFNATURE:
  574. case WM_SOUND_OF_DESTRUCTION:
  575. case SC_MANHOLE:
  576. case WM_LULLABY_DEEPSLEEP:
  577. case WM_SATURDAY_NIGHT_FEVER:
  578. if( !map_flag_vs(m) ) {
  579. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  580. return 1;
  581. }
  582. break;
  583. }
  584. return (map[m].flag.noskill);
  585. }
  586. int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
  587. {
  588. uint16 idx = skill_get_index(skill_id);
  589. nullpo_retr(1,hd);
  590. if (idx == 0)
  591. return 1; // invalid skill id
  592. if (hd->blockskill[idx] > 0)
  593. return 1;
  594. switch(skill_id){
  595. case MH_LIGHT_OF_REGENE: //must be cordial
  596. if(hd->homunculus.intimacy <= 750) return 1;
  597. break;
  598. case MH_OVERED_BOOST: //if we starving
  599. if(hd->homunculus.hunger <= 1) return 1;
  600. break;
  601. case MH_GOLDENE_FERSE: //cant be used with angriff
  602. if(hd->sc.data[SC_ANGRIFFS_MODUS]) return 1;
  603. break;
  604. case MH_ANGRIFFS_MODUS:
  605. if(hd->sc.data[SC_GOLDENE_FERSE]) return 1;
  606. break;
  607. case MH_TINDER_BREAKER: //must be in grappling mode
  608. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) return 1;
  609. break;
  610. case MH_SONIC_CRAW: //must be in fighting mode
  611. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) return 1;
  612. break;
  613. case MH_SILVERVEIN_RUSH:
  614. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)) return 1;
  615. break;
  616. case MH_MIDNIGHT_FRENZY:
  617. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) return 1;
  618. break;
  619. case MH_CBC:
  620. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) return 1;
  621. break;
  622. case MH_EQC:
  623. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)) return 1;
  624. break;
  625. }
  626. //Use master's criteria.
  627. return skillnotok(skill_id, hd->master);
  628. }
  629. int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
  630. {
  631. uint16 idx = skill_get_index(skill_id);
  632. nullpo_retr(1,md);
  633. if( idx == 0 )
  634. return 1; // Invalid Skill ID
  635. if( md->blockskill[idx] > 0 )
  636. return 1;
  637. return skillnotok(skill_id, md->master);
  638. }
  639. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  640. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  641. uint8 dir;
  642. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  643. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  644. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  645. }
  646. if (pos != -1) // simple single-definition layout
  647. return &skill_unit_layout[pos];
  648. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  649. if (skill_id == MG_FIREWALL)
  650. return &skill_unit_layout [firewall_unit_pos + dir];
  651. else if (skill_id == WZ_ICEWALL)
  652. return &skill_unit_layout [icewall_unit_pos + dir];
  653. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  654. return &skill_unit_layout [earthstrain_unit_pos + dir];
  655. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  656. return &skill_unit_layout[0]; // default 1x1 layout
  657. }
  658. /*==========================================
  659. *
  660. *------------------------------------------*/
  661. 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)
  662. {
  663. struct map_session_data *sd, *dstsd;
  664. struct mob_data *md, *dstmd;
  665. struct status_data *sstatus, *tstatus;
  666. struct status_change *sc, *tsc;
  667. enum sc_type status;
  668. int skill;
  669. int rate;
  670. nullpo_ret(src);
  671. nullpo_ret(bl);
  672. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  673. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  674. return 0;
  675. sd = BL_CAST(BL_PC, src);
  676. md = BL_CAST(BL_MOB, src);
  677. dstsd = BL_CAST(BL_PC, bl);
  678. dstmd = BL_CAST(BL_MOB, bl);
  679. sc = status_get_sc(src);
  680. tsc = status_get_sc(bl);
  681. sstatus = status_get_status_data(src);
  682. tstatus = status_get_status_data(bl);
  683. if (!tsc) //skill additional effect is about adding effects to the target...
  684. //So if the target can't be inflicted with statuses, this is pointless.
  685. return 0;
  686. if( sd )
  687. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  688. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  689. // Trigger status effects
  690. enum sc_type type;
  691. int i;
  692. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  693. rate = sd->addeff[i].rate;
  694. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  695. rate += sd->addeff[i].arrow_rate;
  696. if( !rate ) continue;
  697. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  698. // Trigger has attack type consideration.
  699. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  700. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  701. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  702. else
  703. continue;
  704. }
  705. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  706. // Trigger has range consideration.
  707. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  708. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  709. continue; //Range Failed.
  710. }
  711. type = sd->addeff[i].id;
  712. skill = skill_get_time2(status_sc2skill(type),7);
  713. if (sd->addeff[i].flag&ATF_TARGET)
  714. status_change_start(src,bl,type,rate,7,0,0,0,skill,0);
  715. if (sd->addeff[i].flag&ATF_SELF)
  716. status_change_start(src,src,type,rate,7,0,0,0,skill,0);
  717. }
  718. }
  719. if( skill_id ) {
  720. // Trigger status effects on skills
  721. enum sc_type type;
  722. int i;
  723. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  724. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  725. continue;
  726. type = sd->addeff3[i].id;
  727. skill = skill_get_time2(status_sc2skill(type),7);
  728. if( sd->addeff3[i].target&ATF_TARGET )
  729. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  730. if( sd->addeff3[i].target&ATF_SELF )
  731. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  732. }
  733. }
  734. }
  735. if( dmg_lv < ATK_DEF ) // no damage, return;
  736. return 0;
  737. switch(skill_id) {
  738. case 0: { // Normal attacks (no skill used)
  739. if( attack_type&BF_SKILL )
  740. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  741. if(sd) {
  742. // Automatic trigger of Blitz Beat
  743. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  744. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  745. rate=(sd->status.job_level+9)/10;
  746. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  747. }
  748. // Automatic trigger of Warg Strike [Jobbie]
  749. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  750. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  751. // Gank
  752. if(dstmd && sd->status.weapon != W_BOW &&
  753. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  754. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  755. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  756. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  757. else
  758. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  759. }
  760. // Chance to trigger Taekwon kicks [Dralnu]
  761. if(sc && !sc->data[SC_COMBO]) {
  762. if(sc->data[SC_READYSTORM] &&
  763. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  764. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  765. ; //Stance triggered
  766. else if(sc->data[SC_READYDOWN] &&
  767. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  768. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  769. ; //Stance triggered
  770. else if(sc->data[SC_READYTURN] &&
  771. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  772. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  773. ; //Stance triggered
  774. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  775. rate = 20;
  776. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  777. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  778. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  779. }
  780. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  781. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  782. }
  783. }
  784. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  785. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  786. }
  787. if (sc) {
  788. struct status_change_entry *sce;
  789. // Enchant Poison gives a chance to poison attacked enemies
  790. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  791. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  792. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  793. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  794. if((sce=sc->data[SC_EDP]))
  795. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  796. skill_get_time2(ASC_EDP,sce->val1));
  797. }
  798. }
  799. break;
  800. case SM_BASH:
  801. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  802. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  803. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  804. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  805. }
  806. break;
  807. case MER_CRASH:
  808. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  809. break;
  810. case AS_VENOMKNIFE:
  811. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  812. skill_lv = pc_checkskill(sd, TF_POISON);
  813. case TF_POISON:
  814. case AS_SPLASHER:
  815. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  816. && sd && skill_id==TF_POISON
  817. )
  818. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  819. break;
  820. case AS_SONICBLOW:
  821. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  822. break;
  823. case WZ_FIREPILLAR:
  824. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  825. break;
  826. case MG_FROSTDIVER:
  827. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  828. clif_skill_fail(sd,skill_id,0,0);
  829. break;
  830. case WZ_FROSTNOVA:
  831. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  832. break;
  833. case WZ_STORMGUST:
  834. /**
  835. * Storm Gust counter was dropped in renewal
  836. **/
  837. #ifdef RENEWAL
  838. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  839. #else
  840. //On third hit, there is a 150% to freeze the target
  841. if(tsc->sg_counter >= 3 &&
  842. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  843. tsc->sg_counter = 0;
  844. /**
  845. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  846. **/
  847. else if( tsc->sg_counter > 250 )
  848. tsc->sg_counter = 0;
  849. #endif
  850. break;
  851. case WZ_METEOR:
  852. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  853. break;
  854. case WZ_VERMILION:
  855. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  856. break;
  857. case HT_FREEZINGTRAP:
  858. case MA_FREEZINGTRAP:
  859. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  860. break;
  861. case HT_FLASHER:
  862. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  863. break;
  864. case HT_LANDMINE:
  865. case MA_LANDMINE:
  866. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  867. break;
  868. case HT_SHOCKWAVE:
  869. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  870. break;
  871. case HT_SANDMAN:
  872. case MA_SANDMAN:
  873. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  874. break;
  875. case TF_SPRINKLESAND:
  876. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  877. break;
  878. case TF_THROWSTONE:
  879. sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
  880. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  881. break;
  882. case NPC_DARKCROSS:
  883. case CR_HOLYCROSS:
  884. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  885. break;
  886. case CR_GRANDCROSS:
  887. case NPC_GRANDDARKNESS:
  888. //Chance to cause blind status vs demon and undead element, but not against players
  889. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  890. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  891. attack_type |= BF_WEAPON;
  892. break;
  893. case AM_ACIDTERROR:
  894. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  895. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  896. clif_emotion(bl,E_OMG);
  897. break;
  898. case AM_DEMONSTRATION:
  899. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  900. break;
  901. case CR_SHIELDCHARGE:
  902. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  903. break;
  904. case PA_PRESSURE:
  905. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  906. break;
  907. case RG_RAID:
  908. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  909. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  910. #ifdef RENEWAL
  911. sc_start(src,bl,SC_RAID,100,7,5000);
  912. break;
  913. case RG_BACKSTAP:
  914. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  915. #endif
  916. break;
  917. case BA_FROSTJOKER:
  918. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  919. break;
  920. case DC_SCREAM:
  921. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  922. break;
  923. case BD_LULLABY:
  924. sc_start(src,bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
  925. break;
  926. case DC_UGLYDANCE:
  927. rate = 5+5*skill_lv;
  928. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  929. rate += 5+skill;
  930. status_zap(bl, 0, rate);
  931. break;
  932. case SL_STUN:
  933. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  934. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  935. break;
  936. case NPC_PETRIFYATTACK:
  937. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  938. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  939. skill_get_time2(skill_id,skill_lv));
  940. break;
  941. case NPC_CURSEATTACK:
  942. case NPC_SLEEPATTACK:
  943. case NPC_BLINDATTACK:
  944. case NPC_POISON:
  945. case NPC_SILENCEATTACK:
  946. case NPC_STUNATTACK:
  947. case NPC_HELLPOWER:
  948. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  949. break;
  950. case NPC_ACIDBREATH:
  951. case NPC_ICEBREATH:
  952. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  953. break;
  954. case NPC_BLEEDING:
  955. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  956. break;
  957. case NPC_MENTALBREAKER:
  958. { //Based on observations by Tharis, Mental Breaker should do SP damage
  959. //equal to Matk*skLevel.
  960. rate = sstatus->matk_min;
  961. if (rate < sstatus->matk_max)
  962. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  963. rate*=skill_lv;
  964. status_zap(bl, 0, rate);
  965. break;
  966. }
  967. // Equipment breaking monster skills [Celest]
  968. case NPC_WEAPONBRAKER:
  969. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  970. break;
  971. case NPC_ARMORBRAKE:
  972. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  973. break;
  974. case NPC_HELMBRAKE:
  975. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  976. break;
  977. case NPC_SHIELDBRAKE:
  978. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  979. break;
  980. case CH_TIGERFIST:
  981. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  982. break;
  983. case LK_SPIRALPIERCE:
  984. case ML_SPIRALPIERCE:
  985. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  986. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  987. break;
  988. case ST_REJECTSWORD:
  989. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  990. break;
  991. case PF_FOGWALL:
  992. if (src != bl && !tsc->data[SC_DELUGE])
  993. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  994. break;
  995. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  996. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  997. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  998. break;
  999. case LK_JOINTBEAT:
  1000. status = status_skill2sc(skill_id);
  1001. if (tsc->jb_flag) {
  1002. 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));
  1003. tsc->jb_flag = 0;
  1004. }
  1005. break;
  1006. case ASC_METEORASSAULT:
  1007. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1008. switch(rnd()%3) {
  1009. case 0:
  1010. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1011. break;
  1012. case 1:
  1013. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1014. break;
  1015. default:
  1016. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1017. }
  1018. break;
  1019. case HW_NAPALMVULCAN:
  1020. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1021. break;
  1022. case WS_CARTTERMINATION: // Cart termination
  1023. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1024. break;
  1025. case CR_ACIDDEMONSTRATION:
  1026. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1027. break;
  1028. case TK_DOWNKICK:
  1029. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1030. break;
  1031. case TK_JUMPKICK:
  1032. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1033. {// debuff the following statuses
  1034. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1035. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1036. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1037. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1038. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1039. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1040. }
  1041. break;
  1042. case TK_TURNKICK:
  1043. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1044. if(attack_type&BF_MISC) //70% base stun chance...
  1045. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1046. break;
  1047. case GS_BULLSEYE: //0.1% coma rate.
  1048. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1049. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1050. break;
  1051. case GS_PIERCINGSHOT:
  1052. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case NJ_HYOUSYOURAKU:
  1055. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case GS_FLING:
  1058. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1059. break;
  1060. case GS_DISARM:
  1061. rate = 3*skill_lv;
  1062. if (sstatus->dex > tstatus->dex)
  1063. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1064. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1066. break;
  1067. case NPC_EVILLAND:
  1068. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case NPC_HELLJUDGEMENT:
  1071. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1072. break;
  1073. case NPC_CRITICALWOUND:
  1074. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1075. break;
  1076. case RK_WINDCUTTER:
  1077. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1078. break;
  1079. case RK_DRAGONBREATH:
  1080. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1081. break;
  1082. case AB_ADORAMUS:
  1083. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1084. 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));
  1085. break;
  1086. case WL_CRIMSONROCK:
  1087. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1088. break;
  1089. case WL_COMET:
  1090. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1091. break;
  1092. case WL_EARTHSTRAIN:
  1093. {
  1094. int rate = 0, i;
  1095. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1096. rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1097. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1098. for( i = 0; i < skill_lv; i++ )
  1099. skill_strip_equip(src,bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
  1100. }
  1101. break;
  1102. case WL_JACKFROST:
  1103. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1104. break;
  1105. case RA_WUGBITE:
  1106. sc_start(src,bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1107. break;
  1108. case RA_SENSITIVEKEEN:
  1109. if( rnd()%100 < 8 * skill_lv )
  1110. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1111. break;
  1112. case RA_FIRINGTRAP:
  1113. case RA_ICEBOUNDTRAP:
  1114. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1115. break;
  1116. case NC_PILEBUNKER:
  1117. if( rnd()%100 < 5 + 15*skill_lv )
  1118. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1119. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1120. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1121. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1122. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1123. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1124. }
  1125. break;
  1126. case NC_FLAMELAUNCHER:
  1127. sc_start4(src,bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1128. break;
  1129. case NC_COLDSLOWER:
  1130. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1131. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1132. break;
  1133. case NC_POWERSWING:
  1134. sc_start(src,bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1135. if( rnd()%100 < 5*skill_lv )
  1136. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1137. break;
  1138. case GC_WEAPONCRUSH:
  1139. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1140. break;
  1141. case LG_SHIELDPRESS:
  1142. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1143. break;
  1144. case LG_PINPOINTATTACK:
  1145. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1146. switch( skill_lv ) {
  1147. case 1:
  1148. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1149. break;
  1150. case 2:
  1151. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1152. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1153. break;
  1154. default:
  1155. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1156. break;
  1157. }
  1158. break;
  1159. case LG_MOONSLASHER:
  1160. rate = 32 + 8 * skill_lv;
  1161. 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.
  1162. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1163. else if( dstmd && !is_boss(bl) )
  1164. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1165. break;
  1166. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1167. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1168. sc_start(src,bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1169. break;
  1170. case LG_EARTHDRIVE:
  1171. skill_break_equip(src,src, EQP_SHIELD, 500, BCT_SELF);
  1172. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1173. break;
  1174. case SR_DRAGONCOMBO:
  1175. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1176. break;
  1177. case SR_FALLENEMPIRE:
  1178. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1179. break;
  1180. case SR_WINDMILL:
  1181. if( dstsd )
  1182. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1183. else if( dstmd && !is_boss(bl) )
  1184. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1185. break;
  1186. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1187. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1188. break;
  1189. case SR_EARTHSHAKER:
  1190. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1191. break;
  1192. case SR_HOWLINGOFLION:
  1193. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1194. break;
  1195. case WM_SOUND_OF_DESTRUCTION:
  1196. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1197. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1198. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1199. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1200. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1201. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1202. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1203. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1204. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1205. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1206. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1207. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1208. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1209. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1210. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1211. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1212. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1213. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1214. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1215. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1216. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1217. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1218. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1219. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1220. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1221. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1222. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1223. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1224. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1225. }
  1226. break;
  1227. case SO_EARTHGRAVE:
  1228. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1229. break;
  1230. case SO_DIAMONDDUST:
  1231. rate = 5 + 5 * skill_lv;
  1232. if( sc && sc->data[SC_COOLER_OPTION] )
  1233. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1234. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1235. break;
  1236. case SO_VARETYR_SPEAR:
  1237. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1238. break;
  1239. case GN_SLINGITEM_RANGEMELEEATK:
  1240. if( sd ) {
  1241. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1242. case 13261:
  1243. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1244. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1245. break;
  1246. case 13262:
  1247. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1248. break;
  1249. case 13264:
  1250. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1251. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1252. break;
  1253. }
  1254. sd->itemid = -1;
  1255. }
  1256. break;
  1257. case GN_HELLS_PLANT_ATK:
  1258. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1259. sc_start2(src,bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1260. break;
  1261. case EL_WIND_SLASH: // Non confirmed rate.
  1262. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1263. break;
  1264. case EL_STONE_HAMMER:
  1265. rate = 10 * skill_lv;
  1266. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1267. break;
  1268. case EL_ROCK_CRUSHER:
  1269. case EL_ROCK_CRUSHER_ATK:
  1270. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1271. break;
  1272. case EL_TYPOON_MIS:
  1273. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1274. break;
  1275. case KO_JYUMONJIKIRI: // needs more info
  1276. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1277. break;
  1278. case KO_MAKIBISHI:
  1279. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1280. break;
  1281. case MH_LAVA_SLIDE:
  1282. 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));
  1283. break;
  1284. case MH_STAHL_HORN:
  1285. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1286. break;
  1287. case MH_NEEDLE_OF_PARALYZE:
  1288. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1289. break;
  1290. case MH_SILVERVEIN_RUSH:
  1291. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1292. break;
  1293. case MH_MIDNIGHT_FRENZY: {
  1294. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1295. int spiritball = (hd?hd->homunculus.spiritball:1);
  1296. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1297. break;
  1298. }
  1299. case MH_XENO_SLASHER:
  1300. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1301. break;
  1302. case WL_HELLINFERNO:
  1303. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1304. break;
  1305. }
  1306. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1307. { //Pass heritage to Master for status causing effects. [Skotlex]
  1308. sd = map_id2sd(md->master_id);
  1309. src = sd?&sd->bl:src;
  1310. }
  1311. if( attack_type&BF_WEAPON )
  1312. { // Coma, Breaking Equipment
  1313. if( sd && sd->special_state.bonus_coma )
  1314. {
  1315. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1316. rate += sd->weapon_coma_race[tstatus->race];
  1317. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1318. if (rate)
  1319. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1320. }
  1321. if( sd && battle_config.equip_self_break_rate )
  1322. { // Self weapon breaking
  1323. rate = battle_config.equip_natural_break_rate;
  1324. if( sc )
  1325. {
  1326. if(sc->data[SC_GIANTGROWTH])
  1327. rate += 10;
  1328. if(sc->data[SC_OVERTHRUST])
  1329. rate += 10;
  1330. if(sc->data[SC_MAXOVERTHRUST])
  1331. rate += 10;
  1332. }
  1333. if( rate )
  1334. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1335. }
  1336. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1337. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1338. // Target weapon breaking
  1339. rate = 0;
  1340. if( sd )
  1341. rate += sd->bonus.break_weapon_rate;
  1342. if( sc && sc->data[SC_MELTDOWN] )
  1343. rate += sc->data[SC_MELTDOWN]->val2;
  1344. if( rate )
  1345. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1346. // Target armor breaking
  1347. rate = 0;
  1348. if( sd )
  1349. rate += sd->bonus.break_armor_rate;
  1350. if( sc && sc->data[SC_MELTDOWN] )
  1351. rate += sc->data[SC_MELTDOWN]->val3;
  1352. if( rate )
  1353. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1354. }
  1355. }
  1356. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1357. struct unit_data *ud = unit_bl2ud(src);
  1358. if( sc->data[SC_WILD_STORM_OPTION] )
  1359. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1360. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1361. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1362. else if( sc->data[SC_TROPIC_OPTION] )
  1363. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1364. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1365. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1366. else
  1367. skill = 0;
  1368. if ( rnd()%100 < 25 && skill ){
  1369. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1370. if (ud) {
  1371. rate = skill_delayfix(src, skill, skill_lv);
  1372. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1373. ud->canact_tick = tick+rate;
  1374. if ( battle_config.display_status_timers )
  1375. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1376. }
  1377. }
  1378. }
  1379. }
  1380. // Autospell when attacking
  1381. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1382. {
  1383. struct block_list *tbl;
  1384. struct unit_data *ud;
  1385. int i, skill_lv, type, notok;
  1386. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1387. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1388. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1389. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1390. continue; // one or more trigger conditions were not fulfilled
  1391. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1392. sd->state.autocast = 1;
  1393. notok = skillnotok(skill, sd);
  1394. sd->state.autocast = 0;
  1395. if ( notok )
  1396. continue;
  1397. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1398. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1399. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1400. if (rnd()%1000 >= rate)
  1401. continue;
  1402. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1403. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1404. int maxcount = 0;
  1405. if( !(BL_PC&battle_config.skill_reiteration) &&
  1406. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1407. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1408. ) {
  1409. continue;
  1410. }
  1411. if( BL_PC&battle_config.skill_nofootset &&
  1412. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1413. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
  1414. ) {
  1415. continue;
  1416. }
  1417. if( BL_PC&battle_config.land_skill_limit &&
  1418. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1419. ) {
  1420. int v;
  1421. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1422. if(sd->ud.skillunit[v]->skill_id == skill)
  1423. maxcount--;
  1424. }
  1425. if( maxcount == 0 ) {
  1426. continue;
  1427. }
  1428. }
  1429. }
  1430. if( battle_config.autospell_check_range &&
  1431. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1432. continue;
  1433. if (skill == AS_SONICBLOW)
  1434. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1435. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1436. type = CAST_GROUND;
  1437. sd->state.autocast = 1;
  1438. skill_consume_requirement(sd,skill,skill_lv,1);
  1439. skill_toggle_magicpower(src, skill);
  1440. switch (type) {
  1441. case CAST_GROUND:
  1442. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1443. break;
  1444. case CAST_NODAMAGE:
  1445. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1446. break;
  1447. case CAST_DAMAGE:
  1448. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1449. break;
  1450. }
  1451. sd->state.autocast = 0;
  1452. //Set canact delay. [Skotlex]
  1453. ud = unit_bl2ud(src);
  1454. if (ud) {
  1455. rate = skill_delayfix(src, skill, skill_lv);
  1456. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1457. ud->canact_tick = tick+rate;
  1458. if ( battle_config.display_status_timers && sd )
  1459. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1460. }
  1461. }
  1462. }
  1463. }
  1464. //Autobonus when attacking
  1465. if( sd && sd->autobonus[0].rate )
  1466. {
  1467. int i;
  1468. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1469. {
  1470. if( rnd()%1000 >= sd->autobonus[i].rate )
  1471. continue;
  1472. if( sd->autobonus[i].active != INVALID_TIMER )
  1473. continue;
  1474. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1475. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1476. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1477. continue; // one or more trigger conditions were not fulfilled
  1478. pc_exeautobonus(sd,&sd->autobonus[i]);
  1479. }
  1480. }
  1481. //Polymorph
  1482. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1483. dstmd && !(tstatus->mode&MD_BOSS) &&
  1484. (rnd()%10000 < sd->bonus.classchange))
  1485. {
  1486. struct mob_db *mob;
  1487. int class_;
  1488. skill = 0;
  1489. do {
  1490. do {
  1491. class_ = rnd() % MAX_MOB_DB;
  1492. } while (!mobdb_checkid(class_));
  1493. rate = rnd() % 1000000;
  1494. mob = mob_db(class_);
  1495. } while (
  1496. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1497. (skill++) < 2000);
  1498. if (skill < 2000)
  1499. mob_class_change(dstmd,class_);
  1500. }
  1501. return 0;
  1502. }
  1503. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1504. int skill, skill_lv, i, type, notok;
  1505. struct block_list *tbl;
  1506. if( sd == NULL || !skill_id )
  1507. return 0;
  1508. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1509. if( sd->autospell3[i].flag != skill_id )
  1510. continue;
  1511. if( sd->autospell3[i].lock )
  1512. continue; // autospell already being executed
  1513. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1514. sd->state.autocast = 1;
  1515. notok = skillnotok(skill, sd);
  1516. sd->state.autocast = 0;
  1517. if ( notok )
  1518. continue;
  1519. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1520. if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
  1521. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1522. continue; // No target
  1523. if( rnd()%1000 >= sd->autospell3[i].rate )
  1524. continue;
  1525. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1526. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1527. int maxcount = 0;
  1528. if( !(BL_PC&battle_config.skill_reiteration) &&
  1529. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1530. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1531. ) {
  1532. continue;
  1533. }
  1534. if( BL_PC&battle_config.skill_nofootset &&
  1535. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1536. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1537. ) {
  1538. continue;
  1539. }
  1540. if( BL_PC&battle_config.land_skill_limit &&
  1541. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1542. ) {
  1543. int v;
  1544. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1545. if(sd->ud.skillunit[v]->skill_id == skill)
  1546. maxcount--;
  1547. }
  1548. if( maxcount == 0 ) {
  1549. continue;
  1550. }
  1551. }
  1552. }
  1553. if( battle_config.autospell_check_range &&
  1554. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1555. continue;
  1556. sd->state.autocast = 1;
  1557. sd->autospell3[i].lock = true;
  1558. skill_consume_requirement(sd,skill,skill_lv,1);
  1559. switch( type )
  1560. {
  1561. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1562. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1563. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1564. }
  1565. sd->autospell3[i].lock = false;
  1566. sd->state.autocast = 0;
  1567. }
  1568. if( sd && sd->autobonus3[0].rate ) {
  1569. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1570. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1571. continue;
  1572. if( sd->autobonus3[i].active != INVALID_TIMER )
  1573. continue;
  1574. if( sd->autobonus3[i].atk_type != skill_id )
  1575. continue;
  1576. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1577. }
  1578. }
  1579. return 1;
  1580. }
  1581. /* Splitted off from skill_additional_effect, which is never called when the
  1582. * attack skill kills the enemy. Place in this function counter status effects
  1583. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1584. * from cards) that will take effect on the source, not the target. [Skotlex]
  1585. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1586. * type of skills, so not every instance of skill_additional_effect needs a call
  1587. * to this one.
  1588. */
  1589. 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)
  1590. {
  1591. int rate;
  1592. struct map_session_data *sd=NULL;
  1593. struct map_session_data *dstsd=NULL;
  1594. nullpo_ret(src);
  1595. nullpo_ret(bl);
  1596. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1597. sd = BL_CAST(BL_PC, src);
  1598. dstsd = BL_CAST(BL_PC, bl);
  1599. if(dstsd && attack_type&BF_WEAPON)
  1600. { //Counter effects.
  1601. enum sc_type type;
  1602. int i, time;
  1603. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1604. {
  1605. rate = dstsd->addeff2[i].rate;
  1606. if (attack_type&BF_LONG)
  1607. rate+=dstsd->addeff2[i].arrow_rate;
  1608. if (!rate) continue;
  1609. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1610. { //Trigger has range consideration.
  1611. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1612. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1613. continue; //Range Failed.
  1614. }
  1615. type = dstsd->addeff2[i].id;
  1616. time = skill_get_time2(status_sc2skill(type),7);
  1617. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1618. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1619. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1620. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1621. }
  1622. }
  1623. switch(skill_id){
  1624. case MO_EXTREMITYFIST:
  1625. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1626. break;
  1627. case GS_FULLBUSTER:
  1628. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1629. break;
  1630. case HFLI_SBR44: //[orn]
  1631. case HVAN_EXPLOSION:
  1632. if(src->type == BL_HOM){
  1633. TBL_HOM *hd = (TBL_HOM*)src;
  1634. hd->homunculus.intimacy = 200;
  1635. if (hd->master)
  1636. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1637. }
  1638. break;
  1639. case CR_GRANDCROSS:
  1640. case NPC_GRANDDARKNESS:
  1641. attack_type |= BF_WEAPON;
  1642. break;
  1643. }
  1644. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1645. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1646. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1647. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1648. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1649. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1650. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1651. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1652. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1653. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1654. }
  1655. if( sd && status_isdead(bl) ) {
  1656. int sp = 0, hp = 0;
  1657. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1658. sp += sd->bonus.sp_gain_value;
  1659. sp += sd->sp_gain_race[status_get_race(bl)];
  1660. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1661. hp += sd->bonus.hp_gain_value;
  1662. }
  1663. if( attack_type&BF_MAGIC ) {
  1664. sp += sd->bonus.magic_sp_gain_value;
  1665. hp += sd->bonus.magic_hp_gain_value;
  1666. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1667. struct status_change *sc = NULL;
  1668. if( ( sc = status_get_sc(src) ) ) {
  1669. if(sc->data[SC_SPIRIT] &&
  1670. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1671. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1672. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1673. }
  1674. }
  1675. }
  1676. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1677. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1678. }
  1679. }
  1680. // Trigger counter-spells to retaliate against damage causing skills.
  1681. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1682. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1683. {
  1684. struct block_list *tbl;
  1685. struct unit_data *ud;
  1686. int i, skill_id, skill_lv, rate, type, notok;
  1687. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1688. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1689. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1690. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1691. continue; // one or more trigger conditions were not fulfilled
  1692. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1693. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1694. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1695. rate = dstsd->autospell2[i].rate;
  1696. if (attack_type&BF_LONG)
  1697. rate>>=1;
  1698. dstsd->state.autocast = 1;
  1699. notok = skillnotok(skill_id, dstsd);
  1700. dstsd->state.autocast = 0;
  1701. if ( notok )
  1702. continue;
  1703. if (rnd()%1000 >= rate)
  1704. continue;
  1705. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1706. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1707. int maxcount = 0;
  1708. if( !(BL_PC&battle_config.skill_reiteration) &&
  1709. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1710. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1711. ) {
  1712. continue;
  1713. }
  1714. if( BL_PC&battle_config.skill_nofootset &&
  1715. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1716. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1717. ) {
  1718. continue;
  1719. }
  1720. if( BL_PC&battle_config.land_skill_limit &&
  1721. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1722. ) {
  1723. int v;
  1724. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1725. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1726. maxcount--;
  1727. }
  1728. if( maxcount == 0 ) {
  1729. continue;
  1730. }
  1731. }
  1732. }
  1733. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1734. continue;
  1735. dstsd->state.autocast = 1;
  1736. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1737. switch (type) {
  1738. case CAST_GROUND:
  1739. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1740. break;
  1741. case CAST_NODAMAGE:
  1742. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1743. break;
  1744. case CAST_DAMAGE:
  1745. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1746. break;
  1747. }
  1748. dstsd->state.autocast = 0;
  1749. //Set canact delay. [Skotlex]
  1750. ud = unit_bl2ud(bl);
  1751. if (ud) {
  1752. rate = skill_delayfix(bl, skill_id, skill_lv);
  1753. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1754. ud->canact_tick = tick+rate;
  1755. if ( battle_config.display_status_timers && dstsd )
  1756. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1757. }
  1758. }
  1759. }
  1760. }
  1761. //Autobonus when attacked
  1762. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1763. int i;
  1764. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1765. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1766. continue;
  1767. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1768. continue;
  1769. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1770. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1771. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1772. continue; // one or more trigger conditions were not fulfilled
  1773. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1774. }
  1775. }
  1776. return 0;
  1777. }
  1778. /*=========================================================================
  1779. Breaks equipment. On-non players causes the corresponding strip effect.
  1780. - rate goes from 0 to 10000 (100.00%)
  1781. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1782. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1783. --------------------------------------------------------------------------*/
  1784. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1785. {
  1786. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1787. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1788. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1789. struct status_change *sc = status_get_sc(bl);
  1790. int i,j;
  1791. TBL_PC *sd;
  1792. sd = BL_CAST(BL_PC, bl);
  1793. if (sc && !sc->count)
  1794. sc = NULL;
  1795. if (sd) {
  1796. if (sd->bonus.unbreakable_equip)
  1797. where &= ~sd->bonus.unbreakable_equip;
  1798. if (sd->bonus.unbreakable)
  1799. rate -= rate*sd->bonus.unbreakable/100;
  1800. if (where&EQP_WEAPON) {
  1801. switch (sd->status.weapon) {
  1802. case W_FIST: //Bare fists should not break :P
  1803. case W_1HAXE:
  1804. case W_2HAXE:
  1805. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1806. case W_2HMACE:
  1807. case W_STAFF:
  1808. case W_2HSTAFF:
  1809. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1810. case W_HUUMA:
  1811. where &= ~EQP_WEAPON;
  1812. }
  1813. }
  1814. }
  1815. if (flag&BCT_ENEMY) {
  1816. if (battle_config.equip_skill_break_rate != 100)
  1817. rate = rate*battle_config.equip_skill_break_rate/100;
  1818. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1819. if (battle_config.equip_self_break_rate != 100)
  1820. rate = rate*battle_config.equip_self_break_rate/100;
  1821. }
  1822. for (i = 0; i < 4; i++) {
  1823. if (where&where_list[i]) {
  1824. if (sc && sc->count && sc->data[scdef[i]])
  1825. where&=~where_list[i];
  1826. else if (rnd()%10000 >= rate)
  1827. where&=~where_list[i];
  1828. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1829. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1830. }
  1831. }
  1832. if (!where) //Nothing to break.
  1833. return 0;
  1834. if (sd) {
  1835. for (i = 0; i < EQI_MAX; i++) {
  1836. j = sd->equip_index[i];
  1837. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1838. continue;
  1839. switch(i) {
  1840. case EQI_HEAD_TOP: //Upper Head
  1841. flag = (where&EQP_HELM);
  1842. break;
  1843. case EQI_ARMOR: //Body
  1844. flag = (where&EQP_ARMOR);
  1845. break;
  1846. case EQI_HAND_R: //Left/Right hands
  1847. case EQI_HAND_L:
  1848. flag = (
  1849. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1850. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1851. break;
  1852. case EQI_SHOES:
  1853. flag = (where&EQP_SHOES);
  1854. break;
  1855. case EQI_GARMENT:
  1856. flag = (where&EQP_GARMENT);
  1857. break;
  1858. default:
  1859. continue;
  1860. }
  1861. if (flag) {
  1862. sd->status.inventory[j].attribute = 1;
  1863. pc_unequipitem(sd, j, 3);
  1864. }
  1865. }
  1866. clif_equiplist(sd);
  1867. }
  1868. return where; //Return list of pieces broken.
  1869. }
  1870. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1871. {
  1872. struct status_change *sc;
  1873. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1874. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1875. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1876. int i;
  1877. if (rnd()%100 >= rate)
  1878. return 0;
  1879. sc = status_get_sc(bl);
  1880. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1881. return 0;
  1882. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1883. if (where&pos[i] && sc->data[sc_def[i]])
  1884. where&=~pos[i];
  1885. }
  1886. if (!where) return 0;
  1887. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1888. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  1889. where&=~pos[i];
  1890. }
  1891. return where?1:0;
  1892. }
  1893. //Early declaration
  1894. static int skill_area_temp[8];
  1895. /*=========================================================================
  1896. Used to knock back players, monsters, traps, etc
  1897. - 'count' is the number of squares to knock back
  1898. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1899. - if 'flag&0x1', position update packets must not be sent.
  1900. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1901. -------------------------------------------------------------------------*/
  1902. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  1903. int dx = 0, dy = 0;
  1904. struct skill_unit* su = NULL;
  1905. nullpo_ret(src);
  1906. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1907. return 0; //No knocking back in WoE
  1908. if (count == 0)
  1909. return 0; //Actual knockback distance is 0.
  1910. switch (target->type) {
  1911. case BL_MOB: {
  1912. struct mob_data* md = BL_CAST(BL_MOB, target);
  1913. if( md->class_ == MOBID_EMPERIUM )
  1914. return 0;
  1915. //Bosses or imune can't be knocked-back
  1916. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  1917. return 0;
  1918. }
  1919. break;
  1920. case BL_PC: {
  1921. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1922. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1923. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1924. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1925. return 0;
  1926. }
  1927. break;
  1928. case BL_SKILL:
  1929. su = (struct skill_unit *)target;
  1930. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1931. return 0; // ankle snare cannot be knocked back
  1932. break;
  1933. }
  1934. if (dir == -1) // <optimized>: do the computation here instead of outside
  1935. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1936. if (dir >= 0 && dir < 8)
  1937. { // take the reversed 'direction' and reverse it
  1938. dx = -dirx[dir];
  1939. dy = -diry[dir];
  1940. }
  1941. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1942. }
  1943. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1944. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1945. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1946. {
  1947. struct status_change *sc = status_get_sc(bl);
  1948. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1949. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1950. return 0;
  1951. // item-based reflection
  1952. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1953. return 1;
  1954. if( is_boss(src) )
  1955. return 0;
  1956. // status-based reflection
  1957. if( !sc || sc->count == 0 )
  1958. return 0;
  1959. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1960. return 1;
  1961. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1962. {// Kaite only works against non-players if they are low-level.
  1963. clif_specialeffect(bl, 438, AREA);
  1964. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1965. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1966. return 2;
  1967. }
  1968. return 0;
  1969. }
  1970. /*
  1971. * Combo handler, start stop combo status
  1972. */
  1973. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  1974. TBL_PC *sd = BL_CAST(BL_PC, bl);
  1975. switch (skill_id) {
  1976. case MH_MIDNIGHT_FRENZY:
  1977. case MH_EQC:{
  1978. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  1979. int idx = skill_id2 - HM_SKILLBASE;
  1980. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  1981. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  1982. sd = hd->master;
  1983. hd->homunculus.hskill[idx].flag= flag;
  1984. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  1985. }
  1986. break;
  1987. case MO_COMBOFINISH:
  1988. case CH_TIGERFIST:
  1989. case CH_CHAINCRUSH:
  1990. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  1991. break;
  1992. case TK_JUMPKICK:
  1993. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  1994. break;
  1995. case MO_TRIPLEATTACK:
  1996. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  1997. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  1998. break;
  1999. case SR_FALLENEMPIRE:
  2000. if (sd){
  2001. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2002. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2003. }
  2004. break;
  2005. }
  2006. }
  2007. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2008. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2009. struct status_change_entry *sce;
  2010. TBL_PC *sd = BL_CAST(BL_PC,src);
  2011. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2012. struct status_change *sc = status_get_sc(src);
  2013. if(sc == NULL) return;
  2014. //End previous combo state after skill is invoked
  2015. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2016. switch (skill_id) {
  2017. case TK_TURNKICK:
  2018. case TK_STORMKICK:
  2019. case TK_DOWNKICK:
  2020. case TK_COUNTER:
  2021. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2022. sce->val1 = skill_id; //Update combo-skill
  2023. sce->val3 = skill_id;
  2024. if( sce->timer != INVALID_TIMER )
  2025. delete_timer(sce->timer, status_change_timer);
  2026. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2027. break;
  2028. }
  2029. unit_cancel_combo(src); // Cancel combo wait
  2030. break;
  2031. default:
  2032. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2033. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2034. }
  2035. }
  2036. //start new combo
  2037. if(sd){ //player only
  2038. switch(skill_id) {
  2039. case MO_TRIPLEATTACK:
  2040. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2041. duration=1;
  2042. break;
  2043. case MO_CHAINCOMBO:
  2044. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2045. duration=1;
  2046. break;
  2047. case MO_COMBOFINISH:
  2048. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2049. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2050. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2051. duration=1;
  2052. case CH_TIGERFIST:
  2053. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2054. duration=1;
  2055. case CH_CHAINCRUSH:
  2056. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2057. duration=1;
  2058. break;
  2059. case AC_DOUBLE: {
  2060. unsigned char race = status_get_race(bl);
  2061. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2062. duration = 2000;
  2063. break;
  2064. }
  2065. case SR_DRAGONCOMBO:
  2066. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2067. duration = 1;
  2068. break;
  2069. case SR_FALLENEMPIRE:
  2070. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2071. duration = 1;
  2072. break;
  2073. }
  2074. }
  2075. else { //other
  2076. switch(skill_id) {
  2077. case MH_TINDER_BREAKER:
  2078. case MH_CBC:
  2079. case MH_SONIC_CRAW:
  2080. case MH_SILVERVEIN_RUSH:
  2081. if(hd->homunculus.spiritball > 0) duration = 2000;
  2082. delay=1;
  2083. break;
  2084. case MH_EQC:
  2085. case MH_MIDNIGHT_FRENZY:
  2086. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2087. delay=1;
  2088. break;
  2089. }
  2090. }
  2091. if (duration) { //Possible to chain
  2092. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2093. duration = max(1,duration);
  2094. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2095. clif_combo_delay(src, duration);
  2096. }
  2097. }
  2098. /*
  2099. * =========================================================================
  2100. * Does a skill attack with the given properties.
  2101. * src is the master behind the attack (player/mob/pet)
  2102. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2103. * bl is the target to be attacked.
  2104. * flag can hold a bunch of information:
  2105. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2106. * (usually holds number of targets, or just 1 for simple splash attacks)
  2107. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2108. * packet shouldn't display a skill animation)
  2109. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2110. * client (causes player characters to not scream skill name)
  2111. *-------------------------------------------------------------------------*/
  2112. int 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)
  2113. {
  2114. struct Damage dmg;
  2115. struct status_data *sstatus, *tstatus;
  2116. struct status_change *sc;
  2117. struct map_session_data *sd, *tsd;
  2118. int type,damage,rdamage=0;
  2119. int8 rmdamage=0;//magic reflected
  2120. bool additional_effects = true;
  2121. if(skill_id > 0 && !skill_lv) return 0;
  2122. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2123. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2124. nullpo_ret(bl); //Target to be attacked.
  2125. if (src != dsrc) {
  2126. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2127. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2128. return 0;
  2129. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2130. //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]
  2131. if (!status_check_skilluse(src, bl, skill_id, 2))
  2132. return 0;
  2133. }
  2134. sd = BL_CAST(BL_PC, src);
  2135. tsd = BL_CAST(BL_PC, bl);
  2136. sstatus = status_get_status_data(src);
  2137. tstatus = status_get_status_data(bl);
  2138. sc= status_get_sc(bl);
  2139. if (sc && !sc->count) sc = NULL; //Don't need it.
  2140. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2141. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2142. return 0;
  2143. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2144. if (sc && sc->data[SC_TRICKDEAD])
  2145. return 0;
  2146. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2147. //Skotlex: Adjusted to the new system
  2148. if( src->type == BL_PET ) { // [Valaris]
  2149. struct pet_data *pd = (TBL_PET*)src;
  2150. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2151. int element = skill_get_ele(skill_id, skill_lv);
  2152. /*if (skill_id == -1) Does it ever worked?
  2153. element = sstatus->rhw.ele;*/
  2154. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2155. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2156. else
  2157. dmg.damage= skill_lv;
  2158. dmg.damage2=0;
  2159. dmg.div_= pd->a_skill->div_;
  2160. }
  2161. }
  2162. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2163. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2164. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2165. { //Magic reflection, switch caster/target
  2166. struct block_list *tbl = bl;
  2167. rmdamage = 1;
  2168. bl = src;
  2169. src = tbl;
  2170. dsrc = tbl;
  2171. sd = BL_CAST(BL_PC, src);
  2172. tsd = BL_CAST(BL_PC, bl);
  2173. sc = status_get_sc(bl);
  2174. if (sc && !sc->count)
  2175. sc = NULL; //Don't need it.
  2176. /* bugreport:2564 flag&2 disables double casting trigger */
  2177. flag |= 2;
  2178. //Spirit of Wizard blocks Kaite's reflection
  2179. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2180. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2181. type = tsd?pc_search_inventory (tsd, 7321):0;
  2182. if (type >= 0) {
  2183. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2184. dmg.damage = dmg.damage2 = 0;
  2185. dmg.dmg_lv = ATK_MISS;
  2186. sc->data[SC_SPIRIT]->val3 = skill_id;
  2187. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2188. }
  2189. } else if( type != 2 ) /* Kaite bypasses */
  2190. additional_effects = false;
  2191. /**
  2192. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2193. **/
  2194. #if MAGIC_REFLECTION_TYPE
  2195. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2196. short s_ele = skill_get_ele(skill_id, skill_lv);
  2197. if (s_ele == -1) // the skill takes the weapon's element
  2198. s_ele = sstatus->rhw.ele;
  2199. else if (s_ele == -2) //Use status element
  2200. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2201. else if( s_ele == -3 ) //Use random element
  2202. s_ele = rnd()%ELE_MAX;
  2203. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2204. if( sc && sc->data[SC_ENERGYCOAT] ) {
  2205. struct status_data *status = status_get_status_data(bl);
  2206. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2207. per /=20; //Uses 20% SP intervals.
  2208. //SP Cost: 1% + 0.5% per every 20% SP
  2209. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2210. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2211. //Reduction: 6% + 6% every 20%
  2212. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2213. }
  2214. }
  2215. #endif
  2216. }
  2217. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2218. int sp = skill_get_sp(skill_id,skill_lv);
  2219. dmg.damage = dmg.damage2 = 0;
  2220. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2221. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2222. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2223. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2224. status_heal(bl, 0, sp, 2);
  2225. }
  2226. }
  2227. damage = dmg.damage + dmg.damage2;
  2228. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2229. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2230. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2231. damage = 1;
  2232. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL &&
  2233. ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
  2234. || ((sc && sc->data[SC_REFLECTDAMAGE]) && !(dmg.flag&(BF_MAGIC|BF_LONG)) && !(skill_get_inf2(skill_id)&INF2_TRAP)) ) )
  2235. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
  2236. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2237. struct block_list *nbl;
  2238. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2239. if( nbl ){ // Only one target is chosen.
  2240. damage = damage / 2; // Deflect half of the damage to a target nearby
  2241. 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);
  2242. }
  2243. }
  2244. //Skill hit type
  2245. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2246. switch(skill_id){
  2247. case SC_TRIANGLESHOT:
  2248. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2249. break;
  2250. default:
  2251. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2252. dmg.blewcount = 0; //only pushback when it hit for other
  2253. break;
  2254. }
  2255. switch(skill_id){
  2256. case CR_GRANDCROSS:
  2257. case NPC_GRANDDARKNESS:
  2258. if(battle_config.gx_disptype) dsrc = src;
  2259. if(src == bl) type = 4;
  2260. else flag|=SD_ANIMATION;
  2261. break;
  2262. case NJ_TATAMIGAESHI: //For correct knockback.
  2263. dsrc = src;
  2264. flag|=SD_ANIMATION;
  2265. break;
  2266. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2267. int level;
  2268. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2269. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2270. }
  2271. break;
  2272. case SL_STIN:
  2273. case SL_STUN:
  2274. if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
  2275. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2276. break;
  2277. case GS_FULLBUSTER:
  2278. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2279. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2280. break;
  2281. }
  2282. //combo handling
  2283. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2284. //Display damage.
  2285. switch( skill_id ) {
  2286. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2287. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2288. break;
  2289. //Skills that need be passed as a normal attack for the client to display correctly.
  2290. case HVAN_EXPLOSION:
  2291. case NPC_SELFDESTRUCTION:
  2292. if(src->type==BL_PC)
  2293. dmg.blewcount = 10;
  2294. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2295. // fall through
  2296. case KN_AUTOCOUNTER:
  2297. case NPC_CRITICALSLASH:
  2298. case TF_DOUBLE:
  2299. case GS_CHAINACTION:
  2300. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2301. break;
  2302. case AS_SPLASHER:
  2303. if( flag&SD_ANIMATION ) // the surrounding targets
  2304. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2305. else // the central target doesn't display an animation
  2306. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2307. break;
  2308. case WL_HELLINFERNO:
  2309. case SR_EARTHSHAKER:
  2310. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2311. break;
  2312. case WL_SOULEXPANSION:
  2313. case WL_COMET:
  2314. case KO_MUCHANAGE:
  2315. case NJ_HUUMA:
  2316. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2317. break;
  2318. case WL_CHAINLIGHTNING_ATK:
  2319. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2320. break;
  2321. case LG_OVERBRAND_BRANDISH:
  2322. case LG_OVERBRAND_PLUSATK:
  2323. case EL_FIRE_BOMB:
  2324. case EL_FIRE_BOMB_ATK:
  2325. case EL_FIRE_WAVE:
  2326. case EL_FIRE_WAVE_ATK:
  2327. case EL_FIRE_MANTLE:
  2328. case EL_CIRCLE_OF_FIRE:
  2329. case EL_FIRE_ARROW:
  2330. case EL_ICE_NEEDLE:
  2331. case EL_WATER_SCREW:
  2332. case EL_WATER_SCREW_ATK:
  2333. case EL_WIND_SLASH:
  2334. case EL_TIDAL_WEAPON:
  2335. case EL_ROCK_CRUSHER:
  2336. case EL_ROCK_CRUSHER_ATK:
  2337. case EL_HURRICANE:
  2338. case EL_HURRICANE_ATK:
  2339. case KO_BAKURETSU:
  2340. case GN_CRAZYWEED_ATK:
  2341. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2342. break;
  2343. case GN_SLINGITEM_RANGEMELEEATK:
  2344. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2345. break;
  2346. case EL_STONE_RAIN:
  2347. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2348. break;
  2349. case WM_SEVERE_RAINSTORM_MELEE:
  2350. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2351. break;
  2352. case WM_REVERBERATION_MELEE:
  2353. case WM_REVERBERATION_MAGIC:
  2354. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2355. break;
  2356. case HT_CLAYMORETRAP:
  2357. case HT_BLASTMINE:
  2358. case HT_FLASHER:
  2359. case HT_FREEZINGTRAP:
  2360. case RA_CLUSTERBOMB:
  2361. case RA_FIRINGTRAP:
  2362. case RA_ICEBOUNDTRAP:
  2363. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2364. if( dsrc != src ) // avoid damage display redundancy
  2365. break;
  2366. case HT_LANDMINE:
  2367. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2368. break;
  2369. case WZ_SIGHTBLASTER:
  2370. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2371. break;
  2372. case AB_DUPLELIGHT_MELEE:
  2373. case AB_DUPLELIGHT_MAGIC:
  2374. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2375. default:
  2376. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2377. type = 5;
  2378. if( bl->type == BL_SKILL ){
  2379. TBL_SKILL *su = (TBL_SKILL*)bl;
  2380. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2381. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2382. }
  2383. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2384. break;
  2385. }
  2386. map_freeblock_lock();
  2387. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2388. && pc_checkskill(tsd,RG_PLAGIARISM)
  2389. && (!sc || !sc->data[SC_PRESERVE])
  2390. && damage < tsd->battle_status.hp)
  2391. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2392. int copy_skill = skill_id;
  2393. /**
  2394. * Copy Referal: dummy skills should point to their source upon copying
  2395. **/
  2396. switch( skill_id ) {
  2397. case AB_DUPLELIGHT_MELEE:
  2398. case AB_DUPLELIGHT_MAGIC:
  2399. copy_skill = AB_DUPLELIGHT;
  2400. break;
  2401. case WL_CHAINLIGHTNING_ATK:
  2402. copy_skill = WL_CHAINLIGHTNING;
  2403. break;
  2404. case WM_REVERBERATION_MELEE:
  2405. case WM_REVERBERATION_MAGIC:
  2406. copy_skill = WM_REVERBERATION;
  2407. break;
  2408. case WM_SEVERE_RAINSTORM_MELEE:
  2409. copy_skill = WM_SEVERE_RAINSTORM;
  2410. break;
  2411. case GN_CRAZYWEED_ATK:
  2412. copy_skill = GN_CRAZYWEED;
  2413. break;
  2414. case GN_HELLS_PLANT_ATK:
  2415. copy_skill = GN_HELLS_PLANT;
  2416. break;
  2417. case LG_OVERBRAND_BRANDISH:
  2418. case LG_OVERBRAND_PLUSATK:
  2419. copy_skill = LG_OVERBRAND;
  2420. break;
  2421. }
  2422. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2423. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2424. {
  2425. int lv;
  2426. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2427. //Level dependent and limitation.
  2428. lv = min(lv,skill_get_max(copy_skill));
  2429. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2430. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2431. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2432. tsd->status.skill[tsd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  2433. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2434. }
  2435. tsd->reproduceskill_id = copy_skill;
  2436. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2437. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2438. tsd->status.skill[copy_skill].id = copy_skill;
  2439. tsd->status.skill[copy_skill].lv = lv;
  2440. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2441. clif_addskill(tsd,copy_skill);
  2442. } else {
  2443. lv = skill_lv;
  2444. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2445. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2446. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2447. tsd->status.skill[tsd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  2448. clif_deleteskill(tsd,tsd->cloneskill_id);
  2449. }
  2450. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2451. lv = type;
  2452. tsd->cloneskill_id = copy_skill;
  2453. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2454. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2455. tsd->status.skill[skill_id].id = copy_skill;
  2456. tsd->status.skill[skill_id].lv = lv;
  2457. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2458. clif_addskill(tsd,skill_id);
  2459. }
  2460. }
  2461. }
  2462. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2463. { //Skills with can't walk delay also stop normal attacking for that
  2464. //duration when the attack connects. [Skotlex]
  2465. struct unit_data *ud = unit_bl2ud(src);
  2466. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2467. ud->attackabletime = tick + type;
  2468. }
  2469. if( !dmg.amotion ) {
  2470. //Instant damage
  2471. if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2472. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2473. if( !status_isdead(bl) && additional_effects )
  2474. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2475. if( damage > 0 ) //Counter status effects [Skotlex]
  2476. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2477. }
  2478. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2479. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2480. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2481. int8 dir = -1; // default
  2482. switch(skill_id) {//direction
  2483. case MG_FIREWALL:
  2484. case PR_SANCTUARY:
  2485. case SC_TRIANGLESHOT:
  2486. case LG_OVERBRAND:
  2487. case SR_KNUCKLEARROW:
  2488. case GN_WALLOFTHORN:
  2489. case EL_FIRE_MANTLE:
  2490. dir = unit_getdir(bl);// backwards
  2491. break;
  2492. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2493. case WZ_STORMGUST:
  2494. dir = rand()%8;
  2495. break;
  2496. case WL_CRIMSONROCK:
  2497. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2498. break;
  2499. }
  2500. //blown-specific handling
  2501. switch( skill_id ) {
  2502. case LG_OVERBRAND:
  2503. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2504. short dir_x, dir_y;
  2505. dir_x = dirx[(dir+4)%8];
  2506. dir_y = diry[(dir+4)%8];
  2507. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2508. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2509. } else
  2510. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2511. break;
  2512. case SR_KNUCKLEARROW:
  2513. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2514. short dir_x, dir_y;
  2515. dir_x = dirx[(dir+4)%8];
  2516. dir_y = diry[(dir+4)%8];
  2517. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2518. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2519. }
  2520. break;
  2521. case GN_WALLOFTHORN:
  2522. unit_stop_walking(bl,1);
  2523. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2524. clif_fixpos(bl);
  2525. break;
  2526. default:
  2527. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2528. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2529. TBL_SKILL *su = (TBL_SKILL*)bl;
  2530. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2531. skill_blown(src, bl, 3, -1, 0);
  2532. }
  2533. break;
  2534. }
  2535. }
  2536. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2537. if (dmg.amotion)
  2538. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2539. if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2540. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2541. struct block_list *d_bl = map_id2bl(sce->val1);
  2542. if( d_bl && (
  2543. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2544. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2545. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2546. {
  2547. if(!rmdamage){
  2548. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2549. status_fix_damage(NULL,d_bl, damage, 0);
  2550. } else {//Reflected magics are done directly on the target not on paladin
  2551. //This check is only for magical skill.
  2552. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2553. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2554. status_fix_damage(bl,bl, damage, 0);
  2555. }
  2556. }
  2557. else {
  2558. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2559. if( !dmg.amotion )
  2560. status_fix_damage(src,bl,damage,dmg.dmotion);
  2561. }
  2562. }
  2563. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2564. if( skill_id == RG_INTIMIDATE ) {
  2565. int rate = 50 + skill_lv * 5;
  2566. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2567. if(rnd()%100 < rate)
  2568. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2569. } else if( skill_id == SC_FATALMENACE )
  2570. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2571. }
  2572. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2573. dmg.flag |= BF_WEAPON;
  2574. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2575. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
  2576. {
  2577. if (battle_config.left_cardfix_to_right)
  2578. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2579. else
  2580. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2581. }
  2582. if( rdamage > 0 ) {
  2583. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2584. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2585. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2586. } else {
  2587. if( dmg.amotion )
  2588. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
  2589. else
  2590. status_fix_damage(bl,src,rdamage,0);
  2591. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2592. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2593. if( tsd && src != bl )
  2594. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2595. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2596. }
  2597. }
  2598. if( damage > 0 ) {
  2599. /**
  2600. * Post-damage effects
  2601. **/
  2602. switch( skill_id ) {
  2603. case RK_CRUSHSTRIKE:
  2604. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2605. break;
  2606. case GC_VENOMPRESSURE: {
  2607. struct status_change *ssc = status_get_sc(src);
  2608. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2609. sc_start(src,bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2610. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2611. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2612. }
  2613. }
  2614. break;
  2615. case WM_METALICSOUND:
  2616. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2617. break;
  2618. case SR_TIGERCANNON:
  2619. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2620. break;
  2621. }
  2622. if( sd )
  2623. skill_onskillusage(sd, bl, skill_id, tick);
  2624. }
  2625. if (!(flag&2) &&
  2626. (
  2627. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2628. ) &&
  2629. (sc = status_get_sc(src)) &&
  2630. sc->data[SC_DOUBLECAST] &&
  2631. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2632. {
  2633. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2634. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2635. }
  2636. map_freeblock_unlock();
  2637. return damage;
  2638. }
  2639. /*==========================================
  2640. * sub fonction for recursive skill call.
  2641. * Checking bl battle flag and display dammage
  2642. * then call func with source,target,skill_id,skill_lv,tick,flag
  2643. *------------------------------------------*/
  2644. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2645. int skill_area_sub (struct block_list *bl, va_list ap) {
  2646. struct block_list *src;
  2647. uint16 skill_id,skill_lv;
  2648. int flag;
  2649. unsigned int tick;
  2650. SkillFunc func;
  2651. nullpo_ret(bl);
  2652. src=va_arg(ap,struct block_list *);
  2653. skill_id=va_arg(ap,int);
  2654. skill_lv=va_arg(ap,int);
  2655. tick=va_arg(ap,unsigned int);
  2656. flag=va_arg(ap,int);
  2657. func=va_arg(ap,SkillFunc);
  2658. if(battle_check_target(src,bl,flag) > 0)
  2659. {
  2660. // several splash skills need this initial dummy packet to display correctly
  2661. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2662. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2663. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2664. skill_area_temp[2]++;
  2665. return func(src,bl,skill_id,skill_lv,tick,flag);
  2666. }
  2667. return 0;
  2668. }
  2669. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2670. {
  2671. struct skill_unit *unit;
  2672. uint16 skill_id,g_skill_id;
  2673. unit = (struct skill_unit *)bl;
  2674. if(bl->prev == NULL || bl->type != BL_SKILL)
  2675. return 0;
  2676. if(!unit->alive)
  2677. return 0;
  2678. skill_id = va_arg(ap,int);
  2679. g_skill_id = unit->group->skill_id;
  2680. switch (skill_id) {
  2681. case MH_STEINWAND:
  2682. case MG_SAFETYWALL:
  2683. case AL_PNEUMA:
  2684. case SC_MAELSTROM:
  2685. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2686. return 0;
  2687. break;
  2688. case AL_WARP:
  2689. case HT_SKIDTRAP:
  2690. case MA_SKIDTRAP:
  2691. case HT_LANDMINE:
  2692. case MA_LANDMINE:
  2693. case HT_ANKLESNARE:
  2694. case HT_SHOCKWAVE:
  2695. case HT_SANDMAN:
  2696. case MA_SANDMAN:
  2697. case HT_FLASHER:
  2698. case HT_FREEZINGTRAP:
  2699. case MA_FREEZINGTRAP:
  2700. case HT_BLASTMINE:
  2701. case HT_CLAYMORETRAP:
  2702. case HT_TALKIEBOX:
  2703. case HP_BASILICA:
  2704. case RA_ELECTRICSHOCKER:
  2705. case RA_CLUSTERBOMB:
  2706. case RA_MAGENTATRAP:
  2707. case RA_COBALTTRAP:
  2708. case RA_MAIZETRAP:
  2709. case RA_VERDURETRAP:
  2710. case RA_FIRINGTRAP:
  2711. case RA_ICEBOUNDTRAP:
  2712. case SC_DIMENSIONDOOR:
  2713. case SC_BLOODYLUST:
  2714. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2715. 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)
  2716. return 0;
  2717. break;
  2718. default: //Avoid stacking with same kind of trap. [Skotlex]
  2719. if (g_skill_id != skill_id)
  2720. return 0;
  2721. break;
  2722. }
  2723. return 1;
  2724. }
  2725. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2726. {
  2727. //Non players do not check for the skill's splash-trigger area.
  2728. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2729. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2730. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2731. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2732. return 0;
  2733. }
  2734. range += layout_type;
  2735. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2736. }
  2737. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2738. {
  2739. uint16 skill_id;
  2740. if(bl->prev == NULL)
  2741. return 0;
  2742. skill_id = va_arg(ap,int);
  2743. if( status_isdead(bl) && skill_id != AL_WARP )
  2744. return 0;
  2745. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2746. return 0;
  2747. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2748. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2749. return 1;
  2750. }
  2751. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2752. {
  2753. int range, type;
  2754. switch (skill_id) { // to be expanded later
  2755. case WZ_ICEWALL:
  2756. range = 2;
  2757. break;
  2758. default:
  2759. {
  2760. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2761. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2762. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2763. return 0;
  2764. }
  2765. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2766. }
  2767. break;
  2768. }
  2769. // if the caster is a monster/NPC, only check for players
  2770. // otherwise just check characters
  2771. if (bl->type == BL_PC)
  2772. type = BL_CHAR;
  2773. else
  2774. type = BL_PC;
  2775. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2776. x - range, y - range, x + range, y + range,
  2777. type, skill_id);
  2778. }
  2779. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2780. {
  2781. if(id == sd->bl.id && battle_config.guild_aura&16)
  2782. return 0; // Do not affect guild leader
  2783. if (sd->sc.data[SC_GUILDAURA]) {
  2784. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2785. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2786. sce->val3 = strvit;
  2787. sce->val4 = agidex;
  2788. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2789. }
  2790. return 0;
  2791. }
  2792. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2793. return 1;
  2794. }
  2795. /*==========================================
  2796. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2797. * Flag:
  2798. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2799. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2800. *------------------------------------------*/
  2801. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2802. {
  2803. struct status_data *status;
  2804. struct map_session_data *sd = NULL;
  2805. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2806. uint16 idx;
  2807. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2808. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2809. return 0;
  2810. nullpo_ret(bl);
  2811. switch( bl->type )
  2812. {
  2813. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2814. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2815. }
  2816. status = status_get_status_data(bl);
  2817. if( (idx = skill_get_index(skill)) == 0 )
  2818. return 0;
  2819. // Requeriments
  2820. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2821. {
  2822. itemid[i] = skill_db[idx].itemid[i];
  2823. amount[i] = skill_db[idx].amount[i];
  2824. }
  2825. hp = skill_db[idx].hp[lv-1];
  2826. sp = skill_db[idx].sp[lv-1];
  2827. hp_rate = skill_db[idx].hp_rate[lv-1];
  2828. sp_rate = skill_db[idx].sp_rate[lv-1];
  2829. state = skill_db[idx].state;
  2830. if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
  2831. hp += (status->max_hp * mhp) / 100;
  2832. if( hp_rate > 0 )
  2833. hp += (status->hp * hp_rate) / 100;
  2834. else
  2835. hp += (status->max_hp * (-hp_rate)) / 100;
  2836. if( sp_rate > 0 )
  2837. sp += (status->sp * sp_rate) / 100;
  2838. else
  2839. sp += (status->max_sp * (-sp_rate)) / 100;
  2840. if( bl->type == BL_HOM )
  2841. { // Intimacy Requeriments
  2842. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2843. switch( skill )
  2844. {
  2845. case HFLI_SBR44:
  2846. if( hd->homunculus.intimacy <= 200 )
  2847. return 0;
  2848. break;
  2849. case HVAN_EXPLOSION:
  2850. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2851. return 0;
  2852. break;
  2853. }
  2854. }
  2855. if( !(type&2) )
  2856. {
  2857. if( hp > 0 && status->hp <= (unsigned int)hp )
  2858. {
  2859. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2860. return 0;
  2861. }
  2862. if( sp > 0 && status->sp <= (unsigned int)sp )
  2863. {
  2864. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2865. return 0;
  2866. }
  2867. }
  2868. if( !type )
  2869. switch( state )
  2870. {
  2871. case ST_MOVE_ENABLE:
  2872. if( !unit_can_move(bl) )
  2873. {
  2874. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2875. return 0;
  2876. }
  2877. break;
  2878. }
  2879. if( !(type&1) )
  2880. return 1;
  2881. // Check item existences
  2882. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2883. {
  2884. index[i] = -1;
  2885. if( itemid[i] < 1 ) continue; // No item
  2886. index[i] = pc_search_inventory(sd, itemid[i]);
  2887. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2888. {
  2889. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2890. return 0;
  2891. }
  2892. }
  2893. // Consume items
  2894. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2895. {
  2896. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2897. }
  2898. if( type&2 )
  2899. return 1;
  2900. if( sp || hp )
  2901. status_zap(bl, hp, sp);
  2902. return 1;
  2903. }
  2904. /*==========================================
  2905. *
  2906. *------------------------------------------*/
  2907. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2908. {
  2909. return 1;
  2910. }
  2911. /*==========================================
  2912. *
  2913. *------------------------------------------*/
  2914. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2915. {
  2916. struct block_list *src = map_id2bl(id),*target;
  2917. struct unit_data *ud = unit_bl2ud(src);
  2918. struct skill_timerskill *skl;
  2919. int range;
  2920. nullpo_ret(src);
  2921. nullpo_ret(ud);
  2922. skl = ud->skilltimerskill[data];
  2923. nullpo_ret(skl);
  2924. ud->skilltimerskill[data] = NULL;
  2925. do {
  2926. if(src->prev == NULL)
  2927. break; // Source not on Map
  2928. if(skl->target_id) {
  2929. target = map_id2bl(skl->target_id);
  2930. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2931. target = src; //Required since it has to warp.
  2932. if(target == NULL)
  2933. break; // Target offline?
  2934. if(target->prev == NULL)
  2935. break; // Target not on Map
  2936. if(src->m != target->m)
  2937. break; // Different Maps
  2938. if(status_isdead(src))
  2939. break; // Caster is Dead
  2940. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2941. break;
  2942. switch(skl->skill_id) {
  2943. case RG_INTIMIDATE:
  2944. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2945. short x,y;
  2946. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2947. if (target != src && !status_isdead(target))
  2948. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2949. }
  2950. break;
  2951. case BA_FROSTJOKER:
  2952. case DC_SCREAM:
  2953. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2954. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2955. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2956. break;
  2957. case NPC_EARTHQUAKE:
  2958. if( skl->type > 1 )
  2959. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2960. 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);
  2961. skill_area_temp[1] = src->id;
  2962. skill_area_temp[2] = 0;
  2963. 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);
  2964. break;
  2965. case WZ_WATERBALL:
  2966. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2967. if (!status_isdead(target))
  2968. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2969. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2970. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2971. } else {
  2972. struct status_change *sc = status_get_sc(src);
  2973. if(sc) {
  2974. if(sc->data[SC_SPIRIT] &&
  2975. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2976. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2977. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2978. }
  2979. }
  2980. break;
  2981. /**
  2982. * Warlock
  2983. **/
  2984. case WL_CHAINLIGHTNING_ATK: {
  2985. struct block_list *nbl = NULL; // Next Target of Chain
  2986. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2987. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2988. if( skl->type > 1 )
  2989. { // Remaining Chains Hit
  2990. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2991. if( nbl == NULL && skl->x > 1 )
  2992. {
  2993. nbl = target;
  2994. skl->x--;
  2995. }
  2996. else skl->x = 3;
  2997. }
  2998. if( nbl )
  2999. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  3000. }
  3001. break;
  3002. case WL_TETRAVORTEX_FIRE:
  3003. case WL_TETRAVORTEX_WATER:
  3004. case WL_TETRAVORTEX_WIND:
  3005. case WL_TETRAVORTEX_GROUND:
  3006. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3007. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3008. if( skl->type >= 3 )
  3009. { // Final Hit
  3010. if( !status_isdead(target) )
  3011. { // Final Status Effect
  3012. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3013. applyeffects[4] = { 0, 0, 0, 0 },
  3014. i, j = 0, k = 0;
  3015. for( i = 1; i <= 8; i = i + i )
  3016. {
  3017. if( skl->x&i )
  3018. {
  3019. applyeffects[j] = effects[k];
  3020. j++;
  3021. }
  3022. k++;
  3023. }
  3024. if( j )
  3025. {
  3026. i = applyeffects[rnd()%j];
  3027. status_change_start(src,target, i, 10000, skl->skill_lv,
  3028. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3029. (i == SC_BURNING ? src->id : 0),
  3030. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  3031. }
  3032. }
  3033. }
  3034. break;
  3035. case WM_REVERBERATION_MELEE:
  3036. case WM_REVERBERATION_MAGIC:
  3037. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3038. break;
  3039. case SC_FATALMENACE:
  3040. if( src == target ) // Casters Part
  3041. unit_warp(src, -1, skl->x, skl->y, 3);
  3042. else { // Target's Part
  3043. short x = skl->x, y = skl->y;
  3044. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3045. unit_warp(target,-1,x,y,3);
  3046. }
  3047. break;
  3048. case LG_MOONSLASHER:
  3049. case SR_WINDMILL:
  3050. if( target->type == BL_PC ) {
  3051. struct map_session_data *tsd = NULL;
  3052. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3053. pc_setsit(tsd);
  3054. skill_sit(tsd,1);
  3055. clif_sitting(&tsd->bl);
  3056. }
  3057. }
  3058. break;
  3059. case LG_OVERBRAND_BRANDISH:
  3060. case LG_OVERBRAND_PLUSATK:
  3061. case SR_KNUCKLEARROW:
  3062. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3063. break;
  3064. case GN_SPORE_EXPLOSION:
  3065. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3066. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3067. break;
  3068. case RK_HUNDREDSPEAR:
  3069. if(src->type == BL_PC) {
  3070. int skill_lv = pc_checkskill((struct map_session_data *)src,KN_SPEARBOOMERANG);
  3071. if(skill_lv > 0)
  3072. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,skill_lv,tick,skl->flag);
  3073. } else
  3074. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,1,tick,skl->flag);
  3075. break;
  3076. case CH_PALMSTRIKE:
  3077. {
  3078. struct status_change* tsc = status_get_sc(target);
  3079. struct status_change* sc = status_get_sc(src);
  3080. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3081. ( sc && sc->option&OPTION_HIDE ) ){
  3082. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3083. break;
  3084. }
  3085. }
  3086. default:
  3087. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3088. break;
  3089. }
  3090. }
  3091. else {
  3092. if(src->m != skl->map)
  3093. break;
  3094. switch( skl->skill_id )
  3095. {
  3096. case WZ_METEOR:
  3097. if( skl->type >= 0 )
  3098. {
  3099. int x = skl->type>>16, y = skl->type&0xFFFF;
  3100. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3101. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3102. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3103. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3104. }
  3105. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3106. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3107. break;
  3108. case GN_CRAZYWEED_ATK:
  3109. {
  3110. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3111. 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);
  3112. }
  3113. case WL_EARTHSTRAIN:
  3114. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3115. break;
  3116. }
  3117. }
  3118. } while (0);
  3119. //Free skl now that it is no longer needed.
  3120. ers_free(skill_timer_ers, skl);
  3121. return 0;
  3122. }
  3123. /*==========================================
  3124. *
  3125. *------------------------------------------*/
  3126. 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)
  3127. {
  3128. int i;
  3129. struct unit_data *ud;
  3130. nullpo_retr(1, src);
  3131. if (src->prev == NULL)
  3132. return 0;
  3133. ud = unit_bl2ud(src);
  3134. nullpo_retr(1, ud);
  3135. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3136. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3137. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3138. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3139. ud->skilltimerskill[i]->src_id = src->id;
  3140. ud->skilltimerskill[i]->target_id = target;
  3141. ud->skilltimerskill[i]->skill_id = skill_id;
  3142. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3143. ud->skilltimerskill[i]->map = src->m;
  3144. ud->skilltimerskill[i]->x = x;
  3145. ud->skilltimerskill[i]->y = y;
  3146. ud->skilltimerskill[i]->type = type;
  3147. ud->skilltimerskill[i]->flag = flag;
  3148. return 0;
  3149. }
  3150. /*==========================================
  3151. *
  3152. *------------------------------------------*/
  3153. int skill_cleartimerskill (struct block_list *src)
  3154. {
  3155. int i;
  3156. struct unit_data *ud;
  3157. nullpo_ret(src);
  3158. ud = unit_bl2ud(src);
  3159. nullpo_ret(ud);
  3160. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3161. if(ud->skilltimerskill[i]) {
  3162. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3163. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3164. ud->skilltimerskill[i]=NULL;
  3165. }
  3166. }
  3167. return 1;
  3168. }
  3169. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3170. struct skill_unit *su = (TBL_SKILL*)bl;
  3171. struct skill_unit_group *sg;
  3172. if( bl->type != BL_SKILL )
  3173. return 0;
  3174. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3175. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3176. su->limit=DIFF_TICK(gettick(),sg->tick);
  3177. sg->unit_id = UNT_USED_TRAPS;
  3178. }
  3179. return 0;
  3180. }
  3181. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3182. {
  3183. TBL_SKILL *su = (TBL_SKILL*)bl;
  3184. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3185. { //Reveal trap.
  3186. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3187. //clif_changetraplook(bl, su->group->unit_id);
  3188. clif_skill_setunit(su);
  3189. return 1;
  3190. }
  3191. return 0;
  3192. }
  3193. /*==========================================
  3194. *
  3195. *
  3196. *------------------------------------------*/
  3197. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3198. {
  3199. struct map_session_data *sd = NULL;
  3200. struct status_data *tstatus;
  3201. struct status_change *sc, *tsc;
  3202. if (skill_id > 0 && !skill_lv) return 0;
  3203. nullpo_retr(1, src);
  3204. nullpo_retr(1, bl);
  3205. if (src->m != bl->m)
  3206. return 1;
  3207. if (bl->prev == NULL)
  3208. return 1;
  3209. sd = BL_CAST(BL_PC, src);
  3210. if (status_isdead(bl))
  3211. return 1;
  3212. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3213. { //GTB makes all targetted magic display miss with a single bolt.
  3214. sc_type sct = status_skill2sc(skill_id);
  3215. if(sct != SC_NONE)
  3216. status_change_end(bl, sct, INVALID_TIMER);
  3217. 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));
  3218. return 1;
  3219. }
  3220. sc = status_get_sc(src);
  3221. tsc = status_get_sc(bl);
  3222. if (sc && !sc->count)
  3223. sc = NULL; //Unneeded
  3224. if (tsc && !tsc->count)
  3225. tsc = NULL;
  3226. tstatus = status_get_status_data(bl);
  3227. map_freeblock_lock();
  3228. switch(skill_id)
  3229. {
  3230. case MER_CRASH:
  3231. case SM_BASH:
  3232. case MS_BASH:
  3233. case MC_MAMMONITE:
  3234. case TF_DOUBLE:
  3235. case AC_DOUBLE:
  3236. case MA_DOUBLE:
  3237. case AS_SONICBLOW:
  3238. case KN_PIERCE:
  3239. case ML_PIERCE:
  3240. case KN_SPEARBOOMERANG:
  3241. case TF_POISON:
  3242. case TF_SPRINKLESAND:
  3243. case AC_CHARGEARROW:
  3244. case MA_CHARGEARROW:
  3245. case RG_INTIMIDATE:
  3246. case AM_ACIDTERROR:
  3247. case BA_MUSICALSTRIKE:
  3248. case DC_THROWARROW:
  3249. case BA_DISSONANCE:
  3250. case CR_HOLYCROSS:
  3251. case NPC_DARKCROSS:
  3252. case CR_SHIELDCHARGE:
  3253. case CR_SHIELDBOOMERANG:
  3254. case NPC_PIERCINGATT:
  3255. case NPC_MENTALBREAKER:
  3256. case NPC_RANGEATTACK:
  3257. case NPC_CRITICALSLASH:
  3258. case NPC_COMBOATTACK:
  3259. case NPC_GUIDEDATTACK:
  3260. case NPC_POISON:
  3261. case NPC_RANDOMATTACK:
  3262. case NPC_WATERATTACK:
  3263. case NPC_GROUNDATTACK:
  3264. case NPC_FIREATTACK:
  3265. case NPC_WINDATTACK:
  3266. case NPC_POISONATTACK:
  3267. case NPC_HOLYATTACK:
  3268. case NPC_DARKNESSATTACK:
  3269. case NPC_TELEKINESISATTACK:
  3270. case NPC_UNDEADATTACK:
  3271. case NPC_ARMORBRAKE:
  3272. case NPC_WEAPONBRAKER:
  3273. case NPC_HELMBRAKE:
  3274. case NPC_SHIELDBRAKE:
  3275. case NPC_BLINDATTACK:
  3276. case NPC_SILENCEATTACK:
  3277. case NPC_STUNATTACK:
  3278. case NPC_PETRIFYATTACK:
  3279. case NPC_CURSEATTACK:
  3280. case NPC_SLEEPATTACK:
  3281. case LK_AURABLADE:
  3282. case LK_SPIRALPIERCE:
  3283. case ML_SPIRALPIERCE:
  3284. case LK_HEADCRUSH:
  3285. case CG_ARROWVULCAN:
  3286. case HW_MAGICCRASHER:
  3287. case ITM_TOMAHAWK:
  3288. case MO_TRIPLEATTACK:
  3289. case CH_CHAINCRUSH:
  3290. case CH_TIGERFIST:
  3291. case PA_SHIELDCHAIN: // Shield Chain
  3292. case PA_SACRIFICE:
  3293. case WS_CARTTERMINATION: // Cart Termination
  3294. case AS_VENOMKNIFE:
  3295. case HT_PHANTASMIC:
  3296. case HT_POWER:
  3297. case TK_DOWNKICK:
  3298. case TK_COUNTER:
  3299. case GS_CHAINACTION:
  3300. case GS_TRIPLEACTION:
  3301. case GS_MAGICALBULLET:
  3302. case GS_TRACKING:
  3303. case GS_PIERCINGSHOT:
  3304. case GS_RAPIDSHOWER:
  3305. case GS_DUST:
  3306. case GS_DISARM: // Added disarm. [Reddozen]
  3307. case GS_FULLBUSTER:
  3308. case NJ_SYURIKEN:
  3309. case NJ_KUNAI:
  3310. #ifndef RENEWAL
  3311. case ASC_BREAKER:
  3312. #endif
  3313. case HFLI_MOON: //[orn]
  3314. case HFLI_SBR44: //[orn]
  3315. case NPC_BLEEDING:
  3316. case NPC_CRITICALWOUND:
  3317. case NPC_HELLPOWER:
  3318. case RK_SONICWAVE:
  3319. case AB_DUPLELIGHT_MELEE:
  3320. case RA_AIMEDBOLT:
  3321. case NC_AXEBOOMERANG:
  3322. case NC_POWERSWING:
  3323. case GC_CROSSIMPACT:
  3324. case GC_VENOMPRESSURE:
  3325. case SC_TRIANGLESHOT:
  3326. case SC_FEINTBOMB:
  3327. case LG_BANISHINGPOINT:
  3328. case LG_SHIELDPRESS:
  3329. case LG_RAGEBURST:
  3330. case LG_RAYOFGENESIS:
  3331. case LG_HESPERUSLIT:
  3332. case SR_FALLENEMPIRE:
  3333. case SR_CRESCENTELBOW_AUTOSPELL:
  3334. case SR_GATEOFHELL:
  3335. case SR_GENTLETOUCH_QUIET:
  3336. case WM_SEVERE_RAINSTORM_MELEE:
  3337. case WM_GREAT_ECHO:
  3338. case GN_SLINGITEM_RANGEMELEEATK:
  3339. case KO_JYUMONJIKIRI:
  3340. case KO_SETSUDAN:
  3341. case KO_KAIHOU:
  3342. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3343. break;
  3344. /**
  3345. * Mechanic (MADO GEAR)
  3346. **/
  3347. case NC_BOOSTKNUCKLE:
  3348. case NC_PILEBUNKER:
  3349. case NC_VULCANARM:
  3350. case NC_COLDSLOWER:
  3351. case NC_ARMSCANNON:
  3352. if (sd) pc_overheat(sd,1);
  3353. case RK_WINDCUTTER:
  3354. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3355. break;
  3356. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3357. switch( rnd()%6 ){
  3358. case 0: flag |= BREAK_ANKLE; break;
  3359. case 1: flag |= BREAK_WRIST; break;
  3360. case 2: flag |= BREAK_KNEE; break;
  3361. case 3: flag |= BREAK_SHOULDER; break;
  3362. case 4: flag |= BREAK_WAIST; break;
  3363. case 5: flag |= BREAK_NECK; break;
  3364. }
  3365. //TODO: is there really no cleaner way to do this?
  3366. sc = status_get_sc(bl);
  3367. if (sc) sc->jb_flag = flag;
  3368. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3369. break;
  3370. case MO_COMBOFINISH:
  3371. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3372. { //Becomes a splash attack when Soul Linked.
  3373. map_foreachinrange(skill_area_sub, bl,
  3374. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3375. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3376. skill_castend_damage_id);
  3377. } else
  3378. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3379. break;
  3380. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3382. skill_area_temp[1] = 0;
  3383. map_foreachinrange(skill_attack_area, src,
  3384. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3385. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3386. break;
  3387. case KN_CHARGEATK:
  3388. {
  3389. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3390. unsigned int dist = distance_bl(src, bl);
  3391. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3392. // teleport to target (if not on WoE grounds)
  3393. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3394. clif_slide(src, bl->x, bl->y);
  3395. // cause damage and knockback if the path to target was a straight one
  3396. if( path )
  3397. {
  3398. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3399. skill_blown(src, bl, dist, dir, 0);
  3400. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3401. // make the caster look in the direction of the target
  3402. unit_setdir(src, (dir+4)%8);
  3403. }
  3404. }
  3405. break;
  3406. case NC_FLAMELAUNCHER:
  3407. if (sd) pc_overheat(sd,1);
  3408. case SN_SHARPSHOOTING:
  3409. case MA_SHARPSHOOTING:
  3410. case NJ_KAMAITACHI:
  3411. case LG_CANNONSPEAR:
  3412. //It won't shoot through walls since on castend there has to be a direct
  3413. //line of sight between caster and target.
  3414. skill_area_temp[1] = bl->id;
  3415. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3416. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3417. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3418. break;
  3419. case NPC_ACIDBREATH:
  3420. case NPC_DARKNESSBREATH:
  3421. case NPC_FIREBREATH:
  3422. case NPC_ICEBREATH:
  3423. case NPC_THUNDERBREATH:
  3424. skill_area_temp[1] = bl->id;
  3425. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3426. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3427. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3428. break;
  3429. case MO_INVESTIGATE:
  3430. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3431. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3432. break;
  3433. case RG_BACKSTAP:
  3434. {
  3435. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3436. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3437. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3438. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3439. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3440. unit_setdir(bl,dir);
  3441. }
  3442. else if (sd)
  3443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3444. }
  3445. break;
  3446. case MO_FINGEROFFENSIVE:
  3447. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3448. if (battle_config.finger_offensive_type && sd) {
  3449. int i;
  3450. for (i = 1; i < sd->spiritball_old; i++)
  3451. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3452. }
  3453. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3454. break;
  3455. case MO_CHAINCOMBO:
  3456. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3457. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3458. break;
  3459. #ifndef RENEWAL
  3460. case NJ_ISSEN:
  3461. status_change_end(src, SC_NEN, INVALID_TIMER);
  3462. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3463. #endif
  3464. // fall through
  3465. case MO_EXTREMITYFIST:
  3466. {
  3467. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3468. struct block_list *mbl = bl;
  3469. short dir = 0;
  3470. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3471. if( skill_id == MO_EXTREMITYFIST )
  3472. {
  3473. mbl = src;
  3474. i = 3; // for Asura(from caster)
  3475. status_set_sp(src, 0, 0);
  3476. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3477. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3478. #ifdef RENEWAL
  3479. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3480. #endif
  3481. }else
  3482. status_set_hp(src,
  3483. #ifdef RENEWAL
  3484. max(status_get_max_hp(src)/100, 1)
  3485. #else
  3486. 1
  3487. #endif
  3488. , 0);
  3489. dir = map_calc_dir(src,bl->x,bl->y);
  3490. if( dir > 0 && dir < 4) x = -i;
  3491. else if( dir > 4 ) x = i;
  3492. else x = 0;
  3493. if( dir > 2 && dir < 6 ) y = -i;
  3494. else if( dir == 7 || dir < 2 ) y = i;
  3495. else y = 0;
  3496. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3497. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3498. clif_slide(src, src->x, src->y);
  3499. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3500. //clif_fixpos(src);
  3501. }
  3502. }
  3503. break;
  3504. //Splash attack skills.
  3505. case AS_GRIMTOOTH:
  3506. case MC_CARTREVOLUTION:
  3507. case NPC_SPLASHATTACK:
  3508. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3509. case AS_SPLASHER:
  3510. case SM_MAGNUM:
  3511. case MS_MAGNUM:
  3512. case HT_BLITZBEAT:
  3513. case AC_SHOWER:
  3514. case MA_SHOWER:
  3515. case MG_NAPALMBEAT:
  3516. case MG_FIREBALL:
  3517. case RG_RAID:
  3518. case HW_NAPALMVULCAN:
  3519. case NJ_HUUMA:
  3520. case NJ_BAKUENRYU:
  3521. case ASC_METEORASSAULT:
  3522. case GS_DESPERADO:
  3523. case GS_SPREADATTACK:
  3524. case NPC_EARTHQUAKE:
  3525. case NPC_PULSESTRIKE:
  3526. case NPC_HELLJUDGEMENT:
  3527. case NPC_VAMPIRE_GIFT:
  3528. case RK_IGNITIONBREAK:
  3529. case AB_JUDEX:
  3530. case WL_SOULEXPANSION:
  3531. case WL_CRIMSONROCK:
  3532. case WL_JACKFROST:
  3533. case RA_ARROWSTORM:
  3534. case RA_WUGDASH:
  3535. case NC_SELFDESTRUCTION:
  3536. case NC_AXETORNADO:
  3537. case GC_ROLLINGCUTTER:
  3538. case GC_COUNTERSLASH:
  3539. case LG_MOONSLASHER:
  3540. case LG_EARTHDRIVE:
  3541. case SR_TIGERCANNON:
  3542. case SR_RAMPAGEBLASTER:
  3543. case SR_SKYNETBLOW:
  3544. case SR_WINDMILL:
  3545. case SR_RIDEINLIGHTNING:
  3546. case WM_SOUND_OF_DESTRUCTION:
  3547. case WM_REVERBERATION_MELEE:
  3548. case WM_REVERBERATION_MAGIC:
  3549. case SO_VARETYR_SPEAR:
  3550. case GN_CART_TORNADO:
  3551. case GN_CARTCANNON:
  3552. case KO_HAPPOKUNAI:
  3553. case KO_HUUMARANKA:
  3554. case KO_MUCHANAGE:
  3555. case KO_BAKURETSU:
  3556. if( flag&1 ) {//Recursive invocation
  3557. // skill_area_temp[0] holds number of targets in area
  3558. // skill_area_temp[1] holds the id of the original target
  3559. // skill_area_temp[2] counts how many targets have already been processed
  3560. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3561. if( flag&SD_LEVEL )
  3562. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3563. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3564. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3565. heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3566. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3567. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3568. status_heal(src,heal,0,0);
  3569. }
  3570. } else {
  3571. switch ( skill_id ) {
  3572. case NJ_BAKUENRYU:
  3573. case LG_EARTHDRIVE:
  3574. case GN_CARTCANNON:
  3575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3576. break;
  3577. case LG_MOONSLASHER:
  3578. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3579. break;
  3580. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3581. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3582. default:
  3583. break;
  3584. }
  3585. skill_area_temp[0] = 0;
  3586. skill_area_temp[1] = bl->id;
  3587. skill_area_temp[2] = 0;
  3588. if( skill_id == WL_CRIMSONROCK ) {
  3589. skill_area_temp[4] = bl->x;
  3590. skill_area_temp[5] = bl->y;
  3591. }
  3592. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3593. skill_area_temp[1] = 0;
  3594. // if skill damage should be split among targets, count them
  3595. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3596. //special case: Venom Splasher uses a different range for searching than for splashing
  3597. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3598. 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);
  3599. // recursive invocation of skill_castend_damage_id() with flag|1
  3600. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3601. }
  3602. break;
  3603. case WL_COMET:
  3604. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3605. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3606. break;
  3607. case KN_BRANDISHSPEAR:
  3608. case ML_BRANDISH:
  3609. //Coded apart for it needs the flag passed to the damage calculation.
  3610. if (skill_area_temp[1] != bl->id)
  3611. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3612. else
  3613. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3614. break;
  3615. case KN_BOWLINGBASH:
  3616. case MS_BOWLINGBASH:
  3617. {
  3618. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3619. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3620. c = (skill_lv-(flag&0xFFF)+1)/2;
  3621. // Determine the Bowling Bash area depending on configuration
  3622. if (battle_config.bowling_bash_area == 0) {
  3623. // Gutter line system
  3624. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3625. if(min_x < 0) min_x = 0;
  3626. max_x = min_x + 39;
  3627. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3628. if(min_y < 0) min_y = 0;
  3629. max_y = min_y + 39;
  3630. } else if (battle_config.bowling_bash_area == 1) {
  3631. // Gutter line system without demi gutter bug
  3632. min_x = src->x - (src->x)%40;
  3633. max_x = min_x + 39;
  3634. min_y = src->y - (src->y)%40;
  3635. max_y = min_y + 39;
  3636. } else {
  3637. // Area around caster
  3638. min_x = src->x - battle_config.bowling_bash_area;
  3639. max_x = src->x + battle_config.bowling_bash_area;
  3640. min_y = src->y - battle_config.bowling_bash_area;
  3641. max_y = src->y + battle_config.bowling_bash_area;
  3642. }
  3643. // Initialization, break checks, direction
  3644. if((flag&0xFFF) > 0) {
  3645. // Ignore monsters outside area
  3646. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3647. break;
  3648. // Ignore monsters already in list
  3649. if(idb_exists(bowling_db, bl->id))
  3650. break;
  3651. // Random direction
  3652. dir = rand()%8;
  3653. } else {
  3654. // Create an empty list of already hit targets
  3655. db_clear(bowling_db);
  3656. // Direction is walkpath
  3657. dir = (unit_getdir(src)+4)%8;
  3658. }
  3659. // Add current target to the list of already hit targets
  3660. idb_put(bowling_db, bl->id, bl);
  3661. // Keep moving target in direction square by square
  3662. tx = bl->x;
  3663. ty = bl->y;
  3664. for(i=0;i<c;i++) {
  3665. // Target coordinates (get changed even if knockback fails)
  3666. tx -= dirx[dir];
  3667. ty -= diry[dir];
  3668. // If target cell is a wall then break
  3669. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3670. break;
  3671. skill_blown(src,bl,1,dir,0);
  3672. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3673. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3674. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3675. (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))) {
  3676. // Recursive call
  3677. 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);
  3678. // Self-collision
  3679. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3680. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3681. break;
  3682. }
  3683. }
  3684. // Original hit or chain hit depending on flag
  3685. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3686. }
  3687. break;
  3688. case KN_SPEARSTAB:
  3689. if(flag&1) {
  3690. if (bl->id==skill_area_temp[1])
  3691. break;
  3692. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3693. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3694. } else {
  3695. int x=bl->x,y=bl->y,i,dir;
  3696. dir = map_calc_dir(bl,src->x,src->y);
  3697. skill_area_temp[1] = bl->id;
  3698. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3699. // all the enemies between the caster and the target are hit, as well as the target
  3700. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3701. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3702. for (i=0;i<4;i++) {
  3703. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3704. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3705. x += dirx[dir];
  3706. y += diry[dir];
  3707. }
  3708. }
  3709. break;
  3710. case TK_TURNKICK:
  3711. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3712. {
  3713. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3714. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3715. map_foreachinrange(skill_area_sub,bl,
  3716. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3717. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3718. skill_castend_nodamage_id);
  3719. }
  3720. break;
  3721. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3722. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3723. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3724. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3725. break;
  3726. case PR_TURNUNDEAD:
  3727. case ALL_RESURRECTION:
  3728. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3729. break;
  3730. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3731. break;
  3732. case MG_SOULSTRIKE:
  3733. case NPC_DARKSTRIKE:
  3734. case MG_COLDBOLT:
  3735. case MG_FIREBOLT:
  3736. case MG_LIGHTNINGBOLT:
  3737. case WZ_EARTHSPIKE:
  3738. case AL_HEAL:
  3739. case AL_HOLYLIGHT:
  3740. case WZ_JUPITEL:
  3741. case NPC_DARKTHUNDER:
  3742. case PR_ASPERSIO:
  3743. case MG_FROSTDIVER:
  3744. case WZ_SIGHTBLASTER:
  3745. case WZ_SIGHTRASHER:
  3746. case NJ_KOUENKA:
  3747. case NJ_HYOUSENSOU:
  3748. case NJ_HUUJIN:
  3749. case AB_ADORAMUS:
  3750. case AB_RENOVATIO:
  3751. case AB_HIGHNESSHEAL:
  3752. case AB_DUPLELIGHT_MAGIC:
  3753. case WM_METALICSOUND:
  3754. case MH_ERASER_CUTTER:
  3755. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3756. break;
  3757. case NPC_MAGICALATTACK:
  3758. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3759. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3760. break;
  3761. case HVAN_CAPRICE: //[blackhole89]
  3762. {
  3763. int ran=rnd()%4;
  3764. int sid = 0;
  3765. switch(ran)
  3766. {
  3767. case 0: sid=MG_COLDBOLT; break;
  3768. case 1: sid=MG_FIREBOLT; break;
  3769. case 2: sid=MG_LIGHTNINGBOLT; break;
  3770. case 3: sid=WZ_EARTHSPIKE; break;
  3771. }
  3772. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3773. }
  3774. break;
  3775. case WZ_WATERBALL:
  3776. {
  3777. int range = skill_lv / 2;
  3778. int maxlv = skill_get_max(skill_id); // learnable level
  3779. int count = 0;
  3780. int x, y;
  3781. struct skill_unit* unit;
  3782. if( skill_lv > maxlv )
  3783. {
  3784. if( src->type == BL_MOB && skill_lv == 10 )
  3785. range = 4;
  3786. else
  3787. range = maxlv / 2;
  3788. }
  3789. for( y = src->y - range; y <= src->y + range; ++y )
  3790. for( x = src->x - range; x <= src->x + range; ++x )
  3791. {
  3792. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3793. {
  3794. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3795. count++; // natural water cell
  3796. 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 )
  3797. {
  3798. count++; // skill-induced water cell
  3799. skill_delunit(unit); // consume cell
  3800. }
  3801. }
  3802. }
  3803. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3804. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3805. }
  3806. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3807. break;
  3808. case PR_BENEDICTIO:
  3809. //Should attack undead and demons. [Skotlex]
  3810. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3811. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3812. break;
  3813. case SL_SMA:
  3814. status_change_end(src, SC_SMA, INVALID_TIMER);
  3815. case SL_STIN:
  3816. case SL_STUN:
  3817. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3818. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3820. break;
  3821. }
  3822. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3823. break;
  3824. case NPC_DARKBREATH:
  3825. clif_emotion(src,E_AG);
  3826. case SN_FALCONASSAULT:
  3827. case PA_PRESSURE:
  3828. case CR_ACIDDEMONSTRATION:
  3829. case TF_THROWSTONE:
  3830. #ifdef RENEWAL
  3831. case ASC_BREAKER:
  3832. #endif
  3833. case NPC_SMOKING:
  3834. case GS_FLING:
  3835. case NJ_ZENYNAGE:
  3836. case GN_THORNS_TRAP:
  3837. case GN_HELLS_PLANT_ATK:
  3838. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3839. break;
  3840. #ifdef RENEWAL
  3841. case NJ_ISSEN: // teleport for Issen
  3842. {
  3843. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3844. struct block_list *mbl = bl;
  3845. short dir = 0;
  3846. status_change_end(src, SC_NEN, INVALID_TIMER);
  3847. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3848. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3849. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  3850. dir = map_calc_dir(src,bl->x,bl->y);
  3851. if( dir > 0 && dir < 4) x = -i;
  3852. else if( dir > 4 ) x = i;
  3853. else x = 0;
  3854. if( dir > 2 && dir < 6 ) y = -i;
  3855. else if( dir == 7 || dir < 2 ) y = i;
  3856. else y = 0;
  3857. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3858. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3859. clif_slide(src, src->x, src->y);
  3860. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3861. //clif_fixpos(src);
  3862. }
  3863. }
  3864. break;
  3865. #endif
  3866. /**
  3867. * Rune Knight
  3868. **/
  3869. case RK_DRAGONBREATH: {
  3870. struct status_change *tsc = NULL;
  3871. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3872. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3873. } else
  3874. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3875. }
  3876. break;
  3877. case NPC_SELFDESTRUCTION: {
  3878. struct status_change *tsc = NULL;
  3879. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3880. break;
  3881. }
  3882. case HVAN_EXPLOSION:
  3883. if (src != bl)
  3884. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3885. break;
  3886. // Celest
  3887. case PF_SOULBURN:
  3888. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  3889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3890. if (skill_lv == 5)
  3891. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3892. status_percent_damage(src, bl, 0, 100, false);
  3893. } else {
  3894. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3895. if (skill_lv == 5)
  3896. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  3897. status_percent_damage(src, src, 0, 100, false);
  3898. }
  3899. break;
  3900. case NPC_BLOODDRAIN:
  3901. case NPC_ENERGYDRAIN:
  3902. {
  3903. int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3904. src, src, bl, skill_id, skill_lv, tick, flag);
  3905. if (heal > 0){
  3906. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3907. status_heal(src, heal, 0, 0);
  3908. }
  3909. }
  3910. break;
  3911. case GS_BULLSEYE:
  3912. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3913. break;
  3914. case NJ_KASUMIKIRI:
  3915. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  3916. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3917. break;
  3918. case NJ_KIRIKAGE:
  3919. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3920. { //You don't move on GVG grounds.
  3921. short x, y;
  3922. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3923. if (unit_movepos(src, x, y, 0, 0))
  3924. clif_slide(src,src->x,src->y);
  3925. }
  3926. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3927. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3928. break;
  3929. case RK_HUNDREDSPEAR:
  3930. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3931. if(rnd()%100 < (10 + 3*skill_lv)) {
  3932. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  3933. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  3934. skill_blown(src,bl,6,-1,0);
  3935. skill_addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  3936. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  3937. }
  3938. break;
  3939. case RK_CRUSHSTRIKE:
  3940. if( sd ) {
  3941. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3942. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3943. else
  3944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3945. } else //non-sd support
  3946. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3947. break;
  3948. case RK_STORMBLAST:
  3949. if( flag&1 )
  3950. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3951. else {
  3952. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3953. 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);
  3954. }
  3955. break;
  3956. case GC_DARKILLUSION:
  3957. {
  3958. short x, y;
  3959. short dir = map_calc_dir(src,bl->x,bl->y);
  3960. if( dir > 0 && dir < 4) x = 2;
  3961. else if( dir > 4 ) x = -2;
  3962. else x = 0;
  3963. if( dir > 2 && dir < 6 ) y = 2;
  3964. else if( dir == 7 || dir < 2 ) y = -2;
  3965. else y = 0;
  3966. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3967. {
  3968. clif_slide(src,bl->x+x,bl->y+y);
  3969. clif_fixpos(src); // the official server send these two packts.
  3970. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3971. if( rnd()%100 < 4 * skill_lv )
  3972. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  3973. }
  3974. }
  3975. break;
  3976. case GC_WEAPONCRUSH:
  3977. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3978. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3979. else if( sd )
  3980. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3981. break;
  3982. case GC_CROSSRIPPERSLASHER:
  3983. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  3985. else
  3986. {
  3987. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3988. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3989. }
  3990. break;
  3991. case GC_PHANTOMMENACE:
  3992. if( flag&1 )
  3993. { // Only Hits Invisible Targets
  3994. struct status_change *tsc = status_get_sc(bl);
  3995. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3996. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3997. }
  3998. break;
  3999. case WL_CHAINLIGHTNING:
  4000. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4001. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  4002. break;
  4003. case WL_DRAINLIFE:
  4004. {
  4005. int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4006. int rate = 70 + 5 * skill_lv;
  4007. heal = heal * (5 + 5 * skill_lv) / 100;
  4008. if( bl->type == BL_SKILL )
  4009. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4010. if( heal && rnd()%100 < rate )
  4011. {
  4012. status_heal(src, heal, 0, 0);
  4013. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4014. }
  4015. }
  4016. break;
  4017. case WL_TETRAVORTEX:
  4018. if( sd && sc ) { // No SC? No spheres
  4019. int spheres[5] = { 0, 0, 0, 0, 0 },
  4020. positions[5] = {-1,-1,-1,-1,-1 },
  4021. i, j = 0, k, subskill = 0;
  4022. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4023. if( sc->data[i] ) {
  4024. spheres[j] = i;
  4025. positions[j] = sc->data[i]->val2;
  4026. j++;
  4027. }
  4028. // Sphere Sort, this time from new to old
  4029. for( i = 0; i <= j - 2; i++ )
  4030. for( k = i + 1; k <= j - 1; k++ )
  4031. if( positions[i] < positions[k] ) {
  4032. swap(positions[i],positions[k]);
  4033. swap(spheres[i],spheres[k]);
  4034. }
  4035. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4036. status_change_end(src, spheres[4], INVALID_TIMER);
  4037. j = 4;
  4038. }
  4039. k = 0;
  4040. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4041. switch( sc->data[spheres[i]]->val1 ) {
  4042. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4043. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4044. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4045. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4046. }
  4047. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4048. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4049. status_change_end(src, spheres[i], INVALID_TIMER);
  4050. }
  4051. }
  4052. break;
  4053. case WL_RELEASE:
  4054. if( sd )
  4055. {
  4056. int i;
  4057. // Priority is to release SpellBook
  4058. if( sc && sc->data[SC_READING_SB] )
  4059. { // SpellBook
  4060. uint16 skill_id, skill_lv, point, s = 0;
  4061. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4062. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4063. if( sc->data[i] ) spell[s++] = i;
  4064. if ( s == 0 )
  4065. break;
  4066. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4067. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  4068. skill_id = sc->data[i]->val1;
  4069. skill_lv = sc->data[i]->val2;
  4070. point = sc->data[i]->val3;
  4071. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4072. }else //something went wrong :(
  4073. break;
  4074. if( sc->data[SC_READING_SB]->val2 > point )
  4075. sc->data[SC_READING_SB]->val2 -= point;
  4076. else // Last spell to be released
  4077. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4078. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4079. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4080. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4081. break;
  4082. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4083. skill_toggle_magicpower(src, skill_id);
  4084. switch( skill_get_casttype(skill_id) )
  4085. {
  4086. case CAST_GROUND:
  4087. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4088. break;
  4089. case CAST_NODAMAGE:
  4090. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4091. break;
  4092. case CAST_DAMAGE:
  4093. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4094. break;
  4095. }
  4096. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4097. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4098. }
  4099. else
  4100. { // Summon Balls
  4101. int j = 0, k, skele;
  4102. int spheres[5] = { 0, 0, 0, 0, 0 },
  4103. positions[5] = {-1,-1,-1,-1,-1 };
  4104. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4105. if( sc && sc->data[i] )
  4106. {
  4107. spheres[j] = i;
  4108. positions[j] = sc->data[i]->val2;
  4109. sc->data[i]->val2--; // Prepares for next position
  4110. j++;
  4111. }
  4112. if( j == 0 )
  4113. { // No Spheres
  4114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4115. break;
  4116. }
  4117. // Sphere Sort
  4118. for( i = 0; i <= j - 2; i++ )
  4119. for( k = i + 1; k <= j - 1; k++ )
  4120. if( positions[i] > positions[k] )
  4121. {
  4122. swap(positions[i],positions[k]);
  4123. swap(spheres[i],spheres[k]);
  4124. }
  4125. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4126. for( i = 0; i < j; i++ )
  4127. {
  4128. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4129. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4130. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4131. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4132. }
  4133. clif_skill_nodamage(src,bl,skill_id,0,1);
  4134. }
  4135. }
  4136. break;
  4137. case WL_FROSTMISTY:
  4138. // Causes Freezing status through walls.
  4139. 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));
  4140. // Doesn't deal damage through non-shootable walls.
  4141. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4142. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4143. break;
  4144. case WL_HELLINFERNO:
  4145. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4146. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4147. break;
  4148. case RA_WUGSTRIKE:
  4149. if( sd && pc_isridingwug(sd) ){
  4150. short x[8]={0,-1,-1,-1,0,1,1,1};
  4151. short y[8]={1,1,0,-1,-1,-1,0,1};
  4152. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4153. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4154. {
  4155. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4156. clif_fixpos(src);
  4157. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4158. }
  4159. break;
  4160. }
  4161. case RA_WUGBITE:
  4162. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4163. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4164. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4165. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4166. break;
  4167. case RA_SENSITIVEKEEN:
  4168. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4169. struct status_change * tsc = status_get_sc(bl);
  4170. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4171. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4172. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4173. }
  4174. }
  4175. else
  4176. {
  4177. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4178. struct skill_unit_group* sg;
  4179. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4180. {
  4181. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4182. {
  4183. struct item item_tmp;
  4184. memset(&item_tmp,0,sizeof(item_tmp));
  4185. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4186. item_tmp.identify = 1;
  4187. if( item_tmp.nameid )
  4188. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4189. }
  4190. skill_delunit(su);
  4191. }
  4192. }
  4193. break;
  4194. case NC_INFRAREDSCAN:
  4195. if( flag&1 )
  4196. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4197. if( rnd()%100 < 50 )
  4198. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4199. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4200. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4201. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4202. }
  4203. else
  4204. {
  4205. 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);
  4206. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4207. if( sd ) pc_overheat(sd,1);
  4208. }
  4209. break;
  4210. case NC_MAGNETICFIELD:
  4211. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4212. break;
  4213. case SC_FATALMENACE:
  4214. if( flag&1 )
  4215. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4216. else
  4217. {
  4218. short x, y;
  4219. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4220. // Destination area
  4221. skill_area_temp[4] = x;
  4222. skill_area_temp[5] = y;
  4223. 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);
  4224. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4225. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4226. }
  4227. break;
  4228. case LG_PINPOINTATTACK:
  4229. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4230. clif_slide(src,bl->x,bl->y);
  4231. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4232. break;
  4233. case LG_SHIELDSPELL:
  4234. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4235. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4236. break;
  4237. case LG_OVERBRAND:
  4238. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4239. break;
  4240. case LG_OVERBRAND_BRANDISH:
  4241. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4242. break;
  4243. case SR_DRAGONCOMBO:
  4244. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4245. break;
  4246. case SR_KNUCKLEARROW:
  4247. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4248. clif_slide(src,bl->x,bl->y);
  4249. clif_fixpos(src); // Aegis send this packet too.
  4250. }
  4251. if( flag&1 )
  4252. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4253. else
  4254. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4255. break;
  4256. case SR_HOWLINGOFLION:
  4257. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4258. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4259. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4260. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4261. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4262. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4263. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4264. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4265. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4266. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4267. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4268. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4269. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4270. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4271. break;
  4272. case SR_EARTHSHAKER:
  4273. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4274. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4275. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4276. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4277. } else{
  4278. 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);
  4279. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4280. }
  4281. break;
  4282. case SO_POISON_BUSTER: {
  4283. struct status_change *tsc = status_get_sc(bl);
  4284. if( tsc && tsc->data[SC_POISON] ) {
  4285. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4286. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4287. }
  4288. else if( sd )
  4289. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4290. }
  4291. break;
  4292. case GN_SPORE_EXPLOSION:
  4293. if( flag&1 )
  4294. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4295. else {
  4296. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4297. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4298. }
  4299. break;
  4300. case EL_FIRE_BOMB:
  4301. case EL_FIRE_WAVE:
  4302. case EL_WATER_SCREW:
  4303. case EL_HURRICANE:
  4304. case EL_TYPOON_MIS:
  4305. if( flag&1 )
  4306. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4307. else {
  4308. int i = skill_get_splash(skill_id,skill_lv);
  4309. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4310. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4311. if( rnd()%100 < 30 )
  4312. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4313. else
  4314. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4315. }
  4316. break;
  4317. case EL_ROCK_CRUSHER:
  4318. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4319. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4320. if( rnd()%100 < 50 )
  4321. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4322. else
  4323. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4324. break;
  4325. case EL_STONE_RAIN:
  4326. if( flag&1 )
  4327. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4328. else {
  4329. int i = skill_get_splash(skill_id,skill_lv);
  4330. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4331. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4332. if( rnd()%100 < 30 )
  4333. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4334. else
  4335. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4336. }
  4337. break;
  4338. case EL_FIRE_ARROW:
  4339. case EL_ICE_NEEDLE:
  4340. case EL_WIND_SLASH:
  4341. case EL_STONE_HAMMER:
  4342. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4343. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4344. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4345. break;
  4346. case EL_TIDAL_WEAPON:
  4347. if( src->type == BL_ELEM ) {
  4348. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4349. struct status_change *sc = status_get_sc(&ele->bl);
  4350. struct status_change *tsc = status_get_sc(bl);
  4351. sc_type type = status_skill2sc(skill_id), type2;
  4352. type2 = type-1;
  4353. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4354. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4355. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4356. elemental_clean_single_effect(ele, skill_id);
  4357. }
  4358. if( rnd()%100 < 50 )
  4359. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4360. else {
  4361. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4362. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4363. }
  4364. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4365. }
  4366. break;
  4367. //recursive homon skill
  4368. case MH_MAGMA_FLOW:
  4369. case MH_HEILIGE_STANGE:
  4370. if(flag & 1){
  4371. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4372. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4373. }
  4374. else {
  4375. 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);
  4376. }
  4377. break;
  4378. case MH_STAHL_HORN:
  4379. case MH_NEEDLE_OF_PARALYZE:
  4380. case MH_SONIC_CRAW:
  4381. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4382. break;
  4383. case MH_MIDNIGHT_FRENZY:
  4384. case MH_SILVERVEIN_RUSH:{
  4385. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4386. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4387. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4388. break;
  4389. }
  4390. case MH_TINDER_BREAKER:
  4391. case MH_CBC:
  4392. case MH_EQC: {
  4393. int duration=0;
  4394. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4395. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4396. hom_delspiritball(hd,skill_id==MH_EQC?2:1,0); //only EQC consume 2 in grp 2
  4397. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4398. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4399. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4400. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4401. #if PACKETVER >= 20111005
  4402. clif_snap(src, bl->x, bl->y);
  4403. #else
  4404. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4405. #endif
  4406. }
  4407. break;
  4408. }
  4409. case 0:/* no skill - basic/normal attack */
  4410. if(sd) {
  4411. if (flag & 3){
  4412. if (bl->id != skill_area_temp[1])
  4413. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4414. } else {
  4415. skill_area_temp[1] = bl->id;
  4416. map_foreachinrange(skill_area_sub, bl,
  4417. sd->bonus.splash_range, BL_CHAR,
  4418. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4419. skill_castend_damage_id);
  4420. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4421. }
  4422. }
  4423. break;
  4424. default:
  4425. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4426. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4427. 0, abs(skill_get_num(skill_id, skill_lv)),
  4428. skill_id, skill_lv, skill_get_hit(skill_id));
  4429. map_freeblock_unlock();
  4430. return 1;
  4431. }
  4432. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4433. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4434. map_freeblock_unlock();
  4435. if( sd && !(flag&1) )
  4436. {// ensure that the skill last-cast tick is recorded
  4437. sd->canskill_tick = gettick();
  4438. if( sd->state.arrow_atk )
  4439. {// consume arrow on last invocation to this skill.
  4440. battle_consume_ammo(sd, skill_id, skill_lv);
  4441. }
  4442. // perform skill requirement consumption
  4443. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4444. }
  4445. return 0;
  4446. }
  4447. /*==========================================
  4448. *
  4449. *------------------------------------------*/
  4450. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4451. {
  4452. struct map_session_data *sd, *dstsd;
  4453. struct mob_data *md, *dstmd;
  4454. struct homun_data *hd;
  4455. struct mercenary_data *mer;
  4456. struct status_data *sstatus, *tstatus;
  4457. struct status_change *tsc;
  4458. struct status_change_entry *tsce;
  4459. int i = 0;
  4460. enum sc_type type;
  4461. if(skill_id > 0 && !skill_lv) return 0; // celest
  4462. nullpo_retr(1, src);
  4463. nullpo_retr(1, bl);
  4464. if (src->m != bl->m)
  4465. return 1;
  4466. sd = BL_CAST(BL_PC, src);
  4467. hd = BL_CAST(BL_HOM, src);
  4468. md = BL_CAST(BL_MOB, src);
  4469. mer = BL_CAST(BL_MER, src);
  4470. dstsd = BL_CAST(BL_PC, bl);
  4471. dstmd = BL_CAST(BL_MOB, bl);
  4472. if(bl->prev == NULL)
  4473. return 1;
  4474. if(status_isdead(src))
  4475. return 1;
  4476. if( src != bl && status_isdead(bl) ) {
  4477. /**
  4478. * Skills that may be cast on dead targets
  4479. **/
  4480. switch( skill_id ) {
  4481. case NPC_WIDESOULDRAIN:
  4482. case PR_REDEMPTIO:
  4483. case ALL_RESURRECTION:
  4484. case WM_DEADHILLHERE:
  4485. break;
  4486. default:
  4487. return 1;
  4488. }
  4489. }
  4490. tstatus = status_get_status_data(bl);
  4491. sstatus = status_get_status_data(src);
  4492. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4493. switch (skill_id) {
  4494. case HLIF_HEAL: //[orn]
  4495. if (bl->type != BL_HOM) {
  4496. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4497. break ;
  4498. }
  4499. case AL_HEAL:
  4500. case ALL_RESURRECTION:
  4501. case PR_ASPERSIO:
  4502. /**
  4503. * Arch Bishop
  4504. **/
  4505. case AB_RENOVATIO:
  4506. case AB_HIGHNESSHEAL:
  4507. //Apparently only player casted skills can be offensive like this.
  4508. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4509. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4510. //Offensive heal does not works on non-enemies. [Skotlex]
  4511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4512. return 0;
  4513. }
  4514. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4515. }
  4516. break;
  4517. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4518. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4519. case MH_STEINWAND: {
  4520. struct block_list *s_src = battle_get_master(src);
  4521. short ret = 0;
  4522. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4523. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4524. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4525. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4526. if (hd)
  4527. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4528. return ret;
  4529. }
  4530. break;
  4531. default:
  4532. //Skill is actually ground placed.
  4533. if (src == bl && skill_get_unit_id(skill_id,0))
  4534. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4535. }
  4536. type = status_skill2sc(skill_id);
  4537. tsc = status_get_sc(bl);
  4538. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4539. if (src!=bl && type > -1 &&
  4540. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4541. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4542. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4543. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4544. map_freeblock_lock();
  4545. switch(skill_id)
  4546. {
  4547. case HLIF_HEAL: //[orn]
  4548. case AL_HEAL:
  4549. /**
  4550. * Arch Bishop
  4551. **/
  4552. case AB_HIGHNESSHEAL:
  4553. {
  4554. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4555. int heal_get_jobexp;
  4556. if( status_isimmune(bl) ||
  4557. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4558. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4559. heal=0;
  4560. if( tsc && tsc->count ) {
  4561. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4562. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4563. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4564. if (src == bl)
  4565. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4566. else {
  4567. bl = src;
  4568. dstsd = sd;
  4569. }
  4570. }
  4571. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  4572. heal = 0; //Needed so that it actually displays 0 when healing.
  4573. }
  4574. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4575. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4576. heal = ~heal + 1;
  4577. heal_get_jobexp = status_heal(bl,heal,0,0);
  4578. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4579. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4580. if (heal_get_jobexp <= 0)
  4581. heal_get_jobexp = 1;
  4582. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4583. }
  4584. }
  4585. break;
  4586. case PR_REDEMPTIO:
  4587. if (sd && !(flag&1)) {
  4588. if (sd->status.party_id == 0) {
  4589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4590. break;
  4591. }
  4592. skill_area_temp[0] = 0;
  4593. party_foreachsamemap(skill_area_sub,
  4594. sd,skill_get_splash(skill_id, skill_lv),
  4595. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4596. skill_castend_nodamage_id);
  4597. if (skill_area_temp[0] == 0) {
  4598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4599. break;
  4600. }
  4601. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4602. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4603. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4604. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4605. clif_updatestatus(sd,SP_BASEEXP);
  4606. clif_updatestatus(sd,SP_JOBEXP);
  4607. }
  4608. status_set_hp(src, 1, 0);
  4609. status_set_sp(src, 0, 0);
  4610. break;
  4611. } else if (status_isdead(bl) && flag&1) { //Revive
  4612. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4613. skill_lv = 3; //Resurrection level 3 is used
  4614. } else //Invalid target, skip resurrection.
  4615. break;
  4616. case ALL_RESURRECTION:
  4617. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4618. { //No reviving in WoE grounds!
  4619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4620. break;
  4621. }
  4622. if (!status_isdead(bl))
  4623. break;
  4624. {
  4625. int per = 0, sper = 0;
  4626. if (tsc && tsc->data[SC_HELLPOWER])
  4627. break;
  4628. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4629. break;
  4630. switch(skill_lv){
  4631. case 1: per=10; break;
  4632. case 2: per=30; break;
  4633. case 3: per=50; break;
  4634. case 4: per=80; break;
  4635. }
  4636. if(dstsd && dstsd->special_state.restart_full_recover)
  4637. per = sper = 100;
  4638. if (status_revive(bl, per, sper))
  4639. {
  4640. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4641. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4642. {
  4643. int exp = 0,jexp = 0;
  4644. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4645. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4646. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4647. if (exp < 1) exp = 1;
  4648. }
  4649. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4650. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4651. if (jexp < 1) jexp = 1;
  4652. }
  4653. if(exp > 0 || jexp > 0)
  4654. pc_gainexp (sd, bl, exp, jexp, false);
  4655. }
  4656. }
  4657. }
  4658. break;
  4659. case AL_DECAGI:
  4660. case MER_DECAGI:
  4661. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4662. 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)));
  4663. break;
  4664. case AL_CRUCIS:
  4665. if (flag&1)
  4666. 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));
  4667. else {
  4668. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4669. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4670. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4671. }
  4672. break;
  4673. case PR_LEXDIVINA:
  4674. case MER_LEXDIVINA:
  4675. if( tsce )
  4676. status_change_end(bl,type, INVALID_TIMER);
  4677. else
  4678. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4679. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4680. break;
  4681. case SA_ABRACADABRA:
  4682. {
  4683. int abra_skill_id = 0, abra_skill_lv;
  4684. do {
  4685. i = rnd() % MAX_SKILL_ABRA_DB;
  4686. abra_skill_id = skill_abra_db[i].skill_id;
  4687. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4688. } while (abra_skill_id == 0 ||
  4689. rnd()%10000 >= skill_abra_db[i].per[abra_skill_lv]
  4690. );
  4691. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4692. if( sd )
  4693. {// player-casted
  4694. sd->state.abra_flag = 1;
  4695. sd->skillitem = abra_skill_id;
  4696. sd->skillitemlv = abra_skill_lv;
  4697. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4698. }
  4699. else
  4700. {// mob-casted
  4701. struct unit_data *ud = unit_bl2ud(src);
  4702. int inf = skill_get_inf(abra_skill_id);
  4703. if (!ud) break;
  4704. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4705. if (src->type == BL_PET)
  4706. bl = (struct block_list*)((TBL_PET*)src)->master;
  4707. if (!bl) bl = src;
  4708. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4709. } else { //Assume offensive skills
  4710. int target_id = 0;
  4711. if (ud->target)
  4712. target_id = ud->target;
  4713. else switch (src->type) {
  4714. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4715. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4716. }
  4717. if (!target_id)
  4718. break;
  4719. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4720. bl = map_id2bl(target_id);
  4721. if (!bl) bl = src;
  4722. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4723. } else
  4724. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4725. }
  4726. }
  4727. }
  4728. break;
  4729. case SA_COMA:
  4730. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4731. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4732. break;
  4733. case SA_FULLRECOVERY:
  4734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4735. if (status_isimmune(bl))
  4736. break;
  4737. status_percent_heal(bl, 100, 100);
  4738. break;
  4739. case NPC_ALLHEAL:
  4740. {
  4741. int heal;
  4742. if( status_isimmune(bl) )
  4743. break;
  4744. heal = status_percent_heal(bl, 100, 0);
  4745. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4746. if( dstmd )
  4747. { // Reset Damage Logs
  4748. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4749. dstmd->tdmg = 0;
  4750. }
  4751. }
  4752. break;
  4753. case SA_SUMMONMONSTER:
  4754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4755. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4756. break;
  4757. case SA_LEVELUP:
  4758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4759. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4760. break;
  4761. case SA_INSTANTDEATH:
  4762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4763. status_kill(src);
  4764. break;
  4765. case SA_QUESTION:
  4766. clif_emotion(src,E_WHAT);
  4767. case SA_GRAVITY:
  4768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4769. break;
  4770. case SA_CLASSCHANGE:
  4771. case SA_MONOCELL:
  4772. if (dstmd)
  4773. {
  4774. int class_;
  4775. if ( sd && dstmd->status.mode&MD_BOSS )
  4776. {
  4777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4778. break;
  4779. }
  4780. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4782. mob_class_change(dstmd,class_);
  4783. if( tsc && dstmd->status.mode&MD_BOSS )
  4784. {
  4785. 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 };
  4786. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4787. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4788. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4789. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4790. }
  4791. }
  4792. break;
  4793. case SA_DEATH:
  4794. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4795. {
  4796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4797. break;
  4798. }
  4799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4800. status_kill(bl);
  4801. break;
  4802. case SA_REVERSEORCISH:
  4803. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4804. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  4805. break;
  4806. case SA_FORTUNE:
  4807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4808. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4809. break;
  4810. case SA_TAMINGMONSTER:
  4811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4812. if (sd && dstmd) {
  4813. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4814. if( i < MAX_PET_DB )
  4815. pet_catch_process1(sd, dstmd->class_);
  4816. }
  4817. break;
  4818. case CR_PROVIDENCE:
  4819. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4820. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4822. map_freeblock_unlock();
  4823. return 1;
  4824. }
  4825. }
  4826. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4827. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4828. break;
  4829. case CG_MARIONETTE:
  4830. {
  4831. struct status_change* sc = status_get_sc(src);
  4832. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4833. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4835. map_freeblock_unlock();
  4836. return 1;
  4837. }
  4838. if( sc && tsc )
  4839. {
  4840. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4841. {
  4842. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  4843. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  4844. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4845. }
  4846. else
  4847. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4848. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4849. {
  4850. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4851. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4852. }
  4853. else
  4854. {
  4855. if( sd )
  4856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4857. map_freeblock_unlock();
  4858. return 1;
  4859. }
  4860. }
  4861. }
  4862. break;
  4863. case RG_CLOSECONFINE:
  4864. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4865. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  4866. break;
  4867. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4868. case SA_FROSTWEAPON:
  4869. case SA_LIGHTNINGLOADER:
  4870. case SA_SEISMICWEAPON:
  4871. if (dstsd) {
  4872. if(dstsd->status.weapon == W_FIST ||
  4873. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4874. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4875. dstsd->sc.data[SC_FIREWEAPON] ||
  4876. dstsd->sc.data[SC_WATERWEAPON] ||
  4877. dstsd->sc.data[SC_WINDWEAPON] ||
  4878. dstsd->sc.data[SC_EARTHWEAPON] ||
  4879. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4880. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4881. dstsd->sc.data[SC_ENCPOISON]
  4882. ))
  4883. ) {
  4884. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4885. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4886. break;
  4887. }
  4888. }
  4889. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4890. 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)))) {
  4891. if (sd)
  4892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4893. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4894. clif_displaymessage(sd->fd, msg_txt(sd,669));
  4895. }
  4896. break;
  4897. case PR_ASPERSIO:
  4898. if (sd && dstmd) {
  4899. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4900. break;
  4901. }
  4902. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4903. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4904. break;
  4905. case ITEM_ENCHANTARMS:
  4906. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4907. sc_start2(src,bl,type,100,skill_lv,
  4908. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  4909. break;
  4910. case TK_SEVENWIND:
  4911. switch(skill_get_ele(skill_id,skill_lv)) {
  4912. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4913. case ELE_WIND : type = SC_WINDWEAPON; break;
  4914. case ELE_WATER : type = SC_WATERWEAPON; break;
  4915. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4916. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4917. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4918. case ELE_HOLY : type = SC_ASPERSIO; break;
  4919. }
  4920. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4921. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4922. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4923. break;
  4924. case PR_KYRIE:
  4925. case MER_KYRIE:
  4926. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  4927. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4928. break;
  4929. //Passive Magnum, should had been casted on yourself.
  4930. case SM_MAGNUM:
  4931. case MS_MAGNUM:
  4932. skill_area_temp[1] = 0;
  4933. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  4934. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4935. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  4936. // Initiate 10% of your damage becomes fire element.
  4937. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  4938. if( sd )
  4939. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  4940. else if( bl->type == BL_MER )
  4941. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  4942. break;
  4943. case TK_JUMPKICK:
  4944. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4945. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4946. {
  4947. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4948. {
  4949. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4950. clif_slide(src,bl->x,bl->y);
  4951. }
  4952. }
  4953. else
  4954. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  4955. break;
  4956. case AL_INCAGI:
  4957. case AL_BLESSING:
  4958. case MER_INCAGI:
  4959. case MER_BLESSING:
  4960. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4961. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4962. break;
  4963. }
  4964. case PR_SLOWPOISON:
  4965. case PR_IMPOSITIO:
  4966. case PR_LEXAETERNA:
  4967. case PR_SUFFRAGIUM:
  4968. case PR_BENEDICTIO:
  4969. case LK_BERSERK:
  4970. case MS_BERSERK:
  4971. case KN_AUTOCOUNTER:
  4972. case KN_TWOHANDQUICKEN:
  4973. case KN_ONEHAND:
  4974. case MER_QUICKEN:
  4975. case CR_SPEARQUICKEN:
  4976. case CR_REFLECTSHIELD:
  4977. case MS_REFLECTSHIELD:
  4978. case AS_POISONREACT:
  4979. case MC_LOUD:
  4980. case MG_ENERGYCOAT:
  4981. case MO_EXPLOSIONSPIRITS:
  4982. case MO_STEELBODY:
  4983. case MO_BLADESTOP:
  4984. case LK_AURABLADE:
  4985. case LK_PARRYING:
  4986. case MS_PARRYING:
  4987. case LK_CONCENTRATION:
  4988. case WS_CARTBOOST:
  4989. case SN_SIGHT:
  4990. case WS_MELTDOWN:
  4991. case WS_OVERTHRUSTMAX:
  4992. case ST_REJECTSWORD:
  4993. case HW_MAGICPOWER:
  4994. case PF_MEMORIZE:
  4995. case PA_SACRIFICE:
  4996. case ASC_EDP:
  4997. case PF_DOUBLECASTING:
  4998. case SG_SUN_COMFORT:
  4999. case SG_MOON_COMFORT:
  5000. case SG_STAR_COMFORT:
  5001. case NPC_HALLUCINATION:
  5002. case GS_MADNESSCANCEL:
  5003. case GS_ADJUSTMENT:
  5004. case GS_INCREASING:
  5005. case NJ_KASUMIKIRI:
  5006. case NJ_UTSUSEMI:
  5007. case NJ_NEN:
  5008. case NPC_DEFENDER:
  5009. case NPC_MAGICMIRROR:
  5010. case ST_PRESERVE:
  5011. case NPC_INVINCIBLE:
  5012. case NPC_INVINCIBLEOFF:
  5013. case RK_DEATHBOUND:
  5014. case AB_RENOVATIO:
  5015. case AB_EXPIATIO:
  5016. case AB_DUPLELIGHT:
  5017. case AB_SECRAMENT:
  5018. case NC_ACCELERATION:
  5019. case NC_HOVERING:
  5020. case NC_SHAPESHIFT:
  5021. case WL_RECOGNIZEDSPELL:
  5022. case GC_VENOMIMPRESS:
  5023. case SC_DEADLYINFECT:
  5024. case LG_EXEEDBREAK:
  5025. case LG_PRESTIGE:
  5026. case SR_CRESCENTELBOW:
  5027. case SR_LIGHTNINGWALK:
  5028. case SR_GENTLETOUCH_ENERGYGAIN:
  5029. case GN_CARTBOOST:
  5030. case KO_MEIKYOUSISUI:
  5031. case ALL_ODINS_POWER:
  5032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5033. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5034. break;
  5035. case SO_STRIKING:
  5036. if (sd) {
  5037. int bonus = 25 + 10 * skill_lv;
  5038. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5039. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5040. battle_check_target(src,bl,BCT_PARTY) ?
  5041. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5042. 0
  5043. );
  5044. }
  5045. break;
  5046. case NPC_STOP:
  5047. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5048. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5049. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5050. break;
  5051. case HP_ASSUMPTIO:
  5052. if( sd && dstmd )
  5053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5054. else
  5055. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5056. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5057. break;
  5058. case MG_SIGHT:
  5059. case MER_SIGHT:
  5060. case AL_RUWACH:
  5061. case WZ_SIGHTBLASTER:
  5062. case NPC_WIDESIGHT:
  5063. case NPC_STONESKIN:
  5064. case NPC_ANTIMAGIC:
  5065. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5066. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5067. break;
  5068. case HLIF_AVOID:
  5069. case HAMI_DEFENCE:
  5070. i = skill_get_time(skill_id,skill_lv);
  5071. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5072. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5073. break;
  5074. case NJ_BUNSINJYUTSU:
  5075. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5076. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5077. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5078. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5079. break;
  5080. /* Was modified to only affect targetted char. [Skotlex]
  5081. case HP_ASSUMPTIO:
  5082. if (flag&1)
  5083. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5084. else
  5085. {
  5086. map_foreachinrange(skill_area_sub, bl,
  5087. skill_get_splash(skill_id, skill_lv), BL_PC,
  5088. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5089. skill_castend_nodamage_id);
  5090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5091. }
  5092. break;
  5093. */
  5094. case SM_ENDURE:
  5095. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5096. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5097. if (sd)
  5098. skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
  5099. break;
  5100. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5101. if (sd && dstsd && dstsd->sc.count) {
  5102. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5103. dstsd->sc.data[SC_WATERWEAPON] ||
  5104. dstsd->sc.data[SC_WINDWEAPON] ||
  5105. dstsd->sc.data[SC_EARTHWEAPON] ||
  5106. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5107. dstsd->sc.data[SC_GHOSTWEAPON]
  5108. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5109. ) {
  5110. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5112. break;
  5113. }
  5114. }
  5115. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5116. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5117. break;
  5118. case LK_TENSIONRELAX:
  5119. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5120. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5121. skill_get_time(skill_id,skill_lv)));
  5122. break;
  5123. case MC_CHANGECART:
  5124. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5125. break;
  5126. case TK_MISSION:
  5127. if (sd) {
  5128. int id;
  5129. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5130. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5132. break;
  5133. }
  5134. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5135. if (!id) {
  5136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5137. break;
  5138. }
  5139. sd->mission_mobid = id;
  5140. sd->mission_count = 0;
  5141. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5142. clif_mission_info(sd, id, 0);
  5143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5144. }
  5145. break;
  5146. case AC_CONCENTRATION:
  5147. {
  5148. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5149. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5150. map_foreachinrange( status_change_timer_sub, src,
  5151. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5152. src,NULL,type,tick);
  5153. }
  5154. break;
  5155. case SM_PROVOKE:
  5156. case SM_SELFPROVOKE:
  5157. case MER_PROVOKE:
  5158. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5159. {
  5160. map_freeblock_unlock();
  5161. return 1;
  5162. }
  5163. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5164. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5165. (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))));
  5166. if( !i )
  5167. {
  5168. if( sd )
  5169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5170. map_freeblock_unlock();
  5171. return 0;
  5172. }
  5173. unit_skillcastcancel(bl, 2);
  5174. if( tsc && tsc->count )
  5175. {
  5176. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5177. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5178. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5179. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5180. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5181. }
  5182. if( dstmd )
  5183. {
  5184. dstmd->state.provoke_flag = src->id;
  5185. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5186. }
  5187. break;
  5188. case ML_DEVOTION:
  5189. case CR_DEVOTION:
  5190. {
  5191. int count, lv;
  5192. if( !dstsd || (!sd && !mer) )
  5193. { // Only players can be devoted
  5194. if( sd )
  5195. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5196. break;
  5197. }
  5198. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5199. lv = -lv;
  5200. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5201. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5202. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5203. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5204. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5205. {
  5206. if( sd )
  5207. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5208. map_freeblock_unlock();
  5209. return 1;
  5210. }
  5211. i = 0;
  5212. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5213. if( sd )
  5214. { // Player Devoting Player
  5215. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5216. if( i == count )
  5217. {
  5218. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5219. if( i == count )
  5220. { // No free slots, skill Fail
  5221. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5222. map_freeblock_unlock();
  5223. return 1;
  5224. }
  5225. }
  5226. sd->devotion[i] = bl->id;
  5227. }
  5228. else
  5229. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5230. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5231. sc_start4(src,bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5232. clif_devotion(src, NULL);
  5233. }
  5234. break;
  5235. case MO_CALLSPIRITS:
  5236. if(sd) {
  5237. int limit = skill_lv;
  5238. if( sd->sc.data[SC_RAISINGDRAGON] )
  5239. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5241. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5242. }
  5243. break;
  5244. case CH_SOULCOLLECT:
  5245. if(sd) {
  5246. int limit = 5;
  5247. if( sd->sc.data[SC_RAISINGDRAGON] )
  5248. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5250. for (i = 0; i < limit; i++)
  5251. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5252. }
  5253. break;
  5254. case MO_KITRANSLATION:
  5255. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5256. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5257. }
  5258. break;
  5259. case TK_TURNKICK:
  5260. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5261. if (skill_area_temp[1] != bl->id) {
  5262. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5263. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5264. }
  5265. break;
  5266. case MO_ABSORBSPIRITS:
  5267. i = 0;
  5268. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5269. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5270. i = dstsd->spiritball * 7;
  5271. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5272. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5273. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5274. i = 2 * dstmd->level;
  5275. mob_target(dstmd,src,0);
  5276. }
  5277. if (i) status_heal(src, 0, i, 3);
  5278. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5279. break;
  5280. case AC_MAKINGARROW:
  5281. if(sd) {
  5282. clif_arrow_create_list(sd);
  5283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5284. }
  5285. break;
  5286. case AM_PHARMACY:
  5287. if(sd) {
  5288. clif_skill_produce_mix_list(sd,skill_id,22);
  5289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5290. }
  5291. break;
  5292. case SA_CREATECON:
  5293. if(sd) {
  5294. clif_elementalconverter_list(sd);
  5295. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5296. }
  5297. break;
  5298. case BS_HAMMERFALL:
  5299. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5300. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5301. break;
  5302. case RG_RAID:
  5303. skill_area_temp[1] = 0;
  5304. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5305. map_foreachinrange(skill_area_sub, bl,
  5306. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5307. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5308. skill_castend_damage_id);
  5309. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5310. break;
  5311. case ASC_METEORASSAULT:
  5312. case GS_SPREADATTACK:
  5313. case RK_STORMBLAST:
  5314. case NC_AXETORNADO:
  5315. case GC_COUNTERSLASH:
  5316. case SR_SKYNETBLOW:
  5317. case SR_RAMPAGEBLASTER:
  5318. case SR_HOWLINGOFLION:
  5319. case KO_HAPPOKUNAI:
  5320. skill_area_temp[1] = 0;
  5321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5322. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5323. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5324. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5325. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5326. break;
  5327. case NC_EMERGENCYCOOL:
  5328. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5329. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5330. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5331. break;
  5332. case SR_WINDMILL:
  5333. case GN_CART_TORNADO:
  5334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5335. case SR_EARTHSHAKER:
  5336. case NC_INFRAREDSCAN:
  5337. case NPC_EARTHQUAKE:
  5338. case NPC_VAMPIRE_GIFT:
  5339. case NPC_HELLJUDGEMENT:
  5340. case NPC_PULSESTRIKE:
  5341. case LG_MOONSLASHER:
  5342. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5343. break;
  5344. case KN_BRANDISHSPEAR:
  5345. case ML_BRANDISH:
  5346. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5347. break;
  5348. case WZ_SIGHTRASHER:
  5349. //Passive side of the attack.
  5350. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5352. map_foreachinrange(skill_area_sub,src,
  5353. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5354. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5355. skill_castend_damage_id);
  5356. break;
  5357. case NJ_HYOUSYOURAKU:
  5358. case NJ_RAIGEKISAI:
  5359. case WZ_FROSTNOVA:
  5360. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5361. skill_area_temp[1] = 0;
  5362. map_foreachinrange(skill_attack_area, src,
  5363. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5364. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5365. break;
  5366. case HVAN_EXPLOSION: //[orn]
  5367. case NPC_SELFDESTRUCTION:
  5368. //Self Destruction hits everyone in range (allies+enemies)
  5369. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5370. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5371. BCT_ENEMY:BCT_ALL;
  5372. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5373. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5374. map_foreachinrange(skill_area_sub, bl,
  5375. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5376. src, skill_id, skill_lv, tick, flag|i,
  5377. skill_castend_damage_id);
  5378. map_addblock(src);
  5379. status_damage(src, src, sstatus->max_hp,0,0,1);
  5380. break;
  5381. case AL_ANGELUS:
  5382. case PR_MAGNIFICAT:
  5383. case PR_GLORIA:
  5384. case SN_WINDWALK:
  5385. case CASH_BLESSING:
  5386. case CASH_INCAGI:
  5387. case CASH_ASSUMPTIO:
  5388. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5389. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5390. else if( sd )
  5391. 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);
  5392. break;
  5393. case MER_MAGNIFICAT:
  5394. if( mer != NULL )
  5395. {
  5396. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5397. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5398. 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);
  5399. else if( mer->master && !(flag&1) )
  5400. 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)));
  5401. }
  5402. break;
  5403. case BS_ADRENALINE:
  5404. case BS_ADRENALINE2:
  5405. case BS_WEAPONPERFECT:
  5406. case BS_OVERTHRUST:
  5407. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5408. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5409. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5410. } else if (sd) {
  5411. party_foreachsamemap(skill_area_sub,
  5412. sd,skill_get_splash(skill_id, skill_lv),
  5413. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5414. skill_castend_nodamage_id);
  5415. }
  5416. break;
  5417. case BS_MAXIMIZE:
  5418. case NV_TRICKDEAD:
  5419. case CR_DEFENDER:
  5420. case ML_DEFENDER:
  5421. case CR_AUTOGUARD:
  5422. case ML_AUTOGUARD:
  5423. case TK_READYSTORM:
  5424. case TK_READYDOWN:
  5425. case TK_READYTURN:
  5426. case TK_READYCOUNTER:
  5427. case TK_DODGE:
  5428. case CR_SHRINK:
  5429. case SG_FUSION:
  5430. case GS_GATLINGFEVER:
  5431. if( tsce )
  5432. {
  5433. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5434. map_freeblock_unlock();
  5435. return 0;
  5436. }
  5437. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5438. break;
  5439. case SL_KAITE:
  5440. case SL_KAAHI:
  5441. case SL_KAIZEL:
  5442. case SL_KAUPE:
  5443. if (sd) {
  5444. if (!dstsd || !(
  5445. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5446. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5447. dstsd->status.char_id == sd->status.char_id ||
  5448. dstsd->status.char_id == sd->status.partner_id ||
  5449. dstsd->status.char_id == sd->status.child
  5450. )) {
  5451. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5453. break;
  5454. }
  5455. }
  5456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5458. break;
  5459. case SM_AUTOBERSERK:
  5460. case MER_AUTOBERSERK:
  5461. if( tsce )
  5462. i = status_change_end(bl, type, INVALID_TIMER);
  5463. else
  5464. i = sc_start(src,bl,type,100,skill_lv,60000);
  5465. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5466. break;
  5467. case TF_HIDING:
  5468. case ST_CHASEWALK:
  5469. case KO_YAMIKUMO:
  5470. if (tsce)
  5471. {
  5472. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5473. map_freeblock_unlock();
  5474. return 0;
  5475. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5476. //Mado Gear cannot hide
  5477. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5478. map_freeblock_unlock();
  5479. return 0;
  5480. }
  5481. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5482. break;
  5483. case TK_RUN:
  5484. if (tsce)
  5485. {
  5486. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5487. map_freeblock_unlock();
  5488. return 0;
  5489. }
  5490. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5491. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5492. clif_walkok(sd); // So aegis has to resend the walk ok.
  5493. break;
  5494. case AS_CLOAKING:
  5495. case GC_CLOAKINGEXCEED:
  5496. case LG_FORCEOFVANGUARD:
  5497. case SC_REPRODUCE:
  5498. case SC_INVISIBILITY:
  5499. case RA_CAMOUFLAGE:
  5500. if (tsce) {
  5501. i = status_change_end(bl, type, INVALID_TIMER);
  5502. if( i )
  5503. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5504. else if( sd )
  5505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5506. map_freeblock_unlock();
  5507. return 0;
  5508. }
  5509. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5510. if( i )
  5511. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5512. else if( sd )
  5513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5514. break;
  5515. case BD_ADAPTATION:
  5516. if(tsc && tsc->data[SC_DANCING]){
  5517. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5518. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5519. }
  5520. break;
  5521. case BA_FROSTJOKER:
  5522. case DC_SCREAM:
  5523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5524. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5525. if (md) {
  5526. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5527. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5528. char temp[70];
  5529. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
  5530. clif_disp_overhead(&md->bl,temp);
  5531. }
  5532. break;
  5533. case BA_PANGVOICE:
  5534. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5535. break;
  5536. case DC_WINKCHARM:
  5537. if( dstsd )
  5538. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5539. else
  5540. if( dstmd )
  5541. {
  5542. if( status_get_lv(src) > status_get_lv(bl)
  5543. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5544. && !(tstatus->mode&MD_BOSS) )
  5545. 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)));
  5546. else
  5547. {
  5548. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5549. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5550. }
  5551. }
  5552. break;
  5553. case TF_STEAL:
  5554. if(sd) {
  5555. if(pc_steal_item(sd,bl,skill_lv))
  5556. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5557. else
  5558. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5559. }
  5560. break;
  5561. case RG_STEALCOIN:
  5562. if(sd) {
  5563. if(pc_steal_coin(sd,bl))
  5564. {
  5565. dstmd->state.provoke_flag = src->id;
  5566. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5568. }
  5569. else
  5570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5571. }
  5572. break;
  5573. case MG_STONECURSE:
  5574. {
  5575. int brate = 0;
  5576. if (tstatus->mode&MD_BOSS) {
  5577. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5578. break;
  5579. }
  5580. if(status_isimmune(bl) || !tsc)
  5581. break;
  5582. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5583. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5584. if (tsc->data[SC_STONE]) {
  5585. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5586. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5587. break;
  5588. }
  5589. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5590. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5591. skill_get_time2(skill_id,skill_lv)))
  5592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5593. else if(sd) {
  5594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5595. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5596. if (skill_lv > 5)
  5597. { // not to consume items
  5598. map_freeblock_unlock();
  5599. return 0;
  5600. }
  5601. }
  5602. }
  5603. break;
  5604. case NV_FIRSTAID:
  5605. clif_skill_nodamage(src,bl,skill_id,5,1);
  5606. status_heal(bl,5,0,0);
  5607. break;
  5608. case AL_CURE:
  5609. if(status_isimmune(bl)) {
  5610. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5611. break;
  5612. }
  5613. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5614. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5615. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5617. break;
  5618. case TF_DETOXIFY:
  5619. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5620. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5621. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5622. break;
  5623. case PR_STRECOVERY:
  5624. if(status_isimmune(bl)) {
  5625. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5626. break;
  5627. }
  5628. if (tsc && tsc->opt1) {
  5629. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5630. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5631. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5632. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5633. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5634. }
  5635. //Is this equation really right? It looks so... special.
  5636. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5637. {
  5638. status_change_start(src,bl, SC_BLIND,
  5639. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5640. 1,0,0,0,
  5641. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5642. }
  5643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5644. if(dstmd)
  5645. mob_unlocktarget(dstmd,tick);
  5646. break;
  5647. // Mercenary Supportive Skills
  5648. case MER_BENEDICTION:
  5649. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5650. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5651. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5652. break;
  5653. case MER_COMPRESS:
  5654. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5655. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5656. break;
  5657. case MER_MENTALCURE:
  5658. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5660. break;
  5661. case MER_RECUPERATE:
  5662. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5663. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5665. break;
  5666. case MER_REGAIN:
  5667. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5668. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5669. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5670. break;
  5671. case MER_TENDER:
  5672. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5673. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5675. break;
  5676. case MER_SCAPEGOAT:
  5677. if( mer && mer->master )
  5678. {
  5679. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5680. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5681. }
  5682. break;
  5683. case MER_ESTIMATION:
  5684. if( !mer )
  5685. break;
  5686. sd = mer->master;
  5687. case WZ_ESTIMATION:
  5688. if( sd == NULL )
  5689. break;
  5690. if( dstsd )
  5691. { // Fail on Players
  5692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5693. break;
  5694. }
  5695. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5696. break; // Cannot be Used on Emperium
  5697. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5698. clif_skill_estimation(sd, bl);
  5699. if( skill_id == MER_ESTIMATION )
  5700. sd = NULL;
  5701. break;
  5702. case BS_REPAIRWEAPON:
  5703. if(sd && dstsd)
  5704. clif_item_repair_list(sd,dstsd,skill_lv);
  5705. break;
  5706. case MC_IDENTIFY:
  5707. if(sd) {
  5708. clif_item_identify_list(sd);
  5709. if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */
  5710. map_freeblock_unlock();
  5711. return 1;
  5712. }
  5713. status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
  5714. }
  5715. break;
  5716. // Weapon Refining [Celest]
  5717. case WS_WEAPONREFINE:
  5718. if(sd)
  5719. clif_item_refine_list(sd);
  5720. break;
  5721. case MC_VENDING:
  5722. if(sd)
  5723. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5724. if ( !pc_can_give_items(sd) )
  5725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5726. else {
  5727. sd->state.prevend = 1;
  5728. clif_openvendingreq(sd,2+skill_lv);
  5729. }
  5730. }
  5731. break;
  5732. case AL_TELEPORT:
  5733. case ALL_ODINS_RECALL:
  5734. if(sd)
  5735. {
  5736. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5737. clif_skill_teleportmessage(sd,0);
  5738. break;
  5739. }
  5740. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5741. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  5742. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5743. break;
  5744. }
  5745. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5746. {
  5747. if( skill_lv == 1 )
  5748. pc_randomwarp(sd,CLR_TELEPORT);
  5749. else
  5750. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5751. break;
  5752. }
  5753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5754. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  5755. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5756. else
  5757. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5758. } else
  5759. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5760. break;
  5761. case NPC_EXPULSION:
  5762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5763. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5764. break;
  5765. case AL_HOLYWATER:
  5766. if(sd) {
  5767. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5769. else
  5770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5771. }
  5772. break;
  5773. case TF_PICKSTONE:
  5774. if(sd) {
  5775. int eflag;
  5776. struct item item_tmp;
  5777. struct block_list tbl;
  5778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5779. memset(&item_tmp,0,sizeof(item_tmp));
  5780. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5781. item_tmp.nameid = ITEMID_STONE;
  5782. item_tmp.identify = 1;
  5783. tbl.id = 0;
  5784. clif_takeitem(&sd->bl,&tbl);
  5785. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5786. if(eflag) {
  5787. clif_additem(sd,0,0,eflag);
  5788. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5789. }
  5790. }
  5791. break;
  5792. case ASC_CDP:
  5793. if(sd) {
  5794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5795. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5796. }
  5797. break;
  5798. case RG_STRIPWEAPON:
  5799. case RG_STRIPSHIELD:
  5800. case RG_STRIPARMOR:
  5801. case RG_STRIPHELM:
  5802. case ST_FULLSTRIP:
  5803. case GC_WEAPONCRUSH:
  5804. case SC_STRIPACCESSARY: {
  5805. unsigned short location = 0;
  5806. int d = 0;
  5807. //Rate in percent
  5808. if ( skill_id == ST_FULLSTRIP ) {
  5809. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5810. } else if( skill_id == SC_STRIPACCESSARY ) {
  5811. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  5812. } else {
  5813. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5814. }
  5815. if (i < 5) i = 5; //Minimum rate 5%
  5816. //Duration in ms
  5817. if( skill_id == GC_WEAPONCRUSH){
  5818. d = skill_get_time(skill_id,skill_lv);
  5819. if(bl->type == BL_PC)
  5820. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  5821. else
  5822. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5823. }else
  5824. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  5825. if (d < 0) d = 0; //Minimum duration 0ms
  5826. switch (skill_id) {
  5827. case RG_STRIPWEAPON:
  5828. case GC_WEAPONCRUSH:
  5829. location = EQP_WEAPON;
  5830. break;
  5831. case RG_STRIPSHIELD:
  5832. location = EQP_SHIELD;
  5833. break;
  5834. case RG_STRIPARMOR:
  5835. location = EQP_ARMOR;
  5836. break;
  5837. case RG_STRIPHELM:
  5838. location = EQP_HELM;
  5839. break;
  5840. case ST_FULLSTRIP:
  5841. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5842. break;
  5843. case SC_STRIPACCESSARY:
  5844. location = EQP_ACC;
  5845. break;
  5846. }
  5847. //Special message when trying to use strip on FCP [Jobbie]
  5848. 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])
  5849. {
  5850. clif_gospel_info(sd, 0x28);
  5851. break;
  5852. }
  5853. //Attempts to strip at rate i and duration d
  5854. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  5855. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5856. //Nothing stripped.
  5857. if( sd && !i )
  5858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5859. break;
  5860. }
  5861. case AM_BERSERKPITCHER:
  5862. case AM_POTIONPITCHER: {
  5863. int i,hp = 0,sp = 0;
  5864. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5865. map_freeblock_unlock();
  5866. return 1;
  5867. }
  5868. if( sd ) {
  5869. int x,bonus=100;
  5870. x = skill_lv%11 - 1;
  5871. i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
  5872. if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
  5873. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5874. map_freeblock_unlock();
  5875. return 1;
  5876. }
  5877. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
  5878. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5879. map_freeblock_unlock();
  5880. return 1;
  5881. }
  5882. if( skill_id == AM_BERSERKPITCHER ) {
  5883. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5885. map_freeblock_unlock();
  5886. return 1;
  5887. }
  5888. }
  5889. potion_flag = 1;
  5890. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5891. potion_target = bl->id;
  5892. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5893. potion_flag = potion_target = 0;
  5894. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5895. bonus += sd->status.base_level;
  5896. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5897. hp = tstatus->max_hp * potion_per_hp / 100;
  5898. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5899. if( dstsd ) {
  5900. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5901. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5902. }
  5903. } else {
  5904. if( potion_hp > 0 ) {
  5905. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5906. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5907. if( dstsd )
  5908. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5909. }
  5910. if( potion_sp > 0 ) {
  5911. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5912. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5913. if( dstsd )
  5914. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5915. }
  5916. }
  5917. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5918. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5919. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5920. }
  5921. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  5922. hp += hp * i / 100;
  5923. sp += sp * i / 100;
  5924. }
  5925. } else {
  5926. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  5927. switch (skill_lv) {
  5928. case 1: hp = 45; break;
  5929. case 2: hp = 105; break;
  5930. case 3: hp = 175; break;
  5931. default: hp = 325; break;
  5932. }
  5933. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  5934. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5935. if( dstsd )
  5936. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5937. }
  5938. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  5939. hp += hp * i / 100;
  5940. sp += sp * i / 100;
  5941. }
  5942. if( tsc && tsc->count ) {
  5943. if( tsc->data[SC_CRITICALWOUND] ) {
  5944. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5945. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5946. }
  5947. if( tsc->data[SC_DEATHHURT] ) {
  5948. hp -= hp * 20 / 100;
  5949. sp -= sp * 20 / 100;
  5950. }
  5951. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5952. hp += hp / 10;
  5953. sp += sp / 10;
  5954. }
  5955. }
  5956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5957. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  5958. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5959. if( sp > 0 )
  5960. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5961. #ifdef RENEWAL
  5962. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5963. sp = 0;
  5964. #endif
  5965. status_heal(bl,hp,sp,0);
  5966. }
  5967. break;
  5968. case AM_CP_WEAPON:
  5969. case AM_CP_SHIELD:
  5970. case AM_CP_ARMOR:
  5971. case AM_CP_HELM:
  5972. {
  5973. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5974. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  5975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5976. map_freeblock_unlock(); // Don't consume item requirements
  5977. return 0;
  5978. }
  5979. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5980. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5981. }
  5982. break;
  5983. case AM_TWILIGHT1:
  5984. if (sd) {
  5985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5986. //Prepare 200 White Potions.
  5987. if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
  5988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5989. }
  5990. break;
  5991. case AM_TWILIGHT2:
  5992. if (sd) {
  5993. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5994. //Prepare 200 Slim White Potions.
  5995. if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
  5996. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5997. }
  5998. break;
  5999. case AM_TWILIGHT3:
  6000. if (sd) {
  6001. int ebottle = pc_search_inventory(sd,713);
  6002. if( ebottle >= 0 )
  6003. ebottle = sd->status.inventory[ebottle].amount;
  6004. //check if you can produce all three, if not, then fail:
  6005. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  6006. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  6007. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  6008. || ebottle < 200 //200 empty bottle are required at total.
  6009. ) {
  6010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6011. break;
  6012. }
  6013. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6014. skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
  6015. skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
  6016. skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
  6017. }
  6018. break;
  6019. case SA_DISPELL:
  6020. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6021. {
  6022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6023. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6024. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6025. || rnd()%100 >= 50+10*skill_lv
  6026. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6027. {
  6028. if (sd)
  6029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6030. break;
  6031. }
  6032. if(status_isimmune(bl) || !tsc || !tsc->count)
  6033. break;
  6034. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6036. break;
  6037. }
  6038. for(i=0;i<SC_MAX;i++)
  6039. {
  6040. if (!tsc->data[i])
  6041. continue;
  6042. switch (i) {
  6043. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6044. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6045. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6046. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6047. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6048. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6049. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6050. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6051. case SC_EDP: case SC_AUTOBERSERK:
  6052. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6053. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6054. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6055. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6056. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6057. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6058. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6059. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6060. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6061. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6062. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6063. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6064. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6065. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6066. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6067. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6068. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6069. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6070. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6071. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6072. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6073. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6074. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6075. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6076. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6077. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6078. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6079. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6080. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6081. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6082. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6083. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6084. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6085. #ifdef RENEWAL
  6086. case SC_EXTREMITYFIST2:
  6087. #endif
  6088. continue;
  6089. /**
  6090. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6091. **/
  6092. case SC_WHISTLE:
  6093. case SC_ASSNCROS:
  6094. case SC_POEMBRAGI:
  6095. case SC_APPLEIDUN:
  6096. case SC_HUMMING:
  6097. case SC_DONTFORGETME:
  6098. case SC_FORTUNE:
  6099. case SC_SERVICE4U:
  6100. if(tsc->data[i]->val4==0)
  6101. continue; //if in song-area don't end it
  6102. break;
  6103. case SC_ASSUMPTIO:
  6104. if( bl->type == BL_MOB )
  6105. continue;
  6106. break;
  6107. }
  6108. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6109. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6110. }
  6111. break;
  6112. }
  6113. //Affect all targets on splash area.
  6114. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6115. src, skill_id, skill_lv, tick, flag|1,
  6116. skill_castend_damage_id);
  6117. break;
  6118. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6119. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6120. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6121. break;
  6122. case TK_HIGHJUMP:
  6123. {
  6124. int x,y, dir = unit_getdir(src);
  6125. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6126. if( map[src->m].flag.noteleport &&
  6127. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6128. ) {
  6129. x = src->x;
  6130. y = src->y;
  6131. } else {
  6132. x = src->x + dirx[dir]*skill_lv*2;
  6133. y = src->y + diry[dir]*skill_lv*2;
  6134. }
  6135. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6136. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6137. clif_slide(src,x,y);
  6138. unit_movepos(src, x, y, 1, 0);
  6139. }
  6140. }
  6141. break;
  6142. case SA_CASTCANCEL:
  6143. case SO_SPELLFIST:
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6145. unit_skillcastcancel(src,1);
  6146. if(sd) {
  6147. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6148. if( skill_id == SO_SPELLFIST ){
  6149. 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));
  6150. sd->skill_id_old = sd->skill_lv_old = 0;
  6151. break;
  6152. }
  6153. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6154. if(sp < 0) sp = 0;
  6155. status_zap(src, 0, sp);
  6156. }
  6157. break;
  6158. case SA_SPELLBREAKER:
  6159. {
  6160. int sp;
  6161. if(tsc && tsc->data[SC_MAGICROD]) {
  6162. sp = skill_get_sp(skill_id,skill_lv);
  6163. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6164. if(sp < 1) sp = 1;
  6165. status_heal(bl,0,sp,2);
  6166. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6167. } else {
  6168. struct unit_data *ud = unit_bl2ud(bl);
  6169. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6170. if (!ud || ud->skilltimer == INVALID_TIMER)
  6171. break; //Nothing to cancel.
  6172. bl_skill_id = ud->skill_id;
  6173. bl_skill_lv = ud->skill_lv;
  6174. if (tstatus->mode & MD_BOSS)
  6175. { //Only 10% success chance against bosses. [Skotlex]
  6176. if (rnd()%100 < 90)
  6177. {
  6178. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6179. break;
  6180. }
  6181. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6182. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6184. unit_skillcastcancel(bl,0);
  6185. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6186. status_zap(bl, hp, sp);
  6187. if (hp && skill_lv >= 5)
  6188. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6189. else
  6190. hp = 0;
  6191. if (sp) //Recover some of the SP used
  6192. sp = sp*(25*(skill_lv-1))/100;
  6193. if(hp || sp)
  6194. status_heal(src, hp, sp, 2);
  6195. }
  6196. }
  6197. break;
  6198. case SA_MAGICROD:
  6199. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6200. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6201. break;
  6202. case SA_AUTOSPELL:
  6203. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6204. if(sd)
  6205. clif_autospell(sd,skill_lv);
  6206. else {
  6207. int maxlv=1,spellid=0;
  6208. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6209. if(skill_lv >= 10) {
  6210. spellid = MG_FROSTDIVER;
  6211. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6212. // maxlv = 10;
  6213. // else
  6214. maxlv = skill_lv - 9;
  6215. }
  6216. else if(skill_lv >=8) {
  6217. spellid = MG_FIREBALL;
  6218. maxlv = skill_lv - 7;
  6219. }
  6220. else if(skill_lv >=5) {
  6221. spellid = MG_SOULSTRIKE;
  6222. maxlv = skill_lv - 4;
  6223. }
  6224. else if(skill_lv >=2) {
  6225. int i = rnd()%3;
  6226. spellid = spellarray[i];
  6227. maxlv = skill_lv - 1;
  6228. }
  6229. else if(skill_lv > 0) {
  6230. spellid = MG_NAPALMBEAT;
  6231. maxlv = 3;
  6232. }
  6233. if(spellid > 0)
  6234. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6235. skill_get_time(SA_AUTOSPELL,skill_lv));
  6236. }
  6237. break;
  6238. case BS_GREED:
  6239. if(sd){
  6240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6241. map_foreachinrange(skill_greed,bl,
  6242. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6243. }
  6244. break;
  6245. case SA_ELEMENTWATER:
  6246. case SA_ELEMENTFIRE:
  6247. case SA_ELEMENTGROUND:
  6248. case SA_ELEMENTWIND:
  6249. if(sd && !dstmd) //Only works on monsters.
  6250. break;
  6251. if(tstatus->mode&MD_BOSS)
  6252. break;
  6253. case NPC_ATTRICHANGE:
  6254. case NPC_CHANGEWATER:
  6255. case NPC_CHANGEGROUND:
  6256. case NPC_CHANGEFIRE:
  6257. case NPC_CHANGEWIND:
  6258. case NPC_CHANGEPOISON:
  6259. case NPC_CHANGEHOLY:
  6260. case NPC_CHANGEDARKNESS:
  6261. case NPC_CHANGETELEKINESIS:
  6262. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6263. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6264. skill_get_time(skill_id, skill_lv)));
  6265. break;
  6266. case NPC_CHANGEUNDEAD:
  6267. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6268. //TO-DO This is ugly, fix it
  6269. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6270. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6271. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6272. skill_get_time(skill_id, skill_lv)));
  6273. break;
  6274. case NPC_PROVOCATION:
  6275. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6276. if (md) mob_unlocktarget(md, tick);
  6277. break;
  6278. case NPC_KEEPING:
  6279. case NPC_BARRIER:
  6280. {
  6281. int skill_time = skill_get_time(skill_id,skill_lv);
  6282. struct unit_data *ud = unit_bl2ud(bl);
  6283. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6284. sc_start(src,bl,type,100,skill_lv,skill_time))
  6285. && ud) { //Disable attacking/acting/moving for skill's duration.
  6286. ud->attackabletime =
  6287. ud->canact_tick =
  6288. ud->canmove_tick = tick + skill_time;
  6289. }
  6290. }
  6291. break;
  6292. case NPC_REBIRTH:
  6293. if( md && md->state.rebirth )
  6294. break; // only works once
  6295. sc_start(src,bl,type,100,skill_lv,-1);
  6296. break;
  6297. case NPC_DARKBLESSING:
  6298. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6299. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6300. break;
  6301. case NPC_LICK:
  6302. status_zap(bl, 0, 100);
  6303. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6304. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6305. break;
  6306. case NPC_SUICIDE:
  6307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6308. status_kill(src); //When suiciding, neither exp nor drops is given.
  6309. break;
  6310. case NPC_SUMMONSLAVE:
  6311. case NPC_SUMMONMONSTER:
  6312. if(md && md->skill_idx >= 0)
  6313. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6314. break;
  6315. case NPC_CALLSLAVE:
  6316. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6317. break;
  6318. case NPC_RANDOMMOVE:
  6319. if (md) {
  6320. md->next_walktime = tick - 1;
  6321. mob_randomwalk(md,tick);
  6322. }
  6323. break;
  6324. case NPC_SPEEDUP:
  6325. {
  6326. // or does it increase casting rate? just a guess xD
  6327. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6328. if (i > SC_ASPDPOTION3)
  6329. i = SC_ASPDPOTION3;
  6330. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6331. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6332. }
  6333. break;
  6334. case NPC_REVENGE:
  6335. // not really needed... but adding here anyway ^^
  6336. if (md && md->master_id > 0) {
  6337. struct block_list *mbl, *tbl;
  6338. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6339. (tbl = battle_gettargeted(mbl)) == NULL)
  6340. break;
  6341. md->state.provoke_flag = tbl->id;
  6342. mob_target(md, tbl, sstatus->rhw.range);
  6343. }
  6344. break;
  6345. case NPC_RUN:
  6346. {
  6347. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6348. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6349. unit_stop_attack(src);
  6350. //Run skillv tiles overriding the can-move check.
  6351. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6352. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6353. }
  6354. break;
  6355. case NPC_TRANSFORMATION:
  6356. case NPC_METAMORPHOSIS:
  6357. if(md && md->skill_idx >= 0) {
  6358. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6359. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6360. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6361. if (class_) mob_class_change(md, class_);
  6362. }
  6363. break;
  6364. case NPC_EMOTION_ON:
  6365. case NPC_EMOTION:
  6366. //val[0] is the emotion to use.
  6367. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6368. //val[1] 'sets' the mode
  6369. //val[2] adds to the current mode
  6370. //val[3] removes from the current mode
  6371. //val[4] if set, asks to delete the previous mode change.
  6372. if(md && md->skill_idx >= 0 && tsc)
  6373. {
  6374. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6375. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6376. status_change_end(bl, type, INVALID_TIMER);
  6377. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6378. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6379. mob_unlocktarget(md,tick);
  6380. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6381. sc_start4(src,src, type, 100, skill_lv,
  6382. md->db->skill[md->skill_idx].val[1],
  6383. md->db->skill[md->skill_idx].val[2],
  6384. md->db->skill[md->skill_idx].val[3],
  6385. skill_get_time(skill_id, skill_lv));
  6386. }
  6387. break;
  6388. case NPC_POWERUP:
  6389. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6390. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6391. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6392. break;
  6393. case NPC_AGIUP:
  6394. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6395. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6396. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6397. break;
  6398. case NPC_INVISIBLE:
  6399. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6400. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6401. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6402. break;
  6403. case NPC_SIEGEMODE:
  6404. // not sure what it does
  6405. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6406. break;
  6407. case WE_MALE:
  6408. {
  6409. int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
  6410. 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]
  6411. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6412. }
  6413. break;
  6414. case WE_FEMALE:
  6415. {
  6416. int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
  6417. 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]
  6418. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6419. }
  6420. break;
  6421. // parent-baby skills
  6422. case WE_BABY:
  6423. if(sd){
  6424. struct map_session_data *f_sd = pc_get_father(sd);
  6425. struct map_session_data *m_sd = pc_get_mother(sd);
  6426. // if neither was found
  6427. if(!f_sd && !m_sd){
  6428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6429. map_freeblock_unlock();
  6430. return 0;
  6431. }
  6432. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6433. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6434. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6435. }
  6436. break;
  6437. case PF_HPCONVERSION:
  6438. {
  6439. int hp, sp;
  6440. hp = sstatus->max_hp/10;
  6441. sp = hp * 10 * skill_lv / 100;
  6442. if (!status_charge(src,hp,0)) {
  6443. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6444. break;
  6445. }
  6446. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6447. status_heal(bl,0,sp,2);
  6448. }
  6449. break;
  6450. case MA_REMOVETRAP:
  6451. case HT_REMOVETRAP:
  6452. {
  6453. struct skill_unit* su;
  6454. struct skill_unit_group* sg;
  6455. su = BL_CAST(BL_SKILL, bl);
  6456. // Mercenaries can remove any trap
  6457. // Players can only remove their own traps or traps on Vs maps.
  6458. 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) )
  6459. {
  6460. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6461. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6462. { // prevent picking up expired traps
  6463. if( battle_config.skill_removetrap_type )
  6464. { // get back all items used to deploy the trap
  6465. for( i = 0; i < 10; i++ )
  6466. {
  6467. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6468. {
  6469. int flag;
  6470. struct item item_tmp;
  6471. memset(&item_tmp,0,sizeof(item_tmp));
  6472. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6473. item_tmp.identify = 1;
  6474. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6475. {
  6476. clif_additem(sd,0,0,flag);
  6477. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6478. }
  6479. }
  6480. }
  6481. }
  6482. else
  6483. { // get back 1 trap
  6484. struct item item_tmp;
  6485. memset(&item_tmp,0,sizeof(item_tmp));
  6486. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6487. item_tmp.identify = 1;
  6488. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6489. {
  6490. clif_additem(sd,0,0,flag);
  6491. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6492. }
  6493. }
  6494. }
  6495. skill_delunit(su);
  6496. }else if(sd)
  6497. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6498. }
  6499. break;
  6500. case HT_SPRINGTRAP:
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6502. {
  6503. struct skill_unit *su=NULL;
  6504. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6505. switch(su->group->unit_id){
  6506. case UNT_ANKLESNARE: // ankle snare
  6507. if (su->group->val2 != 0)
  6508. // if it is already trapping something don't spring it,
  6509. // remove trap should be used instead
  6510. break;
  6511. // otherwise fallthrough to below
  6512. case UNT_BLASTMINE:
  6513. case UNT_SKIDTRAP:
  6514. case UNT_LANDMINE:
  6515. case UNT_SHOCKWAVE:
  6516. case UNT_SANDMAN:
  6517. case UNT_FLASHER:
  6518. case UNT_FREEZINGTRAP:
  6519. case UNT_CLAYMORETRAP:
  6520. case UNT_TALKIEBOX:
  6521. su->group->unit_id = UNT_USED_TRAPS;
  6522. clif_changetraplook(bl, UNT_USED_TRAPS);
  6523. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6524. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6525. }
  6526. }
  6527. }
  6528. break;
  6529. case BD_ENCORE:
  6530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6531. if(sd)
  6532. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6533. break;
  6534. case AS_SPLASHER:
  6535. if(tstatus->mode&MD_BOSS
  6536. /**
  6537. * Renewal dropped the 3/4 hp requirement
  6538. **/
  6539. #ifndef RENEWAL
  6540. || tstatus-> hp > tstatus->max_hp*3/4
  6541. #endif
  6542. ) {
  6543. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6544. map_freeblock_unlock();
  6545. return 1;
  6546. }
  6547. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6548. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6549. #ifndef RENEWAL
  6550. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6551. #endif
  6552. break;
  6553. case PF_MINDBREAKER:
  6554. {
  6555. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6556. {
  6557. map_freeblock_unlock();
  6558. return 1;
  6559. }
  6560. if (tsce)
  6561. { //HelloKitty2 (?) explained that this silently fails when target is
  6562. //already inflicted. [Skotlex]
  6563. map_freeblock_unlock();
  6564. return 1;
  6565. }
  6566. //Has a 55% + skill_lv*5% success chance.
  6567. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6568. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6569. {
  6570. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6571. map_freeblock_unlock();
  6572. return 0;
  6573. }
  6574. unit_skillcastcancel(bl,0);
  6575. if(tsc && tsc->count){
  6576. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6577. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6578. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6579. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6580. }
  6581. if(dstmd)
  6582. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6583. }
  6584. break;
  6585. case PF_SOULCHANGE:
  6586. {
  6587. unsigned int sp1 = 0, sp2 = 0;
  6588. if (dstmd) {
  6589. if (dstmd->state.soul_change_flag) {
  6590. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6591. break;
  6592. }
  6593. dstmd->state.soul_change_flag = 1;
  6594. sp2 = sstatus->max_sp * 3 /100;
  6595. status_heal(src, 0, sp2, 2);
  6596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6597. break;
  6598. }
  6599. sp1 = sstatus->sp;
  6600. sp2 = tstatus->sp;
  6601. #ifdef RENEWAL
  6602. sp1 = sp1 / 2;
  6603. sp2 = sp2 / 2;
  6604. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6605. sp1 = tstatus->sp;
  6606. #endif
  6607. status_set_sp(src, sp2, 3);
  6608. status_set_sp(bl, sp1, 3);
  6609. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6610. }
  6611. break;
  6612. // Slim Pitcher
  6613. case CR_SLIMPITCHER:
  6614. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6615. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6616. break;
  6617. if (potion_hp || potion_sp) {
  6618. int hp = potion_hp, sp = potion_sp;
  6619. hp = hp * (100 + (tstatus->vit<<1))/100;
  6620. sp = sp * (100 + (tstatus->int_<<1))/100;
  6621. if (dstsd) {
  6622. if (hp)
  6623. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6624. if (sp)
  6625. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6626. }
  6627. if( tsc && tsc->count ) {
  6628. if (tsc->data[SC_CRITICALWOUND]) {
  6629. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6630. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6631. }
  6632. if (tsc->data[SC_DEATHHURT]) {
  6633. hp -= hp * 20 / 100;
  6634. sp -= sp * 20 / 100;
  6635. }
  6636. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6637. hp += hp / 10;
  6638. sp += sp / 10;
  6639. }
  6640. }
  6641. if(hp > 0)
  6642. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6643. if(sp > 0)
  6644. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6645. status_heal(bl,hp,sp,0);
  6646. }
  6647. break;
  6648. // Full Chemical Protection
  6649. case CR_FULLPROTECTION:
  6650. {
  6651. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6652. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6653. for (i=0 ; i<4; i++) {
  6654. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6655. continue;
  6656. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6657. s++;
  6658. }
  6659. if( sd && !s ){
  6660. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6661. map_freeblock_unlock(); // Don't consume item requirements
  6662. return 0;
  6663. }
  6664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6665. }
  6666. break;
  6667. case RG_CLEANER: //AppleGirl
  6668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6669. break;
  6670. case CG_LONGINGFREEDOM:
  6671. {
  6672. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6673. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6674. {
  6675. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6676. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6677. }
  6678. }
  6679. break;
  6680. case CG_TAROTCARD:
  6681. {
  6682. int eff, count = -1;
  6683. if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6684. {
  6685. if( sd )
  6686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6687. map_freeblock_unlock();
  6688. return 0;
  6689. }
  6690. status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
  6691. do {
  6692. eff = rnd() % 14;
  6693. clif_specialeffect(bl, 523 + eff, AREA);
  6694. switch (eff)
  6695. {
  6696. case 0: // heals SP to 0
  6697. status_percent_damage(src, bl, 0, 100, false);
  6698. break;
  6699. case 1: // matk halved
  6700. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6701. break;
  6702. case 2: // all buffs removed
  6703. status_change_clear_buffs(bl,1);
  6704. break;
  6705. case 3: // 1000 damage, random armor destroyed
  6706. {
  6707. status_fix_damage(src, bl, 1000, 0);
  6708. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6709. if( !status_isdead(bl) ) {
  6710. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6711. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  6712. }
  6713. }
  6714. break;
  6715. case 4: // atk halved
  6716. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6717. break;
  6718. case 5: // 2000HP heal, random teleported
  6719. status_heal(src, 2000, 0, 0);
  6720. if( !map_flag_vs(bl->m) )
  6721. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6722. break;
  6723. case 6: // random 2 other effects
  6724. if (count == -1)
  6725. count = 3;
  6726. else
  6727. count++; //Should not retrigger this one.
  6728. break;
  6729. case 7: // stop freeze or stoned
  6730. {
  6731. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6732. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6733. }
  6734. break;
  6735. case 8: // curse coma and poison
  6736. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6737. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6738. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6739. break;
  6740. case 9: // confusion
  6741. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6742. break;
  6743. case 10: // 6666 damage, atk matk halved, cursed
  6744. status_fix_damage(src, bl, 6666, 0);
  6745. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6746. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6747. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6748. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6749. break;
  6750. case 11: // 4444 damage
  6751. status_fix_damage(src, bl, 4444, 0);
  6752. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6753. break;
  6754. case 12: // stun
  6755. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  6756. break;
  6757. case 13: // atk,matk,hit,flee,def reduced
  6758. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6759. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6760. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6761. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6762. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6763. break;
  6764. default:
  6765. break;
  6766. }
  6767. } while ((--count) > 0);
  6768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6769. }
  6770. break;
  6771. case SL_ALCHEMIST:
  6772. case SL_ASSASIN:
  6773. case SL_BARDDANCER:
  6774. case SL_BLACKSMITH:
  6775. case SL_CRUSADER:
  6776. case SL_HUNTER:
  6777. case SL_KNIGHT:
  6778. case SL_MONK:
  6779. case SL_PRIEST:
  6780. case SL_ROGUE:
  6781. case SL_SAGE:
  6782. case SL_SOULLINKER:
  6783. case SL_STAR:
  6784. case SL_SUPERNOVICE:
  6785. case SL_WIZARD:
  6786. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6787. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6789. break;
  6790. }
  6791. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6792. { //Erase death count 1% of the casts
  6793. dstsd->die_counter = 0;
  6794. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6795. clif_specialeffect(bl, 0x152, AREA);
  6796. //SC_SPIRIT invokes status_calc_pc for us.
  6797. }
  6798. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6799. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6800. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6801. break;
  6802. case SL_HIGH:
  6803. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6805. break;
  6806. }
  6807. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6808. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6809. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6810. break;
  6811. case SL_SWOO:
  6812. if (tsce) {
  6813. if(sd)
  6814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6815. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  6816. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6817. break;
  6818. }
  6819. case SL_SKA: // [marquis007]
  6820. case SL_SKE:
  6821. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6823. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  6824. break;
  6825. }
  6826. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6827. if (skill_id == SL_SKE)
  6828. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6829. break;
  6830. // New guild skills [Celest]
  6831. case GD_BATTLEORDER:
  6832. if(flag&1) {
  6833. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6834. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6835. } else if (status_get_guild_id(src)) {
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6837. map_foreachinrange(skill_area_sub, src,
  6838. skill_get_splash(skill_id, skill_lv), BL_PC,
  6839. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6840. skill_castend_nodamage_id);
  6841. if (sd)
  6842. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6843. }
  6844. break;
  6845. case GD_REGENERATION:
  6846. if(flag&1) {
  6847. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6848. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6849. } else if (status_get_guild_id(src)) {
  6850. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6851. map_foreachinrange(skill_area_sub, src,
  6852. skill_get_splash(skill_id, skill_lv), BL_PC,
  6853. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6854. skill_castend_nodamage_id);
  6855. if (sd)
  6856. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6857. }
  6858. break;
  6859. case GD_RESTORE:
  6860. if(flag&1) {
  6861. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6862. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6863. } else if (status_get_guild_id(src)) {
  6864. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6865. map_foreachinrange(skill_area_sub, src,
  6866. skill_get_splash(skill_id, skill_lv), BL_PC,
  6867. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6868. skill_castend_nodamage_id);
  6869. if (sd)
  6870. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6871. }
  6872. break;
  6873. case GD_EMERGENCYCALL:
  6874. {
  6875. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6876. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6877. int j = 0;
  6878. struct guild *g;
  6879. // i don't know if it actually summons in a circle, but oh well. ;P
  6880. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6881. if (!g)
  6882. break;
  6883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6884. for(i = 0; i < g->max_member; i++, j++) {
  6885. if (j>8) j=0;
  6886. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6887. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6888. continue;
  6889. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6890. dx[j] = dy[j] = 0;
  6891. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6892. }
  6893. }
  6894. if (sd)
  6895. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6896. }
  6897. break;
  6898. case SG_FEEL:
  6899. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6900. if (sd) {
  6901. if(!sd->feel_map[skill_lv-1].index)
  6902. clif_feel_req(sd->fd,sd, skill_lv);
  6903. else
  6904. clif_feel_info(sd, skill_lv-1, 1);
  6905. }
  6906. break;
  6907. case SG_HATE:
  6908. if (sd) {
  6909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6910. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  6911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6912. }
  6913. break;
  6914. case GS_GLITTERING:
  6915. if(sd) {
  6916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6917. if(rnd()%100 < (20+10*skill_lv))
  6918. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  6919. else if(sd->spiritball > 0)
  6920. pc_delspiritball(sd,1,0);
  6921. }
  6922. break;
  6923. case GS_CRACKER:
  6924. /* per official standards, this skill works on players and mobs. */
  6925. if (sd && (dstsd || dstmd))
  6926. {
  6927. i =65 -5*distance_bl(src,bl); //Base rate
  6928. if (i < 30) i = 30;
  6929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6930. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  6931. }
  6932. break;
  6933. case AM_CALLHOMUN: //[orn]
  6934. if (sd && !merc_call_homunculus(sd))
  6935. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6936. break;
  6937. case AM_REST:
  6938. if (sd) {
  6939. if (merc_hom_vaporize(sd,HOM_ST_REST))
  6940. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6941. else
  6942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6943. }
  6944. break;
  6945. case HAMI_CASTLE: //[orn]
  6946. if(rnd()%100 < 20*skill_lv && src != bl)
  6947. {
  6948. int x,y;
  6949. x = src->x;
  6950. y = src->y;
  6951. if (hd)
  6952. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6953. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6954. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  6955. clif_slide(src,bl->x,bl->y) ;
  6956. if (unit_movepos(bl,x,y,0,0))
  6957. {
  6958. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  6959. clif_slide(bl,x,y) ;
  6960. }
  6961. //TODO: Shouldn't also players and the like switch targets?
  6962. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6963. AREA_SIZE, BL_MOB, bl, src);
  6964. }
  6965. }
  6966. // Failed
  6967. else if (hd && hd->master)
  6968. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  6969. else if (sd)
  6970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6971. break;
  6972. case HVAN_CHAOTIC: //[orn]
  6973. {
  6974. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6975. int r = rnd()%100;
  6976. i = (skill_lv-1)%5;
  6977. if(r<per[i][0]) //Self
  6978. bl = src;
  6979. else if(r<per[i][1]) //Master
  6980. bl = battle_get_master(src);
  6981. else //Enemy
  6982. bl = map_id2bl(battle_gettarget(src));
  6983. if (!bl) bl = src;
  6984. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  6985. //Eh? why double skill packet?
  6986. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6987. clif_skill_nodamage(src,bl,skill_id,i,1);
  6988. status_heal(bl, i, 0, 0);
  6989. }
  6990. break;
  6991. //Homun single-target support skills [orn]
  6992. case HAMI_BLOODLUST:
  6993. case HFLI_FLEET:
  6994. case HFLI_SPEED:
  6995. case HLIF_CHANGE:
  6996. case MH_ANGRIFFS_MODUS:
  6997. case MH_GOLDENE_FERSE:
  6998. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6999. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7000. if (hd)
  7001. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7002. break;
  7003. case NPC_DRAGONFEAR:
  7004. if (flag&1) {
  7005. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7006. int j;
  7007. j = i = rnd()%ARRAYLENGTH(sc);
  7008. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7009. i++;
  7010. if ( i == ARRAYLENGTH(sc) )
  7011. i = 0;
  7012. if (i == j)
  7013. break;
  7014. }
  7015. break;
  7016. }
  7017. case NPC_WIDEBLEEDING:
  7018. case NPC_WIDECONFUSE:
  7019. case NPC_WIDECURSE:
  7020. case NPC_WIDEFREEZE:
  7021. case NPC_WIDESLEEP:
  7022. case NPC_WIDESILENCE:
  7023. case NPC_WIDESTONE:
  7024. case NPC_WIDESTUN:
  7025. case NPC_SLOWCAST:
  7026. case NPC_WIDEHELLDIGNITY:
  7027. if (flag&1)
  7028. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7029. else {
  7030. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7031. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7032. map_foreachinrange(skill_area_sub, bl,
  7033. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7034. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7035. skill_castend_nodamage_id);
  7036. }
  7037. break;
  7038. case NPC_WIDESOULDRAIN:
  7039. if (flag&1)
  7040. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7041. else {
  7042. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7043. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7044. map_foreachinrange(skill_area_sub, bl,
  7045. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7046. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7047. skill_castend_nodamage_id);
  7048. }
  7049. break;
  7050. case ALL_PARTYFLEE:
  7051. if( sd && !(flag&1) )
  7052. {
  7053. if( !sd->status.party_id )
  7054. {
  7055. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7056. break;
  7057. }
  7058. 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);
  7059. }
  7060. else
  7061. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7062. break;
  7063. case NPC_TALK:
  7064. case ALL_WEWISH:
  7065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7066. break;
  7067. case ALL_BUYING_STORE:
  7068. if( sd )
  7069. {// players only, skill allows 5 buying slots
  7070. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7071. }
  7072. break;
  7073. case RK_ENCHANTBLADE:
  7074. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7075. 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)));
  7076. break;
  7077. case RK_DRAGONHOWLING:
  7078. if( flag&1)
  7079. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7080. else
  7081. {
  7082. skill_area_temp[2] = 0;
  7083. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7084. map_foreachinrange(skill_area_sub, src,
  7085. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7086. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7087. skill_castend_nodamage_id);
  7088. }
  7089. break;
  7090. case RK_IGNITIONBREAK:
  7091. case LG_EARTHDRIVE:
  7092. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7093. i = skill_get_splash(skill_id,skill_lv);
  7094. if( skill_id == LG_EARTHDRIVE ) {
  7095. int dummy = 1;
  7096. 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);
  7097. }
  7098. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7099. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7100. break;
  7101. case RK_STONEHARDSKIN:
  7102. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7103. {
  7104. int heal = sstatus->hp / 5; // 20% HP
  7105. if( status_charge(bl,heal,0) )
  7106. 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)));
  7107. else
  7108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7109. }
  7110. break;
  7111. case RK_REFRESH:
  7112. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7113. {
  7114. int heal = status_get_max_hp(bl) * 25 / 100;
  7115. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7116. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7117. status_heal(bl,heal,0,1);
  7118. status_change_clear_buffs(bl,4);
  7119. }
  7120. break;
  7121. case RK_MILLENNIUMSHIELD:
  7122. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7123. {
  7124. int8 rate = rnd()%100;
  7125. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7126. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7127. clif_millenniumshield(sd,shields);
  7128. clif_skill_nodamage(src,bl,skill_id,1,1);
  7129. }
  7130. break;
  7131. case RK_GIANTGROWTH:
  7132. case RK_VITALITYACTIVATION:
  7133. case RK_ABUNDANCE:
  7134. case RK_CRUSHSTRIKE:
  7135. if( sd )
  7136. {
  7137. int lv = 1; // RK_GIANTGROWTH
  7138. if( skill_id == RK_VITALITYACTIVATION )
  7139. lv = 2;
  7140. else if( skill_id == RK_ABUNDANCE )
  7141. lv = 6;
  7142. else if( skill_id == RK_CRUSHSTRIKE )
  7143. lv = 7;
  7144. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7145. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7146. }
  7147. break;
  7148. case RK_FIGHTINGSPIRIT: {
  7149. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7150. if( flag&1 ) {
  7151. if( src == bl )
  7152. sc_start2(src,bl,type,100,atkbonus,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7153. else
  7154. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7155. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7156. if( sd->status.party_id )
  7157. 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);
  7158. else
  7159. sc_start2(src,bl,type,100,7,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7160. clif_skill_nodamage(src,bl,skill_id,1,1);
  7161. }
  7162. }
  7163. break;
  7164. case RK_PHANTOMTHRUST:
  7165. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7167. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7168. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7169. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7170. break;
  7171. /**
  7172. * Guilotine Cross
  7173. **/
  7174. case GC_ROLLINGCUTTER:
  7175. {
  7176. short count = 1;
  7177. skill_area_temp[2] = 0;
  7178. 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);
  7179. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7180. { // Every time the skill is casted the status change is reseted adding a counter.
  7181. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7182. if( count > 10 )
  7183. count = 10; // Max coounter
  7184. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7185. }
  7186. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7187. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7188. }
  7189. break;
  7190. case GC_WEAPONBLOCKING:
  7191. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7192. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7193. else
  7194. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7196. break;
  7197. case GC_CREATENEWPOISON:
  7198. if( sd )
  7199. {
  7200. clif_skill_produce_mix_list(sd,skill_id,25);
  7201. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7202. }
  7203. break;
  7204. case GC_POISONINGWEAPON:
  7205. if( sd ) {
  7206. clif_poison_list(sd,skill_lv);
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7208. }
  7209. break;
  7210. case GC_ANTIDOTE:
  7211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7212. if( tsc )
  7213. {
  7214. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7215. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7216. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7217. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7218. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7219. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7220. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7221. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7222. }
  7223. break;
  7224. case GC_PHANTOMMENACE:
  7225. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7226. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7227. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7228. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7229. break;
  7230. case GC_HALLUCINATIONWALK:
  7231. {
  7232. int heal = status_get_max_hp(bl) / 10;
  7233. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7234. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7235. break;
  7236. }
  7237. if( !status_charge(bl,heal,0) )
  7238. {
  7239. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7240. break;
  7241. }
  7242. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7243. }
  7244. break;
  7245. /**
  7246. * Arch Bishop
  7247. **/
  7248. case AB_ANCILLA:
  7249. if( sd ) {
  7250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7251. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7252. }
  7253. break;
  7254. case AB_CLEMENTIA:
  7255. case AB_CANTO:
  7256. {
  7257. int bless_lv = pc_checkskill(sd,AL_BLESSING) + ((sd ? sd->status.job_level : 50) / 10);
  7258. int agi_lv = pc_checkskill(sd,AL_INCAGI) + ((sd ? sd->status.job_level : 50) / 10);
  7259. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7260. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7261. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7262. else if( sd )
  7263. 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);
  7264. }
  7265. break;
  7266. case AB_PRAEFATIO:
  7267. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7268. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7269. else if( sd )
  7270. 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);
  7271. break;
  7272. case AB_CHEAL:
  7273. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7274. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7275. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7276. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7277. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7278. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7279. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7280. i = ~i + 1;
  7281. status_heal(bl, i, 0, 0);
  7282. }
  7283. }
  7284. else if( sd )
  7285. 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);
  7286. break;
  7287. case AB_ORATIO:
  7288. if( flag&1 )
  7289. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7290. else
  7291. {
  7292. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7293. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7294. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7295. }
  7296. break;
  7297. case AB_LAUDAAGNUS:
  7298. if( flag&1 || sd == NULL ) {
  7299. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7300. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7301. // Success Chance: (40 + 10 * Skill Level) %
  7302. if( rnd()%100 > 40+10*skill_lv ) break;
  7303. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7304. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7305. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7306. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7307. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7308. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7309. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7310. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7311. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7312. } else if( sd )
  7313. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7314. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7315. break;
  7316. case AB_LAUDARAMUS:
  7317. if( flag&1 || sd == NULL ) {
  7318. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7319. // Success Chance: (40 + 10 * Skill Level) %
  7320. if( rnd()%100 > 40+10*skill_lv ) break;
  7321. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7322. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7323. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7324. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7325. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7326. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7327. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7328. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7329. } else if( sd )
  7330. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7331. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7332. break;
  7333. case AB_CLEARANCE:
  7334. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7335. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7336. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7337. break;
  7338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7339. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7340. if (sd)
  7341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7342. break;
  7343. }
  7344. if(status_isimmune(bl) || !tsc || !tsc->count)
  7345. break;
  7346. for( i = 0; i < SC_MAX; i++ ) {
  7347. if (!tsc->data[i])
  7348. continue;
  7349. switch (i) {
  7350. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7351. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7352. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7353. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7354. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7355. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7356. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7357. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7358. case SC_SPIRIT: case SC_AUTOBERSERK:
  7359. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7360. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7361. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7362. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7363. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7364. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7365. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7366. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7367. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7368. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7369. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7370. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7371. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7372. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7373. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7374. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7375. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7376. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7377. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7378. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7379. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7380. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7381. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7382. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7383. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7384. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7385. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7386. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7387. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7388. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7389. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7390. #ifdef RENEWAL
  7391. case SC_EXTREMITYFIST2:
  7392. #endif
  7393. continue;
  7394. case SC_ASSUMPTIO:
  7395. if( bl->type == BL_MOB )
  7396. continue;
  7397. break;
  7398. }
  7399. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7400. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7401. }
  7402. break;
  7403. }
  7404. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7405. break;
  7406. case AB_SILENTIUM:
  7407. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7408. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7409. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7410. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7411. break;
  7412. /**
  7413. * Warlock
  7414. **/
  7415. case WL_STASIS:
  7416. if( flag&1 )
  7417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7418. else
  7419. {
  7420. 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);
  7421. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7422. }
  7423. break;
  7424. case WL_WHITEIMPRISON:
  7425. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7426. {
  7427. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7428. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7429. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7430. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7431. if( sd )
  7432. skill_blockpc_start(sd,skill_id,4000);
  7433. if( !(tsc && tsc->data[type]) ){
  7434. 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));
  7435. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7436. if( !i )
  7437. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7438. }
  7439. }else
  7440. if( sd )
  7441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7442. break;
  7443. case WL_FROSTMISTY:
  7444. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7445. 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);
  7446. break;
  7447. case WL_JACKFROST:
  7448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7449. 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);
  7450. break;
  7451. case WL_MARSHOFABYSS:
  7452. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7453. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7454. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7455. skill_get_time(skill_id, skill_lv)));
  7456. break;
  7457. case WL_SIENNAEXECRATE:
  7458. if( status_isimmune(bl) || !tsc )
  7459. break;
  7460. if( flag&1 ) {
  7461. if( bl->id == skill_area_temp[1] )
  7462. break; // Already work on this target
  7463. if( tsc && tsc->data[SC_STONE] )
  7464. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7465. else
  7466. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7467. } else {
  7468. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7469. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7470. if( rnd()%100 < rate ) { // Success on First Target
  7471. if( !tsc->data[SC_STONE] )
  7472. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7473. else {
  7474. rate = 1;
  7475. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7476. }
  7477. if( rate ) {
  7478. skill_area_temp[1] = bl->id;
  7479. 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);
  7480. }
  7481. // Doesn't send failure packet if it fails on defense.
  7482. }
  7483. else if( sd ) // Failure on Rate
  7484. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7485. }
  7486. break;
  7487. case WL_SUMMONFB:
  7488. case WL_SUMMONBL:
  7489. case WL_SUMMONWB:
  7490. case WL_SUMMONSTONE:
  7491. {
  7492. short element = 0, sctype = 0, pos = -1;
  7493. struct status_change *sc = status_get_sc(src);
  7494. if( !sc ) break;
  7495. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7496. {
  7497. if( !sctype && !sc->data[i] )
  7498. sctype = i; // Take the free SC
  7499. if( sc->data[i] )
  7500. pos = max(sc->data[i]->val2,pos);
  7501. }
  7502. if( !sctype )
  7503. {
  7504. if( sd ) // No free slots to put SC
  7505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7506. break;
  7507. }
  7508. pos++; // Used in val2 for SC. Indicates the order of this ball
  7509. switch( skill_id )
  7510. { // Set val1. The SC element for this ball
  7511. case WL_SUMMONFB: element = WLS_FIRE; break;
  7512. case WL_SUMMONBL: element = WLS_WIND; break;
  7513. case WL_SUMMONWB: element = WLS_WATER; break;
  7514. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7515. }
  7516. sc_start4(src,src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7517. clif_skill_nodamage(src,bl,skill_id,0,0);
  7518. }
  7519. break;
  7520. case WL_READING_SB:
  7521. if( sd ) {
  7522. struct status_change *sc = status_get_sc(bl);
  7523. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7524. if( sc && !sc->data[i] )
  7525. break;
  7526. if( i == SC_MAXSPELLBOOK ) {
  7527. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7528. break;
  7529. }
  7530. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7531. clif_spellbook_list(sd);
  7532. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7533. }
  7534. break;
  7535. /**
  7536. * Ranger
  7537. **/
  7538. case RA_FEARBREEZE:
  7539. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7540. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7541. break;
  7542. case RA_WUGMASTERY:
  7543. if( sd ) {
  7544. if( !pc_iswug(sd) )
  7545. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7546. else
  7547. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7549. }
  7550. break;
  7551. case RA_WUGRIDER:
  7552. if( sd ) {
  7553. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7554. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7555. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7556. } else if( pc_isridingwug(sd) ) {
  7557. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7558. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7559. }
  7560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7561. }
  7562. break;
  7563. case RA_WUGDASH:
  7564. if( tsce ) {
  7565. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7566. map_freeblock_unlock();
  7567. return 0;
  7568. }
  7569. if( sd && pc_isridingwug(sd) ) {
  7570. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7571. clif_walkok(sd);
  7572. }
  7573. break;
  7574. case RA_SENSITIVEKEEN:
  7575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7576. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7577. 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);
  7578. break;
  7579. /**
  7580. * Mechanic
  7581. **/
  7582. case NC_F_SIDESLIDE:
  7583. case NC_B_SIDESLIDE:
  7584. {
  7585. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7586. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7587. clif_slide(src,src->x,src->y);
  7588. clif_fixpos(src); //Aegis sent this packet
  7589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7590. }
  7591. break;
  7592. case NC_SELFDESTRUCTION:
  7593. if( sd ) {
  7594. if( pc_ismadogear(sd) )
  7595. pc_setmadogear(sd, 0);
  7596. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7597. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7598. status_set_sp(src, 0, 0);
  7599. }
  7600. break;
  7601. case NC_ANALYZE:
  7602. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7603. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7604. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7605. if( sd ) pc_overheat(sd,1);
  7606. break;
  7607. case NC_MAGNETICFIELD:
  7608. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7609. {
  7610. 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);;
  7611. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7612. if (sd) pc_overheat(sd,1);
  7613. }
  7614. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7615. break;
  7616. case NC_REPAIR:
  7617. if( sd )
  7618. {
  7619. int heal;
  7620. if( dstsd && pc_ismadogear(dstsd) )
  7621. {
  7622. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7623. status_heal(bl,heal,0,2);
  7624. } else {
  7625. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7626. status_heal(src,heal,0,2);
  7627. }
  7628. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7629. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7630. }
  7631. break;
  7632. case NC_DISJOINT:
  7633. {
  7634. if( bl->type != BL_MOB ) break;
  7635. md = map_id2md(bl->id);
  7636. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7637. status_kill(bl);
  7638. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7639. }
  7640. break;
  7641. case SC_AUTOSHADOWSPELL:
  7642. if( sd ) {
  7643. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7644. 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]
  7645. clif_autoshadowspell_list(sd);
  7646. clif_skill_nodamage(src,bl,skill_id,1,1);
  7647. }
  7648. else
  7649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7650. }
  7651. break;
  7652. case SC_SHADOWFORM:
  7653. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7654. 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))) )
  7655. dstsd->shadowform_id = src->id;
  7656. }
  7657. else if( sd )
  7658. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7659. break;
  7660. case SC_BODYPAINT:
  7661. if( flag&1 ) {
  7662. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7663. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7664. tsc->data[SC__INVISIBILITY]) ) {
  7665. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7666. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7667. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7668. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7669. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7670. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7671. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7672. }
  7673. } else {
  7674. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  7675. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7676. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7677. }
  7678. break;
  7679. case SC_ENERVATION:
  7680. case SC_GROOMY:
  7681. case SC_LAZINESS:
  7682. case SC_UNLUCKY:
  7683. case SC_WEAKNESS:
  7684. if( !(tsc && tsc->data[type]) ) {
  7685. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7686. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7687. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7688. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7689. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  7690. } else if( sd )
  7691. clif_skill_fail(sd,skill_id,0,0);
  7692. break;
  7693. case SC_IGNORANCE:
  7694. if( !(tsc && tsc->data[type]) ) {
  7695. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7696. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7697. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7698. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  7699. int sp = 200 * skill_lv;
  7700. if( dstmd ) sp = dstmd->level * 2;
  7701. if( status_zap(bl,0,sp) )
  7702. status_heal(src,0,sp/2,3);
  7703. }
  7704. else if( sd ) clif_skill_fail(sd,skill_id,0,0);
  7705. } else if( sd )
  7706. clif_skill_fail(sd,skill_id,0,0);
  7707. break;
  7708. case LG_TRAMPLE:
  7709. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7710. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  7711. break;
  7712. case LG_REFLECTDAMAGE:
  7713. if( tsc && tsc->data[type] )
  7714. status_change_end(bl,type,INVALID_TIMER);
  7715. else
  7716. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7718. break;
  7719. case LG_SHIELDSPELL:
  7720. if( flag&1 ) {
  7721. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7722. sc_start(src,bl,SC_SILENCE,100,skill_lv,duration);
  7723. } else if( sd ) {
  7724. int opt = skill_lv;
  7725. int rate = rnd()%100;
  7726. int val, brate;
  7727. switch( skill_lv ) {
  7728. case 1:
  7729. {
  7730. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7731. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7732. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7733. break;
  7734. }
  7735. brate = shield_data->def * 10;
  7736. if( rate < 50 )
  7737. opt = 1;
  7738. else if( rate < 75 )
  7739. opt = 2;
  7740. else
  7741. opt = 3;
  7742. switch( opt ) {
  7743. case 1:
  7744. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7746. if( rate < brate )
  7747. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7748. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7749. break;
  7750. case 2:
  7751. val = shield_data->def / 10; // % Reflected damage.
  7752. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7753. break;
  7754. case 3:
  7755. val = shield_data->def; // Attack increase.
  7756. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7757. break;
  7758. }
  7759. }
  7760. break;
  7761. case 2:
  7762. brate = sd->bonus.shieldmdef * 20;
  7763. if( rate < 30 )
  7764. opt = 1;
  7765. else if( rate < 60 )
  7766. opt = 2;
  7767. else
  7768. opt = 3;
  7769. switch( opt ) {
  7770. case 1:
  7771. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7772. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7773. if( rate < brate )
  7774. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7775. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7776. break;
  7777. case 2:
  7778. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7779. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7780. if( rate < brate )
  7781. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7782. break;
  7783. case 3:
  7784. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7785. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  7786. sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7787. break;
  7788. }
  7789. break;
  7790. case 3:
  7791. {
  7792. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7793. if( !it ) { // No shield?
  7794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7795. break;
  7796. }
  7797. brate = it->refine * 5;
  7798. if( rate < 25 )
  7799. opt = 1;
  7800. else if( rate < 50 )
  7801. opt = 2;
  7802. else
  7803. opt = 3;
  7804. switch( opt ) {
  7805. case 1:
  7806. val = 105 * it->refine / 10;
  7807. sc_start2(src,bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
  7808. break;
  7809. case 2: case 3:
  7810. if( rate < brate )
  7811. {
  7812. val = sstatus->max_hp * (11 + it->refine) / 100;
  7813. status_heal(bl, val, 0, 3);
  7814. }
  7815. break;
  7816. /*case 3:
  7817. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7818. break;*/
  7819. }
  7820. }
  7821. break;
  7822. }
  7823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7824. }
  7825. break;
  7826. case LG_PIETY:
  7827. if( flag&1 )
  7828. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7829. else {
  7830. skill_area_temp[2] = 0;
  7831. 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);
  7832. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7833. }
  7834. break;
  7835. case LG_INSPIRATION:
  7836. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7837. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7838. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7839. clif_updatestatus(sd,SP_BASEEXP);
  7840. clif_updatestatus(sd,SP_JOBEXP);
  7841. }
  7842. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  7843. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7844. break;
  7845. case SR_CURSEDCIRCLE:
  7846. if( flag&1 ) {
  7847. if( is_boss(bl) ) break;
  7848. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  7849. if( bl->type == BL_MOB )
  7850. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7851. unit_stop_attack(bl);
  7852. clif_bladestop(src, bl->id, 1);
  7853. map_freeblock_unlock();
  7854. return 1;
  7855. }
  7856. } else {
  7857. int count = 0;
  7858. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7859. 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
  7860. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7861. if( sd ) pc_delspiritball(sd, count, 0);
  7862. clif_skill_nodamage(src, src, skill_id, skill_lv,
  7863. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  7864. }
  7865. break;
  7866. case SR_RAISINGDRAGON:
  7867. if( sd ) {
  7868. short max = 5 + skill_lv;
  7869. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7870. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7871. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  7872. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  7873. }
  7874. break;
  7875. case SR_ASSIMILATEPOWER:
  7876. if( flag&1 ) {
  7877. i = 0;
  7878. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7879. {
  7880. i = dstsd->spiritball; //1%sp per spiritball.
  7881. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7882. }
  7883. if( i ) status_percent_heal(src, 0, i);
  7884. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  7885. } else {
  7886. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7887. 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);
  7888. }
  7889. break;
  7890. case SR_POWERVELOCITY:
  7891. if( !dstsd )
  7892. break;
  7893. if( sd && dstsd->spiritball <= 5 ) {
  7894. for(i = 0; i <= 5; i++) {
  7895. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7896. pc_delspiritball(sd, sd->spiritball, 0);
  7897. }
  7898. }
  7899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7900. break;
  7901. case SR_GENTLETOUCH_CURE:
  7902. {
  7903. int heal;
  7904. if( status_isimmune(bl) )
  7905. {
  7906. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7907. break;
  7908. }
  7909. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  7910. status_heal(bl, heal, 0, 0);
  7911. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7912. {
  7913. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7914. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7915. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7916. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7917. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7918. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7919. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7920. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7921. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7922. }
  7923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7924. }
  7925. break;
  7926. case SR_GENTLETOUCH_CHANGE:
  7927. case SR_GENTLETOUCH_REVITALIZE:
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7929. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7930. break;
  7931. case WA_SWING_DANCE:
  7932. case WA_MOONLIT_SERENADE:
  7933. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7934. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7935. else if( sd ) { // Only shows effects on caster.
  7936. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7937. 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);
  7938. }
  7939. break;
  7940. case WA_SYMPHONY_OF_LOVER:
  7941. case MI_RUSH_WINDMILL:
  7942. case MI_ECHOSONG:
  7943. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7944. sc_start4(src,bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  7945. else if( sd ) { // Only shows effects on caster.
  7946. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7947. 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);
  7948. }
  7949. break;
  7950. case MI_HARMONIZE:
  7951. if( src != bl )
  7952. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7953. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7954. break;
  7955. case WM_DEADHILLHERE:
  7956. if( bl->type == BL_PC ) {
  7957. if( !status_isdead(bl) )
  7958. break;
  7959. if( rnd()%100 < 88 + 2 * skill_lv ) {
  7960. int heal = tstatus->sp;
  7961. if( heal <= 0 )
  7962. heal = 1;
  7963. tstatus->hp = heal;
  7964. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  7965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7966. pc_revive((TBL_PC*)bl,heal,0);
  7967. clif_resurrection(bl,1);
  7968. }
  7969. }
  7970. break;
  7971. case WM_SIRCLEOFNATURE:
  7972. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7973. case WM_VOICEOFSIREN:
  7974. if( skill_id != WM_SIRCLEOFNATURE )
  7975. flag &= ~BCT_SELF;
  7976. if( flag&1 ) {
  7977. sc_start2(src,bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  7978. } else {
  7979. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7981. }
  7982. break;
  7983. case WM_GLOOMYDAY:
  7984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7985. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7986. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7987. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7988. {
  7989. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7990. break;
  7991. }
  7992. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7993. break;
  7994. case WM_SATURDAY_NIGHT_FEVER:
  7995. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7996. if( !(tsc && tsc->data[type]) )
  7997. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  7998. } else if( flag&2 ) {
  7999. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8000. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8001. } else if( sd ) {
  8002. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8003. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8005. break;
  8006. }
  8007. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8008. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8009. flag |= 2;
  8010. else
  8011. flag |= 1;
  8012. 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);
  8013. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8014. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8015. if( flag&2 ) // Dealed here to prevent conflicts
  8016. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8017. }
  8018. break;
  8019. case WM_SONG_OF_MANA:
  8020. case WM_DANCE_WITH_WUG:
  8021. case WM_LERADS_DEW:
  8022. if( flag&1 ) { // These affect to to all party members near the caster.
  8023. struct status_change *sc = status_get_sc(src);
  8024. if( sc && sc->data[type] ) {
  8025. sc_start2(src,bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  8026. }
  8027. } else if( sd ) {
  8028. short lv = (short)skill_lv;
  8029. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  8030. if( sc_start2(src,bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  8031. 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);
  8032. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8033. }
  8034. break;
  8035. case WM_MELODYOFSINK:
  8036. case WM_BEYOND_OF_WARCRY:
  8037. case WM_UNLIMITED_HUMMING_VOICE:
  8038. if( flag&1 ) {
  8039. sc_start2(src,bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  8040. } else { // These affect to all targets arround the caster.
  8041. short lv = (short)skill_lv;
  8042. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  8043. 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);
  8044. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8045. }
  8046. break;
  8047. case WM_RANDOMIZESPELL: {
  8048. int improv_skill_id = 0, improv_skill_lv;
  8049. do {
  8050. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8051. improv_skill_id = skill_improvise_db[i].skill_id;
  8052. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8053. improv_skill_lv = 4 + skill_lv;
  8054. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8055. if( sd ) {
  8056. sd->state.abra_flag = 2;
  8057. sd->skillitem = improv_skill_id;
  8058. sd->skillitemlv = improv_skill_lv;
  8059. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8060. } else {
  8061. struct unit_data *ud = unit_bl2ud(src);
  8062. int inf = skill_get_inf(improv_skill_id);
  8063. if (!ud) break;
  8064. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8065. if (src->type == BL_PET)
  8066. bl = (struct block_list*)((TBL_PET*)src)->master;
  8067. if (!bl) bl = src;
  8068. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8069. } else {
  8070. int target_id = 0;
  8071. if (ud->target)
  8072. target_id = ud->target;
  8073. else switch (src->type) {
  8074. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8075. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8076. }
  8077. if (!target_id)
  8078. break;
  8079. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8080. bl = map_id2bl(target_id);
  8081. if (!bl) bl = src;
  8082. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8083. } else
  8084. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8085. }
  8086. }
  8087. }
  8088. break;
  8089. case RETURN_TO_ELDICASTES:
  8090. case ALL_GUARDIAN_RECALL:
  8091. case ECLAGE_RECALL:
  8092. if( sd )
  8093. {
  8094. short x=0, y=0; // Destiny position.
  8095. unsigned short mapindex=0;
  8096. switch(skill_id){
  8097. default:
  8098. case RETURN_TO_ELDICASTES:
  8099. x = 198;
  8100. y = 187;
  8101. mapindex = mapindex_name2id(MAP_DICASTES);
  8102. break;
  8103. case ALL_GUARDIAN_RECALL:
  8104. x = 44;
  8105. y = 151;
  8106. mapindex = mapindex_name2id(MAP_MORA);
  8107. break;
  8108. case ECLAGE_RECALL:
  8109. x = 47;
  8110. y = 31;
  8111. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8112. break;
  8113. }
  8114. if(!mapindex)
  8115. { //Given map not found?
  8116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8117. map_freeblock_unlock();
  8118. return 0;
  8119. }
  8120. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8121. }
  8122. break;
  8123. case ECL_SNOWFLIP:
  8124. case ECL_PEONYMAMY:
  8125. case ECL_SADAGUI:
  8126. case ECL_SEQUOIADUST:
  8127. switch(skill_id){
  8128. case ECL_SNOWFLIP:
  8129. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8130. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8131. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8132. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8133. break;
  8134. case ECL_PEONYMAMY:
  8135. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8136. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8137. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8138. break;
  8139. case ECL_SADAGUI:
  8140. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8141. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8142. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8143. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8144. break;
  8145. case ECL_SEQUOIADUST:
  8146. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8147. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8148. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8149. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8150. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8151. break;
  8152. }
  8153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8154. break;
  8155. case GM_SANDMAN:
  8156. if( tsc ) {
  8157. if( tsc->opt1 == OPT1_SLEEP )
  8158. tsc->opt1 = 0;
  8159. else
  8160. tsc->opt1 = OPT1_SLEEP;
  8161. clif_changeoption(bl);
  8162. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8163. }
  8164. break;
  8165. case SO_ARRULLO:
  8166. {
  8167. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8168. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8169. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8170. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8171. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8172. }
  8173. break;
  8174. case WM_LULLABY_DEEPSLEEP:
  8175. if( flag&1 ){
  8176. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8177. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  8178. if( bl != src )
  8179. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8180. }else {
  8181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8182. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8183. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8184. }
  8185. break;
  8186. case SO_SUMMON_AGNI:
  8187. case SO_SUMMON_AQUA:
  8188. case SO_SUMMON_VENTUS:
  8189. case SO_SUMMON_TERA:
  8190. if( sd ) {
  8191. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8192. // Remove previous elemental fisrt.
  8193. if( sd->ed )
  8194. elemental_delete(sd->ed,0);
  8195. // Summoning the new one.
  8196. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8198. break;
  8199. }
  8200. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8201. }
  8202. break;
  8203. case SO_EL_CONTROL:
  8204. if( sd ) {
  8205. int mode = EL_MODE_PASSIVE; // Standard mode.
  8206. if( !sd->ed ) break;
  8207. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8208. elemental_delete(sd->ed, 0);
  8209. break;
  8210. }
  8211. switch( skill_lv ) {// Select mode bassed on skill level used.
  8212. case 2: mode = EL_MODE_ASSIST; break;
  8213. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8214. }
  8215. if( !elemental_change_mode(sd->ed,mode) ) {
  8216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8217. break;
  8218. }
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8220. }
  8221. break;
  8222. case SO_EL_ACTION:
  8223. if( sd ) {
  8224. int duration = 3000;
  8225. if( !sd->ed ) break;
  8226. sd->skill_id_old = skill_id;
  8227. elemental_action(sd->ed, bl, tick);
  8228. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8229. switch(sd->ed->db->class_){
  8230. case 2115:case 2124:
  8231. case 2118:case 2121:
  8232. duration = 6000;
  8233. break;
  8234. case 2116:case 2119:
  8235. case 2122:case 2125:
  8236. duration = 9000;
  8237. break;
  8238. }
  8239. skill_blockpc_start(sd, skill_id, duration);
  8240. }
  8241. break;
  8242. case SO_EL_CURE:
  8243. if( sd ) {
  8244. struct elemental_data *ed = sd->ed;
  8245. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8246. int e_hp, e_sp;
  8247. if( !ed ) break;
  8248. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8250. break;
  8251. }
  8252. e_hp = ed->battle_status.max_hp * 10 / 100;
  8253. e_sp = ed->battle_status.max_sp * 10 / 100;
  8254. status_heal(&ed->bl,e_hp,e_sp,3);
  8255. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8256. }
  8257. break;
  8258. case GN_CHANGEMATERIAL:
  8259. case SO_EL_ANALYSIS:
  8260. if( sd ) {
  8261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8262. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8263. }
  8264. break;
  8265. case GN_BLOOD_SUCKER:
  8266. {
  8267. struct status_change *sc = status_get_sc(src);
  8268. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8269. if( tsc && tsc->data[type] ){
  8270. (sc->bs_counter)--;
  8271. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8272. }
  8273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8274. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8275. (sc->bs_counter)++;
  8276. } else if( sd ) {
  8277. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8278. break;
  8279. }
  8280. }
  8281. break;
  8282. case GN_MANDRAGORA:
  8283. if( flag&1 ) {
  8284. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8285. sc_start(src,bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8286. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8287. } else
  8288. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8289. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8290. break;
  8291. case GN_SLINGITEM:
  8292. if( sd ) {
  8293. short ammo_id;
  8294. i = sd->equip_index[EQI_AMMO];
  8295. if( i <= 0 )
  8296. break; // No ammo.
  8297. ammo_id = sd->inventory_data[i]->nameid;
  8298. if( ammo_id <= 0 )
  8299. break;
  8300. sd->itemid = ammo_id;
  8301. if( itemdb_is_GNbomb(ammo_id) ) {
  8302. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8303. if( ammo_id == 13263 )
  8304. 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);
  8305. else
  8306. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8307. } else //Otherwise, it fails, shows animation and removes items.
  8308. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8309. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8310. struct script_code *script = sd->inventory_data[i]->script;
  8311. if( !script )
  8312. break;
  8313. if( dstsd )
  8314. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8315. else
  8316. run_script(script,0,src->id,0);
  8317. }
  8318. }
  8319. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8320. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8321. break;
  8322. case GN_MIX_COOKING:
  8323. case GN_MAKEBOMB:
  8324. case GN_S_PHARMACY:
  8325. if( sd ) {
  8326. int qty = 1;
  8327. sd->skill_id_old = skill_id;
  8328. sd->skill_lv_old = skill_lv;
  8329. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8330. qty = 10;
  8331. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8333. }
  8334. break;
  8335. case EL_CIRCLE_OF_FIRE:
  8336. case EL_PYROTECHNIC:
  8337. case EL_HEATER:
  8338. case EL_TROPIC:
  8339. case EL_AQUAPLAY:
  8340. case EL_COOLER:
  8341. case EL_CHILLY_AIR:
  8342. case EL_GUST:
  8343. case EL_BLAST:
  8344. case EL_WILD_STORM:
  8345. case EL_PETROLOGY:
  8346. case EL_CURSED_SOIL:
  8347. case EL_UPHEAVAL:
  8348. case EL_FIRE_CLOAK:
  8349. case EL_WATER_DROP:
  8350. case EL_WIND_CURTAIN:
  8351. case EL_SOLID_SKIN:
  8352. case EL_STONE_SHIELD:
  8353. case EL_WIND_STEP: {
  8354. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8355. if( ele ) {
  8356. sc_type type2 = type-1;
  8357. struct status_change *sc = status_get_sc(&ele->bl);
  8358. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8359. elemental_clean_single_effect(ele, skill_id);
  8360. } else {
  8361. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8362. 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);
  8363. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8364. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8365. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8366. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8367. }
  8368. }
  8369. }
  8370. break;
  8371. case EL_FIRE_MANTLE:
  8372. case EL_WATER_BARRIER:
  8373. case EL_ZEPHYR:
  8374. case EL_POWER_OF_GAIA:
  8375. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8376. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8377. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8378. break;
  8379. case EL_WATER_SCREEN: {
  8380. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8381. if( ele ) {
  8382. struct status_change *sc = status_get_sc(&ele->bl);
  8383. sc_type type2 = type-1;
  8384. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8385. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8386. elemental_clean_single_effect(ele, skill_id);
  8387. } else {
  8388. // This not heals at the end.
  8389. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8390. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8391. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8392. }
  8393. }
  8394. }
  8395. break;
  8396. case KO_KAHU_ENTEN:
  8397. case KO_HYOUHU_HUBUKI:
  8398. case KO_KAZEHU_SEIRAN:
  8399. case KO_DOHU_KOUKAI:
  8400. if(sd) {
  8401. int ttype = skill_get_ele(skill_id, skill_lv);
  8402. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8403. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8404. }
  8405. break;
  8406. case KO_ZANZOU:
  8407. if(sd){
  8408. struct mob_data *md;
  8409. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8410. if( md )
  8411. {
  8412. md->master_id = src->id;
  8413. md->special_state.ai = AI_ZANZOU;
  8414. if( md->deletetimer != INVALID_TIMER )
  8415. delete_timer(md->deletetimer, mob_timer_delete);
  8416. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8417. mob_spawn( md );
  8418. pc_setinvincibletimer(sd,500);// unlock target lock
  8419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8420. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8421. }
  8422. }
  8423. break;
  8424. case KO_KYOUGAKU:
  8425. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8426. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8427. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8428. }else if( sd )
  8429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8430. break;
  8431. case KO_JYUSATSU:
  8432. if( dstsd && tsc && !tsc->data[type] &&
  8433. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8434. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8435. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8436. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8437. if( status_get_lv(bl) <= status_get_lv(src) )
  8438. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8439. }else if( sd )
  8440. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8441. break;
  8442. case KO_GENWAKU:
  8443. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8444. int x = src->x, y = src->y;
  8445. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8447. break;
  8448. }
  8449. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8450. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8451. clif_slide(src,bl->x,bl->y) ;
  8452. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8453. if (unit_movepos(bl,x,y,0,0))
  8454. {
  8455. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8456. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8457. clif_sitting(bl); //Avoid sitting sync problem
  8458. clif_slide(bl,x,y) ;
  8459. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8460. }
  8461. }
  8462. }
  8463. break;
  8464. case OB_AKAITSUKI:
  8465. case OB_OBOROGENSOU:
  8466. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8467. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8469. break;
  8470. }
  8471. case KO_IZAYOI:
  8472. case OB_ZANGETSU:
  8473. case KG_KYOMU:
  8474. case KG_KAGEMUSYA:
  8475. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8476. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8477. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8478. break;
  8479. case KG_KAGEHUMI:
  8480. if( flag&1 ){
  8481. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8482. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8483. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8484. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8485. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8486. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8487. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8488. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8489. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8490. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8491. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8492. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8493. }
  8494. if( skill_area_temp[2] == 1 ){
  8495. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8496. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8497. }
  8498. }else{
  8499. skill_area_temp[2] = 0;
  8500. 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);
  8501. }
  8502. break;
  8503. case MH_SILENT_BREEZE: {
  8504. struct status_change *ssc = status_get_sc(src);
  8505. struct block_list *m_bl = battle_get_master(src);
  8506. const enum sc_type scs[] = {
  8507. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8508. };
  8509. int heal;
  8510. if(tsc){
  8511. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8512. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8513. }
  8514. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8515. status_change_start(src,bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8516. }
  8517. heal = status_get_sp(src) + status_get_lv(src); //cur_sp+blvl @TODO need real value
  8518. status_heal(bl, heal, 0, 7);
  8519. //now inflict silence on everyone
  8520. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8521. status_change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8522. if(m_bl){
  8523. struct status_change *msc = status_get_sc(m_bl);
  8524. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8525. status_change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8526. }
  8527. if (hd)
  8528. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8529. }
  8530. break;
  8531. case MH_OVERED_BOOST:
  8532. if (hd){
  8533. struct block_list *s_bl = battle_get_master(src);
  8534. if(hd->homunculus.hunger>50) //reduce hunger
  8535. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8536. else
  8537. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8538. if(s_bl && s_bl->type==BL_PC){
  8539. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8540. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8541. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8542. }
  8543. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8544. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8545. }
  8546. break;
  8547. case MH_GRANITIC_ARMOR:
  8548. case MH_PYROCLASTIC: {
  8549. struct block_list *s_bl = battle_get_master(src);
  8550. 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
  8551. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8552. if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8553. }
  8554. break;
  8555. case MH_LIGHT_OF_REGENE: //self
  8556. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8557. if(hd){
  8558. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8559. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8560. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8561. }
  8562. break;
  8563. case MH_STYLE_CHANGE: {
  8564. struct status_change_entry *sce;
  8565. if(hd && (sce=hd->sc.data[SC_STYLE_CHANGE])){ //in preparation for other bl usage
  8566. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  8567. else sce->val1 = MH_MD_FIGHTING;
  8568. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  8569. char output[128];
  8570. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  8571. clif_colormes(hd->master,color_table[COLOR_RED],output);
  8572. }
  8573. }
  8574. break;
  8575. }
  8576. case MH_MAGMA_FLOW:
  8577. case MH_PAIN_KILLER:
  8578. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8579. if (hd)
  8580. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8581. break;
  8582. case MH_SUMMON_LEGION: {
  8583. int summons[5] = {2158, 2159, 2159, 2160, 2160};
  8584. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8585. struct mob_data *sum_md;
  8586. int i,c=0;
  8587. int maxcount = qty[skill_lv-1];
  8588. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  8589. if(c >= maxcount) return 0; //max qty already spawned
  8590. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8591. 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);
  8592. if (sum_md) {
  8593. sum_md->master_id = src->id;
  8594. sum_md->special_state.ai = AI_LEGION;
  8595. if (sum_md->deletetimer != INVALID_TIMER)
  8596. delete_timer(sum_md->deletetimer, mob_timer_delete);
  8597. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  8598. mob_spawn(sum_md); //Now it is ready for spawning.
  8599. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  8600. }
  8601. }
  8602. if (hd)
  8603. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8604. }
  8605. break;
  8606. default:
  8607. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  8608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8609. map_freeblock_unlock();
  8610. return 1;
  8611. }
  8612. if(skill_id != SR_CURSEDCIRCLE){
  8613. struct status_change *sc = status_get_sc(src);
  8614. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8615. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8616. }
  8617. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8618. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8619. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  8620. }
  8621. if( sd && !(flag&1) )
  8622. {// ensure that the skill last-cast tick is recorded
  8623. sd->canskill_tick = gettick();
  8624. if( sd->state.arrow_atk )
  8625. {// consume arrow on last invocation to this skill.
  8626. battle_consume_ammo(sd, skill_id, skill_lv);
  8627. }
  8628. skill_onskillusage(sd, bl, skill_id, tick);
  8629. // perform skill requirement consumption
  8630. skill_consume_requirement(sd,skill_id,skill_lv,2);
  8631. }
  8632. map_freeblock_unlock();
  8633. return 0;
  8634. }
  8635. /*==========================================
  8636. *
  8637. *------------------------------------------*/
  8638. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8639. {
  8640. struct block_list *target, *src;
  8641. struct map_session_data *sd;
  8642. struct mob_data *md;
  8643. struct unit_data *ud;
  8644. struct status_change *sc = NULL;
  8645. int inf,inf2,flag = 0;
  8646. src = map_id2bl(id);
  8647. if( src == NULL )
  8648. {
  8649. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8650. return 0;// not found
  8651. }
  8652. ud = unit_bl2ud(src);
  8653. if( ud == NULL )
  8654. {
  8655. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8656. return 0;// ???
  8657. }
  8658. sd = BL_CAST(BL_PC, src);
  8659. md = BL_CAST(BL_MOB, src);
  8660. if( src->prev == NULL ) {
  8661. ud->skilltimer = INVALID_TIMER;
  8662. return 0;
  8663. }
  8664. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8665. if( ud->skilltimer != tid ) {
  8666. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8667. ud->skilltimer = INVALID_TIMER;
  8668. return 0;
  8669. }
  8670. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  8671. {// restore original walk speed
  8672. ud->skilltimer = INVALID_TIMER;
  8673. status_calc_bl(&sd->bl, SCB_SPEED);
  8674. }
  8675. ud->skilltimer = INVALID_TIMER;
  8676. }
  8677. if (ud->skilltarget == id)
  8678. target = src;
  8679. else
  8680. target = map_id2bl(ud->skilltarget);
  8681. // Use a do so that you can break out of it when the skill fails.
  8682. do {
  8683. if(!target || target->prev==NULL) break;
  8684. if(src->m != target->m || status_isdead(src)) break;
  8685. switch (ud->skill_id) {
  8686. //These should become skill_castend_pos
  8687. case WE_CALLPARTNER:
  8688. if(sd) clif_callpartner(sd);
  8689. case WE_CALLPARENT:
  8690. case WE_CALLBABY:
  8691. case AM_RESURRECTHOMUN:
  8692. case PF_SPIDERWEB:
  8693. //Find a random spot to place the skill. [Skotlex]
  8694. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  8695. ud->skillx = target->x + inf2;
  8696. ud->skilly = target->y + inf2;
  8697. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8698. ud->skillx = target->x;
  8699. ud->skilly = target->y;
  8700. }
  8701. ud->skilltimer=tid;
  8702. return skill_castend_pos(tid,tick,id,data);
  8703. case GN_WALLOFTHORN:
  8704. ud->skillx = target->x;
  8705. ud->skilly = target->y;
  8706. ud->skilltimer = tid;
  8707. return skill_castend_pos(tid,tick,id,data);
  8708. }
  8709. if(ud->skill_id == RG_BACKSTAP) {
  8710. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8711. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8712. break;
  8713. }
  8714. }
  8715. if( ud->skill_id == PR_TURNUNDEAD )
  8716. {
  8717. struct status_data *tstatus = status_get_status_data(target);
  8718. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8719. break;
  8720. }
  8721. if( ud->skill_id == RA_WUGSTRIKE ){
  8722. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8723. break;
  8724. }
  8725. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  8726. {
  8727. sc = status_get_sc(target);
  8728. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8729. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8730. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  8731. break;
  8732. }
  8733. }
  8734. else
  8735. { // Check target validity.
  8736. inf = skill_get_inf(ud->skill_id);
  8737. inf2 = skill_get_inf2(ud->skill_id);
  8738. if(inf&INF_ATTACK_SKILL ||
  8739. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8740. ) // Casted through combo.
  8741. inf = BCT_ENEMY; //Offensive skill.
  8742. else if(inf2&INF2_NO_ENEMY)
  8743. inf = BCT_NOENEMY;
  8744. else
  8745. inf = 0;
  8746. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8747. {
  8748. inf |=
  8749. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8750. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8751. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8752. inf &= ~BCT_NEUTRAL;
  8753. }
  8754. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  8755. {
  8756. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8757. break;
  8758. }
  8759. else if (inf && battle_check_target(src, target, inf) <= 0){
  8760. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8761. break;
  8762. }
  8763. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  8764. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8765. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  8766. }
  8767. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  8768. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8769. break; // You can use Clearance on party members in normal maps too. [pakpil]
  8770. }
  8771. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8772. sc->data[SC_FOGWALL] &&
  8773. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8774. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  8775. break;
  8776. }
  8777. }
  8778. //Avoid doing double checks for instant-cast skills.
  8779. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  8780. break;
  8781. if(md) {
  8782. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8783. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8784. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8785. }
  8786. if(src != target && battle_config.skill_add_range &&
  8787. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  8788. {
  8789. if (sd) {
  8790. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8791. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8792. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8793. }
  8794. break;
  8795. }
  8796. #ifdef OFFICIAL_WALKPATH
  8797. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8798. {
  8799. if (sd) {
  8800. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8801. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  8802. }
  8803. break;
  8804. }
  8805. #endif
  8806. if( sd )
  8807. {
  8808. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8809. break;
  8810. else
  8811. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8812. }
  8813. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8814. break;
  8815. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  8816. ud->state.running = 0;
  8817. status_change_end(src, SC_RUN, INVALID_TIMER);
  8818. flag = 1;
  8819. }
  8820. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  8821. unit_stop_walking(src,1);
  8822. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8823. 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]
  8824. if (sd) { //Cooldown application
  8825. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8826. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8827. if (sd->skillcooldown[i].id == ud->skill_id){
  8828. cooldown += sd->skillcooldown[i].val;
  8829. break;
  8830. }
  8831. }
  8832. if(cooldown)
  8833. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8834. }
  8835. if( battle_config.display_status_timers && sd )
  8836. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8837. if( sd )
  8838. {
  8839. switch( ud->skill_id )
  8840. {
  8841. case GS_DESPERADO:
  8842. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  8843. break;
  8844. case CR_GRANDCROSS:
  8845. case NPC_GRANDDARKNESS:
  8846. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8847. {
  8848. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8849. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  8850. break;
  8851. }
  8852. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  8853. break;
  8854. }
  8855. }
  8856. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  8857. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8858. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8859. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8860. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  8861. map_freeblock_lock();
  8862. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8863. skill_toggle_magicpower(src, ud->skill_id);
  8864. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8865. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8866. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  8867. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8868. else
  8869. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8870. sc = status_get_sc(src);
  8871. if(sc && sc->count) {
  8872. if(sc->data[SC_SPIRIT] &&
  8873. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8874. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  8875. ud->skill_id != WZ_WATERBALL)
  8876. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8877. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  8878. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8879. }
  8880. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8881. sd->skillitem = sd->skillitemlv = 0;
  8882. if (ud->skilltimer == INVALID_TIMER) {
  8883. if(md) md->skill_idx = -1;
  8884. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8885. ud->skill_lv = ud->skilltarget = 0;
  8886. }
  8887. map_freeblock_unlock();
  8888. return 1;
  8889. } while(0);
  8890. //Skill failed.
  8891. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8892. { //When Asura fails... (except when it fails from Wall of Fog)
  8893. //Consume SP/spheres
  8894. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  8895. status_set_sp(src, 0, 0);
  8896. sc = &sd->sc;
  8897. if (sc->count)
  8898. { //End states
  8899. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8900. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8901. #ifdef RENEWAL
  8902. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  8903. #endif
  8904. }
  8905. if (target && target->m == src->m)
  8906. { //Move character to target anyway.
  8907. int dir, x, y;
  8908. dir = map_calc_dir(src,target->x,target->y);
  8909. if( dir > 0 && dir < 4) x = -2;
  8910. else if( dir > 4 ) x = 2;
  8911. else x = 0;
  8912. if( dir > 2 && dir < 6 ) y = -2;
  8913. else if( dir == 7 || dir < 2 ) y = 2;
  8914. else y = 0;
  8915. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  8916. { //Display movement + animation.
  8917. clif_slide(src,src->x,src->y);
  8918. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  8919. }
  8920. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8921. }
  8922. }
  8923. ud->skill_id = ud->skilltarget = 0;
  8924. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8925. ud->canact_tick = tick;
  8926. //You can't place a skill failed packet here because it would be
  8927. //sent in ALL cases, even cases where skill_check_condition fails
  8928. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8929. if(sd)
  8930. sd->skillitem = sd->skillitemlv = 0;
  8931. else if(md)
  8932. md->skill_idx = -1;
  8933. return 0;
  8934. }
  8935. /*==========================================
  8936. *
  8937. *------------------------------------------*/
  8938. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8939. {
  8940. struct block_list* src = map_id2bl(id);
  8941. int maxcount;
  8942. struct map_session_data *sd;
  8943. struct unit_data *ud = unit_bl2ud(src);
  8944. struct mob_data *md;
  8945. nullpo_ret(ud);
  8946. sd = BL_CAST(BL_PC , src);
  8947. md = BL_CAST(BL_MOB, src);
  8948. if( src->prev == NULL ) {
  8949. ud->skilltimer = INVALID_TIMER;
  8950. return 0;
  8951. }
  8952. if( ud->skilltimer != tid )
  8953. {
  8954. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8955. ud->skilltimer = INVALID_TIMER;
  8956. return 0;
  8957. }
  8958. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  8959. {// restore original walk speed
  8960. ud->skilltimer = INVALID_TIMER;
  8961. status_calc_bl(&sd->bl, SCB_SPEED);
  8962. }
  8963. ud->skilltimer = INVALID_TIMER;
  8964. do {
  8965. if( status_isdead(src) )
  8966. break;
  8967. if( !(src->type&battle_config.skill_reiteration) &&
  8968. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  8969. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8970. )
  8971. {
  8972. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8973. break;
  8974. }
  8975. if( src->type&battle_config.skill_nofootset &&
  8976. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  8977. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8978. )
  8979. {
  8980. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8981. break;
  8982. }
  8983. if( src->type&battle_config.land_skill_limit &&
  8984. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  8985. ) {
  8986. int i;
  8987. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8988. if(ud->skillunit[i]->skill_id == ud->skill_id)
  8989. maxcount--;
  8990. }
  8991. if( maxcount == 0 )
  8992. {
  8993. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8994. break;
  8995. }
  8996. }
  8997. if(tid != INVALID_TIMER)
  8998. { //Avoid double checks on instant cast skills. [Skotlex]
  8999. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9000. break;
  9001. if(battle_config.skill_add_range &&
  9002. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9003. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9004. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9005. break;
  9006. }
  9007. }
  9008. if( sd )
  9009. {
  9010. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9011. break;
  9012. else
  9013. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9014. }
  9015. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9016. break;
  9017. if(md) {
  9018. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9019. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9020. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9021. }
  9022. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9023. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9024. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9025. if (ud->walktimer != INVALID_TIMER)
  9026. unit_stop_walking(src,1);
  9027. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9028. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9029. if (sd) { //Cooldown application
  9030. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  9031. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  9032. if (sd->skillcooldown[i].id == ud->skill_id){
  9033. cooldown += sd->skillcooldown[i].val;
  9034. break;
  9035. }
  9036. }
  9037. if(cooldown)
  9038. skill_blockpc_start(sd, ud->skill_id, cooldown);
  9039. }
  9040. if( battle_config.display_status_timers && sd )
  9041. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9042. // if( sd )
  9043. // {
  9044. // switch( ud->skill_id )
  9045. // {
  9046. // case ????:
  9047. // sd->canequip_tick = tick + ????;
  9048. // break;
  9049. // }
  9050. // }
  9051. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9052. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  9053. map_freeblock_lock();
  9054. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9055. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9056. sd->skillitem = sd->skillitemlv = 0;
  9057. if (ud->skilltimer == INVALID_TIMER) {
  9058. if (md) md->skill_idx = -1;
  9059. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9060. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9061. }
  9062. map_freeblock_unlock();
  9063. return 1;
  9064. } while(0);
  9065. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9066. ud->canact_tick = tick;
  9067. ud->skill_id = ud->skill_lv = 0;
  9068. if(sd)
  9069. sd->skillitem = sd->skillitemlv = 0;
  9070. else if(md)
  9071. md->skill_idx = -1;
  9072. return 0;
  9073. }
  9074. /* skill count without self */
  9075. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9076. struct block_list* src = va_arg(ap, struct block_list*);
  9077. if( src->id != bl->id ) {
  9078. return 1;
  9079. }
  9080. return 0;
  9081. }
  9082. /*==========================================
  9083. *
  9084. *------------------------------------------*/
  9085. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9086. {
  9087. struct map_session_data* sd;
  9088. struct status_change* sc;
  9089. struct status_change_entry *sce;
  9090. struct skill_unit_group* sg;
  9091. enum sc_type type;
  9092. int i;
  9093. //if(skill_lv <= 0) return 0;
  9094. if(skill_id > 0 && !skill_lv) return 0; // celest
  9095. nullpo_ret(src);
  9096. if(status_isdead(src))
  9097. return 0;
  9098. sd = BL_CAST(BL_PC, src);
  9099. sc = status_get_sc(src);
  9100. type = status_skill2sc(skill_id);
  9101. sce = (sc && type != -1)?sc->data[type]:NULL;
  9102. switch (skill_id) { //Skill effect.
  9103. case WZ_METEOR:
  9104. case MO_BODYRELOCATION:
  9105. case CR_CULTIVATION:
  9106. case HW_GANBANTEIN:
  9107. case LG_EARTHDRIVE:
  9108. break; //Effect is displayed on respective switch case.
  9109. default:
  9110. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9111. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9112. else
  9113. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9114. }
  9115. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9116. skill_toggle_magicpower(src, skill_id);
  9117. switch(skill_id)
  9118. {
  9119. case PR_BENEDICTIO:
  9120. skill_area_temp[1] = src->id;
  9121. i = skill_get_splash(skill_id, skill_lv);
  9122. map_foreachinarea(skill_area_sub,
  9123. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9124. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9125. skill_castend_nodamage_id);
  9126. map_foreachinarea(skill_area_sub,
  9127. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9128. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9129. skill_castend_damage_id);
  9130. break;
  9131. case BS_HAMMERFALL:
  9132. i = skill_get_splash(skill_id, skill_lv);
  9133. map_foreachinarea (skill_area_sub,
  9134. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9135. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9136. skill_castend_nodamage_id);
  9137. break;
  9138. case HT_DETECTING:
  9139. i = skill_get_splash(skill_id, skill_lv);
  9140. map_foreachinarea( status_change_timer_sub,
  9141. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9142. src,NULL,SC_SIGHT,tick);
  9143. if(battle_config.traps_setting&1)
  9144. map_foreachinarea( skill_reveal_trap,
  9145. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9146. break;
  9147. case SR_RIDEINLIGHTNING:
  9148. i = skill_get_splash(skill_id, skill_lv);
  9149. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9150. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9151. break;
  9152. case SA_VOLCANO:
  9153. case SA_DELUGE:
  9154. case SA_VIOLENTGALE:
  9155. { //Does not consumes if the skill is already active. [Skotlex]
  9156. struct skill_unit_group *sg;
  9157. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9158. {
  9159. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9160. {
  9161. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9162. return 0; // not to consume items
  9163. }
  9164. else
  9165. sg->limit = 0; //Disable it.
  9166. }
  9167. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9168. break;
  9169. }
  9170. case MG_SAFETYWALL:
  9171. case MG_FIREWALL:
  9172. case MG_THUNDERSTORM:
  9173. case AL_PNEUMA:
  9174. case WZ_ICEWALL:
  9175. case WZ_FIREPILLAR:
  9176. case WZ_QUAGMIRE:
  9177. case WZ_VERMILION:
  9178. case WZ_STORMGUST:
  9179. case WZ_HEAVENDRIVE:
  9180. case PR_SANCTUARY:
  9181. case PR_MAGNUS:
  9182. case CR_GRANDCROSS:
  9183. case NPC_GRANDDARKNESS:
  9184. case HT_SKIDTRAP:
  9185. case MA_SKIDTRAP:
  9186. case HT_LANDMINE:
  9187. case MA_LANDMINE:
  9188. case HT_ANKLESNARE:
  9189. case HT_SHOCKWAVE:
  9190. case HT_SANDMAN:
  9191. case MA_SANDMAN:
  9192. case HT_FLASHER:
  9193. case HT_FREEZINGTRAP:
  9194. case MA_FREEZINGTRAP:
  9195. case HT_BLASTMINE:
  9196. case HT_CLAYMORETRAP:
  9197. case AS_VENOMDUST:
  9198. case AM_DEMONSTRATION:
  9199. case PF_FOGWALL:
  9200. case PF_SPIDERWEB:
  9201. case HT_TALKIEBOX:
  9202. case WE_CALLPARTNER:
  9203. case WE_CALLPARENT:
  9204. case WE_CALLBABY:
  9205. case AC_SHOWER: //Ground-placed skill implementation.
  9206. case MA_SHOWER:
  9207. case SA_LANDPROTECTOR:
  9208. case BD_LULLABY:
  9209. case BD_RICHMANKIM:
  9210. case BD_ETERNALCHAOS:
  9211. case BD_DRUMBATTLEFIELD:
  9212. case BD_RINGNIBELUNGEN:
  9213. case BD_ROKISWEIL:
  9214. case BD_INTOABYSS:
  9215. case BD_SIEGFRIED:
  9216. case BA_DISSONANCE:
  9217. case BA_POEMBRAGI:
  9218. case BA_WHISTLE:
  9219. case BA_ASSASSINCROSS:
  9220. case BA_APPLEIDUN:
  9221. case DC_UGLYDANCE:
  9222. case DC_HUMMING:
  9223. case DC_DONTFORGETME:
  9224. case DC_FORTUNEKISS:
  9225. case DC_SERVICEFORYOU:
  9226. case CG_MOONLIT:
  9227. case GS_DESPERADO:
  9228. case NJ_KAENSIN:
  9229. case NJ_BAKUENRYU:
  9230. case NJ_SUITON:
  9231. case NJ_HYOUSYOURAKU:
  9232. case NJ_RAIGEKISAI:
  9233. case NJ_KAMAITACHI:
  9234. #ifdef RENEWAL
  9235. case NJ_HUUMA:
  9236. #endif
  9237. case NPC_EVILLAND:
  9238. case RA_ELECTRICSHOCKER:
  9239. case RA_CLUSTERBOMB:
  9240. case RA_MAGENTATRAP:
  9241. case RA_COBALTTRAP:
  9242. case RA_MAIZETRAP:
  9243. case RA_VERDURETRAP:
  9244. case RA_FIRINGTRAP:
  9245. case RA_ICEBOUNDTRAP:
  9246. case SC_MANHOLE:
  9247. case SC_DIMENSIONDOOR:
  9248. case SC_CHAOSPANIC:
  9249. case SC_MAELSTROM:
  9250. case SC_BLOODYLUST:
  9251. case WM_REVERBERATION:
  9252. case WM_SEVERE_RAINSTORM:
  9253. case WM_POEMOFNETHERWORLD:
  9254. case SO_PSYCHIC_WAVE:
  9255. case SO_VACUUM_EXTREME:
  9256. case GN_WALLOFTHORN:
  9257. case GN_THORNS_TRAP:
  9258. case GN_DEMONIC_FIRE:
  9259. case GN_HELLS_PLANT:
  9260. case SO_EARTHGRAVE:
  9261. case SO_DIAMONDDUST:
  9262. case SO_FIRE_INSIGNIA:
  9263. case SO_WATER_INSIGNIA:
  9264. case SO_WIND_INSIGNIA:
  9265. case SO_EARTH_INSIGNIA:
  9266. case KO_HUUMARANKA:
  9267. case KO_MUCHANAGE:
  9268. case KO_BAKURETSU:
  9269. case KO_ZENKAI:
  9270. case MH_LAVA_SLIDE:
  9271. case MH_VOLCANIC_ASH:
  9272. case MH_POISON_MIST:
  9273. case MH_STEINWAND:
  9274. case MH_XENO_SLASHER:
  9275. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9276. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9277. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9278. break;
  9279. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9280. skill_clear_unitgroup(src);
  9281. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9282. flag|=1;
  9283. break;
  9284. case HP_BASILICA:
  9285. if( sc->data[SC_BASILICA] ) {
  9286. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9287. return 0;
  9288. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9289. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9290. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9291. return 0;
  9292. }
  9293. skill_clear_unitgroup(src);
  9294. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9295. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9296. flag|=1;
  9297. }
  9298. break;
  9299. case CG_HERMODE:
  9300. skill_clear_unitgroup(src);
  9301. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9302. sc_start4(src,src,SC_DANCING,100,
  9303. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9304. flag|=1;
  9305. break;
  9306. case RG_CLEANER: // [Valaris]
  9307. i = skill_get_splash(skill_id, skill_lv);
  9308. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9309. break;
  9310. case SO_WARMER:
  9311. flag|= 8;
  9312. case SO_CLOUD_KILL:
  9313. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9314. break;
  9315. case WZ_METEOR: {
  9316. int area = skill_get_splash(skill_id, skill_lv);
  9317. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9318. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9319. // Creates a random Cell in the Splash Area
  9320. tmpx = x - area + rnd()%(area * 2 + 1);
  9321. tmpy = y - area + rnd()%(area * 2 + 1);
  9322. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9323. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9324. if( i > 0 )
  9325. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9326. x1 = tmpx;
  9327. y1 = tmpy;
  9328. }
  9329. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9330. }
  9331. break;
  9332. case AL_WARP:
  9333. if(sd)
  9334. {
  9335. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9336. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9337. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9338. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9339. );
  9340. }
  9341. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9342. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9343. return 0; // not to consume item.
  9344. case MO_BODYRELOCATION:
  9345. if (unit_movepos(src, x, y, 1, 1)) {
  9346. #if PACKETVER >= 20111005
  9347. clif_snap(src, src->x, src->y);
  9348. #else
  9349. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9350. #endif
  9351. if (sd)
  9352. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9353. }
  9354. break;
  9355. case NJ_SHADOWJUMP:
  9356. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9357. unit_movepos(src, x, y, 1, 0);
  9358. clif_slide(src,x,y);
  9359. }
  9360. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9361. break;
  9362. case AM_SPHEREMINE:
  9363. case AM_CANNIBALIZE:
  9364. {
  9365. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9366. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9367. int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
  9368. struct mob_data *md;
  9369. // Correct info, don't change any of this! [celest]
  9370. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9371. if (md) {
  9372. md->master_id = src->id;
  9373. md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9374. if( md->deletetimer != INVALID_TIMER )
  9375. delete_timer(md->deletetimer, mob_timer_delete);
  9376. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9377. mob_spawn (md); //Now it is ready for spawning.
  9378. }
  9379. }
  9380. break;
  9381. // Slim Pitcher [Celest]
  9382. case CR_SLIMPITCHER:
  9383. if (sd) {
  9384. int i = skill_lv%11 - 1;
  9385. int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
  9386. if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
  9387. {
  9388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9389. return 1;
  9390. }
  9391. potion_flag = 1;
  9392. potion_hp = 0;
  9393. potion_sp = 0;
  9394. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9395. potion_flag = 0;
  9396. //Apply skill bonuses
  9397. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9398. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9399. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9400. + pc_skillheal_bonus(sd, skill_id);
  9401. potion_hp = potion_hp * (100+i)/100;
  9402. potion_sp = potion_sp * (100+i)/100;
  9403. if(potion_hp > 0 || potion_sp > 0) {
  9404. i = skill_get_splash(skill_id, skill_lv);
  9405. map_foreachinarea(skill_area_sub,
  9406. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9407. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9408. skill_castend_nodamage_id);
  9409. }
  9410. } else {
  9411. int i = skill_lv%11 - 1;
  9412. struct item_data *item;
  9413. i = skill_db[skill_id].itemid[i];
  9414. item = itemdb_search(i);
  9415. potion_flag = 1;
  9416. potion_hp = 0;
  9417. potion_sp = 0;
  9418. run_script(item->script,0,src->id,0);
  9419. potion_flag = 0;
  9420. i = skill_get_max(CR_SLIMPITCHER)*10;
  9421. potion_hp = potion_hp * (100+i)/100;
  9422. potion_sp = potion_sp * (100+i)/100;
  9423. if(potion_hp > 0 || potion_sp > 0) {
  9424. i = skill_get_splash(skill_id, skill_lv);
  9425. map_foreachinarea(skill_area_sub,
  9426. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9427. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9428. skill_castend_nodamage_id);
  9429. }
  9430. }
  9431. break;
  9432. case HW_GANBANTEIN:
  9433. if (rnd()%100 < 80) {
  9434. int dummy = 1;
  9435. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9436. i = skill_get_splash(skill_id, skill_lv);
  9437. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9438. } else {
  9439. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9440. return 1;
  9441. }
  9442. break;
  9443. case HW_GRAVITATION:
  9444. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9445. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9446. flag|=1;
  9447. break;
  9448. // Plant Cultivation [Celest]
  9449. case CR_CULTIVATION:
  9450. if (sd) {
  9451. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9452. {
  9453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9454. return 1;
  9455. }
  9456. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9457. if (rnd()%100 < 50) {
  9458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9459. } else {
  9460. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9461. int i;
  9462. if (!md) break;
  9463. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9464. {
  9465. if( md->deletetimer != INVALID_TIMER )
  9466. delete_timer(md->deletetimer, mob_timer_delete);
  9467. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9468. }
  9469. mob_spawn (md);
  9470. }
  9471. }
  9472. break;
  9473. case SG_SUN_WARM:
  9474. case SG_MOON_WARM:
  9475. case SG_STAR_WARM:
  9476. skill_clear_unitgroup(src);
  9477. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9478. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9479. flag|=1;
  9480. break;
  9481. case PA_GOSPEL:
  9482. if (sce && sce->val4 == BCT_SELF)
  9483. {
  9484. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9485. return 0;
  9486. }
  9487. else
  9488. {
  9489. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9490. if (!sg) break;
  9491. if (sce)
  9492. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9493. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9494. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9495. }
  9496. break;
  9497. case NJ_TATAMIGAESHI:
  9498. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9499. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9500. break;
  9501. case AM_RESURRECTHOMUN: //[orn]
  9502. if (sd)
  9503. {
  9504. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9505. {
  9506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9507. break;
  9508. }
  9509. }
  9510. break;
  9511. case RK_WINDCUTTER:
  9512. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9513. case NC_COLDSLOWER:
  9514. case NC_ARMSCANNON:
  9515. case RK_DRAGONBREATH:
  9516. i = skill_get_splash(skill_id,skill_lv);
  9517. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9518. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9519. break;
  9520. case SO_ARRULLO:
  9521. i = skill_get_splash(skill_id,skill_lv);
  9522. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9523. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9524. break;
  9525. /**
  9526. * Guilotine Cross
  9527. **/
  9528. case GC_POISONSMOKE:
  9529. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9530. if( sd )
  9531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9532. return 0;
  9533. }
  9534. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9535. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9536. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9537. break;
  9538. /**
  9539. * Arch Bishop
  9540. **/
  9541. case AB_EPICLESIS:
  9542. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9543. i = sg->unit->range;
  9544. 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);
  9545. }
  9546. break;
  9547. /**
  9548. * Warlock
  9549. **/
  9550. case WL_COMET:
  9551. if( sc ) {
  9552. sc->comet_x = x;
  9553. sc->comet_y = y;
  9554. }
  9555. i = skill_get_splash(skill_id,skill_lv);
  9556. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9557. break;
  9558. case WL_EARTHSTRAIN:
  9559. {
  9560. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  9561. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9562. for( i = 1; i <= wave; i++ )
  9563. {
  9564. switch( dir ){
  9565. case 0: case 1: case 7: sy = y + i; break;
  9566. case 3: case 4: case 5: sy = y - i; break;
  9567. case 2: sx = x - i; break;
  9568. case 6: sx = x + i; break;
  9569. }
  9570. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  9571. }
  9572. }
  9573. break;
  9574. /**
  9575. * Ranger
  9576. **/
  9577. case RA_DETONATOR:
  9578. i = skill_get_splash(skill_id, skill_lv);
  9579. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9580. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9581. break;
  9582. /**
  9583. * Mechanic
  9584. **/
  9585. case NC_NEUTRALBARRIER:
  9586. case NC_STEALTHFIELD:
  9587. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9588. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9589. 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));
  9590. if( sd ) pc_overheat(sd,1);
  9591. }
  9592. break;
  9593. case NC_SILVERSNIPER:
  9594. {
  9595. int class_ = 2042;
  9596. struct mob_data *md;
  9597. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9598. if( md )
  9599. {
  9600. md->master_id = src->id;
  9601. md->special_state.ai = AI_FLORA;
  9602. if( md->deletetimer != INVALID_TIMER )
  9603. delete_timer(md->deletetimer, mob_timer_delete);
  9604. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9605. mob_spawn( md );
  9606. }
  9607. }
  9608. break;
  9609. case NC_MAGICDECOY:
  9610. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  9611. break;
  9612. case SC_FEINTBOMB:
  9613. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9614. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  9615. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9616. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9617. break;
  9618. case LG_OVERBRAND:
  9619. skill_overbrand(src, skill_id, skill_lv, x, y, tick, flag);
  9620. break;
  9621. case LG_BANDING:
  9622. if( sc && sc->data[SC_BANDING] )
  9623. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9624. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9625. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9626. if( sd ) pc_banding(sd,skill_lv);
  9627. }
  9628. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9629. break;
  9630. case LG_RAYOFGENESIS:
  9631. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  9632. i = skill_get_splash(skill_id,skill_lv);
  9633. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9634. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9635. } else if( sd )
  9636. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9637. break;
  9638. case WM_DOMINION_IMPULSE:
  9639. i = skill_get_splash(skill_id, skill_lv);
  9640. map_foreachinarea( skill_ative_reverberation,
  9641. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9642. break;
  9643. case WM_GREAT_ECHO:
  9644. flag|=1; // Should counsume 1 item per skill usage.
  9645. 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);
  9646. break;
  9647. case GN_CRAZYWEED: {
  9648. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  9649. short x1 = 0, y1 = 0;
  9650. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  9651. x1 = x - area + rnd()%(area * 2 + 1);
  9652. y1 = y - area + rnd()%(area * 2 + 1);
  9653. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  9654. }
  9655. }
  9656. break;
  9657. case GN_FIRE_EXPANSION: {
  9658. int i;
  9659. struct unit_data *ud = unit_bl2ud(src);
  9660. if( !ud ) break;
  9661. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9662. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9663. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9664. switch( skill_lv ) {
  9665. case 3:
  9666. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9667. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9668. break;
  9669. case 4:
  9670. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9671. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9672. break;
  9673. case 5:
  9674. map_foreachinarea(skill_area_sub, src->m,
  9675. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9676. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9677. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9678. skill_delunit(ud->skillunit[i]->unit);
  9679. break;
  9680. default:
  9681. ud->skillunit[i]->unit->val2 = skill_lv;
  9682. ud->skillunit[i]->unit->group->val2 = skill_lv;
  9683. break;
  9684. }
  9685. }
  9686. }
  9687. }
  9688. break;
  9689. case SO_FIREWALK:
  9690. case SO_ELECTRICWALK:
  9691. if( sc && sc->data[type] )
  9692. status_change_end(src,type,INVALID_TIMER);
  9693. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  9694. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  9695. break;
  9696. case KO_MAKIBISHI:
  9697. for( i = 0; i < (skill_lv+2); i++ ) {
  9698. x = src->x - 1 + rnd()%3;
  9699. y = src->y - 1 + rnd()%3;
  9700. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9701. }
  9702. break;
  9703. default:
  9704. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  9705. return 1;
  9706. }
  9707. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9708. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9709. if( sd )
  9710. {// ensure that the skill last-cast tick is recorded
  9711. sd->canskill_tick = gettick();
  9712. if( sd->state.arrow_atk && !(flag&1) )
  9713. {// consume arrow if this is a ground skill
  9714. battle_consume_ammo(sd, skill_id, skill_lv);
  9715. }
  9716. // perform skill requirement consumption
  9717. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9718. }
  9719. return 0;
  9720. }
  9721. /*==========================================
  9722. *
  9723. *------------------------------------------*/
  9724. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  9725. {
  9726. nullpo_ret(sd);
  9727. //Simplify skill_failed code.
  9728. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9729. if(skill_id != sd->menuskill_id)
  9730. return 0;
  9731. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9732. skill_failed(sd);
  9733. return 0;
  9734. }
  9735. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9736. skill_failed(sd);
  9737. return 0;
  9738. }
  9739. if(sd->sc.count && (
  9740. sd->sc.data[SC_SILENCE] ||
  9741. sd->sc.data[SC_ROKISWEIL] ||
  9742. sd->sc.data[SC_AUTOCOUNTER] ||
  9743. sd->sc.data[SC_STEELBODY] ||
  9744. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9745. sd->sc.data[SC_BERSERK] ||
  9746. sd->sc.data[SC_BASILICA] ||
  9747. sd->sc.data[SC_MARIONETTE] ||
  9748. sd->sc.data[SC_WHITEIMPRISON] ||
  9749. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  9750. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  9751. sd->sc.data[SC_OBLIVIONCURSE] ||
  9752. sd->sc.data[SC__MANHOLE] ||
  9753. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9754. )) {
  9755. skill_failed(sd);
  9756. return 0;
  9757. }
  9758. pc_stop_attack(sd);
  9759. pc_stop_walking(sd,0);
  9760. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9761. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  9762. if(strcmp(map,"cancel")==0) {
  9763. skill_failed(sd);
  9764. return 0;
  9765. }
  9766. switch(skill_id)
  9767. {
  9768. case AL_TELEPORT:
  9769. case ALL_ODINS_RECALL:
  9770. if(strcmp(map,"Random")==0)
  9771. pc_randomwarp(sd,CLR_TELEPORT);
  9772. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  9773. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9774. break;
  9775. case AL_WARP:
  9776. {
  9777. const struct point *p[4];
  9778. struct skill_unit_group *group;
  9779. int i, lv, wx, wy;
  9780. int maxcount=0;
  9781. int x,y;
  9782. unsigned short mapindex;
  9783. mapindex = mapindex_name2id((char*)map);
  9784. if(!mapindex) { //Given map not found?
  9785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9786. skill_failed(sd);
  9787. return 0;
  9788. }
  9789. p[0] = &sd->status.save_point;
  9790. p[1] = &sd->status.memo_point[0];
  9791. p[2] = &sd->status.memo_point[1];
  9792. p[3] = &sd->status.memo_point[2];
  9793. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  9794. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9795. if(sd->ud.skillunit[i]->skill_id == skill_id)
  9796. maxcount--;
  9797. }
  9798. if(!maxcount) {
  9799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9800. skill_failed(sd);
  9801. return 0;
  9802. }
  9803. }
  9804. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  9805. wx = sd->menuskill_val>>16;
  9806. wy = sd->menuskill_val&0xffff;
  9807. if( lv <= 0 ) return 0;
  9808. if( lv > 4 ) lv = 4; // crash prevention
  9809. // check if the chosen map exists in the memo list
  9810. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9811. if( i < lv ) {
  9812. x=p[i]->x;
  9813. y=p[i]->y;
  9814. } else {
  9815. skill_failed(sd);
  9816. return 0;
  9817. }
  9818. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9819. { // This checks versus skill_id/skill_lv...
  9820. skill_failed(sd);
  9821. return 0;
  9822. }
  9823. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9824. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9825. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  9826. skill_failed(sd);
  9827. return 0;
  9828. }
  9829. group->val1 = (group->val1<<16)|(short)0;
  9830. // record the destination coordinates
  9831. group->val2 = (x<<16)|y;
  9832. group->val3 = mapindex;
  9833. }
  9834. break;
  9835. }
  9836. sd->menuskill_id = sd->menuskill_val = 0;
  9837. return 0;
  9838. #undef skill_failed
  9839. }
  9840. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9841. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9842. {
  9843. struct skill_unit* target = (struct skill_unit*)bl;
  9844. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9845. int flag = va_arg(ap, int);
  9846. if (src == target)
  9847. return 0;
  9848. if (!target->group || !(target->group->state.song_dance&0x1))
  9849. return 0;
  9850. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9851. return 0;
  9852. if (flag) //Set dissonance
  9853. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9854. else //Remove dissonance
  9855. target->val2 &= ~UF_ENSEMBLE;
  9856. clif_skill_setunit(target); //Update look of affected cell.
  9857. return 1;
  9858. }
  9859. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9860. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9861. //When 1, this unit has been positioned, so start the cancel effect.
  9862. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9863. {
  9864. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9865. return 0;
  9866. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9867. return 0; //Nothing to remove, this unit is not overlapped.
  9868. if (unit->val1 != unit->group->skill_id)
  9869. { //Reset state
  9870. unit->val1 = unit->group->skill_id;
  9871. unit->val2 &= ~UF_ENSEMBLE;
  9872. }
  9873. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9874. }
  9875. /*==========================================
  9876. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9877. * Flag: 0 - Convert, 1 - Revert.
  9878. * TODO: This should be completely removed later and rewritten
  9879. * The entire execution of the overlapping songs instances is dirty and hacked together
  9880. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  9881. *------------------------------------------*/
  9882. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9883. {
  9884. static int prevflag = 1; // by default the backup is empty
  9885. static struct skill_unit_group backup;
  9886. struct skill_unit_group* group = unit->group;
  9887. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9888. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9889. return false;
  9890. if( flag == prevflag )
  9891. {// protection against attempts to read an empty backup / write to a full backup
  9892. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9893. flag ? "read an empty backup" : "write to a full backup",
  9894. group->skill_id, group->skill_lv, group->src_id);
  9895. return false;
  9896. }
  9897. prevflag = flag;
  9898. if( !flag )
  9899. { //Transform
  9900. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9901. // backup
  9902. backup.skill_id = group->skill_id;
  9903. backup.skill_lv = group->skill_lv;
  9904. backup.unit_id = group->unit_id;
  9905. backup.target_flag = group->target_flag;
  9906. backup.bl_flag = group->bl_flag;
  9907. backup.interval = group->interval;
  9908. // replace
  9909. group->skill_id = skill_id;
  9910. group->skill_lv = 1;
  9911. group->unit_id = skill_get_unit_id(skill_id,0);
  9912. group->target_flag = skill_get_unit_target(skill_id);
  9913. group->bl_flag = skill_get_unit_bl_target(skill_id);
  9914. group->interval = skill_get_unit_interval(skill_id);
  9915. }
  9916. else
  9917. { //Restore
  9918. group->skill_id = backup.skill_id;
  9919. group->skill_lv = backup.skill_lv;
  9920. group->unit_id = backup.unit_id;
  9921. group->target_flag = backup.target_flag;
  9922. group->bl_flag = backup.bl_flag;
  9923. group->interval = backup.interval;
  9924. }
  9925. return true;
  9926. }
  9927. /**
  9928. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9929. **/
  9930. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9931. struct block_list *target = NULL;
  9932. struct mob_data *md = ((TBL_MOB*)bl);
  9933. nullpo_ret(bl);
  9934. nullpo_ret(md);
  9935. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9936. return 0;
  9937. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9938. return 0;
  9939. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9940. mob_unlocktarget(md,gettick());
  9941. mob_stop_walking(md,1);
  9942. }
  9943. return 0;
  9944. }
  9945. /*==========================================
  9946. * Initializes and sets a ground skill.
  9947. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9948. *------------------------------------------*/
  9949. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  9950. {
  9951. struct skill_unit_group *group;
  9952. int i,limit,val1=0,val2=0,val3=0;
  9953. int target,interval,range,unit_flag,req_item=0;
  9954. struct s_skill_unit_layout *layout;
  9955. struct map_session_data *sd;
  9956. struct status_data *status;
  9957. struct status_change *sc;
  9958. int active_flag=1;
  9959. int subunt=0;
  9960. nullpo_retr(NULL, src);
  9961. limit = skill_get_time(skill_id,skill_lv);
  9962. range = skill_get_unit_range(skill_id,skill_lv);
  9963. interval = skill_get_unit_interval(skill_id);
  9964. target = skill_get_unit_target(skill_id);
  9965. unit_flag = skill_get_unit_flag(skill_id);
  9966. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  9967. sd = BL_CAST(BL_PC, src);
  9968. status = status_get_status_data(src);
  9969. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9970. switch( skill_id ) {
  9971. case MH_STEINWAND:
  9972. case MG_SAFETYWALL:
  9973. #ifdef RENEWAL
  9974. if(skill_id == MH_STEINWAND)
  9975. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  9976. else
  9977. val2 = status_get_max_hp(src) * 3;
  9978. #else
  9979. val2 = skill_lv+1;
  9980. #endif
  9981. break;
  9982. case MG_FIREWALL:
  9983. if(sc && sc->data[SC_VIOLENTGALE])
  9984. limit = limit*3/2;
  9985. val2=4+skill_lv;
  9986. break;
  9987. case AL_WARP:
  9988. val1=skill_lv+6;
  9989. if(!(flag&1))
  9990. limit=2000;
  9991. else // previous implementation (not used anymore)
  9992. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9993. if( src->type != BL_SKILL ) return NULL;
  9994. group = ((TBL_SKILL*)src)->group;
  9995. src = map_id2bl(group->src_id);
  9996. if( !src ) return NULL;
  9997. val2 = group->val2; //Copy the (x,y) position you warp to
  9998. val3 = group->val3; //as well as the mapindex to warp to.
  9999. }
  10000. break;
  10001. case HP_BASILICA:
  10002. val1 = src->id; // Store caster id.
  10003. break;
  10004. case PR_SANCTUARY:
  10005. case NPC_EVILLAND:
  10006. val1=(skill_lv+3)*2;
  10007. break;
  10008. case WZ_FIREPILLAR:
  10009. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10010. return NULL;
  10011. if((flag&1)!=0)
  10012. limit=1000;
  10013. val1=skill_lv+2;
  10014. break;
  10015. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10016. case AM_DEMONSTRATION:
  10017. case GN_HELLS_PLANT:
  10018. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10019. && (src->type&battle_config.vs_traps_bctall))
  10020. target = BCT_ALL;
  10021. break;
  10022. case HT_SHOCKWAVE:
  10023. val1=skill_lv*15+10;
  10024. case HT_SANDMAN:
  10025. case MA_SANDMAN:
  10026. case HT_CLAYMORETRAP:
  10027. case HT_SKIDTRAP:
  10028. case MA_SKIDTRAP:
  10029. case HT_LANDMINE:
  10030. case MA_LANDMINE:
  10031. case HT_ANKLESNARE:
  10032. case HT_FLASHER:
  10033. case HT_FREEZINGTRAP:
  10034. case MA_FREEZINGTRAP:
  10035. case HT_BLASTMINE:
  10036. /**
  10037. * Ranger
  10038. **/
  10039. case RA_ELECTRICSHOCKER:
  10040. case RA_CLUSTERBOMB:
  10041. case RA_MAGENTATRAP:
  10042. case RA_COBALTTRAP:
  10043. case RA_MAIZETRAP:
  10044. case RA_VERDURETRAP:
  10045. case RA_FIRINGTRAP:
  10046. case RA_ICEBOUNDTRAP:
  10047. {
  10048. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10049. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10050. if( req.itemid[i] )
  10051. req_item = req.itemid[i];
  10052. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10053. limit *= 4; // longer trap times in WOE [celest]
  10054. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10055. target = BCT_ALL;
  10056. }
  10057. break;
  10058. case SA_LANDPROTECTOR:
  10059. case SA_VOLCANO:
  10060. case SA_DELUGE:
  10061. case SA_VIOLENTGALE:
  10062. {
  10063. struct skill_unit_group *old_sg;
  10064. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10065. { //HelloKitty confirmed that these are interchangeable,
  10066. //so you can change element and not consume gemstones.
  10067. if ((
  10068. old_sg->skill_id == SA_VOLCANO ||
  10069. old_sg->skill_id == SA_DELUGE ||
  10070. old_sg->skill_id == SA_VIOLENTGALE
  10071. ) && old_sg->limit > 0)
  10072. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10073. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10074. if (limit < 0) //This can happen...
  10075. limit = skill_get_time(skill_id,skill_lv);
  10076. }
  10077. skill_clear_group(src,1);
  10078. }
  10079. break;
  10080. }
  10081. case BA_WHISTLE:
  10082. val1 = skill_lv +status->agi/10; // Flee increase
  10083. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10084. if(sd){
  10085. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10086. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10087. }
  10088. break;
  10089. case DC_HUMMING:
  10090. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10091. #ifdef RENEWAL
  10092. val1 *= 2;
  10093. #endif
  10094. if(sd)
  10095. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10096. break;
  10097. case BA_POEMBRAGI:
  10098. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10099. //For some reason at level 10 the base delay reduction is 50%.
  10100. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10101. if(sd){
  10102. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10103. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10104. }
  10105. break;
  10106. case DC_DONTFORGETME:
  10107. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10108. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10109. if(sd){
  10110. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10111. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10112. }
  10113. break;
  10114. case BA_APPLEIDUN:
  10115. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10116. if(sd)
  10117. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10118. break;
  10119. case DC_SERVICEFORYOU:
  10120. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  10121. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  10122. if(sd){
  10123. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  10124. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  10125. }
  10126. break;
  10127. case BA_ASSASSINCROSS:
  10128. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10129. if(sd)
  10130. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10131. break;
  10132. case DC_FORTUNEKISS:
  10133. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10134. if(sd)
  10135. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10136. val1*=10; //Because every 10 crit is an actual cri point.
  10137. break;
  10138. case BD_DRUMBATTLEFIELD:
  10139. #ifdef RENEWAL
  10140. val1 = (skill_lv+5)*25; //Watk increase
  10141. val2 = skill_lv*10; //Def increase
  10142. #else
  10143. val1 = (skill_lv+1)*25; //Watk increase
  10144. val2 = (skill_lv+1)*2; //Def increase
  10145. #endif
  10146. break;
  10147. case BD_RINGNIBELUNGEN:
  10148. val1 = (skill_lv+2)*25; //Watk increase
  10149. break;
  10150. case BD_RICHMANKIM:
  10151. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10152. break;
  10153. case BD_SIEGFRIED:
  10154. val1 = 55 + skill_lv*5; //Elemental Resistance
  10155. val2 = skill_lv*10; //Status ailment resistance
  10156. break;
  10157. case WE_CALLPARTNER:
  10158. if (sd) val1 = sd->status.partner_id;
  10159. break;
  10160. case WE_CALLPARENT:
  10161. if (sd) {
  10162. val1 = sd->status.father;
  10163. val2 = sd->status.mother;
  10164. }
  10165. break;
  10166. case WE_CALLBABY:
  10167. if (sd) val1 = sd->status.child;
  10168. break;
  10169. case NJ_KAENSIN:
  10170. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10171. val2 = (skill_lv+1)/2 + 4;
  10172. break;
  10173. case NJ_SUITON:
  10174. skill_clear_group(src, 1);
  10175. break;
  10176. case GS_GROUNDDRIFT:
  10177. {
  10178. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10179. val1 = status->rhw.ele;
  10180. if (!val1)
  10181. val1=element[rnd()%5];
  10182. switch (val1)
  10183. {
  10184. case ELE_FIRE:
  10185. subunt++;
  10186. case ELE_WATER:
  10187. subunt++;
  10188. case ELE_POISON:
  10189. subunt++;
  10190. case ELE_DARK:
  10191. subunt++;
  10192. case ELE_WIND:
  10193. break;
  10194. default:
  10195. subunt=rnd()%5;
  10196. break;
  10197. }
  10198. break;
  10199. }
  10200. case GC_POISONSMOKE:
  10201. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10202. return NULL;
  10203. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10204. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10205. limit = 4000 + 2000 * skill_lv;
  10206. break;
  10207. case GD_LEADERSHIP:
  10208. case GD_GLORYWOUNDS:
  10209. case GD_SOULCOLD:
  10210. case GD_HAWKEYES:
  10211. limit = 1000000;//it doesn't matter
  10212. break;
  10213. case LG_BANDING:
  10214. limit = -1;
  10215. break;
  10216. case WM_REVERBERATION:
  10217. interval = limit;
  10218. val2 = 1;
  10219. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10220. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10221. return NULL;
  10222. break;
  10223. case SO_CLOUD_KILL:
  10224. skill_clear_group(src, 4);
  10225. break;
  10226. case SO_WARMER:
  10227. skill_clear_group(src, 8);
  10228. break;
  10229. case SO_VACUUM_EXTREME:
  10230. range++;
  10231. break;
  10232. case GN_WALLOFTHORN:
  10233. if( flag&1 )
  10234. limit = 3000;
  10235. val3 = (x<<16)|y;
  10236. break;
  10237. case KO_ZENKAI:
  10238. if( sd ){
  10239. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10240. if( i < 5 ){
  10241. val1 = sd->talisman[i]; // no. of aura
  10242. val2 = i; // aura type
  10243. limit += val1 * 1000;
  10244. subunt = i - 1;
  10245. pc_del_talisman(sd, sd->talisman[i], i);
  10246. }
  10247. }
  10248. break;
  10249. }
  10250. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10251. group->val1=val1;
  10252. group->val2=val2;
  10253. group->val3=val3;
  10254. group->target_flag=target;
  10255. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10256. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10257. 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
  10258. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10259. group->item_id = req_item;
  10260. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10261. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10262. active_flag = 0;
  10263. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10264. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10265. if (sd)
  10266. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10267. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10268. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10269. }
  10270. if (group->state.song_dance) {
  10271. if(sd){
  10272. sd->skill_id_dance = skill_id;
  10273. sd->skill_lv_dance = skill_lv;
  10274. }
  10275. if (
  10276. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10277. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10278. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10279. )
  10280. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10281. }
  10282. limit = group->limit;
  10283. for( i = 0; i < layout->count; i++ )
  10284. {
  10285. struct skill_unit *unit;
  10286. int ux = x + layout->dx[i];
  10287. int uy = y + layout->dy[i];
  10288. int val1 = skill_lv;
  10289. int val2 = 0;
  10290. int alive = 1;
  10291. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10292. continue; // don't place skill units on walls (except for songs/dances/encores)
  10293. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10294. continue; // no path between cell and center of casting.
  10295. switch( skill_id )
  10296. {
  10297. case MG_FIREWALL:
  10298. case NJ_KAENSIN:
  10299. val2=group->val2;
  10300. break;
  10301. case WZ_ICEWALL:
  10302. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10303. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10304. break;
  10305. case HT_LANDMINE:
  10306. case MA_LANDMINE:
  10307. case HT_ANKLESNARE:
  10308. case HT_SHOCKWAVE:
  10309. case HT_SANDMAN:
  10310. case MA_SANDMAN:
  10311. case HT_FLASHER:
  10312. case HT_FREEZINGTRAP:
  10313. case MA_FREEZINGTRAP:
  10314. case HT_TALKIEBOX:
  10315. case HT_SKIDTRAP:
  10316. case MA_SKIDTRAP:
  10317. case HT_CLAYMORETRAP:
  10318. case HT_BLASTMINE:
  10319. /**
  10320. * Ranger
  10321. **/
  10322. case RA_ELECTRICSHOCKER:
  10323. case RA_CLUSTERBOMB:
  10324. case RA_MAGENTATRAP:
  10325. case RA_COBALTTRAP:
  10326. case RA_MAIZETRAP:
  10327. case RA_VERDURETRAP:
  10328. case RA_FIRINGTRAP:
  10329. case RA_ICEBOUNDTRAP:
  10330. val1 = 3500;
  10331. break;
  10332. case GS_DESPERADO:
  10333. val1 = abs(layout->dx[i]);
  10334. val2 = abs(layout->dy[i]);
  10335. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10336. if (val2 > val1) val1 = val2;
  10337. if (val1) val1--;
  10338. val1 = 36 -12*val1;
  10339. } else //Diagonal edges
  10340. val1 = 28 -4*val1 -4*val2;
  10341. if (val1 < 1) val1 = 1;
  10342. val2 = 0;
  10343. break;
  10344. case WM_REVERBERATION:
  10345. val1 = 1 + skill_lv;
  10346. break;
  10347. case GN_WALLOFTHORN:
  10348. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10349. break;
  10350. default:
  10351. if (group->state.song_dance&0x1)
  10352. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10353. break;
  10354. }
  10355. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10356. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10357. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  10358. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  10359. if( range <= 0 )
  10360. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10361. if( !alive )
  10362. continue;
  10363. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10364. unit->limit=limit;
  10365. unit->range=range;
  10366. if (skill_id == PF_FOGWALL && alive == 2)
  10367. { //Double duration of cells on top of Deluge/Suiton
  10368. unit->limit *= 2;
  10369. group->limit = unit->limit;
  10370. }
  10371. // execute on all targets standing on this cell
  10372. if (range==0 && active_flag)
  10373. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10374. }
  10375. if (!group->alive_count)
  10376. { //No cells? Something that was blocked completely by Land Protector?
  10377. skill_delunitgroup(group);
  10378. return NULL;
  10379. }
  10380. //success, unit created.
  10381. switch( skill_id ) {
  10382. case WZ_ICEWALL:
  10383. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10384. break;
  10385. case NJ_TATAMIGAESHI: //Store number of tiles.
  10386. group->val1 = group->alive_count;
  10387. break;
  10388. }
  10389. return group;
  10390. }
  10391. /*==========================================
  10392. *
  10393. *------------------------------------------*/
  10394. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10395. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10396. {
  10397. struct skill_unit_group *sg;
  10398. struct block_list *ss;
  10399. struct status_change *sc;
  10400. struct status_change_entry *sce;
  10401. enum sc_type type;
  10402. uint16 skill_id;
  10403. nullpo_ret(src);
  10404. nullpo_ret(bl);
  10405. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10406. return 0;
  10407. nullpo_ret(sg=src->group);
  10408. nullpo_ret(ss=map_id2bl(sg->src_id));
  10409. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  10410. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  10411. return 0; //AoE skills are ineffective. [Skotlex]
  10412. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  10413. return 0; //Songs don't work in Basilica
  10414. sc = status_get_sc(bl);
  10415. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10416. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10417. type = status_skill2sc(sg->skill_id);
  10418. sce = (sc && type != -1)?sc->data[type]:NULL;
  10419. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10420. switch (sg->unit_id) {
  10421. case UNT_SPIDERWEB:
  10422. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  10423. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10424. sc->data[SC_SPIDERWEB]->val2++;
  10425. break;
  10426. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  10427. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10428. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  10429. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10430. if( td )
  10431. sec = DIFF_TICK(td->tick, tick);
  10432. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10433. clif_fixpos(bl);
  10434. sg->val2 = bl->id;
  10435. }
  10436. else
  10437. sec = 3000; //Couldn't trap it?
  10438. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10439. }
  10440. break;
  10441. case UNT_SAFETYWALL:
  10442. if (!sce)
  10443. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10444. break;
  10445. case UNT_BLOODYLUST:
  10446. if (sg->src_id == bl->id)
  10447. break; //Does not affect the caster.
  10448. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  10449. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit);
  10450. break;
  10451. case UNT_PNEUMA:
  10452. case UNT_CHAOSPANIC:
  10453. if (!sce)
  10454. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10455. break;
  10456. case UNT_WARP_WAITING: {
  10457. int working = sg->val1&0xffff;
  10458. if(bl->type==BL_PC && !working){
  10459. struct map_session_data *sd = (struct map_session_data *)bl;
  10460. if((!sd->chatID || battle_config.chat_warpportal)
  10461. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10462. {
  10463. int x = sg->val2>>16;
  10464. int y = sg->val2&0xffff;
  10465. int count = sg->val1>>16;
  10466. unsigned short m = sg->val3;
  10467. if( --count <= 0 )
  10468. skill_delunitgroup(sg);
  10469. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10470. working = 1;/* we break it because officials break it, lovely stuff. */
  10471. sg->val1 = (count<<16)|working;
  10472. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10473. }
  10474. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10475. int16 m = map_mapindex2mapid(sg->val3);
  10476. if (m < 0) break; //Map not available on this map-server.
  10477. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10478. }
  10479. }
  10480. break;
  10481. case UNT_QUAGMIRE:
  10482. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10483. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10484. break;
  10485. case UNT_VOLCANO:
  10486. case UNT_DELUGE:
  10487. case UNT_VIOLENTGALE:
  10488. if(!sce)
  10489. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  10490. break;
  10491. case UNT_SUITON:
  10492. if(!sce)
  10493. sc_start4(ss, bl,type,100,sg->skill_lv,
  10494. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10495. 0,0,sg->limit);
  10496. break;
  10497. case UNT_HERMODE:
  10498. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10499. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10500. case UNT_RICHMANKIM:
  10501. case UNT_ETERNALCHAOS:
  10502. case UNT_DRUMBATTLEFIELD:
  10503. case UNT_RINGNIBELUNGEN:
  10504. case UNT_ROKISWEIL:
  10505. case UNT_INTOABYSS:
  10506. case UNT_SIEGFRIED:
  10507. //Needed to check when a dancer/bard leaves their ensemble area.
  10508. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10509. return skill_id;
  10510. if (!sce)
  10511. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10512. break;
  10513. case UNT_WHISTLE:
  10514. case UNT_ASSASSINCROSS:
  10515. case UNT_POEMBRAGI:
  10516. case UNT_APPLEIDUN:
  10517. case UNT_HUMMING:
  10518. case UNT_DONTFORGETME:
  10519. case UNT_FORTUNEKISS:
  10520. case UNT_SERVICEFORYOU:
  10521. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10522. return 0;
  10523. if (!sc) return 0;
  10524. if (!sce)
  10525. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10526. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  10527. sce->val4 = 0; //remove the mark that we stepped out
  10528. delete_timer(sce->timer, status_change_timer);
  10529. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  10530. }
  10531. break;
  10532. case UNT_FOGWALL:
  10533. if (!sce)
  10534. {
  10535. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10536. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10537. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10538. }
  10539. break;
  10540. case UNT_GRAVITATION:
  10541. if (!sce)
  10542. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10543. break;
  10544. // officially, icewall has no problems existing on occupied cells [ultramage]
  10545. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10546. // src->val1 = 0;
  10547. // if(src->limit + sg->tick > tick + 700)
  10548. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10549. // break;
  10550. case UNT_MOONLIT:
  10551. //Knockback out of area if affected char isn't in Moonlit effect
  10552. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10553. break;
  10554. if (ss == bl) //Also needed to prevent infinite loop crash.
  10555. break;
  10556. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10557. break;
  10558. case UNT_WALLOFTHORN:
  10559. if( status_get_mode(bl)&MD_BOSS )
  10560. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10561. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10562. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10563. break;
  10564. case UNT_VOLCANIC_ASH:
  10565. if (!sce)
  10566. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10567. break;
  10568. case UNT_GD_LEADERSHIP:
  10569. case UNT_GD_GLORYWOUNDS:
  10570. case UNT_GD_SOULCOLD:
  10571. case UNT_GD_HAWKEYES:
  10572. if ( !sce )
  10573. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  10574. break;
  10575. }
  10576. return skill_id;
  10577. }
  10578. /*==========================================
  10579. *
  10580. *------------------------------------------*/
  10581. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10582. {
  10583. struct skill_unit_group *sg;
  10584. struct block_list *ss;
  10585. TBL_PC* tsd;
  10586. struct status_data *tstatus;
  10587. struct status_change *tsc;
  10588. struct skill_unit_group_tickset *ts;
  10589. enum sc_type type;
  10590. uint16 skill_id;
  10591. int diff=0;
  10592. nullpo_ret(src);
  10593. nullpo_ret(bl);
  10594. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10595. return 0;
  10596. nullpo_ret(sg=src->group);
  10597. nullpo_ret(ss=map_id2bl(sg->src_id));
  10598. tsd = BL_CAST(BL_PC, bl);
  10599. tsc = status_get_sc(bl);
  10600. if ( tsc && tsc->data[SC_HOVERING] )
  10601. return 0; //Under hovering characters are immune to trap and ground target skills.
  10602. tstatus = status_get_status_data(bl);
  10603. type = status_skill2sc(sg->skill_id);
  10604. skill_id = sg->skill_id;
  10605. if (sg->interval == -1) {
  10606. switch (sg->unit_id) {
  10607. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10608. case UNT_FIREPILLAR_ACTIVE:
  10609. case UNT_ELECTRICSHOCKER:
  10610. case UNT_MANHOLE:
  10611. return 0;
  10612. default:
  10613. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10614. return 0;
  10615. }
  10616. }
  10617. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10618. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10619. diff = DIFF_TICK(tick,ts->tick);
  10620. if (diff < 0)
  10621. return 0;
  10622. ts->tick = tick+sg->interval;
  10623. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10624. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10625. }
  10626. switch (sg->unit_id) {
  10627. case UNT_FIREWALL:
  10628. case UNT_KAEN: {
  10629. int count=0;
  10630. const int x = bl->x, y = bl->y;
  10631. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10632. break;
  10633. //Take into account these hit more times than the timer interval can handle.
  10634. do
  10635. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10636. while(--src->val2 && x == bl->x && y == bl->y &&
  10637. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10638. if (src->val2<=0)
  10639. skill_delunit(src);
  10640. }
  10641. break;
  10642. case UNT_SANCTUARY:
  10643. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10644. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10645. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10646. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10647. } else {
  10648. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10649. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10650. #ifdef RENEWAL
  10651. if( md && md->class_ == MOBID_EMPERIUM )
  10652. break;
  10653. #endif
  10654. if( md && mob_is_battleground(md) )
  10655. break;
  10656. if( tstatus->hp >= tstatus->max_hp )
  10657. break;
  10658. if( status_isimmune(bl) )
  10659. heal = 0;
  10660. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10661. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10662. heal = ~heal + 1;
  10663. status_heal(bl, heal, 0, 0);
  10664. if( diff >= 500 )
  10665. sg->val1--;
  10666. }
  10667. if( sg->val1 <= 0 )
  10668. skill_delunitgroup(sg);
  10669. break;
  10670. case UNT_EVILLAND:
  10671. //Will heal demon and undead element monsters, but not players.
  10672. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10673. { //Damage enemies
  10674. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10675. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10676. } else {
  10677. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10678. if (tstatus->hp >= tstatus->max_hp)
  10679. break;
  10680. if (status_isimmune(bl))
  10681. heal = 0;
  10682. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10683. status_heal(bl, heal, 0, 0);
  10684. }
  10685. break;
  10686. case UNT_MAGNUS:
  10687. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10688. break;
  10689. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10690. break;
  10691. case UNT_DUMMYSKILL:
  10692. switch (sg->skill_id)
  10693. {
  10694. case SG_SUN_WARM: //SG skills [Komurka]
  10695. case SG_MOON_WARM:
  10696. case SG_STAR_WARM:
  10697. {
  10698. int count = 0;
  10699. const int x = bl->x, y = bl->y;
  10700. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10701. do
  10702. {
  10703. if( bl->type == BL_PC )
  10704. status_zap(bl, 0, 15); // sp damage to players
  10705. else // mobs
  10706. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10707. {
  10708. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10709. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10710. }
  10711. else
  10712. { //should end when out of sp.
  10713. sg->limit = DIFF_TICK(tick,sg->tick);
  10714. break;
  10715. }
  10716. } while( x == bl->x && y == bl->y &&
  10717. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10718. }
  10719. break;
  10720. /**
  10721. * The storm gust counter was dropped in renewal
  10722. **/
  10723. #ifndef RENEWAL
  10724. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10725. if (tsc)
  10726. tsc->sg_counter++; //SG hit counter.
  10727. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10728. tsc->sg_counter=0; //Attack absorbed.
  10729. break;
  10730. #endif
  10731. case GS_DESPERADO:
  10732. if (rnd()%100 < src->val1)
  10733. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10734. break;
  10735. case GN_CRAZYWEED_ATK:
  10736. if( bl->type == BL_SKILL ){
  10737. struct skill_unit *su = (struct skill_unit *)bl;
  10738. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10739. break;
  10740. }
  10741. default:
  10742. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10743. }
  10744. break;
  10745. case UNT_FIREPILLAR_WAITING:
  10746. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10747. skill_delunit(src);
  10748. break;
  10749. case UNT_SKIDTRAP:
  10750. {
  10751. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10752. sg->unit_id = UNT_USED_TRAPS;
  10753. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10754. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10755. }
  10756. break;
  10757. case UNT_ANKLESNARE:
  10758. case UNT_MANHOLE:
  10759. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10760. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10761. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10762. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10763. if( td )
  10764. sec = DIFF_TICK(td->tick, tick);
  10765. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  10766. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10767. clif_fixpos(bl);
  10768. }
  10769. sg->val2 = bl->id;
  10770. } else
  10771. sec = 3000; //Couldn't trap it?
  10772. if( sg->unit_id == UNT_ANKLESNARE ) {
  10773. clif_skillunit_update(&src->bl);
  10774. /**
  10775. * If you're snared from a trap that was invisible this makes the trap be
  10776. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10777. * bugreport:3961
  10778. **/
  10779. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10780. }
  10781. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10782. sg->interval = -1;
  10783. src->range = 0;
  10784. }
  10785. break;
  10786. case UNT_ELECTRICSHOCKER:
  10787. if( bl->id != ss->id ) {
  10788. if( status_get_mode(bl)&MD_BOSS )
  10789. break;
  10790. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10791. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10792. clif_fixpos(bl);
  10793. }
  10794. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10795. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10796. }
  10797. break;
  10798. case UNT_VENOMDUST:
  10799. if(tsc && !tsc->data[type])
  10800. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10801. break;
  10802. case UNT_MAGENTATRAP:
  10803. case UNT_COBALTTRAP:
  10804. case UNT_MAIZETRAP:
  10805. case UNT_VERDURETRAP:
  10806. if( bl->type == BL_PC )// it won't work on players
  10807. break;
  10808. case UNT_FIRINGTRAP:
  10809. case UNT_ICEBOUNDTRAP:
  10810. case UNT_CLUSTERBOMB:
  10811. if( bl->id == ss->id )// it won't trigger on caster
  10812. break;
  10813. case UNT_LANDMINE:
  10814. case UNT_CLAYMORETRAP:
  10815. case UNT_BLASTMINE:
  10816. case UNT_SHOCKWAVE:
  10817. case UNT_SANDMAN:
  10818. case UNT_FLASHER:
  10819. case UNT_FREEZINGTRAP:
  10820. case UNT_FIREPILLAR_ACTIVE:
  10821. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10822. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10823. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10824. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10825. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10826. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10827. break;
  10828. case UNT_TALKIEBOX:
  10829. if (sg->src_id == bl->id)
  10830. break;
  10831. if (sg->val2 == 0){
  10832. clif_talkiebox(&src->bl, sg->valstr);
  10833. sg->unit_id = UNT_USED_TRAPS;
  10834. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10835. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10836. sg->val2 = -1;
  10837. }
  10838. break;
  10839. case UNT_LULLABY:
  10840. if (ss->id == bl->id)
  10841. break;
  10842. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10843. break;
  10844. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10845. if (ss->id != bl->id)
  10846. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10847. break;
  10848. case UNT_DISSONANCE:
  10849. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10850. break;
  10851. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10852. {
  10853. int heal;
  10854. #ifdef RENEWAL
  10855. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10856. if( md && md->class_ == MOBID_EMPERIUM )
  10857. break;
  10858. #endif
  10859. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10860. break; // affects self only when soullinked
  10861. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10862. if( tsc->data[SC_AKAITSUKI] && heal )
  10863. heal = ~heal + 1;
  10864. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10865. status_heal(bl, heal, 0, 0);
  10866. break;
  10867. }
  10868. case UNT_TATAMIGAESHI:
  10869. case UNT_DEMONSTRATION:
  10870. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10871. break;
  10872. case UNT_GOSPEL:
  10873. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10874. break;
  10875. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10876. { // Support Effect only on party, not guild
  10877. int heal;
  10878. int i = rnd()%13; // Positive buff count
  10879. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10880. switch (i)
  10881. {
  10882. case 0: // Heal 1~9999 HP
  10883. heal = rnd() %9999+1;
  10884. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10885. status_heal(bl,heal,0,0);
  10886. break;
  10887. case 1: // End all negative status
  10888. status_change_clear_buffs(bl,6);
  10889. if (tsd) clif_gospel_info(tsd, 0x15);
  10890. break;
  10891. case 2: // Immunity to all status
  10892. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  10893. if (tsd) clif_gospel_info(tsd, 0x16);
  10894. break;
  10895. case 3: // MaxHP +100%
  10896. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  10897. if (tsd) clif_gospel_info(tsd, 0x17);
  10898. break;
  10899. case 4: // MaxSP +100%
  10900. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  10901. if (tsd) clif_gospel_info(tsd, 0x18);
  10902. break;
  10903. case 5: // All stats +20
  10904. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  10905. if (tsd) clif_gospel_info(tsd, 0x19);
  10906. break;
  10907. case 6: // Level 10 Blessing
  10908. sc_start(ss, bl,SC_BLESSING,100,10,time);
  10909. break;
  10910. case 7: // Level 10 Increase AGI
  10911. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  10912. break;
  10913. case 8: // Enchant weapon with Holy element
  10914. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  10915. if (tsd) clif_gospel_info(tsd, 0x1c);
  10916. break;
  10917. case 9: // Enchant armor with Holy element
  10918. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  10919. if (tsd) clif_gospel_info(tsd, 0x1d);
  10920. break;
  10921. case 10: // DEF +25%
  10922. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  10923. if (tsd) clif_gospel_info(tsd, 0x1e);
  10924. break;
  10925. case 11: // ATK +100%
  10926. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  10927. if (tsd) clif_gospel_info(tsd, 0x1f);
  10928. break;
  10929. case 12: // HIT/Flee +50
  10930. sc_start(ss, bl,SC_INCHIT,100,50,time);
  10931. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  10932. if (tsd) clif_gospel_info(tsd, 0x20);
  10933. break;
  10934. }
  10935. }
  10936. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10937. { // Offensive Effect
  10938. int i = rnd()%9; // Negative buff count
  10939. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10940. switch (i)
  10941. {
  10942. case 0: // Deal 1~9999 damage
  10943. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10944. break;
  10945. case 1: // Curse
  10946. sc_start(ss, bl,SC_CURSE,100,1,time);
  10947. break;
  10948. case 2: // Blind
  10949. sc_start(ss, bl,SC_BLIND,100,1,time);
  10950. break;
  10951. case 3: // Poison
  10952. sc_start(ss, bl,SC_POISON,100,1,time);
  10953. break;
  10954. case 4: // Level 10 Provoke
  10955. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  10956. break;
  10957. case 5: // DEF -100%
  10958. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  10959. break;
  10960. case 6: // ATK -100%
  10961. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  10962. break;
  10963. case 7: // Flee -100%
  10964. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  10965. break;
  10966. case 8: // Speed/ASPD -25%
  10967. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10968. break;
  10969. }
  10970. }
  10971. break;
  10972. case UNT_BASILICA:
  10973. {
  10974. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10975. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10976. { // knock-back any enemy except Boss
  10977. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10978. clif_fixpos(bl);
  10979. }
  10980. if( sg->src_id != bl->id && i <= 0 )
  10981. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10982. }
  10983. break;
  10984. case UNT_GRAVITATION:
  10985. case UNT_EARTHSTRAIN:
  10986. case UNT_FIREWALK:
  10987. case UNT_ELECTRICWALK:
  10988. case UNT_PSYCHIC_WAVE:
  10989. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10990. break;
  10991. case UNT_GROUNDDRIFT_WIND:
  10992. case UNT_GROUNDDRIFT_DARK:
  10993. case UNT_GROUNDDRIFT_POISON:
  10994. case UNT_GROUNDDRIFT_WATER:
  10995. case UNT_GROUNDDRIFT_FIRE:
  10996. map_foreachinrange(skill_trap_splash,&src->bl,
  10997. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10998. &src->bl,tick);
  10999. sg->unit_id = UNT_USED_TRAPS;
  11000. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11001. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11002. break;
  11003. /**
  11004. * 3rd stuff
  11005. **/
  11006. case UNT_POISONSMOKE:
  11007. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11008. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11009. break;
  11010. case UNT_EPICLESIS:
  11011. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  11012. {
  11013. if( ++sg->val2 % 3 == 0 ) {
  11014. int hp, sp;
  11015. switch( sg->skill_lv ) {
  11016. case 1: case 2: hp = 3; sp = 2; break;
  11017. case 3: case 4: hp = 4; sp = 3; break;
  11018. case 5: default: hp = 5; sp = 4; break;
  11019. }
  11020. hp = tstatus->max_hp * hp / 100;
  11021. sp = tstatus->max_sp * sp / 100;
  11022. status_heal(bl, hp, sp, 2);
  11023. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  11024. }
  11025. // Reveal hidden players every 5 seconds.
  11026. if( sg->val2 % 5 == 0 ) {
  11027. // TODO: check if other hidden status can be removed.
  11028. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11029. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11030. }
  11031. }
  11032. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11033. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11034. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11035. break;
  11036. case UNT_STEALTHFIELD:
  11037. if( bl->id == sg->src_id )
  11038. break; // Dont work on Self (video shows that)
  11039. case UNT_NEUTRALBARRIER:
  11040. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11041. break;
  11042. case UNT_DIMENSIONDOOR:
  11043. if( tsd && !map[bl->m].flag.noteleport )
  11044. pc_randomwarp(tsd,3);
  11045. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11046. unit_warp(bl,-1,-1,-1,3);
  11047. break;
  11048. case UNT_REVERBERATION:
  11049. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11050. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11051. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11052. sg->unit_id = UNT_USED_TRAPS;
  11053. break;
  11054. case UNT_SEVERE_RAINSTORM:
  11055. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11056. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11057. break;
  11058. case UNT_NETHERWORLD:
  11059. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  11060. if( !(tsc && tsc->data[type]) ){
  11061. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11062. sg->limit = DIFF_TICK(tick,sg->tick);
  11063. sg->unit_id = UNT_USED_TRAPS;
  11064. }
  11065. }
  11066. break;
  11067. case UNT_THORNS_TRAP:
  11068. if( tsc ) {
  11069. if( !sg->val2 ) {
  11070. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11071. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11072. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11073. if( td )
  11074. sec = DIFF_TICK(td->tick, tick);
  11075. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11076. clif_fixpos(bl);
  11077. sg->val2 = bl->id;
  11078. } else
  11079. sec = 3000; // Couldn't trap it?
  11080. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11081. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11082. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11083. }
  11084. break;
  11085. case UNT_DEMONIC_FIRE: {
  11086. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11087. switch( sg->val2 ) {
  11088. case 1:
  11089. case 2:
  11090. default:
  11091. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  11092. skill_get_time2(sg->skill_id, sg->skill_lv));
  11093. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  11094. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11095. break;
  11096. case 3:
  11097. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  11098. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  11099. break;
  11100. }
  11101. }
  11102. break;
  11103. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11104. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  11105. break;
  11106. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11107. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  11108. break;
  11109. case UNT_HELLS_PLANT:
  11110. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11111. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11112. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  11113. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  11114. break;
  11115. case UNT_CLOUD_KILL:
  11116. if(tsc && !tsc->data[type])
  11117. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11118. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11119. break;
  11120. case UNT_WARMER:
  11121. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11122. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  11123. struct status_change *ssc = status_get_sc(ss);
  11124. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11125. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  11126. if( tstatus->hp != tstatus->max_hp )
  11127. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11128. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11129. hp = ~hp + 1;
  11130. status_heal(bl, hp, 0, 0);
  11131. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11132. }
  11133. break;
  11134. case UNT_FIRE_INSIGNIA:
  11135. case UNT_WATER_INSIGNIA:
  11136. case UNT_WIND_INSIGNIA:
  11137. case UNT_EARTH_INSIGNIA:
  11138. case UNT_ZEPHYR:
  11139. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11140. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11141. int hp = tstatus->max_hp / 100; //+1% each 5s
  11142. if ((sg->val3) % 5) { //each 5s
  11143. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11144. status_heal(bl, hp, 0, 2);
  11145. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11146. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11147. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11148. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11149. ){
  11150. status_heal(bl, -hp, 0, 0);
  11151. }
  11152. }
  11153. sg->val3++; //timer
  11154. if (sg->val3 > 5) sg->val3 = 0;
  11155. }
  11156. break;
  11157. case UNT_VACUUM_EXTREME:
  11158. {// TODO: official behavior in gvg area. [malufett]
  11159. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11160. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11161. if( tsc && !tsc->data[type] &&
  11162. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11163. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11164. if( unit_is_walking(bl) && // wait until target stop walking
  11165. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11166. break;
  11167. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11168. break;
  11169. if( unit_is_walking(bl) &&
  11170. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11171. unit_stop_walking(bl,1);
  11172. if( !unit_is_walking(bl) &&
  11173. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11174. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11175. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11176. clif_fixpos(bl);
  11177. }
  11178. }
  11179. break;
  11180. case UNT_FIRE_MANTLE:
  11181. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11182. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11183. break;
  11184. case UNT_ZENKAI_WATER:
  11185. case UNT_ZENKAI_LAND:
  11186. case UNT_ZENKAI_FIRE:
  11187. case UNT_ZENKAI_WIND:
  11188. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11189. switch( sg->unit_id ){
  11190. case UNT_ZENKAI_WATER:
  11191. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11192. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11193. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11194. break;
  11195. case UNT_ZENKAI_LAND:
  11196. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11197. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11198. break;
  11199. case UNT_ZENKAI_FIRE:
  11200. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11201. break;
  11202. case UNT_ZENKAI_WIND:
  11203. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11204. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11205. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11206. break;
  11207. }
  11208. }else
  11209. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11210. break;
  11211. case UNT_MAKIBISHI:
  11212. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11213. sg->limit = DIFF_TICK(tick, sg->tick);
  11214. sg->unit_id = UNT_USED_TRAPS;
  11215. break;
  11216. case UNT_LAVA_SLIDE:
  11217. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11218. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11219. sg->limit = DIFF_TICK(tick, sg->tick);
  11220. break;
  11221. case UNT_POISON_MIST:
  11222. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11223. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  11224. break;
  11225. }
  11226. if (bl->type == BL_MOB && ss != bl)
  11227. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11228. return skill_id;
  11229. }
  11230. /*==========================================
  11231. * Triggered when a char steps out of a skill cell
  11232. *------------------------------------------*/
  11233. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11234. {
  11235. struct skill_unit_group *sg;
  11236. struct status_change *sc;
  11237. struct status_change_entry *sce;
  11238. enum sc_type type;
  11239. nullpo_ret(src);
  11240. nullpo_ret(bl);
  11241. nullpo_ret(sg=src->group);
  11242. sc = status_get_sc(bl);
  11243. type = status_skill2sc(sg->skill_id);
  11244. sce = (sc && type != -1)?sc->data[type]:NULL;
  11245. if( bl->prev==NULL ||
  11246. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11247. return 0;
  11248. switch(sg->unit_id){
  11249. case UNT_SAFETYWALL:
  11250. case UNT_PNEUMA:
  11251. case UNT_EPICLESIS://Arch Bishop
  11252. case UNT_NEUTRALBARRIER:
  11253. case UNT_STEALTHFIELD:
  11254. if (sce)
  11255. status_change_end(bl, type, INVALID_TIMER);
  11256. break;
  11257. case UNT_BASILICA:
  11258. if( sce && sce->val4 == src->bl.id )
  11259. status_change_end(bl, type, INVALID_TIMER);
  11260. break;
  11261. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11262. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11263. status_change_end(bl, type, INVALID_TIMER);
  11264. break;
  11265. case UNT_SPIDERWEB:
  11266. {
  11267. struct block_list *target = map_id2bl(sg->val2);
  11268. if (target && target==bl) {
  11269. if (sce && sce->val3 == sg->group_id)
  11270. status_change_end(bl, type, INVALID_TIMER);
  11271. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11272. }
  11273. break;
  11274. }
  11275. case UNT_DISSONANCE:
  11276. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11277. {
  11278. short i;
  11279. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11280. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11281. type = status_skill2sc(i);
  11282. sce = (sc && type != -1)?sc->data[type]:NULL;
  11283. if(sce)
  11284. return i;
  11285. }
  11286. }
  11287. }
  11288. case UNT_WHISTLE:
  11289. case UNT_ASSASSINCROSS:
  11290. case UNT_POEMBRAGI:
  11291. case UNT_APPLEIDUN:
  11292. case UNT_HUMMING:
  11293. case UNT_DONTFORGETME:
  11294. case UNT_FORTUNEKISS:
  11295. case UNT_SERVICEFORYOU:
  11296. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11297. return -1;
  11298. }
  11299. return sg->skill_id;
  11300. }
  11301. /*==========================================
  11302. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11303. *------------------------------------------*/
  11304. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11305. {
  11306. struct status_change *sc;
  11307. struct status_change_entry *sce;
  11308. enum sc_type type;
  11309. sc = status_get_sc(bl);
  11310. if (sc && !sc->count)
  11311. sc = NULL;
  11312. type = status_skill2sc(skill_id);
  11313. sce = (sc && type != -1)?sc->data[type]:NULL;
  11314. switch (skill_id)
  11315. {
  11316. case WZ_QUAGMIRE:
  11317. if (bl->type==BL_MOB)
  11318. break;
  11319. if (sce)
  11320. status_change_end(bl, type, INVALID_TIMER);
  11321. break;
  11322. case BD_LULLABY:
  11323. case BD_RICHMANKIM:
  11324. case BD_ETERNALCHAOS:
  11325. case BD_DRUMBATTLEFIELD:
  11326. case BD_RINGNIBELUNGEN:
  11327. case BD_ROKISWEIL:
  11328. case BD_INTOABYSS:
  11329. case BD_SIEGFRIED:
  11330. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11331. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11332. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11333. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11334. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11335. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11336. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11337. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11338. }
  11339. case MH_STEINWAND:
  11340. case MG_SAFETYWALL:
  11341. case AL_PNEUMA:
  11342. case SA_VOLCANO:
  11343. case SA_DELUGE:
  11344. case SA_VIOLENTGALE:
  11345. case CG_HERMODE:
  11346. case HW_GRAVITATION:
  11347. case NJ_SUITON:
  11348. case SC_MAELSTROM:
  11349. case EL_WATER_BARRIER:
  11350. case EL_ZEPHYR:
  11351. case EL_POWER_OF_GAIA:
  11352. case SO_FIRE_INSIGNIA:
  11353. case SO_WATER_INSIGNIA:
  11354. case SO_WIND_INSIGNIA:
  11355. case SO_EARTH_INSIGNIA:
  11356. case SC_BLOODYLUST:
  11357. if (sce)
  11358. status_change_end(bl, type, INVALID_TIMER);
  11359. break;
  11360. case BA_DISSONANCE:
  11361. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11362. {
  11363. short i;
  11364. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  11365. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  11366. type = status_skill2sc(i);
  11367. sce = (sc && type != -1)?sc->data[type]:NULL;
  11368. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  11369. delete_timer(sce->timer, status_change_timer);
  11370. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11371. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  11372. }
  11373. }
  11374. }
  11375. }
  11376. break;
  11377. case BA_POEMBRAGI:
  11378. case BA_WHISTLE:
  11379. case BA_ASSASSINCROSS:
  11380. case BA_APPLEIDUN:
  11381. case DC_HUMMING:
  11382. case DC_DONTFORGETME:
  11383. case DC_FORTUNEKISS:
  11384. case DC_SERVICEFORYOU:
  11385. if (sce)
  11386. {
  11387. delete_timer(sce->timer, status_change_timer);
  11388. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11389. //not possible on our current implementation.
  11390. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11391. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11392. }
  11393. break;
  11394. case PF_FOGWALL:
  11395. if (sce)
  11396. {
  11397. status_change_end(bl, type, INVALID_TIMER);
  11398. if ((sce=sc->data[SC_BLIND]))
  11399. {
  11400. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11401. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11402. else {
  11403. delete_timer(sce->timer, status_change_timer);
  11404. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11405. }
  11406. }
  11407. }
  11408. break;
  11409. case GD_LEADERSHIP:
  11410. case GD_GLORYWOUNDS:
  11411. case GD_SOULCOLD:
  11412. case GD_HAWKEYES:
  11413. if( !(sce && sce->val4) )
  11414. status_change_end(bl, type, INVALID_TIMER);
  11415. break;
  11416. }
  11417. return skill_id;
  11418. }
  11419. /*==========================================
  11420. * Invoked when a unit cell has been placed/removed/deleted.
  11421. * flag values:
  11422. * flag&1: Invoke onplace function (otherwise invoke onout)
  11423. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11424. * flag&8: Recursive
  11425. *------------------------------------------*/
  11426. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11427. {
  11428. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11429. struct skill_unit_group* group = unit->group;
  11430. unsigned int tick = va_arg(ap,unsigned int);
  11431. unsigned int flag = va_arg(ap,unsigned int);
  11432. uint16 skill_id;
  11433. bool dissonance = false;
  11434. bool isTarget = false;
  11435. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11436. return 0;
  11437. nullpo_ret(group);
  11438. if( !(flag&8) ) {
  11439. dissonance = skill_dance_switch(unit, 0);
  11440. //Target-type check.
  11441. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  11442. }
  11443. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11444. skill_id = group->skill_id;
  11445. if( isTarget ){
  11446. if( flag&1 )
  11447. skill_unit_onplace(unit,bl,tick);
  11448. else {
  11449. if( skill_unit_onout(unit,bl,tick) == -1 )
  11450. return 0; // Don't let a Bard/Dancer update their own song timer
  11451. }
  11452. if( flag&4 )
  11453. skill_unit_onleft(skill_id, bl, tick);
  11454. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  11455. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11456. if( dissonance ) {
  11457. skill_dance_switch(unit, 1);
  11458. //we placed a dissonance, let's update
  11459. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  11460. }
  11461. return 0;
  11462. }
  11463. /*==========================================
  11464. *
  11465. *------------------------------------------*/
  11466. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11467. {
  11468. struct skill_unit_group *sg;
  11469. nullpo_ret(src);
  11470. nullpo_ret(sg=src->group);
  11471. switch( sg->unit_id ) {
  11472. case UNT_BLASTMINE:
  11473. case UNT_SKIDTRAP:
  11474. case UNT_LANDMINE:
  11475. case UNT_SHOCKWAVE:
  11476. case UNT_SANDMAN:
  11477. case UNT_FLASHER:
  11478. case UNT_CLAYMORETRAP:
  11479. case UNT_FREEZINGTRAP:
  11480. case UNT_TALKIEBOX:
  11481. case UNT_ANKLESNARE:
  11482. case UNT_ICEWALL:
  11483. case UNT_REVERBERATION:
  11484. case UNT_WALLOFTHORN:
  11485. src->val1-=damage;
  11486. break;
  11487. default:
  11488. damage = 0;
  11489. break;
  11490. }
  11491. return damage;
  11492. }
  11493. /*==========================================
  11494. *
  11495. *------------------------------------------*/
  11496. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11497. {
  11498. int *c, skill_id;
  11499. struct block_list *src;
  11500. struct map_session_data *sd;
  11501. struct map_session_data *tsd;
  11502. int *p_sd; //Contains the list of characters found.
  11503. nullpo_ret(bl);
  11504. nullpo_ret(tsd=(struct map_session_data*)bl);
  11505. nullpo_ret(src=va_arg(ap,struct block_list *));
  11506. nullpo_ret(sd=(struct map_session_data*)src);
  11507. c=va_arg(ap,int *);
  11508. p_sd = va_arg(ap, int *);
  11509. skill_id = va_arg(ap,int);
  11510. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  11511. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11512. if (bl == src)
  11513. return 0;
  11514. if(pc_isdead(tsd))
  11515. return 0;
  11516. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11517. return 0;
  11518. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  11519. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11520. p_sd[(*c)++] = tsd->bl.id;
  11521. return 1;
  11522. } else {
  11523. switch(skill_id) {
  11524. case PR_BENEDICTIO: {
  11525. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11526. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11527. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11528. && sd->status.sp >= 10)
  11529. p_sd[(*c)++]=tsd->bl.id;
  11530. return 1;
  11531. }
  11532. case AB_ADORAMUS:
  11533. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11534. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11535. p_sd[(*c)++] = tsd->bl.id;
  11536. return 1;
  11537. case WL_COMET:
  11538. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11539. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11540. p_sd[(*c)++] = tsd->bl.id;
  11541. return 1;
  11542. case LG_RAYOFGENESIS:
  11543. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11544. tsd->sc.data[SC_BANDING] )
  11545. p_sd[(*c)++] = tsd->bl.id;
  11546. return 1;
  11547. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11548. {
  11549. uint16 skill_lv;
  11550. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11551. return 0;
  11552. if (sd->status.sex != tsd->status.sex &&
  11553. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11554. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  11555. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11556. sd->status.party_id && tsd->status.party_id &&
  11557. sd->status.party_id == tsd->status.party_id &&
  11558. !tsd->sc.data[SC_DANCING])
  11559. {
  11560. p_sd[(*c)++]=tsd->bl.id;
  11561. return skill_lv;
  11562. } else {
  11563. return 0;
  11564. }
  11565. }
  11566. break;
  11567. }
  11568. }
  11569. return 0;
  11570. }
  11571. /*==========================================
  11572. * Checks and stores partners for ensemble skills [Skotlex]
  11573. *------------------------------------------*/
  11574. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
  11575. {
  11576. static int c=0;
  11577. static int p_sd[2] = { 0, 0 };
  11578. int i;
  11579. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11580. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11581. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11582. if (cast_flag) { //Execute the skill on the partners.
  11583. struct map_session_data* tsd;
  11584. switch (skill_id) {
  11585. case PR_BENEDICTIO:
  11586. for (i = 0; i < c; i++) {
  11587. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11588. status_charge(&tsd->bl, 0, 10);
  11589. }
  11590. return c;
  11591. case AB_ADORAMUS:
  11592. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11593. i = 2 * (*skill_lv);
  11594. status_charge(&tsd->bl, 0, i);
  11595. }
  11596. break;
  11597. case WM_GREAT_ECHO:
  11598. for( i = 0; i < c; i++ ) {
  11599. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11600. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11601. }
  11602. break;
  11603. default: //Warning: Assuming Ensemble skills here (for speed)
  11604. if( is_chorus )
  11605. break;//Chorus skills are not to be parsed as ensambles
  11606. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11607. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11608. 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);
  11609. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11610. tsd->skill_id_dance = skill_id;
  11611. tsd->skill_lv_dance = *skill_lv;
  11612. }
  11613. return c;
  11614. }
  11615. }
  11616. //Else: new search for partners.
  11617. c = 0;
  11618. memset (p_sd, 0, sizeof(p_sd));
  11619. if( is_chorus )
  11620. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11621. else
  11622. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11623. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11624. *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.
  11625. return c;
  11626. }
  11627. /*==========================================
  11628. * Sub function to count how many spawned mob is around
  11629. * return :
  11630. * x : numbers of mob of class with special ai
  11631. *------------------------------------------*/
  11632. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11633. {
  11634. int *c,src_id,mob_class,skill;
  11635. uint16 ai;
  11636. struct mob_data *md;
  11637. md=(struct mob_data*)bl;
  11638. src_id=va_arg(ap,int);
  11639. mob_class=va_arg(ap,int);
  11640. skill=va_arg(ap,int);
  11641. c=va_arg(ap,int *);
  11642. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  11643. if( md->master_id != src_id || md->special_state.ai != ai)
  11644. return 0; //Non alchemist summoned mobs have nothing to do here.
  11645. if(md->class_==mob_class)
  11646. (*c)++;
  11647. return 1;
  11648. }
  11649. /*==========================================
  11650. * Determines if a given skill should be made to consume ammo
  11651. * when used by the player. [Skotlex]
  11652. *------------------------------------------*/
  11653. int skill_isammotype (struct map_session_data *sd, int skill)
  11654. {
  11655. return (
  11656. battle_config.arrow_decrement==2 &&
  11657. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11658. skill != HT_PHANTASMIC &&
  11659. skill_get_type(skill) == BF_WEAPON &&
  11660. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11661. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11662. );
  11663. }
  11664. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  11665. struct status_data *status;
  11666. struct status_change *sc;
  11667. struct skill_condition require;
  11668. int i;
  11669. uint32 inf2;
  11670. nullpo_ret(sd);
  11671. if (sd->chatID) return 0;
  11672. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  11673. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11674. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  11675. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11676. return 1;
  11677. }
  11678. switch( sd->menuskill_id ) {
  11679. case AM_PHARMACY:
  11680. switch( skill_id ) {
  11681. case AM_PHARMACY:
  11682. case AC_MAKINGARROW:
  11683. case BS_REPAIRWEAPON:
  11684. case AM_TWILIGHT1:
  11685. case AM_TWILIGHT2:
  11686. case AM_TWILIGHT3:
  11687. return 0;
  11688. }
  11689. break;
  11690. case GN_MIX_COOKING:
  11691. case GN_MAKEBOMB:
  11692. case GN_S_PHARMACY:
  11693. case GN_CHANGEMATERIAL:
  11694. if( sd->menuskill_id != skill_id )
  11695. return 0;
  11696. break;
  11697. }
  11698. status = &sd->battle_status;
  11699. sc = &sd->sc;
  11700. if( !sc->count )
  11701. sc = NULL;
  11702. if( sd->skillitem == skill_id )
  11703. {
  11704. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11705. sd->state.abra_flag = 0;
  11706. else
  11707. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11708. if( (i = sd->itemindex) == -1 ||
  11709. sd->status.inventory[i].nameid != sd->itemid ||
  11710. sd->inventory_data[i] == NULL ||
  11711. !sd->inventory_data[i]->flag.delay_consume ||
  11712. sd->status.inventory[i].amount < 1
  11713. )
  11714. { //Something went wrong, item exploit?
  11715. sd->itemid = sd->itemindex = -1;
  11716. return 0;
  11717. }
  11718. //Consume
  11719. sd->itemid = sd->itemindex = -1;
  11720. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11721. ; //Do not consume item.
  11722. else if( sd->status.inventory[i].expire_time == 0 )
  11723. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11724. }
  11725. return 1;
  11726. }
  11727. if( pc_is90overweight(sd) )
  11728. {
  11729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  11730. return 0;
  11731. }
  11732. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11733. return 0;
  11734. //Checks if disabling skill - in which case no SP requirements are necessary
  11735. if( sc && skill_disable_check(sc,skill_id))
  11736. return 1;
  11737. // Check the skills that can be used while mounted on a warg
  11738. if( pc_isridingwug(sd) ) {
  11739. switch( skill_id ) {
  11740. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11741. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11742. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11743. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11744. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11745. break;
  11746. default: // in official there is no message.
  11747. return 0;
  11748. }
  11749. }
  11750. if( pc_ismadogear(sd) ) {
  11751. switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11752. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11753. case BS_HAMMERFALL: case WS_CARTBOOST:
  11754. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11755. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11756. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11757. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11758. case BS_ADRENALINE2: case NC_POWERSWING:
  11759. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11760. case BS_GREED:
  11761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11762. return 0;
  11763. default: //Only Mechanic exlcusive skill can be used.
  11764. break;
  11765. }
  11766. }
  11767. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  11768. return 0;
  11769. require = skill_get_requirement(sd,skill_id,skill_lv);
  11770. //Can only update state when weapon/arrow info is checked.
  11771. sd->state.arrow_atk = require.ammo?1:0;
  11772. // perform skill-group checks
  11773. inf2 = skill_get_inf2(skill_id);
  11774. if(inf2&INF2_CHORUS_SKILL) {
  11775. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  11776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11777. return 0;
  11778. }
  11779. }
  11780. else if(inf2&INF2_ENSEMBLE_SKILL) {
  11781. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  11782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11783. return 0;
  11784. }
  11785. }
  11786. // perform skill-specific checks (and actions)
  11787. switch( skill_id ) {
  11788. case SO_SPELLFIST:
  11789. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  11790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11791. return 0;
  11792. }
  11793. case SA_CASTCANCEL:
  11794. if(sd->ud.skilltimer == INVALID_TIMER) {
  11795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11796. return 0;
  11797. }
  11798. break;
  11799. case AS_CLOAKING:
  11800. {
  11801. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  11802. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  11803. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  11804. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  11805. int i;
  11806. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  11807. if( i == 8 ) {
  11808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11809. return 0;
  11810. }
  11811. }
  11812. break;
  11813. }
  11814. case AL_WARP:
  11815. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11816. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  11817. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11818. return 0;
  11819. }
  11820. break;
  11821. case MO_CALLSPIRITS:
  11822. if(sc && sc->data[SC_RAISINGDRAGON])
  11823. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  11824. if(sd->spiritball >= skill_lv) {
  11825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11826. return 0;
  11827. }
  11828. break;
  11829. case MO_FINGEROFFENSIVE:
  11830. case GS_FLING:
  11831. case SR_RAMPAGEBLASTER:
  11832. case SR_RIDEINLIGHTNING:
  11833. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11834. sd->spiritball_old = require.spiritball = sd->spiritball;
  11835. else
  11836. sd->spiritball_old = require.spiritball;
  11837. break;
  11838. case MO_CHAINCOMBO:
  11839. if(!sc)
  11840. return 0;
  11841. if(sc->data[SC_BLADESTOP])
  11842. break;
  11843. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11844. break;
  11845. return 0;
  11846. case MO_COMBOFINISH:
  11847. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11848. return 0;
  11849. break;
  11850. case CH_TIGERFIST:
  11851. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11852. return 0;
  11853. break;
  11854. case CH_CHAINCRUSH:
  11855. if(!(sc && sc->data[SC_COMBO]))
  11856. return 0;
  11857. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11858. return 0;
  11859. break;
  11860. case MO_EXTREMITYFIST:
  11861. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11862. // return 0;
  11863. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11864. break;
  11865. if( sc && sc->data[SC_COMBO] ) {
  11866. switch(sc->data[SC_COMBO]->val1) {
  11867. case MO_COMBOFINISH:
  11868. case CH_TIGERFIST:
  11869. case CH_CHAINCRUSH:
  11870. break;
  11871. default:
  11872. return 0;
  11873. }
  11874. }
  11875. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11877. return 0;
  11878. }
  11879. break;
  11880. case TK_MISSION:
  11881. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  11882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11883. return 0;
  11884. }
  11885. break;
  11886. case TK_READYCOUNTER:
  11887. case TK_READYDOWN:
  11888. case TK_READYSTORM:
  11889. case TK_READYTURN:
  11890. case TK_JUMPKICK:
  11891. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  11892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11893. return 0;
  11894. }
  11895. break;
  11896. case TK_TURNKICK:
  11897. case TK_STORMKICK:
  11898. case TK_DOWNKICK:
  11899. case TK_COUNTER:
  11900. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11901. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11902. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11903. return 0; //Combo needs to be ready
  11904. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11905. //Do not repeat a kick.
  11906. if (sc->data[SC_COMBO]->val3 != skill_id)
  11907. break;
  11908. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11909. return 0;
  11910. }
  11911. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11912. unit_cancel_combo(&sd->bl);
  11913. return 0;
  11914. }
  11915. break; //Combo ready.
  11916. case BD_ADAPTATION:
  11917. {
  11918. int time;
  11919. if(!(sc && sc->data[SC_DANCING])) {
  11920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11921. return 0;
  11922. }
  11923. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11924. if (skill_get_time(
  11925. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11926. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11927. - time < skill_get_time2(skill_id,skill_lv))
  11928. {
  11929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11930. return 0;
  11931. }
  11932. }
  11933. break;
  11934. case PR_BENEDICTIO:
  11935. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  11936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11937. return 0;
  11938. }
  11939. break;
  11940. case SL_SMA:
  11941. if(!(sc && sc->data[SC_SMA]))
  11942. return 0;
  11943. break;
  11944. case HT_POWER:
  11945. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  11946. return 0;
  11947. break;
  11948. case CG_HERMODE:
  11949. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  11950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11951. return 0;
  11952. }
  11953. break;
  11954. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11955. {
  11956. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  11957. int size = range*2+1;
  11958. for (i=0;i<size*size;i++) {
  11959. x = sd->bl.x+(i%size-range);
  11960. y = sd->bl.y+(i/size-range);
  11961. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11963. return 0;
  11964. }
  11965. }
  11966. }
  11967. break;
  11968. case PR_REDEMPTIO:
  11969. {
  11970. int exp;
  11971. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11972. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11974. return 0;
  11975. }
  11976. break;
  11977. }
  11978. case HP_BASILICA:
  11979. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  11980. if( sd ) {
  11981. int i,x,y,range = skill_get_unit_range(skill_id,skill_lv)+1;
  11982. int size = range*2+1;
  11983. for( i=0;i<size*size;i++ ) {
  11984. x = sd->bl.x+(i%size-range);
  11985. y = sd->bl.y+(i/size-range);
  11986. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  11987. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11988. return 0;
  11989. }
  11990. }
  11991. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  11992. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11993. return 0;
  11994. }
  11995. }
  11996. }
  11997. break;
  11998. case AM_TWILIGHT2:
  11999. case AM_TWILIGHT3:
  12000. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12002. return 0;
  12003. }
  12004. break;
  12005. case SG_SUN_WARM:
  12006. case SG_MOON_WARM:
  12007. case SG_STAR_WARM:
  12008. if (sc && sc->data[SC_MIRACLE])
  12009. break;
  12010. i = skill_id-SG_SUN_WARM;
  12011. if (sd->bl.m == sd->feel_map[i].m)
  12012. break;
  12013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12014. return 0;
  12015. break;
  12016. case SG_SUN_COMFORT:
  12017. case SG_MOON_COMFORT:
  12018. case SG_STAR_COMFORT:
  12019. if (sc && sc->data[SC_MIRACLE])
  12020. break;
  12021. i = skill_id-SG_SUN_COMFORT;
  12022. if (sd->bl.m == sd->feel_map[i].m &&
  12023. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12024. break;
  12025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12026. return 0;
  12027. case SG_FUSION:
  12028. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12029. break;
  12030. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12031. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12032. if( require.sp > 0 ) {
  12033. if (status->sp < (unsigned int)require.sp)
  12034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12035. else
  12036. status_zap(&sd->bl, 0, require.sp);
  12037. }
  12038. return 0;
  12039. case GD_BATTLEORDER:
  12040. case GD_REGENERATION:
  12041. case GD_RESTORE:
  12042. if (!map_flag_gvg2(sd->bl.m)) {
  12043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12044. return 0;
  12045. }
  12046. case GD_EMERGENCYCALL:
  12047. // other checks were already done in skillnotok()
  12048. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12049. return 0;
  12050. break;
  12051. case GS_GLITTERING:
  12052. if(sd->spiritball >= 10) {
  12053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12054. return 0;
  12055. }
  12056. break;
  12057. case NJ_ISSEN:
  12058. #ifdef RENEWAL
  12059. if (status->hp < (status->hp/100)) {
  12060. #else
  12061. if (status->hp < 2) {
  12062. #endif
  12063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12064. return 0;
  12065. }
  12066. case NJ_BUNSINJYUTSU:
  12067. if (!(sc && sc->data[SC_NEN])) {
  12068. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12069. return 0;
  12070. }
  12071. break;
  12072. case NJ_ZENYNAGE:
  12073. case KO_MUCHANAGE:
  12074. if(sd->status.zeny < require.zeny) {
  12075. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12076. return 0;
  12077. }
  12078. break;
  12079. case PF_HPCONVERSION:
  12080. if (status->sp == status->max_sp)
  12081. return 0; //Unusable when at full SP.
  12082. break;
  12083. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12084. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12085. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12086. return 0;
  12087. }
  12088. break;
  12089. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12090. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12091. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12092. return 0;
  12093. }
  12094. break;
  12095. /**
  12096. * Arch Bishop
  12097. **/
  12098. case AB_ANCILLA:
  12099. {
  12100. int count = 0;
  12101. for( i = 0; i < MAX_INVENTORY; i ++ )
  12102. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12103. count += sd->status.inventory[i].amount;
  12104. if( count >= 3 ) {
  12105. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12106. return 0;
  12107. }
  12108. }
  12109. break;
  12110. /**
  12111. * Keeping as a note:
  12112. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12113. **/
  12114. //case AB_LAUDAAGNUS:
  12115. //case AB_LAUDARAMUS:
  12116. // if( !sd->status.party_id ) {
  12117. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12118. // return 0;
  12119. // }
  12120. // break;
  12121. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12122. /**
  12123. * Warlock
  12124. **/
  12125. case WL_COMET:
  12126. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0
  12127. && sd->special_state.no_gemstone == 0
  12128. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12129. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12131. return 0;
  12132. }
  12133. break;
  12134. case WL_SUMMONFB:
  12135. case WL_SUMMONBL:
  12136. case WL_SUMMONWB:
  12137. case WL_SUMMONSTONE:
  12138. if( sc ) {
  12139. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12140. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12142. return 0;
  12143. }
  12144. }
  12145. break;
  12146. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12147. if( sc ) {
  12148. int j = 0;
  12149. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12150. if( sc->data[i] ) {
  12151. j++;
  12152. }
  12153. if( j < 4 ) { // Need 4 spheres minimum
  12154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12155. return 0;
  12156. }
  12157. }
  12158. else { // no status at all? no spheres present
  12159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12160. return 0;
  12161. }
  12162. break;
  12163. /**
  12164. * Guilotine Cross
  12165. **/
  12166. case GC_HALLUCINATIONWALK:
  12167. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12169. return 0;
  12170. }
  12171. break;
  12172. case GC_COUNTERSLASH:
  12173. case GC_WEAPONCRUSH:
  12174. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12175. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12176. return 0;
  12177. }
  12178. break;
  12179. /**
  12180. * Ranger
  12181. **/
  12182. case RA_WUGMASTERY:
  12183. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12185. return 0;
  12186. }
  12187. break;
  12188. case RA_WUGSTRIKE:
  12189. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12191. return 0;
  12192. }
  12193. break;
  12194. case RA_WUGRIDER:
  12195. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12197. return 0;
  12198. }
  12199. break;
  12200. case RA_WUGDASH:
  12201. if(!pc_isridingwug(sd)) {
  12202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12203. return 0;
  12204. }
  12205. break;
  12206. /**
  12207. * Royal Guard
  12208. **/
  12209. case LG_BANDING:
  12210. if( sc && sc->data[SC_INSPIRATION] ) {
  12211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12212. return 0;
  12213. }
  12214. break;
  12215. case LG_PRESTIGE:
  12216. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12217. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12218. return 0;
  12219. }
  12220. break;
  12221. case LG_RAGEBURST:
  12222. if( sd->spiritball == 0 ) {
  12223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12224. return 0;
  12225. }
  12226. sd->spiritball_old = require.spiritball = sd->spiritball;
  12227. break;
  12228. case LG_RAYOFGENESIS:
  12229. if( sc && sc->data[SC_INSPIRATION] )
  12230. return 1; // Don't check for partner.
  12231. if( !(sc && sc->data[SC_BANDING]) ) {
  12232. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12233. return 0;
  12234. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12235. return 0; // Just fails, no msg here.
  12236. break;
  12237. case LG_HESPERUSLIT:
  12238. if( !sc || !sc->data[SC_BANDING] ) {
  12239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12240. return 0;
  12241. }
  12242. break;
  12243. case SR_FALLENEMPIRE:
  12244. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12245. return 0;
  12246. break;
  12247. case SR_CRESCENTELBOW:
  12248. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12249. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12250. return 0;
  12251. }
  12252. break;
  12253. case SR_CURSEDCIRCLE:
  12254. if (map_flag_gvg(sd->bl.m)) {
  12255. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12256. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12257. char output[128];
  12258. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  12259. clif_colormes(sd,color_table[COLOR_RED], output);
  12260. return 0;
  12261. }
  12262. }
  12263. if( sd->spiritball > 0 )
  12264. sd->spiritball_old = require.spiritball = sd->spiritball;
  12265. else {
  12266. clif_skill_fail(sd,skill_id,0,0);
  12267. return 0;
  12268. }
  12269. break;
  12270. case SR_GATEOFHELL:
  12271. if( sd->spiritball > 0 )
  12272. sd->spiritball_old = require.spiritball;
  12273. break;
  12274. case SC_MANHOLE:
  12275. case SC_DIMENSIONDOOR:
  12276. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12278. return 0;
  12279. }
  12280. break;
  12281. case WM_GREAT_ECHO: {
  12282. int count;
  12283. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12284. if( count < 1 ) {
  12285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12286. return 0;
  12287. } else
  12288. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12289. }
  12290. break;
  12291. case SO_FIREWALK:
  12292. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12293. if( sc && sc->data[SC_PROPERTYWALK] &&
  12294. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12295. clif_skill_fail(sd,skill_id,0x0,0);
  12296. return 0;
  12297. }
  12298. break;
  12299. case SO_EL_CONTROL:
  12300. if( !sd->status.ele_id || !sd->ed ) {
  12301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12302. return 0;
  12303. }
  12304. break;
  12305. case RETURN_TO_ELDICASTES:
  12306. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12308. return 0;
  12309. }
  12310. break;
  12311. case LG_REFLECTDAMAGE:
  12312. case CR_REFLECTSHIELD:
  12313. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12315. return 0;
  12316. }
  12317. break;
  12318. case KO_KAHU_ENTEN:
  12319. case KO_HYOUHU_HUBUKI:
  12320. case KO_KAZEHU_SEIRAN:
  12321. case KO_DOHU_KOUKAI:
  12322. {
  12323. int ttype = skill_get_ele(skill_id, skill_lv);
  12324. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12325. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12326. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12327. return 0;
  12328. }
  12329. }
  12330. break;
  12331. case KO_KAIHOU:
  12332. case KO_ZENKAI:
  12333. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12334. if( i > 4 ) {
  12335. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12336. return 0;
  12337. }
  12338. break;
  12339. }
  12340. switch(require.state) {
  12341. case ST_HIDING:
  12342. if(!(sc && sc->option&OPTION_HIDE)) {
  12343. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12344. return 0;
  12345. }
  12346. break;
  12347. case ST_CLOAKING:
  12348. if(!pc_iscloaking(sd)) {
  12349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12350. return 0;
  12351. }
  12352. break;
  12353. case ST_HIDDEN:
  12354. if(!pc_ishiding(sd)) {
  12355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12356. return 0;
  12357. }
  12358. break;
  12359. case ST_RIDING:
  12360. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12362. return 0;
  12363. }
  12364. break;
  12365. case ST_FALCON:
  12366. if(!pc_isfalcon(sd)) {
  12367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12368. return 0;
  12369. }
  12370. break;
  12371. case ST_CARTBOOST:
  12372. if(!(sc && sc->data[SC_CARTBOOST])) {
  12373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12374. return 0;
  12375. }
  12376. case ST_CART:
  12377. if(!pc_iscarton(sd)) {
  12378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12379. return 0;
  12380. }
  12381. break;
  12382. case ST_SHIELD:
  12383. if(sd->status.shield <= 0) {
  12384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12385. return 0;
  12386. }
  12387. break;
  12388. case ST_SIGHT:
  12389. if(!(sc && sc->data[SC_SIGHT])) {
  12390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12391. return 0;
  12392. }
  12393. break;
  12394. case ST_EXPLOSIONSPIRITS:
  12395. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  12396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12397. return 0;
  12398. }
  12399. break;
  12400. case ST_RECOV_WEIGHT_RATE:
  12401. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12403. return 0;
  12404. }
  12405. break;
  12406. case ST_MOVE_ENABLE:
  12407. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12408. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12409. if (!unit_can_move(&sd->bl)) {
  12410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12411. return 0;
  12412. }
  12413. break;
  12414. case ST_WATER:
  12415. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12416. break;
  12417. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12418. break;
  12419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12420. return 0;
  12421. case ST_RIDINGDRAGON:
  12422. if( !pc_isridingdragon(sd) ) {
  12423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12424. return 0;
  12425. }
  12426. break;
  12427. case ST_WUG:
  12428. if( !pc_iswug(sd) ) {
  12429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12430. return 0;
  12431. }
  12432. break;
  12433. case ST_RIDINGWUG:
  12434. if( !pc_isridingwug(sd) ) {
  12435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12436. return 0;
  12437. }
  12438. break;
  12439. case ST_MADO:
  12440. if( !pc_ismadogear(sd) ) {
  12441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12442. return 0;
  12443. }
  12444. break;
  12445. case ST_ELEMENTALSPIRIT:
  12446. if(!sd->ed) {
  12447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12448. return 0;
  12449. }
  12450. break;
  12451. case ST_POISONINGWEAPON:
  12452. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12453. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12454. return 0;
  12455. }
  12456. break;
  12457. case ST_ROLLINGCUTTER:
  12458. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12459. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12460. return 0;
  12461. }
  12462. break;
  12463. case ST_PECO:
  12464. if(!pc_isriding(sd)) {
  12465. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12466. return 0;
  12467. }
  12468. break;
  12469. }
  12470. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12471. //mhp is the max-hp-requirement, that is,
  12472. //you must have this % or less of HP to cast it.
  12473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12474. return 0;
  12475. }
  12476. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12478. return 0;
  12479. }
  12480. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12482. return 0;
  12483. }
  12484. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12486. return 0;
  12487. }
  12488. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
  12490. return 0;
  12491. }
  12492. return 1;
  12493. }
  12494. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12495. {
  12496. struct skill_condition require;
  12497. struct status_data *status;
  12498. int i;
  12499. int index[MAX_SKILL_ITEM_REQUIRE];
  12500. nullpo_ret(sd);
  12501. if( sd->chatID )
  12502. return 0;
  12503. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12504. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12505. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12506. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12507. return 1;
  12508. }
  12509. switch( sd->menuskill_id ) { // Cast start or cast end??
  12510. case AM_PHARMACY:
  12511. switch( skill_id ) {
  12512. case AM_PHARMACY:
  12513. case AC_MAKINGARROW:
  12514. case BS_REPAIRWEAPON:
  12515. case AM_TWILIGHT1:
  12516. case AM_TWILIGHT2:
  12517. case AM_TWILIGHT3:
  12518. return 0;
  12519. }
  12520. break;
  12521. case GN_MIX_COOKING:
  12522. case GN_MAKEBOMB:
  12523. case GN_S_PHARMACY:
  12524. case GN_CHANGEMATERIAL:
  12525. if( sd->menuskill_id != skill_id )
  12526. return 0;
  12527. break;
  12528. }
  12529. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  12530. return 1;
  12531. if( pc_is90overweight(sd) ) {
  12532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12533. return 0;
  12534. }
  12535. // perform skill-specific checks (and actions)
  12536. switch( skill_id ) {
  12537. case PR_BENEDICTIO:
  12538. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12539. break;
  12540. case AM_CANNIBALIZE:
  12541. case AM_SPHEREMINE: {
  12542. int c=0;
  12543. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12544. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12545. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  12546. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
  12547. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12548. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12549. if(c >= maxcount ||
  12550. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12551. { //Fails when: exceed max limit. There are other plant types already out.
  12552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12553. return 0;
  12554. }
  12555. }
  12556. break;
  12557. }
  12558. case NC_SILVERSNIPER:
  12559. case NC_MAGICDECOY: {
  12560. int c = 0, j;
  12561. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  12562. int mob_class = 2042;
  12563. if( skill_id == NC_MAGICDECOY )
  12564. mob_class = 2043;
  12565. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12566. if( skill_id == NC_MAGICDECOY ) {
  12567. for( j = mob_class; j <= 2046; j++ )
  12568. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  12569. } else
  12570. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12571. if( c >= maxcount ) {
  12572. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12573. return 0;
  12574. }
  12575. }
  12576. }
  12577. break;
  12578. case KO_ZANZOU: {
  12579. int c = 0;
  12580. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  12581. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  12582. {
  12583. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12584. return 0;
  12585. }
  12586. break;
  12587. }
  12588. }
  12589. status = &sd->battle_status;
  12590. require = skill_get_requirement(sd,skill_id,skill_lv);
  12591. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12593. return 0;
  12594. }
  12595. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12597. return 0;
  12598. }
  12599. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12600. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12601. clif_arrow_fail(sd,0);
  12602. return 0;
  12603. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12604. char e_msg[100];
  12605. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  12606. skill_get_desc(skill_id),
  12607. require.ammo_qty,
  12608. itemdb_jname(sd->status.inventory[i].nameid));
  12609. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  12610. return 0;
  12611. }
  12612. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12613. //which is the closest we have to wrong ammo type. [Skotlex]
  12614. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12615. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12616. return 0;
  12617. }
  12618. }
  12619. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12620. if( !require.itemid[i] )
  12621. continue;
  12622. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12623. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12624. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12626. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12627. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12628. else
  12629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12630. return 0;
  12631. }
  12632. }
  12633. return 1;
  12634. }
  12635. // type&2: consume items (after skill was used)
  12636. // type&1: consume the others (before skill was used)
  12637. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  12638. {
  12639. struct skill_condition req;
  12640. nullpo_ret(sd);
  12641. req = skill_get_requirement(sd,skill_id,skill_lv);
  12642. if( type&1 ) {
  12643. switch( skill_id ) {
  12644. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12645. case MC_IDENTIFY:
  12646. req.sp = 0;
  12647. break;
  12648. default:
  12649. if(sd->state.autocast)
  12650. req.sp = 0;
  12651. break;
  12652. }
  12653. if(req.hp || req.sp)
  12654. status_zap(&sd->bl, req.hp, req.sp);
  12655. if(req.spiritball > 0)
  12656. pc_delspiritball(sd,req.spiritball,0);
  12657. if(req.zeny > 0)
  12658. {
  12659. if( skill_id == NJ_ZENYNAGE )
  12660. req.zeny = 0; //Zeny is reduced on skill_attack.
  12661. if( sd->status.zeny < req.zeny )
  12662. req.zeny = sd->status.zeny;
  12663. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12664. }
  12665. }
  12666. if( type&2 ) {
  12667. struct status_change *sc = &sd->sc;
  12668. int n,i;
  12669. if( !sc->count )
  12670. sc = NULL;
  12671. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12672. {
  12673. if( !req.itemid[i] )
  12674. continue;
  12675. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12676. continue; //Gemstones are checked, but not substracted from inventory.
  12677. switch( skill_id ){
  12678. case SA_SEISMICWEAPON:
  12679. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  12680. continue;
  12681. break;
  12682. case SA_FLAMELAUNCHER:
  12683. case SA_VOLCANO:
  12684. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  12685. continue;
  12686. break;
  12687. case SA_FROSTWEAPON:
  12688. case SA_DELUGE:
  12689. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  12690. continue;
  12691. break;
  12692. case SA_LIGHTNINGLOADER:
  12693. case SA_VIOLENTGALE:
  12694. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  12695. continue;
  12696. break;
  12697. }
  12698. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12699. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12700. }
  12701. }
  12702. return 1;
  12703. }
  12704. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12705. {
  12706. struct skill_condition req;
  12707. struct status_data *status;
  12708. struct status_change *sc;
  12709. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12710. uint16 idx;
  12711. memset(&req,0,sizeof(req));
  12712. if( !sd )
  12713. return req;
  12714. if( sd->skillitem == skill_id )
  12715. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12716. sc = &sd->sc;
  12717. if( !sc->count )
  12718. sc = NULL;
  12719. //Checks if disabling skill - in which case no SP requirements are necessary
  12720. if( sc && skill_disable_check(sc,skill_id) )
  12721. return req;
  12722. idx = skill_get_index(skill_id);
  12723. if( idx == 0 ) // invalid skill id
  12724. return req;
  12725. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12726. return req;
  12727. status = &sd->battle_status;
  12728. req.hp = skill_db[idx].hp[skill_lv-1];
  12729. hp_rate = skill_db[idx].hp_rate[skill_lv-1];
  12730. if(hp_rate > 0)
  12731. req.hp += (status->hp * hp_rate)/100;
  12732. else
  12733. req.hp += (status->max_hp * (-hp_rate))/100;
  12734. req.sp = skill_db[idx].sp[skill_lv-1];
  12735. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  12736. req.sp /= 2;
  12737. sp_rate = skill_db[idx].sp_rate[skill_lv-1];
  12738. if(sp_rate > 0)
  12739. req.sp += (status->sp * sp_rate)/100;
  12740. else
  12741. req.sp += (status->max_sp * (-sp_rate))/100;
  12742. if( sd->dsprate != 100 )
  12743. req.sp = req.sp * sd->dsprate / 100;
  12744. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  12745. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12746. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12747. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  12748. if( i < ARRAYLENGTH(sd->skillusesp) )
  12749. req.sp -= sd->skillusesp[i].val;
  12750. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12751. if( sc ) {
  12752. if( sc->data[SC__LAZINESS] )
  12753. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12754. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12755. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12756. if( sc->data[SC_RECOGNIZEDSPELL] )
  12757. req.sp += req.sp / 4;
  12758. }
  12759. req.zeny = skill_db[idx].zeny[skill_lv-1];
  12760. if( sc && sc->data[SC__UNLUCKY] )
  12761. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12762. req.spiritball = skill_db[idx].spiritball[skill_lv-1];
  12763. req.state = skill_db[idx].state;
  12764. req.mhp = skill_db[idx].mhp[skill_lv-1];
  12765. req.weapon = skill_db[idx].weapon;
  12766. req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
  12767. if (req.ammo_qty)
  12768. req.ammo = skill_db[idx].ammo;
  12769. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  12770. { //Assume this skill is using the weapon, therefore it requires arrows.
  12771. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12772. req.ammo_qty = 1;
  12773. }
  12774. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12775. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  12776. continue;
  12777. switch( skill_id ) {
  12778. case AM_CALLHOMUN:
  12779. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12780. continue;
  12781. break;
  12782. case NC_SHAPESHIFT:
  12783. if( i < 4 )
  12784. continue;
  12785. break;
  12786. case WZ_FIREPILLAR: // celest
  12787. if (skill_lv <= 5) // no gems required at level 1-5
  12788. continue;
  12789. break;
  12790. case AB_ADORAMUS:
  12791. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
  12792. continue;
  12793. break;
  12794. case WL_COMET:
  12795. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
  12796. continue;
  12797. break;
  12798. case GN_FIRE_EXPANSION:
  12799. if( i < 5 )
  12800. continue;
  12801. break;
  12802. case SO_SUMMON_AGNI:
  12803. case SO_SUMMON_AQUA:
  12804. case SO_SUMMON_VENTUS:
  12805. case SO_SUMMON_TERA:
  12806. case SO_WATER_INSIGNIA:
  12807. case SO_FIRE_INSIGNIA:
  12808. case SO_WIND_INSIGNIA:
  12809. case SO_EARTH_INSIGNIA:
  12810. if( i < 3 )
  12811. continue;
  12812. break;
  12813. }
  12814. req.itemid[i] = skill_db[idx].itemid[i];
  12815. req.amount[i] = skill_db[idx].amount[i];
  12816. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
  12817. {
  12818. if( sd->special_state.no_gemstone )
  12819. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  12820. if( skill_id != SA_ABRACADABRA )
  12821. req.itemid[i] = req.amount[i] = 0;
  12822. else if( --req.amount[i] < 1 )
  12823. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  12824. }
  12825. if(sc && sc->data[SC_INTOABYSS])
  12826. {
  12827. if( skill_id != SA_ABRACADABRA )
  12828. req.itemid[i] = req.amount[i] = 0;
  12829. else if( --req.amount[i] < 1 )
  12830. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  12831. }
  12832. }
  12833. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12834. int16 itIndex;
  12835. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  12836. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12837. req.amount[i] = 1;
  12838. }
  12839. break;
  12840. }
  12841. }
  12842. /* requirements are level-dependent */
  12843. switch( skill_id ) {
  12844. case NC_SHAPESHIFT:
  12845. case GN_FIRE_EXPANSION:
  12846. case SO_SUMMON_AGNI:
  12847. case SO_SUMMON_AQUA:
  12848. case SO_SUMMON_VENTUS:
  12849. case SO_SUMMON_TERA:
  12850. case SO_WATER_INSIGNIA:
  12851. case SO_FIRE_INSIGNIA:
  12852. case SO_WIND_INSIGNIA:
  12853. case SO_EARTH_INSIGNIA:
  12854. req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
  12855. req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
  12856. break;
  12857. }
  12858. // Check for cost reductions due to skills & SCs
  12859. switch(skill_id) {
  12860. case MC_MAMMONITE:
  12861. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12862. req.zeny -= req.zeny*10/100;
  12863. break;
  12864. case AL_HOLYLIGHT:
  12865. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12866. req.sp *= 5;
  12867. break;
  12868. case SL_SMA:
  12869. case SL_STUN:
  12870. case SL_STIN:
  12871. {
  12872. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12873. if(kaina_lv==0 || sd->status.base_level<70)
  12874. break;
  12875. if(sd->status.base_level>=90)
  12876. req.sp -= req.sp*7*kaina_lv/100;
  12877. else if(sd->status.base_level>=80)
  12878. req.sp -= req.sp*5*kaina_lv/100;
  12879. else if(sd->status.base_level>=70)
  12880. req.sp -= req.sp*3*kaina_lv/100;
  12881. }
  12882. break;
  12883. case MO_TRIPLEATTACK:
  12884. case MO_CHAINCOMBO:
  12885. case MO_COMBOFINISH:
  12886. case CH_TIGERFIST:
  12887. case CH_CHAINCRUSH:
  12888. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12889. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12890. break;
  12891. case MO_BODYRELOCATION:
  12892. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12893. req.spiritball = 0;
  12894. break;
  12895. case MO_EXTREMITYFIST:
  12896. if( sc )
  12897. {
  12898. if( sc->data[SC_BLADESTOP] )
  12899. req.spiritball--;
  12900. else if( sc->data[SC_COMBO] )
  12901. {
  12902. switch( sc->data[SC_COMBO]->val1 )
  12903. {
  12904. case MO_COMBOFINISH:
  12905. req.spiritball = 4;
  12906. break;
  12907. case CH_TIGERFIST:
  12908. req.spiritball = 3;
  12909. break;
  12910. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12911. req.spiritball = sd->spiritball?sd->spiritball:1;
  12912. break;
  12913. }
  12914. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12915. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12916. }
  12917. break;
  12918. case SR_RAMPAGEBLASTER:
  12919. req.spiritball = sd->spiritball?sd->spiritball:15;
  12920. break;
  12921. case SR_GATEOFHELL:
  12922. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12923. req.sp -= req.sp * 10 / 100;
  12924. break;
  12925. case SO_SUMMON_AGNI:
  12926. case SO_SUMMON_AQUA:
  12927. case SO_SUMMON_VENTUS:
  12928. case SO_SUMMON_TERA:
  12929. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12930. break;
  12931. case SO_PSYCHIC_WAVE:
  12932. if( sc && sc->data[SC_BLAST_OPTION] )
  12933. req.sp += req.sp * 150 / 100;
  12934. break;
  12935. }
  12936. return req;
  12937. }
  12938. /*==========================================
  12939. * Does cast-time reductions based on dex, item bonuses and config setting
  12940. *------------------------------------------*/
  12941. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  12942. int time = skill_get_cast(skill_id, skill_lv);
  12943. nullpo_ret(bl);
  12944. #ifndef RENEWAL_CAST
  12945. {
  12946. struct map_session_data *sd;
  12947. sd = BL_CAST(BL_PC, bl);
  12948. // calculate base cast time (reduced by dex)
  12949. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12950. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12951. if( scale > 0 ) // not instant cast
  12952. time = time * scale / battle_config.castrate_dex_scale;
  12953. else
  12954. return 0; // instant cast
  12955. }
  12956. // calculate cast time reduced by item/card bonuses
  12957. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12958. {
  12959. int i;
  12960. if( sd->castrate != 100 )
  12961. time = time * sd->castrate / 100;
  12962. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12963. {
  12964. if( sd->skillcast[i].id == skill_id )
  12965. {
  12966. time+= time * sd->skillcast[i].val / 100;
  12967. break;
  12968. }
  12969. }
  12970. }
  12971. }
  12972. #endif
  12973. // config cast time multiplier
  12974. if (battle_config.cast_rate != 100)
  12975. time = time * battle_config.cast_rate / 100;
  12976. // return final cast time
  12977. time = max(time, 0);
  12978. // ShowInfo("Castime castfix = %d\n",time);
  12979. return time;
  12980. }
  12981. /*==========================================
  12982. * Does cast-time reductions based on sc data.
  12983. *------------------------------------------*/
  12984. int skill_castfix_sc (struct block_list *bl, int time)
  12985. {
  12986. struct status_change *sc = status_get_sc(bl);
  12987. if( time < 0 )
  12988. return 0;
  12989. if (sc && sc->count) {
  12990. if (sc->data[SC_SLOWCAST])
  12991. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12992. if (sc->data[SC_PARALYSIS])
  12993. time += sc->data[SC_PARALYSIS]->val3;
  12994. if (sc->data[SC_SUFFRAGIUM]) {
  12995. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12996. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12997. }
  12998. if (sc->data[SC_MEMORIZE]) {
  12999. time>>=1;
  13000. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13001. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13002. }
  13003. if (sc->data[SC_POEMBRAGI])
  13004. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13005. if (sc->data[SC_IZAYOI])
  13006. time -= time * 50 / 100;
  13007. }
  13008. time = max(time, 0);
  13009. // ShowInfo("Castime castfix_sc = %d\n",time);
  13010. return time;
  13011. }
  13012. #ifdef RENEWAL_CAST
  13013. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13014. {
  13015. struct status_change *sc = status_get_sc(bl);
  13016. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13017. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13018. if( time < 0 )
  13019. return 0;
  13020. if( bl->type == BL_MOB )
  13021. return (int)time;
  13022. if( fixed == 0 ){
  13023. fixed = (int)time * 20 / 100; // fixed time
  13024. time = time * 80 / 100; // variable time
  13025. }else if( fixed < 0 ) // no fixed cast time
  13026. fixed = 0;
  13027. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13028. if( sd->bonus.varcastrate < 0 )
  13029. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13030. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13031. time += sd->bonus.add_varcast;
  13032. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13033. fixed += sd->bonus.add_fixcast;
  13034. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13035. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13036. fixed += sd->skillfixcast[i].val;
  13037. break;
  13038. }
  13039. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13040. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13041. time += sd->skillvarcast[i].val;
  13042. break;
  13043. }
  13044. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13045. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13046. VARCAST_REDUCTION(sd->skillcast[i].val);
  13047. break;
  13048. }
  13049. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13050. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13051. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13052. break;
  13053. }
  13054. }
  13055. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13056. // All variable cast additive bonuses must come first
  13057. if (sc->data[SC_SLOWCAST])
  13058. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13059. if( sc->data[SC__LAZINESS] )
  13060. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13061. // Variable cast reduction bonuses
  13062. if (sc->data[SC_SUFFRAGIUM]) {
  13063. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13064. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13065. }
  13066. if (sc->data[SC_MEMORIZE]) {
  13067. VARCAST_REDUCTION(50);
  13068. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13069. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13070. }
  13071. if (sc->data[SC_POEMBRAGI])
  13072. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13073. if (sc->data[SC_IZAYOI])
  13074. VARCAST_REDUCTION(50);
  13075. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13076. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13077. // Fixed cast reduction bonuses
  13078. if( sc->data[SC_SECRAMENT] )
  13079. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13080. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  13081. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  13082. // Fixed cast non percentage bonuses
  13083. if( sc->data[SC_MANDRAGORA] )
  13084. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  13085. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  13086. fixed = 0;
  13087. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  13088. fixed -= 1000;
  13089. }
  13090. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  13091. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  13092. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  13093. }
  13094. if( varcast_r < 0 ) // now compute overall factors
  13095. time = time * (1 - (float)varcast_r / 100);
  13096. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13097. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13098. // underflow checking/capping
  13099. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13100. return (int)time;
  13101. }
  13102. #endif
  13103. /*==========================================
  13104. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13105. *------------------------------------------*/
  13106. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13107. {
  13108. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13109. int time = skill_get_delay(skill_id, skill_lv);
  13110. struct map_session_data *sd;
  13111. struct status_change *sc = status_get_sc(bl);
  13112. nullpo_ret(bl);
  13113. sd = BL_CAST(BL_PC, bl);
  13114. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13115. return 0; //Will use picked skill's delay.
  13116. if (bl->type&battle_config.no_skill_delay)
  13117. return battle_config.min_skill_delay_limit;
  13118. if (time < 0)
  13119. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13120. // Delay reductions
  13121. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13122. case MO_TRIPLEATTACK:
  13123. case MO_CHAINCOMBO:
  13124. case MO_COMBOFINISH:
  13125. case CH_TIGERFIST:
  13126. case CH_CHAINCRUSH:
  13127. case SR_DRAGONCOMBO:
  13128. case SR_FALLENEMPIRE:
  13129. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13130. break;
  13131. case HP_BASILICA:
  13132. if( sc && !sc->data[SC_BASILICA] )
  13133. time = 0; // There is no Delay on Basilica creation, only on cancel
  13134. break;
  13135. default:
  13136. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13137. { // if skill delay is allowed to be reduced by dex
  13138. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13139. if (scale > 0)
  13140. time = time * scale / battle_config.castrate_dex_scale;
  13141. else //To be capped later to minimum.
  13142. time = 0;
  13143. }
  13144. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13145. { // if skill delay is allowed to be reduced by agi
  13146. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13147. if (scale > 0)
  13148. time = time * scale / battle_config.castrate_dex_scale;
  13149. else //To be capped later to minimum.
  13150. time = 0;
  13151. }
  13152. }
  13153. if ( sc && sc->data[SC_SPIRIT] ) {
  13154. switch (skill_id) {
  13155. case CR_SHIELDBOOMERANG:
  13156. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13157. time /= 2;
  13158. break;
  13159. case AS_SONICBLOW:
  13160. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13161. time /= 2;
  13162. break;
  13163. }
  13164. }
  13165. if (!(delaynodex&2))
  13166. {
  13167. if (sc && sc->count) {
  13168. if (sc->data[SC_POEMBRAGI])
  13169. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13170. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13171. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13172. }
  13173. }
  13174. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13175. time = time * sd->delayrate / 100;
  13176. if (battle_config.delay_rate != 100)
  13177. time = time * battle_config.delay_rate / 100;
  13178. //min delay
  13179. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13180. time = max(time, battle_config.min_skill_delay_limit);
  13181. // ShowInfo("Delay delayfix = %d\n",time);
  13182. return time;
  13183. }
  13184. /*=========================================
  13185. *
  13186. *-----------------------------------------*/
  13187. void skill_overbrand(struct block_list* src, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, unsigned int tick, int flag)
  13188. {
  13189. struct s_skill_unit_layout *layout;
  13190. int i, ux[53], uy[53]; //Number of cells we are attacking
  13191. short dir = map_calc_dir(src,x,y);
  13192. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13193. if(dir > 0 && dir < 4) { //Need to invert the cell locations for directions
  13194. for(i = 0; i < 53; i++) {
  13195. ux[i] = layout->dy[i];
  13196. uy[i] = layout->dx[i] * -1;
  13197. }
  13198. } else if(dir == 4) {
  13199. for(i = 0; i < 53; i++) {
  13200. ux[i] = layout->dx[i];
  13201. uy[i] = layout->dy[i];
  13202. }
  13203. } else if(dir > 4) {
  13204. for(i = 0; i < 53; i++) {
  13205. ux[i] = layout->dy[i] * -1;
  13206. uy[i] = layout->dx[i];
  13207. }
  13208. } else {
  13209. for(i = 0; i < 53; i++) {
  13210. ux[i] = layout->dx[i];
  13211. uy[i] = layout->dy[i] * -1;
  13212. }
  13213. }
  13214. for( i = 0; i < 53; i++ ) {
  13215. if(i < 12) { //Close range hits twice
  13216. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13217. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13218. } else if(i > 11 && i < 45) //Far sides do knockback damage
  13219. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13220. else //Far middle does piercing damage
  13221. map_foreachincell(skill_area_sub, src->m, x+ux[i], y+uy[i], splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  13222. }
  13223. }
  13224. struct square {
  13225. int val1[5];
  13226. int val2[5];
  13227. };
  13228. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13229. {
  13230. nullpo_retv(tc);
  13231. if(dir == 0){
  13232. tc->val1[0]=x-2;
  13233. tc->val1[1]=x-1;
  13234. tc->val1[2]=x;
  13235. tc->val1[3]=x+1;
  13236. tc->val1[4]=x+2;
  13237. tc->val2[0]=
  13238. tc->val2[1]=
  13239. tc->val2[2]=
  13240. tc->val2[3]=
  13241. tc->val2[4]=y-1;
  13242. }
  13243. else if(dir==2){
  13244. tc->val1[0]=
  13245. tc->val1[1]=
  13246. tc->val1[2]=
  13247. tc->val1[3]=
  13248. tc->val1[4]=x+1;
  13249. tc->val2[0]=y+2;
  13250. tc->val2[1]=y+1;
  13251. tc->val2[2]=y;
  13252. tc->val2[3]=y-1;
  13253. tc->val2[4]=y-2;
  13254. }
  13255. else if(dir==4){
  13256. tc->val1[0]=x-2;
  13257. tc->val1[1]=x-1;
  13258. tc->val1[2]=x;
  13259. tc->val1[3]=x+1;
  13260. tc->val1[4]=x+2;
  13261. tc->val2[0]=
  13262. tc->val2[1]=
  13263. tc->val2[2]=
  13264. tc->val2[3]=
  13265. tc->val2[4]=y+1;
  13266. }
  13267. else if(dir==6){
  13268. tc->val1[0]=
  13269. tc->val1[1]=
  13270. tc->val1[2]=
  13271. tc->val1[3]=
  13272. tc->val1[4]=x-1;
  13273. tc->val2[0]=y+2;
  13274. tc->val2[1]=y+1;
  13275. tc->val2[2]=y;
  13276. tc->val2[3]=y-1;
  13277. tc->val2[4]=y-2;
  13278. }
  13279. else if(dir==1){
  13280. tc->val1[0]=x-1;
  13281. tc->val1[1]=x;
  13282. tc->val1[2]=x+1;
  13283. tc->val1[3]=x+2;
  13284. tc->val1[4]=x+3;
  13285. tc->val2[0]=y-4;
  13286. tc->val2[1]=y-3;
  13287. tc->val2[2]=y-1;
  13288. tc->val2[3]=y;
  13289. tc->val2[4]=y+1;
  13290. }
  13291. else if(dir==3){
  13292. tc->val1[0]=x+3;
  13293. tc->val1[1]=x+2;
  13294. tc->val1[2]=x+1;
  13295. tc->val1[3]=x;
  13296. tc->val1[4]=x-1;
  13297. tc->val2[0]=y-1;
  13298. tc->val2[1]=y;
  13299. tc->val2[2]=y+1;
  13300. tc->val2[3]=y+2;
  13301. tc->val2[4]=y+3;
  13302. }
  13303. else if(dir==5){
  13304. tc->val1[0]=x+1;
  13305. tc->val1[1]=x;
  13306. tc->val1[2]=x-1;
  13307. tc->val1[3]=x-2;
  13308. tc->val1[4]=x-3;
  13309. tc->val2[0]=y+3;
  13310. tc->val2[1]=y+2;
  13311. tc->val2[2]=y+1;
  13312. tc->val2[3]=y;
  13313. tc->val2[4]=y-1;
  13314. }
  13315. else if(dir==7){
  13316. tc->val1[0]=x-3;
  13317. tc->val1[1]=x-2;
  13318. tc->val1[2]=x-1;
  13319. tc->val1[3]=x;
  13320. tc->val1[4]=x+1;
  13321. tc->val2[1]=y;
  13322. tc->val2[0]=y+1;
  13323. tc->val2[2]=y-1;
  13324. tc->val2[3]=y-2;
  13325. tc->val2[4]=y-3;
  13326. }
  13327. }
  13328. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  13329. {
  13330. int c;
  13331. nullpo_retv(tc);
  13332. for( c = 0; c < 5; c++ ) {
  13333. switch( dir ) {
  13334. case 0: tc->val2[c]+=are; break;
  13335. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  13336. case 2: tc->val1[c]-=are; break;
  13337. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  13338. case 4: tc->val2[c]-=are; break;
  13339. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  13340. case 6: tc->val1[c]+=are; break;
  13341. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  13342. }
  13343. }
  13344. }
  13345. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  13346. {
  13347. int c,n=4;
  13348. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  13349. struct square tc;
  13350. int x=bl->x,y=bl->y;
  13351. skill_brandishspear_first(&tc,dir,x,y);
  13352. skill_brandishspear_dir(&tc,dir,4);
  13353. skill_area_temp[1] = bl->id;
  13354. if(skill_lv > 9){
  13355. for(c=1;c<4;c++){
  13356. map_foreachincell(skill_area_sub,
  13357. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13358. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13359. skill_castend_damage_id);
  13360. }
  13361. }
  13362. if(skill_lv > 6){
  13363. skill_brandishspear_dir(&tc,dir,-1);
  13364. n--;
  13365. }else{
  13366. skill_brandishspear_dir(&tc,dir,-2);
  13367. n-=2;
  13368. }
  13369. if(skill_lv > 3){
  13370. for(c=0;c<5;c++){
  13371. map_foreachincell(skill_area_sub,
  13372. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13373. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13374. skill_castend_damage_id);
  13375. if(skill_lv > 6 && n==3 && c==4){
  13376. skill_brandishspear_dir(&tc,dir,-1);
  13377. n--;c=-1;
  13378. }
  13379. }
  13380. }
  13381. for(c=0;c<10;c++){
  13382. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  13383. map_foreachincell(skill_area_sub,
  13384. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  13385. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  13386. skill_castend_damage_id);
  13387. }
  13388. }
  13389. /*==========================================
  13390. * Weapon Repair [Celest/DracoRPG]
  13391. *------------------------------------------*/
  13392. void skill_repairweapon (struct map_session_data *sd, int idx) {
  13393. int material;
  13394. int materials[4] = { 1002, 998, 999, 756 };
  13395. struct item *item;
  13396. struct map_session_data *target_sd;
  13397. nullpo_retv(sd);
  13398. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  13399. return;
  13400. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  13401. return;
  13402. if( idx < 0 || idx >= MAX_INVENTORY )
  13403. return; //Invalid index??
  13404. item = &target_sd->status.inventory[idx];
  13405. if( item->nameid <= 0 || item->attribute == 0 )
  13406. return; //Again invalid item....
  13407. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  13408. clif_item_repaireffect(sd,idx,1);
  13409. return;
  13410. }
  13411. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13412. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13413. else
  13414. material = materials [2]; // Armors consume 1 Steel
  13415. if ( pc_search_inventory(sd,material) < 0 ) {
  13416. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13417. return;
  13418. }
  13419. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13420. item->attribute = 0;/* clear broken state */
  13421. clif_equiplist(target_sd);
  13422. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13423. clif_item_repaireffect(sd,idx,0);
  13424. if( sd != target_sd )
  13425. clif_item_repaireffect(target_sd,idx,0);
  13426. }
  13427. /*==========================================
  13428. * Item Appraisal
  13429. *------------------------------------------*/
  13430. void skill_identify (struct map_session_data *sd, int idx)
  13431. {
  13432. int flag=1;
  13433. nullpo_retv(sd);
  13434. if(idx >= 0 && idx < MAX_INVENTORY) {
  13435. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13436. flag=0;
  13437. sd->status.inventory[idx].identify=1;
  13438. }
  13439. }
  13440. clif_item_identified(sd,idx,flag);
  13441. }
  13442. /*==========================================
  13443. * Weapon Refine [Celest]
  13444. *------------------------------------------*/
  13445. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13446. {
  13447. nullpo_retv(sd);
  13448. if (idx >= 0 && idx < MAX_INVENTORY)
  13449. {
  13450. int i = 0, ep = 0, per;
  13451. int material[5] = { 0, 1010, 1011, 984, 984 };
  13452. struct item *item;
  13453. struct item_data *ditem = sd->inventory_data[idx];
  13454. item = &sd->status.inventory[idx];
  13455. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13456. {
  13457. if( item->refine >= sd->menuskill_val
  13458. || item->refine >= 10 // if it's no longer refineable
  13459. || ditem->flag.no_refine // if the item isn't refinable
  13460. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13461. {
  13462. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13463. return;
  13464. }
  13465. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13466. if( sd->class_&JOBL_THIRD )
  13467. per += 10;
  13468. else
  13469. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13470. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13471. if (per > rnd() % 100) {
  13472. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13473. item->refine++;
  13474. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13475. if(item->equip) {
  13476. ep = item->equip;
  13477. pc_unequipitem(sd,idx,3);
  13478. }
  13479. clif_refine(sd->fd,0,idx,item->refine);
  13480. clif_delitem(sd,idx,1,3);
  13481. clif_additem(sd,idx,1,0);
  13482. if (ep)
  13483. pc_equipitem(sd,idx,ep);
  13484. clif_misceffect(&sd->bl,3);
  13485. if(item->refine == 10 &&
  13486. item->card[0] == CARD0_FORGE &&
  13487. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13488. { // Fame point system [DracoRPG]
  13489. switch(ditem->wlv){
  13490. case 1:
  13491. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13492. break;
  13493. case 2:
  13494. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13495. break;
  13496. case 3:
  13497. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13498. break;
  13499. }
  13500. }
  13501. } else {
  13502. item->refine = 0;
  13503. if(item->equip)
  13504. pc_unequipitem(sd,idx,3);
  13505. clif_refine(sd->fd,1,idx,item->refine);
  13506. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13507. clif_misceffect(&sd->bl,2);
  13508. clif_emotion(&sd->bl, E_OMG);
  13509. }
  13510. }
  13511. }
  13512. }
  13513. /*==========================================
  13514. *
  13515. *------------------------------------------*/
  13516. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  13517. {
  13518. uint16 skill_lv;
  13519. int maxlv=1,lv;
  13520. nullpo_ret(sd);
  13521. skill_lv = sd->menuskill_val;
  13522. lv=pc_checkskill(sd,skill_id);
  13523. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13524. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  13525. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  13526. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13527. maxlv =10; //Soul Linker bonus. [Skotlex]
  13528. else if(skill_lv==2) maxlv=1;
  13529. else if(skill_lv==3) maxlv=2;
  13530. else if(skill_lv>=4) maxlv=3;
  13531. }
  13532. else if(skill_id==MG_SOULSTRIKE){
  13533. if(skill_lv==5) maxlv=1;
  13534. else if(skill_lv==6) maxlv=2;
  13535. else if(skill_lv>=7) maxlv=3;
  13536. }
  13537. else if(skill_id==MG_FIREBALL){
  13538. if(skill_lv==8) maxlv=1;
  13539. else if(skill_lv>=9) maxlv=2;
  13540. }
  13541. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  13542. else return 0;
  13543. if(maxlv > lv)
  13544. maxlv = lv;
  13545. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  13546. skill_get_time(SA_AUTOSPELL,skill_lv));
  13547. return 0;
  13548. }
  13549. /*==========================================
  13550. * Sitting skills functions.
  13551. *------------------------------------------*/
  13552. static int skill_sit_count (struct block_list *bl, va_list ap)
  13553. {
  13554. struct map_session_data *sd;
  13555. int type =va_arg(ap,int);
  13556. sd=(struct map_session_data*)bl;
  13557. if(!pc_issit(sd))
  13558. return 0;
  13559. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13560. return 1;
  13561. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13562. return 1;
  13563. return 0;
  13564. }
  13565. static int skill_sit_in (struct block_list *bl, va_list ap)
  13566. {
  13567. struct map_session_data *sd;
  13568. int type =va_arg(ap,int);
  13569. sd=(struct map_session_data*)bl;
  13570. if(!pc_issit(sd))
  13571. return 0;
  13572. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13573. sd->state.gangsterparadise=1;
  13574. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13575. {
  13576. sd->state.rest=1;
  13577. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13578. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13579. }
  13580. return 0;
  13581. }
  13582. static int skill_sit_out (struct block_list *bl, va_list ap)
  13583. {
  13584. struct map_session_data *sd;
  13585. int type =va_arg(ap,int);
  13586. sd=(struct map_session_data*)bl;
  13587. if(sd->state.gangsterparadise && type&1)
  13588. sd->state.gangsterparadise=0;
  13589. if(sd->state.rest && type&2) {
  13590. sd->state.rest=0;
  13591. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13592. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13593. }
  13594. return 0;
  13595. }
  13596. int skill_sit (struct map_session_data *sd, int type)
  13597. {
  13598. int flag = 0;
  13599. int range = 0, lv;
  13600. nullpo_ret(sd);
  13601. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13602. flag|=1;
  13603. range = skill_get_splash(RG_GANGSTER, lv);
  13604. }
  13605. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13606. flag|=2;
  13607. range = skill_get_splash(TK_HPTIME, lv);
  13608. }
  13609. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13610. flag|=2;
  13611. range = skill_get_splash(TK_SPTIME, lv);
  13612. }
  13613. if( type ) {
  13614. clif_status_load(&sd->bl,SI_SIT,1);
  13615. } else {
  13616. clif_status_load(&sd->bl,SI_SIT,0);
  13617. }
  13618. if (!flag) return 0;
  13619. if(type) {
  13620. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13621. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13622. } else {
  13623. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13624. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13625. }
  13626. return 0;
  13627. }
  13628. /*==========================================
  13629. *
  13630. *------------------------------------------*/
  13631. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13632. {
  13633. struct block_list *src;
  13634. uint16 skill_id,skill_lv;
  13635. unsigned int tick;
  13636. nullpo_ret(bl);
  13637. nullpo_ret(src=va_arg(ap,struct block_list*));
  13638. skill_id=va_arg(ap,int);
  13639. skill_lv=va_arg(ap,int);
  13640. if(!skill_lv) return 0;
  13641. tick=va_arg(ap,unsigned int);
  13642. if (src == bl || status_isdead(bl))
  13643. return 0;
  13644. if (bl->type == BL_PC) {
  13645. struct map_session_data *sd = (struct map_session_data *)bl;
  13646. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13647. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13648. }
  13649. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13650. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13651. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13652. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13653. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13654. return 0;
  13655. }
  13656. /*==========================================
  13657. *
  13658. *------------------------------------------*/
  13659. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  13660. {
  13661. int range = skill_get_unit_range(skill_id,skill_lv);
  13662. int x,y;
  13663. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13664. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13665. map_setcell(src->bl.m, x, y, cell, flag);
  13666. }
  13667. /*==========================================
  13668. *
  13669. *------------------------------------------*/
  13670. int skill_attack_area (struct block_list *bl, va_list ap)
  13671. {
  13672. struct block_list *src,*dsrc;
  13673. int atk_type,skill_id,skill_lv,flag,type;
  13674. unsigned int tick;
  13675. if(status_isdead(bl))
  13676. return 0;
  13677. atk_type = va_arg(ap,int);
  13678. src=va_arg(ap,struct block_list*);
  13679. dsrc=va_arg(ap,struct block_list*);
  13680. skill_id=va_arg(ap,int);
  13681. skill_lv=va_arg(ap,int);
  13682. tick=va_arg(ap,unsigned int);
  13683. flag=va_arg(ap,int);
  13684. type=va_arg(ap,int);
  13685. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13686. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13687. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13688. !status_check_skilluse(NULL, bl, skill_id, 2))
  13689. return 0;
  13690. switch (skill_id) {
  13691. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13692. case NPC_ACIDBREATH:
  13693. case NPC_DARKNESSBREATH:
  13694. case NPC_FIREBREATH:
  13695. case NPC_ICEBREATH:
  13696. case NPC_THUNDERBREATH:
  13697. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13698. default:
  13699. //Area-splash, disable skill animation.
  13700. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  13701. }
  13702. }
  13703. /*==========================================
  13704. *
  13705. *------------------------------------------*/
  13706. int skill_clear_group (struct block_list *bl, int flag)
  13707. {
  13708. struct unit_data *ud = unit_bl2ud(bl);
  13709. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13710. int i, count=0;
  13711. nullpo_ret(bl);
  13712. if (!ud) return 0;
  13713. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13714. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13715. {
  13716. switch (ud->skillunit[i]->skill_id) {
  13717. case SA_DELUGE:
  13718. case SA_VOLCANO:
  13719. case SA_VIOLENTGALE:
  13720. case SA_LANDPROTECTOR:
  13721. case NJ_SUITON:
  13722. case NJ_KAENSIN:
  13723. if (flag&1)
  13724. group[count++]= ud->skillunit[i];
  13725. break;
  13726. case SO_WARMER:
  13727. if( flag&8 )
  13728. group[count++]= ud->skillunit[i];
  13729. break;
  13730. default:
  13731. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13732. group[count++]= ud->skillunit[i];
  13733. break;
  13734. }
  13735. }
  13736. for (i=0;i<count;i++)
  13737. skill_delunitgroup(group[i]);
  13738. return count;
  13739. }
  13740. /*==========================================
  13741. * Returns the first element field found [Skotlex]
  13742. *------------------------------------------*/
  13743. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13744. {
  13745. struct unit_data *ud = unit_bl2ud(bl);
  13746. int i;
  13747. nullpo_ret(bl);
  13748. if (!ud) return NULL;
  13749. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13750. switch (ud->skillunit[i]->skill_id) {
  13751. case SA_DELUGE:
  13752. case SA_VOLCANO:
  13753. case SA_VIOLENTGALE:
  13754. case SA_LANDPROTECTOR:
  13755. case NJ_SUITON:
  13756. case SO_WARMER:
  13757. return ud->skillunit[i];
  13758. }
  13759. }
  13760. return NULL;
  13761. }
  13762. // for graffiti cleaner [Valaris]
  13763. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  13764. struct skill_unit *unit=NULL;
  13765. nullpo_ret(bl);
  13766. nullpo_ret(ap);
  13767. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13768. return 0;
  13769. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13770. skill_delunit(unit);
  13771. return 0;
  13772. }
  13773. int skill_greed (struct block_list *bl, va_list ap) {
  13774. struct block_list *src;
  13775. struct map_session_data *sd=NULL;
  13776. struct flooritem_data *fitem=NULL;
  13777. nullpo_ret(bl);
  13778. nullpo_ret(src = va_arg(ap, struct block_list *));
  13779. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13780. pc_takeitem(sd, fitem);
  13781. return 0;
  13782. }
  13783. //For Ranger's Detonator [Jobbie/3CeAM]
  13784. int skill_detonator(struct block_list *bl, va_list ap)
  13785. {
  13786. struct skill_unit *unit=NULL;
  13787. struct block_list *src;
  13788. int unit_id;
  13789. nullpo_ret(bl);
  13790. nullpo_ret(ap);
  13791. src = va_arg(ap,struct block_list *);
  13792. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13793. return 0;
  13794. if( unit->group->src_id != src->id )
  13795. return 0;
  13796. unit_id = unit->group->unit_id;
  13797. switch( unit_id )
  13798. { //List of Hunter and Ranger Traps that can be detonate.
  13799. case UNT_BLASTMINE:
  13800. case UNT_SANDMAN:
  13801. case UNT_CLAYMORETRAP:
  13802. case UNT_TALKIEBOX:
  13803. case UNT_CLUSTERBOMB:
  13804. case UNT_FIRINGTRAP:
  13805. case UNT_ICEBOUNDTRAP:
  13806. if( unit_id == UNT_TALKIEBOX )
  13807. {
  13808. clif_talkiebox(bl,unit->group->valstr);
  13809. unit->group->val2 = -1;
  13810. }
  13811. else
  13812. 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);
  13813. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13814. unit->group->unit_id = UNT_USED_TRAPS;
  13815. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13816. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13817. break;
  13818. }
  13819. return 0;
  13820. }
  13821. /*==========================================
  13822. *
  13823. *------------------------------------------*/
  13824. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13825. {
  13826. uint16 skill_id;
  13827. int *alive;
  13828. struct skill_unit *unit;
  13829. skill_id = va_arg(ap,int);
  13830. alive = va_arg(ap,int *);
  13831. unit = (struct skill_unit *)bl;
  13832. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13833. return 0;
  13834. switch (skill_id) {
  13835. case SA_LANDPROTECTOR:
  13836. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13837. (*alive) = 0;
  13838. skill_delunit(unit);
  13839. return 1;
  13840. }
  13841. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
  13842. skill_delunit(unit);
  13843. return 1;
  13844. }
  13845. break;
  13846. case HW_GANBANTEIN:
  13847. case LG_EARTHDRIVE:
  13848. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13849. skill_delunit(unit);
  13850. return 1;
  13851. }
  13852. break;
  13853. case SA_VOLCANO:
  13854. case SA_DELUGE:
  13855. case SA_VIOLENTGALE:
  13856. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13857. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13858. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13859. if (unit->range <= 0)
  13860. {
  13861. (*alive) = 0;
  13862. return 1;
  13863. }
  13864. /*
  13865. switch (unit->group->skill_id)
  13866. { //These cannot override each other.
  13867. case SA_VOLCANO:
  13868. case SA_DELUGE:
  13869. case SA_VIOLENTGALE:
  13870. (*alive) = 0;
  13871. return 1;
  13872. }
  13873. */
  13874. break;
  13875. case PF_FOGWALL:
  13876. switch(unit->group->skill_id) {
  13877. case SA_VOLCANO: //Can't be placed on top of these
  13878. case SA_VIOLENTGALE:
  13879. (*alive) = 0;
  13880. return 1;
  13881. case SA_DELUGE:
  13882. case NJ_SUITON:
  13883. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13884. (*alive) = 2;
  13885. break;
  13886. }
  13887. break;
  13888. case HP_BASILICA:
  13889. if (unit->group->skill_id == HP_BASILICA)
  13890. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13891. (*alive) = 0;
  13892. return 1;
  13893. }
  13894. break;
  13895. case GN_CRAZYWEED_ATK:
  13896. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13897. case UNT_WALLOFTHORN:
  13898. case UNT_THORNS_TRAP:
  13899. case UNT_BLOODYLUST:
  13900. case UNT_CHAOSPANIC:
  13901. case UNT_MAELSTROM:
  13902. case UNT_FIREPILLAR_ACTIVE:
  13903. case UNT_LANDPROTECTOR:
  13904. case UNT_VOLCANO:
  13905. case UNT_DELUGE:
  13906. case UNT_VIOLENTGALE:
  13907. case UNT_SAFETYWALL:
  13908. case UNT_PNEUMA:
  13909. skill_delunit(unit);
  13910. return 1;
  13911. }
  13912. break;
  13913. }
  13914. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13915. (*alive) = 0;
  13916. return 1;
  13917. }
  13918. return 0;
  13919. }
  13920. /*==========================================
  13921. *
  13922. *------------------------------------------*/
  13923. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13924. {
  13925. struct mob_data* md;
  13926. struct unit_data*ud = unit_bl2ud(bl);
  13927. struct block_list *from_bl;
  13928. struct block_list *to_bl;
  13929. md = (struct mob_data*)bl;
  13930. from_bl = va_arg(ap,struct block_list *);
  13931. to_bl = va_arg(ap,struct block_list *);
  13932. if(ud && ud->target == from_bl->id)
  13933. ud->target = to_bl->id;
  13934. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13935. md->target_id = to_bl->id;
  13936. return 0;
  13937. }
  13938. /*==========================================
  13939. *
  13940. *------------------------------------------*/
  13941. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13942. {
  13943. struct block_list *src;
  13944. int tick;
  13945. struct skill_unit *unit;
  13946. struct skill_unit_group *sg;
  13947. struct block_list *ss; //skill src bl
  13948. src = va_arg(ap,struct block_list *);
  13949. unit = (struct skill_unit *)src;
  13950. tick = va_arg(ap,int);
  13951. if( !unit->alive || bl->prev == NULL )
  13952. return 0;
  13953. nullpo_ret(sg = unit->group);
  13954. nullpo_ret(ss = map_id2bl(sg->src_id));
  13955. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13956. return 0;
  13957. switch(sg->unit_id){
  13958. case UNT_SHOCKWAVE:
  13959. case UNT_SANDMAN:
  13960. case UNT_FLASHER:
  13961. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13962. break;
  13963. case UNT_GROUNDDRIFT_WIND:
  13964. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13965. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13966. break;
  13967. case UNT_GROUNDDRIFT_DARK:
  13968. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13969. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13970. break;
  13971. case UNT_GROUNDDRIFT_POISON:
  13972. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13973. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13974. break;
  13975. case UNT_GROUNDDRIFT_WATER:
  13976. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13977. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13978. break;
  13979. case UNT_GROUNDDRIFT_FIRE:
  13980. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13981. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13982. break;
  13983. case UNT_ELECTRICSHOCKER:
  13984. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13985. break;
  13986. case UNT_FIRINGTRAP:
  13987. case UNT_ICEBOUNDTRAP:
  13988. case UNT_CLUSTERBOMB:
  13989. if( ss != bl )
  13990. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13991. break;
  13992. case UNT_MAGENTATRAP:
  13993. case UNT_COBALTTRAP:
  13994. case UNT_MAIZETRAP:
  13995. case UNT_VERDURETRAP:
  13996. if( bl->type != BL_PC && !is_boss(bl) )
  13997. 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));
  13998. break;
  13999. case UNT_REVERBERATION:
  14000. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  14001. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14002. break;
  14003. default:
  14004. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14005. break;
  14006. }
  14007. return 1;
  14008. }
  14009. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14010. {
  14011. uint16 skill_id, skill_lv;
  14012. struct skill_unit *unit;
  14013. skill_id = va_arg(ap,int);
  14014. skill_lv = va_arg(ap,int);
  14015. unit = (struct skill_unit *)bl;
  14016. if( unit == NULL || unit->group == NULL )
  14017. return 0;
  14018. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14019. return 0;
  14020. if( unit->group->skill_id == SC_MAELSTROM ){
  14021. struct block_list *src;
  14022. if( (src = map_id2bl(unit->group->src_id)) ){
  14023. int sp = unit->group->skill_lv * skill_lv;
  14024. if( src->type == BL_PC )
  14025. sp += ((TBL_PC*)src)->status.job_level / 5;
  14026. status_heal(src, 0, sp/2, 1);
  14027. }
  14028. }
  14029. return 0;
  14030. }
  14031. /*==========================================
  14032. *
  14033. *------------------------------------------*/
  14034. int skill_enchant_elemental_end (struct block_list *bl, int type)
  14035. {
  14036. struct status_change *sc;
  14037. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  14038. int i;
  14039. nullpo_ret(bl);
  14040. nullpo_ret(sc= status_get_sc(bl));
  14041. if (!sc->count) return 0;
  14042. for (i = 0; i < ARRAYLENGTH(scs); i++)
  14043. if (type != scs[i] && sc->data[scs[i]])
  14044. status_change_end(bl, scs[i], INVALID_TIMER);
  14045. return 0;
  14046. }
  14047. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  14048. {
  14049. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14050. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14051. bool wall = true;
  14052. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  14053. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  14054. { //Check for walls.
  14055. int i;
  14056. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14057. if( i == 8 )
  14058. wall = false;
  14059. }
  14060. if( sce ) {
  14061. if( !wall ) {
  14062. if( sce->val1 < 3 ) //End cloaking.
  14063. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14064. else if( sce->val4&1 ) { //Remove wall bonus
  14065. sce->val4&=~1;
  14066. status_calc_bl(bl,SCB_SPEED);
  14067. }
  14068. } else {
  14069. if( !(sce->val4&1) ) { //Add wall speed bonus
  14070. sce->val4|=1;
  14071. status_calc_bl(bl,SCB_SPEED);
  14072. }
  14073. }
  14074. }
  14075. return wall;
  14076. }
  14077. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  14078. {
  14079. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14080. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14081. bool wall = true;
  14082. if( bl->type == BL_PC ) { //Check for walls.
  14083. int i;
  14084. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14085. if( i == 8 )
  14086. wall = false;
  14087. }
  14088. if( sce ) {
  14089. if( !wall ) {
  14090. if( sce->val1 == 1 ) //End camouflage.
  14091. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14092. }
  14093. status_calc_bl(bl,SCB_SPEED);
  14094. }
  14095. return wall;
  14096. }
  14097. /*==========================================
  14098. *
  14099. *------------------------------------------*/
  14100. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  14101. {
  14102. struct skill_unit *unit;
  14103. nullpo_retr(NULL, group);
  14104. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  14105. nullpo_retr(NULL, unit=&group->unit[idx]);
  14106. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  14107. return unit;
  14108. if(!unit->alive)
  14109. group->alive_count++;
  14110. unit->bl.id=map_get_new_object_id();
  14111. unit->bl.type=BL_SKILL;
  14112. unit->bl.m=group->map;
  14113. unit->bl.x=x;
  14114. unit->bl.y=y;
  14115. unit->group=group;
  14116. unit->alive=1;
  14117. unit->val1=val1;
  14118. unit->val2=val2;
  14119. idb_put(skillunit_db, unit->bl.id, unit);
  14120. map_addiddb(&unit->bl);
  14121. map_addblock(&unit->bl);
  14122. // perform oninit actions
  14123. switch (group->skill_id) {
  14124. case WZ_ICEWALL:
  14125. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  14126. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  14127. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  14128. map[unit->bl.m].icewall_num++;
  14129. break;
  14130. case SA_LANDPROTECTOR:
  14131. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  14132. break;
  14133. case HP_BASILICA:
  14134. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  14135. break;
  14136. case SC_MAELSTROM:
  14137. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  14138. break;
  14139. default:
  14140. if (group->state.song_dance&0x1) //Check for dissonance.
  14141. skill_dance_overlap(unit, 1);
  14142. break;
  14143. }
  14144. clif_skill_setunit(unit);
  14145. return unit;
  14146. }
  14147. /*==========================================
  14148. *
  14149. *------------------------------------------*/
  14150. int skill_delunit (struct skill_unit* unit) {
  14151. struct skill_unit_group *group;
  14152. nullpo_ret(unit);
  14153. if( !unit->alive )
  14154. return 0;
  14155. unit->alive=0;
  14156. nullpo_ret(group=unit->group);
  14157. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14158. skill_dance_overlap(unit, 0);
  14159. // invoke onout event
  14160. if( !unit->range )
  14161. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14162. // perform ondelete actions
  14163. switch (group->skill_id) {
  14164. case HT_ANKLESNARE: {
  14165. struct block_list* target = map_id2bl(group->val2);
  14166. if( target )
  14167. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14168. }
  14169. break;
  14170. case WZ_ICEWALL:
  14171. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14172. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14173. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14174. map[unit->bl.m].icewall_num--;
  14175. break;
  14176. case SA_LANDPROTECTOR:
  14177. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14178. break;
  14179. case HP_BASILICA:
  14180. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14181. break;
  14182. case RA_ELECTRICSHOCKER: {
  14183. struct block_list* target = map_id2bl(group->val2);
  14184. if( target )
  14185. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14186. }
  14187. break;
  14188. case SC_MAELSTROM:
  14189. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14190. break;
  14191. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14192. if( group->val2 ) { // Someone Traped
  14193. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14194. if( tsc && tsc->data[SC__MANHOLE] )
  14195. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14196. }
  14197. break;
  14198. }
  14199. clif_skill_delunit(unit);
  14200. unit->group=NULL;
  14201. map_delblock(&unit->bl); // don't free yet
  14202. map_deliddb(&unit->bl);
  14203. idb_remove(skillunit_db, unit->bl.id);
  14204. if(--group->alive_count==0)
  14205. skill_delunitgroup(group);
  14206. return 0;
  14207. }
  14208. /*==========================================
  14209. *
  14210. *------------------------------------------*/
  14211. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14212. /// Returns the target skill_unit_group or NULL if not found.
  14213. struct skill_unit_group* skill_id2group(int group_id)
  14214. {
  14215. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14216. }
  14217. static int skill_unit_group_newid = MAX_SKILL_DB;
  14218. /// Returns a new group_id that isn't being used in group_db.
  14219. /// Fatal error if nothing is available.
  14220. static int skill_get_new_group_id(void)
  14221. {
  14222. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14223. return skill_unit_group_newid++;// available
  14224. {// find next id
  14225. int base_id = skill_unit_group_newid;
  14226. while( base_id != ++skill_unit_group_newid )
  14227. {
  14228. if( skill_unit_group_newid < MAX_SKILL_DB )
  14229. skill_unit_group_newid = MAX_SKILL_DB;
  14230. if( skill_id2group(skill_unit_group_newid) == NULL )
  14231. return skill_unit_group_newid++;// available
  14232. }
  14233. // full loop, nothing available
  14234. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  14235. exit(1);
  14236. }
  14237. }
  14238. 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)
  14239. {
  14240. struct unit_data* ud = unit_bl2ud( src );
  14241. struct skill_unit_group* group;
  14242. int i;
  14243. if(!(skill_id && skill_lv)) return 0;
  14244. nullpo_retr(NULL, src);
  14245. nullpo_retr(NULL, ud);
  14246. // find a free spot to store the new unit group
  14247. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  14248. if(i == MAX_SKILLUNITGROUP) {
  14249. // array is full, make room by discarding oldest group
  14250. int j=0;
  14251. unsigned maxdiff=0,x,tick=gettick();
  14252. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14253. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  14254. maxdiff=x;
  14255. j=i;
  14256. }
  14257. skill_delunitgroup(ud->skillunit[j]);
  14258. //Since elements must have shifted, we use the last slot.
  14259. i = MAX_SKILLUNITGROUP-1;
  14260. }
  14261. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  14262. group->src_id = src->id;
  14263. group->party_id = status_get_party_id(src);
  14264. group->guild_id = status_get_guild_id(src);
  14265. group->bg_id = bg_team_get_id(src);
  14266. group->group_id = skill_get_new_group_id();
  14267. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  14268. group->unit_count = count;
  14269. group->alive_count = 0;
  14270. group->val1 = 0;
  14271. group->val2 = 0;
  14272. group->val3 = 0;
  14273. group->skill_id = skill_id;
  14274. group->skill_lv = skill_lv;
  14275. group->unit_id = unit_id;
  14276. group->map = src->m;
  14277. group->limit = limit;
  14278. group->interval = interval;
  14279. group->tick = gettick();
  14280. group->valstr = NULL;
  14281. ud->skillunit[i] = group;
  14282. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  14283. group->tick += 1500;
  14284. idb_put(group_db, group->group_id, group);
  14285. return group;
  14286. }
  14287. /*==========================================
  14288. *
  14289. *------------------------------------------*/
  14290. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  14291. {
  14292. struct block_list* src;
  14293. struct unit_data *ud;
  14294. int i,j;
  14295. if( group == NULL )
  14296. {
  14297. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  14298. return 0;
  14299. }
  14300. src=map_id2bl(group->src_id);
  14301. ud = unit_bl2ud(src);
  14302. if(!src || !ud) {
  14303. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14304. return 0;
  14305. }
  14306. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  14307. switch( group->skill_id ) {
  14308. case BA_DISSONANCE:
  14309. case BA_POEMBRAGI:
  14310. case BA_WHISTLE:
  14311. case BA_ASSASSINCROSS:
  14312. case BA_APPLEIDUN:
  14313. case DC_UGLYDANCE:
  14314. case DC_HUMMING:
  14315. case DC_DONTFORGETME:
  14316. case DC_FORTUNEKISS:
  14317. case DC_SERVICEFORYOU:
  14318. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  14319. break;
  14320. }
  14321. }
  14322. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  14323. {
  14324. struct status_change* sc = status_get_sc(src);
  14325. if (sc && sc->data[SC_DANCING])
  14326. {
  14327. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  14328. status_change_end(src, SC_DANCING, INVALID_TIMER);
  14329. }
  14330. }
  14331. // end Gospel's status change on 'src'
  14332. // (needs to be done when the group is deleted by other means than skill deactivation)
  14333. if (group->unit_id == UNT_GOSPEL) {
  14334. struct status_change *sc = status_get_sc(src);
  14335. if(sc && sc->data[SC_GOSPEL]) {
  14336. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  14337. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  14338. }
  14339. }
  14340. switch( group->skill_id ) {
  14341. case SG_SUN_WARM:
  14342. case SG_MOON_WARM:
  14343. case SG_STAR_WARM:
  14344. {
  14345. struct status_change *sc = NULL;
  14346. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  14347. sc->data[SC_WARM]->val4 = 0;
  14348. status_change_end(src, SC_WARM, INVALID_TIMER);
  14349. }
  14350. }
  14351. break;
  14352. case NC_NEUTRALBARRIER:
  14353. {
  14354. struct status_change *sc = NULL;
  14355. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  14356. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  14357. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  14358. }
  14359. }
  14360. break;
  14361. case NC_STEALTHFIELD:
  14362. {
  14363. struct status_change *sc = NULL;
  14364. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  14365. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  14366. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  14367. }
  14368. }
  14369. break;
  14370. case LG_BANDING:
  14371. {
  14372. struct status_change *sc = NULL;
  14373. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  14374. sc->data[SC_BANDING]->val4 = 0;
  14375. status_change_end(src,SC_BANDING,INVALID_TIMER);
  14376. }
  14377. }
  14378. break;
  14379. }
  14380. if (src->type==BL_PC && group->state.ammo_consume)
  14381. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  14382. group->alive_count=0;
  14383. // remove all unit cells
  14384. if(group->unit != NULL)
  14385. for( i = 0; i < group->unit_count; i++ )
  14386. skill_delunit(&group->unit[i]);
  14387. // clear Talkie-box string
  14388. if( group->valstr != NULL ) {
  14389. aFree(group->valstr);
  14390. group->valstr = NULL;
  14391. }
  14392. idb_remove(group_db, group->group_id);
  14393. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  14394. group->unit=NULL;
  14395. group->group_id=0;
  14396. group->unit_count=0;
  14397. // locate this group, swap with the last entry and delete it
  14398. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  14399. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  14400. if( i < MAX_SKILLUNITGROUP ) {
  14401. ud->skillunit[i] = ud->skillunit[j];
  14402. ud->skillunit[j] = NULL;
  14403. ers_free(skill_unit_ers, group);
  14404. } else
  14405. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14406. return 1;
  14407. }
  14408. /*==========================================
  14409. *
  14410. *------------------------------------------*/
  14411. int skill_clear_unitgroup (struct block_list *src)
  14412. {
  14413. struct unit_data *ud = unit_bl2ud(src);
  14414. nullpo_ret(ud);
  14415. while (ud->skillunit[0])
  14416. skill_delunitgroup(ud->skillunit[0]);
  14417. return 1;
  14418. }
  14419. /*==========================================
  14420. *
  14421. *------------------------------------------*/
  14422. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  14423. int i,j=-1,k,s,id;
  14424. struct unit_data *ud;
  14425. struct skill_unit_group_tickset *set;
  14426. nullpo_ret(bl);
  14427. if (group->interval==-1)
  14428. return NULL;
  14429. ud = unit_bl2ud(bl);
  14430. if (!ud) return NULL;
  14431. set = ud->skillunittick;
  14432. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14433. id = s = group->skill_id;
  14434. else
  14435. id = s = group->group_id;
  14436. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  14437. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  14438. if (set[k].id == id)
  14439. return &set[k];
  14440. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  14441. j=k;
  14442. }
  14443. if (j == -1) {
  14444. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  14445. j = id % MAX_SKILLUNITGROUPTICKSET;
  14446. }
  14447. set[j].id = id;
  14448. set[j].tick = tick;
  14449. return &set[j];
  14450. }
  14451. /*==========================================
  14452. *
  14453. *------------------------------------------*/
  14454. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  14455. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14456. struct skill_unit_group* group = unit->group;
  14457. unsigned int tick = va_arg(ap,unsigned int);
  14458. if( !unit->alive || bl->prev == NULL )
  14459. return 0;
  14460. nullpo_ret(group);
  14461. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14462. return 0; //AoE skills are ineffective. [Skotlex]
  14463. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14464. return 0;
  14465. skill_unit_onplace_timer(unit,bl,tick);
  14466. return 1;
  14467. }
  14468. /**
  14469. * @see DBApply
  14470. */
  14471. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14472. {
  14473. struct skill_unit* unit = db_data2ptr(data);
  14474. struct skill_unit_group* group = unit->group;
  14475. unsigned int tick = va_arg(ap,unsigned int);
  14476. bool dissonance;
  14477. struct block_list* bl = &unit->bl;
  14478. if( !unit->alive )
  14479. return 0;
  14480. nullpo_ret(group);
  14481. // check for expiration
  14482. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14483. {// skill unit expired (inlined from skill_unit_onlimit())
  14484. switch( group->unit_id )
  14485. {
  14486. case UNT_BLASTMINE:
  14487. #ifdef RENEWAL
  14488. case UNT_CLAYMORETRAP:
  14489. #endif
  14490. case UNT_GROUNDDRIFT_WIND:
  14491. case UNT_GROUNDDRIFT_DARK:
  14492. case UNT_GROUNDDRIFT_POISON:
  14493. case UNT_GROUNDDRIFT_WATER:
  14494. case UNT_GROUNDDRIFT_FIRE:
  14495. group->unit_id = UNT_USED_TRAPS;
  14496. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14497. group->limit=DIFF_TICK(tick+1500,group->tick);
  14498. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14499. break;
  14500. case UNT_ANKLESNARE:
  14501. case UNT_ELECTRICSHOCKER:
  14502. if( group->val2 > 0 ) {
  14503. // Used Trap don't returns back to item
  14504. skill_delunit(unit);
  14505. break;
  14506. }
  14507. case UNT_SKIDTRAP:
  14508. case UNT_LANDMINE:
  14509. case UNT_SHOCKWAVE:
  14510. case UNT_SANDMAN:
  14511. case UNT_FLASHER:
  14512. case UNT_FREEZINGTRAP:
  14513. #ifndef RENEWAL
  14514. case UNT_CLAYMORETRAP:
  14515. #endif
  14516. case UNT_TALKIEBOX:
  14517. case UNT_CLUSTERBOMB:
  14518. case UNT_MAGENTATRAP:
  14519. case UNT_COBALTTRAP:
  14520. case UNT_MAIZETRAP:
  14521. case UNT_VERDURETRAP:
  14522. case UNT_FIRINGTRAP:
  14523. case UNT_ICEBOUNDTRAP:
  14524. {
  14525. struct block_list* src;
  14526. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14527. { // revert unit back into a trap
  14528. struct item item_tmp;
  14529. memset(&item_tmp,0,sizeof(item_tmp));
  14530. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14531. item_tmp.identify = 1;
  14532. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  14533. }
  14534. skill_delunit(unit);
  14535. }
  14536. break;
  14537. case UNT_WARP_ACTIVE:
  14538. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14539. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14540. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14541. // restart timers
  14542. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14543. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14544. // apply effect to all units standing on it
  14545. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14546. break;
  14547. case UNT_CALLFAMILY:
  14548. {
  14549. struct map_session_data *sd = NULL;
  14550. if(group->val1) {
  14551. sd = map_charid2sd(group->val1);
  14552. group->val1 = 0;
  14553. if (sd && !map[sd->bl.m].flag.nowarp)
  14554. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14555. }
  14556. if(group->val2) {
  14557. sd = map_charid2sd(group->val2);
  14558. group->val2 = 0;
  14559. if (sd && !map[sd->bl.m].flag.nowarp)
  14560. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14561. }
  14562. skill_delunit(unit);
  14563. }
  14564. break;
  14565. case UNT_REVERBERATION:
  14566. if( unit->val1 <= 0 ) { // If it was deactivated.
  14567. skill_delunit(unit);
  14568. break;
  14569. }
  14570. clif_changetraplook(bl,UNT_USED_TRAPS);
  14571. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14572. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14573. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14574. group->unit_id = UNT_USED_TRAPS;
  14575. break;
  14576. case UNT_FEINTBOMB: {
  14577. struct block_list *src = map_id2bl(group->src_id);
  14578. if( src )
  14579. 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);
  14580. skill_delunit(unit);
  14581. break;
  14582. }
  14583. case UNT_BANDING:
  14584. {
  14585. struct block_list *src = map_id2bl(group->src_id);
  14586. struct status_change *sc;
  14587. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14588. {
  14589. skill_delunit(unit);
  14590. break;
  14591. }
  14592. // This unit isn't removed while SC_BANDING is active.
  14593. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14594. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14595. }
  14596. break;
  14597. default:
  14598. skill_delunit(unit);
  14599. }
  14600. } else {// skill unit is still active
  14601. switch( group->unit_id ) {
  14602. case UNT_ICEWALL:
  14603. // icewall loses 50 hp every second
  14604. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14605. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14606. unit->limit = DIFF_TICK(tick+700,group->tick);
  14607. break;
  14608. case UNT_BLASTMINE:
  14609. case UNT_SKIDTRAP:
  14610. case UNT_LANDMINE:
  14611. case UNT_SHOCKWAVE:
  14612. case UNT_SANDMAN:
  14613. case UNT_FLASHER:
  14614. case UNT_CLAYMORETRAP:
  14615. case UNT_FREEZINGTRAP:
  14616. case UNT_TALKIEBOX:
  14617. case UNT_ANKLESNARE:
  14618. if( unit->val1 <= 0 ) {
  14619. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14620. skill_delunit(unit);
  14621. else {
  14622. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14623. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14624. group->unit_id = UNT_USED_TRAPS;
  14625. }
  14626. }
  14627. break;
  14628. case UNT_REVERBERATION:
  14629. if( unit->val1 <= 0 ){
  14630. clif_changetraplook(bl,UNT_USED_TRAPS);
  14631. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14632. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14633. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14634. group->unit_id = UNT_USED_TRAPS;
  14635. }
  14636. break;
  14637. case UNT_WALLOFTHORN:
  14638. if( unit->val1 <= 0 ) {
  14639. group->unit_id = UNT_USED_TRAPS;
  14640. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14641. }
  14642. break;
  14643. }
  14644. }
  14645. //Don't continue if unit or even group is expired and has been deleted.
  14646. if( !group || !unit->alive )
  14647. return 0;
  14648. dissonance = skill_dance_switch(unit, 0);
  14649. if( unit->range >= 0 && group->interval != -1 )
  14650. {
  14651. if( battle_config.skill_wall_check )
  14652. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14653. else
  14654. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14655. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14656. group->unit_id = UNT_USED_TRAPS;
  14657. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  14658. unit->range = -1; //Disable processed cell.
  14659. if (--group->val1 <= 0) { // number of live cells
  14660. //All tiles were processed, disable skill.
  14661. group->target_flag=BCT_NOONE;
  14662. group->bl_flag= BL_NUL;
  14663. }
  14664. }
  14665. }
  14666. if( dissonance ) skill_dance_switch(unit, 1);
  14667. return 0;
  14668. }
  14669. /*==========================================
  14670. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14671. *------------------------------------------*/
  14672. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  14673. map_freeblock_lock();
  14674. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14675. map_freeblock_unlock();
  14676. return 0;
  14677. }
  14678. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14679. /*==========================================
  14680. * flag :
  14681. * 1 : store that skill_unit in array
  14682. * 2 : clear that skill_unit
  14683. * 4 : call_on_left
  14684. *------------------------------------------*/
  14685. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  14686. struct skill_unit* unit = (struct skill_unit *)bl;
  14687. struct skill_unit_group* group = unit->group;
  14688. struct block_list* target = va_arg(ap,struct block_list*);
  14689. unsigned int tick = va_arg(ap,unsigned int);
  14690. int flag = va_arg(ap,int);
  14691. bool dissonance;
  14692. uint16 skill_id;
  14693. int i;
  14694. nullpo_ret(group);
  14695. if( !unit->alive || target->prev == NULL )
  14696. return 0;
  14697. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14698. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14699. dissonance = skill_dance_switch(unit, 0);
  14700. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14701. skill_id = unit->group->skill_id;
  14702. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14703. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14704. if( dissonance ) {
  14705. skill_dance_switch(unit, 1);
  14706. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  14707. }
  14708. return 0;
  14709. }
  14710. //Target-type check.
  14711. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  14712. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  14713. if( flag&1 ) {
  14714. if( flag&2 ) { //Clear this skill id.
  14715. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14716. if( i < ARRAYLENGTH(skill_unit_temp) )
  14717. skill_unit_temp[i] = 0;
  14718. }
  14719. } else {
  14720. if( flag&2 ) { //Store this skill id.
  14721. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14722. if( i < ARRAYLENGTH(skill_unit_temp) )
  14723. skill_unit_temp[i] = skill_id;
  14724. else
  14725. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14726. }
  14727. }
  14728. if( flag&4 )
  14729. skill_unit_onleft(skill_id,target,tick);
  14730. }
  14731. if( dissonance ) skill_dance_switch(unit, 1);
  14732. return 0;
  14733. } else {
  14734. if( flag&1 ) {
  14735. int result = skill_unit_onplace(unit,target,tick);
  14736. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  14737. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14738. if( i < ARRAYLENGTH(skill_unit_temp) )
  14739. skill_unit_temp[i] = 0;
  14740. }
  14741. } else {
  14742. int result = skill_unit_onout(unit,target,tick);
  14743. if( flag&2 && result ) { //Store this unit id.
  14744. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14745. if( i < ARRAYLENGTH(skill_unit_temp) )
  14746. skill_unit_temp[i] = skill_id;
  14747. else
  14748. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14749. }
  14750. }
  14751. //TODO: Normally, this is dangerous since the unit and group could be freed
  14752. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14753. //cells do not get deleted within them. [Skotlex]
  14754. if( dissonance ) skill_dance_switch(unit, 1);
  14755. if( flag&4 )
  14756. skill_unit_onleft(skill_id,target,tick);
  14757. return 1;
  14758. }
  14759. }
  14760. /*==========================================
  14761. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14762. * Flag values:
  14763. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14764. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14765. * units to figure out when they have left a group.
  14766. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14767. *------------------------------------------*/
  14768. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  14769. nullpo_ret(bl);
  14770. if( bl->prev == NULL )
  14771. return 0;
  14772. if( flag&2 && !(flag&1) ) { //Onout, clear data
  14773. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14774. }
  14775. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14776. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  14777. int i;
  14778. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14779. if( skill_unit_temp[i] )
  14780. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14781. }
  14782. return 0;
  14783. }
  14784. /*==========================================
  14785. *
  14786. *------------------------------------------*/
  14787. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  14788. {
  14789. int i,j;
  14790. unsigned int tick = gettick();
  14791. int *m_flag;
  14792. struct skill_unit *unit1;
  14793. struct skill_unit *unit2;
  14794. if (group == NULL)
  14795. return 0;
  14796. if (group->unit_count<=0)
  14797. return 0;
  14798. if (group->unit==NULL)
  14799. return 0;
  14800. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14801. return 0; //Ensembles may not be moved around.
  14802. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14803. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14804. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14805. // m_flag
  14806. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14807. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14808. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14809. // 3: Both 1+2.
  14810. for(i=0;i<group->unit_count;i++){
  14811. unit1=&group->unit[i];
  14812. if (!unit1->alive || unit1->bl.m!=m)
  14813. continue;
  14814. for(j=0;j<group->unit_count;j++){
  14815. unit2=&group->unit[j];
  14816. if (!unit2->alive)
  14817. continue;
  14818. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14819. m_flag[i] |= 0x1;
  14820. }
  14821. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14822. m_flag[i] |= 0x2;
  14823. }
  14824. }
  14825. }
  14826. j = 0;
  14827. for (i=0;i<group->unit_count;i++) {
  14828. unit1=&group->unit[i];
  14829. if (!unit1->alive)
  14830. continue;
  14831. if (!(m_flag[i]&0x2)) {
  14832. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14833. skill_dance_overlap(unit1, 0);
  14834. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14835. }
  14836. //Move Cell using "smart" criteria (avoid useless moving around)
  14837. switch(m_flag[i])
  14838. {
  14839. case 0:
  14840. //Cell moves independently, safely move it.
  14841. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14842. break;
  14843. case 1:
  14844. //Cell moves unto another cell, look for a replacement cell that won't collide
  14845. //and has no cell moving into it (flag == 2)
  14846. for(;j<group->unit_count;j++)
  14847. {
  14848. if(m_flag[j]!=2 || !group->unit[j].alive)
  14849. continue;
  14850. //Move to where this cell would had moved.
  14851. unit2 = &group->unit[j];
  14852. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14853. j++; //Skip this cell as we have used it.
  14854. break;
  14855. }
  14856. break;
  14857. case 2:
  14858. case 3:
  14859. break; //Don't move the cell as a cell will end on this tile anyway.
  14860. }
  14861. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14862. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14863. skill_dance_overlap(unit1, 1);
  14864. clif_skill_setunit(unit1);
  14865. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14866. }
  14867. }
  14868. aFree(m_flag);
  14869. return 0;
  14870. }
  14871. /*==========================================
  14872. *
  14873. *------------------------------------------*/
  14874. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14875. {
  14876. int i,j;
  14877. nullpo_ret(sd);
  14878. if(nameid<=0)
  14879. return 0;
  14880. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14881. if(skill_produce_db[i].nameid == nameid ){
  14882. if((j=skill_produce_db[i].req_skill)>0 &&
  14883. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14884. continue; // must iterate again to check other skills that produce it. [malufett]
  14885. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14886. continue; // special case
  14887. break;
  14888. }
  14889. }
  14890. if( i >= MAX_SKILL_PRODUCE_DB )
  14891. return 0;
  14892. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  14893. {// cannot carry the produced stuff
  14894. return 0;
  14895. }
  14896. if(trigger>=0){
  14897. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14898. if(skill_produce_db[i].itemlv!=trigger)
  14899. return 0;
  14900. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14901. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14902. return 0;
  14903. } else { // Weapon (itemlv must be higher or equal)
  14904. if(skill_produce_db[i].itemlv>trigger)
  14905. return 0;
  14906. }
  14907. }
  14908. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14909. int id,x,y;
  14910. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14911. continue;
  14912. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14913. if(pc_search_inventory(sd,id) < 0)
  14914. return 0;
  14915. }
  14916. else {
  14917. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14918. if( sd->status.inventory[y].nameid == id )
  14919. x+=sd->status.inventory[y].amount;
  14920. if(x<qty*skill_produce_db[i].mat_amount[j])
  14921. return 0;
  14922. }
  14923. }
  14924. return i+1;
  14925. }
  14926. /*==========================================
  14927. *
  14928. *------------------------------------------*/
  14929. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14930. {
  14931. int slot[3];
  14932. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  14933. int num = -1; // exclude the recipe
  14934. struct status_data *status;
  14935. struct item_data* data;
  14936. nullpo_ret(sd);
  14937. status = status_get_status_data(&sd->bl);
  14938. if( sd->skill_id_old == skill_id )
  14939. skill_lv = sd->skill_lv_old;
  14940. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14941. return 0;
  14942. idx--;
  14943. if (qty < 1)
  14944. qty = 1;
  14945. if (!skill_id) //A skill can be specified for some override cases.
  14946. skill_id = skill_produce_db[idx].req_skill;
  14947. if( skill_id == GC_RESEARCHNEWPOISON )
  14948. skill_id = GC_CREATENEWPOISON;
  14949. slot[0]=slot1;
  14950. slot[1]=slot2;
  14951. slot[2]=slot3;
  14952. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14953. int j;
  14954. if( slot[i]<=0 )
  14955. continue;
  14956. j = pc_search_inventory(sd,slot[i]);
  14957. if(j < 0)
  14958. continue;
  14959. if(slot[i]==1000){ /* Star Crumb */
  14960. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14961. sc++;
  14962. }
  14963. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14964. static const int ele_table[4]={3,1,4,2};
  14965. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14966. ele=ele_table[slot[i]-994];
  14967. }
  14968. }
  14969. if( skill_id == RK_RUNEMASTERY ) {
  14970. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14971. data = itemdb_search(nameid);
  14972. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14973. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14974. else temp_qty = 1;
  14975. if (data->stack.inventory) {
  14976. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14977. if( sd->status.inventory[i].nameid == nameid ) {
  14978. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14979. clif_msgtable(sd->fd,0x61b);
  14980. return 0;
  14981. } else {
  14982. /**
  14983. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14984. **/
  14985. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14986. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14987. }
  14988. break;
  14989. }
  14990. }
  14991. }
  14992. qty = temp_qty;
  14993. }
  14994. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14995. int j,id,x;
  14996. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14997. continue;
  14998. num++;
  14999. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  15000. do{
  15001. int y=0;
  15002. j = pc_search_inventory(sd,id);
  15003. if(j >= 0){
  15004. y = sd->status.inventory[j].amount;
  15005. if(y>x)y=x;
  15006. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  15007. } else
  15008. ShowError("skill_produce_mix: material item error\n");
  15009. x-=y;
  15010. }while( j>=0 && x>0 );
  15011. }
  15012. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  15013. wlv = itemdb_wlv(nameid);
  15014. if(!equip) {
  15015. switch(skill_id){
  15016. case BS_IRON:
  15017. case BS_STEEL:
  15018. case BS_ENCHANTEDSTONE:
  15019. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  15020. i = pc_checkskill(sd,skill_id);
  15021. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  15022. switch(nameid){
  15023. case 998: // Iron
  15024. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  15025. break;
  15026. case 999: // Steel
  15027. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  15028. break;
  15029. case 1000: //Star Crumb
  15030. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  15031. break;
  15032. default: // Enchanted Stones
  15033. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  15034. break;
  15035. }
  15036. break;
  15037. case ASC_CDP:
  15038. make_per = (2000 + 40*status->dex + 20*status->luk);
  15039. break;
  15040. case AL_HOLYWATER:
  15041. /**
  15042. * Arch Bishop
  15043. **/
  15044. case AB_ANCILLA:
  15045. make_per = 100000; //100% success
  15046. break;
  15047. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  15048. case AM_TWILIGHT1:
  15049. case AM_TWILIGHT2:
  15050. case AM_TWILIGHT3:
  15051. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  15052. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  15053. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  15054. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  15055. int skill;
  15056. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  15057. make_per += skill*100; //+1% bonus per level
  15058. }
  15059. switch(nameid){
  15060. case 501: // Red Potion
  15061. case 503: // Yellow Potion
  15062. case 504: // White Potion
  15063. make_per += (1+rnd()%100)*10 + 2000;
  15064. break;
  15065. case 970: // Alcohol
  15066. make_per += (1+rnd()%100)*10 + 1000;
  15067. break;
  15068. case 7135: // Bottle Grenade
  15069. case 7136: // Acid Bottle
  15070. case 7137: // Plant Bottle
  15071. case 7138: // Marine Sphere Bottle
  15072. make_per += (1+rnd()%100)*10;
  15073. break;
  15074. case 546: // Condensed Yellow Potion
  15075. make_per -= (1+rnd()%50)*10;
  15076. break;
  15077. case 547: // Condensed White Potion
  15078. case 7139: // Glistening Coat
  15079. make_per -= (1+rnd()%100)*10;
  15080. break;
  15081. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  15082. case 505: // Blue Potion
  15083. case 545: // Condensed Red Potion
  15084. case 605: // Anodyne
  15085. case 606: // Aloevera
  15086. default:
  15087. break;
  15088. }
  15089. if(battle_config.pp_rate != 100)
  15090. make_per = make_per * battle_config.pp_rate / 100;
  15091. break;
  15092. case SA_CREATECON: // Elemental Converter Creation
  15093. make_per = 100000; // should be 100% success rate
  15094. break;
  15095. /**
  15096. * Rune Knight
  15097. **/
  15098. case RK_RUNEMASTERY:
  15099. {
  15100. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  15101. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  15102. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  15103. int D = 0;
  15104. switch (nameid) { //rune rank it_diff 9 craftable rune
  15105. case ITEMID_BERKANA:
  15106. D = -2000;
  15107. break; //Rank S
  15108. case ITEMID_NAUTHIZ:
  15109. case ITEMID_URUZ:
  15110. D = -1500;
  15111. break; //Rank A
  15112. case ITEMID_ISA:
  15113. case ITEMID_WYRD:
  15114. D = -1000;
  15115. break; //Rank B
  15116. case ITEMID_RAIDO:
  15117. case ITEMID_THURISAZ:
  15118. case ITEMID_HAGALAZ:
  15119. case ITEMID_OTHILA:
  15120. D = -500;
  15121. break; //Rank C
  15122. default: D = -1500;
  15123. break; //not specified =-15%
  15124. }
  15125. make_per = A + B + C + D;
  15126. break;
  15127. }
  15128. /**
  15129. * Guilotine Cross
  15130. **/
  15131. case GC_CREATENEWPOISON:
  15132. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15133. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15134. break;
  15135. case GN_CHANGEMATERIAL:
  15136. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15137. if( skill_changematerial_db[i].itemid == nameid ){
  15138. make_per = skill_changematerial_db[i].rate * 10;
  15139. break;
  15140. }
  15141. break;
  15142. case GN_S_PHARMACY:
  15143. {
  15144. int difficulty = 0;
  15145. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  15146. 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) +
  15147. (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)
  15148. switch(nameid){// difficulty factor
  15149. case 12422: case 12425:
  15150. case 12428:
  15151. difficulty += 10;
  15152. break;
  15153. case 6212: case 12426:
  15154. difficulty += 15;
  15155. break;
  15156. case 13264: case 12423:
  15157. case 12427: case 12436:
  15158. difficulty += 20;
  15159. break;
  15160. case 6210: case 6211:
  15161. case 12437:
  15162. difficulty += 30;
  15163. break;
  15164. case 12424: case 12475:
  15165. difficulty += 40;
  15166. break;
  15167. }
  15168. if( make_per >= 400 && make_per > difficulty)
  15169. qty = 10;
  15170. else if( make_per >= 300 && make_per > difficulty)
  15171. qty = 7;
  15172. else if( make_per >= 100 && make_per > difficulty)
  15173. qty = 6;
  15174. else if( make_per >= 1 && make_per > difficulty)
  15175. qty = 5;
  15176. else
  15177. qty = 4;
  15178. make_per = 10000;
  15179. }
  15180. break;
  15181. case GN_MAKEBOMB:
  15182. case GN_MIX_COOKING:
  15183. {
  15184. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15185. 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)
  15186. qty = ~(5 + rnd()%5) + 1;
  15187. switch(nameid){// difficulty factor
  15188. case 13260:
  15189. difficulty += 5;
  15190. break;
  15191. case 13261: case 13262:
  15192. difficulty += 10;
  15193. break;
  15194. case 12429: case 12430: case 12431:
  15195. case 12432: case 12433: case 12434:
  15196. case 13263:
  15197. difficulty += 15;
  15198. break;
  15199. case 13264:
  15200. difficulty += 20;
  15201. break;
  15202. }
  15203. if( make_per >= 30 && make_per > difficulty)
  15204. qty = 10 + rnd()%2;
  15205. else if( make_per >= 10 && make_per > difficulty)
  15206. qty = 10;
  15207. else if( make_per == 10 && make_per > difficulty)
  15208. qty = 8;
  15209. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15210. ;// Food/Bomb creation fails.
  15211. else if( make_per >= 30 && make_per < difficulty)
  15212. qty = 5;
  15213. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15214. qty = ~qty + 1;
  15215. make_per = 0;
  15216. }else
  15217. make_per = 10000;
  15218. qty = (skill_lv > 1 ? qty : 1);
  15219. }
  15220. break;
  15221. default:
  15222. if (sd->menuskill_id == AM_PHARMACY &&
  15223. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  15224. { //Assume Cooking Dish
  15225. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  15226. make_per = 10000; //100% Success
  15227. else
  15228. make_per = 1200 * (sd->menuskill_val - 10)
  15229. + 20 * (sd->status.base_level + 1)
  15230. + 20 * (status->dex + 1)
  15231. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  15232. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  15233. - 10 * (100 - status->luk + 1)
  15234. - 500 * (num - 1)
  15235. - 100 * (rnd()%4 + 1);
  15236. break;
  15237. }
  15238. make_per = 5000;
  15239. break;
  15240. }
  15241. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  15242. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  15243. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  15244. 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
  15245. 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
  15246. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  15247. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  15248. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  15249. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  15250. if(battle_config.wp_rate != 100)
  15251. make_per = make_per * battle_config.wp_rate / 100;
  15252. }
  15253. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  15254. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  15255. if(make_per < 1) make_per = 1;
  15256. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  15257. struct item tmp_item;
  15258. memset(&tmp_item,0,sizeof(tmp_item));
  15259. tmp_item.nameid=nameid;
  15260. tmp_item.amount=1;
  15261. tmp_item.identify=1;
  15262. if(equip){
  15263. tmp_item.card[0]=CARD0_FORGE;
  15264. tmp_item.card[1]=((sc*5)<<8)+ele;
  15265. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15266. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15267. } else {
  15268. //Flag is only used on the end, so it can be used here. [Skotlex]
  15269. switch (skill_id) {
  15270. case BS_DAGGER:
  15271. case BS_SWORD:
  15272. case BS_TWOHANDSWORD:
  15273. case BS_AXE:
  15274. case BS_MACE:
  15275. case BS_KNUCKLE:
  15276. case BS_SPEAR:
  15277. flag = battle_config.produce_item_name_input&0x1;
  15278. break;
  15279. case AM_PHARMACY:
  15280. case AM_TWILIGHT1:
  15281. case AM_TWILIGHT2:
  15282. case AM_TWILIGHT3:
  15283. flag = battle_config.produce_item_name_input&0x2;
  15284. break;
  15285. case AL_HOLYWATER:
  15286. /**
  15287. * Arch Bishop
  15288. **/
  15289. case AB_ANCILLA:
  15290. flag = battle_config.produce_item_name_input&0x8;
  15291. break;
  15292. case ASC_CDP:
  15293. flag = battle_config.produce_item_name_input&0x10;
  15294. break;
  15295. default:
  15296. flag = battle_config.produce_item_name_input&0x80;
  15297. break;
  15298. }
  15299. if (flag) {
  15300. tmp_item.card[0]=CARD0_CREATE;
  15301. tmp_item.card[1]=0;
  15302. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15303. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15304. }
  15305. }
  15306. // if(log_config.produce > 0)
  15307. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  15308. //TODO update PICKLOG
  15309. if(equip){
  15310. clif_produceeffect(sd,0,nameid);
  15311. clif_misceffect(&sd->bl,3);
  15312. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  15313. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  15314. } else {
  15315. int fame = 0;
  15316. tmp_item.amount = 0;
  15317. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  15318. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  15319. tmp_item.amount = qty;
  15320. break;
  15321. }
  15322. if (rnd()%10000 < make_per || qty == 1) { //Success
  15323. tmp_item.amount++;
  15324. if(nameid < 545 || nameid > 547)
  15325. continue;
  15326. if( skill_id != AM_PHARMACY &&
  15327. skill_id != AM_TWILIGHT1 &&
  15328. skill_id != AM_TWILIGHT2 &&
  15329. skill_id != AM_TWILIGHT3 )
  15330. continue;
  15331. //Add fame as needed.
  15332. switch(++sd->potion_success_counter) {
  15333. case 3:
  15334. fame+=1; // Success to prepare 3 Condensed Potions in a row
  15335. break;
  15336. case 5:
  15337. fame+=3; // Success to prepare 5 Condensed Potions in a row
  15338. break;
  15339. case 7:
  15340. fame+=10; // Success to prepare 7 Condensed Potions in a row
  15341. break;
  15342. case 10:
  15343. fame+=50; // Success to prepare 10 Condensed Potions in a row
  15344. sd->potion_success_counter = 0;
  15345. break;
  15346. }
  15347. } else //Failure
  15348. sd->potion_success_counter = 0;
  15349. }
  15350. if (fame)
  15351. pc_addfame(sd,fame);
  15352. //Visual effects and the like.
  15353. switch (skill_id) {
  15354. case AM_PHARMACY:
  15355. case AM_TWILIGHT1:
  15356. case AM_TWILIGHT2:
  15357. case AM_TWILIGHT3:
  15358. case ASC_CDP:
  15359. clif_produceeffect(sd,2,nameid);
  15360. clif_misceffect(&sd->bl,5);
  15361. break;
  15362. case BS_IRON:
  15363. case BS_STEEL:
  15364. case BS_ENCHANTEDSTONE:
  15365. clif_produceeffect(sd,0,nameid);
  15366. clif_misceffect(&sd->bl,3);
  15367. break;
  15368. case RK_RUNEMASTERY:
  15369. case GC_CREATENEWPOISON:
  15370. clif_produceeffect(sd,2,nameid);
  15371. clif_misceffect(&sd->bl,5);
  15372. break;
  15373. default: //Those that don't require a skill?
  15374. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  15375. { //Cooking items.
  15376. clif_specialeffect(&sd->bl, 608, AREA);
  15377. if( sd->cook_mastery < 1999 )
  15378. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  15379. }
  15380. break;
  15381. }
  15382. }
  15383. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  15384. int j, k = 0;
  15385. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15386. if( skill_changematerial_db[i].itemid == nameid ){
  15387. for(j=0; j<5; j++){
  15388. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  15389. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  15390. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15391. clif_additem(sd,0,0,flag);
  15392. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15393. }
  15394. k++;
  15395. }
  15396. }
  15397. break;
  15398. }
  15399. if( k ){
  15400. clif_msg_skill(sd,skill_id,0x627);
  15401. return 1;
  15402. }
  15403. } else if (tmp_item.amount) { //Success
  15404. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15405. clif_additem(sd,0,0,flag);
  15406. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15407. }
  15408. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15409. clif_msg_skill(sd,skill_id,0x627);
  15410. return 1;
  15411. }
  15412. }
  15413. //Failure
  15414. // if(log_config.produce)
  15415. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15416. //TODO update PICKLOG
  15417. if(equip){
  15418. clif_produceeffect(sd,1,nameid);
  15419. clif_misceffect(&sd->bl,2);
  15420. } else {
  15421. switch (skill_id) {
  15422. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15423. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15424. case AM_PHARMACY:
  15425. case AM_TWILIGHT1:
  15426. case AM_TWILIGHT2:
  15427. case AM_TWILIGHT3:
  15428. clif_produceeffect(sd,3,nameid);
  15429. clif_misceffect(&sd->bl,6);
  15430. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  15431. break;
  15432. case BS_IRON:
  15433. case BS_STEEL:
  15434. case BS_ENCHANTEDSTONE:
  15435. clif_produceeffect(sd,1,nameid);
  15436. clif_misceffect(&sd->bl,2);
  15437. break;
  15438. case RK_RUNEMASTERY:
  15439. case GC_CREATENEWPOISON:
  15440. clif_produceeffect(sd,3,nameid);
  15441. clif_misceffect(&sd->bl,6);
  15442. break;
  15443. case GN_MIX_COOKING: {
  15444. struct item tmp_item;
  15445. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15446. int rate = rnd()%500;
  15447. memset(&tmp_item,0,sizeof(tmp_item));
  15448. if( rate < 50) i = 4;
  15449. else if( rate < 100) i = 2+rnd()%1;
  15450. else if( rate < 250 ) i = 1;
  15451. else if( rate < 500 ) i = 0;
  15452. tmp_item.nameid = compensation[i];
  15453. tmp_item.amount = qty;
  15454. tmp_item.identify = 1;
  15455. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15456. clif_additem(sd,0,0,flag);
  15457. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15458. }
  15459. clif_msg_skill(sd,skill_id,0x628);
  15460. }
  15461. break;
  15462. case GN_MAKEBOMB:
  15463. case GN_S_PHARMACY:
  15464. case GN_CHANGEMATERIAL:
  15465. clif_msg_skill(sd,skill_id,0x628);
  15466. break;
  15467. default:
  15468. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15469. { //Cooking items.
  15470. clif_specialeffect(&sd->bl, 609, AREA);
  15471. if( sd->cook_mastery > 0 )
  15472. 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 ));
  15473. }
  15474. }
  15475. }
  15476. return 0;
  15477. }
  15478. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15479. {
  15480. int i,j,flag,index=-1;
  15481. struct item tmp_item;
  15482. nullpo_ret(sd);
  15483. if(nameid <= 0)
  15484. return 1;
  15485. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15486. if(nameid == skill_arrow_db[i].nameid) {
  15487. index = i;
  15488. break;
  15489. }
  15490. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15491. return 1;
  15492. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15493. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15494. memset(&tmp_item,0,sizeof(tmp_item));
  15495. tmp_item.identify = 1;
  15496. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15497. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15498. if(battle_config.produce_item_name_input&0x4) {
  15499. tmp_item.card[0]=CARD0_CREATE;
  15500. tmp_item.card[1]=0;
  15501. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15502. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15503. }
  15504. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15505. continue;
  15506. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15507. clif_additem(sd,0,0,flag);
  15508. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15509. }
  15510. }
  15511. return 0;
  15512. }
  15513. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15514. sc_type type;
  15515. int chance, i;
  15516. nullpo_ret(sd);
  15517. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15518. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15519. return 0;
  15520. }
  15521. switch( nameid )
  15522. { // t_lv used to take duration from skill_get_time2
  15523. case PO_PARALYSE: type = SC_PARALYSE; break;
  15524. case PO_PYREXIA: type = SC_PYREXIA; break;
  15525. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15526. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15527. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15528. case PO_TOXIN: type = SC_TOXIN; break;
  15529. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15530. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15531. default:
  15532. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15533. return 0;
  15534. }
  15535. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15536. 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
  15537. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15538. return 0;
  15539. }
  15540. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  15541. {
  15542. struct status_change *sc = status_get_sc(bl);
  15543. // non-offensive and non-magic skills do not affect the status
  15544. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  15545. return;
  15546. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  15547. if (sc->data[SC_MAGICPOWER]->val4) {
  15548. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15549. } else {
  15550. sc->data[SC_MAGICPOWER]->val4 = 1;
  15551. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15552. #ifndef RENEWAL
  15553. if(bl->type == BL_PC){// update current display.
  15554. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15555. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15556. }
  15557. #endif
  15558. }
  15559. }
  15560. }
  15561. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15562. int x, y, i, class_, skill;
  15563. struct mob_data *md;
  15564. nullpo_ret(sd);
  15565. skill = sd->menuskill_val;
  15566. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15567. {
  15568. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15569. return 0;
  15570. }
  15571. // Spawn Position
  15572. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15573. x = sd->sc.comet_x;
  15574. y = sd->sc.comet_y;
  15575. sd->sc.comet_x = sd->sc.comet_y = 0;
  15576. sd->menuskill_val = 0;
  15577. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15578. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15579. if( md ) {
  15580. md->master_id = sd->bl.id;
  15581. md->special_state.ai = AI_FLORA;
  15582. if( md->deletetimer != INVALID_TIMER )
  15583. delete_timer(md->deletetimer, mob_timer_delete);
  15584. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15585. mob_spawn(md);
  15586. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15587. }
  15588. return 0;
  15589. }
  15590. // Warlock Spellbooks. [LimitLine/3CeAM]
  15591. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15592. int i, max_preserve, skill_id, point;
  15593. struct status_change *sc;
  15594. nullpo_ret(sd);
  15595. sc = status_get_sc(&sd->bl);
  15596. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15597. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15598. if( i > SC_MAXSPELLBOOK )
  15599. {
  15600. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15601. return 0;
  15602. }
  15603. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15604. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15605. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  15606. { // User don't know the skill
  15607. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15608. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15609. return 0;
  15610. }
  15611. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15612. point = skill_spellbook_db[i].point;
  15613. if( sc && sc->data[SC_READING_SB] ){
  15614. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15615. {
  15616. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15617. return 0;
  15618. }
  15619. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15620. if( !sc->data[i] ){
  15621. sc->data[SC_READING_SB]->val2 += point; // increase points
  15622. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15623. break;
  15624. }
  15625. }
  15626. }else{
  15627. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15628. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15629. }
  15630. return 1;
  15631. }
  15632. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  15633. int id, lv, prob, aslvl = 0;
  15634. nullpo_ret(sd);
  15635. if (sd->sc.data[SC_STOP]) {
  15636. aslvl = sd->sc.data[SC_STOP]->val1;
  15637. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15638. }
  15639. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15640. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15641. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15642. return 0;
  15643. }
  15644. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15645. lv = min(lv,sd->status.skill[skill_id].lv);
  15646. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15647. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15648. return 0;
  15649. }
  15650. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  15651. int i;
  15652. nullpo_ret(sd);
  15653. nullpo_ret(item_list);
  15654. if( n <= 0 )
  15655. return 1;
  15656. for( i = 0; i < n; i++ ) {
  15657. int nameid, add_amount, del_amount, idx, product, flag;
  15658. struct item tmp_item;
  15659. idx = item_list[i*2+0]-2;
  15660. del_amount = item_list[i*2+1];
  15661. if( skill_lv == 2 )
  15662. del_amount -= (del_amount % 10);
  15663. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15664. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15665. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15666. return 1;
  15667. }
  15668. switch( nameid ) {
  15669. // Level 1
  15670. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15671. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15672. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15673. case 997: product = 993; break; // Great Nature -> Green Live.
  15674. // Level 2
  15675. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15676. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15677. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15678. case 993: product = 997; break; // Green Live -> Great Nature.
  15679. default:
  15680. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15681. return 1;
  15682. }
  15683. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15684. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15685. return 1;
  15686. }
  15687. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15688. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15689. return 1;
  15690. }
  15691. memset(&tmp_item,0,sizeof(tmp_item));
  15692. tmp_item.nameid = product;
  15693. tmp_item.amount = add_amount;
  15694. tmp_item.identify = 1;
  15695. if( tmp_item.amount ) {
  15696. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15697. clif_additem(sd,0,0,flag);
  15698. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15699. }
  15700. }
  15701. }
  15702. return 0;
  15703. }
  15704. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15705. int i, j, k, c, p = 0, nameid, amount;
  15706. nullpo_ret(sd);
  15707. nullpo_ret(item_list);
  15708. // Search for objects that can be created.
  15709. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15710. if( skill_produce_db[i].itemlv == 26 ) {
  15711. p = 0;
  15712. do {
  15713. c = 0;
  15714. // Verification of overlap between the objects required and the list submitted.
  15715. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15716. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15717. for( k = 0; k < n; k++ ) {
  15718. int idx = item_list[k*2+0]-2;
  15719. nameid = sd->status.inventory[idx].nameid;
  15720. amount = item_list[k*2+1];
  15721. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15722. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15723. return 0;
  15724. }
  15725. 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]
  15726. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15727. c++; // match
  15728. }
  15729. }
  15730. else
  15731. break; // No more items required
  15732. }
  15733. p++;
  15734. } while(n == j && c == n);
  15735. p--;
  15736. if ( p > 0 ) {
  15737. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15738. return 1;
  15739. }
  15740. }
  15741. }
  15742. if( p == 0)
  15743. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15744. return 0;
  15745. }
  15746. /**
  15747. * for Royal Guard's LG_TRAMPLE
  15748. **/
  15749. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15750. struct skill_unit *su = (struct skill_unit *)bl;
  15751. struct skill_unit_group *sg;
  15752. unsigned int tick;
  15753. nullpo_ret(su);
  15754. tick = va_arg(ap, unsigned int);
  15755. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15756. switch( sg->unit_id ) {
  15757. case UNT_LANDMINE:
  15758. case UNT_CLAYMORETRAP:
  15759. case UNT_BLASTMINE:
  15760. case UNT_SHOCKWAVE:
  15761. case UNT_SANDMAN:
  15762. case UNT_FLASHER:
  15763. case UNT_FREEZINGTRAP:
  15764. case UNT_CLUSTERBOMB:
  15765. case UNT_FIRINGTRAP:
  15766. case UNT_ICEBOUNDTRAP:
  15767. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15768. break;
  15769. }
  15770. // Traps aren't recovered.
  15771. skill_delunit(su);
  15772. }
  15773. return 0;
  15774. }
  15775. /*==========================================
  15776. *
  15777. *------------------------------------------*/
  15778. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  15779. struct map_session_data *sd = map_id2sd(id);
  15780. struct skill_cd * cd = NULL;
  15781. if (data <= 0 || data >= MAX_SKILL)
  15782. return 0;
  15783. if (!sd) return 0;
  15784. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15785. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15786. int i,cursor;
  15787. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15788. cd->duration[cursor] = 0;
  15789. cd->skidx[cursor] = 0;
  15790. cd->nameid[cursor] = 0;
  15791. // compact the cool down list
  15792. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15793. if( cd->duration[i] == 0 )
  15794. continue;
  15795. if( cursor != i ) {
  15796. cd->duration[cursor] = cd->duration[i];
  15797. cd->skidx[cursor] = cd->skidx[i];
  15798. cd->nameid[cursor] = cd->nameid[i];
  15799. }
  15800. cursor++;
  15801. }
  15802. if( cursor == 0 )
  15803. idb_remove(skillcd_db,sd->status.char_id);
  15804. else
  15805. cd->cursor = cursor;
  15806. }
  15807. sd->blockskill[data] = 0;
  15808. return 1;
  15809. }
  15810. /**
  15811. * flags a singular skill as being blocked from persistent usage.
  15812. * @param sd the player the skill delay affects
  15813. * @param skill_id the skill which should be delayed
  15814. * @param tick the length of time the delay should last
  15815. * @param load whether this assignment is being loaded upon player login
  15816. * @return 0 if successful, -1 otherwise
  15817. */
  15818. int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
  15819. {
  15820. int oskill_id = skill_id;
  15821. struct skill_cd* cd = NULL;
  15822. uint16 idx = skill_get_index(skill_id);
  15823. nullpo_retr (-1, sd);
  15824. if (idx == 0)
  15825. return -1;
  15826. if (tick < 1) {
  15827. sd->blockskill[idx] = 0;
  15828. return -1;
  15829. }
  15830. if( battle_config.display_status_timers )
  15831. clif_skill_cooldown(sd, idx, tick);
  15832. if( !load ) {// not being loaded initially so ensure the skill delay is recorded
  15833. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
  15834. CREATE( cd, struct skill_cd, 1 );
  15835. idb_put( skillcd_db, sd->status.char_id, cd );
  15836. }
  15837. // record the skill duration in the database map
  15838. cd->duration[cd->cursor] = tick;
  15839. cd->skidx[cd->cursor] = idx;
  15840. cd->nameid[cd->cursor] = oskill_id;
  15841. cd->cursor++;
  15842. }
  15843. sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
  15844. return 0;
  15845. }
  15846. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15847. {
  15848. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15849. if (data <= 0 || data >= MAX_SKILL)
  15850. return 0;
  15851. if (hd) hd->blockskill[data] = 0;
  15852. return 1;
  15853. }
  15854. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  15855. {
  15856. uint16 idx = skill_get_index(skill_id);
  15857. nullpo_retr (-1, hd);
  15858. if (idx == 0)
  15859. return -1;
  15860. if (tick < 1) {
  15861. hd->blockskill[idx] = 0;
  15862. return -1;
  15863. }
  15864. hd->blockskill[idx] = 1;
  15865. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  15866. }
  15867. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15868. {
  15869. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15870. if( data <= 0 || data >= MAX_SKILL )
  15871. return 0;
  15872. if( md ) md->blockskill[data] = 0;
  15873. return 1;
  15874. }
  15875. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  15876. {
  15877. uint16 idx = skill_get_index(skill_id);
  15878. nullpo_retr (-1, md);
  15879. if (idx == 0)
  15880. return -1;
  15881. if( tick < 1 )
  15882. {
  15883. md->blockskill[idx] = 0;
  15884. return -1;
  15885. }
  15886. md->blockskill[idx] = 1;
  15887. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  15888. }
  15889. /**
  15890. * Adds a new skill unit entry for this player to recast after map load
  15891. **/
  15892. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  15893. struct skill_usave * sus = NULL;
  15894. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15895. idb_remove(skillusave_db,sd->status.char_id);
  15896. }
  15897. CREATE( sus, struct skill_usave, 1 );
  15898. idb_put( skillusave_db, sd->status.char_id, sus );
  15899. sus->skill_id = skill_id;
  15900. sus->skill_lv = skill_lv;
  15901. return;
  15902. }
  15903. void skill_usave_trigger(struct map_session_data *sd) {
  15904. struct skill_usave * sus = NULL;
  15905. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15906. return;
  15907. }
  15908. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15909. idb_remove(skillusave_db,sd->status.char_id);
  15910. return;
  15911. }
  15912. /*
  15913. *
  15914. */
  15915. int skill_split_str (char *str, char **val, int num) {
  15916. int i;
  15917. for( i = 0; i < num && str; i++ ) {
  15918. val[i] = str;
  15919. str = strchr(str,',');
  15920. if( str )
  15921. *str++=0;
  15922. }
  15923. return i;
  15924. }
  15925. /*
  15926. *
  15927. */
  15928. int skill_split_atoi (char *str, int *val) {
  15929. int i, j, diff, step = 1;
  15930. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15931. if (!str) break;
  15932. val[i] = atoi(str);
  15933. str = strchr(str,':');
  15934. if (str)
  15935. *str++=0;
  15936. }
  15937. if(i==0) //No data found.
  15938. return 0;
  15939. if(i==1) { //Single value, have the whole range have the same value.
  15940. for (; i < MAX_SKILL_LEVEL; i++)
  15941. val[i] = val[i-1];
  15942. return i;
  15943. }
  15944. //Check for linear change with increasing steps until we reach half of the data acquired.
  15945. for (step = 1; step <= i/2; step++) {
  15946. diff = val[i-1] - val[i-step-1];
  15947. for(j = i-1; j >= step; j--)
  15948. if ((val[j]-val[j-step]) != diff)
  15949. break;
  15950. if (j>=step) //No match, try next step.
  15951. continue;
  15952. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  15953. val[i] = val[i-step]+diff;
  15954. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15955. { val[i] = 1; diff = 0; step = 1; }
  15956. }
  15957. return i;
  15958. }
  15959. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15960. for (;i<MAX_SKILL_LEVEL; i++)
  15961. val[i] = val[i-1];
  15962. return i;
  15963. }
  15964. /*
  15965. *
  15966. */
  15967. void skill_init_unit_layout (void) {
  15968. int i,j,size,pos = 0;
  15969. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15970. // standard square layouts go first
  15971. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15972. size = i*2+1;
  15973. skill_unit_layout[i].count = size*size;
  15974. for (j=0; j<size*size; j++) {
  15975. skill_unit_layout[i].dx[j] = (j%size-i);
  15976. skill_unit_layout[i].dy[j] = (j/size-i);
  15977. }
  15978. }
  15979. // afterwards add special ones
  15980. pos = i;
  15981. for (i=0;i<MAX_SKILL_DB;i++) {
  15982. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15983. continue;
  15984. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15985. int skill = i;
  15986. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15987. skill -= EL_SKILLRANGEMIN;
  15988. skill += EL_SKILLBASE;
  15989. }
  15990. if( skill == EL_FIRE_MANTLE ) {
  15991. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15992. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15993. skill_unit_layout[pos].count = 8;
  15994. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15995. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15996. }
  15997. } else {
  15998. switch (i) {
  15999. case MG_FIREWALL:
  16000. case WZ_ICEWALL:
  16001. case WL_EARTHSTRAIN://Warlock
  16002. // these will be handled later
  16003. break;
  16004. case PR_SANCTUARY:
  16005. case NPC_EVILLAND: {
  16006. static const int dx[] = {
  16007. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  16008. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  16009. static const int dy[]={
  16010. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  16011. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  16012. skill_unit_layout[pos].count = 21;
  16013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16015. }
  16016. break;
  16017. case PR_MAGNUS: {
  16018. static const int dx[] = {
  16019. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16020. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16021. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  16022. static const int dy[] = {
  16023. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16024. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16025. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  16026. skill_unit_layout[pos].count = 33;
  16027. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16028. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16029. }
  16030. break;
  16031. case AS_VENOMDUST: {
  16032. static const int dx[] = {-1, 0, 0, 0, 1};
  16033. static const int dy[] = { 0,-1, 0, 1, 0};
  16034. skill_unit_layout[pos].count = 5;
  16035. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16036. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16037. }
  16038. break;
  16039. case CR_GRANDCROSS:
  16040. case NPC_GRANDDARKNESS: {
  16041. static const int dx[] = {
  16042. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  16043. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  16044. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  16045. static const int dy[] = {
  16046. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  16047. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  16048. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  16049. skill_unit_layout[pos].count = 29;
  16050. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16051. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16052. }
  16053. break;
  16054. case PF_FOGWALL: {
  16055. static const int dx[] = {
  16056. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  16057. static const int dy[] = {
  16058. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  16059. skill_unit_layout[pos].count = 15;
  16060. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16061. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16062. }
  16063. break;
  16064. case PA_GOSPEL: {
  16065. static const int dx[] = {
  16066. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16067. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16068. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  16069. -1, 0, 1};
  16070. static const int dy[] = {
  16071. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16072. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16073. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  16074. 3, 3, 3};
  16075. skill_unit_layout[pos].count = 33;
  16076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16078. }
  16079. break;
  16080. case NJ_KAENSIN: {
  16081. 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};
  16082. 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};
  16083. skill_unit_layout[pos].count = 24;
  16084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16086. }
  16087. break;
  16088. case NJ_TATAMIGAESHI: {
  16089. //Level 1 (count 4, cross of 3x3)
  16090. static const int dx1[] = {-1, 1, 0, 0};
  16091. static const int dy1[] = { 0, 0,-1, 1};
  16092. //Level 2-3 (count 8, cross of 5x5)
  16093. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  16094. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  16095. //Level 4-5 (count 12, cross of 7x7
  16096. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  16097. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  16098. //lv1
  16099. j = 0;
  16100. skill_unit_layout[pos].count = 4;
  16101. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  16102. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  16103. skill_db[i].unit_layout_type[j] = pos;
  16104. //lv2/3
  16105. j++;
  16106. pos++;
  16107. skill_unit_layout[pos].count = 8;
  16108. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  16109. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  16110. skill_db[i].unit_layout_type[j] = pos;
  16111. skill_db[i].unit_layout_type[++j] = pos;
  16112. //lv4/5
  16113. j++;
  16114. pos++;
  16115. skill_unit_layout[pos].count = 12;
  16116. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  16117. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  16118. skill_db[i].unit_layout_type[j] = pos;
  16119. skill_db[i].unit_layout_type[++j] = pos;
  16120. //Fill in the rest using lv 5.
  16121. for (;j<MAX_SKILL_LEVEL;j++)
  16122. skill_db[i].unit_layout_type[j] = pos;
  16123. //Skip, this way the check below will fail and continue to the next skill.
  16124. pos++;
  16125. }
  16126. break;
  16127. case GN_WALLOFTHORN: {
  16128. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  16129. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  16130. skill_unit_layout[pos].count = 16;
  16131. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16132. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16133. }
  16134. break;
  16135. case LG_OVERBRAND: {
  16136. static const int dx[] = {-1,-1,-1,-1, 0, 0, 0, 0, 1, 1, 1, 1,
  16137. -5,-5,-5,-5,-4,-4,-4,-4,-3,-3,-3,-3,-2,-2,-2,-2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5,
  16138. -1,-1,-1, 0, 0, 0, 1, 1, 1};
  16139. static const int dy[] = { 0,-1,-2,-3, 0,-1,-2,-3, 0,-1,-2,-3,
  16140. 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,
  16141. -4,-5,-6,-4,-5,-6,-4,-5,-6};
  16142. skill_unit_layout[pos].count = 53;
  16143. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16144. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16145. }
  16146. break;
  16147. default:
  16148. ShowError("unknown unit layout at skill %d\n",i);
  16149. break;
  16150. }
  16151. }
  16152. if (!skill_unit_layout[pos].count)
  16153. continue;
  16154. for (j=0;j<MAX_SKILL_LEVEL;j++)
  16155. skill_db[i].unit_layout_type[j] = pos;
  16156. pos++;
  16157. }
  16158. // firewall and icewall have 8 layouts (direction-dependent)
  16159. firewall_unit_pos = pos;
  16160. for (i=0;i<8;i++) {
  16161. if (i&1) {
  16162. skill_unit_layout[pos].count = 5;
  16163. if (i&0x2) {
  16164. int dx[] = {-1,-1, 0, 0, 1};
  16165. int dy[] = { 1, 0, 0,-1,-1};
  16166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16168. } else {
  16169. int dx[] = { 1, 1 ,0, 0,-1};
  16170. int dy[] = { 1, 0, 0,-1,-1};
  16171. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16172. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16173. }
  16174. } else {
  16175. skill_unit_layout[pos].count = 3;
  16176. if (i%4==0) {
  16177. int dx[] = {-1, 0, 1};
  16178. int dy[] = { 0, 0, 0};
  16179. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16180. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16181. } else {
  16182. int dx[] = { 0, 0, 0};
  16183. int dy[] = {-1, 0, 1};
  16184. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16185. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16186. }
  16187. }
  16188. pos++;
  16189. }
  16190. icewall_unit_pos = pos;
  16191. for (i=0;i<8;i++) {
  16192. skill_unit_layout[pos].count = 5;
  16193. if (i&1) {
  16194. if (i&0x2) {
  16195. int dx[] = {-2,-1, 0, 1, 2};
  16196. int dy[] = { 2, 1, 0,-1,-2};
  16197. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16198. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16199. } else {
  16200. int dx[] = { 2, 1 ,0,-1,-2};
  16201. int dy[] = { 2, 1, 0,-1,-2};
  16202. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16203. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16204. }
  16205. } else {
  16206. if (i%4==0) {
  16207. int dx[] = {-2,-1, 0, 1, 2};
  16208. int dy[] = { 0, 0, 0, 0, 0};
  16209. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16210. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16211. } else {
  16212. int dx[] = { 0, 0, 0, 0, 0};
  16213. int dy[] = {-2,-1, 0, 1, 2};
  16214. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16215. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16216. }
  16217. }
  16218. pos++;
  16219. }
  16220. earthstrain_unit_pos = pos;
  16221. for( i = 0; i < 8; i++ )
  16222. { // For each Direction
  16223. skill_unit_layout[pos].count = 15;
  16224. switch( i )
  16225. {
  16226. case 0: case 1: case 3: case 4: case 5: case 7:
  16227. {
  16228. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16229. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16230. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16231. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16232. }
  16233. break;
  16234. case 2:
  16235. case 6:
  16236. {
  16237. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  16238. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  16239. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16240. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16241. }
  16242. break;
  16243. }
  16244. pos++;
  16245. }
  16246. }
  16247. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  16248. int inf = 0;
  16249. struct status_change *sc = status_get_sc(bl);
  16250. if( !sc || !bl || !skill_id )
  16251. return 0; // Can do it
  16252. switch(type){
  16253. case SC_STASIS:
  16254. inf = skill_get_inf2(skill_id);
  16255. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  16256. return 1; // Can't do it.
  16257. switch( skill_id ) {
  16258. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  16259. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  16260. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  16261. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  16262. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  16263. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  16264. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  16265. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  16266. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  16267. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  16268. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  16269. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  16270. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  16271. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  16272. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  16273. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  16274. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  16275. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  16276. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  16277. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  16278. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  16279. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  16280. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  16281. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  16282. // Skills that need to be confirmed.
  16283. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  16284. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  16285. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  16286. case SO_ARRULLO:
  16287. return 1; // Can't do it.
  16288. }
  16289. break;
  16290. case SC_KAGEHUMI:
  16291. switch(skill_id){
  16292. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  16293. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  16294. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  16295. return 1; // needs more info
  16296. }
  16297. break;
  16298. }
  16299. return 0;
  16300. }
  16301. /* Determines whether a skill is currently active or not
  16302. * Used for purposes of cancelling SP usage when disabling a skill
  16303. */
  16304. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  16305. {
  16306. switch( skill_id ){ // HP & SP Consumption Check
  16307. case BS_MAXIMIZE:
  16308. case NV_TRICKDEAD:
  16309. case TF_HIDING:
  16310. case AS_CLOAKING:
  16311. case GC_CLOAKINGEXCEED:
  16312. case ST_CHASEWALK:
  16313. case CR_DEFENDER:
  16314. case CR_SHRINK:
  16315. case CR_AUTOGUARD:
  16316. case ML_DEFENDER:
  16317. case ML_AUTOGUARD:
  16318. case PA_GOSPEL:
  16319. case GS_GATLINGFEVER:
  16320. case TK_READYCOUNTER:
  16321. case TK_READYDOWN:
  16322. case TK_READYSTORM:
  16323. case TK_READYTURN:
  16324. case TK_RUN:
  16325. case SG_FUSION:
  16326. case KO_YAMIKUMO:
  16327. case RA_WUGDASH:
  16328. case RA_CAMOUFLAGE:
  16329. if( sc->data[status_skill2sc(skill_id)] )
  16330. return 1;
  16331. }
  16332. return 0;
  16333. }
  16334. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  16335. int type = 0;
  16336. switch( skill_id ) {
  16337. case SO_SUMMON_AGNI: type = 2114; break;
  16338. case SO_SUMMON_AQUA: type = 2117; break;
  16339. case SO_SUMMON_VENTUS: type = 2120; break;
  16340. case SO_SUMMON_TERA: type = 2123; break;
  16341. }
  16342. type += skill_lv - 1;
  16343. return type;
  16344. }
  16345. /**
  16346. * reload stored skill cooldowns when a player logs in.
  16347. * @param sd the affected player structure
  16348. */
  16349. void skill_cooldown_load(struct map_session_data * sd)
  16350. {
  16351. int i;
  16352. struct skill_cd* cd = NULL;
  16353. // always check to make sure the session properly exists
  16354. nullpo_retv(sd);
  16355. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
  16356. return;
  16357. }
  16358. // process each individual cooldown associated with the character
  16359. for( i = 0; i < cd->cursor; i++ ) {
  16360. // block the skill from usage but ensure it is not recorded (load = true)
  16361. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  16362. }
  16363. }
  16364. /*==========================================
  16365. * sub-function of DB reading.
  16366. * skill_db.txt
  16367. *------------------------------------------*/
  16368. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  16369. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  16370. uint16 skill_id = atoi(split[0]);
  16371. uint16 idx;
  16372. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  16373. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  16374. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  16375. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  16376. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  16377. return false;
  16378. }
  16379. idx = skill_get_index(skill_id);
  16380. if( !idx ) // invalid skill id
  16381. return false;
  16382. skill_split_atoi(split[1],skill_db[idx].range);
  16383. skill_db[idx].hit = atoi(split[2]);
  16384. skill_db[idx].inf = atoi(split[3]);
  16385. skill_split_atoi(split[4],skill_db[idx].element);
  16386. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  16387. skill_split_atoi(split[6],skill_db[idx].splash);
  16388. skill_db[idx].max = atoi(split[7]);
  16389. skill_split_atoi(split[8],skill_db[idx].num);
  16390. if( strcmpi(split[9],"yes") == 0 )
  16391. skill_db[idx].castcancel = 1;
  16392. else
  16393. skill_db[idx].castcancel = 0;
  16394. skill_db[idx].cast_def_rate = atoi(split[10]);
  16395. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  16396. skill_split_atoi(split[12],skill_db[idx].maxcount);
  16397. if( strcmpi(split[13],"weapon") == 0 )
  16398. skill_db[idx].skill_type = BF_WEAPON;
  16399. else if( strcmpi(split[13],"magic") == 0 )
  16400. skill_db[idx].skill_type = BF_MAGIC;
  16401. else if( strcmpi(split[13],"misc") == 0 )
  16402. skill_db[idx].skill_type = BF_MISC;
  16403. else
  16404. skill_db[idx].skill_type = 0;
  16405. skill_split_atoi(split[14],skill_db[idx].blewcount);
  16406. safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
  16407. safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
  16408. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  16409. return true;
  16410. }
  16411. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  16412. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  16413. char* p;
  16414. int j;
  16415. uint16 skill_id = atoi(split[0]);
  16416. uint16 idx = skill_get_index(skill_id);
  16417. if( !idx ) // invalid skill id
  16418. return false;
  16419. skill_split_atoi(split[1],skill_db[idx].hp);
  16420. skill_split_atoi(split[2],skill_db[idx].mhp);
  16421. skill_split_atoi(split[3],skill_db[idx].sp);
  16422. skill_split_atoi(split[4],skill_db[idx].hp_rate);
  16423. skill_split_atoi(split[5],skill_db[idx].sp_rate);
  16424. skill_split_atoi(split[6],skill_db[idx].zeny);
  16425. //Wich weapon type are required, see doc/item_db for types
  16426. p = split[7];
  16427. for( j = 0; j < 32; j++ ) {
  16428. int l = atoi(p);
  16429. if( l == 99 ) { // Any weapon
  16430. skill_db[idx].weapon = 0;
  16431. break;
  16432. } else
  16433. skill_db[idx].weapon |= 1<<l;
  16434. p = strchr(p,':');
  16435. if(!p)
  16436. break;
  16437. p++;
  16438. }
  16439. //FIXME: document this
  16440. p = split[8];
  16441. for( j = 0; j < 32; j++ ) {
  16442. int l = atoi(p);
  16443. if( l == 99 ) { // Any ammo type
  16444. skill_db[idx].ammo = 0xFFFFFFFF;
  16445. break;
  16446. } else if( l ) // 0 stands for no requirement
  16447. skill_db[idx].ammo |= 1<<l;
  16448. p = strchr(p,':');
  16449. if( !p )
  16450. break;
  16451. p++;
  16452. }
  16453. skill_split_atoi(split[9],skill_db[idx].ammo_qty);
  16454. if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING;
  16455. else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING;
  16456. else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN;
  16457. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING;
  16458. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON;
  16459. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART;
  16460. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD;
  16461. else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT;
  16462. else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
  16463. else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST;
  16464. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
  16465. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE;
  16466. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER;
  16467. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON;
  16468. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG;
  16469. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG;
  16470. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO;
  16471. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
  16472. else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON;
  16473. else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER;
  16474. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO;
  16475. /**
  16476. * Unknown or no state
  16477. **/
  16478. else skill_db[idx].state = ST_NONE;
  16479. skill_split_atoi(split[11],skill_db[idx].spiritball);
  16480. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  16481. skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
  16482. skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
  16483. }
  16484. return true;
  16485. }
  16486. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16487. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16488. uint16 skill_id = atoi(split[0]);
  16489. uint16 idx = skill_get_index(skill_id);
  16490. if( !idx ) // invalid skill id
  16491. return false;
  16492. skill_split_atoi(split[1],skill_db[idx].cast);
  16493. skill_split_atoi(split[2],skill_db[idx].delay);
  16494. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  16495. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  16496. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  16497. skill_split_atoi(split[6],skill_db[idx].cooldown);
  16498. #ifdef RENEWAL_CAST
  16499. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  16500. #endif
  16501. return true;
  16502. }
  16503. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16504. {// Skill id,Cast,Delay (optional)
  16505. uint16 skill_id = atoi(split[0]);
  16506. uint16 idx = skill_get_index(skill_id);
  16507. if( !idx ) // invalid skill id
  16508. return false;
  16509. skill_split_atoi(split[1],skill_db[idx].castnodex);
  16510. if( split[2] ) // optional column
  16511. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  16512. return true;
  16513. }
  16514. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16515. {// skill_id,Flag
  16516. uint16 skill_id = atoi(split[0]);
  16517. uint16 idx = skill_get_index(skill_id);
  16518. if( !idx ) // invalid skill id
  16519. return false;
  16520. skill_db[idx].nocast |= atoi(split[1]);
  16521. return true;
  16522. }
  16523. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16524. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16525. uint16 skill_id = atoi(split[0]);
  16526. uint16 idx = skill_get_index(skill_id);
  16527. if( !idx ) // invalid skill id
  16528. return false;
  16529. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  16530. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  16531. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  16532. skill_split_atoi(split[4],skill_db[idx].unit_range);
  16533. skill_db[idx].unit_interval = atoi(split[5]);
  16534. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16535. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16536. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  16537. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  16538. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  16539. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  16540. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  16541. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  16542. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  16543. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  16544. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  16545. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16546. skill_db[idx].unit_target = BCT_NOENEMY;
  16547. //By default, target just characters.
  16548. skill_db[idx].unit_target |= BL_CHAR;
  16549. if (skill_db[idx].unit_flag&UF_NOPC)
  16550. skill_db[idx].unit_target &= ~BL_PC;
  16551. if (skill_db[idx].unit_flag&UF_NOMOB)
  16552. skill_db[idx].unit_target &= ~BL_MOB;
  16553. if (skill_db[idx].unit_flag&UF_SKILL)
  16554. skill_db[idx].unit_target |= BL_SKILL;
  16555. return true;
  16556. }
  16557. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16558. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  16559. int x,y;
  16560. int i = atoi(split[0]);
  16561. if( !i )
  16562. return false;
  16563. skill_produce_db[current].nameid = i;
  16564. skill_produce_db[current].itemlv = atoi(split[1]);
  16565. skill_produce_db[current].req_skill = atoi(split[2]);
  16566. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16567. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  16568. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16569. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16570. }
  16571. return true;
  16572. }
  16573. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16574. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16575. int x,y;
  16576. int i = atoi(split[0]);
  16577. if( !i )
  16578. return false;
  16579. skill_arrow_db[current].nameid = i;
  16580. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  16581. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16582. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16583. }
  16584. return true;
  16585. }
  16586. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16587. {// skill_id,PreservePoints
  16588. uint16 skill_id = atoi(split[0]);
  16589. int points = atoi(split[1]);
  16590. int nameid = atoi(split[2]);
  16591. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16592. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  16593. if ( !skill_get_inf(skill_id) )
  16594. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16595. if( points < 1 )
  16596. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16597. else {
  16598. skill_spellbook_db[current].skill_id = skill_id;
  16599. skill_spellbook_db[current].point = points;
  16600. skill_spellbook_db[current].nameid = nameid;
  16601. return true;
  16602. }
  16603. return false;
  16604. }
  16605. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16606. {// SkillID,Rate
  16607. uint16 skill_id = atoi(split[0]);
  16608. short j = atoi(split[1]);
  16609. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  16610. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  16611. return false;
  16612. }
  16613. if ( !skill_get_inf(skill_id) ) {
  16614. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16615. return false;
  16616. }
  16617. if( j < 1 ) {
  16618. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16619. return false;
  16620. }
  16621. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16622. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16623. }
  16624. skill_improvise_db[current].skill_id = skill_id;
  16625. skill_improvise_db[current].per = j; // Still need confirm it.
  16626. return true;
  16627. }
  16628. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16629. {// SkillID
  16630. uint16 skill_id = atoi(split[0]);
  16631. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16632. {
  16633. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  16634. return false;
  16635. }
  16636. if ( !skill_get_inf(skill_id) )
  16637. {
  16638. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16639. return false;
  16640. }
  16641. skill_magicmushroom_db[current].skill_id = skill_id;
  16642. return true;
  16643. }
  16644. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16645. uint16 skill_id = atoi(split[0]);
  16646. uint16 idx = skill_get_index(skill_id);
  16647. if( !idx )
  16648. return false;
  16649. skill_reproduce_db[idx] = true;
  16650. return true;
  16651. }
  16652. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16653. {// skill_id,DummyName,RatePerLvl
  16654. uint16 skill_id = atoi(split[0]);
  16655. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16656. {
  16657. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  16658. return false;
  16659. }
  16660. if ( !skill_get_inf(skill_id) )
  16661. {
  16662. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16663. return false;
  16664. }
  16665. skill_abra_db[current].skill_id = skill_id;
  16666. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  16667. skill_split_atoi(split[2],skill_abra_db[current].per);
  16668. return true;
  16669. }
  16670. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16671. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  16672. uint16 skill_id = atoi(split[0]);
  16673. short j = atoi(split[1]);
  16674. int x,y;
  16675. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16676. if( skill_produce_db[x].nameid == skill_id )
  16677. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16678. break;
  16679. }
  16680. if( x >= MAX_SKILL_PRODUCE_DB ){
  16681. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  16682. return false;
  16683. }
  16684. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16685. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16686. }
  16687. skill_changematerial_db[current].itemid = skill_id;
  16688. skill_changematerial_db[current].rate = j;
  16689. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  16690. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16691. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16692. }
  16693. return true;
  16694. }
  16695. /*===============================
  16696. * DB reading.
  16697. * skill_db.txt
  16698. * skill_require_db.txt
  16699. * skill_cast_db.txt
  16700. * skill_castnodex_db.txt
  16701. * skill_nocast_db.txt
  16702. * skill_unit_db.txt
  16703. * produce_db.txt
  16704. * create_arrow_db.txt
  16705. * abra_db.txt
  16706. *------------------------------*/
  16707. static void skill_readdb(void)
  16708. {
  16709. // init skill db structures
  16710. db_clear(skilldb_name2id);
  16711. memset(skill_db,0,sizeof(skill_db));
  16712. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16713. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16714. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16715. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16716. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16717. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16718. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16719. // load skill databases
  16720. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16721. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16722. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16723. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16724. #ifdef RENEWAL_CAST
  16725. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16726. #else
  16727. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16728. #endif
  16729. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16730. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16731. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16732. skill_init_unit_layout();
  16733. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16734. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16735. sv_readdb(db_path, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16736. //Warlock
  16737. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16738. //Guillotine Cross
  16739. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16740. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16741. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16742. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16743. }
  16744. void skill_reload (void) {
  16745. struct s_mapiterator *iter;
  16746. struct map_session_data *sd;
  16747. skill_readdb();
  16748. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16749. iter = mapit_getallusers();
  16750. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16751. clif_skillinfoblock(sd);
  16752. mapit_free(iter);
  16753. }
  16754. /*==========================================
  16755. *
  16756. *------------------------------------------*/
  16757. int do_init_skill (void)
  16758. {
  16759. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16760. skill_readdb();
  16761. group_db = idb_alloc(DB_OPT_BASE);
  16762. skillunit_db = idb_alloc(DB_OPT_BASE);
  16763. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16764. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16765. bowling_db = idb_alloc(DB_OPT_BASE);
  16766. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16767. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16768. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16769. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16770. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16771. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16772. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16773. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16774. return 0;
  16775. }
  16776. int do_final_skill(void)
  16777. {
  16778. db_destroy(skilldb_name2id);
  16779. db_destroy(group_db);
  16780. db_destroy(skillunit_db);
  16781. db_destroy(skillcd_db);
  16782. db_destroy(skillusave_db);
  16783. db_destroy(bowling_db);
  16784. ers_destroy(skill_unit_ers);
  16785. ers_destroy(skill_timer_ers);
  16786. return 0;
  16787. }