skill.cpp 843 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int32 mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int32 id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static uint16 skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. uint16 rate;
  67. uint16 qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. uint16 qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static uint16 skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int32 firewall_unit_pos;
  75. int32 icewall_unit_pos;
  76. int32 earthstrain_unit_pos;
  77. int32 firerain_unit_pos;
  78. int32 wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv);
  84. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int32 skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int32 skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int32 splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int32 lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int32 a__ = arrvar[lv_idx - 2];\
  139. int32 b__ = arrvar[lv_idx - 1];\
  140. int32 c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int32 skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int32 skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int32 skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int32 skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int32 skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int32 skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int32 skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int32 skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int32 skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int32 skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int32 skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int32 skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int32 skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int32 skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int32 skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int32 skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int32 skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int32 skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int32 skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int32 skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int32 skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int32 skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int32 skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int32 skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int32 skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int32 skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int32 skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int32 skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int32 skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int32 skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int32 skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int32 skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int32 skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int32 skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int32 skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int32 skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int32 skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int32 skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int32 skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int32 skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int32 skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int32 skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int32 skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int32 splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int32 skill_tree_get_max(uint16 skill_id, int32 b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int32 skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int32 skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int32 skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int32 skill_greed(struct block_list *bl, va_list ap);
  251. static int32 skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int32 skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int32 skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int32 skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int32 skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int32 skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int32 rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. uint16 skill_dummy2skill_id(uint16 skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int32 maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int32 skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int32 skill, hp = 0;
  457. #ifdef RENEWAL
  458. int32 hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. case SOA_TALISMAN_OF_PROTECTION:
  506. hp = (500 + pc_checkskill(sd,SOA_TALISMAN_MASTERY) * 50) * skill_lv * status_get_lv(src) / 100;
  507. hp += (status_get_lv(src) + status_get_int(src)) / 5 * 30 * status_get_crt(src) / 100;
  508. break;
  509. default:
  510. if (skill_lv >= battle_config.max_heal_lv)
  511. return battle_config.max_heal;
  512. #ifdef RENEWAL
  513. /**
  514. * Renewal Heal Formula
  515. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  516. */
  517. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  518. #else
  519. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  520. #endif
  521. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  522. #ifdef RENEWAL
  523. hp_bonus += skill * 2;
  524. #else
  525. hp += hp * skill * 2 / 100;
  526. #endif
  527. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  528. #ifdef RENEWAL
  529. hp_bonus += skill * 2;
  530. #else
  531. hp += hp * skill * 2 / 100;
  532. #endif
  533. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  534. hp *= 2;
  535. break;
  536. }
  537. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  538. hp /= 2;
  539. if (sd) {
  540. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  541. #ifdef RENEWAL
  542. hp_bonus += 10;
  543. #else
  544. hp += hp * 10 / 100;
  545. #endif
  546. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  547. #ifdef RENEWAL
  548. hp_bonus += 20;
  549. #else
  550. hp += hp * 20 / 100;
  551. #endif
  552. }
  553. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  554. #ifdef RENEWAL
  555. hp_bonus += 2 * skill;
  556. #else
  557. hp += hp * skill * 2 / 100;
  558. #endif
  559. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  560. #ifdef RENEWAL
  561. hp_bonus += 3 * skill;
  562. #else
  563. hp += hp * skill * 3 / 100;
  564. #endif
  565. if (skill = pc_skillheal_bonus(sd, skill_id))
  566. #ifdef RENEWAL
  567. hp_bonus += skill;
  568. #else
  569. hp += hp * skill / 100;
  570. #endif
  571. }
  572. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  573. #ifdef RENEWAL
  574. hp_bonus += skill;
  575. #else
  576. hp += hp * skill / 100;
  577. #endif
  578. if (sc != nullptr && !sc->empty()) {
  579. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  580. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  581. #ifdef RENEWAL
  582. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  583. #else
  584. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  585. #endif
  586. #ifdef RENEWAL
  587. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  588. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  589. #endif
  590. }
  591. if (tsc != nullptr && !tsc->empty()) {
  592. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  593. if (tsc->getSCE(SC_INCHEALRATE))
  594. #ifdef RENEWAL
  595. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  596. #else
  597. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  598. #endif
  599. if (tsc->getSCE(SC_ANCILLA))
  600. #ifdef RENEWAL
  601. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  602. #else
  603. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  604. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  605. hp += hp / 10;
  606. #endif
  607. #ifdef RENEWAL
  608. if (tsc->getSCE(SC_ASSUMPTIO))
  609. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  610. #endif
  611. }
  612. }
  613. #ifdef RENEWAL
  614. if (hp_bonus && skill_id != SOA_TALISMAN_OF_PROTECTION)
  615. hp += hp * hp_bonus / 100;
  616. // MATK part of the RE heal formula [malufett]
  617. // Note: in this part matk bonuses from items or skills are not applied
  618. switch( skill_id ) {
  619. case BA_APPLEIDUN:
  620. case PR_SANCTUARY:
  621. case NPC_EVILLAND:
  622. break;
  623. default:
  624. {
  625. status_data* status = status_get_status_data(*src);
  626. int32 min, max;
  627. min = status_base_matk_min(src, status, status_get_lv(src));
  628. max = status_base_matk_max(src, status, status_get_lv(src));
  629. if( status->rhw.matk > 0 ){
  630. int32 wMatk, variance;
  631. wMatk = status->rhw.matk;
  632. variance = wMatk * status->rhw.wlv / 10;
  633. min += wMatk - variance;
  634. max += wMatk + variance;
  635. }
  636. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  637. min = max;
  638. if( sd && sd->right_weapon.overrefine > 0 ){
  639. min++;
  640. max += sd->right_weapon.overrefine - 1;
  641. }
  642. if(max > min)
  643. hp += min+rnd()%(max-min);
  644. else
  645. hp += min;
  646. }
  647. }
  648. // Global multipliers are applied after the MATK is applied
  649. if (tsc != nullptr && !tsc->empty()) {
  650. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  651. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  652. global_bonus *= 1.1f;
  653. }
  654. }
  655. if (skill_id == AB_HIGHNESSHEAL)
  656. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  657. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  658. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  659. #endif
  660. if (heal && tsc != nullptr && !tsc->empty()) {
  661. uint8 penalty = 0;
  662. if (tsc->getSCE(SC_CRITICALWOUND))
  663. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  664. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  665. penalty += 20;
  666. if (tsc->getSCE(SC_NORECOVER_STATE))
  667. penalty = 100;
  668. if (penalty > 0) {
  669. #ifdef RENEWAL
  670. penalty = cap_value(penalty, 1, 100);
  671. global_bonus *= (100 - penalty) / 100.f;
  672. #else
  673. hp -= hp * penalty / 100;
  674. #endif
  675. }
  676. }
  677. #ifdef RENEWAL
  678. hp = (int32)(hp * global_bonus);
  679. // Final heal increased by HPlus.
  680. // Is this the right place for this??? [Rytech]
  681. if ( sd && status_get_hplus(src) > 0 && skill_id != SOA_TALISMAN_OF_PROTECTION)
  682. hp += hp * status_get_hplus(src) / 100;
  683. return (heal) ? max(1, hp) : hp;
  684. #else
  685. return hp;
  686. #endif
  687. }
  688. /**
  689. * Making Plagiarism and Reproduce check their own function
  690. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  691. * @param sd: Player who will copy the skill
  692. * @param skill_id: Target skill
  693. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  694. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  695. */
  696. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  697. uint16 skill_idx = skill_get_index(skill_id);
  698. if (!skill_idx)
  699. return 0;
  700. // Only copy skill that player doesn't have or the skill is old clone
  701. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  702. return 0;
  703. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  704. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  705. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  706. return 1;
  707. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  708. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  709. return 2;
  710. return 0;
  711. }
  712. /**
  713. * Check if the skill is ok to cast and when.
  714. * Done before skill_check_condition_castbegin, requirement
  715. * @param skill_id: Skill ID that casted
  716. * @param sd: Player who casted
  717. * @return true: Skill cannot be used, false: otherwise
  718. * @author [MouseJstr]
  719. */
  720. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  721. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  722. return false; // can do any damn thing they want
  723. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  724. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  725. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  726. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  727. return true;
  728. // Epoque:
  729. // This code will compare the player's attack motion value which is influenced by ASPD before
  730. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  731. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  732. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  733. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  734. {// attempted to cast a skill before the attack motion has finished
  735. return true;
  736. }
  737. if (util::umap_exists(sd.scd, skill_id)) {
  738. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  739. return true;
  740. }
  741. /**
  742. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  743. * 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
  744. */
  745. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  746. return false;
  747. uint32 skill_nocast = skill_get_nocast(skill_id);
  748. // Check skill restrictions [Celest]
  749. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  750. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  751. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  752. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  753. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  754. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  755. clif_msg_color(&sd, MSI_IMPOSSIBLE_SKILL_AREA, color_table[COLOR_CYAN]); // This skill cannot be used within this area.
  756. return true;
  757. }
  758. if( sd.sc.getSCE(SC_ALL_RIDING) )
  759. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  760. switch (skill_id) {
  761. case AL_WARP:
  762. case RETURN_TO_ELDICASTES:
  763. case ALL_GUARDIAN_RECALL:
  764. case ECLAGE_RECALL:
  765. case ALL_NIFLHEIM_RECALL:
  766. case ALL_PRONTERA_RECALL:
  767. case ALL_GLASTHEIM_RECALL:
  768. case ALL_THANATOS_RECALL:
  769. case ALL_LIGHTHALZEN_RECALL:
  770. if(mapdata->getMapFlag(MF_NOWARP)) {
  771. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  772. return true;
  773. }
  774. return false;
  775. case AL_TELEPORT:
  776. case NPC_FATALMENACE:
  777. case SC_DIMENSIONDOOR:
  778. case ALL_ODINS_RECALL:
  779. case WE_CALLALLFAMILY:
  780. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  781. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  782. return true;
  783. }
  784. return false; // gonna be checked in 'skill_castend_nodamage_id'
  785. case WE_CALLPARTNER:
  786. case WE_CALLPARENT:
  787. case WE_CALLBABY:
  788. if (mapdata->getMapFlag(MF_NOMEMO)) {
  789. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  790. return true;
  791. }
  792. break;
  793. case MC_VENDING:
  794. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  795. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  796. clif_skill_fail( sd, skill_id );
  797. return true;
  798. }
  799. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  800. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  801. clif_skill_fail( sd, skill_id );
  802. return true;
  803. }
  804. if (npc_isnear(&sd.bl)) {
  805. // uncomment to send msg_txt.
  806. //char output[150];
  807. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  808. //clif_displaymessage(sd.fd, output);
  809. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  810. return true;
  811. }
  812. break;
  813. case ALL_BUYING_STORE:
  814. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  815. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  816. clif_skill_fail( sd, skill_id );
  817. return true;
  818. }
  819. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  820. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  821. clif_skill_fail( sd, skill_id );
  822. return true;
  823. }
  824. if( npc_isnear(&sd.bl) ) {
  825. // uncomment to send msg_txt.
  826. //char output[150];
  827. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  828. //clif_displaymessage(sd.fd, output);
  829. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  830. return true;
  831. }
  832. break;
  833. case MC_IDENTIFY:
  834. return false; // always allowed
  835. case WZ_ICEWALL:
  836. // noicewall flag [Valaris]
  837. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  838. clif_skill_fail( sd, skill_id );
  839. return true;
  840. }
  841. break;
  842. case GC_DARKILLUSION:
  843. if( mapdata_flag_gvg2(mapdata) ) {
  844. clif_skill_fail( sd, skill_id );
  845. return true;
  846. }
  847. break;
  848. case GD_EMERGENCYCALL:
  849. case GD_ITEMEMERGENCYCALL:
  850. if (
  851. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  852. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  853. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  854. ) {
  855. clif_skill_fail( sd, skill_id );
  856. return true;
  857. }
  858. break;
  859. case WM_SIRCLEOFNATURE:
  860. case WM_SOUND_OF_DESTRUCTION:
  861. case WM_LULLABY_DEEPSLEEP:
  862. case WM_GLOOMYDAY:
  863. case WM_SATURDAY_NIGHT_FEVER:
  864. if( !mapdata_flag_vs(mapdata) ) {
  865. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  866. return true;
  867. }
  868. break;
  869. }
  870. return false;
  871. }
  872. /**
  873. * Check if the homunculus skill is ok to be processed
  874. * After checking from Homunculus side, also check the master condition
  875. * @param hd: Homunculus who casted
  876. * @param skill_id: Skill ID casted
  877. * @param skill_lv: Skill level casted
  878. * @return true: Skill cannot be used, false: otherwise
  879. */
  880. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  881. {
  882. nullpo_retr(true, hd);
  883. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  884. map_session_data* sd = hd->master;
  885. status_change* sc = status_get_sc(&hd->bl);
  886. if (!sd)
  887. return true;
  888. if (sc != nullptr && sc->empty())
  889. sc = nullptr;
  890. if (util::umap_exists(hd->scd, skill_id)) {
  891. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  892. return true;
  893. }
  894. switch(skill_id) {
  895. case HFLI_SBR44:
  896. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  897. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  898. return true;
  899. }
  900. break;
  901. case HVAN_EXPLOSION:
  902. if (hd->homunculus.intimacy < (uint32)battle_config.hvan_explosion_intimate) {
  903. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  904. return true;
  905. }
  906. break;
  907. case MH_LIGHT_OF_REGENE: // Must be cordial
  908. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  909. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  910. return true;
  911. }
  912. break;
  913. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  914. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  915. return true;
  916. break;
  917. case MH_ANGRIFFS_MODUS:
  918. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  919. return true;
  920. break;
  921. case MH_TINDER_BREAKER: // Must be in grappling mode
  922. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  923. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  924. return true;
  925. }
  926. break;
  927. case MH_SONIC_CRAW: // Must be in fighting mode
  928. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  929. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  930. return true;
  931. }
  932. break;
  933. case MH_SILVERVEIN_RUSH:
  934. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  935. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  936. return true;
  937. }
  938. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  939. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  940. return true;
  941. }
  942. break;
  943. case MH_MIDNIGHT_FRENZY:
  944. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  945. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  946. return true;
  947. }
  948. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  949. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  950. return true;
  951. }
  952. break;
  953. case MH_CBC:
  954. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  955. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  956. return true;
  957. }
  958. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  959. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  960. return true;
  961. }
  962. break;
  963. case MH_EQC:
  964. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  965. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  966. return true;
  967. }
  968. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  969. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  970. return true;
  971. }
  972. break;
  973. }
  974. if (spiritball) {
  975. if (hd->homunculus.spiritball < spiritball) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  977. return true;
  978. }
  979. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  980. if (skill_id != MH_BLAZING_AND_FURIOUS)
  981. hom_delspiritball(hd, spiritball, 1);
  982. }
  983. //Use master's criteria.
  984. return skill_isNotOk( skill_id, *sd );
  985. }
  986. /**
  987. * Check if the mercenary skill is ok to be processed
  988. * After checking from Homunculus side, also check the master condition
  989. * @param skill_id: Skill ID that casted
  990. * @param md: Mercenary who casted
  991. * @return true: Skill cannot be used, false: otherwise
  992. */
  993. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  994. map_session_data* sd = md.master;
  995. if (sd == nullptr)
  996. return true;
  997. if (util::umap_exists(md.scd, skill_id)) {
  998. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  999. return true;
  1000. }
  1001. if( md.master != nullptr ){
  1002. return skill_isNotOk( skill_id, *md.master );
  1003. }else{
  1004. return true;
  1005. }
  1006. }
  1007. /**
  1008. * Check if the skill can be casted near NPC or not
  1009. * @param src Object who casted
  1010. * @param skill_id Skill ID that casted
  1011. * @param skill_lv Skill Lv
  1012. * @param pos_x Position x of the target
  1013. * @param pos_y Position y of the target
  1014. * @return true: Skill cannot be used, false: otherwise
  1015. * @author [Cydh]
  1016. */
  1017. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int32 pos_x, int32 pos_y) {
  1018. if (!src)
  1019. return false;
  1020. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1021. return false;
  1022. //if self skill
  1023. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1024. pos_x = src->x;
  1025. pos_y = src->y;
  1026. }
  1027. if (pos_x <= 0) pos_x = src->x;
  1028. if (pos_y <= 0) pos_y = src->y;
  1029. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1030. }
  1031. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int32 x, int32 y)
  1032. {
  1033. int32 pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1034. uint8 dir;
  1035. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1036. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1037. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1038. }
  1039. nullpo_retr(nullptr, src);
  1040. //Monsters sometimes deploy more units on level 10
  1041. if (src->type == BL_MOB && skill_lv >= 10) {
  1042. if (skill_id == WZ_WATERBALL)
  1043. pos = 4; //9x9 Area
  1044. }
  1045. if (pos != -1) // simple single-definition layout
  1046. return &skill_unit_layout[pos];
  1047. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1048. if (skill_id == MG_FIREWALL)
  1049. return &skill_unit_layout [firewall_unit_pos + dir];
  1050. else if (skill_id == WZ_ICEWALL)
  1051. return &skill_unit_layout [icewall_unit_pos + dir];
  1052. else if( skill_id == WL_EARTHSTRAIN )
  1053. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1054. else if( skill_id == RL_FIRE_RAIN )
  1055. return &skill_unit_layout[firerain_unit_pos + dir];
  1056. else if( skill_id == GN_WALLOFTHORN )
  1057. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1058. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1059. return &skill_unit_layout[0]; // default 1x1 layout
  1060. }
  1061. /** Stores temporary values.
  1062. * Common usages:
  1063. * [0] holds number of targets in area
  1064. * [1] holds the id of the original target
  1065. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1066. */
  1067. static int32 skill_area_temp[8];
  1068. /*==========================================
  1069. * Add effect to skill when hit succesfully target
  1070. *------------------------------------------*/
  1071. int32 skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1072. nullpo_ret(src);
  1073. nullpo_ret(bl);
  1074. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1075. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1076. return 0;
  1077. map_session_data* sd = BL_CAST( BL_PC, src );
  1078. mob_data* md = BL_CAST( BL_MOB, src );
  1079. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1080. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1081. status_change* sc = status_get_sc( src );
  1082. status_change* tsc = status_get_sc( bl );
  1083. status_data* sstatus = status_get_status_data(*src);
  1084. status_data* tstatus = status_get_status_data(*bl);
  1085. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1086. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1087. // Chance to trigger Taekwon kicks
  1088. if (sc->getSCE(SC_READYSTORM) &&
  1089. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1090. 0, 2, 0,
  1091. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1092. ; //Stance triggered
  1093. else if (sc->getSCE(SC_READYDOWN) &&
  1094. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1097. ; //Stance triggered
  1098. else if (sc->getSCE(SC_READYTURN) &&
  1099. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1100. 0, 2, 0,
  1101. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1102. ; //Stance triggered
  1103. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1104. int32 rate = 20;
  1105. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1106. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1107. status_change_end(src, SC_SKILLRATE_UP);
  1108. }
  1109. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1110. 0, 2, 0,
  1111. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1112. ; //Stance triggered
  1113. }
  1114. }
  1115. if (!tsc) //skill additional effect is about adding effects to the target...
  1116. //So if the target can't be inflicted with statuses, this is pointless.
  1117. return 0;
  1118. if( sd )
  1119. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1120. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1121. #ifndef RENEWAL
  1122. && skill_id != ASC_BREAKER
  1123. #endif
  1124. ) {
  1125. // Trigger status effects
  1126. for (const auto &it : sd->addeff) {
  1127. int32 rate = it.rate;
  1128. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1129. rate += it.arrow_rate;
  1130. if( !rate )
  1131. continue;
  1132. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1133. // Trigger has attack type consideration.
  1134. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1135. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1136. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1137. ;
  1138. else
  1139. continue;
  1140. }
  1141. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1142. // Trigger has range consideration.
  1143. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1144. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1145. continue; //Range Failed.
  1146. }
  1147. if (it.flag&ATF_TARGET)
  1148. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1149. if (it.flag&ATF_SELF)
  1150. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1151. }
  1152. }
  1153. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1154. if (sc != nullptr) {
  1155. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1156. unit_data *ud = unit_bl2ud(bl);
  1157. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1158. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1159. }
  1160. }
  1161. if( skill_id ) {
  1162. // Trigger status effects on skills
  1163. for (const auto &it : sd->addeff_onskill) {
  1164. if (skill_id != it.skill_id || !it.rate)
  1165. continue;
  1166. if (it.target&ATF_TARGET)
  1167. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1168. if (it.target&ATF_SELF)
  1169. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1170. }
  1171. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1172. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1173. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1174. #ifdef RENEWAL
  1175. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1176. #else
  1177. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1178. #endif
  1179. clif_emotion( *bl, ET_HUK );
  1180. }
  1181. }
  1182. }
  1183. if( dmg_lv < ATK_DEF ) // no damage, return;
  1184. return 0;
  1185. switch(skill_id) {
  1186. case 0:
  1187. { // Normal attacks (no skill used)
  1188. if( attack_type&BF_SKILL )
  1189. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1190. if(sd) {
  1191. int32 skill;
  1192. // Automatic trigger of Blitz Beat
  1193. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1194. int32 rate;
  1195. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1196. rate = 5;
  1197. else
  1198. rate = (sd->status.job_level + 9) / 10;
  1199. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1200. }
  1201. // Automatic trigger of Warg Strike
  1202. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1203. int32 rate = sstatus->luk * 10 / 3 + 1;
  1204. if (pc_isfalcon(sd))
  1205. rate = rate / 3;
  1206. if (rnd() % 1000 <= rate)
  1207. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1208. }
  1209. // Automatic trigger of Hawk Rush
  1210. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1211. int32 rate = sstatus->con * 10 / 3 + 1;
  1212. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1213. if (rnd() % 1000 <= rate)
  1214. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1215. }
  1216. // Gank
  1217. if(dstmd && sd->status.weapon != W_BOW &&
  1218. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1219. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1220. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1221. clif_skill_nodamage(src,*bl,TF_STEAL,skill);
  1222. else
  1223. clif_skill_fail( *sd, RG_SNATCHER );
  1224. }
  1225. }
  1226. if (sc) {
  1227. struct status_change_entry *sce;
  1228. // Enchant Poison gives a chance to poison attacked enemies
  1229. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1230. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1231. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1232. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1233. if((sce=sc->getSCE(SC_EDP)))
  1234. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1235. skill_get_time2(ASC_EDP,sce->val1));
  1236. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1237. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1238. }
  1239. }
  1240. break;
  1241. case SM_BASH:
  1242. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1243. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1244. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1245. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1246. }
  1247. break;
  1248. case MER_CRASH:
  1249. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1250. break;
  1251. case AS_VENOMKNIFE:
  1252. case AS_SPLASHER:
  1253. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1254. break;
  1255. case TF_POISON:
  1256. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1257. clif_skill_fail( *sd, skill_id );
  1258. break;
  1259. case AS_SONICBLOW:
  1260. case HN_MEGA_SONIC_BLOW:
  1261. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1262. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1263. else
  1264. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1265. break;
  1266. case AS_GRIMTOOTH:
  1267. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1268. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1269. break;
  1270. case WZ_FIREPILLAR:
  1271. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1272. break;
  1273. case MG_FROSTDIVER:
  1274. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1275. clif_skill_fail( *sd, skill_id );
  1276. break;
  1277. case WZ_FROSTNOVA:
  1278. sc_start(src,bl,SC_FREEZE,(sd!=nullptr)?skill_lv*5+33:skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  1279. break;
  1280. case WZ_STORMGUST:
  1281. // Storm Gust counter was dropped in renewal
  1282. #ifdef RENEWAL
  1283. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. #else
  1285. //On third hit, there is a 150% to freeze the target
  1286. if(tsc->sg_counter >= 3 &&
  1287. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1288. tsc->sg_counter = 0;
  1289. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1290. else if( tsc->sg_counter > 250 )
  1291. tsc->sg_counter = 0;
  1292. #endif
  1293. break;
  1294. case NPC_STORMGUST2:
  1295. if (skill_lv == 1)
  1296. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. else if (skill_lv == 2)
  1298. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1299. else
  1300. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. break;
  1302. case WZ_METEOR:
  1303. case HN_METEOR_STORM_BUSTER:
  1304. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case WZ_VERMILION:
  1307. #ifdef RENEWAL
  1308. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #else
  1310. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. #endif
  1312. break;
  1313. case WZ_HEAVENDRIVE:
  1314. status_change_end(bl, SC_SV_ROOTTWIST);
  1315. break;
  1316. case HT_FREEZINGTRAP:
  1317. case MA_FREEZINGTRAP:
  1318. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. break;
  1320. case HT_FLASHER:
  1321. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. break;
  1323. case HT_LANDMINE:
  1324. case MA_LANDMINE:
  1325. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1326. break;
  1327. case HT_SHOCKWAVE:
  1328. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1329. break;
  1330. case HT_SANDMAN:
  1331. case MA_SANDMAN:
  1332. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1333. break;
  1334. case TF_SPRINKLESAND:
  1335. sc_start(src,bl,SC_BLIND,(sd!=nullptr)?20:15,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case TF_THROWSTONE:
  1338. if (sd != nullptr) {
  1339. // Only blind if used by player and stun failed
  1340. if (!sc_start(src, bl, SC_STUN, 3, skill_lv, skill_get_time(skill_id, skill_lv)))
  1341. sc_start(src, bl, SC_BLIND, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1342. }
  1343. else {
  1344. // 5% stun chance and no blind chance when used by monsters
  1345. sc_start(src, bl, SC_STUN, 5, skill_lv, skill_get_time(skill_id, skill_lv));
  1346. }
  1347. break;
  1348. case NPC_DARKCROSS:
  1349. case CR_HOLYCROSS:
  1350. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1351. break;
  1352. case NPC_GRANDDARKNESS:
  1353. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. break;
  1360. case AM_ACIDTERROR:
  1361. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1362. #ifdef RENEWAL
  1363. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1364. #else
  1365. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1366. #endif
  1367. clif_emotion( *bl, ET_HUK );
  1368. break;
  1369. case AM_DEMONSTRATION:
  1370. #ifdef RENEWAL
  1371. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1372. #else
  1373. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1374. #endif
  1375. break;
  1376. case CR_SHIELDCHARGE:
  1377. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1378. break;
  1379. #ifndef RENEWAL
  1380. case PA_PRESSURE:
  1381. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1382. [[fallthrough]];
  1383. case HW_GRAVITATION:
  1384. //Pressure and Gravitation can trigger physical autospells
  1385. attack_type |= BF_NORMAL;
  1386. attack_type |= BF_WEAPON;
  1387. break;
  1388. #endif
  1389. case RG_RAID:
  1390. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1391. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1392. #ifdef RENEWAL
  1393. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1394. break;
  1395. case RG_BACKSTAP:
  1396. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1397. #endif
  1398. break;
  1399. case BA_FROSTJOKER:
  1400. case DC_SCREAM:
  1401. {
  1402. int32 rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1403. int32 duration = skill_get_time2(skill_id, skill_lv);
  1404. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1405. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1406. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1407. rate /= 4;
  1408. duration = skill_get_time(skill_id, skill_lv);
  1409. }
  1410. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1411. }
  1412. break;
  1413. case BD_LULLABY:
  1414. #ifndef RENEWAL
  1415. if (sc != nullptr && sc->getSCE(SC_DANCING) != nullptr) {
  1416. block_list* partner = map_id2bl(sc->getSCE(SC_DANCING)->val4);
  1417. if (partner == nullptr)
  1418. break;
  1419. status_data* pstatus = status_get_status_data(*partner);
  1420. if (pstatus == nullptr)
  1421. break;
  1422. status_change_start(src, bl, skill_get_sc(skill_id), (sstatus->int_ + pstatus->int_ + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1423. }
  1424. #else
  1425. // In renewal the chance is simply 100% and uses the original song duration as sleep duration
  1426. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1427. #endif
  1428. break;
  1429. #ifdef RENEWAL
  1430. case DC_UGLYDANCE:
  1431. // !TODO: How does caster's DEX/AGI play a role?
  1432. status_zap( bl, 0, 2 * skill_lv + 10 );
  1433. break;
  1434. #else
  1435. case DC_UGLYDANCE: {
  1436. int32 rate = 5 + 5 * skill_lv;
  1437. int32 skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1438. if( skill > 0 ){
  1439. rate += 5 + skill;
  1440. }
  1441. status_zap( bl, 0, rate );
  1442. } break;
  1443. #endif
  1444. case SL_STUN:
  1445. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1446. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1447. break;
  1448. case NPC_PETRIFYATTACK:
  1449. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1450. break;
  1451. case NPC_CURSEATTACK:
  1452. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case NPC_SLEEPATTACK:
  1455. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1456. break;
  1457. case NPC_BLINDATTACK:
  1458. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1459. break;
  1460. case NPC_POISON:
  1461. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case NPC_SILENCEATTACK:
  1464. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1465. break;
  1466. case NPC_STUNATTACK:
  1467. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1468. break;
  1469. case NPC_BLEEDING:
  1470. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1471. break;
  1472. case NPC_BLEEDING2:
  1473. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1474. break;
  1475. case NPC_CHANGEUNDEAD:
  1476. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1477. break;
  1478. case NPC_ACIDBREATH:
  1479. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1480. break;
  1481. case NPC_ICEBREATH:
  1482. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1483. break;
  1484. case NPC_ICEBREATH2:
  1485. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1486. break;
  1487. case NPC_MENTALBREAKER:
  1488. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1489. //equal to Matk*skLevel.
  1490. int32 rate = sstatus->matk_min;
  1491. if (rate < sstatus->matk_max)
  1492. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1493. rate*=skill_lv;
  1494. status_zap(bl, 0, rate);
  1495. break;
  1496. }
  1497. // Equipment breaking monster skills [Celest]
  1498. case NPC_ARMORBRAKE:
  1499. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1500. break;
  1501. case NPC_HELMBRAKE:
  1502. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1503. break;
  1504. case NPC_SHIELDBRAKE:
  1505. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1506. break;
  1507. case CH_TIGERFIST: {
  1508. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1509. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1510. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1511. basetime /= 5;
  1512. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1513. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1514. }
  1515. break;
  1516. case LK_SPIRALPIERCE:
  1517. case ML_SPIRALPIERCE:
  1518. case HN_SPIRAL_PIERCE_MAX:
  1519. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1520. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1521. break;
  1522. case ST_REJECTSWORD:
  1523. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1524. break;
  1525. case PF_FOGWALL:
  1526. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1527. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1528. break;
  1529. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1530. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1531. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1532. break;
  1533. case ASC_METEORASSAULT:
  1534. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1535. switch(rnd()%3) {
  1536. case 0:
  1537. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1538. break;
  1539. case 1:
  1540. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1541. break;
  1542. default:
  1543. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1544. }
  1545. break;
  1546. case HW_NAPALMVULCAN:
  1547. case HN_NAPALM_VULCAN_STRIKE:
  1548. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1549. break;
  1550. case WS_CARTTERMINATION: // Cart termination
  1551. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case CR_ACIDDEMONSTRATION:
  1554. case GN_FIRE_EXPANSION_ACID:
  1555. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1556. break;
  1557. case TK_DOWNKICK:
  1558. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case TK_JUMPKICK:
  1561. // debuff the following statuses
  1562. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1563. status_change_end(bl, SC_SPIRIT);
  1564. status_change_end(bl, SC_ADRENALINE2);
  1565. status_change_end(bl, SC_KAITE);
  1566. status_change_end(bl, SC_KAAHI);
  1567. status_change_end(bl, SC_ONEHAND);
  1568. status_change_end(bl, SC_ASPDPOTION2);
  1569. // New soul links confirmed to not dispell with this skill
  1570. // but thats likely a bug since soul links can't stack and
  1571. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1572. status_change_end(bl, SC_SOULGOLEM);
  1573. status_change_end(bl, SC_SOULSHADOW);
  1574. status_change_end(bl, SC_SOULFALCON);
  1575. status_change_end(bl, SC_SOULFAIRY);
  1576. }
  1577. break;
  1578. case TK_TURNKICK:
  1579. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1580. if(attack_type&BF_MISC) //70% base stun chance...
  1581. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1582. break;
  1583. case GS_BULLSEYE: //0.1% coma rate.
  1584. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1585. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1586. break;
  1587. case GS_PIERCINGSHOT:
  1588. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1589. break;
  1590. case NJ_HYOUSYOURAKU:
  1591. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1592. break;
  1593. case GS_FLING:
  1594. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1595. break;
  1596. case GS_DISARM:
  1597. skill_strip_equip(src, bl, skill_id, skill_lv);
  1598. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  1599. break;
  1600. case NPC_EVILLAND:
  1601. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case NPC_HELLJUDGEMENT:
  1604. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_HELLJUDGEMENT2:
  1607. switch(rnd()%6) {
  1608. case 0:
  1609. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1610. break;
  1611. case 1:
  1612. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1613. break;
  1614. case 2:
  1615. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1616. break;
  1617. case 3:
  1618. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1619. break;
  1620. case 4:
  1621. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1622. break;
  1623. default:
  1624. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1625. break;
  1626. }
  1627. break;
  1628. case NPC_CRITICALWOUND:
  1629. case NPC_WIDECRITICALWOUND:
  1630. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1631. break;
  1632. case NPC_FIRESTORM:
  1633. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1634. break;
  1635. case RK_DRAGONBREATH:
  1636. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1637. break;
  1638. case RK_DRAGONBREATH_WATER:
  1639. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1640. break;
  1641. case NPC_DRAGONBREATH:
  1642. if (skill_lv > 5)
  1643. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1644. else
  1645. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1646. break;
  1647. case AB_ADORAMUS:
  1648. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case WL_COMET:
  1651. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1652. break;
  1653. case NPC_COMET:
  1654. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1655. break;
  1656. case NPC_JACKFROST:
  1657. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1658. break;
  1659. case RA_WUGBITE: {
  1660. int32 wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1661. if (wug_rate < 50)
  1662. wug_rate = 50;
  1663. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1664. }
  1665. break;
  1666. case RA_SENSITIVEKEEN:
  1667. if( rnd()%100 < 8 * skill_lv )
  1668. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1669. break;
  1670. case RA_FIRINGTRAP:
  1671. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1672. break;
  1673. case RA_ICEBOUNDTRAP:
  1674. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1675. break;
  1676. case NC_PILEBUNKER:
  1677. if( rnd()%100 < 25 + 15*skill_lv ) {
  1678. status_change_end(bl, SC_KYRIE);
  1679. status_change_end(bl, SC_ASSUMPTIO);
  1680. status_change_end(bl, SC_STEELBODY);
  1681. status_change_end(bl, SC_GT_CHANGE);
  1682. status_change_end(bl, SC_GT_REVITALIZE);
  1683. status_change_end(bl, SC_AUTOGUARD);
  1684. status_change_end(bl, SC_REFLECTDAMAGE);
  1685. status_change_end(bl, SC_DEFENDER);
  1686. status_change_end(bl, SC_PRESTIGE);
  1687. status_change_end(bl, SC_BANDING);
  1688. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1689. }
  1690. break;
  1691. case NC_FLAMELAUNCHER:
  1692. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1693. break;
  1694. case NC_COLDSLOWER:
  1695. // Status chances are applied officially through a check
  1696. // The skill first trys to give the frozen status to targets that are hit
  1697. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1698. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1699. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1700. break;
  1701. case NC_POWERSWING:
  1702. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1703. break;
  1704. case GC_WEAPONCRUSH:
  1705. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1706. break;
  1707. case LG_PINPOINTATTACK: {
  1708. int32 rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1709. switch( skill_lv ) {
  1710. case 1:
  1711. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1712. break;
  1713. case 2:
  1714. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1715. break;
  1716. case 3:
  1717. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1718. break;
  1719. case 4:
  1720. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1721. break;
  1722. case 5:
  1723. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1724. break;
  1725. }
  1726. } break;
  1727. case LG_MOONSLASHER:
  1728. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1729. break;
  1730. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1731. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1732. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1733. break;
  1734. case NPC_RAYOFGENESIS:
  1735. if (skill_lv < 8)
  1736. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1737. else
  1738. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1739. break;
  1740. case LG_HESPERUSLIT:
  1741. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1742. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1743. break;
  1744. case SR_DRAGONCOMBO:
  1745. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SR_WINDMILL:
  1748. if( dstsd )
  1749. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1750. else if( dstmd )
  1751. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1752. break;
  1753. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1754. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1755. break;
  1756. case SR_EARTHSHAKER:
  1757. if (dstmd != nullptr && dstmd->guardian_data == nullptr) // Target is a mob (boss included) and not a guardian type. [Atemo]
  1758. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1759. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1760. status_change_end(bl, SC_SV_ROOTTWIST);
  1761. break;
  1762. case SO_EARTHGRAVE:
  1763. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1764. break;
  1765. case SO_DIAMONDDUST: {
  1766. int32 rate = 5 + 5 * skill_lv;
  1767. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1768. rate += (sd ? sd->status.job_level / 5 : 0);
  1769. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1770. } break;
  1771. case SO_VARETYR_SPEAR:
  1772. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1773. break;
  1774. case SO_CLOUD_KILL:
  1775. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1776. break;
  1777. case GN_SPORE_EXPLOSION:
  1778. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1779. break;
  1780. case GN_SLINGITEM_RANGEMELEEATK:
  1781. if( sd ) {
  1782. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1783. case ITEMID_COCONUT_BOMB:
  1784. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1785. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1786. break;
  1787. case ITEMID_MELON_BOMB:
  1788. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1789. break;
  1790. case ITEMID_BANANA_BOMB:
  1791. {
  1792. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1793. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1794. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1795. break;
  1796. }
  1797. }
  1798. sd->itemid = 0;
  1799. }
  1800. break;
  1801. case GN_HELLS_PLANT_ATK:
  1802. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1803. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1804. break;
  1805. case EL_WIND_SLASH: // Non confirmed rate.
  1806. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1807. break;
  1808. case EL_STONE_HAMMER:
  1809. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1810. break;
  1811. case EL_ROCK_CRUSHER:
  1812. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1813. break;
  1814. case EL_ROCK_CRUSHER_ATK:
  1815. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1816. break;
  1817. case EL_TYPOON_MIS:
  1818. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1819. break;
  1820. case KO_JYUMONJIKIRI:
  1821. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1822. break;
  1823. case SP_SOULEXPLOSION:
  1824. case KO_SETSUDAN: // Remove soul link when hit.
  1825. status_change_end(bl, SC_SPIRIT);
  1826. status_change_end(bl, SC_SOULGOLEM);
  1827. status_change_end(bl, SC_SOULSHADOW);
  1828. status_change_end(bl, SC_SOULFALCON);
  1829. status_change_end(bl, SC_SOULFAIRY);
  1830. break;
  1831. case KO_MAKIBISHI:
  1832. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1833. break;
  1834. case MH_EQC:
  1835. {
  1836. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1837. if (hd) {
  1838. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1839. status_change_end(bl, SC_TINDER_BREAKER2);
  1840. }
  1841. }
  1842. break;
  1843. case MH_STAHL_HORN:
  1844. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1845. break;
  1846. case MH_NEEDLE_OF_PARALYZE:
  1847. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1848. break;
  1849. case MH_TOXIN_OF_MANDARA:
  1850. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1851. break;
  1852. case MH_XENO_SLASHER:
  1853. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1854. break;
  1855. case NPC_MAGMA_ERUPTION:
  1856. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1857. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1858. break;
  1859. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1860. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1861. break;
  1862. case GN_ILLUSIONDOPING:
  1863. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1864. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1865. break;
  1866. case RL_MASS_SPIRAL:
  1867. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1868. break;
  1869. case RL_SLUGSHOT:
  1870. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1871. break;
  1872. case RL_BANISHING_BUSTER: {
  1873. if (tsc == nullptr || tsc->empty())
  1874. break;
  1875. if (status_isimmune(bl))
  1876. break;
  1877. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1878. if (sd)
  1879. clif_skill_fail( *sd, skill_id );
  1880. break;
  1881. }
  1882. uint16 n = skill_lv;
  1883. for (const auto &it : status_db) {
  1884. sc_type status = static_cast<sc_type>(it.first);
  1885. if (n <= 0)
  1886. break;
  1887. if (!tsc->getSCE(status))
  1888. continue;
  1889. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1890. continue;
  1891. switch (status) {
  1892. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1893. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1894. case SC_FORTUNE: case SC_SERVICE4U:
  1895. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1896. continue; //If in song area don't end it, even if config enabled
  1897. break;
  1898. case SC_ASSUMPTIO:
  1899. if( bl->type == BL_MOB )
  1900. continue;
  1901. break;
  1902. }
  1903. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1904. tsc->getSCE(status)->val2 = 0;
  1905. status_change_end(bl,status);
  1906. n--;
  1907. }
  1908. //Remove bonus_script by Banishing Buster
  1909. if (dstsd)
  1910. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1911. }
  1912. break;
  1913. case RL_S_STORM:
  1914. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1915. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1916. break;
  1917. case RL_AM_BLAST:
  1918. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1919. break;
  1920. case SU_SCRATCH:
  1921. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SU_SV_STEMSPEAR:
  1924. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1925. break;
  1926. case SU_CN_METEOR2:
  1927. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1928. break;
  1929. case SU_SCAROFTAROU:
  1930. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1931. break;
  1932. case SU_LUNATICCARROTBEAT2:
  1933. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1934. break;
  1935. case SJ_FULLMOONKICK:
  1936. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1937. break;
  1938. case SJ_STAREMPEROR:
  1939. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1940. break;
  1941. case SP_SHA:
  1942. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1943. break;
  1944. case DK_SERVANT_W_PHANTOM:
  1945. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1946. break;
  1947. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1948. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1949. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1950. break;
  1951. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1952. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1953. break;
  1954. case IQ_OLEUM_SANCTUM:
  1955. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1956. break;
  1957. case IQ_FIRST_BRAND:
  1958. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case IQ_SECOND_FLAME:
  1961. case IQ_SECOND_FAITH:
  1962. case IQ_SECOND_JUDGEMENT:
  1963. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1964. break;
  1965. case IQ_THIRD_PUNISH:
  1966. case IQ_THIRD_FLAME_BOMB:
  1967. case IQ_THIRD_CONSECRATION:
  1968. status_change_end(bl, SC_SECOND_BRAND);
  1969. break;
  1970. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1971. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1972. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1973. break;
  1974. case SHC_FATAL_SHADOW_CROW:
  1975. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1976. break;
  1977. case ABC_UNLUCKY_RUSH:
  1978. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1979. break;
  1980. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1981. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1982. [[fallthrough]];
  1983. case WM_METALICSOUND:
  1984. case WM_REVERBERATION:
  1985. status_change_end(bl, SC_SOUNDBLEND);
  1986. break;
  1987. case EM_DIAMOND_STORM:
  1988. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. case EM_LIGHTNING_LAND:
  1991. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1992. break;
  1993. case EM_VENOM_SWAMP:
  1994. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1995. break;
  1996. case EM_CONFLAGRATION:
  1997. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1998. break;
  1999. case EM_TERRA_DRIVE:
  2000. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  2001. break;
  2002. case MT_RUSH_QUAKE:
  2003. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  2004. break;
  2005. case HN_SHIELD_CHAIN_RUSH:
  2006. case HN_JACK_FROST_NOVA:
  2007. case HN_GROUND_GRAVITATION:
  2008. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  2009. break;
  2010. case SH_HOWLING_OF_CHUL_HO:
  2011. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2012. break;
  2013. } //end switch skill_id
  2014. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2015. { //Pass heritage to Master for status causing effects. [Skotlex]
  2016. sd = map_id2sd(md->master_id);
  2017. src = sd?&sd->bl:src;
  2018. }
  2019. if( attack_type&BF_WEAPON )
  2020. { // Breaking Equipment
  2021. if( sd && battle_config.equip_self_break_rate )
  2022. { // Self weapon breaking
  2023. int32 rate = battle_config.equip_natural_break_rate;
  2024. #ifndef RENEWAL
  2025. if( sc )
  2026. {
  2027. if(sc->getSCE(SC_OVERTHRUST))
  2028. rate += 10;
  2029. if(sc->getSCE(SC_MAXOVERTHRUST))
  2030. rate += 10;
  2031. }
  2032. #endif
  2033. if( rate )
  2034. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2035. }
  2036. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2037. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2038. // Target weapon breaking
  2039. int32 rate = 0;
  2040. if( sd )
  2041. rate += sd->bonus.break_weapon_rate;
  2042. if (sc) {
  2043. if (sc->getSCE(SC_MELTDOWN))
  2044. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2045. if (sc->getSCE(SC_WEAPONBREAKER))
  2046. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2047. }
  2048. if( rate )
  2049. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2050. // Target armor breaking
  2051. rate = 0;
  2052. if( sd )
  2053. rate += sd->bonus.break_armor_rate;
  2054. if( sc && sc->getSCE(SC_MELTDOWN) )
  2055. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2056. if( rate )
  2057. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2058. }
  2059. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2060. if (sd->def_set_race[tstatus->race].rate)
  2061. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2062. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2063. if (sd->mdef_set_race[tstatus->race].rate)
  2064. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2065. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2066. if (sd->norecover_state_race[tstatus->race].rate)
  2067. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2068. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2069. }
  2070. }
  2071. if( sd && sd->ed && sc && !status_isdead(*bl) && !skill_id ) {
  2072. struct unit_data *ud = unit_bl2ud(src);
  2073. int32 skill;
  2074. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2075. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2076. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2077. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2078. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2079. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2080. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2081. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2082. else
  2083. skill = 0;
  2084. if ( rnd()%100 < 25 && skill ){
  2085. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2086. if (ud) {
  2087. int32 delay = skill_delayfix(src, skill, skill_lv);
  2088. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2089. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2090. if ( battle_config.display_status_timers )
  2091. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2092. }
  2093. }
  2094. }
  2095. }
  2096. // Autospell when attacking
  2097. if( sd && !status_isdead(*bl) && !sd->autospell.empty() )
  2098. {
  2099. for (const auto &it : sd->autospell) {
  2100. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2101. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2102. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2103. continue; // one or more trigger conditions were not fulfilled
  2104. int32 skill = it.id;
  2105. sd->state.autocast = 1;
  2106. if ( skill_isNotOk(skill, *sd) ) {
  2107. sd->state.autocast = 0;
  2108. continue;
  2109. }
  2110. sd->state.autocast = 0;
  2111. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2112. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2113. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2114. int32 rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2115. if (rnd()%1000 >= rate)
  2116. continue;
  2117. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2118. e_cast_type type = skill_get_casttype(skill);
  2119. if (type == CAST_GROUND) {
  2120. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2121. continue;
  2122. }
  2123. if (battle_config.autospell_check_range &&
  2124. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2125. continue;
  2126. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2127. type = CAST_GROUND;
  2128. #ifndef RENEWAL
  2129. else if( skill == AS_SONICBLOW ){
  2130. // Special case, Sonic Blow autospell should stop the player attacking.
  2131. unit_stop_attack( &sd->bl );
  2132. }
  2133. #endif
  2134. sd->state.autocast = 1;
  2135. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2136. #ifndef RENEWAL
  2137. skill_toggle_magicpower(src, skill);
  2138. #endif
  2139. switch (type) {
  2140. case CAST_GROUND:
  2141. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2142. break;
  2143. case CAST_NODAMAGE:
  2144. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2145. break;
  2146. case CAST_DAMAGE:
  2147. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2148. break;
  2149. }
  2150. sd->state.autocast = 0;
  2151. //Set canact delay. [Skotlex]
  2152. unit_data *ud = unit_bl2ud(src);
  2153. if (ud) {
  2154. int32 delay = skill_delayfix(src, skill, autospl_skill_lv);
  2155. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2156. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2157. if ( battle_config.display_status_timers && sd )
  2158. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2159. }
  2160. }
  2161. }
  2162. }
  2163. // Check for player and pet autobonuses when attacking
  2164. if (sd != nullptr) {
  2165. // Player
  2166. if (!sd->autobonus.empty()) {
  2167. for (auto &it : sd->autobonus) {
  2168. if (it == nullptr)
  2169. continue;
  2170. if (rnd_value(0, 1000) >= it->rate)
  2171. continue;
  2172. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2173. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2174. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2175. continue; // one or more trigger conditions were not fulfilled
  2176. pc_exeautobonus(*sd, &sd->autobonus, it);
  2177. }
  2178. }
  2179. // Pet
  2180. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2181. for (auto &it : sd->pd->autobonus) {
  2182. if (it == nullptr)
  2183. continue;
  2184. if (rnd_value(0, 1000) >= it->rate)
  2185. continue;
  2186. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2187. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2188. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2189. continue; // one or more trigger conditions were not fulfilled
  2190. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2191. }
  2192. }
  2193. }
  2194. //Polymorph
  2195. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2196. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2197. (rnd()%10000 < sd->bonus.classchange))
  2198. {
  2199. int32 class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2200. if (class_ != 0 && mobdb_checkid(class_))
  2201. mob_class_change(dstmd,class_);
  2202. }
  2203. return 0;
  2204. }
  2205. int32 skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2206. if( sd == nullptr || !skill_id )
  2207. return 0;
  2208. for (auto &it : sd->autospell3) {
  2209. if (it.trigger_skill != skill_id)
  2210. continue;
  2211. if (it.lock)
  2212. continue; // autospell already being executed
  2213. uint16 skill = it.id;
  2214. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2215. if( skill_isNotOk(skill, *sd) ) {
  2216. sd->state.autocast = 0;
  2217. continue;
  2218. }
  2219. sd->state.autocast = 0;
  2220. // DANGER DANGER: here force target actually means use yourself as target!
  2221. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2222. if( tbl == nullptr ){
  2223. continue; // No target
  2224. }
  2225. if( rnd()%1000 >= it.rate )
  2226. continue;
  2227. uint16 skill_lv = it.lv ? it.lv : 1;
  2228. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2229. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2230. e_cast_type type = skill_get_casttype(skill);
  2231. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2232. continue;
  2233. if (battle_config.autospell_check_range &&
  2234. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2235. continue;
  2236. sd->state.autocast = 1;
  2237. it.lock = true;
  2238. skill_consume_requirement(sd,skill,skill_lv,1);
  2239. switch( type ) {
  2240. case CAST_GROUND:
  2241. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2242. break;
  2243. case CAST_NODAMAGE:
  2244. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2245. break;
  2246. case CAST_DAMAGE:
  2247. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2248. break;
  2249. }
  2250. it.lock = false;
  2251. sd->state.autocast = 0;
  2252. }
  2253. // Check for player and pet autobonuses when being attacked by skill_id
  2254. if (sd != nullptr) {
  2255. // Player
  2256. if (!sd->autobonus3.empty()) {
  2257. for (auto &it : sd->autobonus3) {
  2258. if (it == nullptr)
  2259. continue;
  2260. if (rnd_value(0, 1000) >= it->rate)
  2261. continue;
  2262. if (it->atk_type != skill_id)
  2263. continue;
  2264. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2265. }
  2266. }
  2267. // Pet
  2268. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2269. for (auto &it : sd->pd->autobonus3) {
  2270. if (it == nullptr)
  2271. continue;
  2272. if (rnd_value(0, 1000) >= it->rate)
  2273. continue;
  2274. if (it->atk_type != skill_id)
  2275. continue;
  2276. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2277. }
  2278. }
  2279. }
  2280. return 1;
  2281. }
  2282. /* Splitted off from skill_additional_effect, which is never called when the
  2283. * attack skill kills the enemy. Place in this function counter status effects
  2284. * when using skills that will take effect on the source, not the target. [Skotlex]
  2285. */
  2286. int32 skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, t_tick tick)
  2287. {
  2288. int32 rate;
  2289. map_session_data *sd=nullptr;
  2290. map_session_data *dstsd=nullptr;
  2291. nullpo_ret(src);
  2292. nullpo_ret(bl);
  2293. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2294. sd = BL_CAST(BL_PC, src);
  2295. dstsd = BL_CAST(BL_PC, bl);
  2296. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2297. for (const auto &it : dstsd->addeff_atked) {
  2298. rate = it.rate;
  2299. if (attack_type&BF_LONG)
  2300. rate += it.arrow_rate;
  2301. if (rate == 0)
  2302. continue;
  2303. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2304. // Trigger has attack type consideration.
  2305. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2306. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2307. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2308. ;
  2309. else
  2310. continue;
  2311. }
  2312. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2313. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2314. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2315. continue; //Range Failed.
  2316. }
  2317. if (it.flag&ATF_TARGET && src != bl)
  2318. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2319. if (it.flag&ATF_SELF && !status_isdead(*bl))
  2320. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2321. }
  2322. }
  2323. switch(skill_id) {
  2324. case GS_FULLBUSTER:
  2325. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2326. break;
  2327. case HFLI_SBR44: //[orn]
  2328. if(src->type == BL_HOM){
  2329. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2330. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2331. clif_send_homdata( hd, SP_INTIMATE );
  2332. }
  2333. break;
  2334. case CR_GRANDCROSS:
  2335. if (src == bl) {
  2336. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2337. attack_type |= BF_WEAPON;
  2338. attack_type &= ~BF_MAGIC;
  2339. }
  2340. break;
  2341. case LG_HESPERUSLIT:
  2342. {
  2343. status_change *sc = status_get_sc(src);
  2344. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2345. for(int32 i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2346. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2347. }
  2348. }
  2349. break;
  2350. case SP_SPA:
  2351. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2352. break;
  2353. case SP_SHA:
  2354. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2355. break;
  2356. case SP_SWHOO:
  2357. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2358. break;
  2359. }
  2360. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2361. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2362. // 0.005% chance per sg_miracle_skill_ratio
  2363. // Chance is further reduced if agi is above 46
  2364. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int32)sd->battle_status.agi))
  2365. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2366. }
  2367. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(*bl) &&
  2368. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2369. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2370. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2371. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2372. clif_skill_nodamage(src,*bl,HW_SOULDRAIN,rate);
  2373. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2374. }
  2375. if( sd && status_isdead(*bl) ) {
  2376. int32 sp = 0, hp = 0;
  2377. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2378. sp += sd->bonus.sp_gain_value;
  2379. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2380. hp += sd->bonus.hp_gain_value;
  2381. }
  2382. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2383. sp += sd->bonus.long_sp_gain_value;
  2384. hp += sd->bonus.long_hp_gain_value;
  2385. }
  2386. if( attack_type&BF_MAGIC ) {
  2387. sp += sd->bonus.magic_sp_gain_value;
  2388. hp += sd->bonus.magic_hp_gain_value;
  2389. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2390. status_change *sc = nullptr;
  2391. if( ( sc = status_get_sc(src) ) ) {
  2392. if(sc->getSCE(SC_SPIRIT) &&
  2393. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2394. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2395. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2396. }
  2397. }
  2398. }
  2399. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2400. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2401. }
  2402. }
  2403. if (dstsd && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2404. status_change *sc = status_get_sc(bl);
  2405. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2406. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2407. }
  2408. // Trigger counter-spells to retaliate against damage causing skills.
  2409. if(dstsd && !status_isdead(*bl) && !dstsd->autospell2.empty() &&
  2410. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2411. {
  2412. for (const auto &it : dstsd->autospell2) {
  2413. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2414. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2415. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2416. continue; // one or more trigger conditions were not fulfilled
  2417. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2418. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2419. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2420. int32 autospl_rate = it.rate;
  2421. //Physical range attacks only trigger autospells half of the time
  2422. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2423. autospl_rate /= 2;
  2424. dstsd->state.autocast = 1;
  2425. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2426. dstsd->state.autocast = 0;
  2427. continue;
  2428. }
  2429. dstsd->state.autocast = 0;
  2430. if (rnd()%1000 >= autospl_rate)
  2431. continue;
  2432. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2433. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2434. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2435. continue;
  2436. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2437. continue;
  2438. dstsd->state.autocast = 1;
  2439. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2440. switch (type) {
  2441. case CAST_GROUND:
  2442. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2443. break;
  2444. case CAST_NODAMAGE:
  2445. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2446. break;
  2447. case CAST_DAMAGE:
  2448. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2449. break;
  2450. }
  2451. dstsd->state.autocast = 0;
  2452. //Set canact delay. [Skotlex]
  2453. unit_data *ud = unit_bl2ud(bl);
  2454. if (ud) {
  2455. int32 delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2456. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2457. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2458. if ( battle_config.display_status_timers && dstsd )
  2459. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2460. }
  2461. }
  2462. }
  2463. }
  2464. // Check for player and pet autobonuses when attacked
  2465. if (dstsd != nullptr && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2466. // Player
  2467. if (!dstsd->autobonus2.empty()) {
  2468. for (auto &it : dstsd->autobonus2) {
  2469. if (it == nullptr)
  2470. continue;
  2471. if (rnd_value(0, 1000) >= it->rate)
  2472. continue;
  2473. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2474. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2475. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2476. continue; // one or more trigger conditions were not fulfilled
  2477. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2478. }
  2479. }
  2480. // Pet
  2481. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2482. for (auto &it : dstsd->pd->autobonus2) {
  2483. if (it == nullptr)
  2484. continue;
  2485. if (rnd_value(0, 1000) >= it->rate)
  2486. continue;
  2487. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2488. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2489. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2490. continue; // one or more trigger conditions were not fulfilled
  2491. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2492. }
  2493. }
  2494. }
  2495. return 0;
  2496. }
  2497. /*=========================================================================
  2498. Breaks equipment. On-non players causes the corresponding strip effect.
  2499. - rate goes from 0 to 10000 (100.00%)
  2500. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2501. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2502. --------------------------------------------------------------------------*/
  2503. int32 skill_break_equip(struct block_list *src, struct block_list *bl, uint16 where, int32 rate, int32 flag)
  2504. {
  2505. status_change *src_sc = status_get_sc(src);
  2506. // Grant player skills/items the ability to "break" non-player equipment.
  2507. // WS_MELTDOWN is exempt from this check.
  2508. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2509. return 0;
  2510. const int32 where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2511. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2512. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2513. status_change *sc = status_get_sc(bl);
  2514. int32 i;
  2515. TBL_PC *sd;
  2516. sd = BL_CAST(BL_PC, bl);
  2517. if (sc != nullptr && sc->empty())
  2518. sc = nullptr;
  2519. if (sd) {
  2520. if (sd->bonus.unbreakable_equip)
  2521. where &= ~sd->bonus.unbreakable_equip;
  2522. if (sd->bonus.unbreakable)
  2523. rate -= rate*sd->bonus.unbreakable/100;
  2524. if (where&EQP_WEAPON) {
  2525. switch (sd->status.weapon) {
  2526. case W_FIST: //Bare fists should not break :P
  2527. case W_1HAXE:
  2528. case W_2HAXE:
  2529. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2530. case W_2HMACE:
  2531. case W_STAFF:
  2532. case W_2HSTAFF:
  2533. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2534. case W_HUUMA:
  2535. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2536. case W_DOUBLE_DA:
  2537. case W_DOUBLE_SA:
  2538. where &= ~EQP_WEAPON;
  2539. }
  2540. }
  2541. }
  2542. if (flag&BCT_ENEMY) {
  2543. if (battle_config.equip_skill_break_rate != 100)
  2544. rate = rate*battle_config.equip_skill_break_rate/100;
  2545. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2546. if (battle_config.equip_self_break_rate != 100)
  2547. rate = rate*battle_config.equip_self_break_rate/100;
  2548. }
  2549. for (i = 0; i < 6; i++) {
  2550. if (where&where_list[i]) {
  2551. if (sc != nullptr && sc->getSCE(scdef[i]))
  2552. where&=~where_list[i];
  2553. else if (rnd()%10000 >= rate)
  2554. where&=~where_list[i];
  2555. else if (!sd) //Cause Strip effect.
  2556. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2557. }
  2558. }
  2559. if (!where) //Nothing to break.
  2560. return 0;
  2561. if (sd) {
  2562. for (i = 0; i < EQI_MAX; i++) {
  2563. int16 j = sd->equip_index[i];
  2564. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2565. continue;
  2566. switch(i) {
  2567. case EQI_HEAD_TOP: //Upper Head
  2568. flag = (where&EQP_HELM);
  2569. break;
  2570. case EQI_ARMOR: //Body
  2571. flag = (where&EQP_ARMOR);
  2572. break;
  2573. case EQI_HAND_R: //Left/Right hands
  2574. case EQI_HAND_L:
  2575. flag = (
  2576. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2577. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2578. break;
  2579. case EQI_SHOES:
  2580. flag = (where&EQP_SHOES);
  2581. break;
  2582. case EQI_GARMENT:
  2583. flag = (where&EQP_GARMENT);
  2584. break;
  2585. case EQI_ACC_L:
  2586. flag = (where&EQP_ACC_L);
  2587. break;
  2588. case EQI_ACC_R:
  2589. flag = (where&EQP_ACC_R);
  2590. break;
  2591. case EQI_SHADOW_ARMOR:
  2592. flag = (where&EQP_SHADOW_ARMOR);
  2593. break;
  2594. case EQI_SHADOW_WEAPON:
  2595. flag = (where&EQP_SHADOW_WEAPON);
  2596. break;
  2597. case EQI_SHADOW_SHIELD:
  2598. flag = (where&EQP_SHADOW_SHIELD);
  2599. break;
  2600. case EQI_SHADOW_SHOES:
  2601. flag = (where&EQP_SHADOW_SHOES);
  2602. break;
  2603. case EQI_SHADOW_ACC_R:
  2604. flag = (where&EQP_SHADOW_ACC_R);
  2605. break;
  2606. case EQI_SHADOW_ACC_L:
  2607. flag = (where&EQP_SHADOW_ACC_L);
  2608. break;
  2609. default:
  2610. continue;
  2611. }
  2612. if (flag) {
  2613. sd->inventory.u.items_inventory[j].attribute = 1;
  2614. pc_unequipitem(sd, j, 3);
  2615. }
  2616. }
  2617. clif_equiplist(sd);
  2618. }
  2619. return where; //Return list of pieces broken.
  2620. }
  2621. /**
  2622. * Strip equipment from a target
  2623. * @param src: Source of call
  2624. * @param target: Target to strip
  2625. * @param skill_id: Skill used
  2626. * @param skill_lv: Skill level used
  2627. * @return True on successful strip or false otherwise
  2628. */
  2629. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2630. {
  2631. nullpo_retr(false, src);
  2632. nullpo_retr(false, target);
  2633. status_change *tsc = status_get_sc(target);
  2634. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2635. return false;
  2636. const int32 pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2637. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2638. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2639. status_data* sstatus = status_get_status_data(*src);
  2640. status_data* tstatus = status_get_status_data(*target);
  2641. int32 rate, time, location, mod = 100;
  2642. switch (skill_id) { // Rate
  2643. case RG_STRIPWEAPON:
  2644. case RG_STRIPARMOR:
  2645. case RG_STRIPSHIELD:
  2646. case RG_STRIPHELM:
  2647. case GC_WEAPONCRUSH:
  2648. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2649. mod = 1000;
  2650. break;
  2651. case ST_FULLSTRIP: {
  2652. int32 min_rate = 50 + 20 * skill_lv;
  2653. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2654. rate = max(min_rate, rate);
  2655. mod = 1000;
  2656. break;
  2657. }
  2658. case GS_DISARM:
  2659. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2660. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2661. break;
  2662. case WL_EARTHSTRAIN: {
  2663. int32 job_lv = 0;
  2664. if (src->type == BL_PC)
  2665. job_lv = ((TBL_PC*)src)->status.job_level;
  2666. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2667. break;
  2668. }
  2669. case SC_STRIPACCESSARY:
  2670. rate = 12 + 2 * skill_lv;
  2671. break;
  2672. case ABC_STRIP_SHADOW:
  2673. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2674. mod = 1000;
  2675. break;
  2676. default:
  2677. return false;
  2678. }
  2679. if (rnd()%mod >= rate)
  2680. return false;
  2681. switch (skill_id) { // Duration
  2682. case SC_STRIPACCESSARY:
  2683. case GS_DISARM:
  2684. time = skill_get_time(skill_id, skill_lv);
  2685. break;
  2686. case WL_EARTHSTRAIN:
  2687. case RG_STRIPWEAPON:
  2688. case RG_STRIPARMOR:
  2689. case RG_STRIPSHIELD:
  2690. case RG_STRIPHELM:
  2691. case GC_WEAPONCRUSH:
  2692. case ST_FULLSTRIP:
  2693. case ABC_STRIP_SHADOW:
  2694. if (skill_id == WL_EARTHSTRAIN)
  2695. time = skill_get_time2(skill_id, skill_lv);
  2696. else
  2697. time = skill_get_time(skill_id, skill_lv);
  2698. if (target->type == BL_PC)
  2699. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2700. else {
  2701. time += 15000;
  2702. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2703. }
  2704. break;
  2705. }
  2706. switch (skill_id) { // Location
  2707. case GC_WEAPONCRUSH:
  2708. case RG_STRIPWEAPON:
  2709. case GS_DISARM:
  2710. location = EQP_WEAPON;
  2711. break;
  2712. case RG_STRIPARMOR:
  2713. location = EQP_ARMOR;
  2714. break;
  2715. case RG_STRIPSHIELD:
  2716. location = EQP_SHIELD;
  2717. break;
  2718. case RG_STRIPHELM:
  2719. location = EQP_HELM;
  2720. break;
  2721. case ST_FULLSTRIP:
  2722. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2723. break;
  2724. case SC_STRIPACCESSARY:
  2725. location = EQP_ACC;
  2726. break;
  2727. case ABC_STRIP_SHADOW:
  2728. location = EQP_SHADOW_GEAR;
  2729. break;
  2730. }
  2731. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2732. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2733. location &=~ pos[i];
  2734. }
  2735. if (!location)
  2736. return false;
  2737. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2738. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2739. location &=~ pos[i];
  2740. }
  2741. return location ? true : false;
  2742. }
  2743. /**
  2744. * Used to knock back players, monsters, traps, etc
  2745. * @param src Object that give knock back
  2746. * @param target Object that receive knock back
  2747. * @param count Number of knock back cell requested
  2748. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2749. * @param flag
  2750. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2751. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2752. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2753. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2754. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2755. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2756. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2757. * @return Number of knocked back cells done
  2758. */
  2759. int16 skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2760. {
  2761. int32 dx = 0, dy = 0;
  2762. uint8 checkflag = 0;
  2763. status_change *tsc = status_get_sc(target);
  2764. enum e_unit_blown reason = UB_KNOCKABLE;
  2765. nullpo_ret(src);
  2766. nullpo_ret(target);
  2767. if (!count)
  2768. return count; // Actual knockback distance is 0.
  2769. // Create flag needed in unit_blown_immune
  2770. if(src != target)
  2771. checkflag |= 0x1; // Offensive
  2772. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2773. checkflag |= 0x2; // Knockback type
  2774. if(status_get_class_(src) == CLASS_BOSS)
  2775. checkflag |= 0x4; // Boss attack
  2776. // Get reason and check for flags
  2777. reason = unit_blown_immune(target, checkflag);
  2778. switch(reason) {
  2779. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2780. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2781. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2782. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2783. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2784. }
  2785. if (dir == -1) // <optimized>: do the computation here instead of outside
  2786. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2787. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2788. dx = -dirx[dir];
  2789. dy = -diry[dir];
  2790. }
  2791. if (tsc) {
  2792. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2793. status_change_end(target, SC_SU_STOOP);
  2794. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2795. status_change_end(target, SC_ROLLINGCUTTER);
  2796. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2797. status_change_end(target, SC_CRESCIVEBOLT);
  2798. if( tsc->getSCE( SC_KI_SUL_RAMPAGE ) != nullptr )
  2799. status_change_end(target, SC_KI_SUL_RAMPAGE);
  2800. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2801. return 0;
  2802. }
  2803. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2804. }
  2805. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2806. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2807. // In case of success returns type of reflection, otherwise 0
  2808. // 1 - Regular reflection (Maya)
  2809. // 2 - SL_KAITE reflection
  2810. // 3 - NPC_MAGICMIRROR reflection
  2811. static int32 skill_magic_reflect(struct block_list* src, struct block_list* bl, int32 type)
  2812. {
  2813. status_change *sc = status_get_sc(bl);
  2814. map_session_data* sd = BL_CAST(BL_PC, bl);
  2815. // Deadly Projection null's all magic reflection.
  2816. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2817. return 0;
  2818. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2819. // Item-based reflection - Bypasses Boss check
  2820. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2821. return 1;
  2822. // Magic Mirror reflection - Bypasses Boss check
  2823. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2824. return 3;
  2825. }
  2826. if( status_get_class_(src) == CLASS_BOSS )
  2827. return 0;
  2828. // status-based reflection
  2829. if( sc == nullptr || sc->empty() )
  2830. return 0;
  2831. // Kaite reflection - Does not bypass Boss check
  2832. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2833. #ifdef RENEWAL
  2834. && type // Does not reflect AoE
  2835. #endif
  2836. ) {
  2837. // Kaite only works against non-players if they are low-level.
  2838. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2839. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2840. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2841. status_change_end(bl, SC_KAITE);
  2842. return 2;
  2843. }
  2844. return 0;
  2845. }
  2846. /**
  2847. * Checks whether a skill can be used in combos or not
  2848. * @param skill_id: Target skill
  2849. * @return 0: Skill is not a combo
  2850. * 1: Skill is a normal combo
  2851. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2852. * @author Panikon
  2853. */
  2854. int32 skill_is_combo(uint16 skill_id) {
  2855. switch(skill_id) {
  2856. case MO_CHAINCOMBO:
  2857. case MO_COMBOFINISH:
  2858. case CH_TIGERFIST:
  2859. case CH_CHAINCRUSH:
  2860. case MO_EXTREMITYFIST:
  2861. case TK_TURNKICK:
  2862. case TK_STORMKICK:
  2863. case TK_DOWNKICK:
  2864. case TK_COUNTER:
  2865. case TK_JUMPKICK:
  2866. case HT_POWER:
  2867. case SR_DRAGONCOMBO:
  2868. return 1;
  2869. case SR_FALLENEMPIRE:
  2870. case SR_TIGERCANNON:
  2871. case SR_GATEOFHELL:
  2872. return 2;
  2873. }
  2874. return 0;
  2875. }
  2876. /*
  2877. * Combo handler, start stop combo status
  2878. */
  2879. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int32 inf){
  2880. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2881. switch (skill_id) {
  2882. case MH_MIDNIGHT_FRENZY:
  2883. case MH_EQC:
  2884. {
  2885. int32 skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2886. int16 idx = hom_skill_get_index(skill_id2);
  2887. int32 flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2888. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2889. if (idx == -1)
  2890. break;
  2891. hd->homunculus.hskill[idx].flag= flag;
  2892. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2893. }
  2894. break;
  2895. case MO_COMBOFINISH:
  2896. case CH_TIGERFIST:
  2897. case CH_CHAINCRUSH:
  2898. if( sd != nullptr ){
  2899. clif_skillinfo( *sd, MO_EXTREMITYFIST );
  2900. }
  2901. break;
  2902. case TK_JUMPKICK:
  2903. if( sd != nullptr ){
  2904. clif_skillinfo( *sd, TK_JUMPKICK );
  2905. }
  2906. break;
  2907. case MO_TRIPLEATTACK:
  2908. if( sd != nullptr && pc_checkskill( sd, SR_DRAGONCOMBO) > 0 ){
  2909. clif_skillinfo( *sd, SR_DRAGONCOMBO );
  2910. }
  2911. break;
  2912. case SR_FALLENEMPIRE:
  2913. if (sd != nullptr){
  2914. clif_skillinfo( *sd, SR_GATEOFHELL );
  2915. clif_skillinfo( *sd, SR_TIGERCANNON );
  2916. }
  2917. break;
  2918. }
  2919. }
  2920. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2921. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2922. int32 nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2923. int32 target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2924. struct status_change_entry *sce;
  2925. TBL_PC *sd = BL_CAST(BL_PC,src);
  2926. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2927. status_change *sc = status_get_sc(src);
  2928. if(sc == nullptr) return;
  2929. //End previous combo state after skill is invoked
  2930. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2931. switch (skill_id) {
  2932. case TK_TURNKICK:
  2933. case TK_STORMKICK:
  2934. case TK_DOWNKICK:
  2935. case TK_COUNTER:
  2936. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2937. sce->val1 = skill_id; //Update combo-skill
  2938. sce->val3 = skill_id;
  2939. if( sce->timer != INVALID_TIMER )
  2940. delete_timer(sce->timer, status_change_timer);
  2941. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2942. break;
  2943. }
  2944. unit_cancel_combo(src); // Cancel combo wait
  2945. break;
  2946. default:
  2947. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2948. status_change_end(src, SC_COMBO);
  2949. }
  2950. }
  2951. //start new combo
  2952. if (sd) { //player only
  2953. switch (skill_id) {
  2954. case MO_TRIPLEATTACK:
  2955. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2956. duration = 1;
  2957. target_id = 0; // Will target current auto-target instead
  2958. }
  2959. break;
  2960. case MO_CHAINCOMBO:
  2961. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2962. duration = 1;
  2963. target_id = 0; // Will target current auto-target instead
  2964. }
  2965. break;
  2966. case MO_COMBOFINISH:
  2967. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2968. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2969. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2970. duration = 1;
  2971. target_id = 0; // Will target current auto-target instead
  2972. }
  2973. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2974. case CH_TIGERFIST:
  2975. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2976. duration = 1;
  2977. target_id = 0; // Will target current auto-target instead
  2978. }
  2979. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2980. case CH_CHAINCRUSH:
  2981. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2982. duration = 1;
  2983. target_id = 0; // Will target current auto-target instead
  2984. }
  2985. break;
  2986. case AC_DOUBLE:
  2987. if (pc_checkskill(sd, HT_POWER)) {
  2988. duration = 2000;
  2989. nodelay = 1; //Neither gives walk nor attack delay
  2990. target_id = 0; //Does not need to be used on previous target
  2991. }
  2992. break;
  2993. case SR_DRAGONCOMBO:
  2994. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2995. duration = 1;
  2996. break;
  2997. case SR_FALLENEMPIRE:
  2998. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2999. duration = 1;
  3000. break;
  3001. case SJ_PROMINENCEKICK:
  3002. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  3003. duration = 1;
  3004. break;
  3005. }
  3006. }
  3007. else { //other
  3008. switch(skill_id) {
  3009. case MH_TINDER_BREAKER:
  3010. case MH_CBC:
  3011. case MH_SONIC_CRAW:
  3012. case MH_SILVERVEIN_RUSH:
  3013. if(hd->homunculus.spiritball > 0) duration = 2000;
  3014. nodelay = 1;
  3015. break;
  3016. case MH_EQC:
  3017. case MH_MIDNIGHT_FRENZY:
  3018. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3019. nodelay = 1;
  3020. break;
  3021. }
  3022. }
  3023. if (duration) { //Possible to chain
  3024. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3025. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3026. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3027. clif_combo_delay( *src, duration );
  3028. }
  3029. }
  3030. /**
  3031. * Copy skill by Plagiarism or Reproduce
  3032. * @param src: The caster
  3033. * @param bl: The target
  3034. * @param skill_id: Skill that casted
  3035. * @param skill_lv: Skill level of the casted skill
  3036. */
  3037. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3038. {
  3039. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3040. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3041. return;
  3042. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3043. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3044. return;
  3045. else {
  3046. uint16 idx;
  3047. uint8 lv;
  3048. skill_id = skill_dummy2skill_id(skill_id);
  3049. //Use skill index, avoiding out-of-bound array [Cydh]
  3050. if (!(idx = skill_get_index(skill_id)))
  3051. return;
  3052. switch (skill_isCopyable(tsd,skill_id)) {
  3053. case 1: //Copied by Plagiarism
  3054. {
  3055. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3056. clif_deleteskill(*tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3057. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3058. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3059. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3060. }
  3061. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3062. tsd->cloneskill_idx = idx;
  3063. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3064. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3065. }
  3066. break;
  3067. case 2: //Copied by Reproduce
  3068. {
  3069. status_change *tsc = status_get_sc(bl);
  3070. //Already did SC check
  3071. //Skill level copied depends on Reproduce skill that used
  3072. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3073. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3074. clif_deleteskill(*tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3075. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3076. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3077. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3078. }
  3079. //Level dependent and limitation.
  3080. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3081. lv = min(lv,skill_get_max(skill_id));
  3082. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3083. lv = min(lv,skill_lv);
  3084. tsd->reproduceskill_idx = idx;
  3085. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3086. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3087. }
  3088. break;
  3089. default: return;
  3090. }
  3091. tsd->status.skill[idx].id = skill_id;
  3092. tsd->status.skill[idx].lv = lv;
  3093. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3094. clif_addskill(*tsd,skill_id);
  3095. }
  3096. }
  3097. /**
  3098. * Knockback the target on skill_attack
  3099. * @param src is the master behind the attack
  3100. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3101. * @param target is the target to be attacked.
  3102. * @param blewcount
  3103. * @param skill_id
  3104. * @param skill_lv
  3105. * @param damage
  3106. * @param tick
  3107. * @param flag can hold a bunch of information:
  3108. */
  3109. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int32 flag) {
  3110. int8 dir = -1; // Default direction
  3111. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3112. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3113. if (!blewcount || target == dsrc || status_isdead(*target))
  3114. return;
  3115. // Skill specific direction
  3116. switch (skill_id) {
  3117. case MG_FIREWALL:
  3118. case EL_FIRE_MANTLE:
  3119. dir = unit_getdir(target); // Backwards
  3120. break;
  3121. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3122. case NPC_STORMGUST2:
  3123. case WZ_STORMGUST:
  3124. if(!battle_config.stormgust_knockback)
  3125. dir = rnd()%8;
  3126. break;
  3127. case MC_CARTREVOLUTION:
  3128. if (battle_config.cart_revo_knockback)
  3129. dir = 6; // Official servers push target to the West
  3130. break;
  3131. case AC_SHOWER:
  3132. case WL_CRIMSONROCK:
  3133. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3134. dir = map_calc_dir(target, src->x, src->y);
  3135. else
  3136. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3137. break;
  3138. case HT_PHANTASMIC: // issue #1378
  3139. if (status_get_hp(target) - damage <= 0) return;
  3140. break;
  3141. }
  3142. // Blown-specific handling
  3143. switch( skill_id ) {
  3144. case SR_KNUCKLEARROW:
  3145. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3146. // Boss & Immune Knockback stay in place and don't get bonus damage
  3147. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3148. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3149. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3150. dir_ka = -1;
  3151. break;
  3152. case RL_R_TRIP:
  3153. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3154. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3155. break;
  3156. default:
  3157. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3158. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3159. TBL_SKILL *su = (TBL_SKILL*)target;
  3160. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3161. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3162. }
  3163. break;
  3164. }
  3165. clif_fixpos( *target );
  3166. }
  3167. /*
  3168. * =========================================================================
  3169. * Does a skill attack with the given properties.
  3170. * @param src is the master behind the attack (player/mob/pet)
  3171. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3172. * @param bl is the target to be attacked.
  3173. * @param flag can hold a bunch of information:
  3174. * flag&1
  3175. * flag&2 - Disable re-triggered by double casting
  3176. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3177. * flag&8 - SC_COMBO state used to deal bonus damage
  3178. *
  3179. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3180. * (usually holds number of targets, or just 1 for simple splash attacks)
  3181. *
  3182. * flag&0xF000 - Values from enum e_skill_display
  3183. * flag&0x3F0000 - Values from enum e_battle_check_target
  3184. *
  3185. * flag&0x1000000 - Return 0 if damage was reflected
  3186. *-------------------------------------------------------------------------*/
  3187. int64 skill_attack (int32 attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  3188. {
  3189. struct Damage dmg;
  3190. status_change *sc, *tsc;
  3191. map_session_data *sd, *tsd;
  3192. int64 damage;
  3193. bool rmdamage = false;//magic reflected
  3194. int32 type;
  3195. enum e_damage_type dmg_type;
  3196. bool shadow_flag = false;
  3197. bool additional_effects = true;
  3198. if(skill_id > 0 && !skill_lv)
  3199. return 0;
  3200. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3201. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3202. nullpo_ret(bl); //Target to be attacked.
  3203. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3204. return 0;
  3205. if (src != dsrc) {
  3206. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3207. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3208. return 0;
  3209. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3210. //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]
  3211. if (!status_check_skilluse(src, bl, skill_id, 2))
  3212. return 0;
  3213. }
  3214. sd = BL_CAST(BL_PC, src);
  3215. tsd = BL_CAST(BL_PC, bl);
  3216. status_data* sstatus = status_get_status_data(*src);
  3217. status_data* tstatus = status_get_status_data(*bl);
  3218. sc= status_get_sc(src);
  3219. tsc= status_get_sc(bl);
  3220. if (tsc != nullptr && tsc->empty())
  3221. tsc = nullptr; //Don't need it.
  3222. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3223. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3224. return 0;
  3225. #ifndef RENEWAL
  3226. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3227. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3228. return 0;
  3229. #endif
  3230. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3231. //If the damage source is a unit, the damage is not delayed
  3232. if (src != dsrc)
  3233. dmg.amotion = 0;
  3234. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3235. // Adjusted to the new system [Skotlex]
  3236. if( src->type == BL_PET ) { // [Valaris]
  3237. struct pet_data *pd = (TBL_PET*)src;
  3238. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3239. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3240. int32 element = skill_get_ele(skill_id, skill_lv);
  3241. /*if (skill_id == -1) Does it ever worked?
  3242. element = sstatus->rhw.ele;*/
  3243. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3244. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3245. else
  3246. dmg.damage = pd->a_skill->damage; // Fixed damage
  3247. }
  3248. else
  3249. dmg.damage = 1*pd->a_skill->div_;
  3250. dmg.damage2 = 0;
  3251. dmg.div_= pd->a_skill->div_;
  3252. }
  3253. }
  3254. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3255. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3256. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3257. { //Magic reflection, switch caster/target
  3258. struct block_list *tbl = bl;
  3259. rmdamage = true;
  3260. bl = src;
  3261. src = tbl;
  3262. dsrc = tbl;
  3263. sd = BL_CAST(BL_PC, src);
  3264. tsd = BL_CAST(BL_PC, bl);
  3265. tsc = status_get_sc(bl);
  3266. if (tsc != nullptr && tsc->empty())
  3267. tsc = nullptr; //Don't need it.
  3268. /* bugreport:2564 flag&2 disables double casting trigger */
  3269. flag |= 2;
  3270. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3271. flag |= 4;
  3272. //Spirit of Wizard blocks Kaite's reflection
  3273. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3274. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3275. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3276. if (type >= 0) {
  3277. if ( tsd )
  3278. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3279. dmg.damage = dmg.damage2 = 0;
  3280. dmg.dmg_lv = ATK_MISS;
  3281. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3282. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3283. }
  3284. }
  3285. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3286. #if MAGIC_REFLECTION_TYPE
  3287. #ifdef RENEWAL
  3288. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3289. #else
  3290. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3291. // regardless of caster's equipment (Aegis 11.1)
  3292. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3293. #endif
  3294. int16 s_ele = skill_get_ele(skill_id, skill_lv);
  3295. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3296. s_ele = sstatus->rhw.ele;
  3297. else if (s_ele == ELE_ENDOWED) //Use status element
  3298. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3299. else if( s_ele == ELE_RANDOM) //Use random element
  3300. s_ele = rnd()%ELE_ALL;
  3301. if(type == 3)
  3302. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3303. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3304. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3305. status_data* status = status_get_status_data(*bl);
  3306. int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3307. per /=20; //Uses 20% SP intervals.
  3308. //SP Cost: 1% + 0.5% per every 20% SP
  3309. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3310. status_change_end(bl, SC_ENERGYCOAT);
  3311. //Reduction: 6% + 6% every 20%
  3312. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3313. }
  3314. int64 reduce = 0;
  3315. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3316. reduce += tsd->bonus.reduce_damage_return;
  3317. }
  3318. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3319. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3320. }
  3321. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3322. reduce += 100;
  3323. if (dmg.damage > 0) {
  3324. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3325. dmg.damage = i64max(dmg.damage, dmg.div_);
  3326. }
  3327. }
  3328. #endif
  3329. }
  3330. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3331. int32 sp = skill_get_sp(skill_id,skill_lv);
  3332. #ifndef RENEWAL
  3333. clif_skill_nodamage(bl,*bl,SA_MAGICROD,skill_lv);
  3334. #endif
  3335. dmg.damage = dmg.damage2 = 0;
  3336. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3337. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3338. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3339. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3340. status_heal(bl, 0, sp, 2);
  3341. }
  3342. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3343. dmg.damage = dmg.damage2 = 0;
  3344. dmg.dmg_lv = ATK_MISS;
  3345. }
  3346. }
  3347. damage = dmg.damage + dmg.damage2;
  3348. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3349. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3350. sce->val3 = (int32)damage;
  3351. sce->val2 = 0;
  3352. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3353. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3354. }
  3355. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3356. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3357. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3358. damage = 1;
  3359. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3360. struct block_list *nbl;
  3361. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3362. if( nbl ){ // Only one target is chosen.
  3363. damage = damage / 2; // Deflect half of the damage to a target nearby
  3364. clif_skill_damage( *bl, *nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE );
  3365. }
  3366. }
  3367. //Skill hit type
  3368. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3369. switch( skill_id ) {
  3370. case SC_TRIANGLESHOT:
  3371. if( rnd()%100 > (1 + skill_lv) )
  3372. dmg.blewcount = 0;
  3373. break;
  3374. default:
  3375. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3376. dmg.blewcount = 0; //only pushback when it hit for other
  3377. break;
  3378. }
  3379. switch( skill_id ) {
  3380. case CR_GRANDCROSS:
  3381. case NPC_GRANDDARKNESS:
  3382. if( battle_config.gx_disptype)
  3383. dsrc = src;
  3384. if( src == bl)
  3385. dmg_type = DMG_ENDURE;
  3386. else
  3387. flag|= SD_ANIMATION;
  3388. break;
  3389. case NJ_TATAMIGAESHI: //For correct knockback.
  3390. dsrc = src;
  3391. flag|= SD_ANIMATION;
  3392. break;
  3393. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3394. int32 level;
  3395. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3396. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3397. }
  3398. break;
  3399. case SL_STIN:
  3400. case SL_STUN:
  3401. if (skill_lv >= 7) {
  3402. status_change *sc_cur = status_get_sc(src);
  3403. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3404. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3405. }
  3406. break;
  3407. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3408. pc_addservantball( *sd );
  3409. break;
  3410. case KN_PIERCE:
  3411. case LK_SPIRALPIERCE:
  3412. case RK_HUNDREDSPEAR:
  3413. case DK_MADNESS_CRUSHER:
  3414. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3415. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3416. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3417. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3418. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3419. clif_specialeffect(bl, 1767, AREA);
  3420. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3421. }
  3422. } else // No count status detected? Start charge count at 1.
  3423. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3424. }
  3425. break;
  3426. }
  3427. //combo handling
  3428. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3429. //Display damage.
  3430. switch( skill_id ) {
  3431. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3432. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH );
  3433. break;
  3434. //Skills that need be passed as a normal attack for the client to display correctly.
  3435. case NPC_SELFDESTRUCTION:
  3436. if(src->type == BL_PC)
  3437. dmg.blewcount = 10;
  3438. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3439. [[fallthrough]];
  3440. case HVAN_EXPLOSION:
  3441. case KN_AUTOCOUNTER:
  3442. case NPC_CRITICALSLASH:
  3443. case TF_DOUBLE:
  3444. case GS_CHAINACTION:
  3445. dmg.dmotion = clif_damage(*src,*bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3446. break;
  3447. case AS_SPLASHER:
  3448. if( flag&SD_ANIMATION ) // the surrounding targets
  3449. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH ); // needs -1 as skill level
  3450. else // the central target doesn't display an animation
  3451. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH ); // needs -2(!) as skill level
  3452. break;
  3453. case SR_EARTHSHAKER:
  3454. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, skill_id, -2, DMG_SINGLE );
  3455. break;
  3456. case WL_SOULEXPANSION:
  3457. case WL_COMET:
  3458. case NPC_COMET:
  3459. case KO_MUCHANAGE:
  3460. #ifndef RENEWAL
  3461. case NJ_HUUMA:
  3462. #endif
  3463. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_MULTI_HIT );
  3464. break;
  3465. case WL_CHAINLIGHTNING_ATK:
  3466. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, WL_CHAINLIGHTNING_ATK, -2, DMG_SINGLE );
  3467. break;
  3468. case WL_TETRAVORTEX_FIRE:
  3469. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH );
  3470. break;
  3471. case LG_SHIELDPRESS:
  3472. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE );
  3473. break;
  3474. case NPC_EARTHQUAKE:
  3475. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE );
  3476. break;
  3477. case NPC_DARKPIERCING:
  3478. case EL_FIRE_BOMB:
  3479. case EL_FIRE_BOMB_ATK:
  3480. case EL_FIRE_WAVE:
  3481. case EL_FIRE_WAVE_ATK:
  3482. case EL_FIRE_MANTLE:
  3483. case EL_CIRCLE_OF_FIRE:
  3484. case EL_FIRE_ARROW:
  3485. case EL_ICE_NEEDLE:
  3486. case EL_WATER_SCREW:
  3487. case EL_WATER_SCREW_ATK:
  3488. case EL_WIND_SLASH:
  3489. case EL_TIDAL_WEAPON:
  3490. case EL_ROCK_CRUSHER:
  3491. case EL_ROCK_CRUSHER_ATK:
  3492. case EL_HURRICANE:
  3493. case EL_HURRICANE_ATK:
  3494. case KO_BAKURETSU:
  3495. case GN_HELLS_PLANT_ATK:
  3496. case SU_SV_ROOTTWIST_ATK:
  3497. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3498. break;
  3499. case GN_FIRE_EXPANSION_ACID:
  3500. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT );
  3501. break;
  3502. case GN_SLINGITEM_RANGEMELEEATK:
  3503. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, GN_SLINGITEM, -2, DMG_SINGLE );
  3504. break;
  3505. case EL_STONE_RAIN:
  3506. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, (flag&1) ? DMG_MULTI_HIT : DMG_SPLASH );
  3507. break;
  3508. case WM_SEVERE_RAINSTORM_MELEE:
  3509. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WM_SEVERE_RAINSTORM, -2, DMG_SPLASH );
  3510. break;
  3511. case HT_CLAYMORETRAP:
  3512. case HT_BLASTMINE:
  3513. case HT_FLASHER:
  3514. case HT_FREEZINGTRAP:
  3515. case RA_CLUSTERBOMB:
  3516. case RA_FIRINGTRAP:
  3517. case RA_ICEBOUNDTRAP:
  3518. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH );
  3519. if( dsrc != src ) // avoid damage display redundancy
  3520. break;
  3521. [[fallthrough]];
  3522. case HT_LANDMINE:
  3523. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3524. break;
  3525. case WZ_SIGHTBLASTER:
  3526. //Sightblaster should never call clif_skill_damage twice
  3527. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH );
  3528. break;
  3529. case RL_R_TRIP_PLUSATK:
  3530. case RL_S_STORM:
  3531. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3532. break;
  3533. case SU_LUNATICCARROTBEAT:
  3534. case SU_LUNATICCARROTBEAT2:
  3535. case SP_CURSEEXPLOSION:
  3536. case SP_SPA:
  3537. case SP_SHA:
  3538. if (dmg.div_ < 2)
  3539. type = DMG_SPLASH;
  3540. if (!(flag&SD_ANIMATION))
  3541. clif_skill_nodamage(dsrc, *bl, skill_id, skill_lv);
  3542. [[fallthrough]];
  3543. case WM_REVERBERATION:
  3544. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type );
  3545. break;
  3546. case SJ_FALLINGSTAR_ATK:
  3547. case SJ_FALLINGSTAR_ATK2:
  3548. dmg.dmotion = clif_skill_damage( *src, *bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT );
  3549. break;
  3550. case SJ_NOVAEXPLOSING:
  3551. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE );
  3552. break;
  3553. case DK_HACKANDSLASHER_ATK:
  3554. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3555. break;
  3556. case AG_STORM_CANNON:
  3557. case AG_CRIMSON_ARROW:
  3558. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH );
  3559. break;
  3560. case TR_ROSEBLOSSOM_ATK:
  3561. case ABC_FROM_THE_ABYSS_ATK:
  3562. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3563. break;
  3564. case TR_SOUNDBLEND:
  3565. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3566. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3567. else
  3568. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type );
  3569. break;
  3570. case AB_DUPLELIGHT_MELEE:
  3571. case AB_DUPLELIGHT_MAGIC:
  3572. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3573. [[fallthrough]];
  3574. default:
  3575. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3576. dmg_type = DMG_SPLASH;
  3577. if (src->type == BL_SKILL) {
  3578. TBL_SKILL *su = (TBL_SKILL*)src;
  3579. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3580. clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH );
  3581. break;
  3582. }
  3583. }
  3584. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, dmg_type );
  3585. break;
  3586. }
  3587. map_freeblock_lock();
  3588. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3589. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3590. skill_do_copy(src,bl,skill_id,skill_lv);
  3591. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3592. { //Skills with can't walk delay also stop normal attacking for that
  3593. //duration when the attack connects. [Skotlex]
  3594. struct unit_data *ud = unit_bl2ud(src);
  3595. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3596. ud->attackabletime = tick + type;
  3597. }
  3598. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3599. // Instant damage
  3600. if( !dmg.amotion ) {
  3601. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3602. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3603. #ifndef RENEWAL
  3604. || skill_id == HW_GRAVITATION
  3605. #endif
  3606. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3607. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3608. if( !status_isdead(*bl) && additional_effects )
  3609. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3610. if( damage > 0 ) //Counter status effects [Skotlex]
  3611. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3612. }
  3613. // Blow!
  3614. if (!(flag&4))
  3615. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3616. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3617. if( dmg.amotion ) {
  3618. if( shadow_flag ) {
  3619. if( !status_isdead(*bl) && additional_effects )
  3620. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3621. if( dmg.flag > ATK_BLOCK )
  3622. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3623. } else
  3624. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3625. } else {
  3626. // Trigger monster skill condition for damage skills with no amotion.
  3627. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3628. if (damage > 0)
  3629. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3630. if (skill_id > 0)
  3631. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3632. }
  3633. }
  3634. // Trigger monster skill condition for damage skills.
  3635. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3636. if (damage > 0)
  3637. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3638. if (skill_id > 0)
  3639. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3640. }
  3641. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3642. #ifndef RENEWAL
  3643. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3644. #endif
  3645. ) {
  3646. if (tsc->getSCE(SC_DEVOTION)) {
  3647. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3648. struct block_list *d_bl = map_id2bl(sce->val1);
  3649. if (d_bl && (
  3650. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3651. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3652. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3653. {
  3654. int64 devotion_damage = damage;
  3655. // Needed to check the devotion master for Rebound Shield status.
  3656. status_change *d_sc = status_get_sc(d_bl);
  3657. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3658. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3659. if (!rmdamage) {
  3660. clif_damage(*d_bl, *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3661. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3662. } else {
  3663. bool isDevotRdamage = false;
  3664. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3665. isDevotRdamage = true;
  3666. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3667. // This check is only for magical skill.
  3668. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3669. clif_damage(*bl, (!isDevotRdamage) ? *bl : *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3670. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3671. }
  3672. } else {
  3673. status_change_end(bl, SC_DEVOTION);
  3674. if (!dmg.amotion)
  3675. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3676. }
  3677. }
  3678. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3679. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3680. struct block_list *e_bl = map_id2bl(sce->val1);
  3681. if (e_bl) {
  3682. if (!rmdamage) {
  3683. clif_skill_damage( *e_bl, *e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3684. battle_fix_damage(src, e_bl, damage, 0, 0);
  3685. } else {
  3686. clif_skill_damage( *bl, *bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3687. battle_fix_damage(bl, bl, damage, 0, 0);
  3688. }
  3689. }
  3690. }
  3691. }
  3692. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3693. if( skill_id == RG_INTIMIDATE ) {
  3694. int32 rate = 50 + skill_lv * 5;
  3695. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3696. if(rnd()%100 < rate)
  3697. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3698. } else if( skill_id == NPC_FATALMENACE ) {
  3699. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3700. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3701. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3702. }
  3703. }
  3704. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3705. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3706. {
  3707. if (battle_config.left_cardfix_to_right)
  3708. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3709. else
  3710. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3711. }
  3712. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3713. status_heal(src, 0, 0, 1, 0);
  3714. if( damage > 0 ) { // Post-damage effects
  3715. switch( skill_id ) {
  3716. case GC_VENOMPRESSURE: {
  3717. status_change *ssc = status_get_sc(src);
  3718. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3719. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3720. status_change_end(src,SC_POISONINGWEAPON);
  3721. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  3722. }
  3723. }
  3724. break;
  3725. }
  3726. if( sd )
  3727. skill_onskillusage(sd, bl, skill_id, tick);
  3728. }
  3729. if (!(flag&2)) {
  3730. switch (skill_id) {
  3731. case MG_COLDBOLT:
  3732. case MG_FIREBOLT:
  3733. case MG_LIGHTNINGBOLT:
  3734. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3735. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3736. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3737. break;
  3738. case SU_BITE:
  3739. case SU_SCRATCH:
  3740. case SU_SV_STEMSPEAR:
  3741. case SU_SCAROFTAROU:
  3742. case SU_PICKYPECK:
  3743. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3744. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3745. break;
  3746. }
  3747. }
  3748. map_freeblock_unlock();
  3749. if ((flag&0x1000000) && rmdamage)
  3750. return 0; //Should return 0 when damage was reflected
  3751. return damage;
  3752. }
  3753. /*==========================================
  3754. * Sub function for recursive skill call.
  3755. * Checking bl battle flag and display damage
  3756. * then call func with source,target,skill_id,skill_lv,tick,flag
  3757. *------------------------------------------*/
  3758. typedef int32 (*SkillFunc)(struct block_list *, struct block_list *, int32, int32, t_tick, int32);
  3759. int32 skill_area_sub(struct block_list *bl, va_list ap)
  3760. {
  3761. struct block_list *src;
  3762. uint16 skill_id,skill_lv;
  3763. int32 flag;
  3764. t_tick tick;
  3765. SkillFunc func;
  3766. nullpo_ret(bl);
  3767. src = va_arg(ap,struct block_list *);
  3768. skill_id = va_arg(ap,int32);
  3769. skill_lv = va_arg(ap,int32);
  3770. tick = va_arg(ap,t_tick);
  3771. flag = va_arg(ap,int32);
  3772. func = va_arg(ap,SkillFunc);
  3773. if (flag&BCT_WOS && src == bl)
  3774. return 0;
  3775. if(battle_check_target(src,bl,flag) > 0) {
  3776. // several splash skills need this initial dummy packet to display correctly
  3777. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3778. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  3779. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3780. skill_area_temp[2]++;
  3781. return func(src,bl,skill_id,skill_lv,tick,flag);
  3782. }
  3783. return 0;
  3784. }
  3785. static int32 skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3786. {
  3787. struct skill_unit *unit;
  3788. uint16 skill_id,g_skill_id;
  3789. unit = (struct skill_unit *)bl;
  3790. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3791. return 0;
  3792. if(!unit->alive)
  3793. return 0;
  3794. skill_id = va_arg(ap,int32);
  3795. g_skill_id = unit->group->skill_id;
  3796. switch (skill_id) {
  3797. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3798. if(g_skill_id == SA_LANDPROTECTOR)
  3799. break;
  3800. [[fallthrough]];
  3801. case MH_STEINWAND:
  3802. case MG_SAFETYWALL:
  3803. case SC_MAELSTROM:
  3804. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3805. return 0;
  3806. break;
  3807. case AL_WARP:
  3808. case HT_SKIDTRAP:
  3809. case MA_SKIDTRAP:
  3810. case HT_LANDMINE:
  3811. case MA_LANDMINE:
  3812. case HT_ANKLESNARE:
  3813. case HT_SHOCKWAVE:
  3814. case HT_SANDMAN:
  3815. case MA_SANDMAN:
  3816. case HT_FLASHER:
  3817. case HT_FREEZINGTRAP:
  3818. case MA_FREEZINGTRAP:
  3819. case HT_BLASTMINE:
  3820. case HT_CLAYMORETRAP:
  3821. case HT_TALKIEBOX:
  3822. #ifndef RENEWAL
  3823. case HP_BASILICA:
  3824. #endif
  3825. case RA_ELECTRICSHOCKER:
  3826. case RA_CLUSTERBOMB:
  3827. case RA_MAGENTATRAP:
  3828. case RA_COBALTTRAP:
  3829. case RA_MAIZETRAP:
  3830. case RA_VERDURETRAP:
  3831. case RA_FIRINGTRAP:
  3832. case RA_ICEBOUNDTRAP:
  3833. case SC_DIMENSIONDOOR:
  3834. case SC_BLOODYLUST:
  3835. case NPC_REVERBERATION:
  3836. case GN_THORNS_TRAP:
  3837. case RL_B_TRAP:
  3838. case SC_ESCAPE:
  3839. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3840. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3841. return 0;
  3842. break;
  3843. default: //Avoid stacking with same kind of trap. [Skotlex]
  3844. if (g_skill_id != skill_id)
  3845. return 0;
  3846. break;
  3847. }
  3848. return 1;
  3849. }
  3850. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv)
  3851. {
  3852. //Non players do not check for the skill's splash-trigger area.
  3853. int32 range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3854. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3855. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3856. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3857. return 0;
  3858. }
  3859. range += layout_type;
  3860. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3861. }
  3862. static int32 skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3863. {
  3864. uint16 skill_id;
  3865. if(bl->prev == nullptr)
  3866. return 0;
  3867. skill_id = va_arg(ap,int32);
  3868. if( status_isdead(*bl) && skill_id != AL_WARP )
  3869. return 0;
  3870. #ifndef RENEWAL
  3871. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3872. return 0;
  3873. #endif
  3874. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3875. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3876. return 1;
  3877. }
  3878. /**
  3879. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3880. * @param bl Object that casted skill
  3881. * @param x Position x of the target
  3882. * @param y Position y of the target
  3883. * @param skill_id The casted skill
  3884. * @param skill_lv The skill Lv
  3885. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3886. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3887. */
  3888. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3889. {
  3890. int32 range = 0, type;
  3891. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3892. if (isNearNPC)
  3893. range = skill_get_splash(skill_id,skill_lv);
  3894. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3895. if (!isNearNPC || !range) {
  3896. switch (skill_id) { // to be expanded later
  3897. case WZ_ICEWALL:
  3898. range = 2;
  3899. break;
  3900. case SC_MANHOLE:
  3901. range = 0;
  3902. break;
  3903. default: {
  3904. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3905. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3906. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3907. return 0;
  3908. }
  3909. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3910. }
  3911. break;
  3912. }
  3913. }
  3914. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3915. //Check the additional range [Cydh]
  3916. if (isNearNPC && skill_npc_range > 0)
  3917. range += skill_npc_range;
  3918. if (!isNearNPC) { //Doesn't check the NPC range
  3919. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3920. if (bl->type&battle_config.skill_nofootset)
  3921. type = BL_CHAR;
  3922. else if(bl->type == BL_MOB)
  3923. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3924. else
  3925. return 0; //Don't check
  3926. } else
  3927. type = BL_NPC;
  3928. return (!isNearNPC) ?
  3929. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3930. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3931. //isNearNPC is used to check range from NPC
  3932. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3933. }
  3934. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3935. * @param bl Object from which HP/SP/AP are consumed
  3936. * @param skill_id ID of used skill
  3937. * @param hp Original HP requirement to use skill
  3938. * @param sp Original SP requirement to use skill
  3939. * @param ap Original AP requirement to use skill
  3940. */
  3941. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int32 hp, int32 sp, int32 ap)
  3942. {
  3943. nullpo_retv(bl);
  3944. switch (skill_id) {
  3945. //Skills that require HP but do not consume them
  3946. case SM_MAGNUM:
  3947. case MS_MAGNUM:
  3948. hp = 0;
  3949. break;
  3950. }
  3951. status_zap(bl, hp, sp, ap);
  3952. }
  3953. /*==========================================
  3954. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3955. * Flag:
  3956. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3957. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3958. *------------------------------------------*/
  3959. static int32 skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 type)
  3960. {
  3961. map_session_data *sd = nullptr;
  3962. int32 i, hp, sp, hp_rate, sp_rate, state, mhp;
  3963. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3964. int32 amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3965. nullpo_retr(0, bl);
  3966. switch( bl->type )
  3967. {
  3968. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3969. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3970. }
  3971. if( sd == nullptr ){
  3972. return 0;
  3973. }
  3974. status_data* status = status_get_status_data(*bl);
  3975. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3976. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3977. if (skill == nullptr)
  3978. return 0;
  3979. // Requirements
  3980. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3981. {
  3982. itemid[i] = skill->require.itemid[i];
  3983. amount[i] = skill->require.amount[i];
  3984. }
  3985. hp = skill->require.hp[skill_lv - 1];
  3986. sp = skill->require.sp[skill_lv - 1];
  3987. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3988. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3989. state = skill->require.state;
  3990. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3991. hp += (status->max_hp * mhp) / 100;
  3992. if( hp_rate > 0 )
  3993. hp += (status->hp * hp_rate) / 100;
  3994. else
  3995. hp += (status->max_hp * (-hp_rate)) / 100;
  3996. if( sp_rate > 0 )
  3997. sp += (status->sp * sp_rate) / 100;
  3998. else
  3999. sp += (status->max_sp * (-sp_rate)) / 100;
  4000. if( !(type&2) )
  4001. {
  4002. if( hp > 0 && status->hp <= (uint32)hp )
  4003. {
  4004. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  4005. return 0;
  4006. }
  4007. if( sp > 0 && status->sp <= (uint32)sp )
  4008. {
  4009. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  4010. return 0;
  4011. }
  4012. }
  4013. if( !type )
  4014. switch( state )
  4015. {
  4016. case ST_MOVE_ENABLE:
  4017. if( !unit_can_move(bl) )
  4018. {
  4019. clif_skill_fail( *sd, skill_id );
  4020. return 0;
  4021. }
  4022. break;
  4023. }
  4024. if( !(type&1) )
  4025. return 1;
  4026. // Check item existences
  4027. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4028. {
  4029. index[i] = -1;
  4030. if( itemid[i] == 0 ) continue; // No item
  4031. index[i] = pc_search_inventory(sd, itemid[i]);
  4032. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4033. {
  4034. clif_skill_fail( *sd, skill_id );
  4035. return 0;
  4036. }
  4037. }
  4038. // Consume items
  4039. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4040. {
  4041. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4042. }
  4043. if( type&2 )
  4044. return 1;
  4045. if( sp || hp )
  4046. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4047. return 1;
  4048. }
  4049. /*==========================================
  4050. *
  4051. *------------------------------------------*/
  4052. int32 skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4053. {
  4054. switch (skill_id) {
  4055. case RL_QD_SHOT:
  4056. {
  4057. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4058. struct unit_data *ud = unit_bl2ud(src);
  4059. if (ud && ud->target == target->id)
  4060. return 1;
  4061. }
  4062. }
  4063. }
  4064. return 1;
  4065. }
  4066. /*==========================================
  4067. *
  4068. *------------------------------------------*/
  4069. static TIMER_FUNC(skill_timerskill){
  4070. struct block_list *src = map_id2bl(id),*target;
  4071. struct unit_data *ud = unit_bl2ud(src);
  4072. struct skill_timerskill *skl;
  4073. struct skill_unit *unit = nullptr;
  4074. int32 range;
  4075. nullpo_ret(src);
  4076. nullpo_ret(ud);
  4077. skl = ud->skilltimerskill[data];
  4078. nullpo_ret(skl);
  4079. ud->skilltimerskill[data] = nullptr;
  4080. do {
  4081. if(src->prev == nullptr)
  4082. break; // Source not on Map
  4083. if(skl->target_id) {
  4084. target = map_id2bl(skl->target_id);
  4085. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4086. target = src; //Required since it has to warp.
  4087. if (skl->skill_id == SR_SKYNETBLOW) {
  4088. skill_area_temp[1] = 0;
  4089. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SINGLE );
  4090. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4091. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4092. break;
  4093. }
  4094. if(target == nullptr)
  4095. break; // Target offline?
  4096. if(target->prev == nullptr)
  4097. break; // Target not on Map
  4098. if(src->m != target->m)
  4099. break; // Different Maps
  4100. if(status_isdead(*src)) {
  4101. switch(skl->skill_id) {
  4102. case WL_CHAINLIGHTNING_ATK:
  4103. case WL_TETRAVORTEX_FIRE:
  4104. case WL_TETRAVORTEX_WATER:
  4105. case WL_TETRAVORTEX_WIND:
  4106. case WL_TETRAVORTEX_GROUND:
  4107. // For SR_FLASHCOMBO
  4108. case SR_DRAGONCOMBO:
  4109. case SR_FALLENEMPIRE:
  4110. case SR_TIGERCANNON:
  4111. case NPC_DANCINGBLADE_ATK:
  4112. if (src->type != BL_PC)
  4113. continue;
  4114. break; // Exceptions
  4115. default:
  4116. continue; // Caster is Dead
  4117. }
  4118. }
  4119. if(status_isdead(*target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4120. break;
  4121. switch(skl->skill_id) {
  4122. case KN_AUTOCOUNTER:
  4123. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4124. break;
  4125. case RG_INTIMIDATE:
  4126. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4127. int16 x,y;
  4128. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4129. if (target != src && !status_isdead(*target))
  4130. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4131. }
  4132. break;
  4133. case BA_FROSTJOKER:
  4134. case DC_SCREAM:
  4135. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4136. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4137. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4138. break;
  4139. case PR_LEXDIVINA:
  4140. if (src->type == BL_MOB) {
  4141. // Monsters use the default duration when casting Lex Divina
  4142. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4143. break;
  4144. }
  4145. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4146. break;
  4147. case PR_STRECOVERY:
  4148. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4149. break;
  4150. case BS_HAMMERFALL:
  4151. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4152. break;
  4153. case MER_LEXDIVINA:
  4154. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4155. break;
  4156. case WZ_WATERBALL:
  4157. {
  4158. //Get the next waterball cell to consume
  4159. struct s_skill_unit_layout *layout;
  4160. int32 i;
  4161. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4162. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4163. int32 ux = skl->x + layout->dx[i];
  4164. int32 uy = skl->y + layout->dy[i];
  4165. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4166. if (unit)
  4167. break;
  4168. }
  4169. }
  4170. [[fallthrough]];
  4171. case WZ_JUPITEL:
  4172. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4173. if (skl->type > 0 && !status_isdead(*target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4174. // Apply canact delay here to prevent hacks (unlimited casting)
  4175. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4176. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4177. }
  4178. if (unit && !status_isdead(*target) && !status_isdead(*src)) {
  4179. skill_delunit(unit); // Consume unit for next waterball
  4180. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4181. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4182. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4183. } else {
  4184. status_change *sc = status_get_sc(src);
  4185. if(sc) {
  4186. if(sc->getSCE(SC_SPIRIT) &&
  4187. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4188. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4189. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4190. }
  4191. }
  4192. break;
  4193. case NPC_DANCINGBLADE_ATK:
  4194. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4195. if (skl->type < 4) {
  4196. struct block_list *nbl = nullptr;
  4197. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4198. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4199. }
  4200. break;
  4201. case WL_CHAINLIGHTNING_ATK: {
  4202. #ifndef RENEWAL
  4203. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4204. #endif
  4205. skl->type++;
  4206. // Hit a Lightning on the current Target (start with mflag = 9 - skl->type = 8)
  4207. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, 9 - skl->type);
  4208. if (skl->type < (4 + skl->skill_lv)) { // Remaining Chains Hit
  4209. block_list *nbl = nullptr; // Next Target of Chain
  4210. // After 1 hit, search for other targets in 7x7 range around current target.
  4211. nbl = battle_getenemyarea(src, target->x, target->y, 3,
  4212. splash_target(src), target->id);
  4213. // The skill hits at least 4 times. Before 4 hits the skill can bounce on the last target again and again.
  4214. // After 4 hits, the next hit must bounce to a new target. If no new target is within the skill range the skill ends.
  4215. if (nbl == nullptr && skl->type > 3)
  4216. break;
  4217. skill_addtimerskill(src, tick + 650, (nbl != nullptr ? nbl : target)->id, 0, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type, 0);
  4218. }
  4219. }
  4220. break;
  4221. case WL_TETRAVORTEX_FIRE:
  4222. case WL_TETRAVORTEX_WATER:
  4223. case WL_TETRAVORTEX_WIND:
  4224. case WL_TETRAVORTEX_GROUND:
  4225. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4226. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4227. if (skl->type >= 3) { // Final Hit
  4228. if (!status_isdead(*target)) { // Final Status Effect
  4229. int32 effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4230. applyeffects[4] = { 0, 0, 0, 0 },
  4231. i, j = 0, k = 0;
  4232. for(i = 1; i <= 8; i = i + i) {
  4233. if (skl->x&i) {
  4234. applyeffects[j] = effects[k];
  4235. j++;
  4236. }
  4237. k++;
  4238. }
  4239. if (j) {
  4240. i = applyeffects[rnd()%j];
  4241. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4242. }
  4243. }
  4244. }
  4245. break;
  4246. case NPC_REVERBERATION_ATK:
  4247. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4248. break;
  4249. case NPC_FATALMENACE:
  4250. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4251. break;
  4252. case SR_WINDMILL:
  4253. if( target->type == BL_PC ) {
  4254. map_session_data *tsd = nullptr;
  4255. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4256. pc_setsit(tsd);
  4257. skill_sit(tsd, true);
  4258. clif_sitting(tsd->bl);
  4259. }
  4260. }
  4261. break;
  4262. case SR_KNUCKLEARROW:
  4263. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4264. break;
  4265. case CH_PALMSTRIKE:
  4266. {
  4267. status_change* tsc = status_get_sc(target);
  4268. status_change* sc = status_get_sc(src);
  4269. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4270. ( sc && sc->option&OPTION_HIDE ) ){
  4271. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4272. break;
  4273. }
  4274. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4275. break;
  4276. }
  4277. // For SR_FLASHCOMBO
  4278. case SR_DRAGONCOMBO:
  4279. case SR_FALLENEMPIRE:
  4280. case SR_TIGERCANNON:
  4281. if( src->type == BL_PC ) {
  4282. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4283. break;
  4284. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4285. }
  4286. break;
  4287. case SU_SV_ROOTTWIST_ATK: {
  4288. status_change *tsc = status_get_sc(target);
  4289. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4290. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4291. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4292. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4293. }
  4294. }
  4295. break;
  4296. case NPC_PULSESTRIKE2:
  4297. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4298. break;
  4299. case ABC_DEFT_STAB:
  4300. case ABC_FRENZY_SHOT:
  4301. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4302. break;
  4303. case HVAN_EXPLOSION:
  4304. status_kill(src);
  4305. break;
  4306. default:
  4307. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4308. break;
  4309. }
  4310. }
  4311. else {
  4312. if(src->m != skl->map)
  4313. break;
  4314. switch( skl->skill_id )
  4315. {
  4316. case GN_CRAZYWEED_ATK:
  4317. {
  4318. int32 dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4319. 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);
  4320. }
  4321. [[fallthrough]];
  4322. case WL_EARTHSTRAIN:
  4323. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4324. break;
  4325. case RL_FIRE_RAIN: {
  4326. int32 dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4327. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4328. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4329. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4330. }
  4331. break;
  4332. case NPC_MAGMA_ERUPTION:
  4333. case NC_MAGMA_ERUPTION:
  4334. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4335. break;
  4336. case HN_METEOR_STORM_BUSTER: {
  4337. int16 area = 4;
  4338. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4339. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4340. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4341. return 0;
  4342. }
  4343. int32 splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4344. clif_skill_poseffect( *src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick );
  4345. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4346. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4347. }
  4348. break;
  4349. case NW_HASTY_FIRE_IN_THE_HOLE:
  4350. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4351. break;
  4352. case NW_GRENADES_DROPPING: {
  4353. int32 area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4354. int16 tmpx = 0, tmpy = 0;
  4355. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4356. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4357. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4358. }
  4359. break;
  4360. case NW_MISSION_BOMBARD: {
  4361. int32 area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4362. int32 range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4363. int16 tmpx = 0, tmpy = 0;
  4364. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4365. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4366. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4367. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4368. }
  4369. break;
  4370. case SKE_TWINKLING_GALAXY:{
  4371. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4372. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4373. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4374. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4375. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4376. } break;
  4377. case SKE_STAR_CANNON: {
  4378. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4379. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4380. for( int32 i = 0, stars = ( skl->skill_lv / 4 ) + 1; i < stars; i++) {
  4381. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4382. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4383. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4384. }
  4385. } break;
  4386. }
  4387. }
  4388. } while (0);
  4389. //Free skl now that it is no longer needed.
  4390. ers_free(skill_timer_ers, skl);
  4391. return 0;
  4392. }
  4393. /*==========================================
  4394. *
  4395. *------------------------------------------*/
  4396. int32 skill_addtimerskill (struct block_list *src, t_tick tick, int32 target, int32 x,int32 y, uint16 skill_id, uint16 skill_lv, int32 type, int32 flag)
  4397. {
  4398. int32 i;
  4399. struct unit_data *ud;
  4400. nullpo_retr(1, src);
  4401. if (src->prev == nullptr)
  4402. return 0;
  4403. ud = unit_bl2ud(src);
  4404. nullpo_retr(1, ud);
  4405. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4406. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4407. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4408. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4409. ud->skilltimerskill[i]->src_id = src->id;
  4410. ud->skilltimerskill[i]->target_id = target;
  4411. ud->skilltimerskill[i]->skill_id = skill_id;
  4412. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4413. ud->skilltimerskill[i]->map = src->m;
  4414. ud->skilltimerskill[i]->x = x;
  4415. ud->skilltimerskill[i]->y = y;
  4416. ud->skilltimerskill[i]->type = type;
  4417. ud->skilltimerskill[i]->flag = flag;
  4418. return 0;
  4419. }
  4420. /*==========================================
  4421. *
  4422. *------------------------------------------*/
  4423. int32 skill_cleartimerskill (struct block_list *src)
  4424. {
  4425. int32 i;
  4426. struct unit_data *ud;
  4427. nullpo_ret(src);
  4428. ud = unit_bl2ud(src);
  4429. nullpo_ret(ud);
  4430. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4431. if(ud->skilltimerskill[i]) {
  4432. switch(ud->skilltimerskill[i]->skill_id) {
  4433. case WL_TETRAVORTEX_FIRE:
  4434. case WL_TETRAVORTEX_WATER:
  4435. case WL_TETRAVORTEX_WIND:
  4436. case WL_TETRAVORTEX_GROUND:
  4437. // For SR_FLASHCOMBO
  4438. case SR_DRAGONCOMBO:
  4439. case SR_FALLENEMPIRE:
  4440. case SR_TIGERCANNON:
  4441. if (src->type != BL_PC)
  4442. break;
  4443. continue;
  4444. }
  4445. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4446. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4447. ud->skilltimerskill[i]=nullptr;
  4448. }
  4449. }
  4450. return 1;
  4451. }
  4452. static int32 skill_active_reverberation(struct block_list *bl, va_list ap) {
  4453. skill_unit *su = (skill_unit*)bl;
  4454. nullpo_ret(su);
  4455. if (bl->type != BL_SKILL)
  4456. return 0;
  4457. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4458. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4459. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4460. su->limit = DIFF_TICK(gettick(), sg->tick);
  4461. sg->unit_id = UNT_USED_TRAPS;
  4462. }
  4463. return 1;
  4464. }
  4465. /**
  4466. * Reveal hidden trap
  4467. **/
  4468. static int32 skill_reveal_trap(struct block_list *bl, va_list ap)
  4469. {
  4470. TBL_SKILL *su = (TBL_SKILL*)bl;
  4471. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4472. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4473. //clif_changetraplook(bl, su->group->unit_id);
  4474. su->hidden = false;
  4475. skill_getareachar_skillunit_visibilty(su, AREA);
  4476. return 1;
  4477. }
  4478. return 0;
  4479. }
  4480. /**
  4481. * Attempt to reveal trap in area
  4482. * @param src Skill caster
  4483. * @param range Affected range
  4484. * @param x
  4485. * @param y
  4486. * TODO: Remove hardcode usages for this function
  4487. **/
  4488. void skill_reveal_trap_inarea(struct block_list *src, int32 range, int32 x, int32 y) {
  4489. if (!battle_config.traps_setting)
  4490. return;
  4491. nullpo_retv(src);
  4492. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4493. }
  4494. /*========================================== [Playtester]
  4495. * Process tarot card's effects
  4496. * @param src: Source of the tarot card effect
  4497. * @param target: Target of the tartor card effect
  4498. * @param skill_id: ID of the skill used
  4499. * @param skill_lv: Level of the skill used
  4500. * @param tick: Processing tick time
  4501. * @return Card number
  4502. *------------------------------------------*/
  4503. static int32 skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4504. {
  4505. int32 card = 0;
  4506. if (battle_config.tarotcard_equal_chance) {
  4507. //eAthena equal chances
  4508. card = rnd() % 14 + 1;
  4509. }
  4510. else {
  4511. //Official chances
  4512. int32 rate = rnd() % 100;
  4513. if (rate < 10) card = 1; // THE FOOL
  4514. else if (rate < 20) card = 2; // THE MAGICIAN
  4515. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4516. else if (rate < 37) card = 4; // THE CHARIOT
  4517. else if (rate < 47) card = 5; // STRENGTH
  4518. else if (rate < 62) card = 6; // THE LOVERS
  4519. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4520. else if (rate < 69) card = 8; // THE HANGED MAN
  4521. else if (rate < 74) card = 9; // DEATH
  4522. else if (rate < 82) card = 10; // TEMPERANCE
  4523. else if (rate < 83) card = 11; // THE DEVIL
  4524. else if (rate < 85) card = 12; // THE TOWER
  4525. else if (rate < 90) card = 13; // THE STAR
  4526. else card = 14; // THE SUN
  4527. }
  4528. switch (card) {
  4529. case 1: // THE FOOL - heals SP to 0
  4530. {
  4531. status_percent_damage(src, target, 0, 100, false);
  4532. break;
  4533. }
  4534. case 2: // THE MAGICIAN - matk halved
  4535. {
  4536. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4537. break;
  4538. }
  4539. case 3: // THE HIGH PRIESTESS - all buffs removed
  4540. {
  4541. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4542. break;
  4543. }
  4544. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4545. {
  4546. battle_fix_damage(src, target, 1000, 0, skill_id);
  4547. clif_damage(*src, *target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4548. if (!status_isdead(*target))
  4549. {
  4550. uint16 where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4551. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4552. }
  4553. break;
  4554. }
  4555. case 5: // STRENGTH - atk halved
  4556. {
  4557. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4558. break;
  4559. }
  4560. case 6: // THE LOVERS - 2000HP heal, random teleported
  4561. {
  4562. status_heal(target, 2000, 0, 0);
  4563. if (!map_flag_vs(target->m))
  4564. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4565. break;
  4566. }
  4567. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4568. {
  4569. // Recursive call
  4570. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4571. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4572. break;
  4573. }
  4574. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4575. {
  4576. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4577. uint8 rand_eff = rnd() % 3;
  4578. int32 time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4579. if (sc[rand_eff] == SC_STONEWAIT)
  4580. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4581. else
  4582. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4583. break;
  4584. }
  4585. case 9: // DEATH - curse, coma and poison
  4586. {
  4587. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4588. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4589. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4590. break;
  4591. }
  4592. case 10: // TEMPERANCE - confusion
  4593. {
  4594. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4595. break;
  4596. }
  4597. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4598. {
  4599. battle_fix_damage(src, target, 6666, 0, skill_id);
  4600. clif_damage(*src, *target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4601. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4602. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4603. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4604. break;
  4605. }
  4606. case 12: // THE TOWER - 4444 damage
  4607. {
  4608. battle_fix_damage(src, target, 4444, 0, skill_id);
  4609. clif_damage(*src, *target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4610. break;
  4611. }
  4612. case 13: // THE STAR - stun
  4613. {
  4614. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4615. break;
  4616. }
  4617. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4618. {
  4619. #ifdef RENEWAL
  4620. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4621. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4622. #endif
  4623. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4624. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4625. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4626. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4627. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4628. return 14; //To make sure a valid number is returned
  4629. }
  4630. }
  4631. return card;
  4632. }
  4633. /*==========================================
  4634. *
  4635. *
  4636. *------------------------------------------*/
  4637. int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4638. {
  4639. map_session_data *sd = nullptr;
  4640. status_change *sc, *tsc;
  4641. if (skill_id > 0 && !skill_lv) return 0;
  4642. nullpo_retr(1, src);
  4643. nullpo_retr(1, bl);
  4644. if (src->m != bl->m)
  4645. return 1;
  4646. if (bl->prev == nullptr)
  4647. return 1;
  4648. sd = BL_CAST(BL_PC, src);
  4649. if (status_isdead(*bl))
  4650. return 1;
  4651. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4652. { //GTB makes all targetted magic display miss with a single bolt.
  4653. sc_type sct = skill_get_sc(skill_id);
  4654. if(sct != SC_NONE)
  4655. status_change_end(bl, sct);
  4656. 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));
  4657. return 1;
  4658. }
  4659. sc = status_get_sc(src);
  4660. tsc = status_get_sc(bl);
  4661. if (sc != nullptr && sc->empty())
  4662. sc = nullptr; //Unneeded
  4663. if (tsc != nullptr && tsc->empty())
  4664. tsc = nullptr;
  4665. status_data* tstatus = status_get_status_data(*bl);
  4666. map_freeblock_lock();
  4667. switch(skill_id) {
  4668. case MER_CRASH:
  4669. case SM_BASH:
  4670. case MS_BASH:
  4671. case MC_MAMMONITE:
  4672. case TF_DOUBLE:
  4673. case AC_DOUBLE:
  4674. case MA_DOUBLE:
  4675. case AS_SONICBLOW:
  4676. case KN_PIERCE:
  4677. case ML_PIERCE:
  4678. case KN_SPEARBOOMERANG:
  4679. case TF_POISON:
  4680. case TF_SPRINKLESAND:
  4681. case AC_CHARGEARROW:
  4682. case MA_CHARGEARROW:
  4683. case RG_INTIMIDATE:
  4684. case AM_ACIDTERROR:
  4685. case BA_MUSICALSTRIKE:
  4686. case DC_THROWARROW:
  4687. case BA_DISSONANCE:
  4688. case CR_HOLYCROSS:
  4689. case NPC_DARKCROSS:
  4690. case CR_SHIELDCHARGE:
  4691. case CR_SHIELDBOOMERANG:
  4692. case NPC_PIERCINGATT:
  4693. case NPC_MENTALBREAKER:
  4694. case NPC_RANGEATTACK:
  4695. case NPC_CRITICALSLASH:
  4696. case NPC_COMBOATTACK:
  4697. case NPC_GUIDEDATTACK:
  4698. case NPC_POISON:
  4699. case NPC_RANDOMATTACK:
  4700. case NPC_WATERATTACK:
  4701. case NPC_GROUNDATTACK:
  4702. case NPC_FIREATTACK:
  4703. case NPC_WINDATTACK:
  4704. case NPC_POISONATTACK:
  4705. case NPC_HOLYATTACK:
  4706. case NPC_DARKNESSATTACK:
  4707. case NPC_TELEKINESISATTACK:
  4708. case NPC_UNDEADATTACK:
  4709. case NPC_CHANGEUNDEAD:
  4710. case NPC_ARMORBRAKE:
  4711. case NPC_HELMBRAKE:
  4712. case NPC_SHIELDBRAKE:
  4713. case NPC_BLINDATTACK:
  4714. case NPC_SILENCEATTACK:
  4715. case NPC_STUNATTACK:
  4716. case NPC_PETRIFYATTACK:
  4717. case NPC_CURSEATTACK:
  4718. case NPC_SLEEPATTACK:
  4719. #ifdef RENEWAL
  4720. case CR_ACIDDEMONSTRATION:
  4721. #endif
  4722. case LK_AURABLADE:
  4723. case LK_SPIRALPIERCE:
  4724. case ML_SPIRALPIERCE:
  4725. case CG_ARROWVULCAN:
  4726. case HW_MAGICCRASHER:
  4727. case ITM_TOMAHAWK:
  4728. case CH_CHAINCRUSH:
  4729. case CH_TIGERFIST:
  4730. case PA_SHIELDCHAIN: // Shield Chain
  4731. case PA_SACRIFICE:
  4732. case WS_CARTTERMINATION: // Cart Termination
  4733. case AS_VENOMKNIFE:
  4734. case HT_PHANTASMIC:
  4735. case TK_DOWNKICK:
  4736. case TK_COUNTER:
  4737. case GS_CHAINACTION:
  4738. case GS_TRIPLEACTION:
  4739. #ifndef RENEWAL
  4740. case GS_MAGICALBULLET:
  4741. #endif
  4742. case GS_TRACKING:
  4743. case GS_PIERCINGSHOT:
  4744. case GS_RAPIDSHOWER:
  4745. case GS_DUST:
  4746. case GS_DISARM: // Added disarm. [Reddozen]
  4747. case GS_FULLBUSTER:
  4748. case NJ_SYURIKEN:
  4749. case NJ_KUNAI:
  4750. case ASC_BREAKER:
  4751. case HFLI_MOON: //[orn]
  4752. case HFLI_SBR44: //[orn]
  4753. case NPC_BLEEDING:
  4754. case NPC_BLEEDING2:
  4755. case NPC_CRITICALWOUND:
  4756. case NPC_HELLPOWER:
  4757. case RK_SONICWAVE:
  4758. case AB_DUPLELIGHT_MELEE:
  4759. case RA_AIMEDBOLT:
  4760. case NC_BOOSTKNUCKLE:
  4761. case NC_PILEBUNKER:
  4762. case NC_AXEBOOMERANG:
  4763. case NC_POWERSWING:
  4764. case NPC_MAGMA_ERUPTION:
  4765. case NC_MAGMA_ERUPTION:
  4766. case GC_WEAPONCRUSH:
  4767. case GC_VENOMPRESSURE:
  4768. case SC_TRIANGLESHOT:
  4769. case SC_FEINTBOMB:
  4770. case LG_BANISHINGPOINT:
  4771. case LG_SHIELDPRESS:
  4772. case LG_RAGEBURST:
  4773. case LG_HESPERUSLIT:
  4774. case SR_DRAGONCOMBO:
  4775. case SR_FALLENEMPIRE:
  4776. case SR_CRESCENTELBOW_AUTOSPELL:
  4777. case SR_GATEOFHELL:
  4778. case SR_GENTLETOUCH_QUIET:
  4779. case WM_SEVERE_RAINSTORM_MELEE:
  4780. case WM_GREAT_ECHO:
  4781. case GN_SLINGITEM_RANGEMELEEATK:
  4782. case KO_SETSUDAN:
  4783. case RL_MASS_SPIRAL:
  4784. case RL_BANISHING_BUSTER:
  4785. case RL_SLUGSHOT:
  4786. case RL_AM_BLAST:
  4787. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4788. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4789. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4790. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4791. case ABC_CHAIN_REACTION_SHOT_ATK:
  4792. case ABR_BATTLE_BUSTER:
  4793. case ABR_DUAL_CANNON_FIRE:
  4794. case ABR_INFINITY_BUSTER:
  4795. case MT_TRIPLE_LASER:
  4796. case NW_MISSION_BOMBARD:
  4797. case NW_HASTY_FIRE_IN_THE_HOLE:
  4798. case NW_BASIC_GRENADE:
  4799. case NW_WILD_FIRE:
  4800. case SKE_MIDNIGHT_KICK:
  4801. case SKE_DAWN_BREAK:
  4802. case SKE_RISING_MOON:
  4803. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4804. break;
  4805. case DK_DRAGONIC_AURA:
  4806. case WH_WILD_WALK:
  4807. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4808. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4809. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4810. break;
  4811. case DK_STORMSLASH:
  4812. case IG_IMPERIAL_CROSS:
  4813. case CD_EFFLIGO:
  4814. case ABC_FRENZY_SHOT:
  4815. case WH_HAWKRUSH:
  4816. case WH_HAWKBOOMERANG:
  4817. case TR_ROSEBLOSSOM:
  4818. case TR_RHYTHMSHOOTING:
  4819. case HN_MEGA_SONIC_BLOW:
  4820. case HN_SPIRAL_PIERCE_MAX:
  4821. case SH_CHUL_HO_SONIC_CLAW:
  4822. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4823. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4824. break;
  4825. case SHC_ETERNAL_SLASH:
  4826. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4827. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4828. else
  4829. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4830. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4831. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4832. break;
  4833. case SHC_SHADOW_STAB:
  4834. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4835. flag |= SKILL_ALTDMG_FLAG;
  4836. status_change_end(src, SC_CLOAKING);
  4837. status_change_end(src, SC_CLOAKINGEXCEED);
  4838. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4839. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4840. break;
  4841. case WH_CRESCIVE_BOLT:
  4842. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4843. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4844. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4845. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4846. else
  4847. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4848. break;
  4849. case ABC_UNLUCKY_RUSH:
  4850. // Jump to the target before attacking.
  4851. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4852. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4853. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4854. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4855. break;
  4856. case MO_TRIPLEATTACK:
  4857. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4858. break;
  4859. case LK_HEADCRUSH:
  4860. if (status_get_class_(bl) == CLASS_BOSS) {
  4861. if (sd)
  4862. clif_skill_fail( *sd, skill_id );
  4863. break;
  4864. }
  4865. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4866. break;
  4867. case LK_JOINTBEAT:
  4868. flag = 1 << rnd() % 6;
  4869. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4870. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4871. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4872. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4873. break;
  4874. case MO_COMBOFINISH:
  4875. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4876. { //Becomes a splash attack when Soul Linked.
  4877. map_foreachinshootrange(skill_area_sub, bl,
  4878. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4879. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4880. skill_castend_damage_id);
  4881. } else
  4882. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4883. break;
  4884. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4885. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  4886. skill_area_temp[1] = 0;
  4887. map_foreachinshootrange(skill_attack_area, src,
  4888. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4889. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4890. break;
  4891. case KN_CHARGEATK:
  4892. {
  4893. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4894. #ifdef RENEWAL
  4895. int32 dist = skill_get_blewcount(skill_id, skill_lv);
  4896. #else
  4897. uint32 dist = distance_bl(src, bl);
  4898. #endif
  4899. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4900. // teleport to target (if not on WoE grounds)
  4901. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4902. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4903. // cause damage and knockback if the path to target was a straight one
  4904. if (path) {
  4905. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4906. #ifdef RENEWAL
  4907. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4908. dist += 2; // Knockback is 4 on PvP maps
  4909. #endif
  4910. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4911. }
  4912. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4913. // make the caster look in the direction of the target
  4914. unit_setdir(src, (dir+4)%8);
  4915. }
  4916. }
  4917. break;
  4918. case NC_FLAMELAUNCHER:
  4919. skill_area_temp[1] = bl->id;
  4920. if (battle_config.skill_eightpath_algorithm) {
  4921. //Use official AoE algorithm
  4922. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4923. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4924. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4925. } else {
  4926. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4927. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4928. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4929. }
  4930. break;
  4931. #ifndef RENEWAL
  4932. case SN_SHARPSHOOTING:
  4933. flag |= 2; // Flag for specific mob damage formula
  4934. [[fallthrough]];
  4935. #endif
  4936. case MA_SHARPSHOOTING:
  4937. case NJ_KAMAITACHI:
  4938. case NPC_DARKPIERCING:
  4939. case NPC_ACIDBREATH:
  4940. case NPC_DARKNESSBREATH:
  4941. case NPC_FIREBREATH:
  4942. case NPC_ICEBREATH:
  4943. case NPC_ICEBREATH2:
  4944. case NPC_THUNDERBREATH:
  4945. case AG_STORM_CANNON:
  4946. case AG_CRIMSON_ARROW:
  4947. skill_area_temp[1] = bl->id;
  4948. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4949. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4950. if (battle_config.skill_eightpath_algorithm) {
  4951. //Use official AoE algorithm
  4952. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4953. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4954. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4955. #ifndef RENEWAL
  4956. if (skill_id == SN_SHARPSHOOTING)
  4957. flag &= ~2; // Only targets in the splash area are affected
  4958. #endif
  4959. //These skills hit at least the target if the AoE doesn't hit
  4960. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4961. }
  4962. } else {
  4963. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4964. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4965. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4966. }
  4967. if (skill_id == AG_CRIMSON_ARROW)
  4968. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4969. break;
  4970. case MO_INVESTIGATE:
  4971. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4972. status_change_end(src, SC_BLADESTOP);
  4973. break;
  4974. case RG_BACKSTAP:
  4975. {
  4976. if (!check_distance_bl(src, bl, 0)) {
  4977. #ifdef RENEWAL
  4978. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4979. int16 x, y;
  4980. if (dir > 0 && dir < 4)
  4981. x = -1;
  4982. else if (dir > 4)
  4983. x = 1;
  4984. else
  4985. x = 0;
  4986. if (dir > 2 && dir < 6)
  4987. y = -1;
  4988. else if (dir == 7 || dir < 2)
  4989. y = 1;
  4990. else
  4991. y = 0;
  4992. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4993. #else
  4994. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4995. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4996. #endif
  4997. status_change_end(src, SC_HIDING);
  4998. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4999. unit_setdir(bl,dir);
  5000. #ifdef RENEWAL
  5001. clif_blown(src);
  5002. #endif
  5003. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5004. }
  5005. else if (sd)
  5006. clif_skill_fail( *sd, skill_id );
  5007. }
  5008. }
  5009. break;
  5010. case MO_FINGEROFFENSIVE:
  5011. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5012. if (battle_config.finger_offensive_type && sd) {
  5013. for (int32 i = 1; i < sd->spiritball_old; i++)
  5014. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5015. }
  5016. status_change_end(src, SC_BLADESTOP);
  5017. break;
  5018. case MO_CHAINCOMBO:
  5019. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5020. status_change_end(src, SC_BLADESTOP);
  5021. break;
  5022. #ifndef RENEWAL
  5023. case NJ_ISSEN:
  5024. #endif
  5025. case MO_EXTREMITYFIST:
  5026. {
  5027. struct block_list *mbl = bl; // For NJ_ISSEN
  5028. int16 x, y, i = 2; // Move 2 cells (From target)
  5029. int16 dir = map_calc_dir(src,bl->x,bl->y);
  5030. #ifdef RENEWAL
  5031. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  5032. flag |= 1; // Give +100% damage increase
  5033. #endif
  5034. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5035. if (skill_id == MO_EXTREMITYFIST) {
  5036. status_set_sp(src, 0, 0);
  5037. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5038. status_change_end(src, SC_EXPLOSIONSPIRITS);
  5039. status_change_end(src, SC_BLADESTOP);
  5040. } else {
  5041. status_set_hp(src, 1, 0);
  5042. status_change_end(src, SC_NEN);
  5043. status_change_end(src, SC_HIDING);
  5044. }
  5045. if (skill_id == MO_EXTREMITYFIST) {
  5046. mbl = src; // For MO_EXTREMITYFIST
  5047. i = 3; // Move 3 cells (From caster)
  5048. }
  5049. if (dir > 0 && dir < 4)
  5050. x = -i;
  5051. else if (dir > 4)
  5052. x = i;
  5053. else
  5054. x = 0;
  5055. if (dir > 2 && dir < 6)
  5056. y = -i;
  5057. else if (dir == 7 || dir < 2)
  5058. y = i;
  5059. else
  5060. y = 0;
  5061. // Ashura Strike still has slide effect in GVG
  5062. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5063. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5064. clif_blown(src);
  5065. clif_spiritball(src);
  5066. }
  5067. }
  5068. break;
  5069. case HT_POWER:
  5070. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5071. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5072. break;
  5073. case SU_PICKYPECK:
  5074. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5075. [[fallthrough]];
  5076. case SU_BITE:
  5077. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5078. break;
  5079. case SU_SVG_SPIRIT:
  5080. skill_area_temp[1] = bl->id;
  5081. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5082. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5083. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5084. break;
  5085. //Splash attack skills.
  5086. case AS_GRIMTOOTH:
  5087. case MC_CARTREVOLUTION:
  5088. case NPC_SPLASHATTACK:
  5089. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5090. [[fallthrough]];
  5091. case AS_SPLASHER:
  5092. case HT_BLITZBEAT:
  5093. case AC_SHOWER:
  5094. case MA_SHOWER:
  5095. case MG_NAPALMBEAT:
  5096. case MG_FIREBALL:
  5097. case RG_RAID:
  5098. #ifdef RENEWAL
  5099. case SN_SHARPSHOOTING:
  5100. #endif
  5101. case HW_NAPALMVULCAN:
  5102. case NJ_HUUMA:
  5103. case ASC_METEORASSAULT:
  5104. case GS_SPREADATTACK:
  5105. case NPC_PULSESTRIKE:
  5106. case NPC_PULSESTRIKE2:
  5107. case NPC_HELLJUDGEMENT:
  5108. case NPC_HELLJUDGEMENT2:
  5109. case NPC_VAMPIRE_GIFT:
  5110. case NPC_MAXPAIN_ATK:
  5111. case NPC_JACKFROST:
  5112. case NPC_REVERBERATION_ATK:
  5113. case NPC_ARROWSTORM:
  5114. case NPC_KILLING_AURA:
  5115. case NPC_IGNITIONBREAK:
  5116. case RK_IGNITIONBREAK:
  5117. case RK_HUNDREDSPEAR:
  5118. case AB_JUDEX:
  5119. case AB_ADORAMUS:
  5120. case WL_SOULEXPANSION:
  5121. case WL_CRIMSONROCK:
  5122. case WL_JACKFROST:
  5123. case RA_ARROWSTORM:
  5124. case RA_WUGDASH:
  5125. case NC_VULCANARM:
  5126. case NC_COLDSLOWER:
  5127. case NC_SELFDESTRUCTION:
  5128. case NC_AXETORNADO:
  5129. case GC_ROLLINGCUTTER:
  5130. case GC_COUNTERSLASH:
  5131. case LG_CANNONSPEAR:
  5132. case LG_OVERBRAND:
  5133. case LG_MOONSLASHER:
  5134. case LG_RAYOFGENESIS:
  5135. case NPC_RAYOFGENESIS:
  5136. case LG_EARTHDRIVE:
  5137. case SR_RAMPAGEBLASTER:
  5138. case SR_SKYNETBLOW:
  5139. case SR_WINDMILL:
  5140. case SR_RIDEINLIGHTNING:
  5141. case SO_VARETYR_SPEAR:
  5142. case SO_POISON_BUSTER:
  5143. case GN_CART_TORNADO:
  5144. case GN_CARTCANNON:
  5145. case GN_SPORE_EXPLOSION:
  5146. case GN_DEMONIC_FIRE:
  5147. case GN_FIRE_EXPANSION_ACID:
  5148. case GN_HELLS_PLANT_ATK:
  5149. case KO_HAPPOKUNAI:
  5150. case KO_HUUMARANKA:
  5151. case KO_MUCHANAGE:
  5152. case KO_BAKURETSU:
  5153. case GN_ILLUSIONDOPING:
  5154. case RL_FIREDANCE:
  5155. case RL_S_STORM:
  5156. case RL_R_TRIP:
  5157. case MH_XENO_SLASHER:
  5158. case MH_HEILIGE_PFERD:
  5159. case MH_THE_ONE_FIGHTER_RISES:
  5160. case NC_ARMSCANNON:
  5161. case SU_SCRATCH:
  5162. case SU_LUNATICCARROTBEAT:
  5163. case SU_LUNATICCARROTBEAT2:
  5164. case SJ_FULLMOONKICK:
  5165. case SJ_NEWMOONKICK:
  5166. case SJ_SOLARBURST:
  5167. case SJ_PROMINENCEKICK:
  5168. case SJ_STAREMPEROR:
  5169. case SJ_FALLINGSTAR_ATK2:
  5170. case SP_CURSEEXPLOSION:
  5171. case SP_SHA:
  5172. case SP_SWHOO:
  5173. case DK_SERVANTWEAPON_ATK:
  5174. case DK_SERVANT_W_PHANTOM:
  5175. case DK_SERVANT_W_DEMOL:
  5176. case DK_MADNESS_CRUSHER:
  5177. case DK_HACKANDSLASHER:
  5178. case DK_DRAGONIC_BREATH:
  5179. case AG_CRIMSON_ARROW_ATK:
  5180. case AG_DESTRUCTIVE_HURRICANE:
  5181. case AG_SOUL_VC_STRIKE:
  5182. case AG_CRYSTAL_IMPACT:
  5183. case AG_CRYSTAL_IMPACT_ATK:
  5184. case AG_ROCK_DOWN:
  5185. case AG_FROZEN_SLASH:
  5186. case IQ_OLEUM_SANCTUM:
  5187. case IQ_MASSIVE_F_BLASTER:
  5188. case IQ_EXPOSION_BLASTER:
  5189. case IQ_FIRST_BRAND:
  5190. case IQ_SECOND_FLAME:
  5191. case IQ_SECOND_FAITH:
  5192. case IQ_SECOND_JUDGEMENT:
  5193. case IQ_THIRD_PUNISH:
  5194. case IQ_THIRD_FLAME_BOMB:
  5195. case IQ_THIRD_CONSECRATION:
  5196. case IG_OVERSLASH:
  5197. case IG_RADIANT_SPEAR:
  5198. case CD_ARBITRIUM_ATK:
  5199. case CD_PETITIO:
  5200. case CD_FRAMEN:
  5201. case SHC_DANCING_KNIFE:
  5202. case SHC_SAVAGE_IMPACT:
  5203. case SHC_IMPACT_CRATER:
  5204. case SHC_FATAL_SHADOW_CROW:
  5205. case SHC_CROSS_SLASH:
  5206. case MT_AXE_STOMP:
  5207. case MT_MIGHTY_SMASH:
  5208. case MT_RUSH_QUAKE:
  5209. case MT_A_MACHINE:
  5210. case MT_SPARK_BLASTER:
  5211. case MT_RUSH_STRIKE:
  5212. case MT_POWERFUL_SWING:
  5213. case MT_ENERGY_CANNONADE:
  5214. case ABC_ABYSS_DAGGER:
  5215. case ABC_CHAIN_REACTION_SHOT:
  5216. case ABC_DEFT_STAB:
  5217. case WH_GALESTORM:
  5218. case BO_ACIDIFIED_ZONE_WATER:
  5219. case BO_ACIDIFIED_ZONE_GROUND:
  5220. case BO_ACIDIFIED_ZONE_WIND:
  5221. case BO_ACIDIFIED_ZONE_FIRE:
  5222. case TR_ROSEBLOSSOM_ATK:
  5223. case ABC_FROM_THE_ABYSS_ATK:
  5224. case EM_ELEMENTAL_BUSTER_FIRE:
  5225. case EM_ELEMENTAL_BUSTER_WATER:
  5226. case EM_ELEMENTAL_BUSTER_WIND:
  5227. case EM_ELEMENTAL_BUSTER_GROUND:
  5228. case EM_ELEMENTAL_BUSTER_POISON:
  5229. case EM_EL_FLAMEROCK:
  5230. case EM_EL_AGE_OF_ICE:
  5231. case EM_EL_STORM_WIND:
  5232. case EM_EL_AVALANCHE:
  5233. case EM_EL_DEADLY_POISON:
  5234. case BO_EXPLOSIVE_POWDER:
  5235. case BO_MAYHEMIC_THORNS:
  5236. case BO_MYSTERY_POWDER:
  5237. case BO_DUST_EXPLOSION:
  5238. case NPC_WIDECRITICALWOUND:
  5239. case IG_SHIELD_SHOOTING:
  5240. case TR_METALIC_FURY:
  5241. case IG_GRAND_JUDGEMENT:
  5242. case HN_JUPITEL_THUNDER_STORM:
  5243. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  5244. case SOA_TALISMAN_OF_WHITE_TIGER:
  5245. case SOA_TALISMAN_OF_RED_PHOENIX:
  5246. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5247. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5248. case SKE_SUNSET_BLAST:
  5249. case SKE_NOON_BLAST:
  5250. if( flag&1 ) {//Recursive invocation
  5251. int32 sflag = skill_area_temp[0] & 0xFFF;
  5252. int32 heal = 0;
  5253. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5254. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5255. break; // Under Hovering characters are immune to select trap and ground target skills.
  5256. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5257. break; // No damage should happen if the target is on Land Protector
  5258. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5259. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5260. break;
  5261. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5262. if (skill_id == ABC_DEFT_STAB && flag&2)
  5263. sflag |= 2;
  5264. if( flag&SD_LEVEL )
  5265. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5266. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5267. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5268. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5269. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5270. break;
  5271. heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5272. switch (skill_id) {
  5273. case NPC_VAMPIRE_GIFT:
  5274. if (heal > 0) {
  5275. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5276. status_heal(src, heal, 0, 0);
  5277. }
  5278. break;
  5279. #ifdef RENEWAL
  5280. case SN_SHARPSHOOTING:
  5281. status_change_end(src, SC_CAMOUFLAGE);
  5282. break;
  5283. #endif
  5284. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5285. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5286. break;
  5287. }
  5288. } else {
  5289. int32 starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5290. skill_area_temp[0] = 0;
  5291. skill_area_temp[1] = bl->id;
  5292. skill_area_temp[2] = 0;
  5293. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5294. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5295. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5296. break;
  5297. }
  5298. if (skill_id == SP_SWHOO)
  5299. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5300. switch ( skill_id ) {
  5301. case LG_EARTHDRIVE:
  5302. case GN_CARTCANNON:
  5303. case SU_SCRATCH:
  5304. case BO_MAYHEMIC_THORNS:
  5305. case DK_DRAGONIC_BREATH:
  5306. case DK_HACKANDSLASHER:
  5307. case MT_SPARK_BLASTER:
  5308. case HN_JUPITEL_THUNDER_STORM:
  5309. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5310. case SKE_SUNSET_BLAST:
  5311. case SKE_NOON_BLAST:
  5312. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5313. break;
  5314. #ifdef RENEWAL
  5315. case NJ_HUUMA:
  5316. #endif
  5317. case LG_MOONSLASHER:
  5318. case MH_XENO_SLASHER:
  5319. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  5320. break;
  5321. case NPC_REVERBERATION_ATK:
  5322. case NC_ARMSCANNON:
  5323. skill_area_temp[1] = 0;
  5324. starget = splash_target(src);
  5325. break;
  5326. case WL_CRIMSONROCK:
  5327. skill_area_temp[4] = bl->x;
  5328. skill_area_temp[5] = bl->y;
  5329. break;
  5330. case SU_LUNATICCARROTBEAT:
  5331. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5332. skill_id = SU_LUNATICCARROTBEAT2;
  5333. break;
  5334. case DK_SERVANT_W_PHANTOM:
  5335. // Jump to the target before attacking.
  5336. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5337. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5338. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation on servants.
  5339. break;
  5340. case SHC_SAVAGE_IMPACT: {
  5341. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5342. skill_area_temp[0] = 2;
  5343. status_change_end( src, SC_CLOAKINGEXCEED );
  5344. }
  5345. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5346. if (bl->x != src->x || bl->y != src->y)
  5347. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5348. // Move the player 1 cell near the target, between the target and the player
  5349. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5350. clif_blown(src);
  5351. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5352. break;
  5353. }
  5354. case SHC_FATAL_SHADOW_CROW: {
  5355. uint8 dir = DIR_NORTHEAST;
  5356. if (bl->x != src->x || bl->y != src->y)
  5357. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5358. // Move the player 1 cell near the target, between the target and the player
  5359. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5360. clif_blown(src);
  5361. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation
  5362. break;
  5363. }
  5364. case AG_CRYSTAL_IMPACT_ATK:
  5365. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5366. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5367. break;
  5368. case AG_ROCK_DOWN:
  5369. case IQ_FIRST_BRAND:
  5370. case IQ_SECOND_FLAME:
  5371. case IQ_SECOND_FAITH:
  5372. case IQ_SECOND_JUDGEMENT:
  5373. case IG_RADIANT_SPEAR:
  5374. case CD_PETITIO:
  5375. case CD_FRAMEN:
  5376. case MT_POWERFUL_SWING:
  5377. case MT_ENERGY_CANNONADE:
  5378. case BO_DUST_EXPLOSION:
  5379. case ABC_DEFT_STAB:
  5380. case EM_EL_FLAMEROCK:
  5381. case EM_EL_AGE_OF_ICE:
  5382. case EM_EL_STORM_WIND:
  5383. case EM_EL_AVALANCHE:
  5384. case EM_EL_DEADLY_POISON:
  5385. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5386. break;
  5387. case ABC_CHAIN_REACTION_SHOT:
  5388. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5389. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5390. break;
  5391. case IQ_THIRD_PUNISH:
  5392. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5393. if (sd) {
  5394. uint8 limit = 5;
  5395. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5396. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5397. for (uint8 i = 0; i < limit; i++)
  5398. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5399. }
  5400. break;
  5401. case IQ_THIRD_FLAME_BOMB:
  5402. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5403. if (sd && sd->spiritball / 5 > 1)
  5404. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5405. break;
  5406. case IQ_THIRD_CONSECRATION:
  5407. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5408. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5409. break;
  5410. case IG_OVERSLASH:
  5411. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5412. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5413. break;
  5414. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5415. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5416. status_heal(src, 0, 0, 10, 0);
  5417. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5418. break;
  5419. case BO_ACIDIFIED_ZONE_WATER:
  5420. case BO_ACIDIFIED_ZONE_GROUND:
  5421. case BO_ACIDIFIED_ZONE_WIND:
  5422. case BO_ACIDIFIED_ZONE_FIRE:
  5423. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5424. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5425. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5426. break;
  5427. case MT_RUSH_STRIKE:
  5428. case MT_RUSH_QUAKE:
  5429. // Jump to the target before attacking.
  5430. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5431. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5432. }
  5433. clif_skill_nodamage( src, *bl, skill_id, skill_lv); // Trigger animation
  5434. clif_blown( src );
  5435. if (skill_id == MT_RUSH_QUAKE){
  5436. // TODO: does this buff start before or after dealing damage? [Muh]
  5437. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5438. }
  5439. break;
  5440. case BO_MYSTERY_POWDER:
  5441. case IG_SHIELD_SHOOTING:
  5442. case IG_GRAND_JUDGEMENT:
  5443. case SHC_CROSS_SLASH:
  5444. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5445. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5446. break;
  5447. case SOA_TALISMAN_OF_RED_PHOENIX:
  5448. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5449. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5450. if (sc != nullptr && sc->getSCE(SC_T_SECOND_GOD) != nullptr){
  5451. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5452. }
  5453. break;
  5454. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5455. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5456. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5457. sc_start(src,src,skill_get_sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  5458. break;
  5459. }
  5460. // if skill damage should be split among targets, count them
  5461. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5462. //special case: Venom Splasher uses a different range for searching than for splashing
  5463. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5464. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5465. // recursive invocation of skill_castend_damage_id() with flag|1
  5466. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5467. if (skill_id == RA_ARROWSTORM)
  5468. status_change_end(src, SC_CAMOUFLAGE);
  5469. if( skill_id == AS_SPLASHER ) {
  5470. map_freeblock_unlock(); // Don't consume a second gemstone.
  5471. return 0;
  5472. }
  5473. }
  5474. break;
  5475. case NW_THE_VIGILANTE_AT_NIGHT:
  5476. if (flag & 1)
  5477. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5478. break;
  5479. case NW_SPIRAL_SHOOTING:
  5480. if (flag & 1) {
  5481. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5482. } else {
  5483. int32 splash = skill_get_splash(skill_id, skill_lv);
  5484. if (sd && sd->weapontype1 == W_GRENADE)
  5485. splash += 2;
  5486. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5487. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5488. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5489. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5490. }
  5491. break;
  5492. case SH_HOWLING_OF_CHUL_HO:
  5493. if (flag & 1)
  5494. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5495. break;
  5496. case SH_HOGOGONG_STRIKE:
  5497. if( flag&1 && tsc != nullptr && tsc->getSCE( SC_HOGOGONG ) != nullptr ){
  5498. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5499. }
  5500. break;
  5501. case SKE_RISING_SUN:
  5502. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5503. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5504. if ( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ) ){
  5505. sc_start(src, src, SC_RISING_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5506. }else if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5507. sc_start(src, src, SC_NOON_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5508. }else if( sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5509. sc_start(src, src, SC_SUNSET_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5510. }
  5511. break;
  5512. case SKE_TWINKLING_GALAXY:
  5513. case SKE_STAR_CANNON:
  5514. if (flag & 1)
  5515. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5516. break;
  5517. case SKE_STAR_BURST:
  5518. if (flag & 1) {
  5519. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5520. } else {
  5521. unit_data* ud = unit_bl2ud( src );
  5522. if( ud != nullptr ){
  5523. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  5524. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  5525. continue;
  5526. }
  5527. skill_unit* su = sug->unit;
  5528. // Check if it is too far away
  5529. if( distance_xy( bl->x, bl->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  5530. continue;
  5531. }
  5532. std::shared_ptr<s_skill_unit_group> sg = su->group;
  5533. for( int32 i = 0; i < MAX_SKILLTIMERSKILL; i++ ){
  5534. if( ud->skilltimerskill[i] == nullptr ){
  5535. continue;
  5536. }
  5537. if( ud->skilltimerskill[i]->skill_id != sug->skill_id ){
  5538. continue;
  5539. }
  5540. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  5541. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  5542. ud->skilltimerskill[i] = nullptr;
  5543. }
  5544. skill_delunitgroup(sg);
  5545. sc_start2(src, bl, skill_get_sc(skill_id), 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  5546. return skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5547. }
  5548. }
  5549. if( sd != nullptr ){
  5550. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_LEVEL);
  5551. }
  5552. return 1;
  5553. }
  5554. break;
  5555. case SKE_ALL_IN_THE_SKY:
  5556. if (bl->type == BL_PC)
  5557. status_zap(bl, 0, 0, status_get_ap(bl));
  5558. if( unit_movepos( src, bl->x, bl->y, 2, true ) ){
  5559. clif_snap(src, src->x, src->y);
  5560. }
  5561. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5562. break;
  5563. //Place units around target
  5564. case NJ_BAKUENRYU:
  5565. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5566. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5567. break;
  5568. case SM_MAGNUM:
  5569. case MS_MAGNUM:
  5570. if( flag&1 ) {
  5571. // For players, damage depends on distance, so add it to flag if it is > 1
  5572. // Cannot hit hidden targets
  5573. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5574. }
  5575. break;
  5576. #ifdef RENEWAL
  5577. case KN_BRANDISHSPEAR:
  5578. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5579. break;
  5580. #else
  5581. case KN_BRANDISHSPEAR:
  5582. #endif
  5583. case ML_BRANDISH:
  5584. //Coded apart for it needs the flag passed to the damage calculation.
  5585. if (skill_area_temp[1] != bl->id)
  5586. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5587. else
  5588. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5589. break;
  5590. #ifdef RENEWAL
  5591. case KN_BOWLINGBASH:
  5592. if (flag & 1) {
  5593. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5594. } else {
  5595. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5596. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5597. }
  5598. break;
  5599. #else
  5600. case KN_BOWLINGBASH:
  5601. #endif
  5602. case MS_BOWLINGBASH:
  5603. {
  5604. int32 min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5605. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5606. c = (skill_lv-(flag&0xFFF)+1)/2;
  5607. // Determine the Bowling Bash area depending on configuration
  5608. if (battle_config.bowling_bash_area == 0) {
  5609. // Gutter line system
  5610. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5611. if(min_x < 0) min_x = 0;
  5612. max_x = min_x + 39;
  5613. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5614. if(min_y < 0) min_y = 0;
  5615. max_y = min_y + 39;
  5616. } else if (battle_config.bowling_bash_area == 1) {
  5617. // Gutter line system without demi gutter bug
  5618. min_x = src->x - (src->x)%40;
  5619. max_x = min_x + 39;
  5620. min_y = src->y - (src->y)%40;
  5621. max_y = min_y + 39;
  5622. } else {
  5623. // Area around caster
  5624. min_x = src->x - battle_config.bowling_bash_area;
  5625. max_x = src->x + battle_config.bowling_bash_area;
  5626. min_y = src->y - battle_config.bowling_bash_area;
  5627. max_y = src->y + battle_config.bowling_bash_area;
  5628. }
  5629. // Initialization, break checks, direction
  5630. if((flag&0xFFF) > 0) {
  5631. // Ignore monsters outside area
  5632. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5633. break;
  5634. // Ignore monsters already in list
  5635. if(idb_exists(bowling_db, bl->id))
  5636. break;
  5637. // Random direction
  5638. dir = rnd()%8;
  5639. } else {
  5640. // Create an empty list of already hit targets
  5641. db_clear(bowling_db);
  5642. // Direction is walkpath
  5643. dir = (unit_getdir(src)+4)%8;
  5644. }
  5645. // Add current target to the list of already hit targets
  5646. idb_put(bowling_db, bl->id, bl);
  5647. // Keep moving target in direction square by square
  5648. tx = bl->x;
  5649. ty = bl->y;
  5650. for(i=0;i<c;i++) {
  5651. // Target coordinates (get changed even if knockback fails)
  5652. tx -= dirx[dir];
  5653. ty -= diry[dir];
  5654. // If target cell is a wall then break
  5655. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5656. break;
  5657. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5658. int32 count;
  5659. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5660. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5661. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5662. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5663. // Recursive call
  5664. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5665. // Self-collision
  5666. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5667. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5668. break;
  5669. }
  5670. }
  5671. // Original hit or chain hit depending on flag
  5672. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5673. }
  5674. break;
  5675. case KN_SPEARSTAB:
  5676. if(flag&1) {
  5677. if (bl->id==skill_area_temp[1])
  5678. break;
  5679. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5680. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5681. } else {
  5682. int32 x=bl->x,y=bl->y,i,dir;
  5683. dir = map_calc_dir(bl,src->x,src->y);
  5684. skill_area_temp[1] = bl->id;
  5685. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5686. // all the enemies between the caster and the target are hit, as well as the target
  5687. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5688. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5689. for (i=0;i<4;i++) {
  5690. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5691. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5692. x += dirx[dir];
  5693. y += diry[dir];
  5694. }
  5695. }
  5696. break;
  5697. case TK_TURNKICK:
  5698. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5699. {
  5700. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5701. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5702. map_foreachinallrange(skill_area_sub,bl,
  5703. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5704. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5705. skill_castend_nodamage_id);
  5706. }
  5707. break;
  5708. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5709. // clif_skill_nodamage(src,*bl,skill_id,skill_lv,false); //Can't make this one display the correct attack animation delay :/
  5710. clif_damage(*src,*bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5711. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5712. break;
  5713. case PR_TURNUNDEAD:
  5714. case ALL_RESURRECTION:
  5715. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5716. break;
  5717. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5718. break;
  5719. case AL_HOLYLIGHT:
  5720. status_change_end(bl, SC_P_ALTER);
  5721. [[fallthrough]];
  5722. case MG_SOULSTRIKE:
  5723. case NPC_DARKSTRIKE:
  5724. case MG_COLDBOLT:
  5725. case MG_FIREBOLT:
  5726. case MG_LIGHTNINGBOLT:
  5727. case WZ_EARTHSPIKE:
  5728. case AL_HEAL:
  5729. case NPC_DARKTHUNDER:
  5730. case NPC_FIRESTORM:
  5731. case PR_ASPERSIO:
  5732. case MG_FROSTDIVER:
  5733. case WZ_SIGHTBLASTER:
  5734. case WZ_SIGHTRASHER:
  5735. #ifdef RENEWAL
  5736. case PA_PRESSURE:
  5737. #endif
  5738. case NJ_KOUENKA:
  5739. case NJ_HYOUSENSOU:
  5740. case NJ_HUUJIN:
  5741. case AB_HIGHNESSHEAL:
  5742. case AB_DUPLELIGHT_MAGIC:
  5743. case WM_METALICSOUND:
  5744. case KO_KAIHOU:
  5745. case MH_ERASER_CUTTER:
  5746. case AG_ASTRAL_STRIKE:
  5747. case AG_ASTRAL_STRIKE_ATK:
  5748. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5749. case CD_ARBITRIUM:
  5750. case HN_METEOR_STORM_BUSTER:
  5751. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5752. break;
  5753. case IG_JUDGEMENT_CROSS:
  5754. case TR_SOUNDBLEND:
  5755. case SH_HYUN_ROK_CANNON:
  5756. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5757. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5758. break;
  5759. case AG_DEADLY_PROJECTION:
  5760. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5761. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5762. break;
  5763. case NPC_MAGICALATTACK:
  5764. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5765. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5766. break;
  5767. case HVAN_CAPRICE:
  5768. {
  5769. static const std::array<e_skill, 4> subskills = { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE };
  5770. e_skill subskill_id = subskills.at(rnd() % subskills.size());
  5771. skill_attack(skill_get_type(subskill_id), src, src, bl, subskill_id, skill_lv, tick, flag);
  5772. }
  5773. break;
  5774. case WZ_WATERBALL:
  5775. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5776. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5777. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5778. break;
  5779. case WZ_JUPITEL:
  5780. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5781. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5782. break;
  5783. case PR_BENEDICTIO:
  5784. //Should attack undead and demons. [Skotlex]
  5785. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5786. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5787. break;
  5788. case SJ_NOVAEXPLOSING:
  5789. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5790. // We can end Dimension here since the cooldown code is processed before this point.
  5791. if (sc && sc->getSCE(SC_DIMENSION))
  5792. status_change_end(src, SC_DIMENSION);
  5793. else // Dimension not active? Activate the 2 second skill block penalty.
  5794. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5795. break;
  5796. case SP_SOULEXPLOSION:
  5797. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5798. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5799. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5800. if (sd)
  5801. clif_skill_fail( *sd, skill_id );
  5802. break;
  5803. }
  5804. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5805. break;
  5806. case SL_SMA:
  5807. status_change_end(src, SC_SMA);
  5808. [[fallthrough]];
  5809. case SL_STIN:
  5810. case SL_STUN:
  5811. case SP_SPA:
  5812. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5813. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5814. clif_skill_fail( *sd, skill_id );
  5815. break;
  5816. }
  5817. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5818. break;
  5819. case NPC_DARKBREATH:
  5820. clif_emotion( *src, ET_ANGER );
  5821. if (rnd() % 2 == 0)
  5822. break; // 50% chance
  5823. [[fallthrough]];
  5824. case SN_FALCONASSAULT:
  5825. #ifndef RENEWAL
  5826. case PA_PRESSURE:
  5827. case CR_ACIDDEMONSTRATION:
  5828. #endif
  5829. case TF_THROWSTONE:
  5830. case NPC_SMOKING:
  5831. case GS_FLING:
  5832. case NJ_ZENYNAGE:
  5833. case GN_THORNS_TRAP:
  5834. case RL_B_TRAP:
  5835. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5836. break;
  5837. #ifdef RENEWAL
  5838. case NJ_ISSEN: {
  5839. int16 x, y;
  5840. int16 dir = map_calc_dir(src, bl->x, bl->y);
  5841. // Move 2 cells (From target)
  5842. if (dir > 0 && dir < 4)
  5843. x = -2;
  5844. else if (dir > 4)
  5845. x = 2;
  5846. else
  5847. x = 0;
  5848. if (dir > 2 && dir < 6)
  5849. y = -2;
  5850. else if (dir == 7 || dir < 2)
  5851. y = 2;
  5852. else
  5853. y = 0;
  5854. // Doesn't have slide effect in GVG
  5855. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5856. clif_blown(src);
  5857. clif_spiritball(src);
  5858. }
  5859. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5860. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5861. status_change_end(src, SC_NEN);
  5862. status_change_end(src, SC_HIDING);
  5863. }
  5864. break;
  5865. #endif
  5866. case RK_DRAGONBREATH_WATER:
  5867. case RK_DRAGONBREATH:
  5868. case NPC_DRAGONBREATH:
  5869. if( tsc && tsc->getSCE(SC_HIDING) )
  5870. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  5871. else {
  5872. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5873. }
  5874. break;
  5875. case NPC_SELFDESTRUCTION:
  5876. if( tsc && tsc->getSCE(SC_HIDING) )
  5877. break;
  5878. [[fallthrough]];
  5879. case HVAN_EXPLOSION:
  5880. if (src != bl)
  5881. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5882. break;
  5883. // Celest
  5884. case PF_SOULBURN:
  5885. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5886. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5887. if (skill_lv == 5)
  5888. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5889. status_percent_damage(src, bl, 0, 100, false);
  5890. } else {
  5891. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  5892. if (skill_lv == 5)
  5893. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5894. status_percent_damage(src, src, 0, 100, false);
  5895. }
  5896. break;
  5897. case NPC_BLOODDRAIN:
  5898. case NPC_ENERGYDRAIN:
  5899. {
  5900. int32 heal = (int32)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5901. src, src, bl, skill_id, skill_lv, tick, flag);
  5902. if (heal > 0){
  5903. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5904. status_heal(src, heal, 0, 0);
  5905. }
  5906. }
  5907. break;
  5908. case GS_BULLSEYE:
  5909. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5910. break;
  5911. case NJ_KASUMIKIRI:
  5912. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5913. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5914. break;
  5915. case NJ_KIRIKAGE:
  5916. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5917. { //You don't move on GVG grounds.
  5918. int16 x, y;
  5919. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5920. if (unit_movepos(src, x, y, 0, 0)) {
  5921. clif_blown(src);
  5922. }
  5923. }
  5924. status_change_end(src, SC_HIDING);
  5925. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5926. break;
  5927. case RK_PHANTOMTHRUST:
  5928. case NPC_PHANTOMTHRUST:
  5929. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5930. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5931. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5932. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5933. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5934. break;
  5935. case RK_WINDCUTTER:
  5936. case RK_STORMBLAST:
  5937. if( flag&1 )
  5938. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5939. else {
  5940. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5941. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5942. }
  5943. break;
  5944. case GC_DARKILLUSION:
  5945. {
  5946. int16 x, y;
  5947. int16 dir = map_calc_dir(src,bl->x,bl->y);
  5948. if( dir > 0 && dir < 4) x = 2;
  5949. else if( dir > 4 ) x = -2;
  5950. else x = 0;
  5951. if( dir > 2 && dir < 6 ) y = 2;
  5952. else if( dir == 7 || dir < 2 ) y = -2;
  5953. else y = 0;
  5954. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5955. clif_blown(src);
  5956. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5957. if( rnd()%100 < 4 * skill_lv )
  5958. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5959. }
  5960. }
  5961. break;
  5962. case GC_CROSSRIPPERSLASHER:
  5963. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5964. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5965. else
  5966. {
  5967. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5968. }
  5969. break;
  5970. case GC_CROSSIMPACT: {
  5971. uint8 dir = DIR_NORTHEAST;
  5972. if (bl->x != src->x || bl->y != src->y)
  5973. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5974. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5975. clif_blown(src);
  5976. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5977. } else {
  5978. if (sd)
  5979. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5980. }
  5981. break;
  5982. }
  5983. case GC_PHANTOMMENACE:
  5984. if (flag&1) { // Only Hits Invisible Targets
  5985. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5986. status_change_end(bl, SC_CLOAKINGEXCEED);
  5987. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5988. }
  5989. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5990. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5991. }
  5992. break;
  5993. case GC_DARKCROW:
  5994. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5995. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5996. break;
  5997. case WL_DRAINLIFE:
  5998. {
  5999. int32 heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6000. int32 rate = 70 + 5 * skill_lv;
  6001. heal = heal * (5 + 5 * skill_lv) / 100;
  6002. if( bl->type == BL_SKILL )
  6003. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  6004. if( heal && rnd()%100 < rate )
  6005. {
  6006. status_heal(src, heal, 0, 0);
  6007. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  6008. }
  6009. }
  6010. break;
  6011. case WL_TETRAVORTEX_FIRE:
  6012. case WL_TETRAVORTEX_WATER:
  6013. case WL_TETRAVORTEX_WIND:
  6014. case WL_TETRAVORTEX_GROUND:
  6015. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  6016. break;
  6017. case WL_TETRAVORTEX:
  6018. if (sd == nullptr) { // Monster usage
  6019. uint8 i = 0;
  6020. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  6021. { WL_TETRAVORTEX_WIND, 4 },
  6022. { WL_TETRAVORTEX_WATER, 2 },
  6023. { WL_TETRAVORTEX_GROUND, 8 } };
  6024. for (const auto &skill : tetra_skills) {
  6025. if (skill_lv > 5) {
  6026. skill_area_temp[0] = i;
  6027. skill_area_temp[1] = skill[1];
  6028. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  6029. } else
  6030. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  6031. i++;
  6032. }
  6033. } else if (sc) { // No SC? No spheres
  6034. int32 i, k = 0;
  6035. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  6036. status_change_end(src, SC_SPHERE_1);
  6037. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  6038. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6039. continue;
  6040. uint16 subskill = 0;
  6041. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  6042. case WLS_FIRE:
  6043. subskill = WL_TETRAVORTEX_FIRE;
  6044. k |= 1;
  6045. break;
  6046. case WLS_WIND:
  6047. subskill = WL_TETRAVORTEX_WIND;
  6048. k |= 4;
  6049. break;
  6050. case WLS_WATER:
  6051. subskill = WL_TETRAVORTEX_WATER;
  6052. k |= 2;
  6053. break;
  6054. case WLS_STONE:
  6055. subskill = WL_TETRAVORTEX_GROUND;
  6056. k |= 8;
  6057. break;
  6058. }
  6059. if (skill_lv > 5) {
  6060. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  6061. skill_area_temp[1] = k;
  6062. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  6063. } else
  6064. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  6065. status_change_end(src, static_cast<sc_type>(i));
  6066. }
  6067. }
  6068. break;
  6069. case WL_RELEASE:
  6070. if (sc == nullptr)
  6071. break;
  6072. if (sd) {
  6073. int32 i;
  6074. #ifndef RENEWAL
  6075. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  6076. #endif
  6077. if (skill_lv == 1) { // SpellBook
  6078. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  6079. break;
  6080. bool found_spell = false;
  6081. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  6082. if (sc->getSCE(i) != nullptr) {
  6083. found_spell = true;
  6084. break;
  6085. }
  6086. }
  6087. if (!found_spell)
  6088. break;
  6089. // Now extract the data from the preserved spell
  6090. uint16 pres_skill_id = sc->getSCE(i)->val1;
  6091. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  6092. uint16 point = sc->getSCE(i)->val3;
  6093. status_change_end(src, static_cast<sc_type>(i));
  6094. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  6095. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  6096. else // Last spell to be released
  6097. status_change_end(src, SC_FREEZE_SP);
  6098. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  6099. break;
  6100. // Get the requirement for the preserved skill
  6101. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  6102. switch( skill_get_casttype(pres_skill_id) )
  6103. {
  6104. case CAST_GROUND:
  6105. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  6106. break;
  6107. case CAST_NODAMAGE:
  6108. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6109. break;
  6110. case CAST_DAMAGE:
  6111. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6112. break;
  6113. }
  6114. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  6115. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  6116. int32 cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  6117. if( cooldown > 0 )
  6118. skill_blockpc_start(*sd, pres_skill_id, cooldown);
  6119. } else { // Summoned Balls
  6120. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  6121. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6122. continue;
  6123. int32 skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  6124. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  6125. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  6126. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  6127. }
  6128. clif_skill_nodamage(src, *bl, skill_id, 0);
  6129. }
  6130. }
  6131. break;
  6132. case WL_FROSTMISTY:
  6133. // Causes Freezing status through walls.
  6134. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6135. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6136. // Doesn't deal damage through non-shootable walls.
  6137. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  6138. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  6139. break;
  6140. case WL_HELLINFERNO:
  6141. if (flag & 1) {
  6142. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  6143. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  6144. } else {
  6145. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6146. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6147. }
  6148. break;
  6149. case RA_WUGSTRIKE:
  6150. if( sd && pc_isridingwug(sd) ){
  6151. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6152. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6153. clif_blown(src);
  6154. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6155. }
  6156. break;
  6157. }
  6158. [[fallthrough]];
  6159. case RA_WUGBITE:
  6160. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6161. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6162. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6163. clif_skill_fail( *sd, skill_id );
  6164. break;
  6165. case RA_SENSITIVEKEEN:
  6166. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6167. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6168. status_change_end(bl, SC_CLOAKINGEXCEED);
  6169. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6170. }
  6171. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6172. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6173. } else {
  6174. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6175. std::shared_ptr<s_skill_unit_group> sg;
  6176. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6177. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6178. {
  6179. struct item item_tmp;
  6180. memset(&item_tmp,0,sizeof(item_tmp));
  6181. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6182. item_tmp.identify = 1;
  6183. if( item_tmp.nameid )
  6184. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6185. }
  6186. skill_delunit(su);
  6187. }
  6188. }
  6189. break;
  6190. case NC_INFRAREDSCAN:
  6191. if( flag&1 ) {
  6192. status_change_end(bl, SC_HIDING);
  6193. status_change_end(bl, SC_CLOAKING);
  6194. status_change_end(bl, SC_CLOAKINGEXCEED);
  6195. status_change_end(bl, SC_CAMOUFLAGE);
  6196. status_change_end(bl, SC_NEWMOON);
  6197. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6198. status_change_end(bl, SC__SHADOWFORM);
  6199. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6200. } else {
  6201. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6202. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6203. }
  6204. break;
  6205. case SC_FATALMENACE:
  6206. if( flag&1 )
  6207. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6208. else {
  6209. 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);
  6210. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6211. }
  6212. break;
  6213. case NPC_FATALMENACE: // todo should it teleport the target ?
  6214. if( flag&1 )
  6215. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6216. else {
  6217. int16 x, y;
  6218. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6219. // Destination area
  6220. skill_area_temp[4] = x;
  6221. skill_area_temp[5] = y;
  6222. 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);
  6223. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6224. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6225. }
  6226. break;
  6227. case LG_PINPOINTATTACK:
  6228. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6229. clif_blown(src);
  6230. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6231. break;
  6232. case SR_KNUCKLEARROW:
  6233. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6234. dir_ka = map_calc_dir(bl, src->x, src->y);
  6235. // Has slide effect
  6236. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6237. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6238. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6239. break;
  6240. case SR_HOWLINGOFLION:
  6241. status_change_end(bl, SC_SWINGDANCE);
  6242. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6243. status_change_end(bl, SC_MOONLITSERENADE);
  6244. status_change_end(bl, SC_RUSHWINDMILL);
  6245. status_change_end(bl, SC_ECHOSONG);
  6246. status_change_end(bl, SC_HARMONIZE);
  6247. status_change_end(bl, SC_NETHERWORLD);
  6248. status_change_end(bl, SC_VOICEOFSIREN);
  6249. status_change_end(bl, SC_DEEPSLEEP);
  6250. status_change_end(bl, SC_SIRCLEOFNATURE);
  6251. status_change_end(bl, SC_GLOOMYDAY);
  6252. status_change_end(bl, SC_GLOOMYDAY_SK);
  6253. status_change_end(bl, SC_SONGOFMANA);
  6254. status_change_end(bl, SC_DANCEWITHWUG);
  6255. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6256. status_change_end(bl, SC_LERADSDEW);
  6257. status_change_end(bl, SC_MELODYOFSINK);
  6258. status_change_end(bl, SC_BEYONDOFWARCRY);
  6259. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6260. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6261. break;
  6262. case SR_EARTHSHAKER:
  6263. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6264. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6265. status_change_end(bl, SC_CLOAKINGEXCEED);
  6266. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6267. status_change_end(bl, SC__SHADOWFORM);
  6268. } else {
  6269. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6270. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6271. }
  6272. break;
  6273. case SR_TIGERCANNON:
  6274. if (flag & 1) {
  6275. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6276. } else if (sd) {
  6277. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6278. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6279. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6280. }
  6281. break;
  6282. case WM_REVERBERATION:
  6283. if (flag & 1)
  6284. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6285. else {
  6286. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6287. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6288. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6289. }
  6290. break;
  6291. case NPC_POISON_BUSTER:
  6292. if( tsc && tsc->getSCE(SC_POISON) ) {
  6293. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6294. status_change_end(bl, SC_POISON);
  6295. }
  6296. else if( sd )
  6297. clif_skill_fail( *sd, skill_id );
  6298. break;
  6299. case KO_JYUMONJIKIRI: {
  6300. int16 x, y;
  6301. int16 dir = map_calc_dir(src,bl->x,bl->y);
  6302. if (dir > 0 && dir < 4)
  6303. x = 2;
  6304. else if (dir > 4)
  6305. x = -2;
  6306. else
  6307. x = 0;
  6308. if (dir > 2 && dir < 6)
  6309. y = 2;
  6310. else if (dir == 7 || dir < 2)
  6311. y = -2;
  6312. else
  6313. y = 0;
  6314. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6315. clif_blown(src);
  6316. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6317. }
  6318. }
  6319. break;
  6320. case EL_FIRE_BOMB:
  6321. case EL_FIRE_WAVE:
  6322. case EL_WATER_SCREW:
  6323. case EL_HURRICANE:
  6324. case EL_TYPOON_MIS:
  6325. if( flag&1 )
  6326. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6327. else {
  6328. int32 i = skill_get_splash(skill_id,skill_lv);
  6329. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6330. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6331. if( rnd()%100 < 30 )
  6332. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6333. else
  6334. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6335. }
  6336. break;
  6337. case EL_ROCK_CRUSHER:
  6338. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6339. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6340. if( rnd()%100 < 50 )
  6341. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6342. else
  6343. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6344. break;
  6345. case EL_STONE_RAIN:
  6346. if( flag&1 )
  6347. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6348. else {
  6349. int32 i = skill_get_splash(skill_id,skill_lv);
  6350. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6351. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6352. if( rnd()%100 < 30 )
  6353. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6354. else
  6355. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6356. }
  6357. break;
  6358. case EL_FIRE_ARROW:
  6359. case EL_ICE_NEEDLE:
  6360. case EL_WIND_SLASH:
  6361. case EL_STONE_HAMMER:
  6362. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6363. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6364. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6365. break;
  6366. case EL_TIDAL_WEAPON:
  6367. if( src->type == BL_ELEM ) {
  6368. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6369. status_change *tsc_ele = status_get_sc(&ele->bl);
  6370. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6371. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6372. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6373. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6374. status_change_end(battle_get_master(src),type);
  6375. status_change_end(src,type2);
  6376. }
  6377. if( rnd()%100 < 50 )
  6378. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6379. else {
  6380. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6381. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6382. }
  6383. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6384. }
  6385. break;
  6386. //recursive homon skill
  6387. case MH_ABSOLUTE_ZEPHYR:
  6388. case MH_TOXIN_OF_MANDARA:
  6389. case MH_BLAZING_AND_FURIOUS:
  6390. case MH_MAGMA_FLOW:
  6391. case MH_HEILIGE_STANGE:
  6392. if(flag&1){
  6393. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6394. break;//chance to not trigger atk for magma
  6395. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6396. }
  6397. else
  6398. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6399. break;
  6400. case MH_TWISTER_CUTTER:
  6401. case MH_GLANZEN_SPIES:
  6402. case MH_STAHL_HORN:
  6403. case MH_NEEDLE_OF_PARALYZE:
  6404. case MH_NEEDLE_STINGER:
  6405. case MH_SONIC_CRAW:
  6406. case MH_MIDNIGHT_FRENZY:
  6407. case MH_SILVERVEIN_RUSH:
  6408. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6409. break;
  6410. case MH_TINDER_BREAKER:
  6411. case MH_CBC:
  6412. case MH_EQC:
  6413. {
  6414. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6415. int32 duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6416. sc_type type;
  6417. if( skill_id == MH_TINDER_BREAKER ){
  6418. type = SC_TINDER_BREAKER2;
  6419. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6420. clif_blown(src);
  6421. clif_skill_poseffect( *src, skill_id, skill_lv, bl->x, bl->y, tick );
  6422. }
  6423. }else if( skill_id == MH_CBC ){
  6424. type = SC_CBC;
  6425. }else if( skill_id == MH_EQC ){
  6426. type = SC_EQC;
  6427. }
  6428. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6429. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6430. }
  6431. break;
  6432. case RL_H_MINE:
  6433. if (!(flag&1)) {
  6434. // Direct attack
  6435. if (!sd || !sd->flicker) {
  6436. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6437. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6438. break;
  6439. }
  6440. // Triggered by RL_FLICKER
  6441. if (sd && sd->flicker) {
  6442. // Splash damage around it!
  6443. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6444. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6445. flag |= 1; // Don't consume requirement
  6446. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6447. status_change_end(bl, SC_H_MINE);
  6448. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6449. }
  6450. }
  6451. }
  6452. else
  6453. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6454. if (sd && sd->flicker)
  6455. flag |= 1; // Don't consume requirement
  6456. break;
  6457. case RL_QD_SHOT:
  6458. if (skill_area_temp[1] == bl->id)
  6459. break;
  6460. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6461. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6462. break;
  6463. case RL_D_TAIL:
  6464. case RL_HAMMER_OF_GOD:
  6465. if (flag&1)
  6466. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6467. else {
  6468. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6469. int32 i;
  6470. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6471. if (i < MAX_SKILL_CRIMSON_MARKER)
  6472. flag |= 8;
  6473. }
  6474. if (skill_id == RL_HAMMER_OF_GOD)
  6475. clif_skill_poseffect( *src, skill_id, 1, bl->x, bl->y, gettick() );
  6476. else
  6477. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6478. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6479. }
  6480. break;
  6481. case SU_SCAROFTAROU:
  6482. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6483. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6484. break;
  6485. case SU_SV_STEMSPEAR:
  6486. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6487. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6488. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6489. break;
  6490. case 0:/* no skill - basic/normal attack */
  6491. if(sd) {
  6492. if (flag & 3){
  6493. if (bl->id != skill_area_temp[1])
  6494. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6495. } else {
  6496. skill_area_temp[1] = bl->id;
  6497. map_foreachinallrange(skill_area_sub, bl,
  6498. sd->bonus.splash_range, BL_CHAR,
  6499. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6500. skill_castend_damage_id);
  6501. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6502. }
  6503. }
  6504. break;
  6505. case SJ_FALLINGSTAR_ATK:
  6506. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6507. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6508. int8 i = 0;
  6509. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6510. if (i < MAX_STELLAR_MARKS) {
  6511. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6512. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6513. }
  6514. }
  6515. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6516. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6517. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6518. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6519. }
  6520. break;
  6521. case SJ_FLASHKICK: {
  6522. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6523. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6524. // Only players and monsters can be tagged....I think??? [Rytech]
  6525. // Lets only allow players and monsters to use this skill for safety reasons.
  6526. if ((!tsd && !tmd) || !sd && !md) {
  6527. if (sd)
  6528. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6529. break;
  6530. }
  6531. // Check if the target is already tagged by another source.
  6532. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6533. // Can't tag a player that was already tagged from another source.
  6534. if (sd)
  6535. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6536. map_freeblock_unlock();
  6537. return 1;
  6538. }
  6539. if (sd) { // Tagging the target.
  6540. int32 i;
  6541. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6542. if (i == MAX_STELLAR_MARKS) {
  6543. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6544. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6545. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6546. map_freeblock_unlock();
  6547. return 1;
  6548. }
  6549. }
  6550. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6551. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6552. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6553. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6554. sd->stellar_mark[i] = bl->id;
  6555. // Val4 flags if the status was applied by a player or a monster.
  6556. // This will be important for other skills that work together with this one.
  6557. // 1 = Player, 2 = Monster.
  6558. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6559. // apply the status here. We can't pass this data to skill_additional_effect.
  6560. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6561. }
  6562. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6563. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6564. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6565. }
  6566. }
  6567. break;
  6568. case NPC_VENOMIMPRESS:
  6569. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6570. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6571. break;
  6572. case HN_DOUBLEBOWLINGBASH:
  6573. if (flag & 1) {
  6574. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6575. } else {
  6576. int32 splash = skill_get_splash(skill_id, skill_lv);
  6577. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6578. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6579. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6580. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6581. }
  6582. break;
  6583. case HN_SHIELD_CHAIN_RUSH:
  6584. if (flag & 1) {
  6585. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6586. } else {
  6587. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6588. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6589. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6590. }
  6591. break;
  6592. case HN_JACK_FROST_NOVA:
  6593. case HN_HELLS_DRIVE:
  6594. case HN_GROUND_GRAVITATION:
  6595. if (flag & 1)
  6596. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6597. break;
  6598. case HN_NAPALM_VULCAN_STRIKE:
  6599. if (flag & 1) {
  6600. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6601. } else {
  6602. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6603. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6604. }
  6605. break;
  6606. case NW_MAGAZINE_FOR_ONE:
  6607. case NW_ONLY_ONE_BULLET:
  6608. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6609. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6610. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6611. break;
  6612. case SOA_TALISMAN_OF_BLUE_DRAGON:
  6613. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6614. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6615. sc_start(src,src,skill_get_sc(skill_id), 100, 1, skill_get_time(skill_id, skill_lv));
  6616. break;
  6617. case SOA_TALISMAN_OF_SOUL_STEALING:
  6618. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6619. if( bl->type != BL_SKILL ){
  6620. int32 sp = (100 + status_get_lv(src) / 50) * skill_lv;
  6621. status_heal(src, 0, sp, 0, 0);
  6622. clif_skill_nodamage( src, *src, skill_id, sp );
  6623. }
  6624. break;
  6625. default:
  6626. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6627. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), tstatus->dmotion,
  6628. 0, abs(skill_get_num(skill_id, skill_lv)),
  6629. skill_id, skill_lv, skill_get_hit(skill_id) );
  6630. map_freeblock_unlock();
  6631. return 1;
  6632. }
  6633. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6634. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6635. map_freeblock_unlock();
  6636. if( sd && !(flag&1) )
  6637. {// ensure that the skill last-cast tick is recorded
  6638. sd->canskill_tick = gettick();
  6639. if( sd->state.arrow_atk )
  6640. {// consume arrow on last invocation to this skill.
  6641. battle_consume_ammo(sd, skill_id, skill_lv);
  6642. }
  6643. // perform skill requirement consumption
  6644. if (!(flag&SKILL_NOCONSUME_REQ))
  6645. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6646. }
  6647. return 0;
  6648. }
  6649. /**
  6650. * Give a song's buff/debuff or damage to all targets around
  6651. * @param target: Target
  6652. * @param ap: Argument list
  6653. * @return 1 on success or 0 otherwise
  6654. */
  6655. static int32 skill_apply_songs(struct block_list* target, va_list ap)
  6656. {
  6657. int32 flag = va_arg(ap, int32);
  6658. struct block_list* src = va_arg(ap, struct block_list*);
  6659. uint16 skill_id = static_cast<uint16>(va_arg(ap, int32));
  6660. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int32));
  6661. t_tick tick = va_arg(ap, t_tick);
  6662. if (flag & BCT_WOS && src == target)
  6663. return 0;
  6664. if (battle_check_target(src, target, flag) > 0) {
  6665. switch (skill_id) {
  6666. // Attack type songs
  6667. case BA_DISSONANCE:
  6668. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6669. return 1;
  6670. case DC_UGLYDANCE:
  6671. case BD_LULLABY:
  6672. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6673. default: // Buff/Debuff type songs
  6674. if (skill_id == CG_HERMODE && src->id != target->id)
  6675. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6676. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6677. }
  6678. }
  6679. return 0;
  6680. }
  6681. /**
  6682. * Calculate a song's bonus values
  6683. * @param src: Caster
  6684. * @param skill_id: Song skill ID
  6685. * @param skill_lv: Song skill level
  6686. * @param tick: Timer tick
  6687. * @return Number of targets or 0 otherwise
  6688. */
  6689. static int32 skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6690. {
  6691. nullpo_ret(src);
  6692. if (src->type != BL_PC) {
  6693. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6694. return 0;
  6695. }
  6696. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6697. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6698. return 0;
  6699. }
  6700. map_session_data* sd = BL_CAST(BL_PC, src);
  6701. int32 flag = BCT_PARTY;
  6702. switch (skill_id) {
  6703. case BD_ROKISWEIL:
  6704. flag = BCT_ENEMY | BCT_WOS;
  6705. break;
  6706. case BD_LULLABY:
  6707. case BD_ETERNALCHAOS:
  6708. case BA_DISSONANCE:
  6709. case DC_UGLYDANCE:
  6710. case DC_DONTFORGETME:
  6711. flag = BCT_ENEMY;
  6712. break;
  6713. case CG_HERMODE:
  6714. flag |= BCT_GUILD;
  6715. break;
  6716. }
  6717. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  6718. sd->skill_id_dance = skill_id;
  6719. sd->skill_lv_dance = skill_lv;
  6720. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6721. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6722. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6723. }
  6724. /**
  6725. * Use no-damage skill from 'src' to 'bl
  6726. * @param src Caster
  6727. * @param bl Target of the skill, bl maybe same with src for self skill
  6728. * @param skill_id
  6729. * @param skill_lv
  6730. * @param tick
  6731. * @param flag Various value, &1: Recursive effect
  6732. **/
  6733. int32 skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  6734. {
  6735. map_session_data *sd, *dstsd;
  6736. struct mob_data *md, *dstmd;
  6737. struct homun_data *hd;
  6738. s_mercenary_data *mer;
  6739. status_change *tsc;
  6740. struct status_change_entry *tsce;
  6741. int32 i = 0;
  6742. enum sc_type type;
  6743. if(skill_id > 0 && !skill_lv) return 0; // celest
  6744. nullpo_retr(1, src);
  6745. nullpo_retr(1, bl);
  6746. if (src->m != bl->m)
  6747. return 1;
  6748. sd = BL_CAST(BL_PC, src);
  6749. hd = BL_CAST(BL_HOM, src);
  6750. md = BL_CAST(BL_MOB, src);
  6751. mer = BL_CAST(BL_MER, src);
  6752. dstsd = BL_CAST(BL_PC, bl);
  6753. dstmd = BL_CAST(BL_MOB, bl);
  6754. if(bl->prev == nullptr)
  6755. return 1;
  6756. if(status_isdead(*src))
  6757. return 1;
  6758. if( src != bl && status_isdead(*bl) ) {
  6759. switch( skill_id ) { // Skills that may be cast on dead targets
  6760. case NPC_WIDESOULDRAIN:
  6761. case PR_REDEMPTIO:
  6762. case ALL_RESURRECTION:
  6763. case WM_DEADHILLHERE:
  6764. case WE_ONEFOREVER:
  6765. break;
  6766. default:
  6767. return 1;
  6768. }
  6769. }
  6770. status_data* tstatus = status_get_status_data(*bl);
  6771. status_data* sstatus = status_get_status_data(*src);
  6772. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6773. switch (skill_id) {
  6774. case AL_HEAL:
  6775. case ALL_RESURRECTION:
  6776. case PR_ASPERSIO:
  6777. case AB_HIGHNESSHEAL:
  6778. //Apparently only player casted skills can be offensive like this.
  6779. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6780. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6781. //Offensive heal does not works on non-enemies. [Skotlex]
  6782. clif_skill_fail( *sd, skill_id );
  6783. return 0;
  6784. }
  6785. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6786. }
  6787. break;
  6788. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6789. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6790. case MH_STEINWAND: {
  6791. struct block_list *s_src = battle_get_master(src);
  6792. int16 ret = 0;
  6793. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6794. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6795. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6796. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6797. return ret;
  6798. }
  6799. break;
  6800. default:
  6801. //Skill is actually ground placed.
  6802. if (src == bl && skill_get_unit_id(skill_id))
  6803. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6804. }
  6805. type = skill_get_sc(skill_id);
  6806. tsc = status_get_sc(bl);
  6807. status_change* sc = status_get_sc(src);
  6808. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6809. if (src!=bl && type > SC_NONE &&
  6810. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6811. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6812. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6813. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6814. map_freeblock_lock();
  6815. switch(skill_id)
  6816. {
  6817. case HLIF_HEAL: //[orn]
  6818. case AL_HEAL:
  6819. case AB_HIGHNESSHEAL:
  6820. {
  6821. int32 heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6822. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6823. heal = 0;
  6824. if( tsc != nullptr && !tsc->empty() ) {
  6825. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6826. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6827. status_change_end(bl, SC_KAITE);
  6828. if (src == bl)
  6829. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6830. else {
  6831. bl = src;
  6832. dstsd = sd;
  6833. }
  6834. }
  6835. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6836. heal = 0; //Needed so that it actually displays 0 when healing.
  6837. }
  6838. if (skill_id == AL_HEAL)
  6839. status_change_end(bl, SC_BITESCAR);
  6840. clif_skill_nodamage(src, *bl, skill_id, heal);
  6841. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6842. heal = ~heal + 1;
  6843. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6844. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6845. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6846. if (heal_get_jobexp <= 0)
  6847. heal_get_jobexp = 1;
  6848. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6849. }
  6850. }
  6851. break;
  6852. case CD_REPARATIO: {
  6853. if (bl->type != BL_PC) { // Only works on players.
  6854. if (sd)
  6855. clif_skill_fail( *sd, skill_id );
  6856. break;
  6857. }
  6858. int32 heal_amount = 0;
  6859. if (!status_isimmune(bl))
  6860. heal_amount = tstatus->max_hp;
  6861. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6862. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  6863. status_heal(bl, heal_amount, 0, 0);
  6864. }
  6865. break;
  6866. case PR_REDEMPTIO:
  6867. if (sd && !(flag&1)) {
  6868. if (sd->status.party_id == 0) {
  6869. clif_skill_fail( *sd, skill_id );
  6870. break;
  6871. }
  6872. skill_area_temp[0] = 0;
  6873. party_foreachsamemap(skill_area_sub,
  6874. sd,skill_get_splash(skill_id, skill_lv),
  6875. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6876. skill_castend_nodamage_id);
  6877. if (skill_area_temp[0] == 0) {
  6878. clif_skill_fail( *sd, skill_id );
  6879. break;
  6880. }
  6881. #ifndef RENEWAL
  6882. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6883. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6884. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6885. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6886. }
  6887. status_set_sp(src, 0, 0);
  6888. #endif
  6889. status_set_hp(src, 1, 0);
  6890. break;
  6891. } else if (!(status_isdead(*bl) && flag&1)) {
  6892. //Invalid target, skip resurrection.
  6893. break;
  6894. }
  6895. //Revive
  6896. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6897. skill_lv = 3; //Resurrection level 3 is used
  6898. [[fallthrough]];
  6899. case ALL_RESURRECTION:
  6900. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6901. { //No reviving in WoE grounds!
  6902. clif_skill_fail( *sd, skill_id );
  6903. break;
  6904. }
  6905. if (!status_isdead(*bl))
  6906. break;
  6907. {
  6908. int32 per = 0, sper = 0;
  6909. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6910. clif_skill_nodamage(src, *bl, ALL_RESURRECTION, skill_lv);
  6911. break;
  6912. }
  6913. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6914. break;
  6915. switch(skill_lv){
  6916. case 1: per=10; break;
  6917. case 2: per=30; break;
  6918. case 3: per=50; break;
  6919. case 4: per=80; break;
  6920. }
  6921. if(dstsd && dstsd->special_state.restart_full_recover)
  6922. per = sper = 100;
  6923. if (status_revive(bl, per, sper))
  6924. {
  6925. clif_skill_nodamage(src,*bl,ALL_RESURRECTION,skill_lv); //Both Redemptio and Res show this skill-animation.
  6926. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6927. {
  6928. t_exp exp = 0,jexp = 0;
  6929. int32 lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6930. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6931. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6932. if (exp < 1) exp = 1;
  6933. }
  6934. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6935. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6936. if (jexp < 1) jexp = 1;
  6937. }
  6938. if(exp > 0 || jexp > 0)
  6939. pc_gainexp (sd, bl, exp, jexp, 0);
  6940. }
  6941. }
  6942. }
  6943. break;
  6944. case AL_DECAGI:
  6945. case MER_DECAGI:
  6946. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  6947. 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)));
  6948. break;
  6949. case AL_CRUCIS:
  6950. if (flag&1)
  6951. 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));
  6952. else {
  6953. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6954. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6955. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6956. }
  6957. break;
  6958. case SP_SOULCURSE:
  6959. if (flag&1)
  6960. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6961. else {
  6962. 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);
  6963. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6964. }
  6965. break;
  6966. case PR_LEXDIVINA:
  6967. case MER_LEXDIVINA:
  6968. if (tsce)
  6969. status_change_end(bl, type);
  6970. else
  6971. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6972. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6973. break;
  6974. case SA_ABRACADABRA:
  6975. if (abra_db.empty()) {
  6976. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6977. break;
  6978. }
  6979. else {
  6980. int32 abra_skill_id = 0, abra_skill_lv;
  6981. size_t checked = 0, checked_max = abra_db.size() * 3;
  6982. do {
  6983. auto abra_spell = abra_db.random();
  6984. abra_skill_id = abra_spell->skill_id;
  6985. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6986. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6987. break;
  6988. }
  6989. } while (checked++ < checked_max);
  6990. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6991. if( sd )
  6992. {// player-casted
  6993. sd->state.abra_flag = 1;
  6994. sd->skillitem = abra_skill_id;
  6995. sd->skillitemlv = abra_skill_lv;
  6996. sd->skillitem_keep_requirement = false;
  6997. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6998. }
  6999. else
  7000. {// mob-casted
  7001. struct unit_data *ud = unit_bl2ud(src);
  7002. int32 inf = skill_get_inf(abra_skill_id);
  7003. if (!ud) break;
  7004. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7005. if (src->type == BL_PET)
  7006. bl = (struct block_list*)((TBL_PET*)src)->master;
  7007. if (!bl) bl = src;
  7008. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  7009. } else { //Assume offensive skills
  7010. int32 target_id = 0;
  7011. if (ud->target)
  7012. target_id = ud->target;
  7013. else switch (src->type) {
  7014. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7015. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7016. }
  7017. if (!target_id)
  7018. break;
  7019. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  7020. bl = map_id2bl(target_id);
  7021. if (!bl) bl = src;
  7022. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  7023. } else
  7024. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  7025. }
  7026. }
  7027. }
  7028. break;
  7029. case SA_COMA:
  7030. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7031. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7032. break;
  7033. case SA_FULLRECOVERY:
  7034. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7035. if (status_isimmune(bl))
  7036. break;
  7037. status_percent_heal(bl, 100, 100);
  7038. break;
  7039. case NPC_ALLHEAL:
  7040. {
  7041. int32 heal;
  7042. if( status_isimmune(bl) )
  7043. break;
  7044. heal = status_percent_heal(bl, 100, 0);
  7045. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  7046. if( dstmd )
  7047. { // Reset Damage Logs
  7048. dstmd->dmglog.clear();
  7049. }
  7050. }
  7051. break;
  7052. case SA_SUMMONMONSTER:
  7053. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7054. if (sd)
  7055. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  7056. break;
  7057. case SA_LEVELUP:
  7058. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7059. if (sd && pc_nextbaseexp(sd))
  7060. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  7061. break;
  7062. case SA_INSTANTDEATH:
  7063. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7064. status_kill(src);
  7065. break;
  7066. case SA_QUESTION:
  7067. clif_emotion( *src, ET_QUESTION );
  7068. [[fallthrough]];
  7069. case SA_GRAVITY:
  7070. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7071. break;
  7072. case SA_CLASSCHANGE:
  7073. case SA_MONOCELL:
  7074. if (dstmd)
  7075. {
  7076. int32 class_;
  7077. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7078. clif_skill_fail( *sd, skill_id );
  7079. break;
  7080. }
  7081. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  7082. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7083. mob_class_change(dstmd,class_);
  7084. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7085. 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 };
  7086. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  7087. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  7088. for (i = 0; i < ARRAYLENGTH(scs); i++)
  7089. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  7090. }
  7091. }
  7092. break;
  7093. case SA_DEATH:
  7094. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7095. clif_skill_fail( *sd, skill_id );
  7096. break;
  7097. }
  7098. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7099. status_kill(bl);
  7100. break;
  7101. case SA_REVERSEORCISH:
  7102. case ALL_REVERSEORCISH:
  7103. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7104. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  7105. break;
  7106. case SA_FORTUNE:
  7107. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7108. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  7109. break;
  7110. case SA_TAMINGMONSTER:
  7111. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7112. if (sd != nullptr && dstmd != nullptr) {
  7113. pet_catch_process_start( *sd, 0, PET_CATCH_UNIVERSAL_ALL );
  7114. }
  7115. break;
  7116. case CR_PROVIDENCE:
  7117. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  7118. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  7119. clif_skill_fail( *sd, skill_id );
  7120. map_freeblock_unlock();
  7121. return 1;
  7122. }
  7123. }
  7124. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7125. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7126. break;
  7127. case CG_MARIONETTE:
  7128. {
  7129. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  7130. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  7131. clif_skill_fail( *sd, skill_id );
  7132. map_freeblock_unlock();
  7133. return 1;
  7134. }
  7135. if( sc && tsc )
  7136. {
  7137. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  7138. {
  7139. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  7140. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  7141. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7142. }
  7143. else
  7144. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  7145. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  7146. {
  7147. status_change_end(src, SC_MARIONETTE);
  7148. status_change_end(bl, SC_MARIONETTE2);
  7149. }
  7150. else
  7151. {
  7152. if( sd )
  7153. clif_skill_fail( *sd, skill_id );
  7154. map_freeblock_unlock();
  7155. return 1;
  7156. }
  7157. }
  7158. }
  7159. break;
  7160. case RG_CLOSECONFINE:
  7161. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7162. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7163. break;
  7164. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7165. case SA_FROSTWEAPON:
  7166. case SA_LIGHTNINGLOADER:
  7167. case SA_SEISMICWEAPON:
  7168. if (dstsd && dstsd->status.weapon == W_FIST) {
  7169. if (sd)
  7170. clif_skill_fail( *sd, skill_id );
  7171. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7172. break;
  7173. }
  7174. #ifdef RENEWAL
  7175. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7176. #else
  7177. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7178. 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)))) {
  7179. if (dstsd){
  7180. int16 index = dstsd->equip_index[EQI_HAND_R];
  7181. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7182. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7183. }
  7184. if (sd)
  7185. clif_skill_fail( *sd, skill_id );
  7186. }
  7187. #endif
  7188. break;
  7189. case PR_ASPERSIO:
  7190. if (sd && dstmd) {
  7191. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7192. break;
  7193. }
  7194. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7195. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7196. break;
  7197. case ITEM_ENCHANTARMS:
  7198. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7199. break;
  7200. case TK_SEVENWIND:
  7201. switch(skill_get_ele(skill_id,skill_lv)) {
  7202. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7203. case ELE_WIND : type = SC_WINDWEAPON; break;
  7204. case ELE_WATER : type = SC_WATERWEAPON; break;
  7205. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7206. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7207. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7208. case ELE_HOLY : type = SC_ASPERSIO; break;
  7209. }
  7210. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7211. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7212. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7213. break;
  7214. case NPC_MOVE_COORDINATE:
  7215. {
  7216. int16 px = bl->x, py = bl->y;
  7217. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7218. return 0;
  7219. }
  7220. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7221. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7222. clif_blown(bl);
  7223. // If caster is not a boss, switch coordinates with the target
  7224. if (status_get_class_(src) != CLASS_BOSS) {
  7225. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7226. return 0;
  7227. }
  7228. clif_blown(src);
  7229. }
  7230. }
  7231. break;
  7232. case NPC_IMMUNE_PROPERTY:
  7233. switch (skill_lv) {
  7234. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7235. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7236. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7237. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7238. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7239. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7240. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7241. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7242. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7243. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7244. }
  7245. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7246. break;
  7247. case PR_KYRIE:
  7248. case MER_KYRIE:
  7249. case SU_TUNAPARTY:
  7250. case SU_GROOMING:
  7251. case SU_CHATTERING:
  7252. case ALL_RAY_OF_PROTECTION:
  7253. clif_skill_nodamage(bl,*bl,skill_id,skill_lv,
  7254. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7255. break;
  7256. //Passive Magnum, should had been casted on yourself.
  7257. case SM_MAGNUM:
  7258. case MS_MAGNUM:
  7259. skill_area_temp[1] = 0;
  7260. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7261. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7262. clif_skill_nodamage(src, *src,skill_id,skill_lv);
  7263. // Initiate 20% of your damage becomes fire element.
  7264. #ifdef RENEWAL
  7265. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7266. #else
  7267. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7268. #endif
  7269. break;
  7270. case MH_BLAZING_AND_FURIOUS:
  7271. case TK_JUMPKICK:
  7272. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7273. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7274. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7275. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7276. clif_blown(src);
  7277. }
  7278. }else if( sd ){
  7279. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7280. }
  7281. break;
  7282. case PR_BENEDICTIO:
  7283. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7284. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7285. break;
  7286. case AL_INCAGI:
  7287. case AL_BLESSING:
  7288. case MER_INCAGI:
  7289. case MER_BLESSING:
  7290. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7291. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7292. if (tstatus->hp > 1)
  7293. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7294. break;
  7295. }
  7296. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7297. break;
  7298. case CR_REFLECTSHIELD:
  7299. case MS_REFLECTSHIELD:
  7300. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7301. if (sd)
  7302. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7303. break;
  7304. }
  7305. [[fallthrough]];
  7306. case PR_SLOWPOISON:
  7307. case PR_LEXAETERNA:
  7308. #ifndef RENEWAL
  7309. case PR_IMPOSITIO:
  7310. case PR_SUFFRAGIUM:
  7311. #endif
  7312. case LK_BERSERK:
  7313. case MS_BERSERK:
  7314. case KN_TWOHANDQUICKEN:
  7315. case KN_ONEHAND:
  7316. case MER_QUICKEN:
  7317. case CR_SPEARQUICKEN:
  7318. case AS_POISONREACT:
  7319. #ifndef RENEWAL
  7320. case MC_LOUD:
  7321. #endif
  7322. case MG_ENERGYCOAT:
  7323. case MO_EXPLOSIONSPIRITS:
  7324. case MO_STEELBODY:
  7325. case MO_BLADESTOP:
  7326. case LK_AURABLADE:
  7327. case LK_PARRYING:
  7328. case MS_PARRYING:
  7329. case LK_CONCENTRATION:
  7330. #ifdef RENEWAL
  7331. case HP_BASILICA:
  7332. #endif
  7333. case WS_CARTBOOST:
  7334. case SN_SIGHT:
  7335. case WS_MELTDOWN:
  7336. case WS_OVERTHRUSTMAX:
  7337. case ST_REJECTSWORD:
  7338. case HW_MAGICPOWER:
  7339. case PF_MEMORIZE:
  7340. case PA_SACRIFICE:
  7341. case PF_DOUBLECASTING:
  7342. case SG_SUN_COMFORT:
  7343. case SG_MOON_COMFORT:
  7344. case SG_STAR_COMFORT:
  7345. case GS_MADNESSCANCEL:
  7346. case GS_ADJUSTMENT:
  7347. case GS_INCREASING:
  7348. #ifdef RENEWAL
  7349. case GS_MAGICALBULLET:
  7350. #endif
  7351. case NJ_KASUMIKIRI:
  7352. case NJ_UTSUSEMI:
  7353. case NJ_NEN:
  7354. case NPC_DEFENDER:
  7355. case NPC_MAGICMIRROR:
  7356. case ST_PRESERVE:
  7357. case NPC_KEEPING:
  7358. case NPC_WEAPONBRAKER:
  7359. case NPC_BARRIER:
  7360. case NPC_INVINCIBLE:
  7361. case RK_DEATHBOUND:
  7362. case AB_EXPIATIO:
  7363. case AB_DUPLELIGHT:
  7364. case AB_SECRAMENT:
  7365. case AB_OFFERTORIUM:
  7366. case NC_ACCELERATION:
  7367. case NC_HOVERING:
  7368. case NC_SHAPESHIFT:
  7369. case WL_MARSHOFABYSS:
  7370. case WL_RECOGNIZEDSPELL:
  7371. case GC_VENOMIMPRESS:
  7372. case SC_DEADLYINFECT:
  7373. case LG_EXEEDBREAK:
  7374. case LG_PRESTIGE:
  7375. case LG_INSPIRATION:
  7376. case SR_CRESCENTELBOW:
  7377. case SR_LIGHTNINGWALK:
  7378. case GN_CARTBOOST:
  7379. case GN_BLOOD_SUCKER:
  7380. case GN_HELLS_PLANT:
  7381. case KO_MEIKYOUSISUI:
  7382. case ALL_ODINS_POWER:
  7383. case ALL_FULL_THROTTLE:
  7384. case RA_UNLIMIT:
  7385. case WL_TELEKINESIS_INTENSE:
  7386. case RL_HEAT_BARREL:
  7387. case RL_P_ALTER:
  7388. case RL_E_CHAIN:
  7389. case SU_FRESHSHRIMP:
  7390. case SU_ARCLOUSEDASH:
  7391. case NPC_MAXPAIN:
  7392. case NPC_KILLING_AURA:
  7393. case SP_SOULREAPER:
  7394. case SJ_LIGHTOFMOON:
  7395. case SJ_LIGHTOFSTAR:
  7396. case SJ_FALLINGSTAR:
  7397. case SJ_LIGHTOFSUN:
  7398. case SJ_BOOKOFDIMENSION:
  7399. case NPC_HALLUCINATIONWALK:
  7400. case DK_CHARGINGPIERCE:
  7401. case DK_VIGOR:
  7402. case AG_CLIMAX:
  7403. case IQ_POWERFUL_FAITH:
  7404. case IQ_FIRM_FAITH:
  7405. case IQ_SINCERE_FAITH:
  7406. case IQ_FIRST_FAITH_POWER:
  7407. case IQ_JUDGE:
  7408. case IQ_THIRD_EXOR_FLAME:
  7409. case IG_REBOUND_SHIELD:
  7410. case IG_HOLY_SHIELD:
  7411. case CD_ARGUTUS_VITA:
  7412. case CD_ARGUTUS_TELUM:
  7413. case CD_PRESENS_ACIES:
  7414. case CD_RELIGIO:
  7415. case CD_BENEDICTUM:
  7416. case SHC_SHADOW_EXCEED:
  7417. case SHC_POTENT_VENOM:
  7418. case SHC_ENCHANTING_SHADOW:
  7419. case MT_D_MACHINE:
  7420. case ABC_ABYSS_SLAYER:
  7421. case WH_WIND_SIGN:
  7422. case WH_CALAMITYGALE:
  7423. case BO_RESEARCHREPORT:
  7424. case TR_MYSTIC_SYMPHONY:
  7425. case TR_KVASIR_SONATA:
  7426. case EM_SPELL_ENCHANTING:
  7427. case NPC_DAMAGE_HEAL:
  7428. case NPC_RELIEVE_ON:
  7429. case NPC_RELIEVE_OFF:
  7430. case HN_BREAKINGLIMIT:
  7431. case HN_RULEBREAK:
  7432. case SH_TEMPORARY_COMMUNION:
  7433. case SKE_ENCHANTING_SKY:
  7434. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7435. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7436. break;
  7437. case NPC_GRADUAL_GRAVITY:
  7438. case NPC_DEADLYCURSE:
  7439. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7440. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7441. break;
  7442. case NPC_ALL_STAT_DOWN:
  7443. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7444. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7445. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7446. break;
  7447. // EDP also give +25% WATK poison pseudo element to user.
  7448. case ASC_EDP:
  7449. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7450. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7451. #ifdef RENEWAL
  7452. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7453. #else
  7454. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7455. #endif
  7456. break;
  7457. case LG_SHIELDSPELL:
  7458. if (skill_lv == 1)
  7459. type = SC_SHIELDSPELL_HP;
  7460. else if (skill_lv == 2)
  7461. type = SC_SHIELDSPELL_SP;
  7462. else
  7463. type = SC_SHIELDSPELL_ATK;
  7464. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7465. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7466. break;
  7467. case DK_SERVANTWEAPON:
  7468. case ABC_FROM_THE_ABYSS:
  7469. case SOA_TALISMAN_OF_PROTECTION:
  7470. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7471. break;
  7472. case TR_SOUNDBLEND:
  7473. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7474. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7475. break;
  7476. case AG_VIOLENT_QUAKE:
  7477. case AG_ALL_BLOOM:
  7478. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7479. break;
  7480. case AG_DESTRUCTIVE_HURRICANE:
  7481. case AG_CRYSTAL_IMPACT:
  7482. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7483. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7484. } else {
  7485. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7486. if (sc && sc->getSCE(SC_CLIMAX))
  7487. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7488. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7489. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7490. splash_size = 9; // 19x19
  7491. else if(skill_id == AG_CRYSTAL_IMPACT)
  7492. splash_size = 7; // 15x15
  7493. }
  7494. skill_area_temp[1] = 0;
  7495. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7496. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7497. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7498. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7499. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7500. else {
  7501. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7502. clif_skill_nodamage(src, *bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv);
  7503. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7504. }
  7505. }
  7506. break;
  7507. case CD_MEDIALE_VOTUM:
  7508. case CD_DILECTIO_HEAL:
  7509. if (flag & 1) {
  7510. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7511. int32 heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7512. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  7513. status_heal(bl, heal_amount, 0, 0);
  7514. } else if (sd)
  7515. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7516. } else {
  7517. if (skill_id == CD_MEDIALE_VOTUM)
  7518. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7519. else { // Dilectio Heal
  7520. clif_skill_nodamage(src, *bl, skill_id, skill_lv); // Placed here to display animation on target only.
  7521. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7522. }
  7523. }
  7524. break;
  7525. case CD_COMPETENTIA:
  7526. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7527. int32 hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7528. int32 sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7529. clif_skill_nodamage(nullptr, *bl, AL_HEAL, hp_amount);
  7530. status_heal(bl, hp_amount, 0, 0);
  7531. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, sp_amount);
  7532. status_heal(bl, 0, sp_amount, 0);
  7533. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7534. } else if (sd)
  7535. 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);
  7536. break;
  7537. case BO_ADVANCE_PROTECTION:
  7538. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7539. clif_skill_fail( *sd, skill_id );
  7540. map_freeblock_unlock(); // Don't consume item requirements
  7541. return 0;
  7542. }
  7543. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7544. break;
  7545. case EM_ACTIVITY_BURN:
  7546. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7547. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7548. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7549. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7550. } else if (sd)
  7551. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7552. break;
  7553. case EM_INCREASING_ACTIVITY:
  7554. if (bl->type == BL_PC) {
  7555. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7556. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7557. } else if (sd)
  7558. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7559. break;
  7560. case SJ_GRAVITYCONTROL: {
  7561. int32 fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7562. if (bl->type == BL_PC)
  7563. fall_damage += dstsd->weight / 10 - tstatus->def;
  7564. else // Monster's don't have weight. Put something in its place.
  7565. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7566. fall_damage = max(1, fall_damage);
  7567. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7568. }
  7569. break;
  7570. case NPC_HALLUCINATION:
  7571. case NPC_HELLPOWER:
  7572. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7573. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7574. break;
  7575. case KN_AUTOCOUNTER:
  7576. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7577. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7578. break;
  7579. case SO_STRIKING:
  7580. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7581. int32 bonus = 0;
  7582. if (dstsd) {
  7583. int16 index = dstsd->equip_index[EQI_HAND_R];
  7584. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7585. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7586. }
  7587. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7588. } else if (sd)
  7589. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7590. break;
  7591. case NPC_STOP:
  7592. if( clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7593. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7594. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7595. break;
  7596. case HP_ASSUMPTIO:
  7597. if( sd && dstmd )
  7598. clif_skill_fail( *sd, skill_id );
  7599. else
  7600. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7601. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7602. break;
  7603. case MG_SIGHT:
  7604. case MER_SIGHT:
  7605. case AL_RUWACH:
  7606. case WZ_SIGHTBLASTER:
  7607. case NPC_WIDESIGHT:
  7608. case NPC_STONESKIN:
  7609. case NPC_ANTIMAGIC:
  7610. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7611. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7612. break;
  7613. case HLIF_AVOID:
  7614. case HAMI_DEFENCE:
  7615. // Master
  7616. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7617. // Homunculus
  7618. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7619. break;
  7620. case NJ_BUNSINJYUTSU:
  7621. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7622. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7623. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7624. status_change_end(bl, SC_NEN);
  7625. break;
  7626. /* Was modified to only affect targetted char. [Skotlex]
  7627. case HP_ASSUMPTIO:
  7628. if (flag&1)
  7629. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7630. else
  7631. {
  7632. map_foreachinallrange(skill_area_sub, bl,
  7633. skill_get_splash(skill_id, skill_lv), BL_PC,
  7634. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7635. skill_castend_nodamage_id);
  7636. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7637. }
  7638. break;
  7639. */
  7640. case SM_ENDURE:
  7641. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7642. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7643. break;
  7644. case AS_ENCHANTPOISON:
  7645. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7646. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7647. }else{
  7648. clif_skill_nodamage(src, *bl, skill_id, skill_lv, false );
  7649. if( sd != nullptr ){
  7650. clif_skill_fail( *sd, skill_id );
  7651. }
  7652. }
  7653. break;
  7654. case LK_TENSIONRELAX:
  7655. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7656. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7657. skill_get_time(skill_id,skill_lv)));
  7658. break;
  7659. case MC_CHANGECART:
  7660. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7661. break;
  7662. case MC_CARTDECORATE:
  7663. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7664. if( sd ) {
  7665. clif_SelectCart(sd);
  7666. }
  7667. break;
  7668. case TK_MISSION:
  7669. if (sd) {
  7670. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7671. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7672. clif_skill_fail( *sd, skill_id );
  7673. break;
  7674. }
  7675. int32 id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7676. if (!id) {
  7677. clif_skill_fail( *sd, skill_id );
  7678. break;
  7679. }
  7680. sd->mission_mobid = id;
  7681. sd->mission_count = 0;
  7682. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7683. clif_mission_info(sd, id, 0);
  7684. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7685. }
  7686. break;
  7687. case AC_CONCENTRATION:
  7688. {
  7689. int32 splash = skill_get_splash(skill_id, skill_lv);
  7690. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7691. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7692. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7693. map_foreachinallrange( status_change_timer_sub, src,
  7694. splash, BL_CHAR, src, nullptr, type, tick);
  7695. }
  7696. break;
  7697. case SM_PROVOKE:
  7698. case SM_SELFPROVOKE:
  7699. case MER_PROVOKE:
  7700. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7701. map_freeblock_unlock();
  7702. return 1;
  7703. }
  7704. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7705. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7706. {
  7707. if( sd )
  7708. clif_skill_fail( *sd, skill_id );
  7709. map_freeblock_unlock();
  7710. return 0;
  7711. }
  7712. clif_skill_nodamage(src, *bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i != 0);
  7713. unit_skillcastcancel(bl, 2);
  7714. if( dstmd )
  7715. {
  7716. dstmd->state.provoke_flag = src->id;
  7717. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7718. }
  7719. // Provoke can cause Coma even though it's a nodamage skill
  7720. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7721. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7722. break;
  7723. case ML_DEVOTION:
  7724. case CR_DEVOTION:
  7725. {
  7726. int32 count, lv;
  7727. if( !dstsd || (!sd && !mer) )
  7728. { // Only players can be devoted
  7729. if( sd )
  7730. clif_skill_fail( *sd, skill_id );
  7731. break;
  7732. }
  7733. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7734. lv = -lv;
  7735. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7736. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7737. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7738. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7739. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7740. {
  7741. if( sd )
  7742. clif_skill_fail( *sd, skill_id );
  7743. map_freeblock_unlock();
  7744. return 1;
  7745. }
  7746. i = 0;
  7747. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7748. if( sd )
  7749. { // Player Devoting Player
  7750. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7751. if( i == count )
  7752. {
  7753. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7754. if( i == count )
  7755. { // No free slots, skill Fail
  7756. clif_skill_fail( *sd, skill_id );
  7757. map_freeblock_unlock();
  7758. return 1;
  7759. }
  7760. }
  7761. sd->devotion[i] = bl->id;
  7762. }
  7763. else
  7764. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7765. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7766. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7767. clif_devotion(src, nullptr);
  7768. }
  7769. break;
  7770. case SP_SOULUNITY: {
  7771. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7772. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7773. if (!dstsd || !sd) { // Only put player's souls in unity.
  7774. if (sd)
  7775. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7776. break;
  7777. }
  7778. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7779. if (sd)
  7780. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7781. map_freeblock_unlock();
  7782. return 1;
  7783. }
  7784. if (sd) { // Unite player's soul with caster's soul.
  7785. i = 0;
  7786. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7787. if (i == count) {
  7788. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7789. if(i == count) { // No more free slots? Fail the skill.
  7790. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7791. map_freeblock_unlock();
  7792. return 1;
  7793. }
  7794. }
  7795. sd->united_soul[i] = bl->id;
  7796. }
  7797. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7798. } else if (sd)
  7799. 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);
  7800. }
  7801. break;
  7802. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7803. // Only players and monsters can be marked....I think??? [Rytech]
  7804. // Lets only allow players and monsters to use this skill for safety reasons.
  7805. if ((!dstsd && !dstmd) || !sd && !md) {
  7806. if (sd)
  7807. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7808. break;
  7809. }
  7810. // Check if the target is already marked by another source.
  7811. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7812. if (sd)
  7813. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7814. map_freeblock_unlock();
  7815. return 1;
  7816. }
  7817. // Mark the target.
  7818. if( sd ){
  7819. int8 count = MAX_SERVANT_SIGN;
  7820. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7821. if (i == count) {
  7822. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7823. if (i == count) { // Max number of targets marked. Fail the skill.
  7824. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7825. map_freeblock_unlock();
  7826. return 1;
  7827. }
  7828. // Add the ID of the marked target to the player's sign list.
  7829. sd->servant_sign[i] = bl->id;
  7830. }
  7831. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7832. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7833. } else if (md) // Monster's cant track with this skill. Just give the status.
  7834. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7835. break;
  7836. case MO_CALLSPIRITS:
  7837. if(sd) {
  7838. int32 limit = skill_lv;
  7839. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7840. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7841. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7842. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7843. }
  7844. break;
  7845. case CH_SOULCOLLECT:
  7846. if(sd) {
  7847. int32 limit = 5;
  7848. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7849. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7850. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7851. for (i = 0; i < limit; i++)
  7852. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7853. }
  7854. break;
  7855. case MO_KITRANSLATION:
  7856. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7857. //Require will define how many spiritballs will be transferred
  7858. struct s_skill_condition require;
  7859. require = skill_get_requirement(sd,skill_id,skill_lv);
  7860. pc_delspiritball(sd,require.spiritball,0);
  7861. for (i = 0; i < require.spiritball; i++)
  7862. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7863. } else {
  7864. if(sd)
  7865. clif_skill_fail( *sd, skill_id );
  7866. map_freeblock_unlock();
  7867. return 0;
  7868. }
  7869. break;
  7870. case TK_TURNKICK:
  7871. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7872. if (skill_area_temp[1] != bl->id) {
  7873. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7874. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7875. }
  7876. break;
  7877. case MO_ABSORBSPIRITS:
  7878. i = 0;
  7879. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7880. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7881. if (dstsd->spiritball > 0) {
  7882. i = dstsd->spiritball * 7;
  7883. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7884. }
  7885. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7886. i += dstsd->spiritcharm * 7;
  7887. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7888. }
  7889. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7890. i = 2 * dstmd->level;
  7891. mob_target(dstmd,src,0);
  7892. } else {
  7893. if (sd)
  7894. clif_skill_fail( *sd, skill_id );
  7895. break;
  7896. }
  7897. if (i) status_heal(src, 0, i, 3);
  7898. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i != 0);
  7899. break;
  7900. case AC_MAKINGARROW:
  7901. if( sd != nullptr ){
  7902. clif_arrow_create_list( *sd );
  7903. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7904. }
  7905. break;
  7906. case AM_PHARMACY:
  7907. if(sd) {
  7908. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  7909. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7910. }
  7911. break;
  7912. case SA_CREATECON:
  7913. if( sd != nullptr ){
  7914. clif_elementalconverter_list( *sd );
  7915. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7916. }
  7917. break;
  7918. case BS_HAMMERFALL:
  7919. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7920. break;
  7921. case RG_RAID:
  7922. skill_area_temp[1] = 0;
  7923. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7924. map_foreachinrange(skill_area_sub, bl,
  7925. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7926. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7927. skill_castend_damage_id);
  7928. status_change_end(src, SC_HIDING);
  7929. break;
  7930. //List of self skills that give damage around caster
  7931. case ASC_METEORASSAULT:
  7932. case GS_SPREADATTACK:
  7933. case RK_WINDCUTTER:
  7934. case RK_STORMBLAST:
  7935. case NC_AXETORNADO:
  7936. case GC_COUNTERSLASH:
  7937. case SR_SKYNETBLOW:
  7938. case SR_RAMPAGEBLASTER:
  7939. case SR_HOWLINGOFLION:
  7940. case LG_CANNONSPEAR:
  7941. case LG_OVERBRAND:
  7942. case NPC_RAYOFGENESIS:
  7943. case LG_RAYOFGENESIS:
  7944. case MH_THE_ONE_FIGHTER_RISES:
  7945. case MH_HEILIGE_PFERD:
  7946. case KO_HAPPOKUNAI:
  7947. case RL_FIREDANCE:
  7948. case RL_R_TRIP:
  7949. case SJ_FULLMOONKICK:
  7950. case SJ_NEWMOONKICK:
  7951. case SJ_SOLARBURST:
  7952. case SJ_STAREMPEROR:
  7953. case SJ_FALLINGSTAR_ATK:
  7954. case DK_SERVANT_W_DEMOL:
  7955. case AG_FROZEN_SLASH:
  7956. case IQ_OLEUM_SANCTUM:
  7957. case IQ_MASSIVE_F_BLASTER:
  7958. case IQ_EXPOSION_BLASTER:
  7959. case SHC_IMPACT_CRATER:
  7960. case MT_AXE_STOMP:
  7961. case MT_MIGHTY_SMASH:
  7962. case ABC_ABYSS_DAGGER:
  7963. case BO_EXPLOSIVE_POWDER:
  7964. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  7965. case SOA_TALISMAN_OF_WHITE_TIGER:
  7966. case SKE_DAWN_BREAK:
  7967. case SKE_RISING_MOON:
  7968. case SKE_MIDNIGHT_KICK:
  7969. {
  7970. int32 starget = BL_CHAR|BL_SKILL;
  7971. if (skill_id == SR_HOWLINGOFLION)
  7972. starget = splash_target(src);
  7973. if (skill_id == SJ_NEWMOONKICK) {
  7974. if (tsce) {
  7975. status_change_end(bl, type);
  7976. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7977. break;
  7978. } else
  7979. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7980. }
  7981. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7982. if (sd) {
  7983. // Remove old shields if any exist.
  7984. pc_delspiritball(sd, sd->spiritball, 0);
  7985. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7986. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7987. }
  7988. status_change_end(src, SC_DIMENSION);
  7989. }
  7990. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7991. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7992. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7993. hom_addspiritball(hd, MAX_SPIRITBALL);
  7994. }
  7995. // TODO: refactor the ifs above into the switch below
  7996. switch( skill_id ){
  7997. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  7998. if( sd != nullptr ){
  7999. // Remove old souls if any exist.
  8000. sd->soulball_old = sd->soulball;
  8001. pc_delsoulball( *sd, sd->soulball, 0 );
  8002. }
  8003. break;
  8004. case SOA_TALISMAN_OF_WHITE_TIGER:
  8005. if (sc != nullptr && sc->getSCE(SC_T_FIRST_GOD) != nullptr) {
  8006. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8007. }
  8008. break;
  8009. case SKE_RISING_MOON:
  8010. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ) ){
  8011. sc_start(src, src, SC_RISING_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8012. }else if( sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8013. sc_start(src, src, SC_MIDNIGHT_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8014. }else if( sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8015. sc_start(src, src, SC_DAWN_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8016. }else if( sc->getSCE( SC_RISING_SUN ) != nullptr ){
  8017. status_change_end(bl, SC_DAWN_MOON);
  8018. }
  8019. break;
  8020. }
  8021. skill_area_temp[1] = 0;
  8022. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8023. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  8024. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8025. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  8026. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8027. }
  8028. break;
  8029. case SHC_DANCING_KNIFE:
  8030. if (flag & 1) {
  8031. skill_area_temp[1] = 0;
  8032. // Note: doesn't force player to stand before attacking
  8033. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8034. } else {
  8035. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8036. }
  8037. break;
  8038. case MT_A_MACHINE:
  8039. if (flag & 1) {
  8040. skill_area_temp[1] = 0;
  8041. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  8042. pc_setstand(sd, true);
  8043. skill_sit(sd, false);
  8044. }
  8045. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8046. } else {
  8047. if (dstsd) {
  8048. int32 lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  8049. if (lv > battle_config.attack_machine_level_difference) {
  8050. if (sd)
  8051. clif_skill_fail( *sd, skill_id );
  8052. map_freeblock_unlock();
  8053. return 0;
  8054. }
  8055. }
  8056. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8057. }
  8058. break;
  8059. case EM_ELEMENTAL_BUSTER: {
  8060. if (sd == nullptr)
  8061. break;
  8062. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  8063. clif_skill_fail( *sd, skill_id );
  8064. map_freeblock_unlock();
  8065. return 0;
  8066. }
  8067. uint16 buster_element;
  8068. switch (sd->ed->elemental.class_) {
  8069. case ELEMENTALID_ARDOR:
  8070. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  8071. break;
  8072. case ELEMENTALID_DILUVIO:
  8073. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  8074. break;
  8075. case ELEMENTALID_PROCELLA:
  8076. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  8077. break;
  8078. case ELEMENTALID_TERREMOTUS:
  8079. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  8080. break;
  8081. case ELEMENTALID_SERPENS:
  8082. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  8083. break;
  8084. }
  8085. skill_area_temp[1] = 0;
  8086. clif_skill_nodamage(src, *bl, buster_element, skill_lv);// Animation for the triggered blaster element.
  8087. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Triggered after blaster animation to make correct skill name scream appear.
  8088. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  8089. }
  8090. break;
  8091. case NPC_IGNITIONBREAK:
  8092. case RK_IGNITIONBREAK:
  8093. skill_area_temp[1] = 0;
  8094. #if PACKETVER >= 20180207
  8095. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8096. #else
  8097. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8098. #endif
  8099. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8100. break;
  8101. case SR_TIGERCANNON:
  8102. case SR_WINDMILL:
  8103. case GN_CART_TORNADO:
  8104. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8105. [[fallthrough]];
  8106. case SR_EARTHSHAKER:
  8107. case NC_INFRAREDSCAN:
  8108. case NPC_VAMPIRE_GIFT:
  8109. case NPC_HELLJUDGEMENT:
  8110. case NPC_HELLJUDGEMENT2:
  8111. case NPC_PULSESTRIKE:
  8112. case LG_MOONSLASHER:
  8113. case NPC_WIDECRITICALWOUND:
  8114. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8115. break;
  8116. #ifdef RENEWAL
  8117. case KN_BRANDISHSPEAR:
  8118. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8119. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  8120. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8121. skill_castend_damage_id);
  8122. break;
  8123. #else
  8124. case KN_BRANDISHSPEAR:
  8125. #endif
  8126. case ML_BRANDISH:
  8127. skill_area_temp[1] = bl->id;
  8128. if(skill_lv >= 10)
  8129. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8130. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  8131. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  8132. skill_castend_damage_id);
  8133. if(skill_lv >= 7)
  8134. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8135. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  8136. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  8137. skill_castend_damage_id);
  8138. if(skill_lv >= 4)
  8139. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8140. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  8141. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  8142. skill_castend_damage_id);
  8143. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8144. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  8145. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8146. skill_castend_damage_id);
  8147. break;
  8148. case WZ_SIGHTRASHER:
  8149. //Passive side of the attack.
  8150. status_change_end(src, SC_SIGHT);
  8151. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8152. map_foreachinshootrange(skill_area_sub,src,
  8153. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  8154. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  8155. skill_castend_damage_id);
  8156. break;
  8157. case WZ_FROSTNOVA:
  8158. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8159. skill_area_temp[1] = 0;
  8160. map_foreachinshootrange(skill_attack_area, src,
  8161. skill_get_splash(skill_id, skill_lv), splash_target(src),
  8162. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  8163. break;
  8164. case NPC_SELFDESTRUCTION:
  8165. //Self Destruction hits everyone in range (allies+enemies)
  8166. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  8167. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  8168. BCT_ENEMY:BCT_ALL;
  8169. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  8170. map_foreachinshootrange(skill_area_sub, bl,
  8171. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  8172. src, skill_id, skill_lv, tick, flag|i,
  8173. skill_castend_damage_id);
  8174. if(map_addblock(src)) {
  8175. map_freeblock_unlock();
  8176. return 1;
  8177. }
  8178. // Won't display the damage, but drop items and give exp
  8179. status_zap(src, sstatus->hp, 0, 0);
  8180. break;
  8181. case AL_ANGELUS:
  8182. #ifdef RENEWAL
  8183. case PR_SUFFRAGIUM:
  8184. case PR_IMPOSITIO:
  8185. #endif
  8186. case PR_MAGNIFICAT:
  8187. case PR_GLORIA:
  8188. case SOA_SOUL_OF_HEAVEN_AND_EARTH:
  8189. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8190. // Animations don't play when outside visible range
  8191. if (check_distance_bl(src, bl, AREA_SIZE))
  8192. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  8193. if( skill_id == SOA_SOUL_OF_HEAVEN_AND_EARTH ){
  8194. status_percent_heal(bl, 0, 100);
  8195. if( src != bl && sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr ){
  8196. status_heal(bl, 0, 0, 3 * skill_lv, 0);
  8197. }
  8198. }
  8199. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8200. }
  8201. else if (sd)
  8202. 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);
  8203. break;
  8204. #ifdef RENEWAL
  8205. case MC_LOUD:
  8206. #endif
  8207. case SN_WINDWALK:
  8208. case CASH_BLESSING:
  8209. case CASH_INCAGI:
  8210. case CASH_ASSUMPTIO:
  8211. case WM_FRIGG_SONG:
  8212. case NV_HELPANGEL:
  8213. case IG_GUARDIAN_SHIELD:
  8214. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8215. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8216. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8217. else if (sd)
  8218. {
  8219. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8220. status_set_hp(src, 1, 0);
  8221. 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);
  8222. }
  8223. break;
  8224. case MER_MAGNIFICAT:
  8225. if( mer != nullptr )
  8226. {
  8227. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8228. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8229. 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);
  8230. else if( mer->master && !(flag&1) )
  8231. 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)));
  8232. }
  8233. break;
  8234. case BS_ADRENALINE:
  8235. case BS_ADRENALINE2:
  8236. case BS_WEAPONPERFECT:
  8237. case BS_OVERTHRUST:
  8238. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8239. int32 weapontype = skill_get_weapontype(skill_id);
  8240. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8241. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  8242. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8243. }
  8244. } else if (sd) {
  8245. party_foreachsamemap(skill_area_sub,
  8246. sd,skill_get_splash(skill_id, skill_lv),
  8247. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8248. skill_castend_nodamage_id);
  8249. }
  8250. break;
  8251. case BS_MAXIMIZE:
  8252. case NV_TRICKDEAD:
  8253. case CR_DEFENDER:
  8254. case ML_DEFENDER:
  8255. case CR_AUTOGUARD:
  8256. case ML_AUTOGUARD:
  8257. case TK_READYSTORM:
  8258. case TK_READYDOWN:
  8259. case TK_READYTURN:
  8260. case TK_READYCOUNTER:
  8261. case TK_DODGE:
  8262. case CR_SHRINK:
  8263. case SG_FUSION:
  8264. case GS_GATLINGFEVER:
  8265. case SJ_LUNARSTANCE:
  8266. case SJ_STARSTANCE:
  8267. case SJ_UNIVERSESTANCE:
  8268. case SJ_SUNSTANCE:
  8269. case SP_SOULCOLLECT:
  8270. case IG_GUARD_STANCE:
  8271. case IG_ATTACK_STANCE:
  8272. if( tsce )
  8273. {
  8274. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8275. map_freeblock_unlock();
  8276. return 0;
  8277. }
  8278. if( skill_id == SP_SOULCOLLECT ){
  8279. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8280. }else{
  8281. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8282. }
  8283. break;
  8284. case SL_KAITE:
  8285. case SL_KAAHI:
  8286. case SL_KAIZEL:
  8287. case SL_KAUPE:
  8288. case SP_KAUTE:
  8289. if (sd) {
  8290. if (!dstsd || !(
  8291. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8292. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8293. dstsd->status.char_id == sd->status.char_id ||
  8294. dstsd->status.char_id == sd->status.partner_id ||
  8295. dstsd->status.char_id == sd->status.child ||
  8296. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8297. )) {
  8298. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8299. clif_skill_fail( *sd, skill_id );
  8300. break;
  8301. }
  8302. }
  8303. if (skill_id == SP_KAUTE) {
  8304. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8305. if (sd)
  8306. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8307. break;
  8308. }
  8309. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8310. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8311. } else
  8312. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8313. break;
  8314. case SM_AUTOBERSERK:
  8315. case MER_AUTOBERSERK:
  8316. if( tsce )
  8317. i = status_change_end(bl, type);
  8318. else
  8319. i = sc_start(src,bl,type,100,skill_lv,60000);
  8320. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8321. break;
  8322. case TF_HIDING:
  8323. case ST_CHASEWALK:
  8324. case KO_YAMIKUMO:
  8325. if (tsce)
  8326. {
  8327. clif_skill_nodamage(src,*bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8328. map_freeblock_unlock();
  8329. return 0;
  8330. }
  8331. clif_skill_nodamage(src,*bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8332. break;
  8333. case TK_RUN:
  8334. if (tsce)
  8335. {
  8336. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8337. map_freeblock_unlock();
  8338. return 0;
  8339. }
  8340. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8341. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8342. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8343. break;
  8344. case AS_CLOAKING:
  8345. case GC_CLOAKINGEXCEED:
  8346. case LG_FORCEOFVANGUARD:
  8347. case SC_REPRODUCE:
  8348. case SC_INVISIBILITY:
  8349. case RA_CAMOUFLAGE:
  8350. if (tsce) {
  8351. i = status_change_end(bl, type);
  8352. if( i )
  8353. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8354. else if( sd )
  8355. clif_skill_fail( *sd, skill_id );
  8356. map_freeblock_unlock();
  8357. return 0;
  8358. }
  8359. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8360. if( i )
  8361. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8362. else if( sd )
  8363. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8364. break;
  8365. case CG_SPECIALSINGER:
  8366. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8367. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8368. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8369. }
  8370. break;
  8371. case BD_ADAPTATION:
  8372. #ifdef RENEWAL
  8373. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8374. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8375. #else
  8376. if(tsc && tsc->getSCE(SC_DANCING)){
  8377. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8378. status_change_end(bl, SC_DANCING);
  8379. }
  8380. #endif
  8381. break;
  8382. case BA_FROSTJOKER:
  8383. case DC_SCREAM:
  8384. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8385. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8386. if (md) {
  8387. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8388. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8389. char temp[70];
  8390. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8391. clif_disp_overhead(&md->bl,temp);
  8392. }
  8393. break;
  8394. case BA_PANGVOICE:
  8395. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8396. #ifdef RENEWAL
  8397. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8398. #endif
  8399. break;
  8400. case DC_WINKCHARM:
  8401. if( dstsd ) {
  8402. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8403. #ifdef RENEWAL
  8404. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8405. #endif
  8406. } else
  8407. if( dstmd )
  8408. {
  8409. if( status_get_lv(src) > status_get_lv(bl)
  8410. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8411. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8412. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8413. else
  8414. {
  8415. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8416. if(sd) clif_skill_fail( *sd, skill_id );
  8417. }
  8418. }
  8419. break;
  8420. #ifdef RENEWAL
  8421. case BD_LULLABY:
  8422. case BD_RICHMANKIM:
  8423. case BD_ETERNALCHAOS:
  8424. case BD_DRUMBATTLEFIELD:
  8425. case BD_RINGNIBELUNGEN:
  8426. case BD_ROKISWEIL:
  8427. case BD_INTOABYSS:
  8428. case BD_SIEGFRIED:
  8429. case BA_DISSONANCE:
  8430. case BA_POEMBRAGI:
  8431. case BA_WHISTLE:
  8432. case BA_ASSASSINCROSS:
  8433. case BA_APPLEIDUN:
  8434. case DC_UGLYDANCE:
  8435. case DC_HUMMING:
  8436. case DC_DONTFORGETME:
  8437. case DC_FORTUNEKISS:
  8438. case DC_SERVICEFORYOU:
  8439. skill_castend_song(src, skill_id, skill_lv, tick);
  8440. break;
  8441. #endif
  8442. case TF_STEAL:
  8443. if(sd) {
  8444. if(pc_steal_item(sd,bl,skill_lv))
  8445. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8446. else
  8447. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8448. }
  8449. break;
  8450. case RG_STEALCOIN:
  8451. if(sd) {
  8452. if(pc_steal_coin(sd,bl))
  8453. {
  8454. dstmd->state.provoke_flag = src->id;
  8455. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8456. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8457. }
  8458. else
  8459. clif_skill_fail( *sd, skill_id );
  8460. }
  8461. break;
  8462. case MG_STONECURSE:
  8463. {
  8464. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8465. if (sd)
  8466. clif_skill_fail( *sd, skill_id );
  8467. break;
  8468. }
  8469. if(status_isimmune(bl) || !tsc)
  8470. break;
  8471. int32 brate = 0;
  8472. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8473. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8474. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8475. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8476. else if(sd) {
  8477. clif_skill_fail( *sd, skill_id );
  8478. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8479. if (skill_lv > 5)
  8480. { // not to consume items
  8481. map_freeblock_unlock();
  8482. return 0;
  8483. }
  8484. }
  8485. }
  8486. break;
  8487. case NV_FIRSTAID:
  8488. clif_skill_nodamage(src,*bl,skill_id,5);
  8489. status_heal(bl,5,0,0);
  8490. break;
  8491. case AL_CURE:
  8492. if(status_isimmune(bl)) {
  8493. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8494. break;
  8495. }
  8496. status_change_end(bl, SC_SILENCE);
  8497. status_change_end(bl, SC_BLIND);
  8498. status_change_end(bl, SC_CONFUSION);
  8499. status_change_end(bl, SC_BITESCAR);
  8500. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8501. break;
  8502. case TF_DETOXIFY:
  8503. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8504. status_change_end(bl, SC_POISON);
  8505. status_change_end(bl, SC_DPOISON);
  8506. break;
  8507. case PR_STRECOVERY:
  8508. if(status_isimmune(bl)) {
  8509. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8510. break;
  8511. }
  8512. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8513. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8514. else {
  8515. // Bodystate is reset to "normal" for non-undead
  8516. if (tsc) {
  8517. // The following are bodystate status changes
  8518. status_change_end(bl, SC_STONE);
  8519. status_change_end(bl, SC_FREEZE);
  8520. status_change_end(bl, SC_STUN);
  8521. status_change_end(bl, SC_SLEEP);
  8522. status_change_end(bl, SC_STONEWAIT);
  8523. status_change_end(bl, SC_BURNING);
  8524. status_change_end(bl, SC_WHITEIMPRISON);
  8525. }
  8526. // Resetting bodystate to normal always also resets the monster AI to idle
  8527. if (dstmd)
  8528. mob_unlocktarget(dstmd, tick);
  8529. }
  8530. if (tsc) {
  8531. // Ends SC_NETHERWORLD and SC_NORECOVER_STATE (even on undead)
  8532. status_change_end(bl, SC_NETHERWORLD);
  8533. status_change_end(bl, SC_NORECOVER_STATE);
  8534. }
  8535. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8536. break;
  8537. // Mercenary Supportive Skills
  8538. case MER_BENEDICTION:
  8539. status_change_end(bl, SC_CURSE);
  8540. status_change_end(bl, SC_BLIND);
  8541. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8542. break;
  8543. case MER_COMPRESS:
  8544. status_change_end(bl, SC_BLEEDING);
  8545. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8546. break;
  8547. case MER_MENTALCURE:
  8548. status_change_end(bl, SC_CONFUSION);
  8549. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8550. break;
  8551. case MER_RECUPERATE:
  8552. status_change_end(bl, SC_POISON);
  8553. status_change_end(bl, SC_DPOISON);
  8554. status_change_end(bl, SC_SILENCE);
  8555. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8556. break;
  8557. case MER_REGAIN:
  8558. status_change_end(bl, SC_SLEEP);
  8559. status_change_end(bl, SC_STUN);
  8560. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8561. break;
  8562. case MER_TENDER:
  8563. status_change_end(bl, SC_FREEZE);
  8564. status_change_end(bl, SC_STONE);
  8565. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8566. break;
  8567. case MER_SCAPEGOAT:
  8568. if( mer && mer->master )
  8569. {
  8570. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8571. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8572. }
  8573. break;
  8574. case MER_ESTIMATION:
  8575. if( !mer )
  8576. break;
  8577. sd = mer->master;
  8578. [[fallthrough]];
  8579. case WZ_ESTIMATION:
  8580. if( sd == nullptr )
  8581. break;
  8582. if( dstsd )
  8583. { // Fail on Players
  8584. clif_skill_fail( *sd, skill_id );
  8585. break;
  8586. }
  8587. if (dstmd != nullptr)
  8588. clif_skill_estimation( *sd, *dstmd );
  8589. if( skill_id == MER_ESTIMATION )
  8590. sd = nullptr;
  8591. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8592. break;
  8593. case BS_REPAIRWEAPON:
  8594. if(sd && dstsd)
  8595. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8596. break;
  8597. case MC_IDENTIFY:
  8598. if(sd) {
  8599. clif_item_identify_list(sd);
  8600. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8601. map_freeblock_unlock();
  8602. return 1;
  8603. }
  8604. else { // consume sp only if succeeded
  8605. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8606. status_zap(src,0,req.sp);
  8607. }
  8608. }
  8609. break;
  8610. // Weapon Refining [Celest]
  8611. case WS_WEAPONREFINE:
  8612. if( sd != nullptr ){
  8613. clif_item_refine_list( *sd );
  8614. }
  8615. break;
  8616. case MC_VENDING:
  8617. if(sd)
  8618. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8619. if ( !pc_can_give_items(sd) )
  8620. clif_skill_fail( *sd, skill_id );
  8621. else {
  8622. sd->state.prevend = 1;
  8623. sd->state.workinprogress = WIP_DISABLE_ALL;
  8624. sd->vend_skill_lv = skill_lv;
  8625. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8626. if (i < MAX_CART) {
  8627. // Save the cart before opening the vending UI
  8628. sd->state.pending_vending_ui = true;
  8629. intif_storage_save(sd, &sd->cart);
  8630. }
  8631. else{
  8632. // Instantly open the vending UI
  8633. sd->state.pending_vending_ui = false;
  8634. clif_openvendingreq( *sd, 2+skill_lv );
  8635. }
  8636. }
  8637. }
  8638. break;
  8639. case AL_TELEPORT:
  8640. case ALL_ODINS_RECALL:
  8641. if(sd != nullptr)
  8642. {
  8643. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8644. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8645. break;
  8646. }
  8647. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8648. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8649. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8650. break;
  8651. }
  8652. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8653. {
  8654. if( skill_lv == 1 )
  8655. pc_randomwarp(sd,CLR_TELEPORT);
  8656. else
  8657. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8658. break;
  8659. }
  8660. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8661. std::vector<std::string> maps = {
  8662. "Random"
  8663. };
  8664. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL ){
  8665. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8666. }else{
  8667. maps.push_back( sd->status.save_point.map );
  8668. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8669. }
  8670. } else
  8671. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8672. break;
  8673. case NPC_EXPULSION:
  8674. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8675. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8676. break;
  8677. case AL_HOLYWATER:
  8678. if(sd) {
  8679. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8680. struct skill_unit* su;
  8681. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8682. skill_delunit(su);
  8683. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8684. }
  8685. else
  8686. clif_skill_fail( *sd, skill_id );
  8687. }
  8688. break;
  8689. case TF_PICKSTONE:
  8690. if(sd) {
  8691. unsigned char eflag;
  8692. struct item item_tmp;
  8693. struct block_list tbl;
  8694. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8695. memset(&item_tmp,0,sizeof(item_tmp));
  8696. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8697. item_tmp.nameid = ITEMID_STONE;
  8698. item_tmp.identify = 1;
  8699. tbl.id = 0;
  8700. // Commented because of duplicate animation [Lemongrass]
  8701. // At the moment this displays the pickup animation a second time
  8702. // If this is required in older clients, we need to add a version check here
  8703. //clif_takeitem(sd->bl,tbl);
  8704. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8705. if(eflag) {
  8706. clif_additem(sd,0,0,eflag);
  8707. if (battle_config.skill_drop_items_full)
  8708. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8709. }
  8710. }
  8711. break;
  8712. case ASC_CDP:
  8713. if(sd) {
  8714. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8715. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8716. else
  8717. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8718. }
  8719. break;
  8720. case RG_STRIPWEAPON:
  8721. case RG_STRIPSHIELD:
  8722. case RG_STRIPARMOR:
  8723. case RG_STRIPHELM:
  8724. case ST_FULLSTRIP:
  8725. case GC_WEAPONCRUSH:
  8726. case SC_STRIPACCESSARY:
  8727. case ABC_STRIP_SHADOW: {
  8728. bool i;
  8729. //Special message when trying to use strip on FCP [Jobbie]
  8730. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8731. {
  8732. clif_gospel_info(sd, 0x28);
  8733. break;
  8734. }
  8735. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8736. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8737. //Nothing stripped.
  8738. if( sd && !i )
  8739. clif_skill_fail( *sd, skill_id );
  8740. break;
  8741. }
  8742. case AM_BERSERKPITCHER:
  8743. case AM_POTIONPITCHER:
  8744. {
  8745. int32 j,hp = 0,sp = 0;
  8746. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8747. map_freeblock_unlock();
  8748. return 1;
  8749. }
  8750. if( sd ) {
  8751. int32 x,bonus=100;
  8752. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8753. x = skill_lv%11 - 1;
  8754. j = pc_search_inventory(sd, require.itemid[x]);
  8755. if (j < 0 || require.itemid[x] <= 0) {
  8756. clif_skill_fail( *sd, skill_id );
  8757. map_freeblock_unlock();
  8758. return 1;
  8759. }
  8760. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8761. clif_skill_fail( *sd, skill_id );
  8762. map_freeblock_unlock();
  8763. return 1;
  8764. }
  8765. if( skill_id == AM_BERSERKPITCHER ) {
  8766. if( dstsd && dstsd->status.base_level < (uint32)sd->inventory_data[j]->elv ) {
  8767. clif_skill_fail( *sd, skill_id );
  8768. map_freeblock_unlock();
  8769. return 1;
  8770. }
  8771. }
  8772. potion_flag = 1;
  8773. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8774. potion_target = bl->id;
  8775. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8776. potion_flag = potion_target = 0;
  8777. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8778. bonus += sd->status.base_level;
  8779. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8780. hp = tstatus->max_hp * potion_per_hp / 100;
  8781. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8782. if( dstsd ) {
  8783. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8784. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8785. }
  8786. } else {
  8787. if( potion_hp > 0 ) {
  8788. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8789. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8790. if( dstsd )
  8791. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8792. }
  8793. if( potion_sp > 0 ) {
  8794. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8795. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8796. if( dstsd )
  8797. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8798. }
  8799. }
  8800. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8801. hp += hp * bonus / 100;
  8802. }
  8803. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8804. sp += sp * bonus / 100;
  8805. }
  8806. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8807. hp += hp * j / 100;
  8808. sp += sp * j / 100;
  8809. }
  8810. } else {
  8811. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8812. switch (skill_lv) {
  8813. case 1: hp = 45; break;
  8814. case 2: hp = 105; break;
  8815. case 3: hp = 175; break;
  8816. default: hp = 325; break;
  8817. }
  8818. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8819. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8820. if( dstsd )
  8821. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8822. }
  8823. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8824. hp += hp * j / 100;
  8825. sp += sp * j / 100;
  8826. }
  8827. // Final heal increased by HPlus.
  8828. // Is this the right place for this??? [Rytech]
  8829. // Can HPlus also affect SP recovery???
  8830. if (sd && sstatus->hplus > 0) {
  8831. hp += hp * sstatus->hplus / 100;
  8832. sp += sp * sstatus->hplus / 100;
  8833. }
  8834. if (tsc != nullptr && !tsc->empty()) {
  8835. uint8 penalty = 0;
  8836. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8837. hp += hp / 10;
  8838. sp += sp / 10;
  8839. }
  8840. if (tsc->getSCE(SC_CRITICALWOUND))
  8841. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8842. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8843. penalty += 20;
  8844. if (tsc->getSCE(SC_NORECOVER_STATE))
  8845. penalty = 100;
  8846. if (penalty > 0) {
  8847. hp -= hp * penalty / 100;
  8848. sp -= sp * penalty / 100;
  8849. }
  8850. }
  8851. #ifdef RENEWAL
  8852. if (bl->type == BL_HOM)
  8853. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8854. #endif
  8855. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8856. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8857. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp,1);
  8858. if( sp > 0 )
  8859. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  8860. if (tsc) {
  8861. #ifdef RENEWAL
  8862. if (tsc->getSCE(SC_EXTREMITYFIST))
  8863. sp = 0;
  8864. #endif
  8865. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8866. hp = 0;
  8867. sp = 0;
  8868. }
  8869. }
  8870. status_heal(bl,hp,sp,0);
  8871. }
  8872. break;
  8873. case AM_CP_WEAPON:
  8874. case AM_CP_SHIELD:
  8875. case AM_CP_ARMOR:
  8876. case AM_CP_HELM:
  8877. {
  8878. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8879. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8880. clif_skill_fail( *sd, skill_id );
  8881. map_freeblock_unlock(); // Don't consume item requirements
  8882. return 0;
  8883. }
  8884. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  8885. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8886. }
  8887. break;
  8888. case AM_TWILIGHT1:
  8889. if (sd) {
  8890. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8891. //Prepare 200 White Potions.
  8892. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8893. clif_skill_fail( *sd, skill_id );
  8894. }
  8895. break;
  8896. case AM_TWILIGHT2:
  8897. if (sd) {
  8898. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8899. //Prepare 200 Slim White Potions.
  8900. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8901. clif_skill_fail( *sd, skill_id );
  8902. }
  8903. break;
  8904. case AM_TWILIGHT3:
  8905. if (sd) {
  8906. int32 ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8907. int16 alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8908. if( ebottle >= 0 )
  8909. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8910. //check if you can produce all three, if not, then fail:
  8911. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8912. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8913. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8914. || ebottle < 200 //200 empty bottle are required at total.
  8915. ) {
  8916. clif_skill_fail( *sd, skill_id );
  8917. break;
  8918. }
  8919. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8920. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8921. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8922. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8923. }
  8924. break;
  8925. case SA_DISPELL:
  8926. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8927. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8928. break; // Outside PvP it should only affect party members and no skill fail message
  8929. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8930. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8931. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt32 dispel.
  8932. || rnd()%100 >= 50+10*skill_lv)
  8933. {
  8934. if (sd)
  8935. clif_skill_fail( *sd, skill_id );
  8936. break;
  8937. }
  8938. if(status_isimmune(bl))
  8939. break;
  8940. //Remove bonus_script by Dispell
  8941. if (dstsd)
  8942. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8943. // Monsters will unlock their target instead
  8944. else if (dstmd)
  8945. mob_unlocktarget(dstmd, tick);
  8946. if(tsc == nullptr || tsc->empty())
  8947. break;
  8948. //Statuses that can't be Dispelled
  8949. for (const auto &it : status_db) {
  8950. sc_type status = static_cast<sc_type>(it.first);
  8951. if (!tsc->getSCE(status))
  8952. continue;
  8953. if (it.second->flag[SCF_NODISPELL])
  8954. continue;
  8955. switch (status) {
  8956. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8957. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8958. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8959. case SC_FORTUNE: case SC_SERVICE4U:
  8960. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8961. continue; //If in song area don't end it, even if config enabled
  8962. break;
  8963. case SC_ASSUMPTIO:
  8964. if( bl->type == BL_MOB )
  8965. continue;
  8966. break;
  8967. }
  8968. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8969. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8970. status_change_end(bl, status);
  8971. }
  8972. break;
  8973. }
  8974. //Affect all targets on splash area.
  8975. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8976. src, skill_id, skill_lv, tick, flag|1,
  8977. skill_castend_damage_id);
  8978. break;
  8979. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8980. {
  8981. int16 blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8982. #ifdef RENEWAL
  8983. |BLOWN_DONT_SEND_PACKET
  8984. #endif
  8985. ));
  8986. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8987. #ifdef RENEWAL
  8988. if(blew_count > 0)
  8989. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8990. #else
  8991. clif_slide(*bl, bl->x, bl->y); //Show the casting animation on pre-re
  8992. #endif
  8993. }
  8994. break;
  8995. case TK_HIGHJUMP:
  8996. {
  8997. int32 x,y, dir = unit_getdir(src);
  8998. struct map_data *mapdata = &map[src->m];
  8999. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  9000. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  9001. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  9002. ) {
  9003. clif_skill_nodamage(src, *bl, TK_HIGHJUMP, skill_lv);
  9004. break;
  9005. } else if(dir%2) {
  9006. //Diagonal
  9007. x = src->x + dirx[dir]*(skill_lv*4)/3;
  9008. y = src->y + diry[dir]*(skill_lv*4)/3;
  9009. } else {
  9010. x = src->x + dirx[dir]*skill_lv*2;
  9011. y = src->y + diry[dir]*skill_lv*2;
  9012. }
  9013. int32 x1 = x + dirx[dir];
  9014. int32 y1 = y + diry[dir];
  9015. clif_skill_nodamage(src,*bl,TK_HIGHJUMP,skill_lv);
  9016. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  9017. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  9018. unit_movepos(src, x, y, 1, 0))
  9019. clif_blown(src);
  9020. }
  9021. break;
  9022. case SA_CASTCANCEL:
  9023. case SO_SPELLFIST:
  9024. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9025. unit_skillcastcancel(src,1);
  9026. if(sd) {
  9027. int32 sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  9028. if( skill_id == SO_SPELLFIST ){
  9029. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  9030. sd->skill_id_old = sd->skill_lv_old = 0;
  9031. break;
  9032. }
  9033. sp = sp * (90 - (skill_lv-1)*20) / 100;
  9034. if(sp < 0) sp = 0;
  9035. status_zap(src, 0, sp);
  9036. }
  9037. break;
  9038. case SA_SPELLBREAKER:
  9039. {
  9040. int32 sp;
  9041. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  9042. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  9043. sp = status_percent_damage(bl, src, 0, -20, false);
  9044. status_heal(bl, 0, sp, 2);
  9045. }
  9046. else {
  9047. struct unit_data* ud = unit_bl2ud(bl);
  9048. if (!ud || ud->skilltimer == INVALID_TIMER)
  9049. break; //Nothing to cancel.
  9050. int32 hp = 0;
  9051. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  9052. if (rnd_chance(90, 100))
  9053. {
  9054. if (sd) clif_skill_fail( *sd, skill_id );
  9055. break;
  9056. }
  9057. }
  9058. #ifdef RENEWAL
  9059. else // HP damage does not work on bosses in renewal
  9060. #endif
  9061. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  9062. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  9063. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9064. unit_skillcastcancel(bl, 0);
  9065. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  9066. status_zap(bl, 0, sp);
  9067. // Recover some of the SP used
  9068. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  9069. // If damage would be lethal, it does not deal damage
  9070. if (hp && hp < tstatus->hp) {
  9071. clif_damage(*src, *bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  9072. status_zap(bl, hp, 0);
  9073. // Recover 50% of damage dealt
  9074. status_heal(src, hp / 2, 0, 2);
  9075. }
  9076. }
  9077. }
  9078. break;
  9079. case SA_MAGICROD:
  9080. #ifdef RENEWAL
  9081. clif_skill_nodamage(src,*src,SA_MAGICROD,skill_lv);
  9082. #endif
  9083. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9084. break;
  9085. case SA_AUTOSPELL:
  9086. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9087. if (sd) {
  9088. sd->state.workinprogress = WIP_DISABLE_ALL;
  9089. clif_autospell( *sd, skill_lv );
  9090. } else {
  9091. int32 maxlv=1,spellid=0;
  9092. static const int32 spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  9093. if(skill_lv >= 10) {
  9094. spellid = MG_FROSTDIVER;
  9095. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  9096. // maxlv = 10;
  9097. // else
  9098. maxlv = skill_lv - 9;
  9099. }
  9100. else if(skill_lv >=8) {
  9101. spellid = MG_FIREBALL;
  9102. maxlv = skill_lv - 7;
  9103. }
  9104. else if(skill_lv >=5) {
  9105. spellid = MG_SOULSTRIKE;
  9106. maxlv = skill_lv - 4;
  9107. }
  9108. else if(skill_lv >=2) {
  9109. int32 i_rnd = rnd()%3;
  9110. spellid = spellarray[i_rnd];
  9111. maxlv = skill_lv - 1;
  9112. }
  9113. else if(skill_lv > 0) {
  9114. spellid = MG_NAPALMBEAT;
  9115. maxlv = 3;
  9116. }
  9117. if(spellid > 0)
  9118. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  9119. skill_get_time(SA_AUTOSPELL,skill_lv));
  9120. }
  9121. break;
  9122. case BS_GREED:
  9123. if(sd){
  9124. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9125. map_foreachinallrange(skill_greed,bl,
  9126. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  9127. }
  9128. break;
  9129. case SA_ELEMENTWATER:
  9130. case SA_ELEMENTFIRE:
  9131. case SA_ELEMENTGROUND:
  9132. case SA_ELEMENTWIND:
  9133. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  9134. break;
  9135. [[fallthrough]];
  9136. case NPC_ATTRICHANGE:
  9137. case NPC_CHANGEWATER:
  9138. case NPC_CHANGEGROUND:
  9139. case NPC_CHANGEFIRE:
  9140. case NPC_CHANGEWIND:
  9141. case NPC_CHANGEPOISON:
  9142. case NPC_CHANGEHOLY:
  9143. case NPC_CHANGEDARKNESS:
  9144. case NPC_CHANGETELEKINESIS:
  9145. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9146. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  9147. skill_get_time(skill_id, skill_lv)));
  9148. break;
  9149. case NPC_PROVOCATION:
  9150. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9151. if (md) mob_unlocktarget(md, tick);
  9152. break;
  9153. case NPC_REBIRTH:
  9154. if( md && md->state.rebirth )
  9155. break; // only works once
  9156. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  9157. break;
  9158. case NPC_DARKBLESSING:
  9159. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9160. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9161. break;
  9162. case NPC_LICK:
  9163. status_zap(bl, 0, 100);
  9164. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9165. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  9166. break;
  9167. case NPC_SUICIDE:
  9168. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9169. status_kill(src); //When suiciding, neither exp nor drops is given.
  9170. break;
  9171. case NPC_SUMMONSLAVE:
  9172. case NPC_SUMMONMONSTER:
  9173. case NPC_DEATHSUMMON:
  9174. if(md && md->skill_idx >= 0)
  9175. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  9176. break;
  9177. case NPC_CALLSLAVE:
  9178. mob_warpslave(src,MOB_SLAVEDISTANCE);
  9179. break;
  9180. case NPC_RANDOMMOVE:
  9181. if (md) {
  9182. md->next_walktime = tick - 1;
  9183. if (md->special_state.ai == AI_SPHERE)
  9184. unit_escape(&md->bl, bl, 7, 2);
  9185. else
  9186. mob_randomwalk(md,tick);
  9187. }
  9188. break;
  9189. case NPC_SPEEDUP:
  9190. {
  9191. // or does it increase casting rate? just a guess xD
  9192. int32 i_type = SC_ASPDPOTION0 + skill_lv - 1;
  9193. if (i_type > SC_ASPDPOTION3)
  9194. i_type = SC_ASPDPOTION3;
  9195. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9196. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  9197. }
  9198. break;
  9199. case NPC_REVENGE:
  9200. // not really needed... but adding here anyway ^^
  9201. if (md && md->master_id > 0) {
  9202. struct block_list *mbl, *tbl;
  9203. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  9204. (tbl = battle_gettargeted(mbl)) == nullptr)
  9205. break;
  9206. md->state.provoke_flag = tbl->id;
  9207. mob_target(md, tbl, sstatus->rhw.range);
  9208. }
  9209. break;
  9210. case NPC_RUN:
  9211. if (md) {
  9212. block_list* tbl = map_id2bl(md->target_id);
  9213. if (tbl) {
  9214. md->state.can_escape = 1;
  9215. mob_unlocktarget(md, tick);
  9216. // Official distance is 7, if level > 1, distance = level
  9217. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9218. if (time) {
  9219. // Need to set state here as it's not set otherwise
  9220. md->state.skillstate = MSS_WALK;
  9221. // Set AI to inactive for the duration of this movement
  9222. md->last_thinktime = tick + time;
  9223. }
  9224. }
  9225. }
  9226. break;
  9227. case NPC_TRANSFORMATION:
  9228. case NPC_METAMORPHOSIS:
  9229. if(md && md->skill_idx >= 0) {
  9230. int32 class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9231. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9232. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9233. if (class_) mob_class_change(md, class_);
  9234. }
  9235. break;
  9236. case NPC_EMOTION_ON:
  9237. case NPC_EMOTION:
  9238. //val[0] is the emotion to use.
  9239. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9240. //val[1] 'sets' the mode
  9241. //val[2] adds to the current mode
  9242. //val[3] removes from the current mode
  9243. //val[4] if set, asks to delete the previous mode change.
  9244. if(md && md->skill_idx >= 0 && tsc)
  9245. {
  9246. clif_emotion( *bl, static_cast<emotion_type>( md->db->skill[md->skill_idx]->val[0] ) );
  9247. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9248. status_change_end(bl, type);
  9249. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9250. if (!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION
  9251. && md->state.skillstate != MSS_IDLE && md->state.skillstate != MSS_WALK
  9252. && md->db->skill[md->skill_idx]->val[1])
  9253. mob_unlocktarget(md, tick);
  9254. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9255. sc_start4(src,src, type, 100, skill_lv,
  9256. md->db->skill[md->skill_idx]->val[1],
  9257. md->db->skill[md->skill_idx]->val[2],
  9258. md->db->skill[md->skill_idx]->val[3],
  9259. skill_get_time(skill_id, skill_lv));
  9260. //Reset aggressive state depending on resulting mode
  9261. if (!battle_config.npc_emotion_behavior)
  9262. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9263. }
  9264. break;
  9265. case NPC_POWERUP:
  9266. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9267. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9268. break;
  9269. case NPC_AGIUP:
  9270. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9271. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9272. break;
  9273. case NPC_INVISIBLE:
  9274. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9275. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9276. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9277. break;
  9278. case NPC_SIEGEMODE:
  9279. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9280. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9281. break;
  9282. case NPC_INVINCIBLEOFF:
  9283. case MER_INVINCIBLEOFF2:
  9284. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9285. status_change_end(bl, SC_INVINCIBLE);
  9286. break;
  9287. case WE_MALE: {
  9288. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9289. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9290. int32 gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9291. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, gain_hp, 0, 0));
  9292. }
  9293. }
  9294. break;
  9295. case WE_FEMALE: {
  9296. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9297. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9298. int32 gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9299. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, 0, gain_sp, 0));
  9300. }
  9301. }
  9302. break;
  9303. // parent-baby skills
  9304. case WE_BABY:
  9305. if(sd){
  9306. map_session_data *f_sd = pc_get_father(sd);
  9307. map_session_data *m_sd = pc_get_mother(sd);
  9308. if( (!f_sd && !m_sd) // if neither was found
  9309. || (sd->status.party_id != 0 && //not in same party
  9310. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9311. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9312. ))
  9313. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9314. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9315. ) {
  9316. clif_skill_fail( *sd, skill_id );
  9317. map_freeblock_unlock();
  9318. return 0;
  9319. }
  9320. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9321. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9322. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9323. }
  9324. break;
  9325. case WE_CALLALLFAMILY:
  9326. if (sd) {
  9327. map_session_data *p_sd = pc_get_partner(sd);
  9328. map_session_data *c_sd = pc_get_child(sd);
  9329. if (!p_sd && !c_sd) { // Fail if no family members are found
  9330. clif_skill_fail( *sd, skill_id );
  9331. map_freeblock_unlock();
  9332. return 1;
  9333. }
  9334. // Partner must be on the same map and in same party
  9335. if (p_sd && !status_isdead(p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9336. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9337. // Child must be on the same map and in same party as the parent casting
  9338. if (c_sd && !status_isdead(c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9339. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9340. }
  9341. break;
  9342. case WE_ONEFOREVER:
  9343. if (sd) {
  9344. map_session_data *p_sd = pc_get_partner(sd);
  9345. map_session_data *c_sd = pc_get_child(sd);
  9346. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9347. clif_skill_fail( *sd, skill_id );
  9348. map_freeblock_unlock();
  9349. return 1;
  9350. }
  9351. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9352. clif_skill_fail( *sd, skill_id );
  9353. break;
  9354. }
  9355. if (status_isdead(*bl)) {
  9356. int32 per = 30, sper = 0;
  9357. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9358. break;
  9359. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9360. break;
  9361. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9362. break;
  9363. if (dstsd->special_state.restart_full_recover)
  9364. per = sper = 100;
  9365. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9366. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9367. }
  9368. }
  9369. break;
  9370. case WE_CHEERUP:
  9371. if (sd) {
  9372. map_session_data *f_sd = pc_get_father(sd);
  9373. map_session_data *m_sd = pc_get_mother(sd);
  9374. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9375. clif_skill_fail( *sd, skill_id );
  9376. map_freeblock_unlock();
  9377. return 1;
  9378. }
  9379. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9380. if (dstsd == f_sd || dstsd == m_sd)
  9381. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9382. } else
  9383. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9384. }
  9385. break;
  9386. case PF_HPCONVERSION:
  9387. {
  9388. int32 hp, sp;
  9389. hp = sstatus->max_hp/10;
  9390. sp = hp * 10 * skill_lv / 100;
  9391. if (!status_charge(src,hp,0)) {
  9392. if (sd) clif_skill_fail( *sd, skill_id );
  9393. break;
  9394. }
  9395. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9396. status_heal(bl,0,sp,2);
  9397. }
  9398. break;
  9399. case MA_REMOVETRAP:
  9400. case HT_REMOVETRAP:
  9401. {
  9402. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9403. std::shared_ptr<s_skill_unit_group> sg;
  9404. std::shared_ptr<s_skill_db> skill_group;
  9405. // Mercenaries can remove any trap
  9406. // Players can only remove their own traps or traps on Vs maps.
  9407. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9408. {
  9409. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9410. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9411. { // prevent picking up expired traps
  9412. if( battle_config.skill_removetrap_type )
  9413. { // get back all items used to deploy the trap
  9414. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9415. {
  9416. if( skill_group->require.itemid[i] > 0 )
  9417. {
  9418. int32 flag2;
  9419. struct item item_tmp;
  9420. memset(&item_tmp,0,sizeof(item_tmp));
  9421. item_tmp.nameid = skill_group->require.itemid[i];
  9422. item_tmp.identify = 1;
  9423. item_tmp.amount = skill_group->require.amount[i];
  9424. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9425. clif_additem(sd,0,0,flag2);
  9426. if (battle_config.skill_drop_items_full)
  9427. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9428. }
  9429. }
  9430. }
  9431. }
  9432. else
  9433. { // get back 1 trap
  9434. struct item item_tmp;
  9435. memset(&item_tmp,0,sizeof(item_tmp));
  9436. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9437. item_tmp.identify = 1;
  9438. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9439. {
  9440. clif_additem(sd,0,0,flag);
  9441. if (battle_config.skill_drop_items_full)
  9442. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9443. }
  9444. }
  9445. }
  9446. skill_delunit(su);
  9447. }else if(sd)
  9448. clif_skill_fail( *sd, skill_id );
  9449. }
  9450. break;
  9451. case HT_SPRINGTRAP:
  9452. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9453. {
  9454. struct skill_unit *su=nullptr;
  9455. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9456. switch(su->group->unit_id){
  9457. case UNT_ANKLESNARE: // ankle snare
  9458. if (su->group->val2 != 0)
  9459. // if it is already trapping something don't spring it,
  9460. // remove trap should be used instead
  9461. break;
  9462. [[fallthrough]];
  9463. case UNT_BLASTMINE:
  9464. case UNT_SKIDTRAP:
  9465. case UNT_LANDMINE:
  9466. case UNT_SHOCKWAVE:
  9467. case UNT_SANDMAN:
  9468. case UNT_FLASHER:
  9469. case UNT_FREEZINGTRAP:
  9470. case UNT_CLAYMORETRAP:
  9471. case UNT_TALKIEBOX:
  9472. su->group->unit_id = UNT_USED_TRAPS;
  9473. clif_changetraplook(bl, UNT_USED_TRAPS);
  9474. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9475. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9476. }
  9477. }
  9478. }
  9479. break;
  9480. case BD_ENCORE:
  9481. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9482. if(sd)
  9483. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9484. break;
  9485. case TR_RETROSPECTION:
  9486. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9487. if (sd)
  9488. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9489. break;
  9490. case AS_SPLASHER:
  9491. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9492. // Renewal dropped the 3/4 hp requirement
  9493. #ifndef RENEWAL
  9494. || tstatus-> hp > tstatus->max_hp*3/4
  9495. #endif
  9496. ) {
  9497. if (sd) clif_skill_fail( *sd, skill_id );
  9498. map_freeblock_unlock();
  9499. return 1;
  9500. }
  9501. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9502. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9503. break;
  9504. case PF_MINDBREAKER:
  9505. {
  9506. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9507. map_freeblock_unlock();
  9508. return 1;
  9509. }
  9510. if (tsce)
  9511. { //HelloKitty2 (?) explained that this silently fails when target is
  9512. //already inflicted. [Skotlex]
  9513. map_freeblock_unlock();
  9514. return 1;
  9515. }
  9516. //Has a 55% + skill_lv*5% success chance.
  9517. if (!clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9518. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9519. {
  9520. if (sd) clif_skill_fail( *sd, skill_id );
  9521. map_freeblock_unlock();
  9522. return 0;
  9523. }
  9524. unit_skillcastcancel(bl,0);
  9525. if (dstmd)
  9526. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9527. }
  9528. break;
  9529. case PF_SOULCHANGE:
  9530. {
  9531. uint32 sp1 = 0, sp2 = 0;
  9532. if (dstmd) {
  9533. if (dstmd->state.soul_change_flag) {
  9534. if(sd) clif_skill_fail( *sd, skill_id );
  9535. break;
  9536. }
  9537. dstmd->state.soul_change_flag = 1;
  9538. sp2 = sstatus->max_sp * 3 /100;
  9539. status_heal(src, 0, sp2, 2);
  9540. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9541. break;
  9542. }
  9543. sp1 = sstatus->sp;
  9544. sp2 = tstatus->sp;
  9545. #ifdef RENEWAL
  9546. sp1 = sp1 / 2;
  9547. sp2 = sp2 / 2;
  9548. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9549. sp1 = tstatus->sp;
  9550. #endif
  9551. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9552. sp1 = tstatus->sp;
  9553. status_set_sp(src, sp2, 3);
  9554. status_set_sp(bl, sp1, 3);
  9555. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9556. }
  9557. break;
  9558. // Slim Pitcher
  9559. case CR_SLIMPITCHER:
  9560. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9561. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9562. break;
  9563. if (potion_hp || potion_sp) {
  9564. int32 hp = potion_hp, sp = potion_sp;
  9565. hp = hp * (100 + (tstatus->vit * 2))/100;
  9566. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9567. if (dstsd) {
  9568. if (hp)
  9569. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9570. if (sp)
  9571. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9572. }
  9573. if (tsc != nullptr && !tsc->empty()) {
  9574. uint8 penalty = 0;
  9575. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9576. hp += hp / 10;
  9577. sp += sp / 10;
  9578. }
  9579. if (tsc->getSCE(SC_CRITICALWOUND))
  9580. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9581. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9582. penalty += 20;
  9583. if (tsc->getSCE(SC_NORECOVER_STATE))
  9584. penalty = 100;
  9585. if (penalty > 0) {
  9586. hp -= hp * penalty / 100;
  9587. sp -= sp * penalty / 100;
  9588. }
  9589. }
  9590. if(hp > 0)
  9591. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp);
  9592. if(sp > 0)
  9593. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9594. status_heal(bl,hp,sp,0);
  9595. }
  9596. break;
  9597. // Full Chemical Protection
  9598. case CR_FULLPROTECTION:
  9599. {
  9600. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9601. int32 i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9602. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9603. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9604. continue;
  9605. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9606. s++;
  9607. }
  9608. if( sd && !s ){
  9609. clif_skill_fail( *sd, skill_id );
  9610. map_freeblock_unlock(); // Don't consume item requirements
  9611. return 0;
  9612. }
  9613. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9614. }
  9615. break;
  9616. case RG_CLEANER: //AppleGirl
  9617. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9618. break;
  9619. #ifndef RENEWAL
  9620. case CG_LONGINGFREEDOM:
  9621. {
  9622. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9623. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9624. {
  9625. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9626. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9627. }
  9628. }
  9629. break;
  9630. #endif
  9631. case CG_TAROTCARD:
  9632. {
  9633. int32 card = -1;
  9634. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9635. //Target currently has the SUN tarot card effect and is immune to any other effect
  9636. map_freeblock_unlock();
  9637. return 0;
  9638. }
  9639. if( rnd() % 100 > skill_lv * 8 ||
  9640. #ifndef RENEWAL
  9641. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9642. #endif
  9643. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9644. if( sd )
  9645. clif_skill_fail( *sd, skill_id );
  9646. map_freeblock_unlock();
  9647. return 0;
  9648. }
  9649. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9650. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9651. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9652. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9653. }
  9654. break;
  9655. case SL_ALCHEMIST:
  9656. case SL_ASSASIN:
  9657. case SL_BARDDANCER:
  9658. case SL_BLACKSMITH:
  9659. case SL_CRUSADER:
  9660. case SL_HUNTER:
  9661. case SL_KNIGHT:
  9662. case SL_MONK:
  9663. case SL_PRIEST:
  9664. case SL_ROGUE:
  9665. case SL_SAGE:
  9666. case SL_SOULLINKER:
  9667. case SL_STAR:
  9668. case SL_SUPERNOVICE:
  9669. case SL_WIZARD:
  9670. case SL_HIGH:
  9671. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9672. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9673. // 1% chance to erase death count on successful cast
  9674. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9675. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9676. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9677. status_calc_pc( dstsd, SCO_NONE );
  9678. }
  9679. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9680. }else{
  9681. if( sd ){
  9682. clif_skill_fail( *sd, skill_id );
  9683. }
  9684. }
  9685. break;
  9686. case SP_SOULGOLEM:
  9687. case SP_SOULSHADOW:
  9688. case SP_SOULFALCON:
  9689. case SP_SOULFAIRY:
  9690. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9691. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9692. }else{
  9693. if( sd ){
  9694. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9695. }
  9696. }
  9697. break;
  9698. case SP_SOULREVOLVE:
  9699. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9700. if (sd)
  9701. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9702. break;
  9703. }
  9704. status_heal(bl, 0, 50*skill_lv, 2);
  9705. status_change_end(bl, SC_SPIRIT);
  9706. status_change_end(bl, SC_SOULGOLEM);
  9707. status_change_end(bl, SC_SOULSHADOW);
  9708. status_change_end(bl, SC_SOULFALCON);
  9709. status_change_end(bl, SC_SOULFAIRY);
  9710. break;
  9711. case SL_SWOO:
  9712. if (tsce) {
  9713. if(sd)
  9714. clif_skill_fail( *sd, skill_id );
  9715. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9716. status_change_end(bl, SC_SWOO);
  9717. break;
  9718. }
  9719. [[fallthrough]];
  9720. case SL_SKA: // [marquis007]
  9721. case SL_SKE:
  9722. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9723. clif_skill_fail( *sd, skill_id );
  9724. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9725. break;
  9726. }
  9727. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9728. if (skill_id == SL_SKE)
  9729. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9730. break;
  9731. // New guild skills [Celest]
  9732. case GD_BATTLEORDER:
  9733. case GD_REGENERATION:
  9734. case GD_RESTORE:
  9735. case GD_EMERGENCY_MOVE:
  9736. if(flag&1) {
  9737. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9738. if( skill_id == GD_RESTORE )
  9739. clif_skill_nodamage(src,*bl,AL_HEAL,status_percent_heal(bl,90,90));
  9740. else
  9741. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9742. }
  9743. } else if (status_get_guild_id(src)) {
  9744. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9745. map_foreachinallrange(skill_area_sub, src,
  9746. skill_get_splash(skill_id, skill_lv), BL_PC,
  9747. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9748. skill_castend_nodamage_id);
  9749. if (sd)
  9750. #ifdef RENEWAL
  9751. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9752. #else
  9753. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9754. #endif
  9755. }
  9756. break;
  9757. case GD_EMERGENCYCALL:
  9758. case GD_ITEMEMERGENCYCALL:
  9759. {
  9760. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9761. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9762. uint8 j = 0, calls = 0, called = 0;
  9763. // i don't know if it actually summons in a circle, but oh well. ;P
  9764. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9765. if (!g)
  9766. break;
  9767. if (skill_id == GD_ITEMEMERGENCYCALL)
  9768. switch (skill_lv) {
  9769. case 1: calls = 7; break;
  9770. case 2: calls = 12; break;
  9771. case 3: calls = 20; break;
  9772. default: calls = 0; break;
  9773. }
  9774. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9775. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9776. if (j > 8)
  9777. j = 0;
  9778. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9779. if (dstsd->status.disable_call)
  9780. continue;
  9781. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9782. continue;
  9783. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9784. continue;
  9785. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9786. dx[j] = dy[j] = 0;
  9787. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9788. called++;
  9789. }
  9790. }
  9791. if (sd)
  9792. #ifdef RENEWAL
  9793. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9794. #else
  9795. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9796. #endif
  9797. }
  9798. break;
  9799. case GD_CHARGESHOUT_FLAG:
  9800. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9801. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9802. if (md) {
  9803. sd->guild->chargeshout_flag_id = md->bl.id;
  9804. md->master_id = src->id;
  9805. if (md->deletetimer != INVALID_TIMER)
  9806. delete_timer(md->deletetimer, mob_timer_delete);
  9807. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9808. mob_spawn(md);
  9809. }
  9810. }
  9811. break;
  9812. case GD_CHARGESHOUT_BEATING:
  9813. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9814. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9815. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9816. clif_skill_fail( *sd, skill_id );
  9817. else
  9818. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9819. } else if (sd)
  9820. clif_skill_fail( *sd, skill_id );
  9821. break;
  9822. case SG_FEEL:
  9823. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9824. if (sd) {
  9825. if(!sd->feel_map[skill_lv-1].index)
  9826. clif_feel_req(sd->fd,sd, skill_lv);
  9827. else
  9828. clif_feel_info(sd, skill_lv-1, 1);
  9829. }
  9830. break;
  9831. case SG_HATE:
  9832. if (sd) {
  9833. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9834. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9835. clif_skill_fail( *sd, skill_id );
  9836. }
  9837. break;
  9838. case SJ_DOCUMENT:
  9839. if (sd) {
  9840. switch (skill_lv) {
  9841. case 1:
  9842. pc_resetfeel(sd);
  9843. break;
  9844. case 2:
  9845. pc_resethate(sd);
  9846. break;
  9847. case 3:
  9848. pc_resetfeel(sd);
  9849. pc_resethate(sd);
  9850. break;
  9851. }
  9852. }
  9853. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9854. break;
  9855. case GS_GLITTERING:
  9856. if(sd) {
  9857. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9858. if(rnd()%100 < (20+10*skill_lv))
  9859. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9860. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9861. pc_delspiritball(sd,1,0);
  9862. }
  9863. break;
  9864. case GS_CRACKER:
  9865. /* per official standards, this skill works on players and mobs. */
  9866. if (sd && (dstsd || dstmd))
  9867. {
  9868. i =65 -5*distance_bl(src,bl); //Base rate
  9869. if (i < 30) i = 30;
  9870. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9871. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9872. }
  9873. break;
  9874. case AM_CALLHOMUN: //[orn]
  9875. if (sd && !hom_call(sd))
  9876. clif_skill_fail( *sd, skill_id );
  9877. #ifdef RENEWAL
  9878. else if (sd && hom_is_active(sd->hd))
  9879. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9880. #endif
  9881. break;
  9882. case AM_REST:
  9883. if (sd) {
  9884. if (hom_vaporize(sd,HOM_ST_REST))
  9885. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9886. else
  9887. clif_skill_fail( *sd, skill_id );
  9888. }
  9889. break;
  9890. case HAMI_CASTLE: //[orn]
  9891. if (src != bl && rnd_chance(20 * skill_lv, 100)) {
  9892. // Get one of the monsters targeting the player and set the homunculus as its new target
  9893. if (block_list* tbl = battle_gettargeted(bl); tbl != nullptr && tbl->type == BL_MOB) {
  9894. if (unit_data* ud = unit_bl2ud(tbl); ud != nullptr)
  9895. unit_changetarget_sub(*ud, *src);
  9896. }
  9897. int16 x = src->x, y = src->y;
  9898. // Move homunculus
  9899. if (unit_movepos(src, bl->x, bl->y, 0, false)) {
  9900. clif_blown(src);
  9901. // Move player
  9902. if (unit_movepos(bl, x, y, 0, false))
  9903. clif_blown(bl);
  9904. // Show the animation on the homunculus only
  9905. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  9906. }
  9907. }
  9908. else if (hd != nullptr && hd->master != nullptr)
  9909. clif_skill_fail( *hd->master, skill_id );
  9910. else if (sd != nullptr)
  9911. clif_skill_fail( *sd, skill_id );
  9912. break;
  9913. case HVAN_CHAOTIC:
  9914. {
  9915. // Chance per skill level
  9916. static const std::array<uint8, 5> chance_homunculus = {
  9917. 20,
  9918. 50,
  9919. 25,
  9920. 50,
  9921. 34
  9922. };
  9923. static const std::array<uint8, 5> chance_master = {
  9924. static_cast<uint8>(chance_homunculus[0] + 30),
  9925. static_cast<uint8>(chance_homunculus[1] + 10),
  9926. static_cast<uint8>(chance_homunculus[2] + 50),
  9927. static_cast<uint8>(chance_homunculus[3] + 4),
  9928. static_cast<uint8>(chance_homunculus[4] + 33)
  9929. };
  9930. uint8 chance = rnd_value(1, 100);
  9931. // Homunculus
  9932. if (chance <= chance_homunculus[skill_lv - 1])
  9933. bl = src;
  9934. // Master
  9935. else if (chance <= chance_master[skill_lv - 1])
  9936. bl = battle_get_master(src);
  9937. // Enemy (A random enemy targeting the master)
  9938. else
  9939. bl = battle_gettargeted(battle_get_master(src));
  9940. // If there's no enemy the chance reverts to the homunculus
  9941. if (bl == nullptr)
  9942. bl = src;
  9943. int32 heal = skill_calc_heal(src, bl, skill_id, rnd_value<uint16>(1, skill_lv), true);
  9944. // Official servers send the Heal skill packet with the healed amount, and then the skill packet with 1 as healed amount
  9945. clif_skill_nodamage(src, *bl, AL_HEAL, heal);
  9946. clif_skill_nodamage(src, *bl, skill_id, 1);
  9947. status_heal(bl, heal, 0, 0);
  9948. } break;
  9949. case HVAN_EXPLOSION:
  9950. if( hd != nullptr ){
  9951. clif_skill_nodamage(src, *src, skill_id, skill_lv, 1);
  9952. 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, skill_castend_damage_id);
  9953. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  9954. clif_send_homdata(*hd, SP_INTIMATE);
  9955. // There's a delay between the explosion and the homunculus death
  9956. skill_addtimerskill(src, tick + skill_get_time(skill_id, skill_lv), src->id, 0, 0, skill_id, skill_lv, 0, flag);
  9957. } break;
  9958. // Homun single-target support skills [orn]
  9959. case HLIF_CHANGE:
  9960. #ifndef RENEWAL
  9961. status_percent_heal(bl, 100, 100);
  9962. [[fallthrough]];
  9963. #endif
  9964. case HAMI_BLOODLUST:
  9965. case HFLI_FLEET:
  9966. case HFLI_SPEED:
  9967. case MH_ANGRIFFS_MODUS:
  9968. case MH_GOLDENE_FERSE:
  9969. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9970. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9971. break;
  9972. case NPC_DRAGONFEAR:
  9973. if (flag&1) {
  9974. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9975. int32 j;
  9976. j = i = rnd()%ARRAYLENGTH(sc);
  9977. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9978. i++;
  9979. if ( i == ARRAYLENGTH(sc) )
  9980. i = 0;
  9981. if (i == j)
  9982. break;
  9983. }
  9984. break;
  9985. }
  9986. [[fallthrough]];
  9987. case NPC_WIDEBLEEDING:
  9988. case NPC_WIDEBLEEDING2:
  9989. case NPC_WIDECONFUSE:
  9990. case NPC_WIDECONFUSE2:
  9991. case NPC_WIDECURSE:
  9992. case NPC_WIDECURSE2:
  9993. case NPC_WIDEFREEZE:
  9994. case NPC_WIDEFREEZE2:
  9995. case NPC_WIDESLEEP:
  9996. case NPC_WIDESLEEP2:
  9997. case NPC_WIDESILENCE:
  9998. case NPC_WIDESILENCE2:
  9999. case NPC_WIDESTONE:
  10000. case NPC_WIDESTONE2:
  10001. case NPC_WIDESTUN:
  10002. case NPC_WIDESTUN2:
  10003. case NPC_SLOWCAST:
  10004. case NPC_WIDEHELLDIGNITY:
  10005. case NPC_WIDEHEALTHFEAR:
  10006. case NPC_WIDEBODYBURNNING:
  10007. case NPC_WIDEFROSTMISTY:
  10008. case NPC_WIDECOLD:
  10009. case NPC_WIDE_DEEP_SLEEP:
  10010. case NPC_WIDESIREN:
  10011. case NPC_WIDEWEB:
  10012. case NPC_DEADLYCURSE2:
  10013. if (flag&1){
  10014. switch ( type ) {
  10015. case SC_BURNING:
  10016. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  10017. break;
  10018. case SC_STONEWAIT:
  10019. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  10020. break;
  10021. default:
  10022. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  10023. }
  10024. }
  10025. else {
  10026. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10027. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10028. map_foreachinallrange(skill_area_sub, bl,
  10029. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10030. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10031. skill_castend_nodamage_id);
  10032. }
  10033. break;
  10034. case NPC_WIDESOULDRAIN:
  10035. if (flag&1)
  10036. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  10037. else {
  10038. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10039. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10040. map_foreachinallrange(skill_area_sub, bl,
  10041. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10042. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10043. skill_castend_nodamage_id);
  10044. }
  10045. break;
  10046. case NPC_FIRESTORM: {
  10047. int32 sflag = flag;
  10048. if( skill_lv > 1 )
  10049. sflag |= 4;
  10050. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10051. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  10052. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10053. }
  10054. break;
  10055. case ALL_PARTYFLEE:
  10056. if( sd && !(flag&1) ) {
  10057. if( !sd->status.party_id ) {
  10058. clif_skill_fail( *sd, skill_id );
  10059. break;
  10060. }
  10061. 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);
  10062. } else
  10063. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10064. break;
  10065. case NPC_TALK:
  10066. case ALL_WEWISH:
  10067. case ALL_CATCRY:
  10068. case ALL_DREAM_SUMMERNIGHT:
  10069. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10070. break;
  10071. case ALL_BUYING_STORE:
  10072. if( sd )
  10073. {// players only, skill allows 5 buying slots
  10074. clif_skill_nodamage(src, *bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) == 0);
  10075. }
  10076. break;
  10077. case RK_ENCHANTBLADE:
  10078. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10079. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  10080. break;
  10081. case RK_DRAGONHOWLING:
  10082. if( flag&1)
  10083. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10084. else
  10085. {
  10086. skill_area_temp[2] = 0;
  10087. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10088. map_foreachinallrange(skill_area_sub, src,
  10089. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10090. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  10091. skill_castend_nodamage_id);
  10092. }
  10093. break;
  10094. case LG_EARTHDRIVE: {
  10095. int32 dummy = 1;
  10096. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10097. i = skill_get_splash(skill_id,skill_lv);
  10098. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  10099. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10100. }
  10101. break;
  10102. case RK_LUXANIMA:
  10103. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  10104. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10105. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10106. break;
  10107. case RK_GIANTGROWTH:
  10108. case RK_STONEHARDSKIN:
  10109. case RK_VITALITYACTIVATION:
  10110. case RK_ABUNDANCE:
  10111. case RK_CRUSHSTRIKE:
  10112. case RK_REFRESH:
  10113. case RK_MILLENNIUMSHIELD:
  10114. if (sd) {
  10115. uint8 rune_level = 1; // RK_GIANTGROWTH
  10116. if (skill_id == RK_VITALITYACTIVATION)
  10117. rune_level = 2;
  10118. else if (skill_id == RK_STONEHARDSKIN)
  10119. rune_level = 4;
  10120. else if (skill_id == RK_ABUNDANCE)
  10121. rune_level = 6;
  10122. else if (skill_id == RK_CRUSHSTRIKE)
  10123. rune_level = 7;
  10124. else if (skill_id == RK_REFRESH)
  10125. rune_level = 8;
  10126. else if (skill_id == RK_MILLENNIUMSHIELD)
  10127. rune_level = 9;
  10128. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  10129. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10130. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10131. else if (skill_id == RK_STONEHARDSKIN)
  10132. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10133. } else
  10134. clif_skill_fail( *sd, skill_id );
  10135. }
  10136. break;
  10137. case NPC_MILLENNIUMSHIELD:
  10138. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10139. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10140. break;
  10141. case RK_FIGHTINGSPIRIT: {
  10142. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  10143. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  10144. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  10145. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  10146. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10147. break;
  10148. }
  10149. case GC_ROLLINGCUTTER:
  10150. {
  10151. int16 count = 1;
  10152. skill_area_temp[2] = 0;
  10153. 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);
  10154. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  10155. { // Every time the skill is casted the status change is reseted adding a counter.
  10156. count += (int16)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  10157. if( count > 10 )
  10158. count = 10; // Max coounter
  10159. status_change_end(bl, SC_ROLLINGCUTTER);
  10160. }
  10161. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  10162. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  10163. }
  10164. break;
  10165. case GC_WEAPONBLOCKING:
  10166. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  10167. status_change_end(bl, SC_WEAPONBLOCKING);
  10168. else
  10169. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10170. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10171. break;
  10172. case GC_CREATENEWPOISON:
  10173. if( sd )
  10174. {
  10175. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  10176. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10177. }
  10178. break;
  10179. case GC_POISONINGWEAPON:
  10180. if( sd ) {
  10181. clif_poison_list( *sd, skill_lv );
  10182. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10183. }
  10184. break;
  10185. case GC_ANTIDOTE:
  10186. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10187. if( tsc )
  10188. {
  10189. status_change_end(bl, SC_PARALYSE);
  10190. status_change_end(bl, SC_PYREXIA);
  10191. status_change_end(bl, SC_DEATHHURT);
  10192. status_change_end(bl, SC_LEECHESEND);
  10193. status_change_end(bl, SC_VENOMBLEED);
  10194. status_change_end(bl, SC_MAGICMUSHROOM);
  10195. status_change_end(bl, SC_TOXIN);
  10196. status_change_end(bl, SC_OBLIVIONCURSE);
  10197. }
  10198. break;
  10199. case GC_PHANTOMMENACE:
  10200. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10201. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10202. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10203. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10204. break;
  10205. case GC_HALLUCINATIONWALK:
  10206. {
  10207. int32 heal = status_get_max_hp(bl) / 10;
  10208. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  10209. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10210. break;
  10211. }
  10212. if( !status_charge(bl,heal,0) )
  10213. {
  10214. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10215. break;
  10216. }
  10217. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10218. }
  10219. break;
  10220. case AB_ANCILLA:
  10221. if( sd ) {
  10222. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10223. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  10224. }
  10225. break;
  10226. case AB_CLEMENTIA:
  10227. case AB_CANTO:
  10228. {
  10229. int32 bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  10230. int32 agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  10231. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  10232. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  10233. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  10234. else if( sd )
  10235. 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);
  10236. }
  10237. break;
  10238. case AB_PRAEFATIO:
  10239. case AB_RENOVATIO:
  10240. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10241. if (skill_id == AB_PRAEFATIO)
  10242. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  10243. else
  10244. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10245. } else if( sd )
  10246. 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);
  10247. break;
  10248. case AB_CHEAL:
  10249. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10250. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10251. int32 partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10252. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10253. if( partycount > 1 )
  10254. i += (i / 100) * (partycount * 10) / 4;
  10255. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10256. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10257. clif_skill_nodamage(src, *bl, skill_id, i);
  10258. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10259. i = ~i + 1;
  10260. status_heal(bl, i, 0, 0);
  10261. }
  10262. } else if( sd )
  10263. 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);
  10264. break;
  10265. case NPC_CHEAL:
  10266. if( flag&1 ) {
  10267. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10268. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10269. if (status_isimmune(bl))
  10270. i = 0;
  10271. clif_skill_nodamage(src, *bl, skill_id, i);
  10272. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10273. i = ~i + 1;
  10274. status_heal(bl, i, 0, 0);
  10275. }
  10276. }
  10277. else {
  10278. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10279. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10280. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10281. }
  10282. break;
  10283. case AB_ORATIO:
  10284. if( flag&1 )
  10285. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10286. else {
  10287. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10288. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10289. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10290. }
  10291. break;
  10292. case AB_LAUDAAGNUS:
  10293. if( flag&1 || !sd || !sd->status.party_id ) {
  10294. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10295. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10296. // Success Chance: (60 + 10 * Skill Level) %
  10297. if( rnd()%100 > 60+10*skill_lv ) break;
  10298. status_change_end(bl, SC_FREEZE);
  10299. status_change_end(bl, SC_STONE);
  10300. status_change_end(bl, SC_BLIND);
  10301. status_change_end(bl, SC_BURNING);
  10302. status_change_end(bl, SC_FREEZING);
  10303. status_change_end(bl, SC_CRYSTALIZE);
  10304. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10305. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10306. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10307. } else if( sd )
  10308. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10309. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10310. break;
  10311. case AB_LAUDARAMUS:
  10312. if( flag&1 || !sd || !sd->status.party_id ) {
  10313. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10314. // Success Chance: (60 + 10 * Skill Level) %
  10315. if( rnd()%100 > 60+10*skill_lv ) break;
  10316. status_change_end(bl, SC_SLEEP);
  10317. status_change_end(bl, SC_STUN);
  10318. status_change_end(bl, SC_MANDRAGORA);
  10319. status_change_end(bl, SC_SILENCE);
  10320. status_change_end(bl, SC_DEEPSLEEP);
  10321. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10322. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10323. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10324. } else if( sd )
  10325. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10326. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10327. break;
  10328. case AB_CLEARANCE:
  10329. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10330. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10331. break;
  10332. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10333. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10334. if (sd)
  10335. clif_skill_fail( *sd, skill_id );
  10336. break;
  10337. }
  10338. if(status_isimmune(bl))
  10339. break;
  10340. //Remove bonus_script by Clearance
  10341. if (dstsd)
  10342. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10343. if(tsc == nullptr || tsc->empty())
  10344. break;
  10345. //Statuses change that can't be removed by Cleareance
  10346. for (const auto &it : status_db) {
  10347. sc_type status = static_cast<sc_type>(it.first);
  10348. if (!tsc->getSCE(status))
  10349. continue;
  10350. if (it.second->flag[SCF_NOCLEARANCE])
  10351. continue;
  10352. switch (status) {
  10353. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10354. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10355. case SC_FORTUNE: case SC_SERVICE4U:
  10356. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10357. continue; //If in song area don't end it, even if config enabled
  10358. break;
  10359. case SC_ASSUMPTIO:
  10360. if (bl->type == BL_MOB)
  10361. continue;
  10362. break;
  10363. }
  10364. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10365. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10366. status_change_end(bl,status);
  10367. }
  10368. break;
  10369. }
  10370. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10371. break;
  10372. case AB_SILENTIUM:
  10373. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10374. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10375. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10376. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10377. break;
  10378. case WL_STASIS:
  10379. if (flag&1)
  10380. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10381. else {
  10382. struct map_data *mapdata = map_getmapdata(src->m);
  10383. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10384. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10385. }
  10386. break;
  10387. case NPC_DANCINGBLADE:
  10388. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10389. break;
  10390. case WL_CHAINLIGHTNING:
  10391. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10392. break;
  10393. case WL_WHITEIMPRISON:
  10394. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10395. {
  10396. int32 rate = ( sd? sd->status.job_level : 50 ) / 4;
  10397. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10398. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10399. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10400. if( sd )
  10401. skill_blockpc_start(*sd,skill_id,4000);
  10402. if( !(tsc && tsc->getSCE(type)) ){
  10403. 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));
  10404. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  10405. if( sd && !i )
  10406. clif_skill_fail( *sd, skill_id );
  10407. }
  10408. }else
  10409. if( sd )
  10410. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10411. break;
  10412. case NPC_JACKFROST:
  10413. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10414. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10415. break;
  10416. case WL_SIENNAEXECRATE:
  10417. if( status_isimmune(bl) || !tsc )
  10418. break;
  10419. if( flag&1 ) {
  10420. if( bl->id == skill_area_temp[1] )
  10421. break; // Already work on this target
  10422. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10423. } else {
  10424. int32 rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10425. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10426. if( rnd()%100 < rate ) { // Success on First Target
  10427. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10428. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10429. skill_area_temp[1] = bl->id;
  10430. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10431. }
  10432. // Doesn't send failure packet if it fails on defense.
  10433. }
  10434. else if( sd ) // Failure on Rate
  10435. clif_skill_fail( *sd, skill_id );
  10436. }
  10437. break;
  10438. case WL_SUMMONFB:
  10439. case WL_SUMMONBL:
  10440. case WL_SUMMONWB:
  10441. case WL_SUMMONSTONE:
  10442. {
  10443. if (sc == nullptr)
  10444. break;
  10445. e_wl_spheres element;
  10446. switch (skill_id) { // Set val2. The SC element for this ball
  10447. case WL_SUMMONFB:
  10448. element = WLS_FIRE;
  10449. break;
  10450. case WL_SUMMONBL:
  10451. element = WLS_WIND;
  10452. break;
  10453. case WL_SUMMONWB:
  10454. element = WLS_WATER;
  10455. break;
  10456. case WL_SUMMONSTONE:
  10457. element = WLS_STONE;
  10458. break;
  10459. }
  10460. if (skill_lv == 1) {
  10461. sc_type sphere = SC_NONE;
  10462. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10463. if (sc->getSCE(i) == nullptr) {
  10464. sphere = static_cast<sc_type>(i); // Take the free SC
  10465. break;
  10466. }
  10467. }
  10468. if (sphere == SC_NONE) {
  10469. if (sd) // No free slots to put SC
  10470. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10471. break;
  10472. }
  10473. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10474. } else {
  10475. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10476. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10477. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10478. }
  10479. }
  10480. clif_skill_nodamage(src, *bl, skill_id, 0, false);
  10481. }
  10482. break;
  10483. case WL_READING_SB_READING:
  10484. if (sd) {
  10485. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10486. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10487. break;
  10488. }
  10489. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10490. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10491. }
  10492. break;
  10493. case RA_FEARBREEZE:
  10494. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10495. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10496. break;
  10497. case RA_WUGMASTERY:
  10498. if( sd ) {
  10499. if( !pc_iswug(sd) )
  10500. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10501. else
  10502. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10503. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10504. }
  10505. break;
  10506. case RA_WUGRIDER:
  10507. if( sd ) {
  10508. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10509. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10510. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10511. } else if( pc_isridingwug(sd) ) {
  10512. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10513. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10514. }
  10515. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10516. }
  10517. break;
  10518. case RA_WUGDASH:
  10519. if( tsce ) {
  10520. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  10521. map_freeblock_unlock();
  10522. return 0;
  10523. }
  10524. if( sd && pc_isridingwug(sd) ) {
  10525. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10526. clif_walkok(*sd);
  10527. }
  10528. break;
  10529. case RA_SENSITIVEKEEN:
  10530. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10531. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10532. 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);
  10533. break;
  10534. case NC_F_SIDESLIDE:
  10535. case NC_B_SIDESLIDE:
  10536. {
  10537. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10538. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10539. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10540. }
  10541. break;
  10542. case NC_SELFDESTRUCTION:
  10543. if( sd ) {
  10544. if( pc_ismadogear(sd) )
  10545. pc_setmadogear(sd, false);
  10546. skill_area_temp[1] = 0;
  10547. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10548. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10549. status_set_sp(src, 0, 0);
  10550. skill_clear_unitgroup(src);
  10551. }
  10552. break;
  10553. case NC_EMERGENCYCOOL:
  10554. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10555. if (sd) {
  10556. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10557. int16 limit[] = { -45, -75, -105 };
  10558. i = 0;
  10559. for (const auto &reqItem : req.eqItem) {
  10560. if (pc_search_inventory(sd, reqItem) != -1)
  10561. break;
  10562. i++;
  10563. }
  10564. pc_overheat(*sd, limit[min(i, 2)]);
  10565. }
  10566. break;
  10567. case NC_ANALYZE:
  10568. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10569. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10570. break;
  10571. case NC_MAGNETICFIELD:
  10572. if (flag & 1) {
  10573. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10574. } else {
  10575. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10576. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10577. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10578. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10579. }
  10580. break;
  10581. case NC_REPAIR:
  10582. if( sd ) {
  10583. int32 heal, hp = 0;
  10584. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10585. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10586. break;
  10587. }
  10588. switch(skill_lv) {
  10589. case 1: hp = 4; break;
  10590. case 2: hp = 7; break;
  10591. case 3: hp = 13; break;
  10592. case 4: hp = 17; break;
  10593. case 5: default: hp = 23; break;
  10594. }
  10595. heal = dstsd->status.max_hp * hp / 100;
  10596. status_heal(bl,heal,0,2);
  10597. clif_skill_nodamage(src, *bl, skill_id, skill_lv, heal != 0);
  10598. }
  10599. break;
  10600. case NC_DISJOINT:
  10601. {
  10602. if( bl->type != BL_MOB ) break;
  10603. md = map_id2md(bl->id);
  10604. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10605. status_kill(bl);
  10606. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10607. }
  10608. break;
  10609. case SC_AUTOSHADOWSPELL:
  10610. if( sd ) {
  10611. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10612. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10613. {
  10614. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10615. clif_autoshadowspell_list( *sd );
  10616. clif_skill_nodamage(src,*bl,skill_id,1);
  10617. }
  10618. else
  10619. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10620. }
  10621. break;
  10622. case SC_SHADOWFORM:
  10623. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10624. 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))) )
  10625. dstsd->shadowform_id = src->id;
  10626. }
  10627. else if( sd )
  10628. clif_skill_fail( *sd, skill_id );
  10629. break;
  10630. case SC_BODYPAINT:
  10631. if( flag&1 ) {
  10632. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10633. status_change_end(bl,SC_HIDING);
  10634. status_change_end(bl,SC_CLOAKING);
  10635. status_change_end(bl,SC_CLOAKINGEXCEED);
  10636. status_change_end(bl,SC_CAMOUFLAGE);
  10637. status_change_end(bl,SC_NEWMOON);
  10638. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10639. status_change_end(bl, SC__SHADOWFORM);
  10640. }
  10641. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10642. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10643. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10644. } else {
  10645. clif_skill_nodamage(src, *bl, skill_id, 0);
  10646. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10647. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10648. }
  10649. break;
  10650. case SC_ENERVATION:
  10651. case SC_GROOMY:
  10652. case SC_LAZINESS:
  10653. case SC_UNLUCKY:
  10654. case SC_WEAKNESS:
  10655. if( !(tsc && tsc->getSCE(type)) ) {
  10656. int32 rate;
  10657. if (status_get_class_(bl) == CLASS_BOSS)
  10658. break;
  10659. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10660. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10661. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10662. clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10663. } else if( sd )
  10664. clif_skill_fail( *sd, skill_id );
  10665. break;
  10666. case SC_IGNORANCE:
  10667. if( !(tsc && tsc->getSCE(type)) ) {
  10668. int32 rate;
  10669. if (status_get_class_(bl) == CLASS_BOSS)
  10670. break;
  10671. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10672. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10673. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10674. if (clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10675. int32 sp = 100 * skill_lv;
  10676. if( dstmd )
  10677. sp = dstmd->level;
  10678. if( !dstmd )
  10679. status_zap(bl, 0, sp);
  10680. status_heal(src, 0, sp / 2, 3);
  10681. } else if( sd )
  10682. clif_skill_fail( *sd, skill_id );
  10683. } else if( sd )
  10684. clif_skill_fail( *sd, skill_id );
  10685. break;
  10686. case LG_TRAMPLE:
  10687. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10688. if (rnd()%100 < (25 + 25 * skill_lv))
  10689. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10690. status_change_end(bl, SC_SV_ROOTTWIST);
  10691. break;
  10692. case LG_REFLECTDAMAGE:
  10693. if( tsc && tsc->getSCE(type) )
  10694. status_change_end(bl,type);
  10695. else
  10696. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10697. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10698. break;
  10699. case LG_PIETY:
  10700. if( flag&1 )
  10701. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10702. else {
  10703. skill_area_temp[2] = 0;
  10704. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10705. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10706. }
  10707. break;
  10708. case SR_CURSEDCIRCLE:
  10709. if( flag&1 ) {
  10710. if( status_get_class_(bl) == CLASS_BOSS )
  10711. break;
  10712. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10713. if( bl->type == BL_MOB )
  10714. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10715. clif_bladestop( *src, bl->id, true );
  10716. map_freeblock_unlock();
  10717. return 1;
  10718. }
  10719. } else {
  10720. int32 count = 0;
  10721. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10722. 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
  10723. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10724. if( sd ) pc_delspiritball(sd, count, 0);
  10725. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10726. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10727. }
  10728. break;
  10729. case NPC_SR_CURSEDCIRCLE:
  10730. if( flag&1 ) {
  10731. if( status_get_class_(bl) == CLASS_BOSS )
  10732. break;
  10733. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10734. if( bl->type == BL_MOB )
  10735. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10736. clif_bladestop( *src, bl->id, true );
  10737. map_freeblock_unlock();
  10738. return 1;
  10739. }
  10740. } else {
  10741. int32 count = 0;
  10742. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10743. 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
  10744. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10745. if( sd ) pc_delspiritball(sd, count, 0);
  10746. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10747. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10748. }
  10749. break;
  10750. case SR_RAISINGDRAGON:
  10751. if( sd ) {
  10752. int16 max = 5 + skill_lv;
  10753. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10754. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10755. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10756. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10757. }
  10758. break;
  10759. case SR_ASSIMILATEPOWER:
  10760. if (flag&1) {
  10761. i = 0;
  10762. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10763. if (dstsd->spiritball > 0) {
  10764. i = dstsd->spiritball;
  10765. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10766. }
  10767. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10768. i += dstsd->spiritcharm;
  10769. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10770. }
  10771. }
  10772. if (i)
  10773. status_percent_heal(src, 0, i);
  10774. clif_skill_nodamage(src, *bl, skill_id, skill_lv, i != 0);
  10775. } else {
  10776. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10777. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10778. }
  10779. break;
  10780. case SR_POWERVELOCITY:
  10781. if( !dstsd )
  10782. break;
  10783. if( sd && dstsd->spiritball <= 5 ) {
  10784. for(i = 0; i <= 5; i++) {
  10785. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10786. pc_delspiritball(sd, sd->spiritball, 0);
  10787. }
  10788. }
  10789. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10790. break;
  10791. case SR_GENTLETOUCH_CURE:
  10792. {
  10793. uint32 heal;
  10794. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10795. heal = 0;
  10796. else {
  10797. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10798. status_heal(bl, heal, 0, 0);
  10799. }
  10800. if( tsc != nullptr && !tsc->empty() && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10801. status_change_end(bl, SC_STONE);
  10802. status_change_end(bl, SC_FREEZE);
  10803. status_change_end(bl, SC_STUN);
  10804. status_change_end(bl, SC_POISON);
  10805. status_change_end(bl, SC_SILENCE);
  10806. status_change_end(bl, SC_BLIND);
  10807. status_change_end(bl, SC_HALLUCINATION);
  10808. }
  10809. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10810. }
  10811. break;
  10812. case SR_GENTLETOUCH_ENERGYGAIN:
  10813. case SR_GENTLETOUCH_CHANGE:
  10814. case SR_GENTLETOUCH_REVITALIZE:
  10815. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10816. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10817. break;
  10818. case SR_FLASHCOMBO: {
  10819. const int32 combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10820. const int32 delay[] = { 0, 750, 1250 };
  10821. if (sd) // Disable attacking/acting/moving for skill's duration.
  10822. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10823. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10824. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10825. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10826. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10827. }
  10828. break;
  10829. case WA_SWING_DANCE:
  10830. case WA_MOONLIT_SERENADE:
  10831. case WA_SYMPHONY_OF_LOVER:
  10832. case MI_RUSH_WINDMILL:
  10833. case MI_ECHOSONG:
  10834. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10835. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10836. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10837. } else if( sd ) {
  10838. 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);
  10839. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10840. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10841. }
  10842. break;
  10843. case MI_HARMONIZE:
  10844. if( src != bl )
  10845. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10846. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10847. break;
  10848. case WM_DEADHILLHERE:
  10849. if( bl->type == BL_PC ) {
  10850. if( !status_isdead(*bl) )
  10851. break;
  10852. tstatus->hp = max(tstatus->sp, 1);
  10853. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10854. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10855. pc_revive(reinterpret_cast<map_session_data*>(bl),true,true);
  10856. clif_resurrection( *bl );
  10857. }
  10858. break;
  10859. case WM_VOICEOFSIREN:
  10860. if (flag&1)
  10861. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10862. else {
  10863. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10864. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10865. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10866. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10867. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10868. }
  10869. break;
  10870. case WM_GLOOMYDAY:
  10871. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10872. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10873. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10874. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10875. { // !TODO: Which skills aren't boosted anymore?
  10876. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10877. break;
  10878. }
  10879. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10880. break;
  10881. case WM_SATURDAY_NIGHT_FEVER:
  10882. if( flag&1 ) {
  10883. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10884. } else if (sd) {
  10885. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10886. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10887. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10888. }
  10889. }
  10890. break;
  10891. case WM_SIRCLEOFNATURE:
  10892. case WM_SONG_OF_MANA:
  10893. case WM_DANCE_WITH_WUG:
  10894. case WM_LERADS_DEW:
  10895. case WM_UNLIMITED_HUMMING_VOICE:
  10896. if( flag&1 ) { // These affect to to all party members near the caster.
  10897. if( sc && sc->getSCE(type) ) {
  10898. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10899. }
  10900. } else if( sd ) {
  10901. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10902. 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);
  10903. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10904. }
  10905. break;
  10906. case WM_MELODYOFSINK:
  10907. if( flag&1 ) {
  10908. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10909. } else { // These affect to all targets around the caster.
  10910. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10911. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10912. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10913. }
  10914. }
  10915. break;
  10916. case WM_BEYOND_OF_WARCRY:
  10917. if( flag&1 ) {
  10918. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10919. } else { // These affect to all targets around the caster.
  10920. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10921. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10922. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10923. }
  10924. }
  10925. break;
  10926. case WM_SOUND_OF_DESTRUCTION:
  10927. if (flag&1) {
  10928. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10929. } else {
  10930. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10931. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10932. }
  10933. break;
  10934. case WM_RANDOMIZESPELL:
  10935. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10936. status_change_end(bl, SC_SONGOFMANA);
  10937. status_change_end(bl, SC_DANCEWITHWUG);
  10938. status_change_end(bl, SC_LERADSDEW);
  10939. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10940. status_change_end(bl, SC_BEYONDOFWARCRY);
  10941. status_change_end(bl, SC_MELODYOFSINK);
  10942. status_change_end(bl, SC_BEYONDOFWARCRY);
  10943. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10944. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10945. }
  10946. break;
  10947. case RETURN_TO_ELDICASTES:
  10948. case ALL_GUARDIAN_RECALL:
  10949. case ECLAGE_RECALL:
  10950. case ALL_NIFLHEIM_RECALL:
  10951. case ALL_PRONTERA_RECALL:
  10952. case ALL_GLASTHEIM_RECALL:
  10953. case ALL_THANATOS_RECALL:
  10954. case ALL_LIGHTHALZEN_RECALL:
  10955. if( sd != nullptr ){
  10956. // Destination position.
  10957. uint16 x;
  10958. uint16 y;
  10959. uint16 mapindex;
  10960. switch(skill_id){
  10961. case RETURN_TO_ELDICASTES:
  10962. x = 198;
  10963. y = 187;
  10964. mapindex = mapindex_name2id(MAP_DICASTES);
  10965. break;
  10966. case ALL_GUARDIAN_RECALL:
  10967. x = 44;
  10968. y = 151;
  10969. mapindex = mapindex_name2id(MAP_MORA);
  10970. break;
  10971. case ECLAGE_RECALL:
  10972. x = 47;
  10973. y = 31;
  10974. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10975. break;
  10976. case ALL_NIFLHEIM_RECALL:
  10977. x = 193;
  10978. y = 186;
  10979. mapindex = mapindex_name2id( MAP_NIFLHEIM );
  10980. break;
  10981. case ALL_PRONTERA_RECALL:
  10982. if(skill_lv == 1) {
  10983. x = 115;
  10984. y = 72;
  10985. }
  10986. else if(skill_lv == 2) {
  10987. x = 159;
  10988. y = 192;
  10989. }
  10990. mapindex = mapindex_name2id(MAP_PRONTERA);
  10991. break;
  10992. case ALL_GLASTHEIM_RECALL:
  10993. x = 200;
  10994. y = 268;
  10995. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10996. break;
  10997. case ALL_THANATOS_RECALL:
  10998. x = 139;
  10999. y = 156;
  11000. mapindex = mapindex_name2id(MAP_THANATOS);
  11001. break;
  11002. case ALL_LIGHTHALZEN_RECALL:
  11003. x = 307;
  11004. y = 307;
  11005. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  11006. break;
  11007. }
  11008. sc_start( src, bl, type, 100, skill_lv, skill_get_cooldown( skill_id, skill_lv ) );
  11009. if(!mapindex)
  11010. { //Given map not found?
  11011. clif_skill_fail( *sd, skill_id );
  11012. map_freeblock_unlock();
  11013. return 0;
  11014. }
  11015. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  11016. }
  11017. break;
  11018. case ECL_SNOWFLIP:
  11019. case ECL_PEONYMAMY:
  11020. case ECL_SADAGUI:
  11021. case ECL_SEQUOIADUST:
  11022. switch(skill_id){
  11023. case ECL_SNOWFLIP:
  11024. status_change_end(bl, SC_SLEEP);
  11025. status_change_end(bl, SC_BLEEDING);
  11026. status_change_end(bl, SC_BURNING);
  11027. status_change_end(bl, SC_DEEPSLEEP);
  11028. break;
  11029. case ECL_PEONYMAMY:
  11030. status_change_end(bl, SC_FREEZE);
  11031. status_change_end(bl, SC_FREEZING);
  11032. status_change_end(bl, SC_CRYSTALIZE);
  11033. break;
  11034. case ECL_SADAGUI:
  11035. status_change_end(bl, SC_STUN);
  11036. status_change_end(bl, SC_CONFUSION);
  11037. status_change_end(bl, SC_HALLUCINATION);
  11038. status_change_end(bl, SC_FEAR);
  11039. break;
  11040. case ECL_SEQUOIADUST:
  11041. status_change_end(bl, SC_STONE);
  11042. status_change_end(bl, SC_POISON);
  11043. status_change_end(bl, SC_CURSE);
  11044. status_change_end(bl, SC_BLIND);
  11045. status_change_end(bl, SC_ORCISH);
  11046. status_change_end(bl, SC_DECREASEAGI);
  11047. break;
  11048. }
  11049. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE );
  11050. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11051. break;
  11052. case GM_SANDMAN:
  11053. if( tsc ) {
  11054. if( tsc->opt1 == OPT1_SLEEP )
  11055. tsc->opt1 = 0;
  11056. else
  11057. tsc->opt1 = OPT1_SLEEP;
  11058. clif_changeoption(bl);
  11059. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11060. }
  11061. break;
  11062. case SO_ARRULLO:
  11063. {
  11064. int32 rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  11065. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11066. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  11067. }
  11068. break;
  11069. case WM_LULLABY_DEEPSLEEP:
  11070. if (flag&1) {
  11071. int32 rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  11072. int32 duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  11073. sc_start(src, bl, type, rate, skill_lv, duration);
  11074. } else {
  11075. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11076. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11077. }
  11078. break;
  11079. case SO_SUMMON_AGNI:
  11080. case SO_SUMMON_AQUA:
  11081. case SO_SUMMON_VENTUS:
  11082. case SO_SUMMON_TERA:
  11083. if( sd ) {
  11084. int32 elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  11085. // Remove previous elemental first.
  11086. if( sd->ed )
  11087. elemental_delete(sd->ed);
  11088. // Summoning the new one.
  11089. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  11090. clif_skill_fail( *sd, skill_id );
  11091. break;
  11092. }
  11093. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11094. }
  11095. break;
  11096. case SO_EL_CONTROL:
  11097. if( sd ) {
  11098. int32 mode;
  11099. if( !sd->ed ) break;
  11100. if( skill_lv == 4 ) {// At level 4 delete elementals.
  11101. elemental_delete(sd->ed);
  11102. break;
  11103. }
  11104. switch( skill_lv ) {// Select mode bassed on skill level used.
  11105. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  11106. case 2: mode = EL_MODE_ASSIST; break;
  11107. case 3: mode = EL_MODE_AGGRESSIVE; break;
  11108. }
  11109. if( !elemental_change_mode(sd->ed,mode) ) {
  11110. clif_skill_fail( *sd, skill_id );
  11111. break;
  11112. }
  11113. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11114. }
  11115. break;
  11116. case SO_EL_ACTION:
  11117. if( sd ) {
  11118. int32 duration = 3000;
  11119. if( !sd->ed )
  11120. break;
  11121. switch(sd->ed->db->class_) {
  11122. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  11123. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  11124. duration = 6000;
  11125. break;
  11126. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  11127. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  11128. duration = 9000;
  11129. break;
  11130. }
  11131. sd->skill_id_old = skill_id;
  11132. elemental_action(sd->ed, bl, tick);
  11133. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11134. skill_blockpc_start(*sd, skill_id, duration);
  11135. }
  11136. break;
  11137. case SO_EL_CURE:
  11138. if( sd ) {
  11139. s_elemental_data *ed = sd->ed;
  11140. int32 s_hp, s_sp;
  11141. if( !ed )
  11142. break;
  11143. s_hp = sd->battle_status.hp * 10 / 100;
  11144. s_sp = sd->battle_status.sp * 10 / 100;
  11145. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  11146. clif_skill_fail( *sd, skill_id );
  11147. break;
  11148. }
  11149. status_heal(&ed->bl,s_hp,s_sp,3);
  11150. clif_skill_nodamage(src,ed->bl,skill_id,skill_lv);
  11151. }
  11152. break;
  11153. case GN_CHANGEMATERIAL:
  11154. case SO_EL_ANALYSIS:
  11155. if( sd ) {
  11156. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11157. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  11158. }
  11159. break;
  11160. case NPC_MANDRAGORA:
  11161. case GN_MANDRAGORA:
  11162. if( flag&1 ) {
  11163. int32 rate;
  11164. if (skill_id == NPC_MANDRAGORA)
  11165. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11166. else
  11167. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11168. if (rate < 10)
  11169. rate = 10;
  11170. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  11171. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  11172. if (rnd()%100 < rate) {
  11173. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11174. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  11175. }
  11176. } else {
  11177. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  11178. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11179. }
  11180. break;
  11181. case GN_SLINGITEM:
  11182. if( sd ) {
  11183. i = sd->equip_index[EQI_AMMO];
  11184. if( i < 0 )
  11185. break; // No ammo.
  11186. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  11187. if( ammo_id == 0 )
  11188. break;
  11189. sd->itemid = ammo_id;
  11190. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  11191. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  11192. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  11193. 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);
  11194. else
  11195. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  11196. } else //Otherwise, it fails, shows animation and removes items.
  11197. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  11198. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  11199. switch (ammo_id) {
  11200. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  11201. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  11202. status_percent_heal(bl, 1, 0);
  11203. break;
  11204. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  11205. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  11206. status_percent_heal(bl, 2, 0);
  11207. break;
  11208. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  11209. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  11210. status_percent_heal(bl, 5, 0);
  11211. break;
  11212. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  11213. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  11214. status_percent_heal(bl, 0, 2);
  11215. break;
  11216. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  11217. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  11218. status_percent_heal(bl, 0, 4);
  11219. break;
  11220. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  11221. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  11222. status_percent_heal(bl, 0, 8);
  11223. break;
  11224. default:
  11225. if (dstsd)
  11226. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  11227. break;
  11228. }
  11229. }
  11230. }
  11231. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11232. clif_skill_nodamage(src,*bl,skill_id,skill_lv);// This packet is received twice actually, I think it is to show the animation.
  11233. break;
  11234. case GN_MIX_COOKING:
  11235. case GN_MAKEBOMB:
  11236. case GN_S_PHARMACY:
  11237. if( sd ) {
  11238. int32 qty = 1;
  11239. sd->skill_id_old = skill_id;
  11240. sd->skill_lv_old = skill_lv;
  11241. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11242. qty = 10;
  11243. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11244. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11245. }
  11246. break;
  11247. case EL_CIRCLE_OF_FIRE:
  11248. case EL_PYROTECHNIC:
  11249. case EL_HEATER:
  11250. case EL_TROPIC:
  11251. case EL_AQUAPLAY:
  11252. case EL_COOLER:
  11253. case EL_CHILLY_AIR:
  11254. case EL_GUST:
  11255. case EL_BLAST:
  11256. case EL_WILD_STORM:
  11257. case EL_PETROLOGY:
  11258. case EL_CURSED_SOIL:
  11259. case EL_UPHEAVAL:
  11260. case EL_FIRE_CLOAK:
  11261. case EL_WATER_DROP:
  11262. case EL_WIND_CURTAIN:
  11263. case EL_SOLID_SKIN:
  11264. case EL_STONE_SHIELD:
  11265. case EL_WIND_STEP:
  11266. case EM_EL_FLAMETECHNIC:
  11267. case EM_EL_FLAMEARMOR:
  11268. case EM_EL_COLD_FORCE:
  11269. case EM_EL_CRYSTAL_ARMOR:
  11270. case EM_EL_GRACE_BREEZE:
  11271. case EM_EL_EYES_OF_STORM:
  11272. case EM_EL_EARTH_CARE:
  11273. case EM_EL_STRONG_PROTECTION:
  11274. case EM_EL_DEEP_POISONING:
  11275. case EM_EL_POISON_SHIELD:
  11276. {
  11277. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11278. if( ele ) {
  11279. sc_type type2 = (sc_type)(type-1);
  11280. status_change *esc = status_get_sc(&ele->bl);
  11281. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11282. status_change_end(src,type);
  11283. status_change_end(bl,type2);
  11284. } else {
  11285. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11286. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11287. clif_skill_damage( *src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM ) ? *src : *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11288. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11289. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11290. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11291. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11292. }
  11293. }
  11294. }
  11295. break;
  11296. case EL_FIRE_MANTLE:
  11297. case EL_WATER_BARRIER:
  11298. case EL_ZEPHYR:
  11299. case EL_POWER_OF_GAIA:
  11300. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11301. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11302. break;
  11303. case EL_WATER_SCREEN: {
  11304. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11305. if( ele ) {
  11306. status_change *esc = status_get_sc(&ele->bl);
  11307. sc_type type2 = (sc_type)(type-1);
  11308. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11309. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11310. status_change_end(bl,type);
  11311. status_change_end(src,type2);
  11312. } else {
  11313. // This not heals at the end.
  11314. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11315. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11316. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11317. }
  11318. }
  11319. }
  11320. break;
  11321. case KO_KAHU_ENTEN:
  11322. case KO_HYOUHU_HUBUKI:
  11323. case KO_KAZEHU_SEIRAN:
  11324. case KO_DOHU_KOUKAI:
  11325. if (sd) {
  11326. int32 ele_type = skill_get_ele(skill_id,skill_lv);
  11327. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11328. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11329. }
  11330. break;
  11331. case KO_ZANZOU:
  11332. if(sd){
  11333. struct mob_data *md2;
  11334. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(*src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11335. if( md2 )
  11336. {
  11337. md2->master_id = src->id;
  11338. md2->special_state.ai = AI_ZANZOU;
  11339. if( md2->deletetimer != INVALID_TIMER )
  11340. delete_timer(md2->deletetimer, mob_timer_delete);
  11341. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11342. mob_spawn( md2 );
  11343. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11344. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11345. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11346. }
  11347. }
  11348. break;
  11349. case KO_KYOUGAKU:
  11350. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11351. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11352. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11353. }else if( sd )
  11354. clif_skill_fail( *sd, skill_id );
  11355. break;
  11356. case KO_JYUSATSU:
  11357. if( dstsd && tsc && !tsc->getSCE(type) &&
  11358. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int32 / 2)]%.
  11359. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11360. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11361. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11362. if( status_get_lv(bl) <= status_get_lv(src) )
  11363. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11364. }else if( sd )
  11365. clif_skill_fail( *sd, skill_id );
  11366. break;
  11367. case KO_GENWAKU:
  11368. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11369. int32 x = src->x, y = src->y;
  11370. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11371. clif_skill_fail( *sd, skill_id );
  11372. break;
  11373. }
  11374. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11375. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11376. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11377. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11378. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11379. clif_blown(src);
  11380. if (!unit_blown_immune(bl, 0x1)) {
  11381. unit_movepos(bl,x,y,0,0);
  11382. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11383. clif_sitting(*bl); //Avoid sitting sync problem
  11384. clif_blown(bl);
  11385. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11386. }
  11387. }
  11388. }
  11389. break;
  11390. case OB_AKAITSUKI:
  11391. case OB_OBOROGENSOU:
  11392. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11393. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11394. clif_skill_fail( *sd, skill_id );
  11395. break;
  11396. }
  11397. [[fallthrough]];
  11398. case KO_IZAYOI:
  11399. case OB_ZANGETSU:
  11400. case KG_KYOMU:
  11401. case KG_KAGEMUSYA:
  11402. case SP_SOULDIVISION:
  11403. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11404. if (bl->type != BL_PC) {
  11405. if (sd)
  11406. clif_skill_fail( *sd, skill_id );
  11407. break;
  11408. }
  11409. }
  11410. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11411. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11412. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11413. break;
  11414. case KG_KAGEHUMI:
  11415. if( flag&1 ){
  11416. if (bl->type != BL_PC)
  11417. break;
  11418. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11419. status_change_end(bl, SC_HIDING);
  11420. status_change_end(bl, SC_CLOAKING);
  11421. status_change_end(bl, SC_CLOAKINGEXCEED);
  11422. status_change_end(bl, SC_CAMOUFLAGE);
  11423. status_change_end(bl, SC_NEWMOON);
  11424. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11425. status_change_end(bl, SC__SHADOWFORM);
  11426. status_change_end(bl, SC_MARIONETTE);
  11427. status_change_end(bl, SC_HARMONIZE);
  11428. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11429. }
  11430. }else{
  11431. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11432. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11433. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11434. }
  11435. break;
  11436. case MH_SILENT_BREEZE:
  11437. {
  11438. int32 heal = 5 * status_get_lv(&hd->bl) +
  11439. #ifdef RENEWAL
  11440. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11441. #else
  11442. status_base_matk_min(&hd->battle_status);
  11443. #endif
  11444. //Silences the homunculus and target
  11445. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11446. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11447. //Recover the target's HP
  11448. status_heal(bl,heal,0,3);
  11449. //Removes these SC from target
  11450. if (tsc) {
  11451. const enum sc_type scs[] = {
  11452. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11453. };
  11454. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11455. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11456. }
  11457. }
  11458. break;
  11459. case MH_OVERED_BOOST:
  11460. if (hd && battle_get_master(src)) {
  11461. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11462. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11463. }
  11464. break;
  11465. case MH_GRANITIC_ARMOR:
  11466. case MH_PYROCLASTIC:
  11467. if(hd) {
  11468. struct block_list *s_bl = battle_get_master(src);
  11469. 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
  11470. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11471. }
  11472. break;
  11473. case MH_LIGHT_OF_REGENE: //self
  11474. if(hd) {
  11475. struct block_list *s_bl = battle_get_master(src);
  11476. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11477. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11478. }
  11479. break;
  11480. case MH_STYLE_CHANGE:
  11481. if(hd){
  11482. struct status_change_entry *sce;
  11483. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11484. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11485. else sce->val1 = MH_MD_FIGHTING;
  11486. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11487. // char output[128];
  11488. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11489. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11490. //}
  11491. }
  11492. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11493. }
  11494. break;
  11495. case MH_GOLDENE_TONE:
  11496. case MH_TEMPERING: {
  11497. block_list* master_bl = battle_get_master(src);
  11498. if (master_bl != nullptr){
  11499. clif_skill_nodamage(src,*master_bl,skill_id,skill_lv);
  11500. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11501. }
  11502. } break;
  11503. case MH_PAIN_KILLER:
  11504. bl = battle_get_master(src);
  11505. if (bl != nullptr)
  11506. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11507. break;
  11508. case MH_MAGMA_FLOW:
  11509. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11510. break;
  11511. case MH_SUMMON_LEGION: {
  11512. int32 summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11513. int32 qty[5] = {3 , 3 , 4 , 4 , 5};
  11514. struct mob_data *sum_md;
  11515. int32 i_slave,c=0;
  11516. int32 maxcount = qty[skill_lv-1];
  11517. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11518. if(c >= maxcount) {
  11519. map_freeblock_unlock();
  11520. return 0; //max qty already spawned
  11521. }
  11522. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11523. 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);
  11524. if (sum_md) {
  11525. sum_md->master_id = src->id;
  11526. sum_md->special_state.ai = AI_LEGION;
  11527. if (sum_md->deletetimer != INVALID_TIMER)
  11528. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11529. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11530. mob_spawn(sum_md); //Now it is ready for spawning.
  11531. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11532. }
  11533. }
  11534. }
  11535. break;
  11536. case RL_RICHS_COIN:
  11537. if (sd) {
  11538. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11539. for (i = 0; i < 10; i++)
  11540. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11541. }
  11542. break;
  11543. case RL_C_MARKER:
  11544. if (sd) {
  11545. // If marked by someone else remove it
  11546. if (tsce && tsce->val2 != src->id)
  11547. status_change_end(bl, type);
  11548. // Check if marked before
  11549. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11550. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11551. // Find empty slot
  11552. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11553. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11554. clif_skill_fail( *sd, skill_id );
  11555. break;
  11556. }
  11557. }
  11558. sd->c_marker[i] = bl->id;
  11559. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11560. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11561. }
  11562. // If mob casts this, at least SC_C_MARKER as debuff
  11563. else {
  11564. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11565. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11566. }
  11567. break;
  11568. case RL_QD_SHOT:
  11569. if (sd) {
  11570. skill_area_temp[1] = bl->id;
  11571. // Check surrounding
  11572. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11573. if (skill_area_temp[0])
  11574. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11575. // Main target always receives damage
  11576. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11577. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11578. } else {
  11579. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11580. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11581. }
  11582. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11583. skill_area_temp[0] = 0;
  11584. skill_area_temp[1] = 0;
  11585. break;
  11586. case RL_FLICKER:
  11587. if (sd) {
  11588. sd->flicker = true;
  11589. skill_area_temp[1] = 0;
  11590. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11591. // Detonate RL_B_TRAP
  11592. if (pc_checkskill(sd, RL_B_TRAP))
  11593. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11594. // Detonate RL_H_MINE
  11595. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11596. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11597. sd->flicker = false;
  11598. }
  11599. break;
  11600. case SO_ELEMENTAL_SHIELD:
  11601. if (!sd || sd->status.party_id == 0 || flag&1) {
  11602. if (sd && sd->status.party_id == 0) {
  11603. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11604. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11605. elemental_delete(sd->ed);
  11606. }
  11607. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11608. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11609. }
  11610. else {
  11611. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11612. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11613. elemental_delete(sd->ed);
  11614. 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);
  11615. }
  11616. break;
  11617. case SU_HIDE:
  11618. if (tsce) {
  11619. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11620. status_change_end(bl, type);
  11621. map_freeblock_unlock();
  11622. return 0;
  11623. }
  11624. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11625. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11626. break;
  11627. case SU_STOOP:
  11628. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11629. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11630. break;
  11631. case SU_SV_ROOTTWIST:
  11632. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11633. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11634. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11635. break;
  11636. }
  11637. if (tsc != nullptr && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11638. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11639. else {
  11640. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11641. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11642. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11643. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11644. }
  11645. break;
  11646. case SU_TUNABELLY:
  11647. {
  11648. uint32 heal = 0;
  11649. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11650. heal = 0;
  11651. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11652. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11653. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11654. status_heal(bl, heal, 0, 0);
  11655. }
  11656. break;
  11657. case SU_BUNCHOFSHRIMP:
  11658. case SU_HISS:
  11659. case SU_PURRING:
  11660. case SU_MEOWMEOW:
  11661. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11662. int32 duration = skill_get_time(skill_id, skill_lv);
  11663. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11664. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11665. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11666. } else if (sd) {
  11667. 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);
  11668. }
  11669. break;
  11670. case SU_SHRIMPARTY:
  11671. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11672. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11673. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11674. clif_skill_nodamage(bl, *bl, SU_FRESHSHRIMP, i, 1);
  11675. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11676. }
  11677. } else if (sd)
  11678. 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);
  11679. break;
  11680. case SU_POWEROFFLOCK:
  11681. if (flag&1) {
  11682. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11683. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11684. } else {
  11685. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11686. if (battle_config.skill_wall_check)
  11687. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11688. else
  11689. 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);
  11690. }
  11691. break;
  11692. case ALL_EQSWITCH:
  11693. if( sd ){
  11694. clif_equipswitch_reply( sd, false );
  11695. for( int32 i = 0, position = 0; i < EQI_MAX; i++ ){
  11696. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11697. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11698. }
  11699. }
  11700. }
  11701. break;
  11702. case AB_VITUPERATUM:
  11703. if (flag&1)
  11704. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11705. else {
  11706. 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);
  11707. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11708. }
  11709. break;
  11710. case AB_CONVENIO:
  11711. if (sd) {
  11712. party_data *p = party_search(sd->status.party_id);
  11713. int32 i = 0, count = 0;
  11714. // Only usable in party
  11715. if (p == nullptr) {
  11716. clif_skill_fail( *sd, skill_id );
  11717. break;
  11718. }
  11719. // Only usable as party leader.
  11720. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11721. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11722. clif_skill_fail( *sd, skill_id );
  11723. break;
  11724. }
  11725. // Do the teleport part
  11726. for (i = 0; i < MAX_PARTY; ++i) {
  11727. map_session_data *pl_sd = p->data[i].sd;
  11728. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11729. sd->bl.m != pl_sd->bl.m)
  11730. continue;
  11731. // Respect /call configuration
  11732. if( pl_sd->status.disable_call ){
  11733. continue;
  11734. }
  11735. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11736. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11737. count++;
  11738. }
  11739. }
  11740. if (!count)
  11741. clif_skill_fail( *sd, skill_id );
  11742. }
  11743. break;
  11744. case NPC_PULSESTRIKE2:
  11745. for (int32 i = 0; i < 3; i++)
  11746. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11747. break;
  11748. case BO_THE_WHOLE_PROTECTION:
  11749. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11750. uint32 equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11751. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11752. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11753. continue;
  11754. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11755. }
  11756. } else if (sd) {
  11757. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11758. 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);
  11759. }
  11760. break;
  11761. case TR_MUSICAL_INTERLUDE:
  11762. case TR_JAWAII_SERENADE:
  11763. case TR_PRON_MARCH:
  11764. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11765. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11766. else if (sd) {
  11767. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11768. sd->skill_id_song = skill_id;
  11769. sd->skill_lv_song = skill_lv;
  11770. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11771. flag |= 2;
  11772. 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);
  11773. }
  11774. break;
  11775. case TR_GEF_NOCTURN:
  11776. case TR_AIN_RHAPSODY:
  11777. if (flag & 1)
  11778. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11779. else if (sd) {
  11780. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11781. sd->skill_id_song = skill_id;
  11782. sd->skill_lv_song = skill_lv;
  11783. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11784. flag |= 2;
  11785. map_foreachinallrange(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);
  11786. }
  11787. break;
  11788. case TR_ROKI_CAPRICCIO:
  11789. case TR_NIPELHEIM_REQUIEM:
  11790. if (flag & 1) { // Need official success chances.
  11791. uint16 success_chance = 5 * skill_lv;
  11792. if (flag & 2)
  11793. success_chance *= 2;
  11794. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11795. if (skill_id == TR_ROKI_CAPRICCIO) {
  11796. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11797. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11798. } else { // TR_NIPELHEIM_REQUIEM
  11799. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11800. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11801. }
  11802. } else if (sd) {
  11803. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11804. sd->skill_id_song = skill_id;
  11805. sd->skill_lv_song = skill_lv;
  11806. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11807. flag |= 2;
  11808. map_foreachinallrange(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);
  11809. }
  11810. break;
  11811. case ABR_NET_REPAIR:
  11812. case ABR_NET_SUPPORT:
  11813. if (flag & 1) {
  11814. int32 heal_amount;
  11815. if (skill_id == ABR_NET_REPAIR) {
  11816. heal_amount = tstatus->max_hp * 10 / 100;
  11817. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  11818. status_heal(bl, heal_amount, 0, 0);
  11819. } else { // ABR_NET_SUPPORT
  11820. heal_amount = tstatus->max_sp * 3 / 100;
  11821. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, heal_amount);
  11822. status_heal(bl, 0, heal_amount, 0);
  11823. }
  11824. } else {
  11825. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11826. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11827. }
  11828. break;
  11829. case WH_HAWK_M:
  11830. if (sd) {
  11831. if (!pc_isfalcon(sd))
  11832. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11833. else
  11834. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11835. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11836. }
  11837. break;
  11838. case EM_SUMMON_ELEMENTAL_ARDOR:
  11839. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11840. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11841. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11842. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11843. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11844. if (sd == nullptr)
  11845. break;
  11846. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11847. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11848. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11849. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11850. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11851. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11852. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11853. // Remove the old elemental before summoning the super one.
  11854. elemental_delete(sd->ed);
  11855. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11856. clif_skill_fail( *sd, skill_id );
  11857. break;
  11858. } else // Elemental summoned. Buff the player with the bonus.
  11859. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11860. } else {
  11861. clif_skill_fail( *sd, skill_id );
  11862. break;
  11863. }
  11864. }
  11865. break;
  11866. case EM_ELEMENTAL_VEIL:
  11867. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11868. if (sd == nullptr)
  11869. break;
  11870. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11871. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11872. else
  11873. clif_skill_fail( *sd, skill_id );
  11874. break;
  11875. case MT_M_MACHINE:
  11876. case BO_BIONIC_PHARMACY:
  11877. if (sd) {
  11878. sd->skill_id_old = skill_id;
  11879. sd->skill_lv_old = skill_lv;
  11880. if (skill_id == MT_M_MACHINE)
  11881. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  11882. else // BO_BIONIC_PHARMACY
  11883. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  11884. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11885. }
  11886. break;
  11887. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11888. case MT_SUMMON_ABR_DUAL_CANNON:
  11889. case MT_SUMMON_ABR_MOTHER_NET:
  11890. case MT_SUMMON_ABR_INFINITY: {
  11891. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11892. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11893. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11894. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11895. if (md) {
  11896. md->master_id = src->id;
  11897. md->special_state.ai = AI_ABR;
  11898. if (md->deletetimer != INVALID_TIMER)
  11899. delete_timer(md->deletetimer, mob_timer_delete);
  11900. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11901. mob_spawn(md);
  11902. }
  11903. }
  11904. break;
  11905. case BO_WOODENWARRIOR:
  11906. case BO_WOODEN_FAIRY:
  11907. case BO_CREEPER:
  11908. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11909. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11910. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11911. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11912. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11913. if (md) {
  11914. md->master_id = src->id;
  11915. md->special_state.ai = AI_BIONIC;
  11916. if (md->deletetimer != INVALID_TIMER)
  11917. delete_timer(md->deletetimer, mob_timer_delete);
  11918. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11919. mob_spawn(md);
  11920. }
  11921. }
  11922. break;
  11923. #ifdef RENEWAL
  11924. case CG_HERMODE:
  11925. skill_castend_song(src, skill_id, skill_lv, tick);
  11926. break;
  11927. #endif
  11928. case NPC_LEASH:
  11929. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11930. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11931. return 0;
  11932. }
  11933. clif_blown( bl );
  11934. break;
  11935. case NPC_WIDELEASH:
  11936. if( flag & 1 ){
  11937. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11938. return 0;
  11939. }
  11940. clif_blown( bl );
  11941. }else{
  11942. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11943. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11944. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11945. }
  11946. break;
  11947. case HN_HELLS_DRIVE:
  11948. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11949. 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_damage_id);
  11950. break;
  11951. case NW_THE_VIGILANTE_AT_NIGHT:
  11952. i = skill_get_splash(skill_id, skill_lv);
  11953. skill_area_temp[0] = 0;
  11954. skill_area_temp[1] = bl->id;
  11955. skill_area_temp[2] = 0;
  11956. if (sd && sd->weapontype1 == W_GATLING) {
  11957. i = 5; // 11x11
  11958. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv);
  11959. } else
  11960. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv);
  11961. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11962. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11963. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11964. break;
  11965. case NW_INTENSIVE_AIM:
  11966. if (tsc && tsc->getSCE(type)) {
  11967. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11968. status_change_end(bl, type);
  11969. } else {
  11970. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11971. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11972. }
  11973. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11974. break;
  11975. case NW_HIDDEN_CARD:
  11976. case NW_AUTO_FIRING_LAUNCHER:
  11977. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11978. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11979. break;
  11980. case NW_GRENADE_FRAGMENT:
  11981. status_change_end(src, type);
  11982. if (skill_lv < 7)
  11983. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11984. else if (skill_lv == 7) {
  11985. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11986. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11987. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11988. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11989. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11990. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11991. }
  11992. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11993. break;
  11994. case ALL_EVENT_20TH_ANNIVERSARY:
  11995. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11996. break;
  11997. case SOA_SOUL_GATHERING:
  11998. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11999. if( sd != nullptr ){
  12000. int32 limit = 5 + pc_checkskill(sd, SP_SOULENERGY) * 3;
  12001. for (i = 0; i < limit; i++)
  12002. pc_addsoulball(*sd,limit);
  12003. }
  12004. break;
  12005. case SOA_TALISMAN_OF_WARRIOR:
  12006. case SOA_TALISMAN_OF_MAGICIAN:
  12007. case SOA_TALISMAN_OF_FIVE_ELEMENTS:
  12008. if( dstsd != nullptr ){
  12009. int16 index = dstsd->equip_index[EQI_HAND_R];
  12010. if (index >= 0 && dstsd->inventory_data[index] != nullptr && dstsd->inventory_data[index]->type == IT_WEAPON) {
  12011. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  12012. break;
  12013. }
  12014. }
  12015. if( sd != nullptr ){
  12016. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_NEED_WEAPON );
  12017. }
  12018. break;
  12019. case SH_HOWLING_OF_CHUL_HO: {
  12020. int32 range = skill_get_splash(skill_id, skill_lv);
  12021. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12022. range += 1;
  12023. }
  12024. skill_area_temp[0] = 0;
  12025. skill_area_temp[1] = bl->id;
  12026. skill_area_temp[2] = 0;
  12027. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12028. map_foreachinrange(skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12029. } break;
  12030. case SH_HOGOGONG_STRIKE:
  12031. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12032. status_heal(src, 0, 0, 1, 0);
  12033. skill_area_temp[0] = 0;
  12034. skill_area_temp[1] = bl->id;
  12035. skill_area_temp[2] = 0;
  12036. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12037. 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_damage_id);
  12038. break;
  12039. case SH_KI_SUL_WATER_SPRAYING:
  12040. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12041. // TODO: verify on official server, if this should be moved into skill_calc_heal
  12042. int32 heal = 500 * skill_lv + status_get_int(src) * 5;
  12043. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 100;
  12044. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12045. heal += 250 * skill_lv;
  12046. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 50;
  12047. }
  12048. heal = heal * (100 + status_get_crt(src)) * status_get_lv(src) / 10000;
  12049. status_heal(bl, heal, 0, 0, 0);
  12050. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  12051. }
  12052. else {
  12053. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12054. int32 range = skill_get_splash(skill_id, skill_lv);
  12055. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12056. range += 2;
  12057. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12058. }
  12059. break;
  12060. case SH_MARINE_FESTIVAL_OF_KI_SUL:
  12061. case SH_SANDY_FESTIVAL_OF_KI_SUL:
  12062. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12063. int32 time = skill_get_time(skill_id, skill_lv);
  12064. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12065. time *= 2;
  12066. sc_start(src, bl, type, 100, skill_lv, time);
  12067. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12068. }
  12069. else {
  12070. int32 range = skill_get_splash(skill_id, skill_lv);
  12071. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12072. range += 2;
  12073. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12074. }
  12075. break;
  12076. case SH_KI_SUL_RAMPAGE:
  12077. if( flag&2 ){
  12078. if( src == bl ){
  12079. break;
  12080. }
  12081. int64 ap = 2;
  12082. if( flag&4 ){
  12083. ap += 4;
  12084. }
  12085. status_heal( bl, 0, 0, ap, 0 );
  12086. }else if( flag&1 ){
  12087. int32 range = skill_get_splash( skill_id, skill_lv );
  12088. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12089. range += 2;
  12090. // Set a flag for AP increase
  12091. flag |= 4;
  12092. }
  12093. clif_skill_nodamage( src, *bl, skill_id, 0 );
  12094. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, bl, skill_id, skill_lv, tick, flag|BCT_PARTY|2, skill_castend_nodamage_id );
  12095. }else{
  12096. // No party check required
  12097. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12098. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12099. }
  12100. break;
  12101. case SH_COLORS_OF_HYUN_ROK:
  12102. if (skill_lv == 7) {
  12103. status_change_end(src, SC_COLORS_OF_HYUN_ROK_1);
  12104. status_change_end(src, SC_COLORS_OF_HYUN_ROK_2);
  12105. status_change_end(src, SC_COLORS_OF_HYUN_ROK_3);
  12106. status_change_end(src, SC_COLORS_OF_HYUN_ROK_4);
  12107. status_change_end(src, SC_COLORS_OF_HYUN_ROK_5);
  12108. status_change_end(src, SC_COLORS_OF_HYUN_ROK_6);
  12109. // The skill also ends the buff that increases Catnip Meteor damage
  12110. status_change_end(src, SC_COLORS_OF_HYUN_ROK_BUFF);
  12111. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12112. }
  12113. else {
  12114. // Buff to increase Catnip Meteor damage
  12115. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12116. sc_start(src, bl, SC_COLORS_OF_HYUN_ROK_BUFF, 100, 1, skill_get_time(skill_id, skill_lv));
  12117. // Endows elemental property to Catnip Meteor, Hyunrok Breeze and Hyunrok Cannon skills
  12118. switch (skill_lv) {
  12119. case 1:
  12120. type = SC_COLORS_OF_HYUN_ROK_1;
  12121. break;
  12122. case 2:
  12123. type = SC_COLORS_OF_HYUN_ROK_2;
  12124. break;
  12125. case 3:
  12126. type = SC_COLORS_OF_HYUN_ROK_3;
  12127. break;
  12128. case 4:
  12129. type = SC_COLORS_OF_HYUN_ROK_4;
  12130. break;
  12131. case 5:
  12132. type = SC_COLORS_OF_HYUN_ROK_5;
  12133. break;
  12134. case 6:
  12135. type = SC_COLORS_OF_HYUN_ROK_6;
  12136. break;
  12137. }
  12138. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  12139. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12140. }
  12141. break;
  12142. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12143. status_heal(bl, 0, 0, 200-status_get_ap(bl), 0);
  12144. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12145. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12146. break;
  12147. default: {
  12148. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12149. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  12150. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  12151. map_freeblock_unlock();
  12152. return 1;
  12153. }
  12154. }
  12155. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  12156. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  12157. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12158. }
  12159. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  12160. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  12161. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  12162. }
  12163. if( sd && !(flag&1) )
  12164. {// ensure that the skill last-cast tick is recorded
  12165. sd->canskill_tick = gettick();
  12166. if( sd->state.arrow_atk )
  12167. {// consume arrow on last invocation to this skill.
  12168. battle_consume_ammo(sd, skill_id, skill_lv);
  12169. }
  12170. skill_onskillusage(sd, bl, skill_id, tick);
  12171. // perform skill requirement consumption
  12172. if (!(flag&SKILL_NOCONSUME_REQ))
  12173. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12174. }
  12175. map_freeblock_unlock();
  12176. return 0;
  12177. }
  12178. /**
  12179. * Checking that causing skill failed
  12180. * @param src Caster
  12181. * @param target Target
  12182. * @param skill_id
  12183. * @param skill_lv
  12184. * @return -1 success, others are failed @see enum useskill_fail_cause.
  12185. **/
  12186. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  12187. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12188. int32 inf = skill->inf;
  12189. status_change *tsc = status_get_sc(target);
  12190. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  12191. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  12192. switch (skill_id) {
  12193. case AL_HEAL:
  12194. case AL_INCAGI:
  12195. case AL_DECAGI:
  12196. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  12197. case AB_RENOVATIO:
  12198. case AB_HIGHNESSHEAL:
  12199. if (tsc && tsc->option&OPTION_MADOGEAR)
  12200. return USESKILL_FAIL_TOTARGET;
  12201. break;
  12202. case RG_BACKSTAP:
  12203. {
  12204. #ifndef RENEWAL
  12205. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  12206. if (map_check_dir(dir, t_dir))
  12207. return USESKILL_FAIL_MAX;
  12208. #endif
  12209. if (check_distance_bl(src, target, 0))
  12210. return USESKILL_FAIL_MAX;
  12211. }
  12212. break;
  12213. case PR_TURNUNDEAD:
  12214. {
  12215. status_data* tstatus = status_get_status_data(*target);
  12216. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  12217. return USESKILL_FAIL_MAX;
  12218. }
  12219. break;
  12220. case PR_LEXDIVINA:
  12221. case MER_LEXDIVINA:
  12222. {
  12223. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  12224. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  12225. return USESKILL_FAIL_LEVEL;
  12226. else
  12227. return -1; //Works on silenced allies
  12228. }
  12229. break;
  12230. case RA_WUGSTRIKE:
  12231. // Check if path can be reached
  12232. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  12233. return USESKILL_FAIL_MAX;
  12234. break;
  12235. case MG_NAPALMBEAT:
  12236. case MG_FIREBALL:
  12237. case HT_BLITZBEAT:
  12238. case AS_GRIMTOOTH:
  12239. case MO_COMBOFINISH:
  12240. case NC_VULCANARM:
  12241. case SR_TIGERCANNON:
  12242. // These can damage traps, but can't target traps directly
  12243. if (target->type == BL_SKILL) {
  12244. TBL_SKILL *su = (TBL_SKILL*)target;
  12245. if (!su || !su->group)
  12246. return USESKILL_FAIL_MAX;
  12247. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  12248. return USESKILL_FAIL_MAX;
  12249. }
  12250. break;
  12251. case IQ_SECOND_FLAME:
  12252. case IQ_SECOND_FAITH:
  12253. case IQ_SECOND_JUDGEMENT:
  12254. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  12255. return USESKILL_FAIL_LEVEL;
  12256. break;
  12257. case IQ_THIRD_PUNISH:
  12258. case IQ_THIRD_FLAME_BOMB:
  12259. case IQ_THIRD_CONSECRATION:
  12260. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  12261. return USESKILL_FAIL_LEVEL;
  12262. break;
  12263. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12264. if( src == target ){
  12265. return USESKILL_FAIL_TOTARGET;
  12266. }
  12267. if( battle_check_target( src, target, BCT_PARTY ) <= 0 ){
  12268. return USESKILL_FAIL_TOTARGET;
  12269. }
  12270. if( ( status_get_class_( target )&MAPID_BASEMASK ) == MAPID_SUMMONER ){
  12271. return USESKILL_FAIL_TOTARGET;
  12272. }
  12273. if( tsc != nullptr && tsc->getSCE( SC_BLESSING_OF_M_C_DEBUFF ) != nullptr ){
  12274. return USESKILL_FAIL_TOTARGET;
  12275. }
  12276. break;
  12277. case SKE_STAR_BURST:
  12278. case SKE_STAR_CANNON: {
  12279. unit_data* ud = unit_bl2ud( src );
  12280. if( ud == nullptr ){
  12281. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12282. }
  12283. bool ok = false;
  12284. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  12285. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  12286. continue;
  12287. }
  12288. skill_unit* su = sug->unit;
  12289. std::shared_ptr<s_skill_unit_group> sg = su->group;
  12290. if( distance_xy( src->x, src->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  12291. continue;
  12292. }
  12293. ok = true;
  12294. break;
  12295. }
  12296. if( !ok ){
  12297. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12298. }
  12299. } break;
  12300. }
  12301. if (inf&INF_ATTACK_SKILL ||
  12302. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  12303. ) // Casted through combo.
  12304. inf = BCT_ENEMY; //Offensive skill.
  12305. else if (skill->inf2[INF2_NOTARGETENEMY])
  12306. inf = BCT_NOENEMY;
  12307. else
  12308. inf = 0;
  12309. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  12310. inf |=
  12311. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  12312. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  12313. //Remove neutral targets (but allow enemy if skill is designed to be so)
  12314. inf &= ~BCT_NEUTRAL;
  12315. }
  12316. switch (skill_id) {
  12317. // Cannot be casted to Emperium
  12318. case WZ_ESTIMATION:
  12319. case SL_SKE:
  12320. case SL_SKA:
  12321. case RK_PHANTOMTHRUST:
  12322. case NPC_PHANTOMTHRUST:
  12323. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  12324. return USESKILL_FAIL_MAX;
  12325. break;
  12326. }
  12327. if (inf && battle_check_target(src, target, inf) <= 0) {
  12328. switch(skill_id) {
  12329. case RK_PHANTOMTHRUST:
  12330. case NPC_PHANTOMTHRUST:
  12331. case AB_CLEARANCE:
  12332. return USESKILL_FAIL_TOTARGET;
  12333. default:
  12334. return USESKILL_FAIL_LEVEL;
  12335. }
  12336. }
  12337. // Fogwall makes all offensive-type targetted skills fail at 75%
  12338. // Jump Kick can still fail even though you can jump to friendly targets.
  12339. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  12340. return USESKILL_FAIL_LEVEL;
  12341. return -1;
  12342. }
  12343. TIMER_FUNC( skill_keep_using ){
  12344. map_session_data* sd = map_id2sd( id );
  12345. if( sd && sd->skill_keep_using.skill_id ){
  12346. sd->skill_keep_using.tid = INVALID_TIMER;
  12347. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  12348. }
  12349. return 0;
  12350. }
  12351. /**
  12352. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  12353. * @param tid
  12354. * @param tick
  12355. * @param data
  12356. **/
  12357. TIMER_FUNC(skill_castend_id){
  12358. struct block_list *target, *src;
  12359. map_session_data *sd;
  12360. struct mob_data *md;
  12361. struct unit_data *ud;
  12362. int32 flag = 0;
  12363. src = map_id2bl(id);
  12364. if( src == nullptr )
  12365. {
  12366. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  12367. return 0;// not found
  12368. }
  12369. ud = unit_bl2ud(src);
  12370. if( ud == nullptr )
  12371. {
  12372. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  12373. return 0;// ???
  12374. }
  12375. sd = BL_CAST(BL_PC, src);
  12376. md = BL_CAST(BL_MOB, src);
  12377. status_change *sc = status_get_sc(src);
  12378. if( src->prev == nullptr ) {
  12379. ud->skilltimer = INVALID_TIMER;
  12380. return 0;
  12381. }
  12382. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  12383. if( ud->skilltimer != tid ) {
  12384. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  12385. ud->skilltimer = INVALID_TIMER;
  12386. return 0;
  12387. }
  12388. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  12389. {// restore original walk speed
  12390. ud->skilltimer = INVALID_TIMER;
  12391. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12392. } else
  12393. ud->skilltimer = INVALID_TIMER;
  12394. }
  12395. if (ud->skilltarget == id)
  12396. target = src;
  12397. else
  12398. target = map_id2bl(ud->skilltarget);
  12399. // Use a do so that you can break out of it when the skill fails.
  12400. do {
  12401. bool fail = false;
  12402. int8 res = USESKILL_FAIL_LEVEL;
  12403. if (!target || target->prev == nullptr)
  12404. break;
  12405. if (src->m != target->m || status_isdead(*src))
  12406. break;
  12407. //These should become skill_castend_pos
  12408. switch (ud->skill_id) {
  12409. case WE_CALLPARTNER:
  12410. if (sd) {
  12411. map_session_data *p_sd = pc_get_partner(sd);
  12412. if (p_sd != nullptr && (p_sd->state.autotrade || p_sd->status.disable_call)) {
  12413. fail = true;
  12414. break;
  12415. } else
  12416. clif_callpartner(*sd);
  12417. }
  12418. break;
  12419. case WE_CALLPARENT:
  12420. if (sd) {
  12421. map_session_data *f_sd = pc_get_father(sd);
  12422. map_session_data *m_sd = pc_get_mother(sd);
  12423. if ((f_sd != nullptr && (f_sd->state.autotrade || f_sd->status.disable_call)) || (m_sd != nullptr && (m_sd->state.autotrade || m_sd->status.disable_call))) {
  12424. fail = true;
  12425. break;
  12426. }
  12427. }
  12428. break;
  12429. case WE_CALLBABY:
  12430. if (sd) {
  12431. map_session_data *c_sd = pc_get_child(sd);
  12432. if (c_sd != nullptr && (c_sd->state.autotrade || c_sd->status.disable_call)) {
  12433. fail = true;
  12434. break;
  12435. }
  12436. }
  12437. break;
  12438. case AM_RESURRECTHOMUN:
  12439. case PF_SPIDERWEB:
  12440. {
  12441. //Find a random spot to place the skill. [Skotlex]
  12442. int32 splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12443. ud->skillx = target->x + splash;
  12444. ud->skilly = target->y + splash;
  12445. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12446. ud->skillx = target->x;
  12447. ud->skilly = target->y;
  12448. }
  12449. ud->skilltimer = tid;
  12450. return skill_castend_pos(tid,tick,id,data);
  12451. }
  12452. case GN_WALLOFTHORN:
  12453. case SC_ESCAPE:
  12454. case WL_FROSTMISTY:
  12455. case SU_CN_POWDERING:
  12456. case AG_RAIN_OF_CRYSTAL:
  12457. ud->skillx = target->x;
  12458. ud->skilly = target->y;
  12459. ud->skilltimer = tid;
  12460. return skill_castend_pos(tid,tick,id,data);
  12461. }
  12462. // Failing
  12463. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12464. if (sd && res != USESKILL_FAIL_MAX)
  12465. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12466. break;
  12467. }
  12468. //Avoid doing double checks for instant-cast skills.
  12469. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12470. break;
  12471. if(md) {
  12472. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12473. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12474. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12475. }
  12476. if (src != target && battle_config.skill_add_range &&
  12477. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12478. {
  12479. if (sd) {
  12480. clif_skill_fail( *sd, ud->skill_id);
  12481. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12482. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12483. }
  12484. break;
  12485. }
  12486. #ifdef OFFICIAL_WALKPATH
  12487. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12488. {
  12489. if (sd) {
  12490. clif_skill_fail( *sd, ud->skill_id );
  12491. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12492. }
  12493. break;
  12494. }
  12495. #endif
  12496. if( sd )
  12497. {
  12498. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12499. break;
  12500. else {
  12501. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12502. int32 add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12503. // Give AP
  12504. if (add_ap > 0) {
  12505. switch (ud->skill_id) {
  12506. case TR_ROSEBLOSSOM:
  12507. case TR_RHYTHMSHOOTING:
  12508. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12509. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12510. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12511. break;
  12512. case TR_GEF_NOCTURN:
  12513. case TR_ROKI_CAPRICCIO:
  12514. case TR_AIN_RHAPSODY:
  12515. case TR_MUSICAL_INTERLUDE:
  12516. case TR_JAWAII_SERENADE:
  12517. case TR_NIPELHEIM_REQUIEM:
  12518. case TR_PRON_MARCH:
  12519. if (sd->skill_id_old == TR_RETROSPECTION) {
  12520. add_ap += add_ap * 50 / 100;
  12521. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12522. }
  12523. break;
  12524. case WH_CRESCIVE_BOLT:
  12525. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12526. add_ap += 2;
  12527. }
  12528. break;
  12529. case SH_HYUN_ROK_CANNON:
  12530. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12531. add_ap += 1;
  12532. break;
  12533. }
  12534. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12535. }
  12536. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12537. clif_skill_fail( *sd, ud->skill_id );
  12538. break; // Show a skill fail message (Damage type consumes requirements)
  12539. }
  12540. }
  12541. }
  12542. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12543. break;
  12544. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12545. ud->state.running = 0;
  12546. status_change_end(src, SC_RUN);
  12547. flag = 1;
  12548. }
  12549. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12550. unit_stop_walking( src, USW_FIXPOS );
  12551. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12552. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12553. // Cooldown application
  12554. switch (src->type) {
  12555. case BL_PC:
  12556. {
  12557. // Increases/Decreases cooldown of a skill by item/card bonuses.
  12558. int32 cooldown = pc_get_skillcooldown(sd, ud->skill_id, ud->skill_lv);
  12559. if (cooldown > 0)
  12560. skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12561. }
  12562. break;
  12563. case BL_HOM:
  12564. {
  12565. homun_data &hd = reinterpret_cast<homun_data &>(*src);
  12566. #ifdef RENEWAL
  12567. skill_blockhomun_start(hd, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12568. #else
  12569. skill_blockhomun_start(hd, ud->skill_id, skill_get_delay(ud->skill_id, ud->skill_lv));
  12570. #endif
  12571. }
  12572. break;
  12573. case BL_MER:
  12574. {
  12575. s_mercenary_data &mc = reinterpret_cast<s_mercenary_data &>(*src);
  12576. skill_blockmerc_start(mc, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12577. }
  12578. break;
  12579. }
  12580. if( battle_config.display_status_timers && sd )
  12581. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12582. if( sd )
  12583. {
  12584. switch( ud->skill_id )
  12585. {
  12586. case GS_DESPERADO:
  12587. case RL_FIREDANCE:
  12588. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12589. break;
  12590. case KN_BRANDISHSPEAR:
  12591. case CR_GRANDCROSS: {
  12592. sc_type type;
  12593. if (ud->skill_id == KN_BRANDISHSPEAR)
  12594. type = SC_STRIPWEAPON;
  12595. else
  12596. type = SC_STRIPSHIELD;
  12597. if (sc && sc->getSCE(type)) {
  12598. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12599. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12600. break;
  12601. }
  12602. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12603. // During Grand Cross you are in ankle state (cannot move or teleport)
  12604. if (ud->skill_id == CR_GRANDCROSS)
  12605. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12606. break;
  12607. }
  12608. }
  12609. }
  12610. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12611. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12612. // This is also important for monster skill usage behavior
  12613. if (src->type == BL_MOB)
  12614. unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12615. else
  12616. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12617. }
  12618. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12619. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12620. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12621. map_freeblock_lock();
  12622. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12623. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12624. else
  12625. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12626. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12627. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12628. }
  12629. if(sc != nullptr && !sc->empty()) {
  12630. if (ud->skill_id != RA_CAMOUFLAGE)
  12631. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12632. if(sc->getSCE(SC_SPIRIT) &&
  12633. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12634. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12635. ud->skill_id != WZ_WATERBALL)
  12636. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12637. #ifndef RENEWAL
  12638. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12639. skill_blockpc_start(*sd,BD_ADAPTATION,3000);
  12640. #endif
  12641. }
  12642. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12643. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12644. if (ud->skilltimer == INVALID_TIMER) {
  12645. if(md) md->skill_idx = -1;
  12646. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12647. ud->skill_lv = ud->skilltarget = 0;
  12648. }
  12649. map_freeblock_unlock();
  12650. return 1;
  12651. } while(0);
  12652. //Skill failed.
  12653. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12654. { //When Asura fails... (except when it fails from Wall of Fog)
  12655. //Consume SP/spheres
  12656. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12657. status_set_sp(src, 0, 0);
  12658. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12659. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12660. status_change_end(src, SC_BLADESTOP);
  12661. if( target && target->m == src->m ) { //Move character to target anyway.
  12662. int16 x, y;
  12663. int16 dir = map_calc_dir(src,target->x,target->y);
  12664. //Move 3 cells (From Caster)
  12665. if( dir > 0 && dir < 4 )
  12666. x = -3;
  12667. else if( dir > 4 )
  12668. x = 3;
  12669. else
  12670. x = 0;
  12671. if( dir > 2 && dir < 6 )
  12672. y = -3;
  12673. else if( dir == 7 || dir < 2 )
  12674. y = 3;
  12675. else
  12676. y = 0;
  12677. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12678. clif_blown(src);
  12679. clif_spiritball(src);
  12680. }
  12681. clif_skill_damage( *src, *target, tick, sd->battle_status.amotion, 0, 0, 1, ud->skill_id, ud->skill_lv, DMG_SPLASH );
  12682. }
  12683. }
  12684. ud->skill_id = ud->skilltarget = 0;
  12685. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12686. ud->canact_tick = tick;
  12687. //You can't place a skill failed packet here because it would be
  12688. //sent in ALL cases, even cases where skill_check_condition fails
  12689. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12690. if (sd) {
  12691. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12692. if (sd->skill_keep_using.skill_id > 0) {
  12693. sd->skill_keep_using.skill_id = 0;
  12694. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12695. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12696. sd->skill_keep_using.tid = INVALID_TIMER;
  12697. }
  12698. }
  12699. } else if (md)
  12700. md->skill_idx = -1;
  12701. return 0;
  12702. }
  12703. /*==========================================
  12704. *
  12705. *------------------------------------------*/
  12706. TIMER_FUNC(skill_castend_pos){
  12707. struct block_list* src = map_id2bl(id);
  12708. map_session_data *sd;
  12709. struct unit_data *ud = unit_bl2ud(src);
  12710. struct mob_data *md;
  12711. nullpo_ret(ud);
  12712. sd = BL_CAST(BL_PC , src);
  12713. md = BL_CAST(BL_MOB, src);
  12714. if( src->prev == nullptr ) {
  12715. ud->skilltimer = INVALID_TIMER;
  12716. return 0;
  12717. }
  12718. if( ud->skilltimer != tid )
  12719. {
  12720. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12721. ud->skilltimer = INVALID_TIMER;
  12722. return 0;
  12723. }
  12724. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12725. {// restore original walk speed
  12726. ud->skilltimer = INVALID_TIMER;
  12727. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12728. } else
  12729. ud->skilltimer = INVALID_TIMER;
  12730. do {
  12731. if( status_isdead(*src) )
  12732. break;
  12733. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12734. break;
  12735. if(tid != INVALID_TIMER)
  12736. { //Avoid double checks on instant cast skills. [Skotlex]
  12737. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12738. break;
  12739. if (battle_config.skill_add_range &&
  12740. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12741. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12742. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12743. break;
  12744. }
  12745. }
  12746. if( sd )
  12747. {
  12748. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12749. break;
  12750. else {
  12751. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12752. int32 add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12753. // Give AP
  12754. if (add_ap > 0) {
  12755. switch (ud->skill_id) {
  12756. case WH_DEEPBLINDTRAP:
  12757. case WH_SOLIDTRAP:
  12758. case WH_SWIFTTRAP:
  12759. case WH_FLAMETRAP:
  12760. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12761. add_ap += 1;
  12762. break;
  12763. }
  12764. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12765. }
  12766. }
  12767. }
  12768. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12769. break;
  12770. if(md) {
  12771. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12772. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12773. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12774. }
  12775. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12776. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12777. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12778. if (ud->walktimer != INVALID_TIMER)
  12779. unit_stop_walking( src, USW_FIXPOS );
  12780. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12781. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12782. if (sd) { //Cooldown application
  12783. int32 cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12784. if(cooldown) skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12785. }
  12786. if( battle_config.display_status_timers && sd )
  12787. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12788. // if( sd )
  12789. // {
  12790. // switch( ud->skill_id )
  12791. // {
  12792. // case ????:
  12793. // sd->canequip_tick = tick + ????;
  12794. // break;
  12795. // }
  12796. // }
  12797. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12798. // This is also important for monster skill usage behavior
  12799. if (src->type == BL_MOB)
  12800. unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12801. else
  12802. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12803. map_freeblock_lock();
  12804. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12805. if (ud->skill_id != RA_CAMOUFLAGE)
  12806. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12807. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12808. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12809. if (ud->skilltimer == INVALID_TIMER) {
  12810. if (md) md->skill_idx = -1;
  12811. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12812. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12813. }
  12814. map_freeblock_unlock();
  12815. return 1;
  12816. } while(0);
  12817. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12818. ud->canact_tick = tick;
  12819. ud->skill_id = ud->skill_lv = 0;
  12820. if(sd)
  12821. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12822. else if(md)
  12823. md->skill_idx = -1;
  12824. return 0;
  12825. }
  12826. /* skill count without self */
  12827. static int32 skill_count_wos(struct block_list *bl,va_list ap) {
  12828. struct block_list* src = va_arg(ap, struct block_list*);
  12829. if( src->id != bl->id ) {
  12830. return 1;
  12831. }
  12832. return 0;
  12833. }
  12834. /*==========================================
  12835. *
  12836. *------------------------------------------*/
  12837. int32 skill_castend_pos2(struct block_list* src, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  12838. {
  12839. map_session_data* sd;
  12840. status_change* sc;
  12841. struct status_change_entry *sce;
  12842. std::shared_ptr<s_skill_unit_group> sg;
  12843. enum sc_type type;
  12844. int32 i;
  12845. //if(skill_lv <= 0) return 0;
  12846. if(skill_id > 0 && !skill_lv) return 0; // celest
  12847. nullpo_ret(src);
  12848. if(status_isdead(*src))
  12849. return 0;
  12850. sd = BL_CAST(BL_PC, src);
  12851. sc = status_get_sc(src);
  12852. type = skill_get_sc(skill_id);
  12853. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12854. switch (skill_id) { //Skill effect.
  12855. case WZ_METEOR:
  12856. case WZ_ICEWALL:
  12857. case MO_BODYRELOCATION:
  12858. case CR_CULTIVATION:
  12859. case HW_GANBANTEIN:
  12860. case LG_EARTHDRIVE:
  12861. case SC_ESCAPE:
  12862. case SU_CN_METEOR:
  12863. case NPC_RAINOFMETEOR:
  12864. case HN_METEOR_STORM_BUSTER:
  12865. case NW_GRENADES_DROPPING:
  12866. break; //Effect is displayed on respective switch case.
  12867. default:
  12868. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12869. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  12870. else
  12871. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  12872. }
  12873. switch(skill_id)
  12874. {
  12875. case PR_BENEDICTIO:
  12876. skill_area_temp[1] = src->id;
  12877. i = skill_get_splash(skill_id, skill_lv);
  12878. map_foreachinallarea(skill_area_sub,
  12879. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12880. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12881. skill_castend_nodamage_id);
  12882. map_foreachinallarea(skill_area_sub,
  12883. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12884. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12885. skill_castend_damage_id);
  12886. break;
  12887. case BS_HAMMERFALL:
  12888. i = skill_get_splash(skill_id, skill_lv);
  12889. map_foreachinallarea(skill_area_sub,
  12890. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12891. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12892. skill_castend_nodamage_id);
  12893. break;
  12894. case HT_DETECTING:
  12895. i = skill_get_splash(skill_id, skill_lv);
  12896. map_foreachinallarea( status_change_timer_sub,
  12897. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12898. src,nullptr,SC_SIGHT,tick);
  12899. skill_reveal_trap_inarea(src, i, x, y);
  12900. break;
  12901. case SR_RIDEINLIGHTNING:
  12902. case NW_BASIC_GRENADE:
  12903. i = skill_get_splash(skill_id, skill_lv);
  12904. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12905. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12906. break;
  12907. case NPC_LEX_AETERNA:
  12908. i = skill_get_splash(skill_id, skill_lv);
  12909. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12910. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12911. break;
  12912. case SA_VOLCANO:
  12913. case SA_DELUGE:
  12914. case SA_VIOLENTGALE:
  12915. { //Does not consumes if the skill is already active. [Skotlex]
  12916. std::shared_ptr<s_skill_unit_group> sg2;
  12917. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12918. {
  12919. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12920. {
  12921. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12922. return 0; // not to consume items
  12923. }
  12924. else
  12925. sg2->limit = 0; //Disable it.
  12926. }
  12927. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12928. break;
  12929. }
  12930. // Skill Unit Setting
  12931. case MG_SAFETYWALL: {
  12932. int32 dummy = 1;
  12933. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12934. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12935. return 0; // Don't consume gems if cast on Land Protector
  12936. }
  12937. }
  12938. [[fallthrough]];
  12939. case MG_FIREWALL:
  12940. case MG_THUNDERSTORM:
  12941. case AL_PNEUMA:
  12942. case WZ_FIREPILLAR:
  12943. case WZ_QUAGMIRE:
  12944. case WZ_VERMILION:
  12945. case WZ_STORMGUST:
  12946. case WZ_HEAVENDRIVE:
  12947. case NPC_GROUNDDRIVE:
  12948. case PR_SANCTUARY:
  12949. case PR_MAGNUS:
  12950. case CR_GRANDCROSS:
  12951. case NPC_GRANDDARKNESS:
  12952. case HT_SKIDTRAP:
  12953. case MA_SKIDTRAP:
  12954. case HT_LANDMINE:
  12955. case MA_LANDMINE:
  12956. case HT_ANKLESNARE:
  12957. case HT_SHOCKWAVE:
  12958. case HT_SANDMAN:
  12959. case MA_SANDMAN:
  12960. case HT_FLASHER:
  12961. case HT_FREEZINGTRAP:
  12962. case MA_FREEZINGTRAP:
  12963. case HT_BLASTMINE:
  12964. case HT_CLAYMORETRAP:
  12965. case AS_VENOMDUST:
  12966. case AM_DEMONSTRATION:
  12967. case PF_FOGWALL:
  12968. case PF_SPIDERWEB:
  12969. case HT_TALKIEBOX:
  12970. case WE_CALLPARTNER:
  12971. case WE_CALLPARENT:
  12972. case WE_CALLBABY:
  12973. case SA_LANDPROTECTOR:
  12974. #ifndef RENEWAL
  12975. case BD_LULLABY:
  12976. case BD_RICHMANKIM:
  12977. case BD_ETERNALCHAOS:
  12978. case BD_DRUMBATTLEFIELD:
  12979. case BD_RINGNIBELUNGEN:
  12980. case BD_ROKISWEIL:
  12981. case BD_INTOABYSS:
  12982. case BD_SIEGFRIED:
  12983. case BA_DISSONANCE:
  12984. case BA_POEMBRAGI:
  12985. case BA_WHISTLE:
  12986. case BA_ASSASSINCROSS:
  12987. case BA_APPLEIDUN:
  12988. case DC_UGLYDANCE:
  12989. case DC_HUMMING:
  12990. case DC_DONTFORGETME:
  12991. case DC_FORTUNEKISS:
  12992. case DC_SERVICEFORYOU:
  12993. #endif
  12994. case CG_MOONLIT:
  12995. case GS_DESPERADO:
  12996. case NJ_KAENSIN:
  12997. case NJ_BAKUENRYU:
  12998. case NJ_SUITON:
  12999. case NJ_HYOUSYOURAKU:
  13000. case NJ_RAIGEKISAI:
  13001. case NJ_KAMAITACHI:
  13002. #ifdef RENEWAL
  13003. case HW_GRAVITATION:
  13004. #endif
  13005. case NPC_EVILLAND:
  13006. case NPC_VENOMFOG:
  13007. case NPC_COMET:
  13008. case NPC_WIDESUCK:
  13009. case NPC_ICEMINE:
  13010. case NPC_FLAMECROSS:
  13011. case NPC_HELLBURNING:
  13012. case NPC_REVERBERATION:
  13013. case WL_COMET:
  13014. case RA_ELECTRICSHOCKER:
  13015. case RA_CLUSTERBOMB:
  13016. case RA_MAGENTATRAP:
  13017. case RA_COBALTTRAP:
  13018. case RA_MAIZETRAP:
  13019. case RA_VERDURETRAP:
  13020. case RA_FIRINGTRAP:
  13021. case RA_ICEBOUNDTRAP:
  13022. case SC_MANHOLE:
  13023. case SC_DIMENSIONDOOR:
  13024. case SC_CHAOSPANIC:
  13025. case SC_MAELSTROM:
  13026. case SC_BLOODYLUST:
  13027. case WM_POEMOFNETHERWORLD:
  13028. case SO_PSYCHIC_WAVE:
  13029. case NPC_PSYCHIC_WAVE:
  13030. case SO_VACUUM_EXTREME:
  13031. case GN_THORNS_TRAP:
  13032. case SO_EARTHGRAVE:
  13033. case SO_DIAMONDDUST:
  13034. case SO_FIRE_INSIGNIA:
  13035. case SO_WATER_INSIGNIA:
  13036. case SO_WIND_INSIGNIA:
  13037. case SO_EARTH_INSIGNIA:
  13038. case KO_ZENKAI:
  13039. case MH_LAVA_SLIDE:
  13040. case MH_VOLCANIC_ASH:
  13041. case MH_BLAST_FORGE:
  13042. case MH_POISON_MIST:
  13043. case MH_STEINWAND:
  13044. case MH_XENO_SLASHER:
  13045. case LG_KINGS_GRACE:
  13046. case SJ_BOOKOFCREATINGSTAR:
  13047. case RL_B_TRAP:
  13048. case NPC_STORMGUST2:
  13049. case AG_RAIN_OF_CRYSTAL:
  13050. case AG_MYSTERY_ILLUSION:
  13051. case AG_STRANTUM_TREMOR:
  13052. case AG_TORNADO_STORM:
  13053. case AG_FLORAL_FLARE_ROAD:
  13054. case IG_CROSS_RAIN:
  13055. case CD_PNEUMATICUS_PROCELLA:
  13056. case ABC_ABYSS_STRIKE:
  13057. case ABC_ABYSS_SQUARE:
  13058. case WH_DEEPBLINDTRAP:
  13059. case WH_SOLIDTRAP:
  13060. case WH_SWIFTTRAP:
  13061. case WH_FLAMETRAP:
  13062. case BO_ACIDIFIED_ZONE_WATER:
  13063. case BO_ACIDIFIED_ZONE_GROUND:
  13064. case BO_ACIDIFIED_ZONE_WIND:
  13065. case BO_ACIDIFIED_ZONE_FIRE:
  13066. case EM_DIAMOND_STORM:
  13067. case EM_LIGHTNING_LAND:
  13068. case EM_VENOM_SWAMP:
  13069. case EM_CONFLAGRATION:
  13070. case EM_TERRA_DRIVE:
  13071. case SOA_TOTEM_OF_TUTELARY:
  13072. case SH_HYUN_ROKS_BREEZE:
  13073. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  13074. [[fallthrough]];
  13075. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  13076. case GN_WALLOFTHORN:
  13077. case GN_DEMONIC_FIRE:
  13078. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13079. break;
  13080. case WZ_ICEWALL:
  13081. case NPC_CANE_OF_EVIL_EYE:
  13082. flag|=1;
  13083. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  13084. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13085. break;
  13086. case RG_GRAFFITI: /* Graffiti [Valaris] */
  13087. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13088. flag|=1;
  13089. break;
  13090. case NPC_EARTHQUAKE:
  13091. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13092. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13093. break;
  13094. #ifndef RENEWAL
  13095. case HP_BASILICA:
  13096. if( sc->getSCE(SC_BASILICA) ) {
  13097. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  13098. return 0;
  13099. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  13100. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13101. if (sd)
  13102. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13103. return 0;
  13104. }
  13105. skill_clear_unitgroup(src);
  13106. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13107. flag|=1;
  13108. }
  13109. break;
  13110. #endif
  13111. #ifndef RENEWAL
  13112. case CG_HERMODE:
  13113. skill_clear_unitgroup(src);
  13114. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13115. sc_start4(src,src,SC_DANCING,100,
  13116. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  13117. flag|=1;
  13118. #endif
  13119. break;
  13120. case RG_CLEANER: // [Valaris]
  13121. i = skill_get_splash(skill_id, skill_lv);
  13122. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  13123. break;
  13124. case SO_WARMER:
  13125. case SO_CLOUD_KILL:
  13126. case NPC_CLOUD_KILL:
  13127. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  13128. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13129. break;
  13130. case SU_CN_POWDERING:
  13131. case SU_NYANGGRASS:
  13132. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  13133. if (skill_id == SU_CN_POWDERING)
  13134. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  13135. else
  13136. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  13137. }
  13138. flag |= 1;
  13139. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13140. break;
  13141. case SU_CN_METEOR:
  13142. if (sd) {
  13143. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  13144. skill_id = SU_CN_METEOR2;
  13145. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  13146. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  13147. }
  13148. [[fallthrough]];
  13149. case WZ_METEOR:
  13150. {
  13151. int32 area = skill_get_splash(skill_id, skill_lv);
  13152. int16 tmpx = 0, tmpy = 0;
  13153. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  13154. // Creates a random Cell in the Splash Area
  13155. tmpx = x - area + rnd() % (area * 2 + 1);
  13156. tmpy = y - area + rnd() % (area * 2 + 1);
  13157. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  13158. }
  13159. }
  13160. break;
  13161. case AL_WARP:
  13162. if(sd != nullptr) {
  13163. std::vector<std::string> maps( MAX_MEMOPOINTS + 1 );
  13164. maps.push_back( sd->status.save_point.map );
  13165. if( skill_lv >= 2 ){
  13166. maps.push_back( sd->status.memo_point[0].map );
  13167. if( skill_lv >= 3 ){
  13168. maps.push_back( sd->status.memo_point[1].map );
  13169. if( skill_lv >= 4 ){
  13170. maps.push_back( sd->status.memo_point[2].map );
  13171. }
  13172. }
  13173. }
  13174. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  13175. }
  13176. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13177. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13178. return 0; // not to consume item.
  13179. case MO_BODYRELOCATION:
  13180. if (unit_movepos(src, x, y, 2, 1)) {
  13181. #if PACKETVER >= 20111005
  13182. clif_snap(src, src->x, src->y);
  13183. #else
  13184. clif_skill_poseffect( *src, skill_id, skill_lv, src->x, src->y, tick );
  13185. #endif
  13186. if (sd)
  13187. skill_blockpc_start (*sd, MO_EXTREMITYFIST, 2000);
  13188. }
  13189. break;
  13190. case NJ_SHADOWJUMP:
  13191. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  13192. clif_blown(src);
  13193. status_change_end(src, SC_HIDING);
  13194. break;
  13195. case AM_SPHEREMINE:
  13196. case AM_CANNIBALIZE:
  13197. {
  13198. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  13199. int32 class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  13200. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  13201. struct mob_data *md;
  13202. // Correct info, don't change any of this! [celest]
  13203. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), class_, "", SZ_SMALL, ai);
  13204. if (md) {
  13205. md->master_id = src->id;
  13206. md->special_state.ai = ai;
  13207. if( md->deletetimer != INVALID_TIMER )
  13208. delete_timer(md->deletetimer, mob_timer_delete);
  13209. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  13210. mob_spawn (md); //Now it is ready for spawning.
  13211. }
  13212. }
  13213. break;
  13214. // Slim Pitcher [Celest]
  13215. case CR_SLIMPITCHER:
  13216. if (sd) {
  13217. int32 i_lv = 0, j = 0;
  13218. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  13219. i_lv = skill_lv%11 - 1;
  13220. j = pc_search_inventory(sd, require.itemid[i_lv]);
  13221. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  13222. {
  13223. clif_skill_fail( *sd, skill_id );
  13224. return 1;
  13225. }
  13226. potion_flag = 1;
  13227. potion_hp = 0;
  13228. potion_sp = 0;
  13229. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  13230. potion_flag = 0;
  13231. //Apply skill bonuses
  13232. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  13233. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  13234. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  13235. + pc_skillheal_bonus(sd, skill_id);
  13236. potion_hp = potion_hp * (100+i_lv)/100;
  13237. potion_sp = potion_sp * (100+i_lv)/100;
  13238. // Final heal increased by HPlus.
  13239. // Is this the right place for this??? [Rytech]
  13240. // Can HPlus also affect SP recovery???
  13241. status_data* sstatus = status_get_status_data(*src);
  13242. if (sstatus && sstatus->hplus > 0) {
  13243. potion_hp += potion_hp * sstatus->hplus / 100;
  13244. potion_sp += potion_sp * sstatus->hplus / 100;
  13245. }
  13246. if(potion_hp > 0 || potion_sp > 0) {
  13247. i_lv = skill_get_splash(skill_id, skill_lv);
  13248. map_foreachinallarea(skill_area_sub,
  13249. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  13250. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13251. skill_castend_nodamage_id);
  13252. }
  13253. } else {
  13254. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  13255. int32 id = skill_get_max(CR_SLIMPITCHER) * 10;
  13256. potion_flag = 1;
  13257. potion_hp = 0;
  13258. potion_sp = 0;
  13259. run_script(item->script,0,src->id,0);
  13260. potion_flag = 0;
  13261. potion_hp = potion_hp * (100+id)/100;
  13262. potion_sp = potion_sp * (100+id)/100;
  13263. if(potion_hp > 0 || potion_sp > 0) {
  13264. id = skill_get_splash(skill_id, skill_lv);
  13265. map_foreachinallarea(skill_area_sub,
  13266. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  13267. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13268. skill_castend_nodamage_id);
  13269. }
  13270. }
  13271. break;
  13272. case HW_GANBANTEIN:
  13273. if (rnd()%100 < 80) {
  13274. int32 dummy = 1;
  13275. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13276. i = skill_get_splash(skill_id, skill_lv);
  13277. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  13278. } else {
  13279. if (sd) clif_skill_fail( *sd, skill_id );
  13280. return 1;
  13281. }
  13282. break;
  13283. #ifndef RENEWAL
  13284. case HW_GRAVITATION:
  13285. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13286. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  13287. flag|=1;
  13288. break;
  13289. #endif
  13290. // Plant Cultivation [Celest]
  13291. case CR_CULTIVATION:
  13292. if (sd) {
  13293. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  13294. {
  13295. clif_skill_fail( *sd, skill_id );
  13296. return 1;
  13297. }
  13298. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13299. if (rnd()%100 < 50) {
  13300. clif_skill_fail( *sd, skill_id );
  13301. } else {
  13302. TBL_MOB* md = nullptr;
  13303. int32 t, mob_id;
  13304. if (skill_lv == 1)
  13305. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  13306. else {
  13307. int32 rand_val = rnd() % 100;
  13308. if (rand_val < 30)
  13309. mob_id = MOBID_GREEN_PLANT;
  13310. else if (rand_val < 55)
  13311. mob_id = MOBID_RED_PLANT;
  13312. else if (rand_val < 80)
  13313. mob_id = MOBID_YELLOW_PLANT;
  13314. else if (rand_val < 90)
  13315. mob_id = MOBID_WHITE_PLANT;
  13316. else if (rand_val < 98)
  13317. mob_id = MOBID_BLUE_PLANT;
  13318. else
  13319. mob_id = MOBID_SHINING_PLANT;
  13320. }
  13321. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  13322. if (!md)
  13323. break;
  13324. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  13325. {
  13326. if( md->deletetimer != INVALID_TIMER )
  13327. delete_timer(md->deletetimer, mob_timer_delete);
  13328. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  13329. }
  13330. mob_spawn(md);
  13331. }
  13332. }
  13333. break;
  13334. case SG_SUN_WARM:
  13335. case SG_MOON_WARM:
  13336. case SG_STAR_WARM:
  13337. skill_clear_unitgroup(src);
  13338. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  13339. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13340. flag|=1;
  13341. break;
  13342. case PA_GOSPEL:
  13343. if (sce && sce->val4 == BCT_SELF)
  13344. {
  13345. status_change_end(src, SC_GOSPEL);
  13346. return 0;
  13347. }
  13348. else
  13349. {
  13350. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  13351. if (!sg) break;
  13352. if (sce)
  13353. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  13354. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  13355. clif_skill_poseffect( *src, skill_id, skill_lv, 0, 0, tick ); // PA_GOSPEL music packet
  13356. }
  13357. break;
  13358. case NJ_TATAMIGAESHI:
  13359. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  13360. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  13361. break;
  13362. case AM_RESURRECTHOMUN: //[orn]
  13363. if (sd)
  13364. {
  13365. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  13366. {
  13367. clif_skill_fail( *sd, skill_id );
  13368. break;
  13369. }
  13370. }
  13371. break;
  13372. case AC_SHOWER:
  13373. status_change_end(src, SC_CAMOUFLAGE);
  13374. [[fallthrough]];
  13375. case MA_SHOWER:
  13376. case NC_COLDSLOWER:
  13377. case RK_DRAGONBREATH:
  13378. case RK_DRAGONBREATH_WATER:
  13379. case NPC_DRAGONBREATH:
  13380. case WL_FROSTMISTY:
  13381. case RL_HAMMER_OF_GOD:
  13382. // Cast center might be relevant later (e.g. for knockback direction)
  13383. skill_area_temp[4] = x;
  13384. skill_area_temp[5] = y;
  13385. i = skill_get_splash(skill_id,skill_lv);
  13386. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13387. break;
  13388. case SO_ARRULLO:
  13389. i = skill_get_splash(skill_id,skill_lv);
  13390. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  13391. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  13392. break;
  13393. case GC_POISONSMOKE:
  13394. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  13395. if( sd )
  13396. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  13397. return 0;
  13398. }
  13399. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13400. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13401. break;
  13402. case AB_EPICLESIS:
  13403. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  13404. i = skill_get_splash(skill_id, skill_lv);
  13405. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  13406. }
  13407. break;
  13408. case WL_EARTHSTRAIN:
  13409. {
  13410. int32 w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  13411. int32 sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  13412. for( w = 1; w <= wave; w++ )
  13413. {
  13414. switch( dir ){
  13415. case 0: case 1: case 7: sy = y + w; break;
  13416. case 3: case 4: case 5: sy = y - w; break;
  13417. case 2: sx = x - w; break;
  13418. case 6: sx = x + w; break;
  13419. }
  13420. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  13421. }
  13422. }
  13423. break;
  13424. case RA_DETONATOR:
  13425. i = skill_get_splash(skill_id, skill_lv);
  13426. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  13427. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13428. break;
  13429. case NC_NEUTRALBARRIER:
  13430. case NC_STEALTHFIELD:
  13431. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  13432. skill_clear_unitgroup(src);
  13433. return 0;
  13434. }
  13435. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  13436. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  13437. 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));
  13438. }
  13439. break;
  13440. case NC_SILVERSNIPER:
  13441. {
  13442. struct mob_data *md;
  13443. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  13444. if( md ) {
  13445. md->master_id = src->id;
  13446. md->special_state.ai = AI_FAW;
  13447. if( md->deletetimer != INVALID_TIMER )
  13448. delete_timer(md->deletetimer, mob_timer_delete);
  13449. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  13450. mob_spawn(md);
  13451. }
  13452. }
  13453. break;
  13454. case NC_MAGICDECOY:
  13455. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13456. break;
  13457. case SC_FEINTBOMB: {
  13458. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13459. if( group == nullptr || group->unit == nullptr ) {
  13460. if (sd)
  13461. clif_skill_fail( *sd, skill_id );
  13462. return 1;
  13463. }
  13464. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13465. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13466. clif_skill_nodamage(src, *src, skill_id, skill_lv, false);
  13467. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13468. }
  13469. break;
  13470. case SC_ESCAPE:
  13471. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13472. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13473. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13474. flag |= 1;
  13475. break;
  13476. case LG_BANDING:
  13477. if( sc && sc->getSCE(SC_BANDING) )
  13478. status_change_end(src,SC_BANDING);
  13479. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13480. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13481. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13482. break;
  13483. case WM_DOMINION_IMPULSE:
  13484. i = skill_get_splash(skill_id, skill_lv);
  13485. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13486. break;
  13487. case WM_GREAT_ECHO:
  13488. i = skill_get_splash(skill_id,skill_lv);
  13489. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13490. break;
  13491. case WM_SEVERE_RAINSTORM:
  13492. flag |= 1;
  13493. if (sd)
  13494. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13495. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13496. break;
  13497. case GN_CRAZYWEED: {
  13498. int32 area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13499. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13500. int32 x1 = x - area + rnd()%(area * 2 + 1);
  13501. int32 y1 = y - area + rnd()%(area * 2 + 1);
  13502. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13503. }
  13504. }
  13505. break;
  13506. case GN_FIRE_EXPANSION: {
  13507. struct unit_data* ud = unit_bl2ud(src);
  13508. if (!ud) break;
  13509. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13510. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13511. if (it != ud->skillunits.end()) {
  13512. auto* unit_group = it->get();
  13513. skill_unit* su = unit_group->unit;
  13514. switch (skill_lv) {
  13515. case 1: {
  13516. // TODO:
  13517. int32 duration = (int32)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13518. skill_delunit(su);
  13519. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13520. flag |= 1;
  13521. }
  13522. break;
  13523. case 2:
  13524. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13525. if (su != nullptr)
  13526. skill_delunit(su);
  13527. break;
  13528. case 3:
  13529. skill_delunit(su);
  13530. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13531. flag |= 1;
  13532. break;
  13533. case 4:
  13534. skill_delunit(su);
  13535. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13536. flag |= 1;
  13537. break;
  13538. case 5: {
  13539. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13540. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13541. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13542. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13543. if (su != nullptr)
  13544. skill_delunit(su);
  13545. }
  13546. break;
  13547. }
  13548. }
  13549. }
  13550. break;
  13551. case SO_FIREWALK:
  13552. case SO_ELECTRICWALK:
  13553. case NPC_FIREWALK:
  13554. case NPC_ELECTRICWALK:
  13555. if( sc && sc->getSCE(type) )
  13556. status_change_end(src,type);
  13557. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13558. break;
  13559. case KO_MAKIBISHI:
  13560. for( i = 0; i < (skill_lv+2); i++ ) {
  13561. x = src->x - 1 + rnd()%3;
  13562. y = src->y - 1 + rnd()%3;
  13563. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13564. }
  13565. break;
  13566. case KO_MUCHANAGE: {
  13567. int32 rate = 0;
  13568. status_data* sstatus = status_get_status_data(*src);
  13569. i = skill_get_splash(skill_id,skill_lv);
  13570. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13571. if( rate < 0 )
  13572. rate = 0;
  13573. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13574. if( rnd()%100 < rate )
  13575. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13576. }
  13577. break;
  13578. case RL_FALLEN_ANGEL:
  13579. if (unit_movepos(src,x,y,1,1)) {
  13580. clif_snap(src, src->x, src->y);
  13581. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13582. } else {
  13583. if (sd)
  13584. clif_skill_fail( *sd, skill_id );
  13585. }
  13586. break;
  13587. case RL_FIRE_RAIN: {
  13588. int32 w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13589. int32 sx = x = src->x, sy = y = src->y;
  13590. for (w = 0; w <= wave; w++) {
  13591. switch (dir) {
  13592. case DIR_NORTH:
  13593. case DIR_NORTHWEST:
  13594. case DIR_NORTHEAST:
  13595. sy = y + w;
  13596. break;
  13597. case DIR_WEST:
  13598. sx = x - w;
  13599. break;
  13600. case DIR_SOUTHWEST:
  13601. case DIR_SOUTH:
  13602. case DIR_SOUTHEAST:
  13603. sy = y - w;
  13604. break;
  13605. case DIR_EAST:
  13606. sx = x + w;
  13607. break;
  13608. }
  13609. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13610. }
  13611. }
  13612. break;
  13613. case NPC_MAGMA_ERUPTION:
  13614. case NC_MAGMA_ERUPTION:
  13615. // 1st, AoE 'slam' damage
  13616. i = skill_get_splash(skill_id, skill_lv);
  13617. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13618. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13619. // 2nd, AoE 'eruption' unit
  13620. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13621. break;
  13622. case SU_LOPE:
  13623. {
  13624. uint8 dir = map_calc_dir(src, x, y);
  13625. // Fails on noteleport maps, except for GvG and BG maps
  13626. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13627. x = src->x;
  13628. y = src->y;
  13629. }
  13630. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  13631. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13632. clif_blown(src);
  13633. }
  13634. break;
  13635. case AG_ASTRAL_STRIKE:
  13636. i = skill_get_splash(skill_id, skill_lv);
  13637. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13638. flag |= 1;
  13639. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13640. break;
  13641. case AG_VIOLENT_QUAKE:
  13642. case AG_ALL_BLOOM: {
  13643. int32 area = skill_get_splash(skill_id, skill_lv);
  13644. int32 unit_time = skill_get_time(skill_id, skill_lv);
  13645. int32 unit_interval = skill_get_unit_interval(skill_id);
  13646. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13647. // Grab Climax's effect level if active.
  13648. // This affects the behavior of certain skills in certain ways.
  13649. if (sc && sc->getSCE(SC_CLIMAX))
  13650. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13651. if (skill_id == AG_VIOLENT_QUAKE) {
  13652. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13653. // Fixes rising rocks spawn area to 7x7.
  13654. if (climax_lv == 5)
  13655. area = 3;
  13656. } else { // AG_ALL_BLOOM
  13657. sub_skill = AG_ALL_BLOOM_ATK;
  13658. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13659. unit_time /= 2;
  13660. unit_interval /= 2;
  13661. }
  13662. }
  13663. // Displays the earthquake / flower garden.
  13664. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13665. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13666. i = skill_get_splash(skill_id, skill_lv);
  13667. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13668. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13669. tmpx = x - area + rnd() % (area * 2 + 1);
  13670. tmpy = y - area + rnd() % (area * 2 + 1);
  13671. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13672. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13673. tmpx = x - area + rnd() % (area * 2 + 1);
  13674. tmpy = y - area + rnd() % (area * 2 + 1);
  13675. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13676. }
  13677. }
  13678. // One final attack the size of the flower garden is dealt after
  13679. // all rose buds explode if Climax level 5 is active.
  13680. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13681. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13682. }
  13683. break;
  13684. case NPC_RAINOFMETEOR:
  13685. {
  13686. int32 area = skill_get_splash(skill_id, skill_lv);
  13687. int16 tmpx = 0, tmpy = 0;
  13688. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13689. // Casts a double meteor in the first interval.
  13690. if (i == 1) {
  13691. // The first meteor is at the center
  13692. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13693. // The second meteor is near the first
  13694. tmpx = x - 1 + rnd()%3;
  13695. tmpy = y - 1 + rnd()%3;
  13696. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13697. }
  13698. else { // Casts 1 meteor per interval in the splash area
  13699. tmpx = x - area + rnd()%(area * 2 + 1);
  13700. tmpy = y - area + rnd()%(area * 2 + 1);
  13701. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13702. }
  13703. }
  13704. }
  13705. break;
  13706. case HN_JACK_FROST_NOVA:
  13707. case HN_GROUND_GRAVITATION: {
  13708. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13709. if( sd != nullptr ){
  13710. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13711. }
  13712. return 0;
  13713. }
  13714. int32 splash = skill_get_splash(skill_id, skill_lv);
  13715. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13716. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13717. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13718. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13719. }
  13720. }
  13721. break;
  13722. case HN_METEOR_STORM_BUSTER: {
  13723. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13724. if( sd != nullptr ){
  13725. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13726. }
  13727. return 0;
  13728. }
  13729. int32 splash = skill_get_splash(skill_id, skill_lv);
  13730. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13731. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13732. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13733. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13734. }
  13735. }
  13736. break;
  13737. case NW_WILD_FIRE:
  13738. i = skill_get_splash(skill_id, skill_lv);
  13739. if (sd && sd->status.weapon == W_GRENADE)
  13740. i += 2;
  13741. map_foreachinallarea(skill_area_sub,
  13742. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13743. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13744. skill_castend_damage_id);
  13745. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13746. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13747. break;
  13748. case NW_HASTY_FIRE_IN_THE_HOLE:
  13749. i = skill_get_splash(skill_id, skill_lv);
  13750. if (flag & 1){
  13751. i++;
  13752. }
  13753. if (flag & 2){
  13754. i++;
  13755. }
  13756. map_foreachinallarea(skill_area_sub,
  13757. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13758. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13759. skill_castend_damage_id);
  13760. if (!(flag & 1)) {
  13761. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13762. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13763. }
  13764. break;
  13765. case NW_GRENADES_DROPPING: {
  13766. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13767. uint16 tmpx = rnd_value( x - splash, x + splash );
  13768. uint16 tmpy = rnd_value( y - splash, y + splash );
  13769. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13770. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13771. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13772. }
  13773. } break;
  13774. case NW_MISSION_BOMBARD:
  13775. i = skill_get_splash(skill_id,skill_lv);
  13776. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13777. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13778. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13779. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13780. }
  13781. break;
  13782. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  13783. if (sc != nullptr && sc->getSCE(SC_T_THIRD_GOD) != nullptr){
  13784. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  13785. }
  13786. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13787. break;
  13788. case SKE_TWINKLING_GALAXY:
  13789. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  13790. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13791. flag |= 1;
  13792. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13793. break;
  13794. case SKE_STAR_BURST:
  13795. flag |= 1;
  13796. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13797. break;
  13798. case SKE_STAR_CANNON: {
  13799. unit_data* ud = unit_bl2ud( src );
  13800. if( ud == nullptr ){
  13801. break;
  13802. }
  13803. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  13804. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  13805. continue;
  13806. }
  13807. skill_unit* su = sug->unit;
  13808. if( distance_xy( x, y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  13809. continue;
  13810. }
  13811. std::shared_ptr<s_skill_unit_group> sg = su->group;
  13812. for( int32 i = 0; i< MAX_SKILLTIMERSKILL; i++ ){
  13813. if( ud->skilltimerskill[i] == nullptr ){
  13814. continue;
  13815. }
  13816. if( ud->skilltimerskill[i]->skill_id != SKE_TWINKLING_GALAXY ){
  13817. continue;
  13818. }
  13819. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  13820. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  13821. ud->skilltimerskill[i] = nullptr;
  13822. }
  13823. skill_delunitgroup(sg);
  13824. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  13825. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13826. flag |= 1;
  13827. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13828. }
  13829. } break;
  13830. default:
  13831. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13832. return 1;
  13833. }
  13834. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13835. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13836. if( sd )
  13837. {// ensure that the skill last-cast tick is recorded
  13838. sd->canskill_tick = gettick();
  13839. if( sd->state.arrow_atk && !(flag&1) )
  13840. {// consume arrow if this is a ground skill
  13841. battle_consume_ammo(sd, skill_id, skill_lv);
  13842. }
  13843. skill_onskillusage(sd, nullptr, skill_id, tick);
  13844. // perform skill requirement consumption
  13845. if (!(flag&SKILL_NOCONSUME_REQ))
  13846. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13847. }
  13848. return 0;
  13849. }
  13850. /*==========================================
  13851. *
  13852. *------------------------------------------*/
  13853. int32 skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13854. {
  13855. nullpo_ret(sd);
  13856. //Simplify skill_failed code.
  13857. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13858. if(skill_id != sd->menuskill_id)
  13859. return 0;
  13860. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13861. skill_failed(sd);
  13862. return 0;
  13863. }
  13864. if( sd->sc.cant.cast ) {
  13865. skill_failed(sd);
  13866. return 0;
  13867. }
  13868. unit_stop_attack( &sd->bl );
  13869. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13870. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13871. if(strcmp(mapname,"cancel")==0) {
  13872. skill_failed(sd);
  13873. return 0;
  13874. }
  13875. switch(skill_id)
  13876. {
  13877. case AL_TELEPORT:
  13878. case ALL_ODINS_RECALL:
  13879. //The storage window is closed automatically by the client when there's
  13880. //any kind of map change, so we need to restore it automatically
  13881. //bugreport:8027
  13882. if(strcmp(mapname,"Random") == 0)
  13883. pc_randomwarp(sd,CLR_TELEPORT);
  13884. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13885. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13886. clif_refresh_storagewindow(sd);
  13887. break;
  13888. case AL_WARP:
  13889. if( sd != nullptr ){
  13890. const struct s_point_str *p[4];
  13891. std::shared_ptr<s_skill_unit_group> group;
  13892. int32 i, lv, wx, wy;
  13893. int32 maxcount=0;
  13894. int32 x,y;
  13895. uint16 mapindex;
  13896. mapindex = mapindex_name2id((char*)mapname);
  13897. if(!mapindex) { //Given map not found?
  13898. clif_skill_fail( *sd, skill_id );
  13899. skill_failed(sd);
  13900. return 0;
  13901. }
  13902. p[0] = &sd->status.save_point;
  13903. p[1] = &sd->status.memo_point[0];
  13904. p[2] = &sd->status.memo_point[1];
  13905. p[3] = &sd->status.memo_point[2];
  13906. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13907. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13908. if (maxcount == 0) {
  13909. clif_skill_fail( *sd, skill_id );
  13910. skill_failed(sd);
  13911. return 0;
  13912. }
  13913. }
  13914. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13915. wx = sd->menuskill_val>>16;
  13916. wy = sd->menuskill_val&0xffff;
  13917. if( lv <= 0 ) return 0;
  13918. if( lv > 4 ) lv = 4; // crash prevention
  13919. // check if the chosen map exists in the memo list
  13920. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13921. if( i < lv ) {
  13922. x=p[i]->x;
  13923. y=p[i]->y;
  13924. } else {
  13925. skill_failed(sd);
  13926. return 0;
  13927. }
  13928. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13929. { // This checks versus skill_id/skill_lv...
  13930. skill_failed(sd);
  13931. return 0;
  13932. }
  13933. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13934. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13935. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13936. skill_failed(sd);
  13937. return 0;
  13938. }
  13939. group->val1 = (group->val1<<16)|(int16)0;
  13940. // record the destination coordinates
  13941. group->val2 = (x<<16)|y;
  13942. group->val3 = mapindex;
  13943. }
  13944. break;
  13945. }
  13946. sd->menuskill_id = sd->menuskill_val = 0;
  13947. return 0;
  13948. #undef skill_failed
  13949. }
  13950. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13951. static int32 skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13952. {
  13953. struct skill_unit* target = (struct skill_unit*)bl;
  13954. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13955. int32 flag = va_arg(ap, int32);
  13956. if (src == target)
  13957. return 0;
  13958. if (!target->group || !(target->group->state.song_dance&0x1))
  13959. return 0;
  13960. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13961. return 0;
  13962. if (flag) //Set dissonance
  13963. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13964. else //Remove dissonance
  13965. target->val2 &= ~(1 << UF_ENSEMBLE);
  13966. skill_getareachar_skillunit_visibilty(target, AREA);
  13967. return 1;
  13968. }
  13969. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13970. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13971. //When 1, this unit has been positioned, so start the cancel effect.
  13972. int32 skill_dance_overlap(struct skill_unit* unit, int32 flag)
  13973. {
  13974. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13975. return 0;
  13976. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13977. return 0; //Nothing to remove, this unit is not overlapped.
  13978. if (unit->val1 != unit->group->skill_id)
  13979. { //Reset state
  13980. unit->val1 = unit->group->skill_id;
  13981. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13982. }
  13983. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13984. }
  13985. /**
  13986. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13987. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13988. * @param flag 0 Convert
  13989. * @param flag 1 Revert
  13990. * @return true success
  13991. * @TODO: This should be completely removed later and rewritten
  13992. * The entire execution of the overlapping songs instances is dirty and hacked together
  13993. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13994. */
  13995. static bool skill_dance_switch(struct skill_unit* unit, int32 flag)
  13996. {
  13997. static int32 prevflag = 1; // by default the backup is empty
  13998. static s_skill_unit_group backup;
  13999. std::shared_ptr<s_skill_unit_group> group;
  14000. if( unit == nullptr || (group = unit->group) == nullptr )
  14001. return false;
  14002. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  14003. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  14004. return false;
  14005. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  14006. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  14007. flag ? "read an empty backup" : "write to a full backup",
  14008. group->skill_id, group->skill_lv, group->src_id);
  14009. return false;
  14010. }
  14011. prevflag = flag;
  14012. if (!flag) { //Transform
  14013. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  14014. // backup
  14015. backup.skill_id = group->skill_id;
  14016. backup.skill_lv = group->skill_lv;
  14017. backup.unit_id = group->unit_id;
  14018. backup.target_flag = group->target_flag;
  14019. backup.bl_flag = group->bl_flag;
  14020. backup.interval = group->interval;
  14021. // replace
  14022. group->skill_id = skill_id;
  14023. group->skill_lv = 1;
  14024. group->unit_id = skill_get_unit_id(skill_id);
  14025. group->target_flag = skill_get_unit_target(skill_id);
  14026. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14027. group->interval = skill_get_unit_interval(skill_id);
  14028. } else { //Restore
  14029. group->skill_id = backup.skill_id;
  14030. group->skill_lv = backup.skill_lv;
  14031. group->unit_id = backup.unit_id;
  14032. group->target_flag = backup.target_flag;
  14033. group->bl_flag = backup.bl_flag;
  14034. group->interval = backup.interval;
  14035. }
  14036. return true;
  14037. }
  14038. /**
  14039. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  14040. * @param src Object that triggers the skill
  14041. * @param skill_id Skill ID
  14042. * @param skill_lv Skill level of used skill
  14043. * @param x Position x
  14044. * @param y Position y
  14045. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  14046. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  14047. * @return s_skill_unit_group
  14048. */
  14049. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int32 flag)
  14050. {
  14051. std::shared_ptr<s_skill_unit_group> group;
  14052. int32 i, val1 = 0, val2 = 0, val3 = 0;
  14053. t_tick limit;
  14054. int32 link_group_id = 0;
  14055. int32 target, interval, range;
  14056. t_itemid req_item = 0;
  14057. struct s_skill_unit_layout *layout;
  14058. map_session_data *sd;
  14059. status_change *sc;
  14060. int32 active_flag = 1;
  14061. int32 subunt = 0;
  14062. bool hidden = false;
  14063. struct map_data *mapdata;
  14064. nullpo_retr(nullptr, src);
  14065. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14066. mapdata = map_getmapdata(src->m);
  14067. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  14068. range = skill_get_unit_range(skill_id,skill_lv);
  14069. interval = skill->unit_interval;
  14070. target = skill_get_unit_target(skill_id);
  14071. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  14072. sd = BL_CAST(BL_PC, src);
  14073. status_data* status = status_get_status_data(*src);
  14074. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  14075. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  14076. switch( skill_id ) {
  14077. case MH_STEINWAND:
  14078. val2 = 4 + skill_lv;
  14079. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  14080. break;
  14081. case MG_SAFETYWALL:
  14082. val2 = skill_lv + 1;
  14083. #ifdef RENEWAL
  14084. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  14085. #endif
  14086. break;
  14087. case MG_FIREWALL:
  14088. if(sc && sc->getSCE(SC_VIOLENTGALE))
  14089. limit = limit*3/2;
  14090. val2 = 4+skill_lv;
  14091. break;
  14092. case AL_WARP:
  14093. val1=skill_lv+6;
  14094. if(!(flag&1))
  14095. limit=2000;
  14096. else // previous implementation (not used anymore)
  14097. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  14098. if( src->type != BL_SKILL ) return nullptr;
  14099. group = ((TBL_SKILL*)src)->group;
  14100. src = map_id2bl(group->src_id);
  14101. if( !src ) return nullptr;
  14102. val2 = group->val2; //Copy the (x,y) position you warp to
  14103. val3 = group->val3; //as well as the mapindex to warp to.
  14104. }
  14105. break;
  14106. #ifndef RENEWAL
  14107. case HP_BASILICA:
  14108. val1 = src->id; // Store caster id.
  14109. break;
  14110. #endif
  14111. case PR_SANCTUARY:
  14112. case NPC_EVILLAND:
  14113. val1=skill_lv+3;
  14114. break;
  14115. case WZ_METEOR:
  14116. case SU_CN_METEOR:
  14117. case SU_CN_METEOR2:
  14118. case NPC_RAINOFMETEOR:
  14119. case HN_METEOR_STORM_BUSTER:
  14120. limit = flag;
  14121. flag = 0; // Flag should not influence anything else for these skills
  14122. break;
  14123. case WZ_FIREPILLAR:
  14124. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14125. return nullptr;
  14126. if((flag&1)!=0)
  14127. limit=1000;
  14128. val1=skill_lv+2;
  14129. break;
  14130. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  14131. case AM_DEMONSTRATION:
  14132. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  14133. target = BCT_ALL;
  14134. break;
  14135. case HT_SKIDTRAP:
  14136. case MA_SKIDTRAP:
  14137. //Save position of caster
  14138. val1 = ((src->x)<<16)|(src->y);
  14139. [[fallthrough]];
  14140. case HT_ANKLESNARE:
  14141. case HT_SHOCKWAVE:
  14142. case HT_SANDMAN:
  14143. case MA_SANDMAN:
  14144. case HT_CLAYMORETRAP:
  14145. case HT_LANDMINE:
  14146. case MA_LANDMINE:
  14147. case HT_FLASHER:
  14148. case HT_FREEZINGTRAP:
  14149. case MA_FREEZINGTRAP:
  14150. case HT_BLASTMINE:
  14151. case RA_ELECTRICSHOCKER:
  14152. case RA_CLUSTERBOMB:
  14153. case RA_MAGENTATRAP:
  14154. case RA_COBALTTRAP:
  14155. case RA_MAIZETRAP:
  14156. case RA_VERDURETRAP:
  14157. case RA_FIRINGTRAP:
  14158. case RA_ICEBOUNDTRAP:
  14159. case RL_B_TRAP:
  14160. case SC_ESCAPE:
  14161. {
  14162. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  14163. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  14164. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  14165. req_item = req.itemid[i];
  14166. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  14167. break;
  14168. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  14169. target = BCT_ALL;
  14170. }
  14171. break;
  14172. case SA_LANDPROTECTOR:
  14173. case SA_VOLCANO:
  14174. case SA_DELUGE:
  14175. case SA_VIOLENTGALE:
  14176. case SC_CHAOSPANIC:
  14177. case SOA_TOTEM_OF_TUTELARY:
  14178. {
  14179. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  14180. if (old_sg != nullptr)
  14181. { //HelloKitty confirmed that these are interchangeable,
  14182. //so you can change element and not consume gemstones.
  14183. if ((
  14184. old_sg->skill_id == SA_VOLCANO ||
  14185. old_sg->skill_id == SA_DELUGE ||
  14186. old_sg->skill_id == SA_VIOLENTGALE
  14187. ) && old_sg->limit > 0)
  14188. { //Use the previous limit (minus the elapsed time) [Skotlex]
  14189. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  14190. if (limit < 0) //This can happen...
  14191. limit = skill_get_time(skill_id,skill_lv);
  14192. }
  14193. skill_clear_group(src,1);
  14194. }
  14195. break;
  14196. }
  14197. case BA_WHISTLE:
  14198. val1 = skill_lv + status->agi / 10; // Flee increase
  14199. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  14200. if (sd) {
  14201. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14202. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  14203. }
  14204. break;
  14205. case DC_HUMMING:
  14206. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  14207. if (sd)
  14208. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14209. break;
  14210. case BA_POEMBRAGI:
  14211. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  14212. //For some reason at level 10 the base delay reduction is 50%.
  14213. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  14214. if (sd) {
  14215. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  14216. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  14217. }
  14218. break;
  14219. case DC_DONTFORGETME:
  14220. #ifdef RENEWAL
  14221. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  14222. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  14223. #else
  14224. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  14225. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  14226. #endif
  14227. if (sd) {
  14228. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14229. #ifdef RENEWAL
  14230. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14231. #else
  14232. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  14233. #endif
  14234. }
  14235. val1 *= 10; //Because 10 is actually 1% aspd
  14236. break;
  14237. case DC_SERVICEFORYOU:
  14238. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  14239. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  14240. if (sd) {
  14241. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14242. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14243. }
  14244. break;
  14245. case BA_ASSASSINCROSS:
  14246. if (sd)
  14247. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14248. val1 += 5 + skill_lv + (status->agi / 20);
  14249. val1 *= 10; // ASPD works with 1000 as 100%
  14250. break;
  14251. case DC_FORTUNEKISS:
  14252. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  14253. val1 *= 10; //Because every 10 crit is an actual cri point.
  14254. if (sd)
  14255. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  14256. break;
  14257. case BD_DRUMBATTLEFIELD:
  14258. val1 = (skill_lv+1)*25; //Atk increase
  14259. val2 = (skill_lv+1)*2; //Def increase
  14260. break;
  14261. case BD_RINGNIBELUNGEN:
  14262. val1 = (skill_lv+2)*25; //Atk increase
  14263. break;
  14264. case BD_RICHMANKIM:
  14265. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  14266. break;
  14267. case BD_SIEGFRIED:
  14268. val1 = 55 + skill_lv*5; //Elemental Resistance
  14269. val2 = skill_lv*10; //Status ailment resistance
  14270. break;
  14271. case WE_CALLPARTNER:
  14272. if (sd) val1 = sd->status.partner_id;
  14273. break;
  14274. case WE_CALLPARENT:
  14275. if (sd) {
  14276. val1 = sd->status.father;
  14277. val2 = sd->status.mother;
  14278. }
  14279. break;
  14280. case WE_CALLBABY:
  14281. if (sd) val1 = sd->status.child;
  14282. break;
  14283. case NJ_KAENSIN:
  14284. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  14285. val2 = (skill_lv+1)/2 + 4;
  14286. break;
  14287. case NJ_SUITON:
  14288. skill_clear_group(src, 1);
  14289. break;
  14290. case GS_GROUNDDRIFT:
  14291. {
  14292. // Ground Drift Element is decided when it's placed.
  14293. int32 ele = skill_get_ele(skill_id, skill_lv);
  14294. int32 element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  14295. if (ele == ELE_RANDOM)
  14296. val1 = element[rnd()%5]; // Use random from available unit visual?
  14297. else if (ele == ELE_ENDOWED)
  14298. val1 = status_get_attack_sc_element(src,sc);
  14299. else if (ele == ELE_WEAPON) {
  14300. val1 = status->rhw.ele;
  14301. if (sc && sc->getSCE(SC_ENCHANTARMS))
  14302. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  14303. }
  14304. switch (val1) {
  14305. case ELE_FIRE:
  14306. subunt++;
  14307. [[fallthrough]];
  14308. case ELE_WATER:
  14309. subunt++;
  14310. [[fallthrough]];
  14311. case ELE_POISON:
  14312. subunt++;
  14313. [[fallthrough]];
  14314. case ELE_DARK:
  14315. subunt++;
  14316. [[fallthrough]];
  14317. case ELE_WIND:
  14318. break;
  14319. default:
  14320. subunt = rnd()%5;
  14321. break;
  14322. }
  14323. break;
  14324. }
  14325. case GC_POISONSMOKE:
  14326. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  14327. return nullptr;
  14328. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  14329. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  14330. limit = skill_get_time(skill_id, skill_lv);
  14331. break;
  14332. case NPC_COMET:
  14333. case WL_COMET:
  14334. if (sc) {
  14335. sc->comet_x = x;
  14336. sc->comet_y = y;
  14337. }
  14338. break;
  14339. case GD_LEADERSHIP:
  14340. case GD_GLORYWOUNDS:
  14341. case GD_SOULCOLD:
  14342. case GD_HAWKEYES:
  14343. limit = 1000000;//it doesn't matter
  14344. break;
  14345. case LG_BANDING:
  14346. limit = -1;
  14347. break;
  14348. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  14349. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  14350. target = BCT_ALL;
  14351. [[fallthrough]];
  14352. case WM_SEVERE_RAINSTORM:
  14353. case SO_WATER_INSIGNIA:
  14354. case SO_FIRE_INSIGNIA:
  14355. case SO_WIND_INSIGNIA:
  14356. case SO_EARTH_INSIGNIA:
  14357. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14358. return nullptr;
  14359. break;
  14360. case SO_CLOUD_KILL:
  14361. case NPC_CLOUD_KILL:
  14362. skill_clear_group(src, 4);
  14363. break;
  14364. case SO_WARMER:
  14365. skill_clear_group(src, 8);
  14366. break;
  14367. case SO_FIREWALK:
  14368. case SO_ELECTRICWALK:
  14369. limit = skill_get_time2(skill_id, skill_lv);
  14370. break;
  14371. case GN_WALLOFTHORN:
  14372. // Turns to Firewall
  14373. if( flag&1 )
  14374. limit = 3000;
  14375. val3 = (x<<16)|y;
  14376. break;
  14377. case GN_DEMONIC_FIRE:
  14378. if (flag) { // Fire Expansion level 1
  14379. limit = flag + 10000;
  14380. flag = 0;
  14381. }
  14382. break;
  14383. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14384. case GN_FIRE_EXPANSION_TEAR_GAS:
  14385. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  14386. break;
  14387. case KO_ZENKAI:
  14388. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  14389. val1 = sd->spiritcharm;
  14390. val2 = sd->spiritcharm_type;
  14391. limit = 6000 * val1;
  14392. subunt = sd->spiritcharm_type - 1;
  14393. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  14394. }
  14395. break;
  14396. #ifndef RENEWAL
  14397. case HW_GRAVITATION:
  14398. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  14399. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  14400. break;
  14401. #endif
  14402. case SO_VACUUM_EXTREME:
  14403. // Coordinates
  14404. val1 = x;
  14405. val2 = y;
  14406. val3 = 0; // Suck target at n seconds.
  14407. break;
  14408. case MH_POISON_MIST:
  14409. case MH_BLAST_FORGE:
  14410. case MH_LAVA_SLIDE:
  14411. skill_clear_group(src, 1);
  14412. break;
  14413. case MH_VOLCANIC_ASH:
  14414. if (!map_flag_vs(src->m))
  14415. target = BCT_ENEMY;
  14416. break;
  14417. case AG_VIOLENT_QUAKE:
  14418. case AG_ALL_BLOOM:
  14419. if (sc && sc->getSCE(SC_CLIMAX)) {
  14420. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  14421. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  14422. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  14423. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  14424. }
  14425. break;
  14426. case AG_VIOLENT_QUAKE_ATK:
  14427. case AG_ALL_BLOOM_ATK:
  14428. case AG_ALL_BLOOM_ATK2:
  14429. limit = flag;
  14430. flag = 0;
  14431. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  14432. range = 4; // Rising rocks splash is increased to 9x9.
  14433. break;
  14434. case WH_DEEPBLINDTRAP:
  14435. case WH_SOLIDTRAP:
  14436. case WH_SWIFTTRAP:
  14437. case WH_FLAMETRAP:
  14438. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  14439. break;
  14440. case NW_GRENADES_DROPPING:
  14441. limit = skill_get_time2(skill_id,skill_lv);
  14442. break;
  14443. }
  14444. // Init skill unit group
  14445. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  14446. if (group == nullptr)
  14447. return nullptr;
  14448. group->val1 = val1;
  14449. group->val2 = val2;
  14450. group->val3 = val3;
  14451. group->link_group_id = link_group_id;
  14452. group->target_flag = target;
  14453. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14454. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  14455. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  14456. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  14457. group->item_id = req_item;
  14458. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  14459. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  14460. active_flag = 0;
  14461. // Put message for Talkie Box & Graffiti
  14462. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  14463. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  14464. if (sd)
  14465. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  14466. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  14467. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  14468. }
  14469. // Dance skill
  14470. if (group->state.song_dance) {
  14471. if(sd) {
  14472. sd->skill_id_dance = skill_id;
  14473. sd->skill_lv_dance = skill_lv;
  14474. }
  14475. if (
  14476. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  14477. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  14478. )
  14479. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14480. }
  14481. // Set skill unit
  14482. limit = group->limit;
  14483. for( i = 0; i < layout->count; i++ ) {
  14484. struct skill_unit *unit;
  14485. int32 ux = x + layout->dx[i];
  14486. int32 uy = y + layout->dy[i];
  14487. int32 unit_val1 = skill_lv;
  14488. int32 unit_val2 = 0;
  14489. int32 alive = 1;
  14490. // are the coordinates out of range?
  14491. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  14492. continue;
  14493. }
  14494. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  14495. continue; // don't place skill units on walls (except for songs/dances/encores)
  14496. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  14497. continue; // no path between cell and caster
  14498. switch( skill_id ) {
  14499. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14500. case HT_LANDMINE:
  14501. case MA_LANDMINE:
  14502. case HT_ANKLESNARE:
  14503. case HT_SHOCKWAVE:
  14504. case HT_SANDMAN:
  14505. case MA_SANDMAN:
  14506. case HT_FLASHER:
  14507. case HT_FREEZINGTRAP:
  14508. case MA_FREEZINGTRAP:
  14509. case HT_SKIDTRAP:
  14510. case MA_SKIDTRAP:
  14511. case HT_CLAYMORETRAP:
  14512. case HT_BLASTMINE:
  14513. case SC_ESCAPE:
  14514. unit_val1 = 3500;
  14515. break;
  14516. case MG_FIREWALL:
  14517. case NJ_KAENSIN:
  14518. unit_val2 = group->val2;
  14519. break;
  14520. case CR_GRANDCROSS:
  14521. case NPC_GRANDDARKNESS:
  14522. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14523. break;
  14524. case WZ_ICEWALL:
  14525. unit_val1 = 200 + 200*skill_lv;
  14526. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14527. break;
  14528. case WZ_WATERBALL:
  14529. //Check if there are cells that can be turned into waterball units
  14530. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14531. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14532. break; //Turn water, deluge or suiton into waterball cell
  14533. continue;
  14534. case GS_DESPERADO:
  14535. unit_val1 = abs(layout->dx[i]);
  14536. unit_val2 = abs(layout->dy[i]);
  14537. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14538. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14539. if (unit_val1) unit_val1--;
  14540. unit_val1 = 36 -12*unit_val1;
  14541. } else //Diagonal edges
  14542. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14543. if (unit_val1 < 1) unit_val1 = 1;
  14544. unit_val2 = 0;
  14545. break;
  14546. case NPC_REVERBERATION:
  14547. unit_val1 = 1 + skill_lv;
  14548. break;
  14549. case WM_POEMOFNETHERWORLD:
  14550. unit_val1 = 1 + skill_lv;
  14551. break;
  14552. case GN_WALLOFTHORN:
  14553. if (flag&1) // Turned become Firewall
  14554. break;
  14555. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14556. unit_val2 = 20; // Max hits
  14557. break;
  14558. case RL_B_TRAP:
  14559. unit_val1 = 3500;
  14560. unit_val2 = 0;
  14561. break;
  14562. default:
  14563. if (group->state.song_dance&0x1)
  14564. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14565. break;
  14566. }
  14567. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14568. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14569. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14570. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14571. // Check active cell to failing or remove current unit
  14572. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14573. if( !alive )
  14574. continue;
  14575. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14576. unit->limit = limit;
  14577. unit->range = range;
  14578. if (skill_id == PF_FOGWALL && alive == 2)
  14579. { //Double duration of cells on top of Deluge/Suiton
  14580. unit->limit *= 2;
  14581. group->limit = unit->limit;
  14582. }
  14583. // Execute on all targets standing on this cell
  14584. if (range == 0 && active_flag)
  14585. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14586. }
  14587. if (!group->alive_count)
  14588. { //No cells? Something that was blocked completely by Land Protector?
  14589. skill_delunitgroup(group);
  14590. return nullptr;
  14591. }
  14592. //success, unit created.
  14593. switch( skill_id ) {
  14594. case NJ_TATAMIGAESHI: //Store number of tiles.
  14595. group->val1 = group->alive_count;
  14596. break;
  14597. }
  14598. return group;
  14599. }
  14600. /*==========================================
  14601. *
  14602. *------------------------------------------*/
  14603. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14604. {
  14605. skill_unit_onplace(unit, bl, tick);
  14606. }
  14607. /**
  14608. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14609. * while skill unit initialized or moved (such by knock back).
  14610. * As a follow of skill_unit_effect flag &1
  14611. * @param unit
  14612. * @param bl Target
  14613. * @param tick
  14614. */
  14615. static int32 skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14616. {
  14617. struct block_list *ss; // Actual source that cast the skill unit
  14618. status_change *sc;
  14619. struct status_change_entry *sce;
  14620. enum sc_type type;
  14621. uint16 skill_id;
  14622. nullpo_ret(unit);
  14623. nullpo_ret(bl);
  14624. if(bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14625. return 0;
  14626. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14627. if (sg == nullptr)
  14628. return 0;
  14629. nullpo_ret(ss = map_id2bl(sg->src_id));
  14630. status_data* tstatus = status_get_status_data(*bl);
  14631. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14632. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14633. return 0; //AoE skills are ineffective. [Skotlex]
  14634. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14635. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14636. return 0; //Songs don't work in Basilica
  14637. sc = status_get_sc(bl);
  14638. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14639. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14640. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14641. status_change_end(bl, SC_VACUUM_EXTREME);
  14642. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14643. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14644. type = skill_get_sc(sg->skill_id);
  14645. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14646. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14647. switch (sg->unit_id) {
  14648. case UNT_SPIDERWEB:
  14649. if (sc) {
  14650. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14651. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14652. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14653. const struct TimerData* td;
  14654. struct map_data *mapdata = map_getmapdata(bl->m);
  14655. if (mapdata_flag_vs(mapdata))
  14656. sec /= 2;
  14657. if (sc->getSCE(type)) {
  14658. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14659. //Already triple affected, immune
  14660. sg->limit = DIFF_TICK(tick, sg->tick);
  14661. break;
  14662. }
  14663. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14664. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14665. sec *= (sc->getSCE(type)->val1 + 1);
  14666. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14667. sec *= (sc->getSCE(type)->val1 + 1);
  14668. //Add group id to status change
  14669. if (sc->getSCE(type)->val2 == 0)
  14670. sc->getSCE(type)->val2 = sg->group_id;
  14671. else if (sc->getSCE(type)->val3 == 0)
  14672. sc->getSCE(type)->val3 = sg->group_id;
  14673. else if (sc->getSCE(type)->val4 == 0)
  14674. sc->getSCE(type)->val4 = sg->group_id;
  14675. //Overwrite status change with new duration
  14676. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14677. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14678. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14679. }
  14680. else {
  14681. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14682. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14683. if (td)
  14684. sec = DIFF_TICK(td->tick, tick);
  14685. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14686. clif_fixpos( *bl );
  14687. }
  14688. else
  14689. sec = 3000; //Couldn't trap it?
  14690. }
  14691. sg->val2 = bl->id;
  14692. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14693. }
  14694. break;
  14695. case UNT_SAFETYWALL:
  14696. if (!sce)
  14697. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14698. break;
  14699. case UNT_BLOODYLUST:
  14700. if (sg->src_id == bl->id)
  14701. break; //Does not affect the caster.
  14702. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14703. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14704. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14705. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14706. break;
  14707. case UNT_PNEUMA:
  14708. if (!sce)
  14709. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14710. break;
  14711. case UNT_CHAOSPANIC:
  14712. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14713. break;
  14714. case UNT_WARP_WAITING: {
  14715. int32 working = sg->val1&0xffff;
  14716. if(bl->type==BL_PC && !working){
  14717. map_session_data *sd = (map_session_data *)bl;
  14718. if((!sd->chatID || battle_config.chat_warpportal)
  14719. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14720. {
  14721. int32 x = sg->val2>>16;
  14722. int32 y = sg->val2&0xffff;
  14723. int32 count = sg->val1>>16;
  14724. uint16 m = sg->val3;
  14725. if( --count <= 0 )
  14726. skill_delunitgroup(sg);
  14727. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14728. working = 1;/* we break it because officials break it, lovely stuff. */
  14729. sg->val1 = (count<<16)|working;
  14730. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14731. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14732. }
  14733. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14734. int16 m = map_mapindex2mapid(sg->val3);
  14735. if (m < 0) break; //Map not available on this map-server.
  14736. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14737. }
  14738. }
  14739. break;
  14740. case UNT_QUAGMIRE:
  14741. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14742. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14743. break;
  14744. case UNT_VOLCANO:
  14745. case UNT_DELUGE:
  14746. case UNT_VIOLENTGALE:
  14747. case UNT_FIRE_INSIGNIA:
  14748. case UNT_WATER_INSIGNIA:
  14749. case UNT_WIND_INSIGNIA:
  14750. case UNT_EARTH_INSIGNIA:
  14751. if(!sce)
  14752. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14753. break;
  14754. case UNT_WATER_BARRIER:
  14755. case UNT_ZEPHYR:
  14756. case UNT_POWER_OF_GAIA:
  14757. if (bl->id == ss->id)
  14758. break; // Doesn't affect the Elemental
  14759. if (!sce)
  14760. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14761. break;
  14762. case UNT_SUITON:
  14763. if(!sce)
  14764. sc_start4(ss, bl,type,100,sg->skill_lv,
  14765. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14766. 0,0,sg->limit);
  14767. break;
  14768. case UNT_HERMODE:
  14769. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14770. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14771. [[fallthrough]];
  14772. case UNT_RICHMANKIM:
  14773. case UNT_ETERNALCHAOS:
  14774. case UNT_DRUMBATTLEFIELD:
  14775. case UNT_RINGNIBELUNGEN:
  14776. case UNT_ROKISWEIL:
  14777. case UNT_INTOABYSS:
  14778. case UNT_SIEGFRIED:
  14779. //Needed to check when a dancer/bard leaves their ensemble area.
  14780. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14781. return skill_id;
  14782. if (!sce)
  14783. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14784. break;
  14785. case UNT_WHISTLE:
  14786. case UNT_ASSASSINCROSS:
  14787. case UNT_POEMBRAGI:
  14788. case UNT_APPLEIDUN:
  14789. case UNT_HUMMING:
  14790. case UNT_DONTFORGETME:
  14791. case UNT_FORTUNEKISS:
  14792. case UNT_SERVICEFORYOU:
  14793. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14794. return 0;
  14795. if (!sc) return 0;
  14796. if (!sce)
  14797. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14798. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14799. sce->val4 = 0; //remove the mark that we stepped out
  14800. delete_timer(sce->timer, status_change_timer);
  14801. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14802. }
  14803. break;
  14804. case UNT_FOGWALL:
  14805. if (!sce)
  14806. {
  14807. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14808. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14809. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14810. }
  14811. break;
  14812. #ifndef RENEWAL
  14813. case UNT_GRAVITATION:
  14814. if (!sce)
  14815. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14816. break;
  14817. case UNT_BASILICA:
  14818. {
  14819. int32 i = battle_check_target(bl, bl, BCT_ENEMY);
  14820. if (i > 0) {
  14821. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14822. break;
  14823. }
  14824. if (!sce && i <= 0)
  14825. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14826. }
  14827. break;
  14828. #endif
  14829. case UNT_MOONLIT:
  14830. //Knockback out of area if affected char isn't in Moonlit effect
  14831. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14832. break;
  14833. if (ss == bl) //Also needed to prevent infinite loop crash.
  14834. break;
  14835. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14836. break;
  14837. case UNT_REVERBERATION:
  14838. if (sg->src_id == bl->id)
  14839. break; //Does not affect the caster.
  14840. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14841. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14842. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14843. sg->unit_id = UNT_USED_TRAPS;
  14844. break;
  14845. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14846. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14847. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14848. break;
  14849. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14850. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14851. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14852. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14853. break;
  14854. case UNT_VOLCANIC_ASH:
  14855. if (!sce)
  14856. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14857. break;
  14858. case UNT_KINGS_GRACE:
  14859. if (!sce) {
  14860. int32 state = 0;
  14861. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14862. state |= BCT_GUILD;
  14863. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14864. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14865. }
  14866. break;
  14867. case UNT_STEALTHFIELD:
  14868. if( bl->id == sg->src_id )
  14869. break; // Doesn't work on self (video shows that)
  14870. if (!sce)
  14871. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14872. break;
  14873. case UNT_NEUTRALBARRIER:
  14874. if (!sce)
  14875. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14876. break;
  14877. case UNT_WARMER:
  14878. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14879. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14880. break;
  14881. case UNT_CATNIPPOWDER:
  14882. if (sg->src_id == bl->id)
  14883. break; // Does not affect the caster or Boss.
  14884. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14885. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14886. break;
  14887. case UNT_NYANGGRASS:
  14888. if (!sce)
  14889. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14890. break;
  14891. case UNT_CREATINGSTAR:
  14892. if (!sce)
  14893. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14894. break;
  14895. case UNT_GD_LEADERSHIP:
  14896. case UNT_GD_GLORYWOUNDS:
  14897. case UNT_GD_SOULCOLD:
  14898. case UNT_GD_HAWKEYES:
  14899. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14900. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14901. break;
  14902. }
  14903. return skill_id;
  14904. }
  14905. /**
  14906. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14907. * @param unit Skill unit
  14908. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14909. * @param tick
  14910. */
  14911. int32 skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14912. {
  14913. struct block_list *ss;
  14914. TBL_PC* tsd;
  14915. status_change *sc, *tsc;
  14916. struct skill_unit_group_tickset *ts;
  14917. enum sc_type type;
  14918. uint16 skill_id;
  14919. t_tick diff = 0;
  14920. nullpo_ret(unit);
  14921. nullpo_ret(bl);
  14922. if (bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14923. return 0;
  14924. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14925. if (sg == nullptr)
  14926. return 0;
  14927. nullpo_ret(ss = map_id2bl(sg->src_id));
  14928. tsd = BL_CAST(BL_PC, bl);
  14929. tsc = status_get_sc(bl);
  14930. sc = status_get_sc(ss);
  14931. status_data* tstatus = status_get_status_data(*bl);
  14932. type = skill_get_sc(sg->skill_id);
  14933. skill_id = sg->skill_id;
  14934. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14935. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14936. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14937. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14938. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14939. if (sg->interval == -1) {
  14940. switch (sg->unit_id) {
  14941. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14942. case UNT_FIREPILLAR_ACTIVE:
  14943. case UNT_ELECTRICSHOCKER:
  14944. case UNT_MANHOLE:
  14945. return 0;
  14946. default:
  14947. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14948. return 0;
  14949. }
  14950. }
  14951. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14952. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14953. diff = DIFF_TICK(tick,ts->tick);
  14954. if (diff < 0)
  14955. return 0;
  14956. ts->tick = tick+sg->interval;
  14957. }
  14958. // Wall of Thorn damaged by Fire element unit [Cydh]
  14959. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14960. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14961. struct skill_unit *su = (struct skill_unit *)bl;
  14962. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14963. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14964. su->group->limit = sg->limit = 0;
  14965. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14966. return skill_id;
  14967. }
  14968. }
  14969. switch (sg->unit_id) {
  14970. // Units that deals simple attack
  14971. #ifndef RENEWAL
  14972. case UNT_GRAVITATION:
  14973. #endif
  14974. case UNT_EARTHSTRAIN:
  14975. case UNT_FIREWALK:
  14976. case UNT_ELECTRICWALK:
  14977. case UNT_PSYCHIC_WAVE:
  14978. case UNT_LAVA_SLIDE:
  14979. case UNT_MAKIBISHI:
  14980. case UNT_VENOMFOG:
  14981. case UNT_ICEMINE:
  14982. case UNT_FLAMECROSS:
  14983. case UNT_HELLBURNING:
  14984. case UNT_CANE_OF_EVIL_EYE:
  14985. case UNT_RAIN_OF_CRYSTAL:
  14986. case UNT_MYSTERY_ILLUSION:
  14987. case UNT_STRANTUM_TREMOR:
  14988. case UNT_TORNADO_STORM:
  14989. case UNT_FLORAL_FLARE_ROAD:
  14990. case UNT_CROSS_RAIN:
  14991. case UNT_PNEUMATICUS_PROCELLA:
  14992. case UNT_LIGHTNING_LAND:
  14993. case UNT_VENOM_SWAMP:
  14994. case UNT_CONFLAGRATION:
  14995. case UNT_DEEPBLINDTRAP:
  14996. case UNT_SOLIDTRAP:
  14997. case UNT_SWIFTTRAP:
  14998. case UNT_FLAMETRAP:
  14999. case UNT_STAR_BURST:
  15000. case UNT_GRENADES_DROPPING:
  15001. case UNT_MISSION_BOMBARD:
  15002. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15003. break;
  15004. #ifdef RENEWAL
  15005. case UNT_GRAVITATION:
  15006. #endif
  15007. case UNT_GROUND_GRAVITATION:
  15008. case UNT_JACK_FROST_NOVA:
  15009. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15010. break;
  15011. case UNT_DUMMYSKILL:
  15012. switch (sg->skill_id) {
  15013. case SG_SUN_WARM: //SG skills [Komurka]
  15014. case SG_MOON_WARM:
  15015. case SG_STAR_WARM: {
  15016. int32 count = 0;
  15017. const int32 x = bl->x, y = bl->y;
  15018. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  15019. do {
  15020. if( bl->type == BL_PC )
  15021. status_zap(bl, 0, 10); // sp damage to players
  15022. else { // mobs
  15023. // Bosses trigger the effect only 1 out of 5 times
  15024. if (status_get_class_(bl) == CLASS_BOSS && rnd_chance(4, 5))
  15025. continue;
  15026. // costs 2 SP per hit
  15027. if (!status_charge(ss, 0, 2)) {
  15028. //should end when out of sp.
  15029. sg->limit = DIFF_TICK(tick, sg->tick);
  15030. break;
  15031. }
  15032. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick + (t_tick)count * sg->interval, 0);
  15033. }
  15034. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  15035. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl) );
  15036. }
  15037. break;
  15038. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  15039. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  15040. if (tsc)
  15041. tsc->sg_counter++; //SG hit counter.
  15042. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  15043. tsc->sg_counter=0; //Attack absorbed.
  15044. break;
  15045. #endif
  15046. case GS_DESPERADO:
  15047. if (rnd()%100 < unit->val1)
  15048. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15049. break;
  15050. case NPC_COMET:
  15051. case WL_COMET:
  15052. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  15053. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15054. break;
  15055. case NPC_WIDESUCK: {
  15056. int32 heal = (int32)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15057. if (heal > 0) {
  15058. clif_skill_nodamage(ss,*bl,sg->skill_id,sg->skill_lv);
  15059. clif_skill_nodamage(nullptr,*ss,AL_HEAL,heal);
  15060. status_heal(ss,heal,0,0);
  15061. }
  15062. }
  15063. break;
  15064. case CR_GRANDCROSS:
  15065. case NPC_GRANDDARKNESS:
  15066. if(!battle_config.gx_allhit)
  15067. unit->val1--;
  15068. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15069. break;
  15070. case HN_METEOR_STORM_BUSTER:
  15071. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  15072. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15073. break;
  15074. default:
  15075. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15076. }
  15077. break;
  15078. case UNT_FIREWALL:
  15079. case UNT_KAEN: {
  15080. int32 count = 0;
  15081. const int32 x = bl->x, y = bl->y;
  15082. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  15083. break;
  15084. //Take into account these hit more times than the timer interval can handle.
  15085. do
  15086. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  15087. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  15088. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl));
  15089. if (unit->val2 <= 0)
  15090. skill_delunit(unit);
  15091. }
  15092. break;
  15093. case UNT_SANCTUARY:
  15094. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  15095. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  15096. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  15097. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  15098. } else {
  15099. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15100. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15101. #ifdef RENEWAL
  15102. if (md && md->mob_id == MOBID_EMPERIUM)
  15103. break;
  15104. #endif
  15105. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  15106. break;
  15107. if( tstatus->hp >= tstatus->max_hp )
  15108. break;
  15109. if( status_isimmune(bl) )
  15110. heal = 0;
  15111. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15112. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  15113. heal = ~heal + 1;
  15114. status_heal(bl, heal, 0, 0);
  15115. }
  15116. break;
  15117. case UNT_EVILLAND:
  15118. //Will heal demon and undead element monsters, but not players.
  15119. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  15120. { //Damage enemies
  15121. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  15122. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15123. } else {
  15124. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15125. if (tstatus->hp >= tstatus->max_hp)
  15126. break;
  15127. if (status_isimmune(bl))
  15128. heal = 0;
  15129. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15130. status_heal(bl, heal, 0, 0);
  15131. }
  15132. break;
  15133. case UNT_MAGNUS:
  15134. #ifndef RENEWAL
  15135. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  15136. break;
  15137. #endif
  15138. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15139. break;
  15140. case UNT_FIREPILLAR_WAITING:
  15141. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  15142. skill_delunit(unit);
  15143. break;
  15144. case UNT_SKIDTRAP: {
  15145. //Knockback away from position of user during placement [Playtester]
  15146. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  15147. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  15148. sg->unit_id = UNT_USED_TRAPS;
  15149. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15150. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  15151. #ifdef RENEWAL
  15152. // In renewal, target will be stopped for 3 seconds
  15153. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  15154. #else
  15155. // In pre-renewal, if target was a monster, it will unlock target and become idle
  15156. struct mob_data* md = BL_CAST(BL_MOB, bl);
  15157. if (md)
  15158. mob_unlocktarget(md, tick);
  15159. #endif
  15160. }
  15161. break;
  15162. case UNT_ANKLESNARE:
  15163. case UNT_MANHOLE:
  15164. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  15165. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  15166. if (sg->unit_id == UNT_ANKLESNARE) {
  15167. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  15168. #ifndef RENEWAL
  15169. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  15170. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  15171. sec /= 5;
  15172. #endif
  15173. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  15174. }
  15175. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  15176. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15177. if( td )
  15178. sec = DIFF_TICK(td->tick, tick);
  15179. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  15180. || !unit_blown_immune(bl,0x1) )
  15181. {
  15182. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  15183. clif_fixpos( *bl );
  15184. }
  15185. sg->val2 = bl->id;
  15186. } else
  15187. sec = 3000; //Couldn't trap it?
  15188. if (sg->unit_id == UNT_ANKLESNARE) {
  15189. clif_skillunit_update( unit->bl );
  15190. /**
  15191. * If you're snared from a trap that was invisible this makes the trap be
  15192. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  15193. * bugreport:3961
  15194. **/
  15195. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  15196. }
  15197. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  15198. sg->interval = -1;
  15199. unit->range = 0;
  15200. }
  15201. break;
  15202. case UNT_EARTHQUAKE:
  15203. sg->val1++; // Hit count
  15204. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  15205. break;
  15206. case UNT_ELECTRICSHOCKER:
  15207. if( bl->id != ss->id ) {
  15208. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  15209. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15210. clif_fixpos( *bl );
  15211. }
  15212. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15213. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15214. }
  15215. break;
  15216. case UNT_VENOMDUST:
  15217. if(tsc && !tsc->getSCE(type))
  15218. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  15219. break;
  15220. case UNT_LANDMINE:
  15221. //Land Mine only hits single target
  15222. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15223. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15224. sg->limit = 1500;
  15225. break;
  15226. case UNT_MAGENTATRAP:
  15227. case UNT_COBALTTRAP:
  15228. case UNT_MAIZETRAP:
  15229. case UNT_VERDURETRAP:
  15230. if( bl->type == BL_PC )// it won't work on players
  15231. break;
  15232. [[fallthrough]];
  15233. case UNT_FIRINGTRAP:
  15234. case UNT_ICEBOUNDTRAP:
  15235. case UNT_CLUSTERBOMB:
  15236. if( bl->id == ss->id )// it won't trigger on caster
  15237. break;
  15238. [[fallthrough]];
  15239. case UNT_BLASTMINE:
  15240. case UNT_SHOCKWAVE:
  15241. case UNT_SANDMAN:
  15242. case UNT_FLASHER:
  15243. case UNT_FREEZINGTRAP:
  15244. case UNT_FIREPILLAR_ACTIVE:
  15245. case UNT_CLAYMORETRAP:
  15246. {
  15247. int32 bl_flag = sg->bl_flag;
  15248. if (tsc && tsc->getSCE(SC__MANHOLE))
  15249. break;
  15250. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  15251. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  15252. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  15253. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  15254. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  15255. sg->limit = DIFF_TICK(tick, sg->tick) +
  15256. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  15257. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  15258. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  15259. }
  15260. break;
  15261. case UNT_TALKIEBOX:
  15262. if (sg->src_id == bl->id)
  15263. break;
  15264. if (sg->val2 == 0) {
  15265. clif_talkiebox(&unit->bl, sg->valstr);
  15266. sg->unit_id = UNT_USED_TRAPS;
  15267. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15268. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  15269. sg->val2 = -1;
  15270. }
  15271. break;
  15272. case UNT_LULLABY:
  15273. if (ss->id == bl->id)
  15274. break;
  15275. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15276. break;
  15277. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  15278. if (ss->id != bl->id)
  15279. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15280. break;
  15281. case UNT_DISSONANCE:
  15282. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15283. break;
  15284. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  15285. int32 heal;
  15286. #ifdef RENEWAL
  15287. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15288. if (md && md->mob_id == MOBID_EMPERIUM)
  15289. break;
  15290. #endif
  15291. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15292. break; // affects self only when soullinked
  15293. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  15294. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  15295. heal = ~heal + 1;
  15296. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15297. status_heal(bl, heal, 0, 0);
  15298. }
  15299. break;
  15300. case UNT_TATAMIGAESHI:
  15301. case UNT_DEMONSTRATION:
  15302. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15303. break;
  15304. case UNT_GOSPEL:
  15305. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  15306. break;
  15307. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  15308. { // Support Effect only on party, not guild
  15309. int32 heal;
  15310. int32 i = rnd() % 13; // Positive buff count
  15311. int32 time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  15312. switch (i)
  15313. {
  15314. case 0: // Heal 1000~9999 HP
  15315. heal = rnd() % 9000 + 1000;
  15316. clif_skill_nodamage(ss, *bl, AL_HEAL, heal);
  15317. status_heal(bl, heal, 0, 0);
  15318. break;
  15319. case 1: // End all negative status
  15320. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  15321. if (tsd) clif_gospel_info(tsd, 0x15);
  15322. break;
  15323. case 2: // Immunity to all status
  15324. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  15325. if (tsd) clif_gospel_info(tsd, 0x16);
  15326. break;
  15327. case 3: // MaxHP +100%
  15328. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  15329. if (tsd) clif_gospel_info(tsd, 0x17);
  15330. break;
  15331. case 4: // MaxSP +100%
  15332. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  15333. if (tsd) clif_gospel_info(tsd, 0x18);
  15334. break;
  15335. case 5: // All stats +20
  15336. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  15337. if (tsd) clif_gospel_info(tsd, 0x19);
  15338. break;
  15339. case 6: // Level 10 Blessing
  15340. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  15341. break;
  15342. case 7: // Level 10 Increase AGI
  15343. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  15344. break;
  15345. case 8: // Enchant weapon with Holy element
  15346. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  15347. if (tsd) clif_gospel_info(tsd, 0x1c);
  15348. break;
  15349. case 9: // Enchant armor with Holy element
  15350. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  15351. if (tsd) clif_gospel_info(tsd, 0x1d);
  15352. break;
  15353. case 10: // DEF +25%
  15354. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  15355. if (tsd) clif_gospel_info(tsd, 0x1e);
  15356. break;
  15357. case 11: // ATK +100%
  15358. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  15359. if (tsd) clif_gospel_info(tsd, 0x1f);
  15360. break;
  15361. case 12: // HIT/Flee +50
  15362. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  15363. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  15364. if (tsd) clif_gospel_info(tsd, 0x20);
  15365. break;
  15366. }
  15367. }
  15368. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  15369. { // Offensive Effect
  15370. int32 i = rnd() % 10; // Negative buff count
  15371. switch (i)
  15372. {
  15373. case 0: // Deal 3000~7999 damage reduced by DEF
  15374. case 1: // Deal 1500~5499 damage unreducable
  15375. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  15376. break;
  15377. case 2: // Curse
  15378. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  15379. break;
  15380. case 3: // Blind
  15381. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  15382. break;
  15383. case 4: // Poison
  15384. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  15385. break;
  15386. case 5: // Level 10 Provoke
  15387. clif_skill_nodamage(nullptr, *bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  15388. break;
  15389. case 6: // DEF -100%
  15390. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  15391. break;
  15392. case 7: // ATK -100%
  15393. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  15394. break;
  15395. case 8: // Flee -100%
  15396. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  15397. break;
  15398. case 9: // Speed/ASPD -25%
  15399. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  15400. break;
  15401. }
  15402. }
  15403. break;
  15404. #ifndef RENEWAL
  15405. case UNT_BASILICA:
  15406. {
  15407. int32 i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  15408. if (i > 0) {
  15409. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  15410. break;
  15411. }
  15412. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  15413. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  15414. }
  15415. break;
  15416. #endif
  15417. case UNT_GROUNDDRIFT_WIND:
  15418. case UNT_GROUNDDRIFT_DARK:
  15419. case UNT_GROUNDDRIFT_POISON:
  15420. case UNT_GROUNDDRIFT_WATER:
  15421. case UNT_GROUNDDRIFT_FIRE:
  15422. map_foreachinrange(skill_trap_splash,&unit->bl,
  15423. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  15424. &unit->bl,tick);
  15425. sg->unit_id = UNT_USED_TRAPS;
  15426. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  15427. sg->limit=DIFF_TICK(tick,sg->tick);
  15428. break;
  15429. case UNT_POISONSMOKE:
  15430. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  15431. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  15432. break;
  15433. case UNT_EPICLESIS:
  15434. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  15435. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  15436. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  15437. int32 hp, sp;
  15438. switch( sg->skill_lv ) {
  15439. case 1: case 2: hp = 3; sp = 2; break;
  15440. case 3: case 4: hp = 4; sp = 3; break;
  15441. case 5: default: hp = 5; sp = 4; break;
  15442. }
  15443. hp = tstatus->max_hp * hp / 100;
  15444. sp = tstatus->max_sp * sp / 100;
  15445. if (tstatus->hp < tstatus->max_hp)
  15446. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, hp);
  15447. if (tstatus->sp < tstatus->max_sp)
  15448. clif_skill_nodamage(&unit->bl, *bl, MG_SRECOVERY, sp);
  15449. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  15450. hp = ~hp + 1;
  15451. status_heal(bl, hp, sp, 3);
  15452. }
  15453. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  15454. // Doesn't remove Invisibility or Chase Walk.
  15455. status_change_end(bl,SC_HIDING);
  15456. status_change_end(bl,SC_CLOAKING);
  15457. status_change_end(bl,SC_CLOAKINGEXCEED);
  15458. status_change_end(bl,SC_CAMOUFLAGE);
  15459. status_change_end(bl,SC_NEWMOON);
  15460. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  15461. status_change_end(bl, SC__SHADOWFORM);
  15462. }
  15463. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  15464. }
  15465. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  15466. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  15467. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  15468. break;
  15469. case UNT_DIMENSIONDOOR:
  15470. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  15471. pc_randomwarp(tsd,CLR_TELEPORT);
  15472. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  15473. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  15474. break;
  15475. case UNT_REVERBERATION:
  15476. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  15477. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15478. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  15479. sg->unit_id = UNT_USED_TRAPS;
  15480. break;
  15481. case UNT_SEVERE_RAINSTORM:
  15482. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15483. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  15484. break;
  15485. case UNT_NETHERWORLD:
  15486. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  15487. if (!(tsc && tsc->getSCE(type))) {
  15488. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15489. sg->limit = DIFF_TICK(tick,sg->tick);
  15490. sg->unit_id = UNT_USED_TRAPS;
  15491. }
  15492. }
  15493. break;
  15494. case UNT_THORNS_TRAP:
  15495. if( tsc ) {
  15496. if( !sg->val2 ) {
  15497. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  15498. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  15499. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15500. if( td )
  15501. sec = DIFF_TICK(td->tick, tick);
  15502. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  15503. clif_fixpos( *bl );
  15504. sg->val2 = bl->id;
  15505. } else
  15506. sec = 3000; // Couldn't trap it?
  15507. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  15508. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  15509. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  15510. }
  15511. break;
  15512. case UNT_WALLOFTHORN:
  15513. if (unit->val2-- <= 0) // Max hit reached
  15514. break;
  15515. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  15516. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15517. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15518. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  15519. break;
  15520. case UNT_DEMONIC_FIRE:
  15521. switch( sg->val2 ) {
  15522. case 1:
  15523. default:
  15524. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15525. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15526. break;
  15527. }
  15528. break;
  15529. case UNT_ZEPHYR:
  15530. if (ss == bl)
  15531. break; // Doesn't affect the Elemental
  15532. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15533. break;
  15534. case UNT_CLOUD_KILL:
  15535. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL);
  15536. break;
  15537. case UNT_VACUUM_EXTREME:
  15538. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15539. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15540. return 0;
  15541. // Apply effect and suck targets one-by-one each n seconds
  15542. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15543. break;
  15544. case UNT_BANDING:
  15545. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15546. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15547. break;
  15548. case UNT_FIRE_MANTLE:
  15549. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15550. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15551. break;
  15552. case UNT_ZENKAI_WATER:
  15553. case UNT_ZENKAI_LAND:
  15554. case UNT_ZENKAI_FIRE:
  15555. case UNT_ZENKAI_WIND:
  15556. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15557. switch( sg->unit_id ) {
  15558. case UNT_ZENKAI_WATER:
  15559. switch (rnd()%2 + 1) {
  15560. case 1:
  15561. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15562. break;
  15563. case 2:
  15564. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15565. break;
  15566. }
  15567. break;
  15568. case UNT_ZENKAI_LAND:
  15569. switch (rnd()%2 + 1) {
  15570. case 1:
  15571. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15572. break;
  15573. case 2:
  15574. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15575. break;
  15576. }
  15577. break;
  15578. case UNT_ZENKAI_FIRE:
  15579. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15580. break;
  15581. case UNT_ZENKAI_WIND:
  15582. switch (rnd()%3 + 1) {
  15583. case 1:
  15584. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15585. break;
  15586. case 2:
  15587. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15588. break;
  15589. case 3:
  15590. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15591. break;
  15592. }
  15593. break;
  15594. }
  15595. } else
  15596. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15597. break;
  15598. case UNT_POISON_MIST:
  15599. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15600. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15601. break;
  15602. case UNT_CHAOSPANIC:
  15603. if (tsc && tsc->getSCE(type))
  15604. break;
  15605. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15606. break;
  15607. case UNT_B_TRAP:
  15608. if (tsc && tsc->getSCE(type))
  15609. break;
  15610. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15611. unit->val2++; // Mark as ever been used
  15612. break;
  15613. case UNT_FIRE_RAIN:
  15614. clif_skill_damage( *ss, *bl, tick, status_get_amotion(ss), 0,
  15615. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15616. 1, sg->skill_id, sg->skill_lv, DMG_SINGLE );
  15617. break;
  15618. case UNT_MAGMA_ERUPTION:
  15619. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15620. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15621. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15622. else
  15623. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15624. break;
  15625. case UNT_ACIDIFIED_ZONE_WATER:
  15626. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15627. break;
  15628. case UNT_ACIDIFIED_ZONE_GROUND:
  15629. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15630. break;
  15631. case UNT_ACIDIFIED_ZONE_WIND:
  15632. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15633. break;
  15634. case UNT_ACIDIFIED_ZONE_FIRE:
  15635. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15636. break;
  15637. case UNT_ASTRAL_STRIKE:
  15638. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15639. break;
  15640. case UNT_ABYSS_SQUARE: {
  15641. int16 flag = 0;
  15642. // Check to see if the caster is in the AoE.
  15643. if (distance_bl(ss, &unit->bl) <= unit->range)
  15644. flag |= 2; // If yes, skill hits twice.
  15645. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15646. }
  15647. break;
  15648. case UNT_TOTEM_OF_TUTELARY:
  15649. if( bl->type == BL_PC ) {
  15650. if (tsc != nullptr && tsc->option&OPTION_MADOGEAR)
  15651. break;
  15652. int32 hp = 500;
  15653. hp += 500 * sg->skill_lv;
  15654. hp += 50 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15655. hp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15656. hp *= status_get_lv( ss ) / 100;
  15657. int32 sp = 0;
  15658. sp += 50 * sg->skill_lv;
  15659. sp += 5 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15660. sp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15661. sp *= status_get_lv( ss ) / 100;
  15662. status_heal( bl, hp, sp, 0, 2 );
  15663. sc_start( ss, bl, skill_get_sc( sg->skill_id ), 100, sg->skill_lv, sg->interval + 100 );
  15664. }
  15665. break;
  15666. case UNT_HYUN_ROKS_BREEZE:
  15667. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION);
  15668. break;
  15669. }
  15670. if (bl->type == BL_MOB && ss != bl)
  15671. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15672. return skill_id;
  15673. }
  15674. /**
  15675. * Triggered when a char steps out of a skill unit
  15676. * @param src Skill unit from char moved out
  15677. * @param bl Char
  15678. * @param tick
  15679. */
  15680. int32 skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15681. {
  15682. status_change *sc;
  15683. struct status_change_entry *sce;
  15684. enum sc_type type;
  15685. nullpo_ret(src);
  15686. nullpo_ret(bl);
  15687. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15688. if (sg == nullptr)
  15689. return 0;
  15690. sc = status_get_sc(bl);
  15691. type = skill_get_sc(sg->skill_id);
  15692. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15693. if (bl->prev == nullptr || (status_isdead(*bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15694. return 0;
  15695. switch(sg->unit_id){
  15696. case UNT_SAFETYWALL:
  15697. case UNT_PNEUMA:
  15698. case UNT_EPICLESIS://Arch Bishop
  15699. case UNT_TOTEM_OF_TUTELARY:
  15700. if (sce)
  15701. status_change_end(bl, type);
  15702. break;
  15703. #ifndef RENEWAL
  15704. case UNT_BASILICA:
  15705. if (sce && sce->val4 != bl->id)
  15706. status_change_end(bl, type);
  15707. break;
  15708. #endif
  15709. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15710. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15711. status_change_end(bl, type);
  15712. break;
  15713. case UNT_DISSONANCE:
  15714. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15715. {
  15716. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15717. if(skill_get_inf2(i, INF2_ISSONG)) {
  15718. type = skill_get_sc(i);
  15719. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15720. if(sce)
  15721. return i;
  15722. }
  15723. }
  15724. }
  15725. [[fallthrough]];
  15726. case UNT_WHISTLE:
  15727. case UNT_ASSASSINCROSS:
  15728. case UNT_POEMBRAGI:
  15729. case UNT_APPLEIDUN:
  15730. case UNT_HUMMING:
  15731. case UNT_DONTFORGETME:
  15732. case UNT_FORTUNEKISS:
  15733. case UNT_SERVICEFORYOU:
  15734. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15735. return -1;
  15736. }
  15737. return sg->skill_id;
  15738. }
  15739. /**
  15740. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15741. * @param skill_id Skill ID
  15742. * @param bl A char
  15743. * @param tick
  15744. */
  15745. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15746. {
  15747. status_change *sc;
  15748. struct status_change_entry *sce;
  15749. enum sc_type type;
  15750. sc = status_get_sc(bl);
  15751. if (sc != nullptr && sc->empty())
  15752. sc = nullptr;
  15753. type = skill_get_sc(skill_id);
  15754. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15755. switch (skill_id)
  15756. {
  15757. case WZ_QUAGMIRE:
  15758. if (bl->type==BL_MOB)
  15759. break;
  15760. if (sce)
  15761. status_change_end(bl, type);
  15762. break;
  15763. case BD_LULLABY:
  15764. case BD_RICHMANKIM:
  15765. case BD_ETERNALCHAOS:
  15766. case BD_DRUMBATTLEFIELD:
  15767. case BD_RINGNIBELUNGEN:
  15768. case BD_ROKISWEIL:
  15769. case BD_INTOABYSS:
  15770. case BD_SIEGFRIED:
  15771. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15772. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15773. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15774. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15775. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15776. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15777. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15778. status_change_end(bl, SC_DANCING);
  15779. }
  15780. // Sleep effect of Lullaby doesn't end even if song ends
  15781. if (skill_id == BD_LULLABY)
  15782. break;
  15783. [[fallthrough]];
  15784. case MH_STEINWAND:
  15785. case MG_SAFETYWALL:
  15786. case AL_PNEUMA:
  15787. case SA_VOLCANO:
  15788. case SA_DELUGE:
  15789. case SA_VIOLENTGALE:
  15790. case CG_HERMODE:
  15791. #ifndef RENEWAL
  15792. case HW_GRAVITATION:
  15793. case HP_BASILICA:
  15794. #endif
  15795. case NJ_SUITON:
  15796. case SC_MAELSTROM:
  15797. case EL_WATER_BARRIER:
  15798. case EL_ZEPHYR:
  15799. case EL_POWER_OF_GAIA:
  15800. case SO_WARMER:
  15801. case SO_FIRE_INSIGNIA:
  15802. case SO_WATER_INSIGNIA:
  15803. case SO_WIND_INSIGNIA:
  15804. case SO_EARTH_INSIGNIA:
  15805. case SJ_BOOKOFCREATINGSTAR:
  15806. case SC_BLOODYLUST:
  15807. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15808. case GN_FIRE_EXPANSION_TEAR_GAS:
  15809. case LG_KINGS_GRACE:
  15810. case NC_STEALTHFIELD:
  15811. case NC_NEUTRALBARRIER:
  15812. case SU_NYANGGRASS:
  15813. if (sce)
  15814. status_change_end(bl, type);
  15815. break;
  15816. case BA_DISSONANCE:
  15817. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15818. {
  15819. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15820. if(skill_get_inf2(i, INF2_ISSONG)){
  15821. type = skill_get_sc(i);
  15822. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15823. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15824. delete_timer(sce->timer, status_change_timer);
  15825. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15826. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15827. }
  15828. }
  15829. }
  15830. }
  15831. break;
  15832. case BA_POEMBRAGI:
  15833. case BA_WHISTLE:
  15834. case BA_ASSASSINCROSS:
  15835. case BA_APPLEIDUN:
  15836. case DC_HUMMING:
  15837. case DC_DONTFORGETME:
  15838. case DC_FORTUNEKISS:
  15839. case DC_SERVICEFORYOU:
  15840. if (sce)
  15841. {
  15842. delete_timer(sce->timer, status_change_timer);
  15843. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15844. //not possible on our current implementation.
  15845. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15846. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15847. }
  15848. break;
  15849. case PF_FOGWALL:
  15850. if (sce)
  15851. {
  15852. status_change_end(bl, type);
  15853. if ((sce=sc->getSCE(SC_BLIND)))
  15854. {
  15855. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15856. status_change_end(bl, SC_BLIND);
  15857. else {
  15858. delete_timer(sce->timer, status_change_timer);
  15859. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15860. }
  15861. }
  15862. }
  15863. break;
  15864. case GD_LEADERSHIP:
  15865. case GD_GLORYWOUNDS:
  15866. case GD_SOULCOLD:
  15867. case GD_HAWKEYES:
  15868. if( !(sce && sce->val4) )
  15869. status_change_end(bl, type);
  15870. break;
  15871. }
  15872. return skill_id;
  15873. }
  15874. /*==========================================
  15875. * Invoked when a unit cell has been placed/removed/deleted.
  15876. * flag values:
  15877. * flag&1: Invoke onplace function (otherwise invoke onout)
  15878. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15879. * flag&8: Recursive
  15880. *------------------------------------------*/
  15881. static int32 skill_unit_effect(struct block_list* bl, va_list ap)
  15882. {
  15883. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15884. t_tick tick = va_arg(ap,t_tick);
  15885. uint32 flag = va_arg(ap,uint32);
  15886. uint16 skill_id;
  15887. bool dissonance = false;
  15888. bool isTarget = false;
  15889. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15890. return 0;
  15891. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15892. if (group == nullptr)
  15893. return 0;
  15894. if( !(flag&8) ) {
  15895. dissonance = skill_dance_switch(unit, 0);
  15896. //Target-type check.
  15897. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15898. }
  15899. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15900. skill_id = group->skill_id;
  15901. if( isTarget ){
  15902. if( flag&1 )
  15903. skill_unit_onplace(unit,bl,tick);
  15904. else {
  15905. if( skill_unit_onout(unit,bl,tick) == -1 )
  15906. return 0; // Don't let a Bard/Dancer update their own song timer
  15907. }
  15908. if( flag&4 )
  15909. skill_unit_onleft(skill_id, bl, tick);
  15910. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15911. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15912. if( dissonance ) {
  15913. skill_dance_switch(unit, 1);
  15914. //we placed a dissonance, let's update
  15915. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15916. }
  15917. return 0;
  15918. }
  15919. /**
  15920. * Check skill unit while receiving damage
  15921. * @param unit Skill unit
  15922. * @param damage Received damage
  15923. * @return Damage
  15924. */
  15925. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15926. {
  15927. nullpo_ret(unit);
  15928. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15929. if (sg == nullptr)
  15930. return 0;
  15931. switch( sg->unit_id ) {
  15932. case UNT_BLASTMINE:
  15933. case UNT_SKIDTRAP:
  15934. case UNT_LANDMINE:
  15935. case UNT_SHOCKWAVE:
  15936. case UNT_SANDMAN:
  15937. case UNT_FLASHER:
  15938. case UNT_CLAYMORETRAP:
  15939. case UNT_FREEZINGTRAP:
  15940. case UNT_ANKLESNARE:
  15941. case UNT_ICEWALL:
  15942. case UNT_WALLOFTHORN:
  15943. case UNT_REVERBERATION:
  15944. case UNT_NETHERWORLD:
  15945. unit->val1 -= (int32)cap_value(damage,INT_MIN,INT_MAX);
  15946. break;
  15947. default:
  15948. damage = 0;
  15949. break;
  15950. }
  15951. return damage;
  15952. }
  15953. /**
  15954. * Check char condition around the skill caster
  15955. * @param bl Char around area
  15956. * @param *c Counter for 'valid' condition found
  15957. * @param *p_sd Stores 'rid' of char found
  15958. * @param skill_id Skill ID
  15959. * @param skill_lv Level of used skill
  15960. */
  15961. int32 skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15962. {
  15963. int32 *c, skill_id;
  15964. struct block_list *src;
  15965. map_session_data *sd;
  15966. map_session_data *tsd;
  15967. int32 *p_sd; //Contains the list of characters found.
  15968. nullpo_ret(bl);
  15969. nullpo_ret(tsd=(map_session_data*)bl);
  15970. nullpo_ret(src=va_arg(ap,struct block_list *));
  15971. nullpo_ret(sd=(map_session_data*)src);
  15972. c=va_arg(ap,int32 *);
  15973. p_sd = va_arg(ap, int32 *);
  15974. skill_id = va_arg(ap,int32);
  15975. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15976. if (skill_id == PR_BENEDICTIO) {
  15977. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15978. return 0;
  15979. }
  15980. else if (is_chorus) {
  15981. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15982. return 0;
  15983. }
  15984. else if (*c >= 1) // Check for one companion for all other cases.
  15985. return 0;
  15986. if (bl == src)
  15987. return 0;
  15988. if(pc_isdead(tsd))
  15989. return 0;
  15990. if (tsd->sc.cant.cast)
  15991. return 0;
  15992. if( is_chorus ) {
  15993. if( tsd->status.party_id && sd->status.party_id &&
  15994. tsd->status.party_id == sd->status.party_id &&
  15995. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15996. p_sd[(*c)++] = tsd->bl.id;
  15997. return 1;
  15998. } else {
  15999. switch(skill_id) {
  16000. case PR_BENEDICTIO: {
  16001. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  16002. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  16003. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  16004. && sd->status.sp >= 10)
  16005. p_sd[(*c)++]=tsd->bl.id;
  16006. return 1;
  16007. }
  16008. case AB_ADORAMUS:
  16009. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  16010. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  16011. p_sd[(*c)++] = tsd->bl.id;
  16012. return 1;
  16013. case TR_GEF_NOCTURN:
  16014. case TR_ROKI_CAPRICCIO:
  16015. case TR_AIN_RHAPSODY:
  16016. case TR_MUSICAL_INTERLUDE:
  16017. case TR_JAWAII_SERENADE:
  16018. case TR_NIPELHEIM_REQUIEM:
  16019. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  16020. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  16021. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  16022. p_sd[(*c)++] = tsd->bl.id;
  16023. return 1;
  16024. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  16025. {
  16026. uint16 skill_lv;
  16027. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  16028. return 0;
  16029. if (sd->status.sex != tsd->status.sex &&
  16030. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  16031. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  16032. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  16033. sd->status.party_id && tsd->status.party_id &&
  16034. sd->status.party_id == tsd->status.party_id &&
  16035. !tsd->sc.getSCE(SC_DANCING))
  16036. {
  16037. p_sd[(*c)++]=tsd->bl.id;
  16038. return skill_lv;
  16039. }
  16040. }
  16041. break;
  16042. }
  16043. }
  16044. return 0;
  16045. }
  16046. /**
  16047. * Checks and stores partners for ensemble skills [Skotlex]
  16048. * Max partners is 2.
  16049. * @param sd Caster
  16050. * @param skill_id
  16051. * @param skill_lv
  16052. * @param range Area range to check
  16053. * @param cast_flag Special handle
  16054. */
  16055. int32 skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int32 range, int32 cast_flag)
  16056. {
  16057. static int32 c=0;
  16058. static int32 p_sd[MAX_PARTY];
  16059. int32 i;
  16060. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  16061. if (!sd)
  16062. return 0;
  16063. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  16064. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  16065. if (cast_flag) { //Execute the skill on the partners.
  16066. map_session_data* tsd;
  16067. switch (skill_id) {
  16068. case PR_BENEDICTIO:
  16069. case WM_GREAT_ECHO:
  16070. for (i = 0; i < c; i++) {
  16071. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  16072. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  16073. }
  16074. return c;
  16075. case AB_ADORAMUS:
  16076. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  16077. i = 2 * (*skill_lv);
  16078. status_charge(&tsd->bl, 0, i);
  16079. }
  16080. break;
  16081. default:
  16082. if( is_chorus )
  16083. break;//Chorus skills are not to be parsed as ensembles
  16084. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  16085. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  16086. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  16087. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  16088. clif_skill_nodamage(&tsd->bl, sd->bl, skill_id, *skill_lv);
  16089. tsd->skill_id_dance = skill_id;
  16090. tsd->skill_lv_dance = *skill_lv;
  16091. #ifdef RENEWAL
  16092. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16093. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16094. #endif
  16095. }
  16096. }
  16097. return c;
  16098. }
  16099. }
  16100. //Else: new search for partners.
  16101. c = 0;
  16102. memset (p_sd, 0, sizeof(p_sd));
  16103. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  16104. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  16105. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  16106. *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.
  16107. return c;
  16108. }
  16109. /**
  16110. * Sub function to count how many spawned mob is around.
  16111. * Some skills check with matched AI.
  16112. * @param rid Source ID
  16113. * @param mob_class Monster ID
  16114. * @param skill_id Used skill
  16115. * @param *c Counter for found monster
  16116. */
  16117. static int32 skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  16118. {
  16119. int32 *c,src_id,mob_class,skill;
  16120. uint16 ai;
  16121. struct mob_data *md;
  16122. md=(struct mob_data*)bl;
  16123. src_id=va_arg(ap,int32);
  16124. mob_class=va_arg(ap,int32);
  16125. skill=va_arg(ap,int32);
  16126. c=va_arg(ap,int32 *);
  16127. switch (skill) {
  16128. case AM_SPHEREMINE:
  16129. ai = AI_SPHERE;
  16130. break;
  16131. case AM_CANNIBALIZE:
  16132. ai = AI_FLORA;
  16133. break;
  16134. case KO_ZANZOU:
  16135. ai = AI_ZANZOU;
  16136. break;
  16137. case MH_SUMMON_LEGION:
  16138. ai = AI_LEGION;
  16139. break;
  16140. case NC_SILVERSNIPER:
  16141. case NC_MAGICDECOY:
  16142. ai = AI_FAW;
  16143. break;
  16144. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16145. case MT_SUMMON_ABR_DUAL_CANNON:
  16146. case MT_SUMMON_ABR_MOTHER_NET:
  16147. case MT_SUMMON_ABR_INFINITY:
  16148. ai = AI_ABR;
  16149. break;
  16150. case BO_WOODENWARRIOR:
  16151. case BO_WOODEN_FAIRY:
  16152. case BO_CREEPER:
  16153. case BO_HELLTREE:
  16154. ai = AI_BIONIC;
  16155. break;
  16156. default:
  16157. ai = AI_FLORA;
  16158. break;
  16159. }
  16160. if( md->master_id != src_id || md->special_state.ai != ai)
  16161. return 0; //Non alchemist summoned mobs have nothing to do here.
  16162. if(md->mob_id==mob_class)
  16163. (*c)++;
  16164. return 1;
  16165. }
  16166. /**
  16167. * Determines if a given skill should be made to consume ammo
  16168. * when used by the player. [Skotlex]
  16169. * @param sd Player
  16170. * @param skill_id Skill ID
  16171. * @return True if skill is need ammo; False otherwise.
  16172. */
  16173. int32 skill_isammotype(map_session_data *sd, uint16 skill_id)
  16174. {
  16175. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16176. return (
  16177. battle_config.arrow_decrement == 2 &&
  16178. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  16179. skill_id != HT_PHANTASMIC &&
  16180. skill->skill_type == BF_WEAPON &&
  16181. !skill->nk[NK_NODAMAGE] &&
  16182. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  16183. );
  16184. }
  16185. /**
  16186. * Check SC required to cast a skill
  16187. * @param sc
  16188. * @param skill_id
  16189. * @return True if condition is met, False otherwise
  16190. **/
  16191. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  16192. if (require.status.empty())
  16193. return true;
  16194. status_change *sc = &sd.sc;
  16195. if (sc == nullptr) {
  16196. clif_skill_fail( sd, skill_id );
  16197. return false;
  16198. }
  16199. // May have multiple requirements
  16200. for (const auto &reqStatus : require.status) {
  16201. if (reqStatus == SC_NONE)
  16202. continue;
  16203. useskill_fail_cause cause;
  16204. switch (reqStatus) {
  16205. // Official fail message
  16206. case SC_PUSH_CART:
  16207. cause = USESKILL_FAIL_CART;
  16208. break;
  16209. case SC_POISONINGWEAPON:
  16210. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  16211. break;
  16212. case SC_WEAPONBLOCK_ON:
  16213. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  16214. break;
  16215. default:
  16216. cause = USESKILL_FAIL_LEVEL;
  16217. break;
  16218. }
  16219. if (!sc->getSCE(reqStatus)) {
  16220. clif_skill_fail( sd, skill_id, cause );
  16221. return false;
  16222. }
  16223. }
  16224. return true;
  16225. }
  16226. /**
  16227. * Check SC of BL
  16228. * @param sc
  16229. * @param skill_id
  16230. * @return 1 if condition is met, 0 otherwise
  16231. **/
  16232. int32 skill_check_bl_sc(struct block_list *target, va_list ap) {
  16233. nullpo_ret(target);
  16234. int32 sc_id = va_arg(ap,int32);
  16235. status_change *sc = status_get_sc(target);
  16236. if (sc && sc->getSCE(sc_id))
  16237. return 1;
  16238. return 0;
  16239. }
  16240. /**
  16241. * Check skill condition when cast begin
  16242. * For ammo, only check if the skill need ammo
  16243. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  16244. * @param sd Player who uses skill
  16245. * @param skill_id ID of used skill
  16246. * @param skill_lv Level of used skill
  16247. * @return true: All condition passed, false: Failed
  16248. */
  16249. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16250. struct s_skill_condition require;
  16251. int32 i;
  16252. if (sd.chatID)
  16253. return false;
  16254. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  16255. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16256. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16257. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16258. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16259. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16260. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16261. return true;
  16262. }
  16263. switch( sd.menuskill_id ) {
  16264. case AM_PHARMACY:
  16265. switch( skill_id ) {
  16266. case AM_PHARMACY:
  16267. case AC_MAKINGARROW:
  16268. case BS_REPAIRWEAPON:
  16269. case AM_TWILIGHT1:
  16270. case AM_TWILIGHT2:
  16271. case AM_TWILIGHT3:
  16272. return false;
  16273. }
  16274. break;
  16275. case GN_MIX_COOKING:
  16276. case GN_MAKEBOMB:
  16277. case GN_S_PHARMACY:
  16278. case GN_CHANGEMATERIAL:
  16279. case MT_M_MACHINE:
  16280. case BO_BIONIC_PHARMACY:
  16281. if( sd.menuskill_id != skill_id )
  16282. return false;
  16283. break;
  16284. }
  16285. struct status_data* status = &sd.battle_status;
  16286. status_change* sc = &sd.sc;
  16287. if( sc->empty() )
  16288. sc = nullptr;
  16289. if( sd.skillitem == skill_id )
  16290. {
  16291. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  16292. sd.state.abra_flag = 0;
  16293. else
  16294. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  16295. if( (i = sd.itemindex) == -1 ||
  16296. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  16297. sd.inventory_data[i] == nullptr ||
  16298. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  16299. sd.inventory.u.items_inventory[i].amount < 1
  16300. )
  16301. { //Something went wrong, item exploit?
  16302. sd.itemid = 0;
  16303. sd.itemindex = -1;
  16304. return false;
  16305. }
  16306. //Consume
  16307. sd.itemid = 0;
  16308. sd.itemindex = -1;
  16309. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  16310. ; //Do not consume item.
  16311. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  16312. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  16313. }
  16314. if(!sd.skillitem_keep_requirement)
  16315. return true;
  16316. }
  16317. if( pc_is90overweight(&sd) ) {
  16318. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16319. return false;
  16320. }
  16321. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  16322. return false;
  16323. //Checks if disabling skill - in which case no SP requirements are necessary
  16324. if( sc && skill_disable_check(*sc,skill_id))
  16325. return true;
  16326. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16327. // Check the skills that can be used while mounted on a warg
  16328. if( pc_isridingwug(&sd) ) {
  16329. if(!inf2[INF2_ALLOWONWARG])
  16330. return false; // in official there is no message.
  16331. }
  16332. if( pc_ismadogear(&sd) ) {
  16333. // Skills that are unusable when Mado is equipped. [Jobbie]
  16334. if(!inf2[INF2_ALLOWONMADO]){
  16335. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  16336. return false;
  16337. }
  16338. }
  16339. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  16340. // return false;
  16341. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16342. //Can only update state when weapon/arrow info is checked.
  16343. sd.state.arrow_atk = require.ammo?1:0;
  16344. // perform skill-group checks
  16345. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  16346. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  16347. clif_skill_fail( sd, skill_id );
  16348. return false;
  16349. }
  16350. }
  16351. else if(inf2[INF2_ISENSEMBLE]) {
  16352. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  16353. clif_skill_fail( sd, skill_id );
  16354. return false;
  16355. }
  16356. }
  16357. // perform skill-specific checks (and actions)
  16358. switch( skill_id ) {
  16359. case RG_GRAFFITI:
  16360. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  16361. clif_skill_fail( sd, skill_id );
  16362. return false;
  16363. }
  16364. break;
  16365. case SO_SPELLFIST:
  16366. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  16367. clif_skill_fail( sd, skill_id );
  16368. return false;
  16369. }
  16370. [[fallthrough]];
  16371. case SA_CASTCANCEL:
  16372. if(sd.ud.skilltimer == INVALID_TIMER) {
  16373. clif_skill_fail( sd, skill_id );
  16374. return false;
  16375. }
  16376. break;
  16377. case AS_CLOAKING:
  16378. {
  16379. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  16380. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  16381. int32 dir;
  16382. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  16383. if( dir == DIR_MAX ) {
  16384. clif_skill_fail( sd, skill_id );
  16385. return false;
  16386. }
  16387. }
  16388. break;
  16389. }
  16390. case AL_WARP:
  16391. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  16392. char output[128];
  16393. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  16394. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  16395. return false;
  16396. }
  16397. break;
  16398. case AL_HOLYWATER:
  16399. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  16400. clif_skill_fail( sd, skill_id );
  16401. return false;
  16402. }
  16403. break;
  16404. case MO_CALLSPIRITS:
  16405. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  16406. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  16407. if(sd.spiritball >= skill_lv) {
  16408. clif_skill_fail( sd, skill_id );
  16409. return false;
  16410. }
  16411. break;
  16412. case MO_FINGEROFFENSIVE:
  16413. case GS_FLING:
  16414. case SR_RIDEINLIGHTNING:
  16415. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  16416. sd.spiritball_old = require.spiritball = sd.spiritball;
  16417. else
  16418. sd.spiritball_old = require.spiritball;
  16419. break;
  16420. case MO_CHAINCOMBO:
  16421. if(!sc)
  16422. return false;
  16423. if(sc->getSCE(SC_BLADESTOP))
  16424. break;
  16425. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  16426. break;
  16427. return false;
  16428. case MO_COMBOFINISH:
  16429. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  16430. return false;
  16431. break;
  16432. case CH_TIGERFIST:
  16433. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  16434. return false;
  16435. break;
  16436. case CH_CHAINCRUSH:
  16437. if(!(sc && sc->getSCE(SC_COMBO)))
  16438. return false;
  16439. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  16440. return false;
  16441. break;
  16442. case SJ_SOLARBURST:
  16443. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  16444. return 0;
  16445. break;
  16446. case MO_EXTREMITYFIST:
  16447. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  16448. // return false;
  16449. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  16450. break;
  16451. if( sc && sc->getSCE(SC_COMBO) ) {
  16452. switch(sc->getSCE(SC_COMBO)->val1) {
  16453. case MO_COMBOFINISH:
  16454. case CH_TIGERFIST:
  16455. case CH_CHAINCRUSH:
  16456. break;
  16457. default:
  16458. return false;
  16459. }
  16460. }
  16461. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  16462. clif_skill_fail( sd, skill_id );
  16463. return false;
  16464. }
  16465. sd.spiritball_old = sd.spiritball;
  16466. break;
  16467. case TK_MISSION:
  16468. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  16469. clif_skill_fail( sd, skill_id );
  16470. return false;
  16471. }
  16472. break;
  16473. case ASC_EDP:
  16474. #ifdef RENEWAL
  16475. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  16476. #else
  16477. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  16478. #endif
  16479. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16480. return false;
  16481. }
  16482. break;
  16483. case TK_READYCOUNTER:
  16484. case TK_READYDOWN:
  16485. case TK_READYSTORM:
  16486. case TK_READYTURN:
  16487. case TK_JUMPKICK:
  16488. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  16489. clif_skill_fail( sd, skill_id );
  16490. return false;
  16491. }
  16492. break;
  16493. case TK_TURNKICK:
  16494. case TK_STORMKICK:
  16495. case TK_DOWNKICK:
  16496. case TK_COUNTER:
  16497. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  16498. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  16499. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  16500. return false; //Combo needs to be ready
  16501. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  16502. //Do not repeat a kick.
  16503. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  16504. break;
  16505. status_change_end(&sd.bl, SC_COMBO);
  16506. return false;
  16507. }
  16508. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  16509. unit_cancel_combo(&sd.bl);
  16510. return false;
  16511. }
  16512. break; //Combo ready.
  16513. #ifndef RENEWAL
  16514. case BD_ADAPTATION:
  16515. {
  16516. int32 time;
  16517. if(!(sc && sc->getSCE(SC_DANCING))) {
  16518. clif_skill_fail( sd, skill_id );
  16519. return false;
  16520. }
  16521. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  16522. if (skill_get_time(
  16523. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  16524. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  16525. - time < skill_get_time2(skill_id,skill_lv))
  16526. {
  16527. clif_skill_fail( sd, skill_id );
  16528. return false;
  16529. }
  16530. }
  16531. break;
  16532. #endif
  16533. case PR_BENEDICTIO:
  16534. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  16535. clif_skill_fail( sd, skill_id );
  16536. return false;
  16537. }
  16538. break;
  16539. case SL_SMA:
  16540. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16541. return false;
  16542. break;
  16543. case HT_POWER:
  16544. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16545. return false;
  16546. break;
  16547. #ifndef RENEWAL
  16548. case CG_HERMODE:
  16549. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16550. clif_skill_fail( sd, skill_id );
  16551. return false;
  16552. }
  16553. break;
  16554. #endif
  16555. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16556. {
  16557. int32 s,range = skill_get_splash(skill_id, skill_lv)+1;
  16558. int32 size = range*2+1;
  16559. for (s=0;s<size*size;s++) {
  16560. int32 x = sd.bl.x+(s%size-range);
  16561. int32 y = sd.bl.y+(s/size-range);
  16562. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16563. clif_skill_fail( sd, skill_id );
  16564. return false;
  16565. }
  16566. }
  16567. }
  16568. break;
  16569. #ifndef RENEWAL
  16570. case PR_REDEMPTIO:
  16571. {
  16572. t_exp exp = pc_nextbaseexp(&sd);
  16573. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16574. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16575. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16576. return false;
  16577. }
  16578. break;
  16579. }
  16580. case HP_BASILICA:
  16581. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16582. // When castbegin, needs 7x7 clear area
  16583. int32 s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16584. int32 size = range*2+1;
  16585. for( s=0;s<size*size;s++ ) {
  16586. int32 x = sd.bl.x+(s%size-range);
  16587. int32 y = sd.bl.y+(s/size-range);
  16588. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16589. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16590. return false;
  16591. }
  16592. }
  16593. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16594. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16595. return false;
  16596. }
  16597. }
  16598. break;
  16599. #endif
  16600. case AM_TWILIGHT2:
  16601. case AM_TWILIGHT3:
  16602. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16603. clif_skill_fail( sd, skill_id );
  16604. return false;
  16605. }
  16606. break;
  16607. case SG_SUN_COMFORT:
  16608. case SG_MOON_COMFORT:
  16609. case SG_STAR_COMFORT:
  16610. if (sc && sc->getSCE(SC_MIRACLE))
  16611. break;
  16612. i = skill_id-SG_SUN_COMFORT;
  16613. if (sd.bl.m == sd.feel_map[i].m &&
  16614. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16615. break;
  16616. clif_skill_fail( sd, skill_id );
  16617. return false;
  16618. case SG_FUSION:
  16619. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16620. break;
  16621. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16622. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16623. if( require.sp > 0 ) {
  16624. if (status->sp < (uint32)require.sp)
  16625. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16626. else
  16627. status_zap(&sd.bl, 0, require.sp);
  16628. }
  16629. return false;
  16630. case GD_BATTLEORDER:
  16631. case GD_REGENERATION:
  16632. case GD_RESTORE:
  16633. case GD_CHARGESHOUT_FLAG:
  16634. case GD_CHARGESHOUT_BEATING:
  16635. case GD_EMERGENCY_MOVE:
  16636. if (!map_flag_gvg2(sd.bl.m)) {
  16637. clif_skill_fail( sd, skill_id );
  16638. return false;
  16639. }
  16640. [[fallthrough]];
  16641. case GD_EMERGENCYCALL:
  16642. case GD_ITEMEMERGENCYCALL:
  16643. // other checks were already done in skill_isNotOk()
  16644. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16645. return false;
  16646. break;
  16647. case GS_GLITTERING:
  16648. case RL_RICHS_COIN:
  16649. if(sd.spiritball >= 10) {
  16650. clif_skill_fail( sd, skill_id );
  16651. return false;
  16652. }
  16653. break;
  16654. case NJ_ISSEN:
  16655. #ifdef RENEWAL
  16656. if (status->hp < (status->hp/100)) {
  16657. #else
  16658. if (status->hp < 2) {
  16659. #endif
  16660. clif_skill_fail( sd, skill_id );
  16661. return false;
  16662. }
  16663. [[fallthrough]];
  16664. case NJ_BUNSINJYUTSU:
  16665. if (!(sc && sc->getSCE(SC_NEN))) {
  16666. clif_skill_fail( sd, skill_id );
  16667. return false;
  16668. }
  16669. break;
  16670. case NJ_ZENYNAGE:
  16671. case KO_MUCHANAGE:
  16672. if(sd.status.zeny < require.zeny) {
  16673. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16674. return false;
  16675. }
  16676. break;
  16677. case PF_HPCONVERSION:
  16678. if (status->sp == status->max_sp)
  16679. return false; //Unusable when at full SP.
  16680. break;
  16681. case SP_KAUTE: // Fail if below 30% MaxHP.
  16682. if (status->hp < 30 * status->max_hp / 100) {
  16683. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16684. return false;
  16685. }
  16686. break;
  16687. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16688. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16689. clif_skill_fail( sd, skill_id );
  16690. return false;
  16691. }
  16692. break;
  16693. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16694. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16695. clif_skill_fail( sd, skill_id );
  16696. return false;
  16697. }
  16698. break;
  16699. case AB_ANCILLA: {
  16700. int32 count = 0;
  16701. for( i = 0; i < MAX_INVENTORY; i++ )
  16702. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16703. count += sd.inventory.u.items_inventory[i].amount;
  16704. if( count >= 3 ) {
  16705. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16706. return false;
  16707. }
  16708. }
  16709. break;
  16710. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16711. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16712. && sd.special_state.no_gemstone == 0
  16713. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16714. clif_skill_fail( sd, skill_id );
  16715. return false;
  16716. }
  16717. break;
  16718. case WL_SUMMONFB:
  16719. case WL_SUMMONBL:
  16720. case WL_SUMMONWB:
  16721. case WL_SUMMONSTONE:
  16722. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16723. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16724. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16725. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16726. return false;
  16727. }
  16728. }
  16729. break;
  16730. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16731. case WL_RELEASE: {
  16732. int32 active_spheres = 0, req_spheres = 0;
  16733. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16734. if (sc && sc->getSCE(i))
  16735. active_spheres++;
  16736. }
  16737. // Cast requirement
  16738. if (skill_id == WL_TETRAVORTEX)
  16739. req_spheres = 4;
  16740. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16741. req_spheres = 1;
  16742. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16743. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16744. return false;
  16745. }
  16746. }
  16747. break;
  16748. case GC_HALLUCINATIONWALK:
  16749. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16750. clif_skill_fail( sd, skill_id );
  16751. return false;
  16752. }
  16753. break;
  16754. case NPC_HALLUCINATIONWALK:
  16755. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16756. return false;
  16757. }
  16758. break;
  16759. case RA_WUGMASTERY:
  16760. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16761. clif_skill_fail( sd, skill_id );
  16762. return false;
  16763. }
  16764. break;
  16765. case RA_WUGSTRIKE:
  16766. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16767. clif_skill_fail( sd, skill_id );
  16768. return false;
  16769. }
  16770. break;
  16771. case RA_WUGRIDER:
  16772. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16773. clif_skill_fail( sd, skill_id );
  16774. return false;
  16775. }
  16776. break;
  16777. case RA_WUGDASH:
  16778. if(!pc_isridingwug(&sd)) {
  16779. clif_skill_fail( sd, skill_id );
  16780. return false;
  16781. }
  16782. else {
  16783. int16 sx = sd.bl.x;
  16784. int16 sy = sd.bl.y;
  16785. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16786. switch (dir) {
  16787. case DIR_NORTH: sy++; break;
  16788. case DIR_NORTHWEST: sx--; sy++; break;
  16789. case DIR_WEST: sx--; break;
  16790. case DIR_SOUTHWEST: sx--; sy--; break;
  16791. case DIR_SOUTH: sy--; break;
  16792. case DIR_SOUTHEAST: sx++; sy--; break;
  16793. case DIR_EAST: sx++; break;
  16794. case DIR_NORTHEAST: sx++; sy++; break;
  16795. }
  16796. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16797. return false;
  16798. }
  16799. }
  16800. break;
  16801. case LG_RAYOFGENESIS:
  16802. case LG_BANDING:
  16803. if( sc && sc->getSCE(SC_INSPIRATION) )
  16804. return true; // Don't check for partner.
  16805. break;
  16806. case LG_PRESTIGE:
  16807. if( sc && sc->getSCE(SC_INSPIRATION) )
  16808. return true; // Don't check for partner.
  16809. if( sc && sc->getSCE(SC_BANDING) ) {
  16810. clif_skill_fail( sd, skill_id );
  16811. return false;
  16812. }
  16813. break;
  16814. case LG_RAGEBURST:
  16815. if( sd.spiritball == 0 ) {
  16816. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16817. return false;
  16818. }
  16819. sd.spiritball_old = require.spiritball = sd.spiritball;
  16820. break;
  16821. case SR_FALLENEMPIRE:
  16822. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16823. return false;
  16824. break;
  16825. case SR_CRESCENTELBOW:
  16826. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16827. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16828. return false;
  16829. }
  16830. break;
  16831. case SR_CURSEDCIRCLE:
  16832. if (map_flag_gvg2(sd.bl.m)) {
  16833. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16834. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16835. char output[128];
  16836. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16837. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16838. return false;
  16839. }
  16840. }
  16841. if( sd.spiritball > 0 )
  16842. sd.spiritball_old = require.spiritball = sd.spiritball;
  16843. else {
  16844. clif_skill_fail( sd, skill_id );
  16845. return false;
  16846. }
  16847. break;
  16848. case SR_GATEOFHELL:
  16849. if( sd.spiritball > 0 )
  16850. sd.spiritball_old = require.spiritball;
  16851. break;
  16852. case SC_MANHOLE:
  16853. case SC_DIMENSIONDOOR:
  16854. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16855. clif_skill_fail( sd, skill_id );
  16856. return false;
  16857. }
  16858. break;
  16859. case SC_FEINTBOMB:
  16860. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  16861. clif_skill_fail( sd, skill_id );
  16862. return false;
  16863. }
  16864. break;
  16865. case WM_GREAT_ECHO: {
  16866. int32 count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16867. if (count > 0)
  16868. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16869. }
  16870. break;
  16871. case SO_FIREWALK:
  16872. case SO_ELECTRICWALK:
  16873. case NPC_FIREWALK:
  16874. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16875. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16876. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16877. clif_skill_fail( sd, skill_id );
  16878. return false;
  16879. }
  16880. break;
  16881. case SO_EL_CONTROL:
  16882. if( !sd.status.ele_id || !sd.ed ) {
  16883. clif_skill_fail( sd, skill_id );
  16884. return false;
  16885. }
  16886. break;
  16887. case KO_JYUMONJIKIRI:
  16888. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16889. return true;
  16890. else {
  16891. clif_skill_fail( sd, skill_id );
  16892. return false;
  16893. }
  16894. break;
  16895. case KO_KAHU_ENTEN:
  16896. case KO_HYOUHU_HUBUKI:
  16897. case KO_KAZEHU_SEIRAN:
  16898. case KO_DOHU_KOUKAI:
  16899. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16900. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16901. return false;
  16902. }
  16903. break;
  16904. case KO_KAIHOU:
  16905. case KO_ZENKAI:
  16906. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16907. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16908. return false;
  16909. }
  16910. break;
  16911. case SJ_FULLMOONKICK:
  16912. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16913. clif_skill_fail( sd, skill_id );
  16914. return false;
  16915. }
  16916. break;
  16917. case SJ_STAREMPEROR:
  16918. case SJ_NOVAEXPLOSING:
  16919. case SJ_GRAVITYCONTROL:
  16920. case SJ_BOOKOFDIMENSION:
  16921. case SJ_BOOKOFCREATINGSTAR:
  16922. case SP_SOULDIVISION:
  16923. case SP_SOULEXPLOSION:
  16924. if (!map_flag_vs(sd.bl.m)) {
  16925. clif_skill_fail( sd, skill_id );
  16926. return false;
  16927. }
  16928. break;
  16929. case SP_SWHOO:
  16930. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16931. return false;
  16932. break;
  16933. case DK_SERVANT_W_PHANTOM:
  16934. case DK_SERVANT_W_DEMOL:
  16935. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16936. sd.servantball_old = require.spiritball = sd.servantball;
  16937. else
  16938. sd.servantball_old = require.spiritball;
  16939. break;
  16940. case IQ_SECOND_FAITH:
  16941. case IQ_THIRD_PUNISH:
  16942. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16943. return false;
  16944. break;
  16945. case IQ_SECOND_JUDGEMENT:
  16946. case IQ_THIRD_CONSECRATION:
  16947. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16948. return false;
  16949. break;
  16950. case IQ_SECOND_FLAME:
  16951. case IQ_THIRD_FLAME_BOMB:
  16952. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16953. return false;
  16954. break;
  16955. case SOA_SOUL_GATHERING:
  16956. if (!(sc != nullptr && sc->getSCE(SC_SOULCOLLECT) != nullptr)){
  16957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  16958. return false;
  16959. }
  16960. break;
  16961. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  16962. if (!(sc != nullptr && (sc->getSCE(SC_T_FOURTH_GOD) != nullptr || sc->getSCE(SC_T_FIFTH_GOD) != nullptr))) {
  16963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  16964. return false;
  16965. }
  16966. break;
  16967. case SH_TEMPORARY_COMMUNION:
  16968. if (pc_checkskill(&sd, SH_COMMUNE_WITH_CHUL_HO) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_HYUN_ROK) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_KI_SUL) == 0) {
  16969. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SH_TEMPORARY_COMMUNION );
  16970. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16971. return false;
  16972. }
  16973. break;
  16974. case SKE_NOON_BLAST:
  16975. if( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  16976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  16977. return false;
  16978. }
  16979. break;
  16980. case SKE_SUNSET_BLAST:
  16981. if( sc == nullptr || ( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  16982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  16983. return false;
  16984. }
  16985. break;
  16986. case SKE_MIDNIGHT_KICK:
  16987. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  16988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  16989. return false;
  16990. }
  16991. break;
  16992. case SKE_DAWN_BREAK:
  16993. if( sc == nullptr || ( sc->getSCE( SC_DAWN_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  16994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  16995. return false;
  16996. }
  16997. break;
  16998. }
  16999. /* check state required */
  17000. switch (require.state) {
  17001. case ST_HIDDEN:
  17002. if(!pc_ishiding(&sd)) {
  17003. clif_skill_fail( sd, skill_id );
  17004. return false;
  17005. }
  17006. break;
  17007. case ST_RIDING:
  17008. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  17009. clif_skill_fail( sd, skill_id );
  17010. return false;
  17011. }
  17012. break;
  17013. case ST_FALCON:
  17014. if(!pc_isfalcon(&sd)) {
  17015. clif_skill_fail( sd, skill_id );
  17016. return false;
  17017. }
  17018. break;
  17019. case ST_CART:
  17020. if(!pc_iscarton(&sd)) {
  17021. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  17022. return false;
  17023. }
  17024. break;
  17025. case ST_SHIELD:
  17026. if(sd.status.shield <= 0) {
  17027. clif_skill_fail( sd, skill_id );
  17028. return false;
  17029. }
  17030. break;
  17031. case ST_RECOVER_WEIGHT_RATE:
  17032. #ifdef RENEWAL
  17033. if(pc_is70overweight(&sd)) {
  17034. #else
  17035. if(pc_is50overweight(&sd)) {
  17036. #endif
  17037. clif_skill_fail( sd, skill_id );
  17038. return false;
  17039. }
  17040. break;
  17041. case ST_MOVE_ENABLE:
  17042. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  17043. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  17044. if (!unit_can_move(&sd.bl)) {
  17045. clif_skill_fail( sd, skill_id );
  17046. return false;
  17047. }
  17048. break;
  17049. case ST_WATER:
  17050. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  17051. break;
  17052. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  17053. break;
  17054. clif_skill_fail( sd, skill_id );
  17055. return false;
  17056. case ST_RIDINGDRAGON:
  17057. if( !pc_isridingdragon(&sd) ) {
  17058. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  17059. return false;
  17060. }
  17061. break;
  17062. case ST_WUG:
  17063. if( !pc_iswug(&sd) ) {
  17064. clif_skill_fail( sd, skill_id );
  17065. return false;
  17066. }
  17067. break;
  17068. case ST_RIDINGWUG:
  17069. if( !pc_isridingwug(&sd) ) {
  17070. clif_skill_fail( sd, skill_id );
  17071. return false;
  17072. }
  17073. break;
  17074. case ST_MADO:
  17075. if( !pc_ismadogear(&sd) ) {
  17076. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  17077. return false;
  17078. }
  17079. break;
  17080. case ST_ELEMENTALSPIRIT:
  17081. case ST_ELEMENTALSPIRIT2:
  17082. if(!sd.ed) {
  17083. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  17084. return false;
  17085. }
  17086. break;
  17087. case ST_PECO:
  17088. if(!pc_isriding(&sd)) {
  17089. clif_skill_fail( sd, skill_id );
  17090. return false;
  17091. }
  17092. break;
  17093. case ST_SUNSTANCE:
  17094. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17095. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17096. return false;
  17097. }
  17098. break;
  17099. case ST_MOONSTANCE:
  17100. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17101. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17102. return false;
  17103. }
  17104. break;
  17105. case ST_STARSTANCE:
  17106. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17107. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17108. return false;
  17109. }
  17110. break;
  17111. case ST_UNIVERSESTANCE:
  17112. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  17113. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17114. return false;
  17115. }
  17116. break;
  17117. }
  17118. /* check the status required */
  17119. if (!require.status.empty()) {
  17120. switch (skill_id) {
  17121. // Being checked later in skill_check_condition_castend()
  17122. case WZ_SIGHTRASHER:
  17123. break;
  17124. default:
  17125. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17126. return false;
  17127. break;
  17128. }
  17129. }
  17130. // Check for equipped item(s)
  17131. if (!require.eqItem.empty()) {
  17132. size_t count = require.eqItem.size();
  17133. for (const auto &it : require.eqItem) {
  17134. t_itemid reqeqit = it;
  17135. if (!reqeqit)
  17136. break; // Skill has no required item(s); get out of here
  17137. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  17138. case NC_PILEBUNKER:
  17139. case RL_P_ALTER:
  17140. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17141. count--;
  17142. if (!count) {
  17143. if( skill_id == RL_P_ALTER ){
  17144. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  17145. }else{
  17146. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17147. }
  17148. return false;
  17149. } else
  17150. continue;
  17151. }
  17152. break;
  17153. case NC_ACCELERATION:
  17154. case NC_SELFDESTRUCTION:
  17155. case NC_SHAPESHIFT:
  17156. case NC_EMERGENCYCOOL:
  17157. case NC_MAGNETICFIELD:
  17158. case NC_NEUTRALBARRIER:
  17159. case NC_STEALTHFIELD:
  17160. if (pc_search_inventory(&sd, reqeqit) == -1) {
  17161. count--;
  17162. if (!count) {
  17163. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  17164. return false;
  17165. } else
  17166. continue;
  17167. }
  17168. break;
  17169. default:
  17170. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17171. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  17172. return false;
  17173. }
  17174. break;
  17175. }
  17176. }
  17177. }
  17178. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  17179. //mhp is the max-hp-requirement, that is,
  17180. //you must have this % or less of HP to cast it.
  17181. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17182. return false;
  17183. }
  17184. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17185. switch(skill_id) {
  17186. case RA_AIMEDBOLT:
  17187. break;
  17188. default:
  17189. switch((uint32)log2(require.weapon)) {
  17190. case W_REVOLVER:
  17191. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN );
  17192. break;
  17193. case W_RIFLE:
  17194. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE );
  17195. break;
  17196. case W_GATLING:
  17197. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING );
  17198. break;
  17199. case W_SHOTGUN:
  17200. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN );
  17201. break;
  17202. case W_GRENADE:
  17203. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE );
  17204. break;
  17205. default:
  17206. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17207. break;
  17208. }
  17209. return false;
  17210. }
  17211. }
  17212. if( require.sp > 0 && status->sp < (uint32)require.sp) {
  17213. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  17214. return false;
  17215. }
  17216. if (require.ap > 0 && status->ap < (uint32)require.ap) {
  17217. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  17218. return false;
  17219. }
  17220. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  17221. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  17222. return false;
  17223. }
  17224. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  17225. switch (skill_id) { // Skills that require soul spheres.
  17226. case SP_SOULGOLEM:
  17227. case SP_SOULSHADOW:
  17228. case SP_SOULFALCON:
  17229. case SP_SOULFAIRY:
  17230. case SP_SOULCURSE:
  17231. case SP_SPA:
  17232. case SP_SHA:
  17233. case SP_SWHOO:
  17234. case SP_SOULUNITY:
  17235. case SP_SOULDIVISION:
  17236. case SP_SOULREAPER:
  17237. case SP_SOULEXPLOSION:
  17238. case SP_KAUTE:
  17239. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  17240. if (sd.soulball < require.spiritball) {
  17241. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17242. return false;
  17243. }
  17244. break;
  17245. // Skills that requires servants.
  17246. case DK_SERVANT_W_SIGN:
  17247. case DK_SERVANT_W_PHANTOM:
  17248. case DK_SERVANT_W_DEMOL:
  17249. if (sd.servantball < require.spiritball) {
  17250. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17251. return false;
  17252. }
  17253. break;
  17254. default: // Skills that require spirit/coin spheres.
  17255. if (sd.spiritball < require.spiritball) {
  17256. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  17257. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  17258. else
  17259. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  17260. return false;
  17261. }
  17262. break;
  17263. }
  17264. }
  17265. return true;
  17266. }
  17267. /**
  17268. * Check skill condition when cast end.
  17269. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  17270. * @param sd Player who uses skill
  17271. * @param skill_id ID of used skill
  17272. * @param skill_lv Level of used skill
  17273. * @return true: All condition passed, false: Failed
  17274. */
  17275. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  17276. struct s_skill_condition require;
  17277. struct status_data *status;
  17278. int32 i;
  17279. int16 index[MAX_SKILL_ITEM_REQUIRE];
  17280. if( sd.chatID )
  17281. return false;
  17282. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  17283. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  17284. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  17285. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  17286. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  17287. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  17288. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  17289. return true;
  17290. }
  17291. switch( sd.menuskill_id ) { // Cast start or cast end??
  17292. case AM_PHARMACY:
  17293. switch( skill_id ) {
  17294. case AM_PHARMACY:
  17295. case AC_MAKINGARROW:
  17296. case BS_REPAIRWEAPON:
  17297. case AM_TWILIGHT1:
  17298. case AM_TWILIGHT2:
  17299. case AM_TWILIGHT3:
  17300. return false;
  17301. }
  17302. break;
  17303. case GN_MIX_COOKING:
  17304. case GN_MAKEBOMB:
  17305. case GN_S_PHARMACY:
  17306. case GN_CHANGEMATERIAL:
  17307. case MT_M_MACHINE:
  17308. case BO_BIONIC_PHARMACY:
  17309. if( sd.menuskill_id != skill_id )
  17310. return false;
  17311. break;
  17312. }
  17313. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  17314. return true;
  17315. if( pc_is90overweight(&sd) ) {
  17316. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  17317. return false;
  17318. }
  17319. status_change* sc = &sd.sc;
  17320. if (sc->empty())
  17321. sc = nullptr;
  17322. // perform skill-specific checks (and actions)
  17323. switch( skill_id ) {
  17324. case PR_BENEDICTIO:
  17325. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  17326. break;
  17327. case AM_CANNIBALIZE:
  17328. case AM_SPHEREMINE: {
  17329. int32 c=0;
  17330. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  17331. int32 maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  17332. int32 mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  17333. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  17334. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17335. if(c >= maxcount ||
  17336. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  17337. { //Fails when: exceed max limit. There are other plant types already out.
  17338. clif_skill_fail( sd, skill_id );
  17339. return false;
  17340. }
  17341. }
  17342. break;
  17343. }
  17344. case SG_SUN_WARM:
  17345. case SG_MOON_WARM:
  17346. case SG_STAR_WARM:
  17347. if (sc != nullptr) {
  17348. // Skill fails when already active
  17349. if (sc->getSCE(SC_WARM)) {
  17350. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17351. return false;
  17352. }
  17353. // When having Miracle, skill succeeds regardless of map
  17354. if (sc->getSCE(SC_MIRACLE))
  17355. break;
  17356. }
  17357. if (sd.bl.m == sd.feel_map[skill_id - SG_SUN_WARM].m)
  17358. break;
  17359. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17360. return false;
  17361. case NC_SILVERSNIPER:
  17362. case NC_MAGICDECOY: {
  17363. int32 c = 0;
  17364. int32 maxcount = skill_get_maxcount(skill_id,skill_lv);
  17365. int32 mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  17366. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  17367. if( skill_id == NC_MAGICDECOY ) {
  17368. int32 j;
  17369. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  17370. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  17371. } else
  17372. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17373. if( c >= maxcount ) {
  17374. clif_skill_fail( sd, skill_id );
  17375. return false;
  17376. }
  17377. }
  17378. }
  17379. break;
  17380. case KO_ZANZOU: {
  17381. int32 c = 0;
  17382. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  17383. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  17384. clif_skill_fail( sd , skill_id );
  17385. return false;
  17386. }
  17387. }
  17388. break;
  17389. case MT_SUMMON_ABR_BATTLE_WARIOR:
  17390. case MT_SUMMON_ABR_DUAL_CANNON:
  17391. case MT_SUMMON_ABR_MOTHER_NET:
  17392. case MT_SUMMON_ABR_INFINITY: {
  17393. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  17394. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17395. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17396. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  17397. if (c >= maxcount) {
  17398. clif_skill_fail( sd, skill_id );
  17399. return false;
  17400. }
  17401. }
  17402. break;
  17403. }
  17404. case BO_WOODENWARRIOR:
  17405. case BO_WOODEN_FAIRY:
  17406. case BO_CREEPER:
  17407. case BO_HELLTREE: {
  17408. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  17409. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17410. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17411. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  17412. if (c >= maxcount) {
  17413. clif_skill_fail( sd, skill_id );
  17414. return false;
  17415. }
  17416. }
  17417. break;
  17418. }
  17419. #ifdef RENEWAL
  17420. case ASC_EDP:
  17421. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  17422. if (item_edp < 0) {
  17423. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  17424. return false;
  17425. } else
  17426. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  17427. break;
  17428. #endif
  17429. }
  17430. status = &sd.battle_status;
  17431. require = skill_get_requirement(&sd,skill_id,skill_lv);
  17432. if( require.hp > 0 && status->hp <= (uint32)require.hp) {
  17433. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17434. return false;
  17435. }
  17436. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17437. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17438. return false;
  17439. }
  17440. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  17441. uint8 extra_ammo = 0;
  17442. #ifdef RENEWAL
  17443. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  17444. case WM_SEVERE_RAINSTORM:
  17445. case RL_FIREDANCE:
  17446. case RL_R_TRIP:
  17447. case RL_FIRE_RAIN:
  17448. extra_ammo = 1;
  17449. break;
  17450. default:
  17451. break;
  17452. }
  17453. #endif
  17454. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  17455. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  17456. return false;
  17457. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  17458. char e_msg[100];
  17459. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  17460. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  17461. return false;
  17462. }
  17463. else if (require.ammo&(1<<AMMO_KUNAI)) {
  17464. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  17465. return false;
  17466. }
  17467. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  17468. skill_get_desc(skill_id),
  17469. require.ammo_qty,
  17470. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  17471. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  17472. return false;
  17473. }
  17474. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  17475. //which is the closest we have to wrong ammo type. [Skotlex]
  17476. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  17477. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17478. return false;
  17479. }
  17480. }
  17481. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  17482. if( !require.itemid[i] )
  17483. continue;
  17484. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  17485. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  17486. if( require.itemid[i] == ITEMID_HOLY_WATER )
  17487. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  17488. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  17489. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  17490. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  17491. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  17492. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  17493. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint32 brush is required.
  17494. else if( require.itemid[i] == ITEMID_ANCILLA )
  17495. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  17496. else
  17497. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  17498. return false;
  17499. }
  17500. }
  17501. /* check the status required */
  17502. if (!require.status.empty()) {
  17503. switch (skill_id) {
  17504. case WZ_SIGHTRASHER:
  17505. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17506. return false;
  17507. break;
  17508. default:
  17509. break;
  17510. }
  17511. }
  17512. return true;
  17513. }
  17514. /** Consume skill requirement
  17515. * @param sd Player who uses the skill
  17516. * @param skill_id ID of used skill
  17517. * @param skill_lv Level of used skill
  17518. * @param type Consume type
  17519. * type&1: consume the others (before skill was used);
  17520. * type&2: consume items (after skill was used)
  17521. */
  17522. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, int16 type)
  17523. {
  17524. struct s_skill_condition require;
  17525. nullpo_retv(sd);
  17526. require = skill_get_requirement(sd,skill_id,skill_lv);
  17527. if( type&1 ) {
  17528. switch( skill_id ) {
  17529. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  17530. case MC_IDENTIFY:
  17531. require.sp = 0;
  17532. break;
  17533. case MO_KITRANSLATION:
  17534. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  17535. require.spiritball = 0;
  17536. [[fallthrough]];
  17537. default:
  17538. if(sd->state.autocast)
  17539. require.sp = 0;
  17540. break;
  17541. }
  17542. if(require.hp || require.sp || require.ap)
  17543. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  17544. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  17545. switch (skill_id) { // Skills that require soul spheres.
  17546. case SP_SOULGOLEM:
  17547. case SP_SOULSHADOW:
  17548. case SP_SOULFALCON:
  17549. case SP_SOULFAIRY:
  17550. case SP_SOULCURSE:
  17551. case SP_SPA:
  17552. case SP_SHA:
  17553. case SP_SWHOO:
  17554. case SP_SOULUNITY:
  17555. case SP_SOULDIVISION:
  17556. case SP_SOULREAPER:
  17557. case SP_SOULEXPLOSION:
  17558. case SP_KAUTE:
  17559. pc_delsoulball( *sd, require.spiritball );
  17560. break;
  17561. // Skills that require servants.
  17562. // Note: We don't update the servants display here
  17563. // since using these skills auto trigger an animation
  17564. // with them in unique ways that makes them vanish.
  17565. case DK_SERVANT_W_SIGN:
  17566. case DK_SERVANT_W_PHANTOM:
  17567. case DK_SERVANT_W_DEMOL:
  17568. pc_delservantball( *sd, require.spiritball );
  17569. break;
  17570. default: // Skills that require spirit/coin spheres.
  17571. pc_delspiritball(sd, require.spiritball, 0);
  17572. break;
  17573. }
  17574. }
  17575. else if(require.spiritball == -1) {
  17576. sd->spiritball_old = sd->spiritball;
  17577. pc_delspiritball(sd,sd->spiritball,0);
  17578. }
  17579. if(require.zeny > 0)
  17580. {
  17581. if( skill_id == NJ_ZENYNAGE )
  17582. require.zeny = 0; //Zeny is reduced on skill_attack.
  17583. if( sd->status.zeny < require.zeny )
  17584. require.zeny = sd->status.zeny;
  17585. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  17586. }
  17587. }
  17588. if( type&2 ) {
  17589. status_change *sc = &sd->sc;
  17590. int32 n,i;
  17591. if( sc->empty() )
  17592. sc = nullptr;
  17593. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17594. {
  17595. if( !require.itemid[i] )
  17596. continue;
  17597. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17598. continue; //Gemstones are checked, but not substracted from inventory.
  17599. switch( skill_id ){
  17600. case SA_SEISMICWEAPON:
  17601. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17602. continue;
  17603. break;
  17604. case SA_FLAMELAUNCHER:
  17605. case SA_VOLCANO:
  17606. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17607. continue;
  17608. break;
  17609. case SA_FROSTWEAPON:
  17610. case SA_DELUGE:
  17611. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17612. continue;
  17613. break;
  17614. case SA_LIGHTNINGLOADER:
  17615. case SA_VIOLENTGALE:
  17616. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17617. continue;
  17618. break;
  17619. }
  17620. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17621. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17622. }
  17623. }
  17624. }
  17625. /**
  17626. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17627. * @param sd Player's that will be checked
  17628. * @param skill_id Skill that's being used
  17629. * @param skill_lv Skill level of used skill
  17630. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17631. */
  17632. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17633. {
  17634. struct s_skill_condition req;
  17635. struct status_data *status;
  17636. status_change *sc;
  17637. int32 i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17638. memset(&req,0,sizeof(req));
  17639. if( !sd )
  17640. return req;
  17641. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17642. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17643. sc = &sd->sc;
  17644. if( sc->empty() )
  17645. sc = nullptr;
  17646. //Checks if disabling skill - in which case no SP requirements are necessary
  17647. if( sc && skill_disable_check(*sc,skill_id) )
  17648. return req;
  17649. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17650. status = &sd->battle_status;
  17651. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17652. req.hp = skill->require.hp[skill_lv - 1];
  17653. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17654. if(hp_rate > 0)
  17655. req.hp += (status->hp * hp_rate)/100;
  17656. else
  17657. req.hp += (status->max_hp * (-hp_rate))/100;
  17658. req.sp = skill->require.sp[skill_lv-1];
  17659. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17660. req.sp /= 2;
  17661. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17662. req.sp -= req.sp * 30 / 100;
  17663. sp_rate = skill->require.sp_rate[skill_lv-1];
  17664. if(sp_rate > 0)
  17665. req.sp += (status->sp * sp_rate)/100;
  17666. else
  17667. req.sp += (status->max_sp * (-sp_rate))/100;
  17668. if( sd->dsprate != 100 )
  17669. req.sp = req.sp * sd->dsprate / 100;
  17670. for (auto &it : sd->skillusesprate) {
  17671. if (it.id == skill_id) {
  17672. sp_skill_rate_bonus -= it.val;
  17673. break;
  17674. }
  17675. }
  17676. for (auto &it : sd->skillusesp) {
  17677. if (it.id == skill_id) {
  17678. req.sp -= it.val;
  17679. break;
  17680. }
  17681. }
  17682. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17683. req.sp += req.sp * 30 / 100;
  17684. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17685. if( sc ) {
  17686. if( sc->getSCE(SC__LAZINESS) )
  17687. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17688. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17689. req.sp += req.sp / 4;
  17690. if( sc->getSCE(SC_OFFERTORIUM))
  17691. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17692. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17693. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17694. #ifdef RENEWAL
  17695. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17696. req.sp -= req.sp * 20 / 100;
  17697. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17698. req.sp -= req.sp * 30 / 100;
  17699. #endif
  17700. if (sc->getSCE(SC_GLOOMYDAY))
  17701. req.sp += req.sp * (skill_lv * 10) / 100;
  17702. if (sc->getSCE(SC_CRESCIVEBOLT))
  17703. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17704. }
  17705. req.ap = skill->require.ap[skill_lv - 1];
  17706. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17707. if (ap_rate > 0)
  17708. req.ap += (status->ap * ap_rate) / 100;
  17709. else
  17710. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17711. req.zeny = skill->require.zeny[skill_lv-1];
  17712. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17713. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17714. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17715. else
  17716. req.zeny += 1000;
  17717. }
  17718. req.spiritball = skill->require.spiritball[skill_lv-1];
  17719. req.state = skill->require.state;
  17720. req.mhp = skill->require.mhp[skill_lv-1];
  17721. req.weapon = skill->require.weapon;
  17722. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17723. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17724. req.ammo_qty += 4;
  17725. if (req.ammo_qty)
  17726. req.ammo = skill->require.ammo;
  17727. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17728. { //Assume this skill is using the weapon, therefore it requires arrows.
  17729. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17730. req.ammo_qty = 1;
  17731. }
  17732. req.status = skill->require.status;
  17733. req.eqItem = skill->require.eqItem;
  17734. // Level dependence flag is determined based on the ItemCost Level label
  17735. bool level_dependent = skill->require.itemid_level_dependent;
  17736. switch( skill_id ) {
  17737. /* Skill level-dependent checks */
  17738. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17739. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17740. req.itemid[1] = skill->require.itemid[skill->max];
  17741. req.amount[1] = skill->require.amount[skill->max];
  17742. [[fallthrough]];
  17743. /* Normal skill requirements and gemstone checks */
  17744. default:
  17745. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17746. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17747. if (!level_dependent) {
  17748. switch( skill_id ) {
  17749. case AM_POTIONPITCHER:
  17750. case CR_SLIMPITCHER:
  17751. case CR_CULTIVATION:
  17752. if (i != skill_lv%11 - 1)
  17753. continue;
  17754. break;
  17755. #ifdef RENEWAL
  17756. case AM_CALLHOMUN:
  17757. // Player has no homunculus, only requires first item
  17758. if (i > 0 && sd->hd == nullptr) {
  17759. i = MAX_SKILL_ITEM_REQUIRE;
  17760. continue;
  17761. }
  17762. // Recalling from Rest state has a different consume item (stored as second item)
  17763. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17764. req.itemid[0] = skill->require.itemid[1];
  17765. req.amount[0] = skill->require.amount[1];
  17766. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17767. skill_area_temp[0] = 0;
  17768. i = MAX_SKILL_ITEM_REQUIRE;
  17769. continue;
  17770. }
  17771. break;
  17772. #else
  17773. case AM_CALLHOMUN:
  17774. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17775. continue;
  17776. break;
  17777. #endif
  17778. case AB_ADORAMUS:
  17779. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17780. continue;
  17781. break;
  17782. }
  17783. req.itemid[i] = skill->require.itemid[i];
  17784. req.amount[i] = skill->require.amount[i];
  17785. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17786. int16 itIndex;
  17787. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17788. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17789. req.itemid[i] = ITEMID_TRAP;
  17790. else
  17791. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17792. req.amount[i] = 1;
  17793. }
  17794. break;
  17795. }
  17796. }
  17797. else {
  17798. // Process level_dependent requirement
  17799. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17800. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17801. req.amount[0] = skill->require.amount[skill_lv - 1];
  17802. }
  17803. }
  17804. // Check requirement for gemstone.
  17805. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17806. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17807. req.itemid[i] = req.amount[i] = 0;
  17808. else {
  17809. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17810. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17811. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17812. req.itemid[i] = req.amount[i] = 0;
  17813. else if( --req.amount[i] < 1 )
  17814. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17815. }
  17816. }
  17817. }
  17818. // Check requirement for Magic Gear Fuel
  17819. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17820. req.itemid[i] = req.amount[i] = 0;
  17821. }
  17822. break;
  17823. }
  17824. // Check for cost reductions due to skills & SCs
  17825. switch(skill_id) {
  17826. case MC_MAMMONITE:
  17827. #ifdef RENEWAL
  17828. case WS_CARTTERMINATION:
  17829. #endif
  17830. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17831. #ifdef RENEWAL
  17832. req.zeny -= req.zeny*20/100;
  17833. #else
  17834. req.zeny -= req.zeny*10/100;
  17835. #endif
  17836. break;
  17837. case AL_HOLYLIGHT:
  17838. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17839. req.sp *= 5;
  17840. break;
  17841. case SL_SMA:
  17842. case SL_STUN:
  17843. case SL_STIN:
  17844. {
  17845. int32 kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17846. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17847. break;
  17848. if(sd->status.base_level>=90)
  17849. req.sp -= req.sp*7*kaina_lv/100;
  17850. else if(sd->status.base_level>=80)
  17851. req.sp -= req.sp*5*kaina_lv/100;
  17852. else if(sd->status.base_level>=70)
  17853. req.sp -= req.sp*3*kaina_lv/100;
  17854. }
  17855. break;
  17856. case MO_CHAINCOMBO:
  17857. case MO_COMBOFINISH:
  17858. case CH_TIGERFIST:
  17859. case CH_CHAINCRUSH:
  17860. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17861. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17862. break;
  17863. case MO_BODYRELOCATION:
  17864. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17865. req.spiritball = 0;
  17866. break;
  17867. case MO_EXTREMITYFIST:
  17868. if( sc ) {
  17869. if( sc->getSCE(SC_BLADESTOP) )
  17870. req.spiritball--;
  17871. else if( sc->getSCE(SC_COMBO) ) {
  17872. #ifndef RENEWAL
  17873. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17874. case MO_COMBOFINISH:
  17875. req.spiritball = 4;
  17876. break;
  17877. case CH_TIGERFIST:
  17878. req.spiritball = 3;
  17879. break;
  17880. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17881. req.spiritball = sd->spiritball?sd->spiritball:1;
  17882. break;
  17883. }
  17884. #else
  17885. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17886. #endif
  17887. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17888. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17889. }
  17890. break;
  17891. case LG_RAGEBURST:
  17892. req.spiritball = sd->spiritball?sd->spiritball:1;
  17893. break;
  17894. case SR_FALLENEMPIRE:
  17895. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17896. req.spiritball = 0;
  17897. break;
  17898. case SR_TIGERCANNON:
  17899. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17900. req.spiritball = 0;
  17901. break;
  17902. case SR_RAMPAGEBLASTER:
  17903. case SR_RIDEINLIGHTNING:
  17904. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17905. req.spiritball = 0;
  17906. break;
  17907. case SR_GATEOFHELL:
  17908. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17909. req.sp -= req.sp * 10 / 100;
  17910. break;
  17911. case SR_FLASHCOMBO:
  17912. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17913. req.spiritball = 0;
  17914. break;
  17915. case SO_SUMMON_AGNI:
  17916. case SO_SUMMON_AQUA:
  17917. case SO_SUMMON_VENTUS:
  17918. case SO_SUMMON_TERA: {
  17919. int32 spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17920. if( spirit_sympathy )
  17921. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17922. }
  17923. break;
  17924. case NPC_PSYCHIC_WAVE:
  17925. case SO_PSYCHIC_WAVE:
  17926. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17927. req.sp += req.sp / 2; // 1.5x SP cost
  17928. break;
  17929. }
  17930. //Check if player is using the copied skill [Cydh]
  17931. uint16 idx = skill_get_index(skill_id);
  17932. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17933. uint16 req_opt = skill->copyable.req_opt;
  17934. if (req_opt & SKILL_REQ_HPCOST)
  17935. req.hp = 0;
  17936. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17937. req.mhp = 0;
  17938. if (req_opt & SKILL_REQ_SPCOST)
  17939. req.sp = 0;
  17940. if (req_opt & SKILL_REQ_HPRATECOST)
  17941. req.hp_rate = 0;
  17942. if (req_opt & SKILL_REQ_SPRATECOST)
  17943. req.sp_rate = 0;
  17944. if (req_opt & SKILL_REQ_ZENYCOST)
  17945. req.zeny = 0;
  17946. if (req_opt & SKILL_REQ_WEAPON)
  17947. req.weapon = 0;
  17948. if (req_opt & SKILL_REQ_AMMO) {
  17949. req.ammo = 0;
  17950. req.ammo_qty = 0;
  17951. }
  17952. if (req_opt & SKILL_REQ_STATE)
  17953. req.state = ST_NONE;
  17954. if (req_opt & SKILL_REQ_STATUS) {
  17955. req.status.clear();
  17956. req.status.shrink_to_fit();
  17957. }
  17958. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17959. req.spiritball = 0;
  17960. if (req_opt & SKILL_REQ_ITEMCOST) {
  17961. memset(req.itemid, 0, sizeof(req.itemid));
  17962. memset(req.amount, 0, sizeof(req.amount));
  17963. }
  17964. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17965. req.eqItem.clear();
  17966. req.eqItem.shrink_to_fit();
  17967. }
  17968. if (req_opt & SKILL_REQ_APCOST)
  17969. req.ap = 0;
  17970. if (req_opt & SKILL_REQ_APRATECOST)
  17971. req.ap_rate = 0;
  17972. }
  17973. return req;
  17974. }
  17975. /*==========================================
  17976. * Does cast-time reductions based on dex, item bonuses and config setting
  17977. *------------------------------------------*/
  17978. int32 skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17979. nullpo_ret(bl);
  17980. double time = skill_get_cast(skill_id, skill_lv);
  17981. #ifndef RENEWAL_CAST
  17982. {
  17983. map_session_data *sd = BL_CAST(BL_PC, bl);
  17984. status_change *sc = status_get_sc(bl);
  17985. int32 reduce_cast_rate = 0;
  17986. uint8 flag = skill_get_castnodex(skill_id);
  17987. // Calculate base cast time (reduced by dex)
  17988. if (!(flag&1)) {
  17989. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17990. if (scale > 0) // not instant cast
  17991. time = time * (float)scale / battle_config.castrate_dex_scale;
  17992. else
  17993. return 0; // instant cast
  17994. }
  17995. // Calculate cast time reduced by item/card bonuses
  17996. if (sd) {
  17997. if (!(flag&4)) {
  17998. if (sd->castrate != 100)
  17999. reduce_cast_rate += 100 - sd->castrate;
  18000. if (sd->bonus.add_varcast != 0)
  18001. time += sd->bonus.add_varcast; // bonus bVariableCast
  18002. }
  18003. // Skill-specific reductions work regardless of flag
  18004. for (const auto &it : sd->skillcastrate) {
  18005. if (it.id == skill_id) {
  18006. time += time * it.val / 100;
  18007. break;
  18008. }
  18009. }
  18010. for (const auto &it : sd->skillvarcast) {
  18011. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18012. time += it.val;
  18013. break;
  18014. }
  18015. }
  18016. }
  18017. // These cast time reductions are processed even if the skill fails
  18018. if (sc != nullptr && !sc->empty()) {
  18019. // Magic Strings stacks additively with item bonuses
  18020. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  18021. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18022. // Foresight halves the cast time, it does not stack additively
  18023. if (sc->getSCE(SC_MEMORIZE)) {
  18024. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18025. if(!(flag&2))
  18026. time -= time * 50 / 100;
  18027. // Foresight counter gets reduced even if the skill is not affected by it
  18028. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18029. status_change_end(bl, SC_MEMORIZE);
  18030. }
  18031. }
  18032. }
  18033. time = time * (1 - (float)reduce_cast_rate / 100);
  18034. }
  18035. #endif
  18036. // config cast time multiplier
  18037. if (battle_config.cast_rate != 100)
  18038. time = time * battle_config.cast_rate / 100;
  18039. // return final cast time
  18040. time = max((int32)time, 0);
  18041. //ShowInfo("Castime castfix = %f\n",time);
  18042. return (int32)time;
  18043. }
  18044. #ifndef RENEWAL_CAST
  18045. /**
  18046. * Get the skill cast time for Pre-Re cast
  18047. * @param bl: The caster
  18048. * @param time: Cast time before Status Change addition or reduction
  18049. * @return time: Modified castime after status change addition or reduction
  18050. */
  18051. int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  18052. {
  18053. if (time < 0)
  18054. return 0;
  18055. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18056. return (int32)time;
  18057. status_change *sc = status_get_sc(bl);
  18058. if (sc != nullptr && !sc->empty()) {
  18059. if (!(flag&2)) {
  18060. if (sc->getSCE(SC_SLOWCAST))
  18061. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  18062. if (sc->getSCE(SC_PARALYSIS))
  18063. time += sc->getSCE(SC_PARALYSIS)->val3;
  18064. if (sc->getSCE(SC_IZAYOI))
  18065. time -= time * 50 / 100;
  18066. }
  18067. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18068. if(!(flag&2))
  18069. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  18070. //Suffragium ends even if the skill is not affected by it
  18071. status_change_end(bl, SC_SUFFRAGIUM);
  18072. }
  18073. }
  18074. time = std::max(time, 0.0);
  18075. //ShowInfo("Castime castfix_sc = %f\n",time);
  18076. return (int32)time;
  18077. }
  18078. #else
  18079. /**
  18080. * Get the skill cast time for RENEWAL_CAST.
  18081. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  18082. * Additive value:
  18083. * Variable CastTime : time += value
  18084. * Fixed CastTime : fixed += value
  18085. * Multipicative value
  18086. * Variable CastTime : VARCAST_REDUCTION(value)
  18087. * Fixed CastTime : FIXEDCASTRATE2(value)
  18088. * @param bl: The caster
  18089. * @param time: Cast time without reduction
  18090. * @param skill_id: Skill ID of the casted skill
  18091. * @param skill_lv: Skill level of the casted skill
  18092. * @return time: Modified castime after status and bonus addition or reduction
  18093. */
  18094. int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  18095. {
  18096. nullpo_ret(bl);
  18097. if (time < 0)
  18098. return 0;
  18099. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18100. return (int32)time;
  18101. status_change *sc = status_get_sc(bl);
  18102. map_session_data *sd = BL_CAST(BL_PC, bl);
  18103. int32 fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  18104. uint8 flag = skill_get_castnodex(skill_id);
  18105. if (fixed < 0) {
  18106. if (battle_config.default_fixed_castrate > 0) {
  18107. fixed = (int32)time * battle_config.default_fixed_castrate / 100; // fixed time
  18108. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  18109. } else
  18110. fixed = 0;
  18111. }
  18112. // Additive Variable Cast bonus adjustments by items
  18113. if (sd && !(flag&4)) {
  18114. if (sd->bonus.varcastrate != 0)
  18115. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  18116. if (sd->bonus.fixcastrate != 0)
  18117. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  18118. if (sd->bonus.add_varcast != 0)
  18119. time += sd->bonus.add_varcast; // bonus bVariableCast
  18120. if (sd->bonus.add_fixcast != 0)
  18121. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  18122. for (const auto &it : sd->skillfixcast) {
  18123. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  18124. fixed += it.val;
  18125. break;
  18126. }
  18127. }
  18128. for (const auto &it : sd->skillvarcast) {
  18129. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18130. time += it.val;
  18131. break;
  18132. }
  18133. }
  18134. for (const auto &it : sd->skillcastrate) {
  18135. if (it.id == skill_id) { // bonus2 bVariableCastrate
  18136. reduce_cast_rate += it.val;
  18137. break;
  18138. }
  18139. }
  18140. for (const auto &it : sd->skillfixcastrate) {
  18141. if (it.id == skill_id) { // bonus2 bFixedCastrate
  18142. fixcast_r = max(fixcast_r, it.val);
  18143. break;
  18144. }
  18145. }
  18146. }
  18147. // Adjusted by active statuses
  18148. if (sc != nullptr && !sc->empty() && !(flag&2)) {
  18149. // Multiplicative Variable CastTime values
  18150. if (sc->getSCE(SC_SLOWCAST))
  18151. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  18152. if (sc->getSCE(SC__LAZINESS))
  18153. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  18154. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18155. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  18156. #ifndef RENEWAL
  18157. status_change_end( bl, SC_SUFFRAGIUM );
  18158. #endif
  18159. }
  18160. if (sc->getSCE(SC_MEMORIZE)) {
  18161. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18162. reduce_cast_rate += 50;
  18163. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18164. status_change_end(bl, SC_MEMORIZE);
  18165. }
  18166. }
  18167. if (sc->getSCE(SC_POEMBRAGI))
  18168. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18169. if (sc->getSCE(SC_IZAYOI))
  18170. VARCAST_REDUCTION(50);
  18171. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  18172. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  18173. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  18174. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  18175. if (sc->getSCE(SC_SOULFAIRY))
  18176. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  18177. // Multiplicative Fixed CastTime values
  18178. if (sc->getSCE(SC_SECRAMENT))
  18179. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18180. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  18181. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  18182. if (sc->getSCE(SC_DANCEWITHWUG))
  18183. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  18184. if (sc->getSCE(SC_HEAT_BARREL))
  18185. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  18186. if (sc->getSCE(SC_FREEZING))
  18187. fixcast_r -= 50;
  18188. if (sc->getSCE(SC_SWINGDANCE))
  18189. fixcast_r = max(fixcast_r, skill_lv * 6);
  18190. // Additive Fixed CastTime values
  18191. if (sc->getSCE(SC_MANDRAGORA))
  18192. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  18193. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  18194. fixed -= 1000;
  18195. if (sc->getSCE(SC_IZAYOI))
  18196. fixed = 0;
  18197. if (sc->getSCE(SC_GLOOMYDAY))
  18198. fixed += skill_lv * 500;
  18199. }
  18200. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  18201. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18202. if (varcast_r < 0)
  18203. time = time * (1 - (float)min(varcast_r, 100) / 100);
  18204. // Apply Variable CastTime calculation by INT & DEX
  18205. if (!(flag&1))
  18206. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  18207. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  18208. time = max((int32)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  18209. return (int32)time;
  18210. }
  18211. #endif
  18212. /*==========================================
  18213. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  18214. *------------------------------------------*/
  18215. int32 skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  18216. {
  18217. nullpo_ret(bl);
  18218. if (skill_id == SA_ABRACADABRA)
  18219. return 0; //Will use picked skill's delay.
  18220. if (bl->type&battle_config.no_skill_delay)
  18221. return battle_config.min_skill_delay_limit;
  18222. int32 delaynodex = skill_get_delaynodex(skill_id);
  18223. double time = skill_get_delay(skill_id, skill_lv);
  18224. if (time < 0)
  18225. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  18226. status_change* sc = status_get_sc(bl);
  18227. // Delay reductions
  18228. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  18229. case MO_TRIPLEATTACK:
  18230. case MO_CHAINCOMBO:
  18231. case MO_COMBOFINISH:
  18232. case CH_TIGERFIST:
  18233. case CH_CHAINCRUSH:
  18234. case SR_DRAGONCOMBO:
  18235. case SR_FALLENEMPIRE:
  18236. case SJ_PROMINENCEKICK:
  18237. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  18238. if (time == 0)
  18239. time = 1000;
  18240. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  18241. break;
  18242. #ifndef RENEWAL
  18243. case HP_BASILICA:
  18244. if (sc && !sc->getSCE(SC_BASILICA))
  18245. time = 0; // There is no Delay on Basilica creation, only on cancel
  18246. break;
  18247. #endif
  18248. default:
  18249. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  18250. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  18251. if (scale > 0)
  18252. time = time * scale / battle_config.castrate_dex_scale;
  18253. else //To be capped later to minimum.
  18254. time = 0;
  18255. }
  18256. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  18257. int32 scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  18258. if (scale > 0)
  18259. time = time * scale / battle_config.castrate_dex_scale;
  18260. else //To be capped later to minimum.
  18261. time = 0;
  18262. }
  18263. }
  18264. if (sc != nullptr && !sc->empty()) {
  18265. if (sc->getSCE(SC_SPIRIT)) {
  18266. switch (skill_id) {
  18267. case CR_SHIELDBOOMERANG:
  18268. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  18269. time /= 2;
  18270. break;
  18271. case AS_SONICBLOW:
  18272. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  18273. time /= 2;
  18274. break;
  18275. }
  18276. }
  18277. }
  18278. int32 delay = 0;
  18279. if (!(delaynodex&2)) {
  18280. if (sc != nullptr && !sc->empty()) {
  18281. if (sc->getSCE(SC_POEMBRAGI))
  18282. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  18283. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  18284. delay += 50; // After Delay of Wind element spells reduced by 50%.
  18285. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  18286. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  18287. }
  18288. }
  18289. if (!(delaynodex&4) && bl->type == BL_PC) {
  18290. map_session_data* sd = (map_session_data*)bl;
  18291. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  18292. delay += sd->bonus.delayrate;
  18293. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  18294. if (it.id == skill_id) {
  18295. time += it.val;
  18296. break;
  18297. }
  18298. }
  18299. }
  18300. if (delay != 0)
  18301. time = time * (1 - (float)min(delay, 100) / 100);
  18302. if (battle_config.delay_rate != 100)
  18303. time = time * battle_config.delay_rate / 100;
  18304. //ShowInfo("Delay delayfix = %f\n",time);
  18305. return max((int32)time,0);
  18306. }
  18307. /*==========================================
  18308. * Weapon Repair [Celest/DracoRPG]
  18309. *------------------------------------------*/
  18310. void skill_repairweapon( map_session_data& sd, int32 idx ){
  18311. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  18312. ITEMID_IRON_ORE,
  18313. ITEMID_IRON,
  18314. ITEMID_STEEL,
  18315. ITEMID_ORIDECON_STONE,
  18316. #ifdef RENEWAL
  18317. 0
  18318. #endif
  18319. };
  18320. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  18321. ITEMID_STEEL,
  18322. #ifdef RENEWAL
  18323. 0
  18324. #endif
  18325. };
  18326. t_itemid material = 0;
  18327. struct item *item;
  18328. map_session_data *target_sd;
  18329. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  18330. return;
  18331. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  18332. return;
  18333. if( idx < 0 || idx >= MAX_INVENTORY )
  18334. return; //Invalid index??
  18335. item = &target_sd->inventory.u.items_inventory[idx];
  18336. if( !item->nameid || !item->attribute )
  18337. return; //Again invalid item....
  18338. if (itemdb_ishatched_egg(item))
  18339. return;
  18340. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  18341. clif_item_repaireffect( sd, idx, true );
  18342. return;
  18343. }
  18344. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  18345. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  18346. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  18347. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  18348. }
  18349. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  18350. clif_skill_fail( sd, sd.menuskill_id );
  18351. return;
  18352. }
  18353. clif_skill_nodamage(&sd.bl,target_sd->bl,sd.menuskill_id,1);
  18354. item->attribute = 0;/* clear broken state */
  18355. clif_equiplist(target_sd);
  18356. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  18357. clif_item_repaireffect( sd, idx, false );
  18358. if( sd.status.char_id != target_sd->status.char_id )
  18359. clif_item_repaireffect( *target_sd, idx, false );
  18360. }
  18361. /*==========================================
  18362. * Item Appraisal
  18363. *------------------------------------------*/
  18364. void skill_identify(map_session_data *sd, int32 idx)
  18365. {
  18366. bool failure = true;
  18367. nullpo_retv(sd);
  18368. sd->state.workinprogress = WIP_DISABLE_NONE;
  18369. if(idx >= 0 && idx < MAX_INVENTORY) {
  18370. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18371. failure = false;
  18372. sd->inventory.u.items_inventory[idx].identify = 1;
  18373. }
  18374. }
  18375. clif_item_identified( *sd, idx, failure );
  18376. }
  18377. /*==========================================
  18378. * Weapon Refine [Celest]
  18379. *------------------------------------------*/
  18380. void skill_weaponrefine( map_session_data& sd, int32 idx ){
  18381. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  18382. ITEMID_PHRACON,
  18383. ITEMID_EMVERETARCON,
  18384. ITEMID_ORIDECON,
  18385. ITEMID_ORIDECON,
  18386. #ifdef RENEWAL
  18387. 0
  18388. #endif
  18389. };
  18390. if (idx >= 0 && idx < MAX_INVENTORY)
  18391. {
  18392. struct item_data *ditem = sd.inventory_data[idx];
  18393. struct item* item = &sd.inventory.u.items_inventory[idx];
  18394. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  18395. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  18396. clif_skill_fail( sd, sd.menuskill_id );
  18397. return;
  18398. }
  18399. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  18400. clif_upgrademessage(&sd, 2, item->nameid);
  18401. return;
  18402. }
  18403. int32 i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  18404. if( i < 0 ) {
  18405. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  18406. return;
  18407. }
  18408. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  18409. if( info == nullptr ){
  18410. clif_skill_fail( sd, sd.menuskill_id );
  18411. return;
  18412. }
  18413. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  18414. if( cost == nullptr ){
  18415. clif_skill_fail( sd, sd.menuskill_id );
  18416. return;
  18417. }
  18418. if( cost->nameid != material[ditem->weapon_level - 1] ){
  18419. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  18420. clif_skill_fail( sd, sd.menuskill_id );
  18421. return;
  18422. }
  18423. int32 per = ( cost->chance / 100 );
  18424. if( sd.class_&JOBL_THIRD )
  18425. per += 10;
  18426. else
  18427. per += (((int32)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  18428. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  18429. if (per > rnd() % 100) {
  18430. int32 ep=0;
  18431. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  18432. item->refine++;
  18433. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  18434. if(item->equip) {
  18435. ep = item->equip;
  18436. pc_unequipitem(&sd,idx,3);
  18437. }
  18438. clif_delitem(sd,idx,1,3);
  18439. clif_upgrademessage(&sd, 0, item->nameid);
  18440. clif_inventorylist(&sd);
  18441. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  18442. if( ditem->type == IT_WEAPON ){
  18443. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  18444. }
  18445. if (ep)
  18446. pc_equipitem(&sd,idx,ep);
  18447. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  18448. if(item->refine == 10 &&
  18449. item->card[0] == CARD0_FORGE &&
  18450. (int32)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  18451. { // Fame point system [DracoRPG]
  18452. switch(ditem->weapon_level){
  18453. case 1:
  18454. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  18455. break;
  18456. case 2:
  18457. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  18458. break;
  18459. case 3:
  18460. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  18461. break;
  18462. }
  18463. }
  18464. } else {
  18465. item->refine = 0;
  18466. if(item->equip)
  18467. pc_unequipitem(&sd,idx,3);
  18468. clif_upgrademessage(&sd, 1, item->nameid);
  18469. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  18470. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  18471. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  18472. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  18473. clif_emotion( sd.bl, ET_HUK );
  18474. }
  18475. }
  18476. }
  18477. }
  18478. /*==========================================
  18479. *
  18480. *------------------------------------------*/
  18481. int32 skill_autospell(map_session_data *sd, uint16 skill_id)
  18482. {
  18483. nullpo_ret(sd);
  18484. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  18485. return 0;
  18486. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  18487. uint16 maxlv = 1;
  18488. if (skill_lv == 0 || lv == 0)
  18489. return 0; // Player must learn the skill before doing auto-spell [Lance]
  18490. #ifdef RENEWAL
  18491. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18492. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18493. else
  18494. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  18495. #else
  18496. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  18497. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  18498. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18499. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18500. else if(skill_lv==2) maxlv=1;
  18501. else if(skill_lv==3) maxlv=2;
  18502. else if(skill_lv>=4) maxlv=3;
  18503. }
  18504. else if(skill_id==MG_SOULSTRIKE){
  18505. if(skill_lv==5) maxlv=1;
  18506. else if(skill_lv==6) maxlv=2;
  18507. else if(skill_lv>=7) maxlv=3;
  18508. }
  18509. else if(skill_id==MG_FIREBALL){
  18510. if(skill_lv==8) maxlv=1;
  18511. else if(skill_lv>=9) maxlv=2;
  18512. }
  18513. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  18514. else return 0;
  18515. #endif
  18516. maxlv = min(lv, maxlv);
  18517. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  18518. skill_get_time(SA_AUTOSPELL,skill_lv));
  18519. return 0;
  18520. }
  18521. /**
  18522. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  18523. * @param bl: Player object
  18524. * @param ap: va_arg list
  18525. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  18526. */
  18527. static int32 skill_sit_count(struct block_list *bl, va_list ap)
  18528. {
  18529. map_session_data *sd = (map_session_data*)bl;
  18530. int32 flag = va_arg(ap, int32);
  18531. if (!pc_issit(sd))
  18532. return 0;
  18533. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18534. return 1;
  18535. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  18536. return 1;
  18537. return 0;
  18538. }
  18539. /**
  18540. * Triggered when a player sits down to activate bonus states.
  18541. * @param bl: Player object
  18542. * @param ap: va_arg list
  18543. * @return 0
  18544. */
  18545. static int32 skill_sit_in(struct block_list *bl, va_list ap)
  18546. {
  18547. map_session_data *sd = (map_session_data*)bl;
  18548. int32 flag = va_arg(ap, int32);
  18549. if (!pc_issit(sd))
  18550. return 0;
  18551. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18552. sd->state.gangsterparadise = 1;
  18553. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  18554. sd->state.rest = 1;
  18555. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18556. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18557. }
  18558. return 0;
  18559. }
  18560. /**
  18561. * Triggered when a player stands up to deactivate bonus states.
  18562. * @param bl: Player object
  18563. * @param ap: va_arg list
  18564. * @return 0
  18565. */
  18566. static int32 skill_sit_out(struct block_list *bl, va_list ap)
  18567. {
  18568. map_session_data *sd = (map_session_data*)bl;
  18569. int32 flag = va_arg(ap, int32), range = va_arg(ap, int32);
  18570. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18571. return 0;
  18572. if (flag&1 && sd->state.gangsterparadise)
  18573. sd->state.gangsterparadise = 0;
  18574. if (flag&2 && sd->state.rest) {
  18575. sd->state.rest = 0;
  18576. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18577. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18578. }
  18579. return 0;
  18580. }
  18581. /**
  18582. * Toggle Sit icon and player bonuses when sitting/standing.
  18583. * @param sd: Player data
  18584. * @param sitting: True when sitting or false when standing
  18585. * @return 0
  18586. */
  18587. int32 skill_sit(map_session_data *sd, bool sitting)
  18588. {
  18589. int32 flag = 0, range = 0, lv;
  18590. nullpo_ret(sd);
  18591. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18592. flag |= 1;
  18593. range = skill_get_splash(RG_GANGSTER, lv);
  18594. }
  18595. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18596. flag |= 2;
  18597. range = skill_get_splash(TK_HPTIME, lv);
  18598. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18599. flag |= 2;
  18600. range = skill_get_splash(TK_SPTIME, lv);
  18601. }
  18602. if (sitting)
  18603. clif_status_load(&sd->bl, EFST_SIT, 1);
  18604. else
  18605. clif_status_load(&sd->bl, EFST_SIT, 0);
  18606. if (!flag) // No need to count area if no skills are learned.
  18607. return 0;
  18608. if (sitting) {
  18609. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18610. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18611. } else
  18612. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18613. return 0;
  18614. }
  18615. /*==========================================
  18616. * Do Forstjoke/Scream effect
  18617. *------------------------------------------*/
  18618. int32 skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18619. {
  18620. struct block_list *src;
  18621. uint16 skill_id,skill_lv;
  18622. t_tick tick;
  18623. nullpo_ret(bl);
  18624. nullpo_ret(src = va_arg(ap,struct block_list*));
  18625. skill_id = va_arg(ap,int32);
  18626. skill_lv = va_arg(ap,int32);
  18627. if(!skill_lv)
  18628. return 0;
  18629. tick = va_arg(ap,t_tick);
  18630. if (src == bl || status_isdead(*bl))
  18631. return 0;
  18632. if (bl->type == BL_PC) {
  18633. map_session_data *sd = (map_session_data *)bl;
  18634. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18635. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18636. }
  18637. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18638. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18639. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18640. return 0;
  18641. }
  18642. /**
  18643. * Set map cell flag as skill unit effect
  18644. * @param src Skill unit
  18645. * @param skill_id
  18646. * @param skill_lv
  18647. * @param cell Cell type cell_t
  18648. * @param flag 0/1
  18649. */
  18650. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18651. {
  18652. int32 range = skill_get_unit_range(skill_id,skill_lv);
  18653. int32 x, y;
  18654. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18655. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18656. map_setcell(src->bl.m, x, y, cell, flag);
  18657. }
  18658. /**
  18659. * Do skill attack area (such splash effect) around the 'first' target.
  18660. * First target will skip skill condition, always receive damage. But,
  18661. * around it, still need target/condition validation by
  18662. * battle_check_target and status_check_skilluse
  18663. * @param bl
  18664. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18665. */
  18666. int32 skill_attack_area(struct block_list *bl, va_list ap)
  18667. {
  18668. struct block_list *src,*dsrc;
  18669. int32 atk_type,skill_id,skill_lv,flag,type;
  18670. t_tick tick;
  18671. if(status_isdead(*bl))
  18672. return 0;
  18673. atk_type = va_arg(ap,int32);
  18674. src = va_arg(ap,struct block_list*);
  18675. dsrc = va_arg(ap,struct block_list*);
  18676. skill_id = va_arg(ap,int32);
  18677. skill_lv = va_arg(ap,int32);
  18678. tick = va_arg(ap,t_tick);
  18679. flag = va_arg(ap,int32);
  18680. type = va_arg(ap,int32);
  18681. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18682. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18683. }
  18684. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18685. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18686. return 0;
  18687. switch (skill_id) {
  18688. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18689. if (src->x == bl->x && src->y == bl->y)
  18690. return 0; //Does not hit current cell
  18691. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18692. return 0;
  18693. [[fallthrough]];
  18694. case NPC_ACIDBREATH:
  18695. case NPC_DARKNESSBREATH:
  18696. case NPC_FIREBREATH:
  18697. case NPC_ICEBREATH:
  18698. case NPC_ICEBREATH2:
  18699. case NPC_THUNDERBREATH:
  18700. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18701. default:
  18702. //Area-splash, disable skill animation.
  18703. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18704. }
  18705. }
  18706. /**
  18707. * Clear skill unit group
  18708. * @param bl: Unit to check
  18709. * @param flag: Skill group to clear
  18710. */
  18711. int32 skill_clear_group(block_list *bl, uint8 flag)
  18712. {
  18713. nullpo_ret(bl);
  18714. unit_data *ud = unit_bl2ud(bl);
  18715. if (ud == nullptr)
  18716. return 0;
  18717. size_t count = 0;
  18718. bool deleted = false;
  18719. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18720. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18721. switch ((*it)->skill_id) {
  18722. case SA_DELUGE:
  18723. case SA_VOLCANO:
  18724. case SA_VIOLENTGALE:
  18725. case SA_LANDPROTECTOR:
  18726. case NJ_SUITON:
  18727. case NJ_KAENSIN:
  18728. case SC_CHAOSPANIC:
  18729. case MH_POISON_MIST:
  18730. case MH_LAVA_SLIDE:
  18731. case SOA_TOTEM_OF_TUTELARY:
  18732. if (flag & 1) {
  18733. skill_delunitgroup(*it);
  18734. count++;
  18735. deleted = true;
  18736. }
  18737. break;
  18738. case SO_CLOUD_KILL:
  18739. case NPC_CLOUD_KILL:
  18740. if (flag & 4) {
  18741. skill_delunitgroup(*it);
  18742. count++;
  18743. deleted = true;
  18744. }
  18745. break;
  18746. case SO_WARMER:
  18747. if (flag & 8) {
  18748. skill_delunitgroup(*it);
  18749. count++;
  18750. deleted = true;
  18751. }
  18752. break;
  18753. default:
  18754. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18755. skill_delunitgroup(*it);
  18756. count++;
  18757. deleted = true;
  18758. }
  18759. break;
  18760. }
  18761. }
  18762. return static_cast<int32>(count);
  18763. }
  18764. /**
  18765. * Returns the first element field found [Skotlex]
  18766. * @param bl
  18767. * @return s_skill_unit_group
  18768. */
  18769. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18770. {
  18771. nullpo_ret(bl);
  18772. unit_data *ud = unit_bl2ud(bl);
  18773. if (ud == nullptr)
  18774. return nullptr;
  18775. for (const auto su : ud->skillunits) {
  18776. switch (su->skill_id) {
  18777. case SA_DELUGE:
  18778. case SA_VOLCANO:
  18779. case SA_VIOLENTGALE:
  18780. case SA_LANDPROTECTOR:
  18781. case NJ_SUITON:
  18782. case SO_CLOUD_KILL:
  18783. case NPC_CLOUD_KILL:
  18784. case SO_WARMER:
  18785. case SC_CHAOSPANIC:
  18786. case MH_POISON_MIST:
  18787. case MH_LAVA_SLIDE:
  18788. case SOA_TOTEM_OF_TUTELARY:
  18789. return su;
  18790. }
  18791. }
  18792. return nullptr;
  18793. }
  18794. /// Graffiti cleaner [Valaris]
  18795. int32 skill_graffitiremover(struct block_list *bl, va_list ap)
  18796. {
  18797. struct skill_unit *unit = nullptr;
  18798. int32 remove = va_arg(ap, int32);
  18799. nullpo_retr(0, bl);
  18800. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18801. return 0;
  18802. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18803. if (remove == 1)
  18804. skill_delunit(unit);
  18805. return 1;
  18806. }
  18807. return 0;
  18808. }
  18809. /// Greed effect
  18810. int32 skill_greed(struct block_list *bl, va_list ap)
  18811. {
  18812. struct block_list *src;
  18813. map_session_data *sd = nullptr;
  18814. struct flooritem_data *fitem = nullptr;
  18815. nullpo_ret(bl);
  18816. nullpo_ret(src = va_arg(ap, struct block_list *));
  18817. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18818. pc_takeitem(sd, fitem);
  18819. return 0;
  18820. }
  18821. /// Ranger's Detonator [Jobbie/3CeAM]
  18822. int32 skill_detonator(struct block_list *bl, va_list ap)
  18823. {
  18824. nullpo_ret(bl);
  18825. if (bl->type != BL_SKILL)
  18826. return 0;
  18827. block_list *src = va_arg(ap, block_list *);
  18828. skill_unit *unit = (skill_unit *)bl;
  18829. if (unit == nullptr)
  18830. return 0;
  18831. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18832. if (group == nullptr || group->src_id != src->id)
  18833. return 0;
  18834. int32 unit_id = group->unit_id;
  18835. switch( unit_id )
  18836. { //List of Hunter and Ranger Traps that can be detonate.
  18837. case UNT_BLASTMINE:
  18838. case UNT_SANDMAN:
  18839. case UNT_CLAYMORETRAP:
  18840. case UNT_TALKIEBOX:
  18841. case UNT_CLUSTERBOMB:
  18842. case UNT_FIRINGTRAP:
  18843. case UNT_ICEBOUNDTRAP:
  18844. switch(unit_id) {
  18845. case UNT_TALKIEBOX:
  18846. clif_talkiebox(bl,group->valstr);
  18847. group->val2 = -1;
  18848. break;
  18849. case UNT_CLAYMORETRAP:
  18850. case UNT_FIRINGTRAP:
  18851. case UNT_ICEBOUNDTRAP:
  18852. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18853. break;
  18854. default:
  18855. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18856. break;
  18857. }
  18858. if (unit->group == nullptr)
  18859. return 0;
  18860. clif_changetraplook(bl, UNT_USED_TRAPS);
  18861. group->unit_id = UNT_USED_TRAPS;
  18862. group->limit = DIFF_TICK(gettick(),group->tick) +
  18863. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18864. break;
  18865. }
  18866. return 0;
  18867. }
  18868. /**
  18869. * Calculate Royal Guard's Banding bonus
  18870. * @param sd: Player data
  18871. * @return Number of Royal Guard
  18872. */
  18873. int32 skill_banding_count(map_session_data *sd)
  18874. {
  18875. nullpo_ret(sd);
  18876. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18877. }
  18878. /**
  18879. * Rebellion's Bind Trap explosion
  18880. * @author [Cydh]
  18881. */
  18882. static int32 skill_bind_trap(struct block_list *bl, va_list ap) {
  18883. struct skill_unit *su = nullptr;
  18884. struct block_list *src = nullptr;
  18885. nullpo_ret(bl);
  18886. src = va_arg(ap,struct block_list *);
  18887. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18888. return 0;
  18889. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18890. return 0;
  18891. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18892. clif_changetraplook(bl, UNT_USED_TRAPS);
  18893. su->group->unit_id = UNT_USED_TRAPS;
  18894. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18895. return 1;
  18896. }
  18897. /*==========================================
  18898. * Check new skill unit cell when overlapping in other skill unit cell.
  18899. * Catched skill in cell value pushed to *unit pointer.
  18900. * Set (*alive) to 0 will ends 'new unit' check
  18901. *------------------------------------------*/
  18902. static int32 skill_cell_overlap(struct block_list *bl, va_list ap)
  18903. {
  18904. uint16 skill_id;
  18905. int32 *alive;
  18906. struct skill_unit *unit;
  18907. skill_id = va_arg(ap,int32);
  18908. alive = va_arg(ap,int32 *);
  18909. unit = (struct skill_unit *)bl;
  18910. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18911. return 0;
  18912. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18913. return 0;
  18914. switch (skill_id) {
  18915. case SA_LANDPROTECTOR: {
  18916. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18917. (*alive) = 0;
  18918. skill_delunit(unit);
  18919. return 1;
  18920. }
  18921. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18922. //It deletes everything except traps and barriers
  18923. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18924. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18925. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18926. skill_delunitgroup(unit->group);
  18927. } else
  18928. skill_delunit(unit);
  18929. return 1;
  18930. }
  18931. }
  18932. break;
  18933. case GN_CRAZYWEED_ATK:
  18934. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18935. break;
  18936. [[fallthrough]];
  18937. case HW_GANBANTEIN:
  18938. case LG_EARTHDRIVE:
  18939. // Officially songs/dances are removed
  18940. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18941. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18942. skill_delunitgroup(unit->group);
  18943. } else
  18944. skill_delunit(unit);
  18945. return 1;
  18946. case SA_VOLCANO:
  18947. case SA_DELUGE:
  18948. case SA_VIOLENTGALE:
  18949. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18950. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18951. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18952. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18953. {
  18954. (*alive) = 0;
  18955. return 1;
  18956. }
  18957. /*
  18958. switch (unit->group->skill_id)
  18959. { //These cannot override each other.
  18960. case SA_VOLCANO:
  18961. case SA_DELUGE:
  18962. case SA_VIOLENTGALE:
  18963. (*alive) = 0;
  18964. return 1;
  18965. }
  18966. */
  18967. break;
  18968. case PF_FOGWALL:
  18969. switch(unit->group->skill_id) {
  18970. case SA_VOLCANO: //Can't be placed on top of these
  18971. case SA_VIOLENTGALE:
  18972. (*alive) = 0;
  18973. return 1;
  18974. case SA_DELUGE:
  18975. case NJ_SUITON:
  18976. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18977. (*alive) = 2;
  18978. break;
  18979. }
  18980. break;
  18981. case WZ_WATERBALL:
  18982. switch (unit->group->skill_id) {
  18983. case SA_DELUGE:
  18984. case NJ_SUITON:
  18985. //Consumes deluge/suiton
  18986. skill_delunit(unit);
  18987. return 1;
  18988. }
  18989. break;
  18990. case WZ_ICEWALL:
  18991. #ifndef RENEWAL
  18992. case HP_BASILICA:
  18993. case HW_GRAVITATION:
  18994. #endif
  18995. //These can't be placed on top of themselves (duration can't be refreshed)
  18996. if (unit->group->skill_id == skill_id)
  18997. {
  18998. (*alive) = 0;
  18999. return 1;
  19000. }
  19001. break;
  19002. case RL_FIRE_RAIN: {
  19003. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  19004. if (uf[UF_REMOVEDBYFIRERAIN]) {
  19005. if (uf[UF_RANGEDSINGLEUNIT]) {
  19006. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19007. skill_delunitgroup(unit->group);
  19008. } else
  19009. skill_delunit(unit);
  19010. return 1;
  19011. }
  19012. }
  19013. break;
  19014. }
  19015. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  19016. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  19017. (*alive) = 0;
  19018. return 1;
  19019. }
  19020. return 0;
  19021. }
  19022. /*==========================================
  19023. * Splash effect for skill unit 'trap type'.
  19024. * Chance triggered when damaged, timeout, or char step on it.
  19025. *------------------------------------------*/
  19026. static int32 skill_trap_splash(struct block_list *bl, va_list ap)
  19027. {
  19028. struct block_list *src = va_arg(ap,struct block_list *);
  19029. struct skill_unit *unit = nullptr;
  19030. t_tick tick = va_arg(ap,t_tick);
  19031. struct block_list *ss; //Skill src bl
  19032. nullpo_ret(src);
  19033. unit = (struct skill_unit *)src;
  19034. if (!unit || !unit->alive || bl->prev == nullptr)
  19035. return 0;
  19036. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  19037. if (sg == nullptr)
  19038. return 0;
  19039. nullpo_ret(ss = map_id2bl(sg->src_id));
  19040. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  19041. return 0;
  19042. switch (sg->unit_id) {
  19043. case UNT_B_TRAP:
  19044. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  19045. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  19046. break;
  19047. case UNT_SHOCKWAVE:
  19048. case UNT_SANDMAN:
  19049. case UNT_FLASHER:
  19050. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  19051. break;
  19052. case UNT_GROUNDDRIFT_WIND:
  19053. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19054. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  19055. break;
  19056. case UNT_GROUNDDRIFT_DARK:
  19057. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19058. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  19059. break;
  19060. case UNT_GROUNDDRIFT_POISON:
  19061. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19062. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  19063. break;
  19064. case UNT_GROUNDDRIFT_WATER:
  19065. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19066. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  19067. break;
  19068. case UNT_GROUNDDRIFT_FIRE:
  19069. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19070. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  19071. break;
  19072. case UNT_ELECTRICSHOCKER:
  19073. if (bl->id != ss->id) {
  19074. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  19075. break;
  19076. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  19077. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  19078. clif_fixpos( *bl );
  19079. clif_skill_damage( *src, *bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH );
  19080. }
  19081. }
  19082. break;
  19083. case UNT_MAGENTATRAP:
  19084. case UNT_COBALTTRAP:
  19085. case UNT_MAIZETRAP:
  19086. case UNT_VERDURETRAP:
  19087. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  19088. status_data* status = status_get_status_data(*bl);
  19089. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  19090. status->ele_lv = (unsigned char)sg->skill_lv;
  19091. }
  19092. break;
  19093. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  19094. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  19095. break;
  19096. case UNT_FIRINGTRAP:
  19097. case UNT_ICEBOUNDTRAP:
  19098. if( src->id == bl->id ) break;
  19099. if( bl->type == BL_SKILL ) {
  19100. struct skill_unit *su = (struct skill_unit *)bl;
  19101. if (su && su->group->unit_id == UNT_USED_TRAPS)
  19102. break;
  19103. }
  19104. [[fallthrough]];
  19105. case UNT_CLUSTERBOMB:
  19106. if( ss != bl )
  19107. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  19108. break;
  19109. case UNT_CLAYMORETRAP:
  19110. if( src->id == bl->id ) break;
  19111. if( bl->type == BL_SKILL ) {
  19112. struct skill_unit *su = (struct skill_unit *)bl;
  19113. if (!su)
  19114. return 0;
  19115. switch(su->group->unit_id) {
  19116. case UNT_CLAYMORETRAP:
  19117. case UNT_LANDMINE:
  19118. case UNT_BLASTMINE:
  19119. case UNT_SHOCKWAVE:
  19120. case UNT_SANDMAN:
  19121. case UNT_FLASHER:
  19122. case UNT_FREEZINGTRAP:
  19123. case UNT_FIRINGTRAP:
  19124. case UNT_ICEBOUNDTRAP:
  19125. clif_changetraplook(bl, UNT_USED_TRAPS);
  19126. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  19127. su->group->unit_id = UNT_USED_TRAPS;
  19128. break;
  19129. }
  19130. }
  19131. [[fallthrough]];
  19132. default: {
  19133. int32 split_count = 0;
  19134. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  19135. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  19136. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  19137. }
  19138. break;
  19139. }
  19140. return 1;
  19141. }
  19142. int32 skill_maelstrom_suction(struct block_list *bl, va_list ap)
  19143. {
  19144. uint16 skill_id, skill_lv;
  19145. struct skill_unit *unit;
  19146. nullpo_ret(bl);
  19147. skill_id = va_arg(ap,int32);
  19148. skill_lv = va_arg(ap,int32);
  19149. unit = (struct skill_unit *)bl;
  19150. if( unit == nullptr || unit->group == nullptr )
  19151. return 0;
  19152. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  19153. return 0;
  19154. if( unit->group->skill_id == SC_MAELSTROM ) {
  19155. struct block_list *src;
  19156. if( (src = map_id2bl(unit->group->src_id)) ){
  19157. int32 sp = unit->group->skill_lv * skill_lv;
  19158. if( src->type == BL_PC )
  19159. sp += ((TBL_PC*)src)->status.job_level / 5;
  19160. status_heal(src, 0, sp/2, 1);
  19161. }
  19162. }
  19163. return 0;
  19164. }
  19165. /**
  19166. * Check cloaking condition
  19167. * @param bl
  19168. * @param sce
  19169. * @return True if near wall; False otherwise
  19170. */
  19171. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  19172. {
  19173. bool wall = true;
  19174. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  19175. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  19176. { //Check for walls.
  19177. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19178. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19179. int32 i;
  19180. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19181. if( i == 8 )
  19182. wall = false;
  19183. }
  19184. if( sce ) {
  19185. if( !wall ) {
  19186. if( sce->val1 < 3 ) //End cloaking.
  19187. status_change_end(bl, SC_CLOAKING);
  19188. else if( sce->val4&1 ) { //Remove wall bonus
  19189. sce->val4&=~1;
  19190. status_calc_bl(bl, { SCB_SPEED });
  19191. }
  19192. } else {
  19193. if( !(sce->val4&1) ) { //Add wall speed bonus
  19194. sce->val4|=1;
  19195. status_calc_bl(bl, { SCB_SPEED });
  19196. }
  19197. }
  19198. }
  19199. return wall;
  19200. }
  19201. /** Check Shadow Form on the target
  19202. * @param bl: Target
  19203. * @param damage: Damage amount
  19204. * @param hit
  19205. * @return true - in Shadow Form state; false - otherwise
  19206. */
  19207. bool skill_check_shadowform(struct block_list *bl, int64 damage, int32 hit)
  19208. {
  19209. status_change *sc;
  19210. nullpo_retr(false,bl);
  19211. if (!damage)
  19212. return false;
  19213. sc = status_get_sc(bl);
  19214. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  19215. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  19216. if( !src || src->m != bl->m ) {
  19217. status_change_end(bl, SC__SHADOWFORM);
  19218. return false;
  19219. }
  19220. if( src && (status_isdead(*src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  19221. if( src->type == BL_PC )
  19222. ((TBL_PC*)src)->shadowform_id = 0;
  19223. status_change_end(bl, SC__SHADOWFORM);
  19224. return false;
  19225. }
  19226. status_damage(bl, src, damage, 0, clif_damage(*src, *src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  19227. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  19228. status_change_end(bl, SC__SHADOWFORM);
  19229. if( src->type == BL_PC )
  19230. ((TBL_PC*)src)->shadowform_id = 0;
  19231. }
  19232. return true;
  19233. }
  19234. return false;
  19235. }
  19236. /**
  19237. * Check camouflage condition
  19238. * @param bl
  19239. * @param sce
  19240. * @return True if near wall; False otherwise
  19241. * @TODO: Seems wrong
  19242. */
  19243. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  19244. {
  19245. bool wall = true;
  19246. if( bl->type == BL_PC ) { //Check for walls.
  19247. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19248. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19249. int32 i;
  19250. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19251. if( i == 8 )
  19252. wall = false;
  19253. }
  19254. if( sce ) {
  19255. if( !wall && sce->val1 < 3 ) //End camouflage.
  19256. status_change_end(bl, SC_CAMOUFLAGE);
  19257. status_calc_bl(bl, { SCB_SPEED });
  19258. }
  19259. return wall;
  19260. }
  19261. /**
  19262. * Process skill unit visibilty for single BL in area
  19263. * @param bl
  19264. * @param ap
  19265. * @author [Cydh]
  19266. **/
  19267. int32 skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  19268. struct skill_unit *su = nullptr;
  19269. struct block_list *src = nullptr;
  19270. bool visible = true;
  19271. nullpo_ret(bl);
  19272. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  19273. nullpo_ret((src = va_arg(ap, struct block_list*)));
  19274. uint32 party1 = va_arg(ap, uint32);
  19275. if (src != bl) {
  19276. uint32 party2 = status_get_party_id(bl);
  19277. if (!party1 || !party2 || party1 != party2)
  19278. visible = false;
  19279. }
  19280. clif_getareachar_skillunit(bl, su, SELF, visible);
  19281. return 1;
  19282. }
  19283. /**
  19284. * Check for skill unit visibilty in area on
  19285. * - skill first placement
  19286. * - skill moved (knocked back, moved dance)
  19287. * @param su Skill unit
  19288. * @param target Affected target for this visibility @see enum send_target
  19289. * @author [Cydh]
  19290. **/
  19291. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  19292. nullpo_retv(su);
  19293. if (!su->hidden) // It's not hidden, just do this!
  19294. clif_getareachar_skillunit(&su->bl, su, target, true);
  19295. else {
  19296. struct block_list *src = battle_get_master(&su->bl);
  19297. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  19298. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  19299. }
  19300. }
  19301. /**
  19302. * Check for skill unit visibilty on single BL on insight/spawn action
  19303. * @param su Skill unit
  19304. * @param bl Block list
  19305. * @author [Cydh]
  19306. **/
  19307. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  19308. bool visible = true;
  19309. struct block_list *src = nullptr;
  19310. nullpo_retv(bl);
  19311. nullpo_retv(su);
  19312. nullpo_retv((src = battle_get_master(&su->bl)));
  19313. if (su->hidden && src != bl) {
  19314. uint32 party1 = status_get_party_id(src);
  19315. uint32 party2 = status_get_party_id(bl);
  19316. if (!party1 || !party2 || party1 != party2)
  19317. visible = false;
  19318. }
  19319. clif_getareachar_skillunit(bl, su, SELF, visible);
  19320. }
  19321. /**
  19322. * Initialize new skill unit for skill unit group.
  19323. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  19324. * @param group Skill unit group
  19325. * @param idx
  19326. * @param x
  19327. * @param y
  19328. * @param val1
  19329. * @param val2
  19330. */
  19331. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int32 idx, int32 x, int32 y, int32 val1, int32 val2, bool hidden)
  19332. {
  19333. if (group == nullptr || group->unit == nullptr)
  19334. return nullptr;
  19335. skill_unit *unit = &group->unit[idx];
  19336. if (unit == nullptr)
  19337. return nullptr;
  19338. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  19339. return unit;
  19340. if(!unit->alive)
  19341. group->alive_count++;
  19342. unit->bl.id = map_get_new_object_id();
  19343. unit->bl.type = BL_SKILL;
  19344. unit->bl.m = group->map;
  19345. unit->bl.x = x;
  19346. unit->bl.y = y;
  19347. unit->group = group;
  19348. unit->alive = 1;
  19349. unit->val1 = val1;
  19350. unit->val2 = val2;
  19351. unit->hidden = hidden;
  19352. // Stores new skill unit
  19353. idb_put(skillunit_db, unit->bl.id, unit);
  19354. map_addiddb(&unit->bl);
  19355. if(map_addblock(&unit->bl))
  19356. return nullptr;
  19357. // Perform oninit actions
  19358. switch (group->skill_id) {
  19359. case WZ_ICEWALL:
  19360. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  19361. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, 5, AREA, &unit->bl );
  19362. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  19363. break;
  19364. case SA_LANDPROTECTOR:
  19365. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  19366. break;
  19367. #ifndef RENEWAL
  19368. case HP_BASILICA:
  19369. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  19370. break;
  19371. #endif
  19372. case SC_MAELSTROM:
  19373. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  19374. break;
  19375. default:
  19376. if (group->state.song_dance&0x1) //Check for dissonance.
  19377. skill_dance_overlap(unit, 1);
  19378. break;
  19379. }
  19380. skill_getareachar_skillunit_visibilty(unit, AREA);
  19381. return unit;
  19382. }
  19383. /**
  19384. * Remove unit
  19385. * @param unit
  19386. */
  19387. int32 skill_delunit(struct skill_unit* unit)
  19388. {
  19389. nullpo_ret(unit);
  19390. if( !unit->alive )
  19391. return 0;
  19392. unit->alive = 0;
  19393. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19394. if (group == nullptr)
  19395. return 0;
  19396. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  19397. skill_dance_overlap(unit, 0);
  19398. // invoke onout event
  19399. if( !unit->range )
  19400. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  19401. // perform ondelete actions
  19402. switch (group->skill_id) {
  19403. case HT_ANKLESNARE:
  19404. case SC_ESCAPE:
  19405. {
  19406. struct block_list* target = map_id2bl(group->val2);
  19407. if( target )
  19408. status_change_end(target, SC_ANKLE);
  19409. }
  19410. break;
  19411. case WZ_ICEWALL:
  19412. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  19413. // Hack to avoid clientside cell bug
  19414. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, unit->val2, ALL_SAMEMAP, &unit->bl );
  19415. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  19416. break;
  19417. case SA_LANDPROTECTOR:
  19418. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  19419. break;
  19420. #ifndef RENEWAL
  19421. case HP_BASILICA:
  19422. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  19423. break;
  19424. #endif
  19425. case RA_ELECTRICSHOCKER: {
  19426. struct block_list* target = map_id2bl(group->val2);
  19427. if( target )
  19428. status_change_end(target, SC_ELECTRICSHOCKER);
  19429. }
  19430. break;
  19431. case SC_MAELSTROM:
  19432. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  19433. break;
  19434. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  19435. if( group->val2 ) { // Someone Traped
  19436. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  19437. if( tsc && tsc->getSCE(SC__MANHOLE) )
  19438. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  19439. }
  19440. break;
  19441. }
  19442. clif_skill_delunit( *unit );
  19443. unit->group=nullptr;
  19444. map_delblock(&unit->bl); // don't free yet
  19445. map_deliddb(&unit->bl);
  19446. idb_remove(skillunit_db, unit->bl.id);
  19447. if(--group->alive_count==0)
  19448. skill_delunitgroup(group);
  19449. return 0;
  19450. }
  19451. static std::unordered_map<int32, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int32 group_id -> struct s_skill_unit_group*
  19452. /// Returns the target s_skill_unit_group or nullptr if not found.
  19453. std::shared_ptr<s_skill_unit_group> skill_id2group(int32 group_id) {
  19454. return util::umap_find(skillunit_group_db, group_id);
  19455. }
  19456. static int32 skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  19457. /**
  19458. * Returns a new group_id that isn't being used in skillunit_group_db.
  19459. * Fatal error if nothing is available.
  19460. */
  19461. static int32 skill_get_new_group_id(void)
  19462. {
  19463. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  19464. return skill_unit_group_newid++;// available
  19465. {// find next id
  19466. int32 base_id = skill_unit_group_newid;
  19467. while( base_id != ++skill_unit_group_newid )
  19468. {
  19469. if( skill_unit_group_newid < MAX_SKILL )
  19470. skill_unit_group_newid = MAX_SKILL;
  19471. if( skill_id2group(skill_unit_group_newid) == nullptr )
  19472. return skill_unit_group_newid++;// available
  19473. }
  19474. // full loop, nothing available
  19475. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  19476. exit(1);
  19477. }
  19478. }
  19479. /**
  19480. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  19481. * @param src Object that cast the skill
  19482. * @param count How many 'cells' used that needed. Related with skill layout
  19483. * @param skill_id ID of used skill
  19484. * @param skill_lv Skill level of used skill
  19485. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  19486. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  19487. * @param interval Time interval
  19488. * @return s_skill_unit_group
  19489. */
  19490. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int32 count, uint16 skill_id, uint16 skill_lv, int32 unit_id, t_tick limit, int32 interval)
  19491. {
  19492. nullpo_retr(nullptr, src);
  19493. unit_data *ud = unit_bl2ud(src);
  19494. nullpo_retr(nullptr, ud);
  19495. if (skill_id == 0 || skill_lv == 0)
  19496. return 0;
  19497. auto group = std::make_shared<s_skill_unit_group>();
  19498. group->src_id = src->id;
  19499. group->party_id = status_get_party_id(src);
  19500. group->guild_id = status_get_guild_id(src);
  19501. group->bg_id = bg_team_get_id(src);
  19502. group->group_id = skill_get_new_group_id();
  19503. group->link_group_id = 0;
  19504. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  19505. group->unit_count = count;
  19506. group->alive_count = 0;
  19507. group->val1 = 0;
  19508. group->val2 = 0;
  19509. group->val3 = 0;
  19510. group->skill_id = skill_id;
  19511. group->skill_lv = skill_lv;
  19512. group->unit_id = unit_id;
  19513. group->map = src->m;
  19514. group->limit = limit;
  19515. group->interval = interval;
  19516. group->tick = gettick();
  19517. group->valstr = nullptr;
  19518. ud->skillunits.push_back(group);
  19519. // Stores this new group
  19520. skillunit_group_db.insert({ group->group_id, group });
  19521. return group;
  19522. }
  19523. /**
  19524. * Remove skill unit group
  19525. * @param group
  19526. * @param file
  19527. * @param line
  19528. * @param *func
  19529. */
  19530. int32 skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int32 line, const char* func)
  19531. {
  19532. struct block_list* src;
  19533. struct unit_data *ud;
  19534. int16 i;
  19535. int32 link_group_id;
  19536. if( group == nullptr ) {
  19537. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  19538. return 0;
  19539. }
  19540. src = map_id2bl(group->src_id);
  19541. ud = unit_bl2ud(src);
  19542. if (!src || !ud) {
  19543. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19544. return 0;
  19545. }
  19546. if( !status_isdead(*src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  19547. switch( group->skill_id ) {
  19548. case BA_DISSONANCE:
  19549. case BA_POEMBRAGI:
  19550. case BA_WHISTLE:
  19551. case BA_ASSASSINCROSS:
  19552. case BA_APPLEIDUN:
  19553. case DC_UGLYDANCE:
  19554. case DC_HUMMING:
  19555. case DC_DONTFORGETME:
  19556. case DC_FORTUNEKISS:
  19557. case DC_SERVICEFORYOU:
  19558. case NC_NEUTRALBARRIER:
  19559. case NC_STEALTHFIELD:
  19560. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  19561. break;
  19562. }
  19563. }
  19564. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  19565. status_change* sc = status_get_sc(src);
  19566. if (sc && sc->getSCE(SC_DANCING)) {
  19567. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  19568. status_change_end(src, SC_DANCING);
  19569. }
  19570. }
  19571. // End SC from the master when the skill group is deleted
  19572. i = SC_NONE;
  19573. switch (group->unit_id) {
  19574. case UNT_GOSPEL: i = SC_GOSPEL; break;
  19575. #ifndef RENEWAL
  19576. case UNT_BASILICA: i = SC_BASILICA; break;
  19577. #endif
  19578. }
  19579. if (i != SC_NONE) {
  19580. status_change *sc = status_get_sc(src);
  19581. if (sc && sc->getSCE(i)) {
  19582. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  19583. status_change_end(src, (sc_type)i);
  19584. }
  19585. }
  19586. switch( group->skill_id ) {
  19587. case PF_SPIDERWEB:
  19588. {
  19589. struct block_list* target = map_id2bl(group->val2);
  19590. status_change *sc;
  19591. bool removed = true;
  19592. //Clear group id from status change
  19593. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19594. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19595. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19596. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19597. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19598. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19599. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19600. else //Group was already removed in status_change_end, don't call it again!
  19601. removed = false;
  19602. //The last group was cleared, end status change
  19603. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19604. status_change_end(target, SC_SPIDERWEB);
  19605. }
  19606. }
  19607. break;
  19608. case SG_SUN_WARM:
  19609. case SG_MOON_WARM:
  19610. case SG_STAR_WARM: {
  19611. status_change *sc = status_get_sc(src);
  19612. if (sc && sc->getSCE(SC_WARM)) {
  19613. sc->getSCE(SC_WARM)->val4 = 0;
  19614. status_change_end(src, SC_WARM);
  19615. }
  19616. }
  19617. break;
  19618. case LG_BANDING: {
  19619. status_change *sc = status_get_sc(src);
  19620. if (sc && sc->getSCE(SC_BANDING)) {
  19621. sc->getSCE(SC_BANDING)->val4 = 0;
  19622. status_change_end(src, SC_BANDING);
  19623. }
  19624. }
  19625. break;
  19626. case NC_NEUTRALBARRIER:
  19627. {
  19628. status_change *sc = nullptr;
  19629. if( (sc = status_get_sc(src)) != nullptr ) {
  19630. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19631. {
  19632. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19633. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19634. }
  19635. status_change_end(src,SC_NEUTRALBARRIER);
  19636. }
  19637. }
  19638. break;
  19639. case NC_STEALTHFIELD:
  19640. {
  19641. status_change *sc = nullptr;
  19642. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19643. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19644. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19645. }
  19646. }
  19647. break;
  19648. }
  19649. if (src->type==BL_PC && group->state.ammo_consume)
  19650. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19651. group->alive_count=0;
  19652. // remove all unit cells
  19653. if(group->unit != nullptr)
  19654. for( int32 j = 0; j < group->unit_count; j++ )
  19655. skill_delunit(&group->unit[j]);
  19656. // clear Talkie-box string
  19657. if( group->valstr != nullptr ) {
  19658. aFree(group->valstr);
  19659. group->valstr = nullptr;
  19660. }
  19661. link_group_id = group->link_group_id;
  19662. if (skillunit_group_db.erase(group->group_id) != 1)
  19663. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19664. util::vector_erase_if_exists(ud->skillunits, group);
  19665. if(link_group_id) {
  19666. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19667. if(group_cur)
  19668. skill_delunitgroup(group_cur);
  19669. }
  19670. return 1;
  19671. }
  19672. /**
  19673. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19674. * @param src
  19675. */
  19676. void skill_clear_unitgroup(struct block_list *src)
  19677. {
  19678. nullpo_retv(src);
  19679. unit_data *ud = unit_bl2ud(src);
  19680. nullpo_retv(ud);
  19681. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19682. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19683. skill_delunitgroup(*it);
  19684. }
  19685. }
  19686. /**
  19687. * Search tickset for skill unit in skill unit group
  19688. * @param bl Block List for skill_unit
  19689. * @param group Skill unit group
  19690. * @param tick
  19691. * @return skill_unit_group_tickset if found
  19692. */
  19693. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19694. {
  19695. int32 i, j = -1, s, id;
  19696. struct unit_data *ud;
  19697. struct skill_unit_group_tickset *set;
  19698. nullpo_ret(bl);
  19699. if (group->interval == -1)
  19700. return nullptr;
  19701. ud = unit_bl2ud(bl);
  19702. if (!ud)
  19703. return nullptr;
  19704. set = ud->skillunittick;
  19705. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19706. id = s = group->skill_id;
  19707. else
  19708. id = s = group->group_id;
  19709. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19710. int32 k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19711. if (set[k].id == id)
  19712. return &set[k];
  19713. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19714. j=k;
  19715. }
  19716. if (j == -1) {
  19717. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19718. j = id % MAX_SKILLUNITGROUPTICKSET;
  19719. }
  19720. set[j].id = id;
  19721. set[j].tick = tick;
  19722. return &set[j];
  19723. }
  19724. /*==========================================
  19725. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19726. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19727. *------------------------------------------*/
  19728. int32 skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19729. {
  19730. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19731. t_tick tick = va_arg(ap,t_tick);
  19732. nullpo_ret(unit);
  19733. if( !unit->alive || bl->prev == nullptr )
  19734. return 0;
  19735. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19736. if (group == nullptr)
  19737. return 0;
  19738. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19739. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19740. return 0; //AoE skills are ineffective. [Skotlex]
  19741. #ifdef RENEWAL
  19742. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19743. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19744. return 0;
  19745. #endif
  19746. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19747. return 0;
  19748. skill_unit_onplace_timer(unit,bl,tick);
  19749. return 1;
  19750. }
  19751. /**
  19752. * @see DBApply
  19753. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19754. */
  19755. static int32 skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19756. {
  19757. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19758. t_tick tick = va_arg(ap,t_tick);
  19759. bool dissonance;
  19760. struct block_list* bl = &unit->bl;
  19761. nullpo_ret(unit);
  19762. if( !unit->alive )
  19763. return 0;
  19764. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19765. if (group == nullptr)
  19766. return 0;
  19767. // Check for expiration
  19768. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19769. {// skill unit expired (inlined from skill_unit_onlimit())
  19770. switch( group->unit_id ) {
  19771. case UNT_ICEWALL:
  19772. unit->val1 -= 50; // icewall loses 50 hp every second
  19773. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19774. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19775. if( unit->val1 <= 0 )
  19776. skill_delunit(unit);
  19777. break;
  19778. case UNT_BLASTMINE:
  19779. #ifdef RENEWAL
  19780. case UNT_CLAYMORETRAP:
  19781. #endif
  19782. case UNT_GROUNDDRIFT_WIND:
  19783. case UNT_GROUNDDRIFT_DARK:
  19784. case UNT_GROUNDDRIFT_POISON:
  19785. case UNT_GROUNDDRIFT_WATER:
  19786. case UNT_GROUNDDRIFT_FIRE:
  19787. group->unit_id = UNT_USED_TRAPS;
  19788. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19789. group->limit=DIFF_TICK(tick+1500,group->tick);
  19790. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19791. break;
  19792. case UNT_ANKLESNARE:
  19793. case UNT_ELECTRICSHOCKER:
  19794. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19795. skill_delunit(unit);
  19796. break;
  19797. }
  19798. [[fallthrough]];
  19799. case UNT_SKIDTRAP:
  19800. case UNT_LANDMINE:
  19801. case UNT_SHOCKWAVE:
  19802. case UNT_SANDMAN:
  19803. case UNT_FLASHER:
  19804. case UNT_FREEZINGTRAP:
  19805. #ifndef RENEWAL
  19806. case UNT_CLAYMORETRAP:
  19807. #endif
  19808. case UNT_TALKIEBOX:
  19809. case UNT_CLUSTERBOMB:
  19810. case UNT_MAGENTATRAP:
  19811. case UNT_COBALTTRAP:
  19812. case UNT_MAIZETRAP:
  19813. case UNT_VERDURETRAP:
  19814. case UNT_FIRINGTRAP:
  19815. case UNT_ICEBOUNDTRAP:
  19816. {
  19817. struct block_list* src;
  19818. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19819. { // revert unit back into a trap
  19820. struct item item_tmp;
  19821. memset(&item_tmp,0,sizeof(item_tmp));
  19822. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19823. item_tmp.identify = 1;
  19824. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19825. }
  19826. skill_delunit(unit);
  19827. }
  19828. break;
  19829. case UNT_WARP_ACTIVE:
  19830. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19831. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19832. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19833. // restart timers
  19834. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19835. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19836. // apply effect to all units standing on it
  19837. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19838. break;
  19839. case UNT_CALLFAMILY:
  19840. {
  19841. map_session_data *sd = nullptr;
  19842. if(group->val1) {
  19843. sd = map_charid2sd(group->val1);
  19844. group->val1 = 0;
  19845. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19846. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19847. }
  19848. if(group->val2) {
  19849. sd = map_charid2sd(group->val2);
  19850. group->val2 = 0;
  19851. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19852. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19853. }
  19854. skill_delunit(unit);
  19855. }
  19856. break;
  19857. case UNT_REVERBERATION:
  19858. case UNT_NETHERWORLD:
  19859. if( unit->val1 <= 0 ) { // If it was deactivated.
  19860. skill_delunit(unit);
  19861. break;
  19862. }
  19863. clif_changetraplook(bl,UNT_USED_TRAPS);
  19864. if (group->unit_id == UNT_REVERBERATION)
  19865. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19866. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19867. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19868. group->unit_id = UNT_USED_TRAPS;
  19869. break;
  19870. case UNT_FEINTBOMB: {
  19871. struct block_list *src = map_id2bl(group->src_id);
  19872. if (src)
  19873. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19874. skill_delunit(unit);
  19875. }
  19876. break;
  19877. case UNT_BANDING:
  19878. {
  19879. struct block_list *src = map_id2bl(group->src_id);
  19880. status_change *sc;
  19881. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19882. skill_delunit(unit);
  19883. break;
  19884. }
  19885. // This unit isn't removed while SC_BANDING is active.
  19886. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19887. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19888. }
  19889. break;
  19890. case UNT_B_TRAP:
  19891. {
  19892. struct block_list* src;
  19893. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19894. struct item item_tmp;
  19895. memset(&item_tmp, 0, sizeof(item_tmp));
  19896. item_tmp.nameid = group->item_id;
  19897. item_tmp.identify = 1;
  19898. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19899. }
  19900. skill_delunit(unit);
  19901. }
  19902. break;
  19903. default:
  19904. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19905. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19906. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19907. // Deal damage before expiration
  19908. break;
  19909. }
  19910. skill_delunit(unit);
  19911. break;
  19912. }
  19913. } else {// skill unit is still active
  19914. switch( group->unit_id ) {
  19915. case UNT_BLASTMINE:
  19916. case UNT_SKIDTRAP:
  19917. case UNT_LANDMINE:
  19918. case UNT_SHOCKWAVE:
  19919. case UNT_SANDMAN:
  19920. case UNT_FLASHER:
  19921. case UNT_CLAYMORETRAP:
  19922. case UNT_FREEZINGTRAP:
  19923. case UNT_TALKIEBOX:
  19924. case UNT_ANKLESNARE:
  19925. case UNT_B_TRAP:
  19926. if( unit->val1 <= 0 ) {
  19927. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19928. skill_delunit(unit);
  19929. else {
  19930. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19931. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19932. group->unit_id = UNT_USED_TRAPS;
  19933. }
  19934. }
  19935. break;
  19936. case UNT_REVERBERATION:
  19937. case UNT_NETHERWORLD:
  19938. if (unit->val1 <= 0) {
  19939. clif_changetraplook(bl,UNT_USED_TRAPS);
  19940. if (group->unit_id == UNT_REVERBERATION)
  19941. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19942. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19943. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19944. group->unit_id = UNT_USED_TRAPS;
  19945. }
  19946. break;
  19947. case UNT_WALLOFTHORN:
  19948. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19949. skill_delunitgroup(group);
  19950. break;
  19951. }
  19952. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19953. skill_delunit(unit);
  19954. break;
  19955. case UNT_SANCTUARY:
  19956. if (group->val1 <= 0) {
  19957. skill_delunitgroup(group);
  19958. }
  19959. break;
  19960. default:
  19961. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19962. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19963. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19964. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19965. // Unit will expire the next interval, start dropping Meteor
  19966. block_list *src = map_id2bl(group->src_id);
  19967. if (src != nullptr) {
  19968. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19969. clif_skill_poseffect( *src, group->skill_id, -1, bl->x, bl->y, tick ); // Don't yell a blank skill name.
  19970. else
  19971. clif_skill_poseffect( *src, group->skill_id, group->skill_lv, bl->x, bl->y, tick );
  19972. group->val2 = 1;
  19973. }
  19974. }
  19975. // No damage until expiration
  19976. return 0;
  19977. }
  19978. break;
  19979. }
  19980. }
  19981. //Don't continue if unit or even group is expired and has been deleted.
  19982. if( !group || !unit->alive )
  19983. return 0;
  19984. dissonance = skill_dance_switch(unit, 0);
  19985. if( unit->range >= 0 && group->interval != -1 )
  19986. {
  19987. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19988. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19989. group->unit_id = UNT_USED_TRAPS;
  19990. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19991. unit->range = -1; //Disable processed cell.
  19992. if (--group->val1 <= 0) { // number of live cells
  19993. //All tiles were processed, disable skill.
  19994. group->target_flag=BCT_NOONE;
  19995. group->bl_flag= BL_NUL;
  19996. }
  19997. }
  19998. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19999. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20000. group->skill_id == HN_METEOR_STORM_BUSTER ||
  20001. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  20002. skill_delunit(unit);
  20003. return 0;
  20004. }
  20005. }
  20006. if( dissonance )
  20007. skill_dance_switch(unit, 1);
  20008. return 0;
  20009. }
  20010. /*==========================================
  20011. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  20012. *------------------------------------------*/
  20013. TIMER_FUNC(skill_unit_timer){
  20014. map_freeblock_lock();
  20015. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  20016. map_freeblock_unlock();
  20017. return 0;
  20018. }
  20019. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  20020. /*==========================================
  20021. * flag :
  20022. * 1 : store that skill_unit in array
  20023. * 2 : clear that skill_unit
  20024. * 4 : call_on_left
  20025. *------------------------------------------*/
  20026. int32 skill_unit_move_sub(struct block_list* bl, va_list ap)
  20027. {
  20028. struct skill_unit* unit = (struct skill_unit *)bl;
  20029. struct block_list* target = va_arg(ap,struct block_list*);
  20030. t_tick tick = va_arg(ap,t_tick);
  20031. int32 flag = va_arg(ap,int32);
  20032. bool dissonance;
  20033. uint16 skill_id;
  20034. nullpo_ret(unit);
  20035. nullpo_ret(target);
  20036. if( !unit->alive || target->prev == nullptr )
  20037. return 0;
  20038. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20039. if (group == nullptr)
  20040. return 0;
  20041. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  20042. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  20043. dissonance = skill_dance_switch(unit, 0);
  20044. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  20045. skill_id = group->skill_id;
  20046. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  20047. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  20048. if( dissonance ) {
  20049. skill_dance_switch(unit, 1);
  20050. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  20051. }
  20052. return 0;
  20053. }
  20054. //Target-type check.
  20055. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  20056. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  20057. if( flag&1 ) {
  20058. if( flag&2 ) { //Clear this skill id.
  20059. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  20060. }
  20061. } else {
  20062. if( flag&2 ) { //Store this skill id.
  20063. skill_unit_cell.push_back(skill_id);
  20064. }
  20065. }
  20066. if( flag&4 )
  20067. skill_unit_onleft(skill_id,target,tick);
  20068. }
  20069. if( dissonance )
  20070. skill_dance_switch(unit, 1);
  20071. return 0;
  20072. } else {
  20073. if( flag&1 ) {
  20074. int32 result = skill_unit_onplace(unit,target,tick);
  20075. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  20076. util::vector_erase_if_exists(skill_unit_cell, result);
  20077. }
  20078. } else {
  20079. int32 result = skill_unit_onout(unit,target,tick);
  20080. if( flag&2 && result > 0 ) { //Store this unit id.
  20081. skill_unit_cell.push_back(skill_id);
  20082. }
  20083. }
  20084. //TODO: Normally, this is dangerous since the unit and group could be freed
  20085. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  20086. //cells do not get deleted within them. [Skotlex]
  20087. if( dissonance )
  20088. skill_dance_switch(unit, 1);
  20089. if( flag&4 )
  20090. skill_unit_onleft(skill_id,target,tick);
  20091. return 1;
  20092. }
  20093. }
  20094. /*==========================================
  20095. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  20096. * Flag values:
  20097. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  20098. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  20099. * units to figure out when they have left a group.
  20100. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  20101. *------------------------------------------*/
  20102. int32 skill_unit_move(struct block_list *bl, t_tick tick, int32 flag)
  20103. {
  20104. nullpo_ret(bl);
  20105. if( bl->prev == nullptr )
  20106. return 0;
  20107. if( flag&2 && !(flag&1) ) //Onout, clear data
  20108. skill_unit_cell.clear();
  20109. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  20110. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  20111. for (const auto &it : skill_unit_cell) {
  20112. skill_unit_onleft(it, bl, tick);
  20113. }
  20114. }
  20115. return 0;
  20116. }
  20117. /*==========================================
  20118. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  20119. * @param bl Skill unit
  20120. * @param m Map
  20121. * @param dx
  20122. * @param dy
  20123. *------------------------------------------*/
  20124. void skill_unit_move_unit(struct block_list *bl, int32 dx, int32 dy) {
  20125. t_tick tick = gettick();
  20126. struct skill_unit *su;
  20127. if (bl->type != BL_SKILL)
  20128. return;
  20129. if (!(su = (struct skill_unit *)bl))
  20130. return;
  20131. if (!su->alive)
  20132. return;
  20133. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  20134. return; //Ensembles may not be moved around.
  20135. if (!bl->prev) {
  20136. bl->x = dx;
  20137. bl->y = dy;
  20138. return;
  20139. }
  20140. map_moveblock(bl, dx, dy, tick);
  20141. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  20142. skill_getareachar_skillunit_visibilty(su, AREA);
  20143. return;
  20144. }
  20145. /**
  20146. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  20147. * @param group Skill Group
  20148. * @param m Map
  20149. * @param dx
  20150. * @param dy
  20151. */
  20152. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  20153. {
  20154. int32 i, j;
  20155. t_tick tick = gettick();
  20156. int32 *m_flag;
  20157. struct skill_unit *unit1;
  20158. struct skill_unit *unit2;
  20159. if (group == nullptr)
  20160. return;
  20161. if (group->unit_count <= 0)
  20162. return;
  20163. if (group->unit == nullptr)
  20164. return;
  20165. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  20166. return; //Ensembles may not be moved around.
  20167. m_flag = (int32 *) aCalloc(group->unit_count, sizeof(int32));
  20168. // m_flag
  20169. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  20170. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  20171. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  20172. // 3: Both 1+2.
  20173. for(i = 0; i < group->unit_count; i++) {
  20174. unit1 =& group->unit[i];
  20175. if (!unit1->alive || unit1->bl.m != m)
  20176. continue;
  20177. for(j = 0; j < group->unit_count; j++) {
  20178. unit2 = &group->unit[j];
  20179. if (!unit2->alive)
  20180. continue;
  20181. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  20182. m_flag[i] |= 0x1;
  20183. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  20184. m_flag[i] |= 0x2;
  20185. }
  20186. }
  20187. j = 0;
  20188. for (i = 0; i < group->unit_count; i++) {
  20189. unit1 = &group->unit[i];
  20190. if (!unit1->alive)
  20191. continue;
  20192. if (!(m_flag[i]&0x2)) {
  20193. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  20194. skill_dance_overlap(unit1, 0);
  20195. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  20196. }
  20197. //Move Cell using "smart" criteria (avoid useless moving around)
  20198. switch(m_flag[i]) {
  20199. case 0:
  20200. //Cell moves independently, safely move it.
  20201. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  20202. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  20203. break;
  20204. case 1:
  20205. //Cell moves unto another cell, look for a replacement cell that won't collide
  20206. //and has no cell moving into it (flag == 2)
  20207. for(; j < group->unit_count; j++) {
  20208. int32 dx2, dy2;
  20209. if(m_flag[j] != 2 || !group->unit[j].alive)
  20210. continue;
  20211. //Move to where this cell would had moved.
  20212. unit2 = &group->unit[j];
  20213. dx2 = unit2->bl.x + dx - unit1->bl.x;
  20214. dy2 = unit2->bl.y + dy - unit1->bl.y;
  20215. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  20216. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  20217. j++; //Skip this cell as we have used it.
  20218. break;
  20219. }
  20220. break;
  20221. case 2:
  20222. case 3:
  20223. break; //Don't move the cell as a cell will end on this tile anyway.
  20224. }
  20225. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  20226. if (group->state.song_dance&0x1) //Check for dissonance effect.
  20227. skill_dance_overlap(unit1, 1);
  20228. skill_getareachar_skillunit_visibilty(unit1, AREA);
  20229. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  20230. }
  20231. }
  20232. aFree(m_flag);
  20233. }
  20234. /**
  20235. * Checking product requirement in player's inventory.
  20236. * Checking if player has the item or not, the amount, and the weight limit.
  20237. * @param sd Player
  20238. * @param nameid Product requested
  20239. * @param trigger Trigger criteria to match will 'ItemLv'
  20240. * @param qty Amount of item will be created
  20241. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  20242. */
  20243. int16 skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int32 trigger, int32 qty)
  20244. {
  20245. nullpo_ret(sd);
  20246. if (!item_db.exists(nameid))
  20247. return 0;
  20248. int16 i, j;
  20249. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  20250. if (skill_produce_db[i].nameid == nameid) {
  20251. if ((j = skill_produce_db[i].req_skill) > 0 &&
  20252. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  20253. continue; // must iterate again to check other skills that produce it. [malufett]
  20254. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  20255. continue; // special case
  20256. break;
  20257. }
  20258. }
  20259. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  20260. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  20261. return 0;
  20262. }
  20263. if (i >= MAX_SKILL_PRODUCE_DB)
  20264. return 0;
  20265. // Cannot carry the produced stuff
  20266. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  20267. return 0;
  20268. // Matching the requested produce list
  20269. if (trigger >= 0) {
  20270. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  20271. if (skill_produce_db[i].itemlv != trigger)
  20272. return 0;
  20273. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  20274. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  20275. return 0;
  20276. } else { // Weapon (itemlv must be higher or equal)
  20277. if (skill_produce_db[i].itemlv > trigger)
  20278. return 0;
  20279. }
  20280. }
  20281. // Check on player's inventory
  20282. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  20283. t_itemid nameid_produce;
  20284. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  20285. continue;
  20286. if (skill_produce_db[i].mat_amount[j] == 0) {
  20287. if (pc_search_inventory(sd,nameid_produce) < 0)
  20288. return 0;
  20289. } else {
  20290. uint16 idx, amt;
  20291. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  20292. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  20293. amt += sd->inventory.u.items_inventory[idx].amount;
  20294. if (amt < qty * skill_produce_db[i].mat_amount[j])
  20295. return 0;
  20296. }
  20297. }
  20298. return i + 1;
  20299. }
  20300. /**
  20301. * Attempt to produce an item
  20302. * @param sd Player
  20303. * @param skill_id Skill used
  20304. * @param nameid Requested product
  20305. * @param slot1
  20306. * @param slot2
  20307. * @param slot3
  20308. * @param qty Amount of requested item
  20309. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  20310. * @return True is success, False if failed
  20311. */
  20312. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int32 slot1, int32 slot2, int32 slot3, int32 qty, int16 produce_idx)
  20313. {
  20314. int32 slot[3];
  20315. int32 i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  20316. int32 num = -1; // exclude the recipe
  20317. nullpo_ret(sd);
  20318. status_data* status = status_get_status_data(sd->bl);
  20319. if( sd->skill_id_old == skill_id )
  20320. skill_lv = sd->skill_lv_old;
  20321. if (produce_idx == -1) {
  20322. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  20323. return false;
  20324. idx--;
  20325. }
  20326. else
  20327. idx = produce_idx;
  20328. if (qty < 1)
  20329. qty = 1;
  20330. if (!skill_id) //A skill can be specified for some override cases.
  20331. skill_id = skill_produce_db[idx].req_skill;
  20332. if( skill_id == GC_RESEARCHNEWPOISON )
  20333. skill_id = GC_CREATENEWPOISON;
  20334. slot[0] = slot1;
  20335. slot[1] = slot2;
  20336. slot[2] = slot3;
  20337. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  20338. int16 j;
  20339. if (slot[i] <= 0)
  20340. continue;
  20341. j = pc_search_inventory(sd,slot[i]);
  20342. if (j < 0)
  20343. continue;
  20344. if (slot[i] == ITEMID_STAR_CRUMB) {
  20345. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20346. sc++;
  20347. }
  20348. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  20349. static const int32 ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  20350. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20351. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  20352. }
  20353. }
  20354. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  20355. int16 x, j;
  20356. t_itemid id = skill_produce_db[idx].mat_id[i];
  20357. if (!item_db.exists(id))
  20358. continue;
  20359. num++;
  20360. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  20361. do {
  20362. int32 y = 0;
  20363. j = pc_search_inventory(sd,id);
  20364. if (j >= 0) {
  20365. y = sd->inventory.u.items_inventory[j].amount;
  20366. if (y > x)
  20367. y = x;
  20368. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  20369. } else {
  20370. ShowError("skill_produce_mix: material item error\n");
  20371. return false;
  20372. }
  20373. x -= y;
  20374. } while( j >= 0 && x > 0 );
  20375. }
  20376. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  20377. wlv = itemdb_wlv(nameid);
  20378. else
  20379. wlv = 0;
  20380. if (!equip) {
  20381. switch (skill_id) {
  20382. case BS_IRON:
  20383. case BS_STEEL:
  20384. case BS_ENCHANTEDSTONE:
  20385. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  20386. i = pc_checkskill(sd,skill_id);
  20387. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  20388. switch (nameid) {
  20389. case ITEMID_IRON:
  20390. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  20391. break;
  20392. case ITEMID_STEEL:
  20393. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  20394. break;
  20395. case ITEMID_STAR_CRUMB:
  20396. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  20397. break;
  20398. default: // Enchanted Stones
  20399. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  20400. break;
  20401. }
  20402. break;
  20403. case ASC_CDP:
  20404. make_per = (2000 + 40*status->dex + 20*status->luk);
  20405. break;
  20406. case AL_HOLYWATER:
  20407. case AB_ANCILLA:
  20408. make_per = 100000; //100% success
  20409. break;
  20410. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  20411. case AM_TWILIGHT1:
  20412. case AM_TWILIGHT2:
  20413. case AM_TWILIGHT3:
  20414. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  20415. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  20416. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  20417. if (hom_is_active(sd->hd)) {//Player got a homun
  20418. int32 skill;
  20419. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  20420. make_per += skill*100; //+1% bonus per level
  20421. }
  20422. switch(nameid){
  20423. case ITEMID_RED_POTION:
  20424. case ITEMID_YELLOW_POTION:
  20425. case ITEMID_WHITE_POTION:
  20426. make_per += (1+rnd()%100)*10 + 2000;
  20427. break;
  20428. case ITEMID_ALCOHOL:
  20429. make_per += (1+rnd()%100)*10 + 1000;
  20430. break;
  20431. case ITEMID_FIRE_BOTTLE:
  20432. case ITEMID_ACID_BOTTLE:
  20433. case ITEMID_MAN_EATER_BOTTLE:
  20434. case ITEMID_MINI_BOTTLE:
  20435. make_per += (1+rnd()%100)*10;
  20436. break;
  20437. case ITEMID_YELLOW_SLIM_POTION:
  20438. make_per -= (1+rnd()%50)*10;
  20439. break;
  20440. case ITEMID_WHITE_SLIM_POTION:
  20441. case ITEMID_COATING_BOTTLE:
  20442. make_per -= (1+rnd()%100)*10;
  20443. break;
  20444. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  20445. case ITEMID_BLUE_POTION:
  20446. case ITEMID_RED_SLIM_POTION:
  20447. case ITEMID_ANODYNE:
  20448. case ITEMID_ALOEBERA:
  20449. default:
  20450. break;
  20451. }
  20452. if (battle_config.pp_rate != 100)
  20453. make_per = make_per * battle_config.pp_rate / 100;
  20454. break;
  20455. case SA_CREATECON: // Elemental Converter Creation
  20456. make_per = 100000; // should be 100% success rate
  20457. break;
  20458. case RK_RUNEMASTERY: {
  20459. int32 A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  20460. int32 B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  20461. int32 C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  20462. int32 D = 0;
  20463. switch (nameid) { //rune rank it_diff 9 craftable rune
  20464. case ITEMID_BERKANA:
  20465. D = -2000;
  20466. break; //Rank S
  20467. case ITEMID_NAUTHIZ:
  20468. case ITEMID_URUZ:
  20469. D = -1500;
  20470. break; //Rank A
  20471. case ITEMID_ISA:
  20472. case ITEMID_WYRD:
  20473. D = -1000;
  20474. break; //Rank B
  20475. case ITEMID_RAIDO:
  20476. case ITEMID_THURISAZ:
  20477. case ITEMID_HAGALAZ:
  20478. case ITEMID_OTHILA:
  20479. D = -500;
  20480. break; //Rank C
  20481. default:
  20482. D = -1500;
  20483. break; //not specified =-15%
  20484. }
  20485. make_per = A + B + C + D;
  20486. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  20487. if (runemastery_skill_lv > 9)
  20488. qty = 2 + rnd() % 5; // 2~6
  20489. else if (runemastery_skill_lv > 4)
  20490. qty = 2 + rnd() % 3; // 2~4
  20491. else
  20492. qty = 2;
  20493. }
  20494. break;
  20495. case GC_CREATENEWPOISON:
  20496. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20497. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20498. break;
  20499. case GN_CHANGEMATERIAL:
  20500. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20501. if (skill_changematerial_db[i].nameid == nameid) {
  20502. make_per = skill_changematerial_db[i].rate * 10;
  20503. break;
  20504. }
  20505. }
  20506. break;
  20507. case GN_S_PHARMACY:
  20508. {
  20509. int32 difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  20510. const int32 production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  20511. switch (nameid) { // Item difficulty factor
  20512. case ITEMID_HP_INCREASE_POTION_SMALL:
  20513. case ITEMID_SP_INCREASE_POTION_SMALL:
  20514. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  20515. difficulty += 10;
  20516. break;
  20517. case ITEMID_BOMB_MUSHROOM_SPORE:
  20518. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  20519. difficulty += 15;
  20520. break;
  20521. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  20522. case ITEMID_SP_INCREASE_POTION_LARGE:
  20523. case ITEMID_VITATA500:
  20524. difficulty += 20;
  20525. break;
  20526. case ITEMID_SEED_OF_HORNY_PLANT:
  20527. case ITEMID_BLOODSUCK_PLANT_SEED:
  20528. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  20529. difficulty += 30;
  20530. break;
  20531. case ITEMID_HP_INCREASE_POTION_LARGE:
  20532. case ITEMID_CURE_FREE:
  20533. difficulty += 40;
  20534. break;
  20535. }
  20536. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  20537. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  20538. make_per -= difficulty;
  20539. qty = production_count[skill_lv - 1];
  20540. // Determine quantity from difficulty
  20541. if (make_per < 1)
  20542. qty -= 6;
  20543. else if (make_per < 100)
  20544. qty -= 5;
  20545. else if (make_per < 300)
  20546. qty -= 4;
  20547. else if (make_per < 400)
  20548. qty -= 3;
  20549. make_per = 100000; // Adjust success back to 100% for crafting
  20550. }
  20551. break;
  20552. case GN_MAKEBOMB:
  20553. case GN_MIX_COOKING:
  20554. {
  20555. int32 difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  20556. switch (nameid) { // Item difficulty factor
  20557. // GN_MAKEBOMB
  20558. case ITEMID_APPLE_BOMB:
  20559. difficulty += 5;
  20560. break;
  20561. case ITEMID_COCONUT_BOMB:
  20562. case ITEMID_MELON_BOMB:
  20563. difficulty += 10;
  20564. break;
  20565. case ITEMID_PINEAPPLE_BOMB:
  20566. difficulty += 15;
  20567. break;
  20568. case ITEMID_BANANA_BOMB:
  20569. difficulty += 20;
  20570. break;
  20571. // GN_MIX_COOKING
  20572. case ITEMID_SAVAGE_FULL_ROAST:
  20573. case ITEMID_COCKTAIL_WARG_BLOOD:
  20574. case ITEMID_MINOR_STEW:
  20575. case ITEMID_SIROMA_ICED_TEA:
  20576. case ITEMID_DROSERA_HERB_SALAD:
  20577. case ITEMID_PETITE_TAIL_NOODLES:
  20578. difficulty += 15;
  20579. break;
  20580. }
  20581. 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)
  20582. if (skill_lv > 1) {
  20583. make_per -= difficulty;
  20584. // Determine quantity from difficulty
  20585. if (make_per >= 30)
  20586. qty = 10 + rnd() % 2;
  20587. else if (make_per >= 10)
  20588. qty = 10;
  20589. else if (make_per >= -10)
  20590. qty = 8;
  20591. else if (make_per >= -30)
  20592. qty = 5;
  20593. else
  20594. qty = 0;
  20595. } else {
  20596. if (make_per < difficulty)
  20597. qty = 0;
  20598. }
  20599. make_per = 100000; // Adjust success back to 100% for crafting
  20600. }
  20601. break;
  20602. case MT_M_MACHINE:
  20603. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20604. if (skill_id == MT_M_MACHINE)
  20605. qty = 7 + skill_lv;
  20606. else // BO_BIONIC_PHARMACY
  20607. qty = 10 + skill_lv;
  20608. make_per = 100000;
  20609. break;
  20610. default:
  20611. if (sd->menuskill_id == AM_PHARMACY &&
  20612. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20613. { //Assume Cooking Dish
  20614. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20615. make_per = 10000; //100% Success
  20616. else
  20617. make_per = 1200 * (sd->menuskill_val - 10)
  20618. + 20 * (sd->status.base_level + 1)
  20619. + 20 * (status->dex + 1)
  20620. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20621. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20622. - 10 * (100 - status->luk + 1)
  20623. - 500 * (num - 1)
  20624. - 100 * (rnd()%4 + 1);
  20625. break;
  20626. }
  20627. make_per = 5000;
  20628. break;
  20629. }
  20630. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20631. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20632. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20633. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20634. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20635. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20636. if( wlv >= 3 ){
  20637. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20638. }
  20639. // Element Stone: -20%
  20640. if( ele ){
  20641. make_per -= 2000;
  20642. }
  20643. // Star Crumb: -15% each
  20644. make_per -= sc * 1500;
  20645. // Weapon level malus: -0/-10/-20/-30
  20646. if( wlv > 1 ){
  20647. make_per -= ( wlv * 1000 );
  20648. }
  20649. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20650. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20651. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20652. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20653. if (battle_config.wp_rate != 100)
  20654. make_per = make_per * battle_config.wp_rate / 100;
  20655. }
  20656. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20657. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20658. if (make_per < 1) make_per = 1;
  20659. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20660. struct item tmp_item;
  20661. memset(&tmp_item,0,sizeof(tmp_item));
  20662. tmp_item.nameid = nameid;
  20663. tmp_item.amount = 1;
  20664. tmp_item.identify = 1;
  20665. if (equip) {
  20666. tmp_item.card[0] = CARD0_FORGE;
  20667. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20668. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20669. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20670. } else {
  20671. //Flag is only used on the end, so it can be used here. [Skotlex]
  20672. switch (skill_id) {
  20673. case BS_DAGGER:
  20674. case BS_SWORD:
  20675. case BS_TWOHANDSWORD:
  20676. case BS_AXE:
  20677. case BS_MACE:
  20678. case BS_KNUCKLE:
  20679. case BS_SPEAR:
  20680. flag = battle_config.produce_item_name_input&0x1;
  20681. break;
  20682. case AM_PHARMACY:
  20683. case AM_TWILIGHT1:
  20684. case AM_TWILIGHT2:
  20685. case AM_TWILIGHT3:
  20686. flag = battle_config.produce_item_name_input&0x2;
  20687. break;
  20688. case AL_HOLYWATER:
  20689. case AB_ANCILLA:
  20690. flag = battle_config.produce_item_name_input&0x8;
  20691. break;
  20692. case ASC_CDP:
  20693. flag = battle_config.produce_item_name_input&0x10;
  20694. break;
  20695. default:
  20696. flag = battle_config.produce_item_name_input&0x80;
  20697. break;
  20698. }
  20699. if (flag) {
  20700. tmp_item.card[0] = CARD0_CREATE;
  20701. tmp_item.card[1] = 0;
  20702. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20703. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20704. }
  20705. }
  20706. // if(log_config.produce > 0)
  20707. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20708. //TODO update PICKLOG
  20709. if (equip) {
  20710. clif_produceeffect(sd,0,nameid);
  20711. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20712. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20713. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20714. } else {
  20715. int32 fame = 0;
  20716. tmp_item.amount = 0;
  20717. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20718. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20719. tmp_item.amount = qty;
  20720. break;
  20721. }
  20722. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20723. tmp_item.amount++;
  20724. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20725. continue;
  20726. if (skill_id != AM_PHARMACY &&
  20727. skill_id != AM_TWILIGHT1 &&
  20728. skill_id != AM_TWILIGHT2 &&
  20729. skill_id != AM_TWILIGHT3)
  20730. continue;
  20731. //Add fame as needed.
  20732. switch(++sd->potion_success_counter) {
  20733. case 3:
  20734. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20735. break;
  20736. case 5:
  20737. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20738. break;
  20739. case 7:
  20740. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20741. break;
  20742. case 10:
  20743. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20744. sd->potion_success_counter = 0;
  20745. break;
  20746. }
  20747. } else //Failure
  20748. sd->potion_success_counter = 0;
  20749. }
  20750. if (fame)
  20751. pc_addfame(*sd, fame);
  20752. //Visual effects and the like.
  20753. switch (skill_id) {
  20754. case AM_PHARMACY:
  20755. case AM_TWILIGHT1:
  20756. case AM_TWILIGHT2:
  20757. case AM_TWILIGHT3:
  20758. case ASC_CDP:
  20759. case GC_CREATENEWPOISON:
  20760. clif_produceeffect(sd,2,nameid);
  20761. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20762. break;
  20763. case BS_IRON:
  20764. case BS_STEEL:
  20765. case BS_ENCHANTEDSTONE:
  20766. clif_produceeffect(sd,0,nameid);
  20767. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20768. break;
  20769. default: //Those that don't require a skill?
  20770. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20771. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20772. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20773. }
  20774. break;
  20775. }
  20776. }
  20777. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20778. int32 j, k = 0, l;
  20779. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20780. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20781. if (skill_changematerial_db[i].nameid == nameid){
  20782. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20783. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20784. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20785. tmp_item.amount = (isStackable ? total_qty : 1);
  20786. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20787. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20788. clif_additem(sd,0,0,flag);
  20789. if( battle_config.skill_drop_items_full ){
  20790. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20791. }
  20792. }
  20793. }
  20794. k++;
  20795. }
  20796. }
  20797. break;
  20798. }
  20799. }
  20800. if (k) {
  20801. clif_produceeffect(sd,6,nameid);
  20802. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20803. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20804. return true;
  20805. }
  20806. } else if (tmp_item.amount) { //Success
  20807. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20808. clif_additem(sd,0,0,flag);
  20809. if( battle_config.skill_drop_items_full ){
  20810. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20811. }
  20812. }
  20813. switch (skill_id) {
  20814. case RK_RUNEMASTERY:
  20815. clif_produceeffect(sd, 4, nameid);
  20816. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20817. break;
  20818. case GN_MIX_COOKING:
  20819. case GN_MAKEBOMB:
  20820. case GN_S_PHARMACY:
  20821. clif_produceeffect(sd, 6, nameid);
  20822. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20823. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20824. break;
  20825. case MT_M_MACHINE:
  20826. clif_produceeffect(sd, 0, nameid);
  20827. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20828. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20829. break;
  20830. case BO_BIONIC_PHARMACY:
  20831. clif_produceeffect(sd, 2, nameid);
  20832. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20833. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20834. break;
  20835. }
  20836. return true;
  20837. }
  20838. }
  20839. //Failure
  20840. // if(log_config.produce)
  20841. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20842. //TODO update PICKLOG
  20843. if (equip) {
  20844. clif_produceeffect(sd,1,nameid);
  20845. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20846. } else {
  20847. switch (skill_id) {
  20848. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20849. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20850. [[fallthrough]];
  20851. case AM_PHARMACY:
  20852. case AM_TWILIGHT1:
  20853. case AM_TWILIGHT2:
  20854. case AM_TWILIGHT3:
  20855. case GC_CREATENEWPOISON:
  20856. clif_produceeffect(sd,3,nameid);
  20857. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20858. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20859. break;
  20860. case BS_IRON:
  20861. case BS_STEEL:
  20862. case BS_ENCHANTEDSTONE:
  20863. clif_produceeffect(sd,1,nameid);
  20864. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20865. break;
  20866. case RK_RUNEMASTERY:
  20867. clif_produceeffect(sd,5,nameid);
  20868. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20869. break;
  20870. case GN_MIX_COOKING:
  20871. if (qty == 0) {
  20872. item tmp_item;
  20873. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20874. int32 rate = rnd() % 1000 + 1;
  20875. memset(&tmp_item, 0, sizeof(tmp_item));
  20876. if (rate < 500)
  20877. i = 0;
  20878. else if (rate < 750)
  20879. i = 1;
  20880. else if (rate < 850)
  20881. i = 2;
  20882. else if (rate < 950)
  20883. i = 3;
  20884. else
  20885. i = 4;
  20886. tmp_item.nameid = compensation[i];
  20887. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20888. tmp_item.identify = 1;
  20889. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20890. clif_additem(sd,0,0,flag);
  20891. if( battle_config.skill_drop_items_full ){
  20892. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20893. }
  20894. }
  20895. clif_produceeffect(sd,7,nameid);
  20896. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20897. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20898. }
  20899. break;
  20900. case GN_MAKEBOMB:
  20901. case GN_S_PHARMACY:
  20902. case GN_CHANGEMATERIAL:
  20903. clif_produceeffect(sd,7,nameid);
  20904. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20905. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20906. break;
  20907. case MT_M_MACHINE:
  20908. clif_produceeffect(sd, 1, nameid);
  20909. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20910. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20911. break;
  20912. case BO_BIONIC_PHARMACY:
  20913. clif_produceeffect(sd, 3, nameid);
  20914. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20915. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20916. break;
  20917. default:
  20918. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20919. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20920. // todo: What in the world is this calculation
  20921. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20922. }
  20923. break;
  20924. }
  20925. }
  20926. return false;
  20927. }
  20928. /**
  20929. * Attempt to create arrow by specified material
  20930. * @param sd Player
  20931. * @param nameid Item ID of material
  20932. * @return True if created, False is failed
  20933. */
  20934. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20935. {
  20936. nullpo_ret(sd);
  20937. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20938. return false;
  20939. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20940. for (const auto &it : skill_arrow_db) {
  20941. if (nameid == it.second->nameid) {
  20942. arrow = it.second;
  20943. break;
  20944. }
  20945. }
  20946. int16 j;
  20947. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20948. return false;
  20949. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20950. for (const auto &it : arrow->created) {
  20951. char flag = 0;
  20952. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20953. continue;
  20954. struct item tmp_item = { 0 };
  20955. tmp_item.identify = 1;
  20956. tmp_item.nameid = it.first;
  20957. tmp_item.amount = it.second;
  20958. if (battle_config.produce_item_name_input&0x4) {
  20959. tmp_item.card[0] = CARD0_CREATE;
  20960. tmp_item.card[1] = 0;
  20961. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20962. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20963. }
  20964. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20965. clif_additem(sd,0,0,flag);
  20966. if( battle_config.skill_drop_items_full )
  20967. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20968. }
  20969. }
  20970. return true;
  20971. }
  20972. /**
  20973. * Enchant weapon with poison
  20974. * @param sd Player
  20975. * @nameid Item ID of poison type
  20976. */
  20977. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20978. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20979. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20980. return;
  20981. }
  20982. sc_type type;
  20983. int32 chance;
  20984. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20985. char output[CHAT_SIZE_MAX];
  20986. const char *msg;
  20987. switch( nameid ) {
  20988. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20989. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20990. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20991. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20992. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20993. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20994. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20995. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20996. default:
  20997. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20998. return;
  20999. }
  21000. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  21001. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  21002. 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
  21003. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  21004. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  21005. sprintf(output, msg_txt(&sd,721), msg);
  21006. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  21007. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  21008. clif_msg( sd, msg );
  21009. #endif*/
  21010. }
  21011. /**
  21012. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  21013. * @param bl: Object
  21014. * @param skill_id: Skill invoking to determine if Magic type
  21015. */
  21016. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  21017. {
  21018. status_change *sc = status_get_sc(bl);
  21019. // non-offensive and non-magic skills do not affect the status
  21020. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  21021. return;
  21022. if (sc != nullptr && !sc->empty() && sc->getSCE(SC_MAGICPOWER)) {
  21023. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  21024. status_change_end(bl, SC_MAGICPOWER);
  21025. } else {
  21026. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  21027. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  21028. if(bl->type == BL_PC){// update current display.
  21029. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  21030. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  21031. }
  21032. }
  21033. }
  21034. }
  21035. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  21036. int32 x, y, i, class_, skill;
  21037. struct mob_data *md;
  21038. skill = sd.menuskill_val;
  21039. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  21040. clif_skill_fail( sd, NC_MAGICDECOY );
  21041. return;
  21042. }
  21043. // Spawn Position
  21044. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  21045. x = sd.sc.comet_x;
  21046. y = sd.sc.comet_y;
  21047. sd.sc.comet_x = 0;
  21048. sd.sc.comet_y = 0;
  21049. sd.menuskill_val = 0;
  21050. // Item picked decides the mob class
  21051. switch(nameid) {
  21052. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  21053. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  21054. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  21055. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  21056. default:
  21057. clif_skill_fail( sd, NC_MAGICDECOY );
  21058. return;
  21059. }
  21060. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  21061. if( md ) {
  21062. struct unit_data *ud = unit_bl2ud(&md->bl);
  21063. md->master_id = sd.bl.id;
  21064. md->special_state.ai = AI_FAW;
  21065. if(ud) {
  21066. ud->skill_id = NC_MAGICDECOY;
  21067. ud->skill_lv = skill;
  21068. }
  21069. if( md->deletetimer != INVALID_TIMER )
  21070. delete_timer(md->deletetimer, mob_timer_delete);
  21071. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  21072. mob_spawn(md);
  21073. }
  21074. }
  21075. /**
  21076. * Process Warlock Spellbooks
  21077. * @param sd: Player data
  21078. * @param nameid: Spellbook item used
  21079. */
  21080. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  21081. if (reading_spellbook_db.empty())
  21082. return;
  21083. status_change *sc = status_get_sc(&sd.bl);
  21084. for (int32 i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  21085. if (sc == nullptr || sc->getSCE(i) == nullptr)
  21086. break;
  21087. if (i == SC_MAXSPELLBOOK) {
  21088. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  21089. return;
  21090. }
  21091. }
  21092. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  21093. if (spell == nullptr)
  21094. return;
  21095. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  21096. if (skill_lv == 0) { // Caster hasn't learned the skill
  21097. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  21098. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  21099. return;
  21100. }
  21101. uint16 points = spell->points;
  21102. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  21103. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  21104. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  21105. return;
  21106. }
  21107. for (int32 i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  21108. if (!sc->getSCE(i)) {
  21109. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  21110. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21111. break;
  21112. }
  21113. }
  21114. } else {
  21115. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  21116. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21117. }
  21118. // Reading Spell Book SP cost same as the sealed spell.
  21119. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  21120. }
  21121. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  21122. int32 lv, prob, aslvl = 0;
  21123. uint16 id, sk_idx = 0;
  21124. if (sd.sc.getSCE(SC_STOP)) {
  21125. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  21126. status_change_end(&sd.bl,SC_STOP);
  21127. }
  21128. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  21129. return;
  21130. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  21131. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  21132. return;
  21133. }
  21134. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  21135. lv = min(lv,sd.status.skill[sk_idx].lv);
  21136. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  21137. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,(aslvl*5),skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  21138. }
  21139. int32 skill_elementalanalysis( map_session_data& sd, int32 n, uint16 skill_lv, uint16* item_list ){
  21140. nullpo_ret(item_list);
  21141. if( n <= 0 )
  21142. return 1;
  21143. for( int32 i = 0; i < n; i++ ) {
  21144. t_itemid nameid, product;
  21145. int32 add_amount, del_amount, idx;
  21146. struct item tmp_item;
  21147. idx = item_list[i*2+0]-2;
  21148. if( idx < 0 || idx >= MAX_INVENTORY ){
  21149. return 1;
  21150. }
  21151. del_amount = item_list[i*2+1];
  21152. if( skill_lv == 2 )
  21153. del_amount -= (del_amount % 10);
  21154. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  21155. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  21156. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21157. return 1;
  21158. }
  21159. switch( nameid ) {
  21160. // Level 1
  21161. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  21162. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  21163. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  21164. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  21165. // Level 2
  21166. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  21167. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  21168. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  21169. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  21170. default:
  21171. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21172. return 1;
  21173. }
  21174. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  21175. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21176. return 1;
  21177. }
  21178. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  21179. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21180. return 1;
  21181. }
  21182. memset(&tmp_item,0,sizeof(tmp_item));
  21183. tmp_item.nameid = product;
  21184. tmp_item.amount = add_amount;
  21185. tmp_item.identify = 1;
  21186. if( tmp_item.amount ) {
  21187. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  21188. if( flag != 0 ) {
  21189. clif_additem(&sd,0,0,flag);
  21190. if( battle_config.skill_drop_items_full )
  21191. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  21192. }
  21193. }
  21194. }
  21195. return 0;
  21196. }
  21197. int32 skill_changematerial(map_session_data *sd, int32 n, uint16 *item_list) {
  21198. int32 i, j, k, c, p = 0, amount;
  21199. t_itemid nameid;
  21200. nullpo_ret(sd);
  21201. nullpo_ret(item_list);
  21202. // Search for objects that can be created.
  21203. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  21204. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  21205. p = 0;
  21206. do {
  21207. c = 0;
  21208. // Verification of overlap between the objects required and the list submitted.
  21209. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  21210. if( skill_produce_db[i].mat_id[j] > 0 ) {
  21211. for( k = 0; k < n; k++ ) {
  21212. int32 idx = item_list[k*2+0]-2;
  21213. if( idx < 0 || idx >= MAX_INVENTORY ){
  21214. return 0;
  21215. }
  21216. nameid = sd->inventory.u.items_inventory[idx].nameid;
  21217. amount = item_list[k*2+1];
  21218. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  21219. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  21220. return 0;
  21221. }
  21222. 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]
  21223. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  21224. c++; // match
  21225. }
  21226. }
  21227. else
  21228. break; // No more items required
  21229. }
  21230. p++;
  21231. } while(n == j && c == n);
  21232. p--;
  21233. if ( p > 0 ) {
  21234. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  21235. return 1;
  21236. }
  21237. }
  21238. }
  21239. if( p == 0)
  21240. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  21241. return 0;
  21242. }
  21243. /**
  21244. * For Royal Guard's LG_TRAMPLE
  21245. */
  21246. static int32 skill_destroy_trap(struct block_list *bl, va_list ap)
  21247. {
  21248. skill_unit *su = (struct skill_unit *)bl;
  21249. nullpo_ret(su);
  21250. std::shared_ptr<s_skill_unit_group> sg;
  21251. t_tick tick = va_arg(ap, t_tick);
  21252. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  21253. switch( sg->unit_id ) {
  21254. case UNT_CLAYMORETRAP:
  21255. case UNT_FIRINGTRAP:
  21256. case UNT_ICEBOUNDTRAP:
  21257. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  21258. break;
  21259. case UNT_LANDMINE:
  21260. case UNT_BLASTMINE:
  21261. case UNT_SHOCKWAVE:
  21262. case UNT_SANDMAN:
  21263. case UNT_FLASHER:
  21264. case UNT_FREEZINGTRAP:
  21265. case UNT_CLUSTERBOMB:
  21266. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  21267. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21268. else
  21269. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21270. break;
  21271. }
  21272. // Traps aren't recovered.
  21273. skill_delunit(su);
  21274. }
  21275. return 0;
  21276. }
  21277. /*==========================================
  21278. *
  21279. *------------------------------------------*/
  21280. TIMER_FUNC(skill_blockpc_end){
  21281. map_session_data *sd = map_id2sd(id);
  21282. if (sd == nullptr)
  21283. return 0;
  21284. sd->scd.erase(static_cast<uint16>(data));
  21285. return 1;
  21286. }
  21287. /**
  21288. * Flags a singular skill as being blocked from persistent usage for a player.
  21289. * @param sd: The player the skill delay affects
  21290. * @param skill_id: The skill which should be delayed
  21291. * @param tick: The length of time the delay should last
  21292. * @return True if successful, false otherwise
  21293. */
  21294. bool skill_blockpc_start(map_session_data &sd, uint16 skill_id, t_tick tick) {
  21295. if (!skill_db.exists(skill_id) || tick < 1)
  21296. return false;
  21297. if (sd.scd.size() == MAX_SKILLCOOLDOWN) {
  21298. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21299. return false;
  21300. }
  21301. // Add entry to list.
  21302. sd.scd[skill_id] = add_timer(gettick() + tick, skill_blockpc_end, sd.bl.id, skill_id);
  21303. if (battle_config.display_status_timers)
  21304. clif_skill_cooldown(sd, skill_id, tick);
  21305. return true;
  21306. }
  21307. /**
  21308. * Clear skill cooldowns from player.
  21309. * @param sd: Player data
  21310. */
  21311. void skill_blockpc_clear(map_session_data &sd) {
  21312. for (auto &entry : sd.scd) {
  21313. if (battle_config.display_status_timers)
  21314. clif_skill_cooldown(sd, entry.first, 0);
  21315. delete_timer(entry.second, skill_blockpc_end);
  21316. }
  21317. sd.scd.clear();
  21318. }
  21319. /**
  21320. * Timer end for homunculus skill cooldowns.
  21321. */
  21322. TIMER_FUNC(skill_blockhomun_end){
  21323. homun_data *hd = map_id2hd(id);
  21324. if (hd == nullptr)
  21325. return 0;
  21326. hd->scd.erase(static_cast<uint16>(data));
  21327. return 1;
  21328. }
  21329. /**
  21330. * Flags a singular skill as being blocked from persistent usage for a homunculus.
  21331. * @param hd: The homunculus the skill delay affects
  21332. * @param skill_id: The skill which should be delayed
  21333. * @param tick: The length of time the delay should last
  21334. * @return True if successful, false otherwise
  21335. */
  21336. bool skill_blockhomun_start(homun_data &hd, uint16 skill_id, t_tick tick) //[orn]
  21337. {
  21338. if (!skill_db.exists(skill_id) || tick < 1)
  21339. return false;
  21340. if (hd.scd.size() == MAX_SKILLCOOLDOWN) {
  21341. ShowWarning("skill_blockhomun_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21342. return false;
  21343. }
  21344. // Add entry to list.
  21345. hd.scd[skill_id] = add_timer(gettick() + tick, skill_blockhomun_end, hd.bl.id, skill_id);
  21346. if (battle_config.display_status_timers)
  21347. clif_skill_cooldown(*hd.master, skill_id, tick);
  21348. return true;
  21349. }
  21350. /**
  21351. * Clear skill cooldowns from homunculus.
  21352. * @param hd: Homunculus data
  21353. */
  21354. void skill_blockhomun_clear(homun_data &hd) {
  21355. for (auto &entry : hd.scd) {
  21356. if (battle_config.display_status_timers)
  21357. clif_skill_cooldown(*hd.master, entry.first, 0);
  21358. delete_timer(entry.second, skill_blockhomun_end);
  21359. }
  21360. hd.scd.clear();
  21361. }
  21362. /**
  21363. * Timer end for mercenary skill cooldowns.
  21364. */
  21365. TIMER_FUNC(skill_blockmerc_end){
  21366. s_mercenary_data *mc = map_id2mc(id);
  21367. if (mc == nullptr)
  21368. return 0;
  21369. mc->scd.erase(static_cast<uint16>(data));
  21370. return 1;
  21371. }
  21372. /**
  21373. * Flags a singular skill as being blocked from persistent usage for a mercenary.
  21374. * @param mc: The mercenary the skill delay affects
  21375. * @param skill_id: The skill which should be delayed
  21376. * @param tick: The length of time the delay should last
  21377. * @return True if successful, false otherwise
  21378. */
  21379. bool skill_blockmerc_start(s_mercenary_data &mc, uint16 skill_id, t_tick tick)
  21380. {
  21381. if (!skill_db.exists(skill_id) || tick < 1)
  21382. return false;
  21383. if (mc.scd.size() == MAX_SKILLCOOLDOWN) {
  21384. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21385. return false;
  21386. }
  21387. // Add entry to list.
  21388. mc.scd[skill_id] = add_timer(gettick() + tick, skill_blockmerc_end, mc.bl.id, skill_id);
  21389. if (battle_config.display_status_timers)
  21390. clif_skill_cooldown(*mc.master, skill_id, tick);
  21391. return true;
  21392. }
  21393. /**
  21394. * Clear skill cooldowns from mercenary.
  21395. * @param mc: Mercenary data
  21396. */
  21397. void skill_blockmerc_clear(s_mercenary_data &mc) {
  21398. for (auto &entry : mc.scd) {
  21399. if (battle_config.display_status_timers)
  21400. clif_skill_cooldown(*mc.master, entry.first, 0);
  21401. delete_timer(entry.second, skill_blockmerc_end);
  21402. }
  21403. mc.scd.clear();
  21404. }
  21405. /**
  21406. * Adds a new skill unit entry for this player to recast after map load
  21407. * @param sd: Player
  21408. * @param skill_id: Skill ID to save
  21409. * @param skill_lv: Skill level to save
  21410. */
  21411. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  21412. {
  21413. struct skill_usave *sus = nullptr;
  21414. if (idb_exists(skillusave_db,sd->status.char_id))
  21415. idb_remove(skillusave_db,sd->status.char_id);
  21416. CREATE(sus, struct skill_usave, 1);
  21417. idb_put(skillusave_db, sd->status.char_id, sus);
  21418. sus->skill_id = skill_id;
  21419. sus->skill_lv = skill_lv;
  21420. }
  21421. /**
  21422. * Loads saved skill unit entries for this player after map load
  21423. * @param sd: Player
  21424. */
  21425. void skill_usave_trigger(map_session_data *sd)
  21426. {
  21427. skill_usave *sus;
  21428. std::shared_ptr<s_skill_unit_group> group;
  21429. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  21430. return;
  21431. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  21432. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  21433. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  21434. idb_remove(skillusave_db, sd->status.char_id);
  21435. }
  21436. /*
  21437. *
  21438. */
  21439. int32 skill_split_str (char *str, char **val, int32 num)
  21440. {
  21441. int32 i;
  21442. for( i = 0; i < num && str; i++ ) {
  21443. val[i] = str;
  21444. str = strchr(str,',');
  21445. if( str )
  21446. *str++ = 0;
  21447. }
  21448. return i;
  21449. }
  21450. /*
  21451. *
  21452. */
  21453. void skill_init_unit_layout (void) {
  21454. int32 i,j,pos = 0;
  21455. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  21456. // standard square layouts go first
  21457. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  21458. int32 size = i*2+1;
  21459. skill_unit_layout[i].count = size*size;
  21460. for (j=0; j<size*size; j++) {
  21461. skill_unit_layout[i].dx[j] = (j%size-i);
  21462. skill_unit_layout[i].dy[j] = (j/size-i);
  21463. }
  21464. }
  21465. // afterwards add special ones
  21466. pos = i;
  21467. for (const auto &it : skill_db) {
  21468. std::shared_ptr<s_skill_db> skill = it.second;
  21469. uint16 skill_id = skill->nameid;
  21470. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  21471. continue;
  21472. if( skill_id == EL_FIRE_MANTLE ) {
  21473. static const int32 dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  21474. static const int32 dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  21475. skill_unit_layout[pos].count = 8;
  21476. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21477. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21478. } else {
  21479. switch (skill_id) {
  21480. case MG_FIREWALL:
  21481. case WZ_ICEWALL:
  21482. case WL_EARTHSTRAIN:
  21483. case RL_FIRE_RAIN:
  21484. // these will be handled later
  21485. break;
  21486. case PR_SANCTUARY:
  21487. case NPC_EVILLAND: {
  21488. static const int32 dx[] = {
  21489. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  21490. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  21491. static const int32 dy[]={
  21492. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  21493. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  21494. skill_unit_layout[pos].count = 21;
  21495. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21496. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21497. }
  21498. break;
  21499. case PR_MAGNUS: {
  21500. static const int32 dx[] = {
  21501. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21502. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21503. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  21504. static const int32 dy[] = {
  21505. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21506. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21507. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  21508. skill_unit_layout[pos].count = 33;
  21509. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21510. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21511. }
  21512. break;
  21513. case AS_VENOMDUST: {
  21514. static const int32 dx[] = {-1, 0, 0, 0, 1};
  21515. static const int32 dy[] = { 0,-1, 0, 1, 0};
  21516. skill_unit_layout[pos].count = 5;
  21517. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21518. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21519. }
  21520. break;
  21521. case CR_GRANDCROSS:
  21522. case NPC_GRANDDARKNESS: {
  21523. static const int32 dx[] = {
  21524. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  21525. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  21526. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  21527. static const int32 dy[] = {
  21528. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  21529. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  21530. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  21531. skill_unit_layout[pos].count = 29;
  21532. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21533. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21534. }
  21535. break;
  21536. case PF_FOGWALL: {
  21537. static const int32 dx[] = {
  21538. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  21539. static const int32 dy[] = {
  21540. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  21541. skill_unit_layout[pos].count = 15;
  21542. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21543. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21544. }
  21545. break;
  21546. case PA_GOSPEL: {
  21547. static const int32 dx[] = {
  21548. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21549. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21550. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  21551. -1, 0, 1};
  21552. static const int32 dy[] = {
  21553. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21554. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21555. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  21556. 3, 3, 3};
  21557. skill_unit_layout[pos].count = 33;
  21558. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21559. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21560. }
  21561. break;
  21562. case NJ_KAENSIN: {
  21563. static const int32 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};
  21564. static const int32 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};
  21565. skill_unit_layout[pos].count = 24;
  21566. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21567. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21568. }
  21569. break;
  21570. case NJ_TATAMIGAESHI: {
  21571. //Level 1 (count 4, cross of 3x3)
  21572. static const int32 dx1[] = {-1, 1, 0, 0};
  21573. static const int32 dy1[] = { 0, 0,-1, 1};
  21574. //Level 2-3 (count 8, cross of 5x5)
  21575. static const int32 dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21576. static const int32 dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21577. //Level 4-5 (count 12, cross of 7x7
  21578. static const int32 dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  21579. static const int32 dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  21580. //lv1
  21581. j = 0;
  21582. skill_unit_layout[pos].count = 4;
  21583. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  21584. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  21585. skill->unit_layout_type[j] = pos;
  21586. //lv2/3
  21587. j++;
  21588. pos++;
  21589. skill_unit_layout[pos].count = 8;
  21590. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  21591. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  21592. skill->unit_layout_type[j] = pos;
  21593. skill->unit_layout_type[++j] = pos;
  21594. //lv4/5
  21595. j++;
  21596. pos++;
  21597. skill_unit_layout[pos].count = 12;
  21598. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  21599. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  21600. skill->unit_layout_type[j] = pos;
  21601. skill->unit_layout_type[++j] = pos;
  21602. //Fill in the rest using lv 5.
  21603. for (;j<MAX_SKILL_LEVEL;j++)
  21604. skill->unit_layout_type[j] = pos;
  21605. //Skip, this way the check below will fail and continue to the next skill.
  21606. pos++;
  21607. }
  21608. break;
  21609. case GN_WALLOFTHORN: {
  21610. static const int32 dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21611. static const int32 dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21612. skill_unit_layout[pos].count = 16;
  21613. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21614. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21615. }
  21616. break;
  21617. case NPC_FLAMECROSS: {
  21618. static const int32 dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21619. static const int32 dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21620. skill_unit_layout[pos].count = 8;
  21621. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21622. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21623. }
  21624. break;
  21625. default:
  21626. ShowError("unknown unit layout at skill %d\n",i);
  21627. break;
  21628. }
  21629. }
  21630. if (!skill_unit_layout[pos].count)
  21631. continue;
  21632. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21633. skill->unit_layout_type[j] = pos;
  21634. pos++;
  21635. }
  21636. // firewall and icewall have 8 layouts (direction-dependent)
  21637. firewall_unit_pos = pos;
  21638. for (i=0;i<8;i++) {
  21639. if (i&1) {
  21640. skill_unit_layout[pos].count = 5;
  21641. if (i&0x2) {
  21642. int32 dx[] = {-1,-1, 0, 0, 1};
  21643. int32 dy[] = { 1, 0, 0,-1,-1};
  21644. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21645. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21646. } else {
  21647. int32 dx[] = { 1, 1 ,0, 0,-1};
  21648. int32 dy[] = { 1, 0, 0,-1,-1};
  21649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21651. }
  21652. } else {
  21653. skill_unit_layout[pos].count = 3;
  21654. if (i%4==0) {
  21655. int32 dx[] = {-1, 0, 1};
  21656. int32 dy[] = { 0, 0, 0};
  21657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21659. } else {
  21660. int32 dx[] = { 0, 0, 0};
  21661. int32 dy[] = {-1, 0, 1};
  21662. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21663. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21664. }
  21665. }
  21666. pos++;
  21667. }
  21668. icewall_unit_pos = pos;
  21669. for (i=0;i<8;i++) {
  21670. skill_unit_layout[pos].count = 5;
  21671. if (i&1) {
  21672. if (i&0x2) {
  21673. int32 dx[] = {-2,-1, 0, 1, 2};
  21674. int32 dy[] = { 2, 1, 0,-1,-2};
  21675. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21676. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21677. } else {
  21678. int32 dx[] = { 2, 1 ,0,-1,-2};
  21679. int32 dy[] = { 2, 1, 0,-1,-2};
  21680. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21681. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21682. }
  21683. } else {
  21684. if (i%4==0) {
  21685. int32 dx[] = {-2,-1, 0, 1, 2};
  21686. int32 dy[] = { 0, 0, 0, 0, 0};
  21687. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21688. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21689. } else {
  21690. int32 dx[] = { 0, 0, 0, 0, 0};
  21691. int32 dy[] = {-2,-1, 0, 1, 2};
  21692. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21693. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21694. }
  21695. }
  21696. pos++;
  21697. }
  21698. earthstrain_unit_pos = pos;
  21699. for( i = 0; i < 8; i++ )
  21700. { // For each Direction
  21701. skill_unit_layout[pos].count = 15;
  21702. switch( i )
  21703. {
  21704. case 0: case 1: case 3: case 4: case 5: case 7:
  21705. {
  21706. int32 dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21707. int32 dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21708. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21709. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21710. }
  21711. break;
  21712. case 2:
  21713. case 6:
  21714. {
  21715. int32 dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21716. int32 dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21717. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21718. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21719. }
  21720. break;
  21721. }
  21722. pos++;
  21723. }
  21724. firerain_unit_pos = pos;
  21725. for( i = 0; i < 8; i++ ) {
  21726. skill_unit_layout[pos].count = 3;
  21727. switch( i ) {
  21728. case 0: case 1: case 3: case 4: case 5: case 7:
  21729. {
  21730. static const int32 dx[] = {-1, 0, 1};
  21731. static const int32 dy[] = { 0, 0, 0};
  21732. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21733. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21734. }
  21735. break;
  21736. case 2:
  21737. case 6:
  21738. {
  21739. static const int32 dx[] = { 0, 0, 0};
  21740. static const int32 dy[] = {-1, 0, 1};
  21741. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21742. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21743. }
  21744. break;
  21745. }
  21746. pos++;
  21747. }
  21748. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21749. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21750. }
  21751. void skill_init_nounit_layout (void) {
  21752. int32 i, pos = 0;
  21753. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21754. for( i = 0; i < 8; i++ ) {
  21755. if( i&1 ) {
  21756. skill_nounit_layout[pos].count = 33;
  21757. if( i&2 ) {
  21758. if( i&4 ) { // 7
  21759. int32 dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21760. int32 dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21761. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21762. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21763. } else { // 3
  21764. int32 dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21765. int32 dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21766. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21767. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21768. }
  21769. } else {
  21770. if( i&4 ) { // 5
  21771. int32 dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21772. int32 dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21773. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21774. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21775. } else { // 1
  21776. int32 dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21777. int32 dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21778. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21779. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21780. }
  21781. }
  21782. } else {
  21783. skill_nounit_layout[pos].count = 21;
  21784. if( i&2 ) {
  21785. if( i&4 ) { // 6
  21786. int32 dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21787. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21788. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21789. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21790. } else { // 2
  21791. int32 dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21792. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21793. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21794. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21795. }
  21796. } else {
  21797. if( i&4 ) { // 4
  21798. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21799. int32 dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21800. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21801. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21802. } else { // 0
  21803. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21804. int32 dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21805. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21806. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21807. }
  21808. }
  21809. }
  21810. pos++;
  21811. }
  21812. for( i = 0; i < 8; i++ ) {
  21813. if( i&1 ) {
  21814. skill_nounit_layout[pos].count = 74;
  21815. if( i&2 ) {
  21816. if( i&4 ) { // 7
  21817. int32 dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21818. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21819. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21820. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21821. int32 dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21822. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21823. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21824. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21825. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21826. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21827. } else { // 3
  21828. int32 dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21829. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21830. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21831. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21832. int32 dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21833. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21834. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21835. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21836. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21837. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21838. }
  21839. } else {
  21840. if( i&4 ) { // 5
  21841. int32 dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21842. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21843. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21844. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21845. int32 dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21846. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21847. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21848. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21849. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21850. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21851. } else { // 1
  21852. int32 dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21853. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21854. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21855. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21856. int32 dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21857. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21858. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21859. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21860. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21861. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21862. }
  21863. }
  21864. } else {
  21865. skill_nounit_layout[pos].count = 44;
  21866. if( i&2 ) {
  21867. if( i&4 ) { // 6
  21868. int32 dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21869. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21870. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21871. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21872. } else { // 2
  21873. int32 dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21874. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21875. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21876. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21877. }
  21878. } else {
  21879. if( i&4 ) { // 4
  21880. int32 dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21881. int32 dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21882. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21883. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21884. } else { // 0
  21885. int32 dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21886. int32 dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21887. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21888. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21889. }
  21890. }
  21891. }
  21892. pos++;
  21893. }
  21894. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21895. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21896. }
  21897. int32 skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21898. status_change *sc = status_get_sc(bl);
  21899. if( !sc || !bl || !skill_id )
  21900. return 0; // Can do it
  21901. switch (type) {
  21902. case SC_ANKLE:
  21903. if (skill_id == AL_TELEPORT)
  21904. return 1;
  21905. break;
  21906. case SC_STASIS:
  21907. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21908. return 1; // Can't do it.
  21909. break;
  21910. case SC_KAGEHUMI:
  21911. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21912. return 1;
  21913. break;
  21914. case SC_BITE:
  21915. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21916. return 1;
  21917. break;
  21918. }
  21919. return 0;
  21920. }
  21921. /**
  21922. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21923. * @param sc: Status changes active on target
  21924. * @param skill_id: Skill to toggle
  21925. * @return True on success or false otherwise
  21926. */
  21927. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21928. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21929. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21930. return false;
  21931. if (skill->inf2[INF2_TOGGLEABLE]) {
  21932. if (sc.getSCE(skill->sc))
  21933. return true;
  21934. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21935. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21936. return true;
  21937. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21938. return true;
  21939. }
  21940. return false;
  21941. }
  21942. int32 skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21943. int32 type = 0;
  21944. switch( skill_id ) {
  21945. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21946. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21947. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21948. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21949. }
  21950. type += skill_lv - 1;
  21951. return type;
  21952. }
  21953. /**
  21954. * Check before do `unit_movepos` call
  21955. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21956. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21957. **/
  21958. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath) {
  21959. status_change *sc;
  21960. nullpo_retr(false, bl);
  21961. struct map_data *mapdata = map_getmapdata(bl->m);
  21962. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21963. return false;
  21964. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21965. return false;
  21966. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21967. return false;
  21968. sc = status_get_sc(bl);
  21969. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21970. return false;
  21971. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21972. }
  21973. /**
  21974. * Get skill duration after adjustments by skill_duration mapflag
  21975. * @param mapdata: Source map data
  21976. * @param skill_id: Skill ID
  21977. * @param skill_lv: Skill level
  21978. * @return Adjusted skill duration
  21979. */
  21980. int32 skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21981. int32 time = 0;
  21982. if (!(time = skill_get_time(skill_id, skill_lv)))
  21983. return 0;
  21984. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21985. return time / 100 * mapdata->skill_duration[skill_id];
  21986. return time;
  21987. }
  21988. const std::string SkillDatabase::getDefaultLocation() {
  21989. return std::string(db_path) + "/skill_db.yml";
  21990. }
  21991. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21992. int32 value;
  21993. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21994. if (!skNode.is_seq()) {
  21995. if (!this->asInt32(node, nodeName, value))
  21996. return false;
  21997. for (size_t i = 0; i < S; i++)
  21998. arr[i] = value;
  21999. } else {
  22000. uint16 max_level = 0;
  22001. for (const auto& it : skNode) {
  22002. uint16 skill_lv;
  22003. if (!this->asUInt16(it, "Level", skill_lv))
  22004. continue;
  22005. if (skill_lv > MAX_SKILL_LEVEL) {
  22006. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  22007. return false;
  22008. }
  22009. if (!this->asInt32(it, subNodeName, value))
  22010. continue;
  22011. arr[skill_lv - 1] = value;
  22012. max_level = max(max_level, skill_lv);
  22013. }
  22014. size_t i = max_level, j;
  22015. // Check for linear change with increasing steps until we reach half of the data acquired.
  22016. for (size_t step = 1; step <= i / 2; step++) {
  22017. int32 diff = arr[i - 1] - arr[i - step - 1];
  22018. for (j = i - 1; j >= step; j--) {
  22019. if ((arr[j] - arr[j - step]) != diff)
  22020. break;
  22021. }
  22022. if (j >= step) // No match, try next step.
  22023. continue;
  22024. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  22025. arr[i] = arr[i - step] + diff;
  22026. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  22027. arr[i] = 1;
  22028. diff = 0;
  22029. step = 1;
  22030. }
  22031. }
  22032. return true;
  22033. }
  22034. // Unable to determine linear trend, fill remaining array values with last value
  22035. for (; i < S; i++)
  22036. arr[i] = arr[max_level - 1];
  22037. }
  22038. return true;
  22039. }
  22040. /**
  22041. * Reads and parses an entry from the skill_db.
  22042. * @param node: YAML node containing the entry.
  22043. * @return count of successfully parsed rows
  22044. */
  22045. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22046. uint16 skill_id;
  22047. if (!this->asUInt16(node, "Id", skill_id))
  22048. return 0;
  22049. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  22050. bool exists = skill != nullptr;
  22051. if (!exists) {
  22052. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  22053. return 0;
  22054. skill = std::make_shared<s_skill_db>();
  22055. skill->nameid = skill_id;
  22056. }
  22057. if (this->nodeExists(node, "Name")) {
  22058. std::string name;
  22059. if (!this->asString(node, "Name", name))
  22060. return 0;
  22061. if( name.length() > SKILL_NAME_LENGTH ){
  22062. this->invalidWarning( node["Name"], "Name \"%s\" exceeds maximum length of %d.\n", name.c_str(), SKILL_NAME_LENGTH );
  22063. return 0;
  22064. }
  22065. name.resize(SKILL_NAME_LENGTH);
  22066. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  22067. }
  22068. if (this->nodeExists(node, "Description")) {
  22069. std::string desc;
  22070. if (!this->asString(node, "Description", desc))
  22071. return 0;
  22072. if( desc.length() > SKILL_DESC_LENGTH ){
  22073. this->invalidWarning( node["Description"], "Description \"%s\" exceeds maximum length of %d.\n", desc.c_str(), SKILL_DESC_LENGTH );
  22074. return 0;
  22075. }
  22076. desc.resize(SKILL_DESC_LENGTH);
  22077. memcpy(skill->desc, desc.c_str(), sizeof(skill->desc));
  22078. }
  22079. if (this->nodeExists(node, "MaxLevel")) {
  22080. uint16 skill_lv;
  22081. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  22082. return 0;
  22083. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  22084. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  22085. return 0;
  22086. }
  22087. skill->max = skill_lv;
  22088. }
  22089. if (this->nodeExists(node, "Type")) {
  22090. std::string type;
  22091. if (!this->asString(node, "Type", type))
  22092. return 0;
  22093. std::string type_constant = "BF_" + type;
  22094. int64 constant;
  22095. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22096. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  22097. return 0;
  22098. }
  22099. if (constant < BF_NONE || constant > BF_MISC) {
  22100. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  22101. return 0;
  22102. }
  22103. skill->skill_type = static_cast<e_battle_flag>(constant);
  22104. } else {
  22105. if (!exists)
  22106. skill->skill_type = BF_NONE;
  22107. }
  22108. if (this->nodeExists(node, "TargetType")) {
  22109. std::string inf;
  22110. if (!this->asString(node, "TargetType", inf))
  22111. return 0;
  22112. std::string inf_constant = "INF_" + inf + "_SKILL";
  22113. int64 constant;
  22114. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  22115. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  22116. return 0;
  22117. }
  22118. skill->inf = static_cast<uint16>(constant);
  22119. }
  22120. if (this->nodeExists(node, "DamageFlags")) {
  22121. const auto& damageNode = node["DamageFlags"];
  22122. for (const auto& it : damageNode) {
  22123. std::string nk;
  22124. c4::from_chars(it.key(), &nk);
  22125. std::string nk_constant = "NK_" + nk;
  22126. int64 constant;
  22127. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  22128. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  22129. return 0;
  22130. }
  22131. bool active;
  22132. if (!this->asBool(damageNode, nk, active))
  22133. return 0;
  22134. if (active)
  22135. skill->nk.set(static_cast<uint8>(constant));
  22136. else
  22137. skill->nk.reset(static_cast<uint8>(constant));
  22138. }
  22139. }
  22140. if (this->nodeExists(node, "Flags")) {
  22141. const auto& infoNode = node["Flags"];
  22142. for (const auto& it : infoNode) {
  22143. std::string inf2;
  22144. c4::from_chars(it.key(), &inf2);
  22145. std::string inf2_constant = "INF2_" + inf2;
  22146. int64 constant;
  22147. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  22148. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  22149. continue;
  22150. }
  22151. bool active;
  22152. if (!this->asBool(infoNode, inf2, active))
  22153. return 0;
  22154. if (active)
  22155. skill->inf2.set(static_cast<uint8>(constant));
  22156. else
  22157. skill->inf2.reset(static_cast<uint8>(constant));
  22158. }
  22159. }
  22160. if (this->nodeExists(node, "Range")) {
  22161. if (!this->parseNode("Range", "Size", node, skill->range))
  22162. return 0;
  22163. } else {
  22164. if (!exists)
  22165. memset(skill->range, 0, sizeof(skill->range));
  22166. }
  22167. if (this->nodeExists(node, "Hit")) {
  22168. std::string hit;
  22169. if (!this->asString(node, "Hit", hit))
  22170. return 0;
  22171. std::string hit_constant = "DMG_" + hit;
  22172. int64 constant;
  22173. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  22174. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  22175. return 0;
  22176. }
  22177. skill->hit = static_cast<e_damage_type>(constant);
  22178. } else {
  22179. if (!exists)
  22180. skill->hit = DMG_NORMAL;
  22181. }
  22182. if (this->nodeExists(node, "HitCount")) {
  22183. if (!this->parseNode("HitCount", "Count", node, skill->num))
  22184. return 0;
  22185. } else {
  22186. if (!exists)
  22187. memset(skill->num, 0, sizeof(skill->num));
  22188. }
  22189. if (this->nodeExists(node, "Element")) {
  22190. const auto elementNode = node["Element"];
  22191. std::string element;
  22192. if (!elementNode.is_seq()) {
  22193. if (!this->asString(node, "Element", element))
  22194. return 0;
  22195. std::string element_constant = "ELE_" + element;
  22196. int64 constant;
  22197. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22198. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22199. return 0;
  22200. }
  22201. if (constant == ELE_NONE) {
  22202. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22203. return 0;
  22204. }
  22205. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  22206. } else {
  22207. for (const auto& it : elementNode) {
  22208. uint16 skill_lv;
  22209. if (!this->asUInt16(it, "Level", skill_lv))
  22210. continue;
  22211. if (skill_lv > MAX_SKILL_LEVEL) {
  22212. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22213. return false;
  22214. }
  22215. if (!this->asString(it, "Element", element))
  22216. continue;
  22217. std::string element_constant = "ELE_" + element;
  22218. int64 constant;
  22219. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22220. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22221. return 0;
  22222. }
  22223. if (constant == ELE_NONE) {
  22224. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22225. return 0;
  22226. }
  22227. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  22228. }
  22229. }
  22230. } else {
  22231. if (!exists)
  22232. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  22233. }
  22234. if (this->nodeExists(node, "SplashArea")) {
  22235. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  22236. return 0;
  22237. } else {
  22238. if (!exists)
  22239. memset(skill->splash, 0, sizeof(skill->splash));
  22240. }
  22241. if (this->nodeExists(node, "ActiveInstance")) {
  22242. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  22243. return 0;
  22244. } else {
  22245. if (!exists)
  22246. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  22247. }
  22248. if (this->nodeExists(node, "Knockback")) {
  22249. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  22250. return 0;
  22251. } else {
  22252. if (!exists)
  22253. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  22254. }
  22255. if (this->nodeExists(node, "CopyFlags")) {
  22256. const auto& copyNode = node["CopyFlags"];
  22257. if (this->nodeExists(copyNode, "Skill")) {
  22258. const auto& copyskillNode = copyNode["Skill"];
  22259. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  22260. bool active;
  22261. if (!this->asBool(copyskillNode, "Plagiarism", active))
  22262. return 0;
  22263. if (active)
  22264. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  22265. else
  22266. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  22267. }
  22268. if (this->nodeExists(copyskillNode, "Reproduce")) {
  22269. bool active;
  22270. if (!this->asBool(copyskillNode, "Reproduce", active))
  22271. return 0;
  22272. if (active)
  22273. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  22274. else
  22275. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  22276. }
  22277. } else {
  22278. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  22279. return 0;
  22280. }
  22281. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  22282. const auto& copyreqNode = copyNode["RemoveRequirement"];
  22283. for (const auto& it : copyreqNode) {
  22284. std::string req;
  22285. c4::from_chars(it.key(), &req);
  22286. std::string req_constant = "SKILL_REQ_" + req;
  22287. int64 constant;
  22288. if (!script_get_constant(req_constant.c_str(), &constant)) {
  22289. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  22290. return 0;
  22291. }
  22292. skill->copyable.req_opt |= constant;
  22293. }
  22294. } else {
  22295. if (!exists)
  22296. skill->copyable.req_opt = 0;
  22297. }
  22298. }
  22299. if (this->nodeExists(node, "NoNearNPC")) {
  22300. const auto& npcNode = node["NoNearNPC"];
  22301. if (this->nodeExists(npcNode, "AdditionalRange")) {
  22302. uint16 range;
  22303. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  22304. return 0;
  22305. skill->unit_nonearnpc_range = range;
  22306. } else {
  22307. if (!exists)
  22308. skill->unit_nonearnpc_range = 0;
  22309. }
  22310. if (this->nodeExists(npcNode, "Type")) {
  22311. const auto& npctypeNode = npcNode["Type"];
  22312. for (const auto& it : npctypeNode) {
  22313. std::string type;
  22314. c4::from_chars(it.key(), &type);
  22315. std::string type_constant = "SKILL_NONEAR_" + type;
  22316. int64 constant;
  22317. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22318. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  22319. return 0;
  22320. }
  22321. bool active;
  22322. if (!this->asBool(npctypeNode, type, active))
  22323. return 0;
  22324. if (active)
  22325. skill->unit_nonearnpc_type |= constant;
  22326. else
  22327. skill->unit_nonearnpc_type &= ~constant;
  22328. }
  22329. } else {
  22330. if (!exists)
  22331. skill->unit_nonearnpc_type = 0;
  22332. }
  22333. }
  22334. if (this->nodeExists(node, "CastCancel")) {
  22335. bool active;
  22336. if (!this->asBool(node, "CastCancel", active))
  22337. return 0;
  22338. skill->castcancel = active;
  22339. } else {
  22340. if (!exists)
  22341. skill->castcancel = true;
  22342. }
  22343. if (this->nodeExists(node, "CastDefenseReduction")) {
  22344. uint16 reduction;
  22345. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  22346. return 0;
  22347. skill->cast_def_rate = reduction;
  22348. } else {
  22349. if (!exists)
  22350. skill->cast_def_rate = 0;
  22351. }
  22352. if (this->nodeExists(node, "CastTime")) {
  22353. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  22354. return 0;
  22355. } else {
  22356. if (!exists)
  22357. memset(skill->cast, 0, sizeof(skill->cast));
  22358. }
  22359. if (this->nodeExists(node, "AfterCastActDelay")) {
  22360. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  22361. return 0;
  22362. } else {
  22363. if (!exists)
  22364. memset(skill->delay, 0, sizeof(skill->delay));
  22365. }
  22366. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  22367. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  22368. return 0;
  22369. } else {
  22370. if (!exists)
  22371. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  22372. }
  22373. if (this->nodeExists(node, "Duration1")) {
  22374. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  22375. return 0;
  22376. } else {
  22377. if (!exists)
  22378. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  22379. }
  22380. if (this->nodeExists(node, "Duration2")) {
  22381. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  22382. return 0;
  22383. } else {
  22384. if (!exists)
  22385. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  22386. }
  22387. if (this->nodeExists(node, "Cooldown")) {
  22388. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  22389. return 0;
  22390. } else {
  22391. if (!exists)
  22392. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  22393. }
  22394. #ifdef RENEWAL_CAST
  22395. if (this->nodeExists(node, "FixedCastTime")) {
  22396. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  22397. return 0;
  22398. } else {
  22399. if (!exists)
  22400. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  22401. }
  22402. #endif
  22403. if (this->nodeExists(node, "CastTimeFlags")) {
  22404. const auto& castNode = node["CastTimeFlags"];
  22405. for (const auto& it : castNode) {
  22406. std::string flag;
  22407. c4::from_chars(it.key(), &flag);
  22408. std::string flag_constant = "SKILL_CAST_" + flag;
  22409. int64 constant;
  22410. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22411. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  22412. return 0;
  22413. }
  22414. bool active;
  22415. if (!this->asBool(castNode, flag, active))
  22416. return 0;
  22417. if (active)
  22418. skill->castnodex |= constant;
  22419. else
  22420. skill->castnodex &= ~constant;
  22421. }
  22422. }
  22423. if (this->nodeExists(node, "CastDelayFlags")) {
  22424. const auto& castNode = node["CastDelayFlags"];
  22425. for (const auto& it : castNode) {
  22426. std::string flag;
  22427. c4::from_chars(it.key(), &flag);
  22428. std::string flag_constant = "SKILL_CAST_" + flag;
  22429. int64 constant;
  22430. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22431. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  22432. return 0;
  22433. }
  22434. bool active;
  22435. if (!this->asBool(castNode, flag, active))
  22436. return 0;
  22437. if (active)
  22438. skill->delaynodex |= constant;
  22439. else
  22440. skill->delaynodex &= ~constant;
  22441. }
  22442. }
  22443. if (this->nodeExists(node, "Requires")) {
  22444. const auto& requireNode = node["Requires"];
  22445. if (this->nodeExists(requireNode, "HpCost")) {
  22446. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  22447. return 0;
  22448. } else {
  22449. if (!exists)
  22450. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  22451. }
  22452. if (this->nodeExists(requireNode, "SpCost")) {
  22453. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  22454. return 0;
  22455. } else {
  22456. if (!exists)
  22457. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  22458. }
  22459. if (this->nodeExists(requireNode, "ApCost")) {
  22460. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  22461. return 0;
  22462. } else {
  22463. if (!exists)
  22464. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  22465. }
  22466. if (this->nodeExists(requireNode, "HpRateCost")) {
  22467. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  22468. return 0;
  22469. } else {
  22470. if (!exists)
  22471. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  22472. }
  22473. if (this->nodeExists(requireNode, "SpRateCost")) {
  22474. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  22475. return 0;
  22476. } else {
  22477. if (!exists)
  22478. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  22479. }
  22480. if (this->nodeExists(requireNode, "ApRateCost")) {
  22481. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  22482. return 0;
  22483. } else {
  22484. if (!exists)
  22485. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  22486. }
  22487. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  22488. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  22489. return 0;
  22490. } else {
  22491. if (!exists)
  22492. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  22493. }
  22494. if (this->nodeExists(requireNode, "ZenyCost")) {
  22495. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  22496. return 0;
  22497. } else {
  22498. if (!exists)
  22499. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  22500. }
  22501. if (this->nodeExists(requireNode, "Weapon")) {
  22502. const auto& weaponNode = requireNode["Weapon"];
  22503. if (this->nodeExists(weaponNode, "All")) {
  22504. bool active;
  22505. if (!this->asBool(weaponNode, "All", active))
  22506. return 0;
  22507. if (active)
  22508. skill->require.weapon = 0;
  22509. } else {
  22510. for (const auto& it : weaponNode) {
  22511. std::string weapon;
  22512. c4::from_chars(it.key(), &weapon);
  22513. std::string weapon_constant = "W_" + weapon;
  22514. int64 constant;
  22515. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  22516. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  22517. return 0;
  22518. }
  22519. bool active;
  22520. if (!this->asBool(weaponNode, weapon, active))
  22521. return 0;
  22522. if (active)
  22523. skill->require.weapon |= 1 << constant;
  22524. else
  22525. skill->require.weapon &= ~(1 << constant);
  22526. }
  22527. }
  22528. } else {
  22529. if (!exists)
  22530. skill->require.weapon = 0;
  22531. }
  22532. if (this->nodeExists(requireNode, "Ammo")) {
  22533. const auto& ammoNode = requireNode["Ammo"];
  22534. if (this->nodeExists(ammoNode, "None")) {
  22535. bool active;
  22536. if (!this->asBool(ammoNode, "None", active))
  22537. return 0;
  22538. if (active)
  22539. skill->require.ammo = 0;
  22540. } else {
  22541. for (const auto& it : ammoNode) {
  22542. std::string ammo;
  22543. c4::from_chars(it.key(), &ammo);
  22544. std::string ammo_constant = "AMMO_" + ammo;
  22545. int64 constant;
  22546. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  22547. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  22548. return 0;
  22549. }
  22550. bool active;
  22551. if (!this->asBool(ammoNode, ammo, active))
  22552. return 0;
  22553. if (active)
  22554. skill->require.ammo |= 1 << constant;
  22555. else
  22556. skill->require.ammo &= ~(1 << constant);
  22557. }
  22558. }
  22559. } else {
  22560. if (!exists)
  22561. skill->require.ammo = 0;
  22562. }
  22563. if (this->nodeExists(requireNode, "AmmoAmount")) {
  22564. if (skill->require.ammo == 0) {
  22565. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  22566. return 0;
  22567. }
  22568. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  22569. return 0;
  22570. } else {
  22571. if (!exists)
  22572. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  22573. }
  22574. if (this->nodeExists(requireNode, "State")) {
  22575. std::string state;
  22576. if (!this->asString(requireNode, "State", state))
  22577. return 0;
  22578. std::string state_constant = "ST_" + state;
  22579. int64 constant;
  22580. if (!script_get_constant(state_constant.c_str(), &constant)) {
  22581. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  22582. return 0;
  22583. }
  22584. skill->require.state = static_cast<int32>(constant);
  22585. }
  22586. if (this->nodeExists(requireNode, "Status")) {
  22587. const auto& statusNode = requireNode["Status"];
  22588. for (const auto& it : statusNode) {
  22589. std::string status;
  22590. c4::from_chars(it.key(), &status);
  22591. std::string status_constant = "SC_" + status;
  22592. int64 constant;
  22593. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22594. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  22595. return 0;
  22596. }
  22597. bool active;
  22598. if (!this->asBool(statusNode, status, active))
  22599. return 0;
  22600. auto status_exists = util::vector_get(skill->require.status, constant);
  22601. if (active && status_exists == skill->require.status.end())
  22602. skill->require.status.push_back(static_cast<sc_type>(constant));
  22603. else if (!active && status_exists != skill->require.status.end())
  22604. skill->require.status.erase(status_exists);
  22605. }
  22606. }
  22607. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  22608. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  22609. return 0;
  22610. } else {
  22611. if (!exists)
  22612. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22613. }
  22614. if (this->nodeExists(requireNode, "ItemCost")) {
  22615. const auto itemNode = requireNode["ItemCost"];
  22616. int32 count = 0;
  22617. for (const auto& it : itemNode) {
  22618. std::string item_name;
  22619. if (!this->asString(it, "Item", item_name))
  22620. continue;
  22621. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22622. if (item == nullptr) {
  22623. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22624. return 0;
  22625. }
  22626. int32 amount;
  22627. if (!this->asInt32(it, "Amount", amount))
  22628. continue;
  22629. if (this->nodeExists(it, "Level")) {
  22630. uint16 cost_level;
  22631. if (!this->asUInt16(it, "Level", cost_level))
  22632. continue;
  22633. if (cost_level < 1 || cost_level > skill->max) {
  22634. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22635. return 0;
  22636. }
  22637. count = cost_level - 1;
  22638. if (!skill->require.itemid_level_dependent)
  22639. skill->require.itemid_level_dependent = true;
  22640. }
  22641. skill->require.itemid[count] = item->nameid;
  22642. skill->require.amount[count] = amount;
  22643. count++;
  22644. }
  22645. }
  22646. if (this->nodeExists(requireNode, "Equipment")) {
  22647. const auto& equipNode = requireNode["Equipment"];
  22648. for (const auto& it : equipNode) {
  22649. std::string item_name;
  22650. c4::from_chars(it.key(), &item_name);
  22651. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22652. if (item == nullptr) {
  22653. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22654. return 0;
  22655. }
  22656. bool active;
  22657. if (!this->asBool(equipNode, item_name, active))
  22658. return 0;
  22659. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22660. if (active && equip_exists == skill->require.eqItem.end())
  22661. skill->require.eqItem.push_back(item->nameid);
  22662. else if (!active && equip_exists != skill->require.eqItem.end())
  22663. skill->require.eqItem.erase(equip_exists);
  22664. }
  22665. }
  22666. }
  22667. if (this->nodeExists(node, "GiveAp")) {
  22668. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22669. return 0;
  22670. } else {
  22671. if (!exists)
  22672. memset(skill->giveap, 0, sizeof(skill->giveap));
  22673. }
  22674. if (this->nodeExists(node, "Unit")) {
  22675. const auto& unitNode = node["Unit"];
  22676. if (this->nodeExists(unitNode, "Id")) {
  22677. std::string unit;
  22678. if (!this->asString(unitNode, "Id", unit))
  22679. return 0;
  22680. std::string unit_constant = "UNT_" + unit;
  22681. int64 constant;
  22682. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22683. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22684. return 0;
  22685. }
  22686. skill->unit_id = static_cast<uint16>(constant);
  22687. } else {
  22688. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22689. return 0;
  22690. }
  22691. if (this->nodeExists(unitNode, "AlternateId")) {
  22692. std::string unit;
  22693. if (!this->asString(unitNode, "AlternateId", unit))
  22694. return 0;
  22695. std::string unit_constant = "UNT_" + unit;
  22696. int64 constant;
  22697. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22698. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22699. return 0;
  22700. }
  22701. skill->unit_id2 = static_cast<uint16>(constant);
  22702. } else {
  22703. if (!exists)
  22704. skill->unit_id2 = 0;
  22705. }
  22706. if (this->nodeExists(unitNode, "Layout")) {
  22707. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22708. return 0;
  22709. } else {
  22710. if (!exists)
  22711. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22712. }
  22713. if (this->nodeExists(unitNode, "Range")) {
  22714. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22715. return 0;
  22716. } else {
  22717. if (!exists)
  22718. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22719. }
  22720. if (this->nodeExists(unitNode, "Interval")) {
  22721. int16 interval;
  22722. if (!this->asInt16(unitNode, "Interval", interval))
  22723. return 0;
  22724. skill->unit_interval = interval;
  22725. } else {
  22726. if (!exists)
  22727. skill->unit_interval = 0;
  22728. }
  22729. if (this->nodeExists(unitNode, "Target")) {
  22730. std::string target;
  22731. if (!this->asString(unitNode, "Target", target))
  22732. return 0;
  22733. std::string target_constant = "BCT_" + target;
  22734. int64 constant;
  22735. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22736. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22737. return 0;
  22738. }
  22739. skill->unit_target = static_cast<int32>(constant);
  22740. } else {
  22741. if (!exists)
  22742. skill->unit_target = BCT_ALL;
  22743. }
  22744. if (this->nodeExists(unitNode, "Flag")) {
  22745. const auto& flagNode = unitNode["Flag"];
  22746. for (const auto& it : flagNode) {
  22747. std::string flag;
  22748. c4::from_chars(it.key(), &flag);
  22749. std::string flag_constant = "UF_" + flag;
  22750. int64 constant;
  22751. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22752. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22753. return 0;
  22754. }
  22755. bool active;
  22756. if (!this->asBool(flagNode, flag, active))
  22757. return 0;
  22758. if (active)
  22759. skill->unit_flag.set(static_cast<uint8>(constant));
  22760. else
  22761. skill->unit_flag.reset(static_cast<uint8>(constant));
  22762. }
  22763. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22764. skill->unit_target = BCT_NOENEMY;
  22765. // By default, target just characters.
  22766. skill->unit_target |= BL_CHAR;
  22767. if (skill->unit_flag[UF_NOPC])
  22768. skill->unit_target &= ~BL_PC;
  22769. if (skill->unit_flag[UF_NOMOB])
  22770. skill->unit_target &= ~BL_MOB;
  22771. if (skill->unit_flag[UF_SKILL])
  22772. skill->unit_target |= BL_SKILL;
  22773. } else {
  22774. if (!exists){
  22775. skill->unit_flag = UF_NONE;
  22776. // By default, target just characters.
  22777. skill->unit_target |= BL_CHAR;
  22778. }
  22779. }
  22780. }
  22781. if (this->nodeExists(node, "Status")) {
  22782. std::string status;
  22783. if (!this->asString(node, "Status", status))
  22784. return 0;
  22785. std::string status_constant = "SC_" + status;
  22786. int64 constant;
  22787. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22788. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22789. return 0;
  22790. }
  22791. if (constant < SC_NONE || constant >= SC_MAX) {
  22792. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22793. constant = SC_NONE;
  22794. }
  22795. skill->sc = static_cast<sc_type>(constant);
  22796. } else {
  22797. if (!exists)
  22798. skill->sc = SC_NONE;
  22799. }
  22800. if (!exists) {
  22801. this->put(skill_id, skill);
  22802. this->skilldb_id2idx[skill_id] = this->skill_num;
  22803. this->skill_num++;
  22804. }
  22805. return 1;
  22806. }
  22807. void SkillDatabase::clear() {
  22808. TypesafeCachedYamlDatabase::clear();
  22809. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22810. this->skill_num = 1;
  22811. }
  22812. void SkillDatabase::loadingFinished(){
  22813. if( this->skill_num > MAX_SKILL ){
  22814. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22815. }
  22816. TypesafeCachedYamlDatabase::loadingFinished();
  22817. }
  22818. /**
  22819. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22820. * @param skill_id
  22821. * @param silent If Skill is undefined, show error message!
  22822. * @return Skill Index or 0 if not found/unset
  22823. **/
  22824. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int32 line ){
  22825. uint16 idx = this->skilldb_id2idx[skill_id];
  22826. if( idx == 0 && skill_id != 0 && !silent ){
  22827. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22828. }
  22829. return idx;
  22830. }
  22831. SkillDatabase skill_db;
  22832. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22833. return std::string(db_path) + "/spellbook_db.yml";
  22834. }
  22835. /**
  22836. * Reads and parses an entry from the spellbook_db.
  22837. * @param node: YAML node containing the entry.
  22838. * @return count of successfully parsed rows
  22839. */
  22840. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22841. std::string skill_name;
  22842. if (!this->asString(node, "Skill", skill_name))
  22843. return 0;
  22844. uint16 skill_id = skill_name2id(skill_name.c_str());
  22845. if (skill_id == 0) {
  22846. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22847. return 0;
  22848. }
  22849. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22850. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22851. return 0;
  22852. }
  22853. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22854. bool exists = spell != nullptr;
  22855. if (!exists) {
  22856. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22857. return 0;
  22858. spell = std::make_shared<s_skill_spellbook_db>();
  22859. spell->skill_id = skill_id;
  22860. }
  22861. if (this->nodeExists(node, "Book")) {
  22862. std::string book_name;
  22863. if (!this->asString(node, "Book", book_name))
  22864. return 0;
  22865. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22866. if (item == nullptr) {
  22867. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22868. return 0;
  22869. }
  22870. spell->nameid = item->nameid;
  22871. }
  22872. if (this->nodeExists(node, "PreservePoints")) {
  22873. uint16 points;
  22874. if (!this->asUInt16(node, "PreservePoints", points))
  22875. return 0;
  22876. spell->points = points;
  22877. }
  22878. if (!exists)
  22879. this->put(skill_id, spell);
  22880. return 1;
  22881. }
  22882. /**
  22883. * Check if the specified item is available in the spellbook_db or not
  22884. * @param nameid: Book Item ID
  22885. * @return Spell data or nullptr otherwise
  22886. */
  22887. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22888. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22889. return nullptr;
  22890. for (const auto &spell : reading_spellbook_db) {
  22891. if (spell.second->nameid == nameid)
  22892. return spell.second;
  22893. }
  22894. return nullptr;
  22895. }
  22896. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22897. return std::string(db_path) + "/magicmushroom_db.yml";
  22898. }
  22899. /**
  22900. * Reads and parses an entry from the magicmushroom_db.
  22901. * @param node: YAML node containing the entry.
  22902. * @return count of successfully parsed rows
  22903. */
  22904. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22905. std::string skill_name;
  22906. if (!this->asString(node, "Skill", skill_name))
  22907. return 0;
  22908. uint16 skill_id = skill_name2id(skill_name.c_str());
  22909. if (!skill_id) {
  22910. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22911. return 0;
  22912. }
  22913. if (!skill_get_inf(skill_id)) {
  22914. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22915. return 0;
  22916. }
  22917. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22918. bool exists = mushroom != nullptr;
  22919. if (!exists) {
  22920. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22921. mushroom->skill_id = skill_id;
  22922. this->put(skill_id, mushroom);
  22923. }
  22924. return 1;
  22925. }
  22926. /** Reads skill no cast db
  22927. * Structure: SkillID,Flag
  22928. */
  22929. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22930. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22931. if (!skill)
  22932. return false;
  22933. skill->nocast |= atoi(split[1]);
  22934. return true;
  22935. }
  22936. /** Reads Produce db
  22937. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22938. */
  22939. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22940. uint16 x, y;
  22941. uint16 id = atoi(split[0]);
  22942. t_itemid nameid = 0;
  22943. bool found = false;
  22944. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22945. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22946. return false;
  22947. }
  22948. // Clear previous data, for importing support
  22949. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22950. // Import just for clearing/disabling from original data
  22951. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22952. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22953. return true;
  22954. }
  22955. if (!item_db.exists(nameid)) {
  22956. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22957. return false;
  22958. }
  22959. skill_produce_db[id].nameid = nameid;
  22960. skill_produce_db[id].itemlv = atoi(split[2]);
  22961. skill_produce_db[id].req_skill = atoi(split[3]);
  22962. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22963. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22964. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22965. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22966. }
  22967. if (!found)
  22968. skill_produce_count++;
  22969. return true;
  22970. }
  22971. const std::string SkillArrowDatabase::getDefaultLocation() {
  22972. return std::string(db_path) + "/create_arrow_db.yml";
  22973. }
  22974. /**
  22975. * Reads and parses an entry from the create_arrow_db.
  22976. * @param node: YAML node containing the entry.
  22977. * @return count of successfully parsed rows
  22978. */
  22979. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22980. std::string source_name;
  22981. if (!this->asString(node, "Source", source_name))
  22982. return 0;
  22983. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22984. if (item == nullptr) {
  22985. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22986. return 0;
  22987. }
  22988. t_itemid nameid = item->nameid;
  22989. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22990. bool exists = arrow != nullptr;
  22991. if (!exists) {
  22992. arrow = std::make_shared<s_skill_arrow_db>();
  22993. arrow->nameid = nameid;
  22994. }
  22995. const auto& MakeNode = node["Make"];
  22996. for (const auto &it : MakeNode) {
  22997. std::string item_name;
  22998. if (!this->asString(it, "Item", item_name))
  22999. return 0;
  23000. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  23001. if (item == nullptr) {
  23002. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  23003. return 0;
  23004. }
  23005. uint16 amount;
  23006. if (!this->asUInt16(it, "Amount", amount))
  23007. return 0;
  23008. if (amount == 0) {
  23009. if (arrow->created.erase(item->nameid) == 0)
  23010. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  23011. continue;
  23012. }
  23013. if (amount > MAX_AMOUNT) {
  23014. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  23015. continue;
  23016. }
  23017. arrow->created[item->nameid] = amount;
  23018. }
  23019. if (!exists)
  23020. this->put(nameid, arrow);
  23021. return 1;
  23022. }
  23023. const std::string AbraDatabase::getDefaultLocation() {
  23024. return std::string(db_path) + "/abra_db.yml";
  23025. }
  23026. /**
  23027. * Reads and parses an entry from the abra_db.
  23028. * @param node: YAML node containing the entry.
  23029. * @return count of successfully parsed rows
  23030. */
  23031. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23032. std::string skill_name;
  23033. if (!this->asString(node, "Skill", skill_name))
  23034. return 0;
  23035. uint16 skill_id = skill_name2id(skill_name.c_str());
  23036. if (!skill_id) {
  23037. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  23038. return 0;
  23039. }
  23040. if (!skill_get_inf(skill_id)) {
  23041. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  23042. return 0;
  23043. }
  23044. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  23045. bool exists = abra != nullptr;
  23046. if (!exists) {
  23047. abra = std::make_shared<s_skill_abra_db>();
  23048. abra->skill_id = skill_id;
  23049. }
  23050. if (this->nodeExists(node, "Probability")) {
  23051. const auto& probNode = node["Probability"];
  23052. uint16 probability;
  23053. if (!probNode.is_seq()) {
  23054. if (!this->asUInt16Rate(probNode, "Probability", probability))
  23055. return 0;
  23056. abra->per.fill(probability);
  23057. } else {
  23058. abra->per.fill(0);
  23059. for (const auto& it : probNode) {
  23060. uint16 skill_lv;
  23061. if (!this->asUInt16(it, "Level", skill_lv))
  23062. continue;
  23063. if (skill_lv > MAX_SKILL_LEVEL) {
  23064. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  23065. return 0;
  23066. }
  23067. if (!this->asUInt16Rate(it, "Probability", probability))
  23068. continue;
  23069. abra->per[skill_lv - 1] = probability;
  23070. }
  23071. }
  23072. } else {
  23073. if (!exists)
  23074. abra->per.fill(500);
  23075. }
  23076. if (!exists)
  23077. this->put(skill_id, abra);
  23078. return 1;
  23079. }
  23080. /** Reads change material db
  23081. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  23082. */
  23083. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  23084. uint16 id = atoi(split[0]);
  23085. t_itemid nameid = strtoul(split[1], nullptr, 10);
  23086. int16 rate = atoi(split[2]);
  23087. bool found = false;
  23088. int32 x, y;
  23089. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  23090. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  23091. return false;
  23092. }
  23093. // Clear previous data, for importing support
  23094. if (skill_changematerial_db[id].nameid > 0) {
  23095. found = true;
  23096. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23097. }
  23098. // Import just for clearing/disabling from original data
  23099. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  23100. if (nameid == 0) {
  23101. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23102. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  23103. return true;
  23104. }
  23105. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  23106. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  23107. if (skill_produce_db[x].nameid == nameid)
  23108. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  23109. break;
  23110. }
  23111. if (x >= MAX_SKILL_PRODUCE_DB) {
  23112. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  23113. return false;
  23114. }
  23115. skill_changematerial_db[id].nameid = nameid;
  23116. skill_changematerial_db[id].rate = rate;
  23117. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  23118. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  23119. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  23120. }
  23121. if (!found)
  23122. skill_changematerial_count++;
  23123. return true;
  23124. }
  23125. /**
  23126. * Reads skill damage adjustment
  23127. * @author [Lilith]
  23128. */
  23129. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  23130. int64 caster_tmp;
  23131. uint16 id;
  23132. int32 caster, value;
  23133. char *result;
  23134. trim(split[0]);
  23135. if (ISDIGIT(split[0][0])) {
  23136. value = strtol(split[0], &result, 10);
  23137. if (*result) {
  23138. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  23139. return false;
  23140. }
  23141. id = value;
  23142. } else
  23143. id = skill_name2id(split[0]);
  23144. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  23145. if (!skill)
  23146. return false;
  23147. skill->damage = {};
  23148. trim(split[1]);
  23149. if (ISDIGIT(split[1][0])) {
  23150. value = strtol(split[1], &result, 10);
  23151. if (*result) {
  23152. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  23153. return false;
  23154. }
  23155. caster = value;
  23156. } else { // Try to parse caster as constant
  23157. if (!script_get_constant(split[1], &caster_tmp)) {
  23158. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  23159. return false;
  23160. }
  23161. caster = static_cast<uint16>(caster_tmp);
  23162. }
  23163. skill->damage.caster |= caster;
  23164. value = strtol(split[2], &result, 10);
  23165. if (*result) {
  23166. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  23167. return false;
  23168. }
  23169. skill->damage.map |= value;
  23170. for(int32 offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  23171. value = strtol(split[offset], &result, 10);
  23172. if (*result && *result != ' ') {
  23173. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  23174. value = 0;
  23175. }
  23176. skill->damage.rate[i] = cap_value(value, -100, 100000);
  23177. }
  23178. return true;
  23179. }
  23180. /** Reads skill database files */
  23181. static void skill_readdb(void) {
  23182. int32 i;
  23183. const char* dbsubpath[] = {
  23184. "",
  23185. "/" DBIMPORT,
  23186. //add other path here
  23187. };
  23188. memset(skill_produce_db,0,sizeof(skill_produce_db));
  23189. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  23190. skill_produce_count = skill_changematerial_count = 0;
  23191. skill_db.load();
  23192. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  23193. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  23194. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  23195. char* dbsubpath1 = (char*)aMalloc(n1+1);
  23196. char* dbsubpath2 = (char*)aMalloc(n2+1);
  23197. if (i == 0) {
  23198. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23199. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  23200. } else {
  23201. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23202. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  23203. }
  23204. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  23205. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  23206. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  23207. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  23208. aFree(dbsubpath1);
  23209. aFree(dbsubpath2);
  23210. }
  23211. abra_db.load();
  23212. magic_mushroom_db.load();
  23213. reading_spellbook_db.load();
  23214. skill_arrow_db.load();
  23215. skill_init_unit_layout();
  23216. skill_init_nounit_layout();
  23217. }
  23218. void skill_reload (void) {
  23219. skill_db.clear();
  23220. abra_db.clear();
  23221. magic_mushroom_db.clear();
  23222. reading_spellbook_db.clear();
  23223. skill_arrow_db.clear();
  23224. skill_readdb();
  23225. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  23226. s_mapiterator *iter = mapit_getallusers();
  23227. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  23228. pc_validate_skill(sd);
  23229. clif_skillinfoblock(sd);
  23230. }
  23231. mapit_free(iter);
  23232. }
  23233. /*==========================================
  23234. *
  23235. *------------------------------------------*/
  23236. void do_init_skill(void)
  23237. {
  23238. skill_readdb();
  23239. skillunit_db = idb_alloc(DB_OPT_BASE);
  23240. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  23241. bowling_db = idb_alloc(DB_OPT_BASE);
  23242. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  23243. ers_chunk_size(skill_timer_ers, 150);
  23244. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  23245. add_timer_func_list(skill_castend_id,"skill_castend_id");
  23246. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  23247. add_timer_func_list(skill_timerskill,"skill_timerskill");
  23248. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  23249. add_timer_func_list(skill_keep_using, "skill_keep_using");
  23250. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  23251. }
  23252. void do_final_skill(void)
  23253. {
  23254. skill_db.clear();
  23255. abra_db.clear();
  23256. magic_mushroom_db.clear();
  23257. reading_spellbook_db.clear();
  23258. skill_arrow_db.clear();
  23259. db_destroy(skillunit_db);
  23260. db_destroy(skillusave_db);
  23261. db_destroy(bowling_db);
  23262. ers_destroy(skill_timer_ers);
  23263. }