skill.c 325 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "clif.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "npc.h"
  20. #include "battle.h"
  21. #include "party.h"
  22. #include "itemdb.h"
  23. #include "script.h"
  24. #include "intif.h"
  25. #include "log.h"
  26. #include "chrif.h"
  27. #include "guild.h"
  28. #include "date.h"
  29. #include "unit.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <time.h>
  34. #define SKILLUNITTIMER_INTERVAL 100
  35. //Guild Skills are shifted to these to make them stick into the skill array.
  36. #define GD_SKILLRANGEMIN 900
  37. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  38. #define HM_SKILLRANGEMIN 800
  39. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  40. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  41. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  42. struct s_skill_db skill_db[MAX_SKILL_DB];
  43. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  44. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  45. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  46. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  47. int firewall_unit_pos;
  48. int icewall_unit_pos;
  49. //Since only mob-casted splash skills can hit ice-walls
  50. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  51. /// Maps skill ids to skill db offsets.
  52. /// Returns the skill's array index, or 0 (Unknown Skill).
  53. static int skill_get_index( int id )
  54. {
  55. // avoid ranges reserved for mapping guild/homun skills
  56. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  57. return 0;
  58. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  59. return 0;
  60. // map skill number to skill id
  61. if( id >= GD_SKILLBASE )
  62. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  63. if( id >= HM_SKILLBASE )
  64. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  65. // validate result
  66. if( id <= 0 || id >= MAX_SKILL_DB )
  67. return 0;
  68. return id;
  69. }
  70. const char* skill_get_name( int id )
  71. {
  72. return skill_db[skill_get_index(id)].name;
  73. }
  74. const char* skill_get_desc( int id )
  75. {
  76. return skill_db[skill_get_index(id)].desc;
  77. }
  78. // out of bounds error checking [celest]
  79. static void skill_chk(int* id, int lv)
  80. {
  81. *id = skill_get_index(*id); // checks/adjusts id
  82. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  83. }
  84. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  85. // Skill DB
  86. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  87. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  88. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  89. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  90. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  91. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  92. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  93. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  94. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  95. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  96. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  97. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  98. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  99. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  100. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  101. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  102. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  103. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  104. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  105. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  106. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  107. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  108. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  109. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  110. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  111. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  112. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  113. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  114. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  115. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  116. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  117. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  118. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  119. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  120. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  121. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  122. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  123. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  124. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  125. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  126. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  127. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  128. int skill_tree_get_max(int id, int b_class)
  129. {
  130. int i, skillid;
  131. b_class = pc_class2idx(b_class);
  132. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  133. if (id == skillid) return skill_tree[b_class][i].max;
  134. return skill_get_max (id);
  135. }
  136. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  137. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  138. int status_change_timer_sub(struct block_list *bl, va_list ap);
  139. int skill_attack_area(struct block_list *bl,va_list ap);
  140. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  141. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  142. int skill_greed(struct block_list *bl, va_list ap);
  143. int skill_cell_overlap(struct block_list *bl, va_list ap);
  144. int skill_ganbatein(struct block_list *bl, va_list ap);
  145. int skill_trap_splash(struct block_list *bl, va_list ap);
  146. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  147. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  148. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  149. static int skill_unit_effect(struct block_list *bl,va_list ap);
  150. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  151. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  152. int skill_get_casttype (int id)
  153. {
  154. int inf = skill_get_inf(id);
  155. if (inf&(INF_GROUND_SKILL))
  156. return CAST_GROUND;
  157. if (inf&INF_SUPPORT_SKILL)
  158. return CAST_NODAMAGE;
  159. if (inf&INF_SELF_SKILL) {
  160. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  161. return CAST_DAMAGE; //Combo skill.
  162. return CAST_NODAMAGE;
  163. }
  164. if (skill_get_nk(id)&NK_NO_DAMAGE)
  165. return CAST_NODAMAGE;
  166. return CAST_DAMAGE;
  167. };
  168. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  169. int skill_get_range2 (struct block_list *bl, int id, int lv)
  170. {
  171. int range;
  172. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  173. return 9; //Mobs have a range of 9 regardless of skill used.
  174. range = skill_get_range(id, lv);
  175. if(range < 0) {
  176. if (battle_config.use_weapon_skill_range&bl->type)
  177. return status_get_range(bl);
  178. range *=-1;
  179. }
  180. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  181. switch (id) {
  182. case AC_SHOWER:
  183. case AC_DOUBLE:
  184. case HT_BLITZBEAT:
  185. case AC_CHARGEARROW:
  186. case SN_FALCONASSAULT:
  187. case SN_SHARPSHOOTING:
  188. case HT_POWER:
  189. if (bl->type == BL_PC)
  190. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  191. else
  192. range += 10; //Assume level 10?
  193. break;
  194. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  195. case GS_RAPIDSHOWER:
  196. case GS_PIERCINGSHOT:
  197. case GS_FULLBUSTER:
  198. case GS_SPREADATTACK:
  199. case GS_GROUNDDRIFT:
  200. if (bl->type == BL_PC)
  201. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  202. else
  203. range += 10; //Assume level 10?
  204. break;
  205. case NJ_KIRIKAGE:
  206. if (bl->type == BL_PC)
  207. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  208. break;
  209. }
  210. if(!range && bl->type != BL_PC)
  211. return 9; // Enable non players to use self skills on others. [Skotlex]
  212. return range;
  213. }
  214. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  215. {
  216. int skill, heal;
  217. struct status_change* sc;
  218. if (skill_lv >= battle_config.max_heal_lv)
  219. return battle_config.max_heal;
  220. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  221. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  222. heal += heal * skill * 2 / 100;
  223. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  224. heal += heal * skill * 2 / 100;
  225. sc = status_get_sc(target);
  226. if (sc && sc->count)
  227. {
  228. if( sc->data[SC_CRITICALWOUND] )
  229. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  230. if( sc->data[SC_INCHEALRATE] )
  231. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  232. }
  233. return heal;
  234. }
  235. // Making plagiarize check its own function [Aru]
  236. int can_copy (struct map_session_data *sd, int skillid)
  237. {
  238. // Never copy NPC/Wedding Skills
  239. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  240. return 0;
  241. // High-class skills
  242. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  243. {
  244. if(battle_config.copyskill_restrict == 2)
  245. return 0;
  246. else if(battle_config.copyskill_restrict)
  247. return (sd->status.class_ == JOB_STALKER);
  248. }
  249. return 1;
  250. }
  251. // [MouseJstr] - skill ok to cast? and when?
  252. int skillnotok (int skillid, struct map_session_data *sd)
  253. {
  254. int i,m;
  255. nullpo_retr (1, sd);
  256. m = sd->bl.m;
  257. i = skill_get_index(skillid);
  258. if (i == 0)
  259. return 1; // invalid skill id
  260. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  261. return 0; // GMs can do any damn thing they want
  262. if (sd->blockskill[i] > 0)
  263. return 1;
  264. // Check skill restrictions [Celest]
  265. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  266. return 1;
  267. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  268. return 1;
  269. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  270. return 1;
  271. if(agit_flag && skill_get_nocast (skillid) & 8)
  272. return 1;
  273. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  274. return 1;
  275. switch (skillid) {
  276. case AL_WARP:
  277. if(map[m].flag.nowarp) {
  278. clif_skill_teleportmessage(sd,0);
  279. return 1;
  280. }
  281. return 0;
  282. break;
  283. case AL_TELEPORT:
  284. if(map[m].flag.noteleport) {
  285. clif_skill_teleportmessage(sd,0);
  286. return 1;
  287. }
  288. return 0;
  289. case WE_CALLPARTNER:
  290. case WE_CALLPARENT:
  291. case WE_CALLBABY:
  292. if (map[m].flag.nomemo) {
  293. clif_skill_teleportmessage(sd,1);
  294. return 1;
  295. }
  296. break;
  297. case MC_VENDING:
  298. case MC_IDENTIFY:
  299. return 0; // always allowed
  300. case WZ_ICEWALL:
  301. // noicewall flag [Valaris]
  302. if (map[m].flag.noicewall) {
  303. clif_skill_fail(sd,skillid,0,0);
  304. return 1;
  305. }
  306. break;
  307. case GD_EMERGENCYCALL:
  308. if (
  309. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  310. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  311. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  312. ) {
  313. clif_skill_fail(sd,skillid,0,0);
  314. return 1;
  315. }
  316. break;
  317. }
  318. return (map[m].flag.noskill);
  319. }
  320. // [orn] - skill ok to cast? and when? //homunculus
  321. int skillnotok_hom (int skillid, struct homun_data *hd)
  322. {
  323. int i = skill_get_index(skillid);
  324. nullpo_retr (1, hd);
  325. if (i == 0)
  326. return 1; // invalid skill id
  327. if (hd->blockskill[i] > 0)
  328. return 1;
  329. //Use master's criteria.
  330. return skillnotok(skillid, hd->master);
  331. }
  332. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  333. {
  334. int pos = skill_get_unit_layout_type(skillid,skilllv);
  335. int dir;
  336. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  337. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  338. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  339. }
  340. if (pos != -1) // simple single-definition layout
  341. return &skill_unit_layout[pos];
  342. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  343. if (skillid == MG_FIREWALL)
  344. return &skill_unit_layout [firewall_unit_pos + dir];
  345. else if (skillid == WZ_ICEWALL)
  346. return &skill_unit_layout [icewall_unit_pos + dir];
  347. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  348. return &skill_unit_layout[0]; // default 1x1 layout
  349. }
  350. /*==========================================
  351. *
  352. *------------------------------------------*/
  353. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  354. {
  355. struct map_session_data *sd, *dstsd;
  356. struct mob_data *md, *dstmd;
  357. struct status_data *sstatus, *tstatus;
  358. struct status_change *sc, *tsc;
  359. int skill;
  360. int rate;
  361. nullpo_retr(0, src);
  362. nullpo_retr(0, bl);
  363. if(skillid < 0) return 0;
  364. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  365. BL_CAST(BL_PC, src, sd);
  366. BL_CAST(BL_MOB, src, md);
  367. BL_CAST(BL_PC, bl, dstsd);
  368. BL_CAST(BL_MOB, bl, dstmd);
  369. sc = status_get_sc(src);
  370. tsc = status_get_sc(bl);
  371. sstatus = status_get_status_data(src);
  372. tstatus = status_get_status_data(bl);
  373. if (!tsc) //skill additional effect is about adding effects to the target...
  374. //So if the target can't be inflicted with statuses, this is pointless.
  375. return 0;
  376. switch(skillid)
  377. {
  378. case 0: // Normal attacks (no skill used)
  379. {
  380. if(sd) {
  381. // Automatic trigger of Blitz Beat
  382. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  383. rand()%1000 <= sstatus->luk*10/3+1 ) {
  384. rate=(sd->status.job_level+9)/10;
  385. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  386. }
  387. // Gank
  388. if(dstmd && sd->status.weapon != W_BOW &&
  389. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  390. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  391. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  392. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  393. else
  394. clif_skill_fail(sd,RG_SNATCHER,0,0);
  395. }
  396. // Chance to trigger Taekwon kicks [Dralnu]
  397. if(sc && !sc->data[SC_COMBO]) {
  398. if(sc->data[SC_READYSTORM] &&
  399. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  400. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  401. ; //Stance triggered
  402. else if(sc->data[SC_READYDOWN] &&
  403. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  404. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  405. ; //Stance triggered
  406. else if(sc->data[SC_READYTURN] &&
  407. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  408. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  409. ; //Stance triggered
  410. else if(sc->data[SC_READYCOUNTER])
  411. { //additional chance from SG_FRIEND [Komurka]
  412. rate = 20;
  413. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  414. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  415. status_change_end(src,SC_SKILLRATE_UP,-1);
  416. }
  417. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  418. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  419. }
  420. }
  421. if (sd->special_state.bonus_coma) {
  422. rate = sd->weapon_coma_ele[tstatus->def_ele];
  423. rate += sd->weapon_coma_race[tstatus->race];
  424. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  425. if (rate)
  426. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  427. }
  428. }
  429. if (sc) {
  430. struct status_change_entry *sce;
  431. // Enchant Poison gives a chance to poison attacked enemies
  432. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  433. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  434. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  435. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  436. if((sce=sc->data[SC_EDP]))
  437. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  438. skill_get_time2(ASC_EDP,sce->val1));
  439. }
  440. }
  441. break;
  442. case SM_BASH:
  443. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  444. //TODO: How much % per base level it actually is?
  445. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  446. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  447. }
  448. break;
  449. case AS_VENOMKNIFE:
  450. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  451. skilllv = pc_checkskill(sd, TF_POISON);
  452. case TF_POISON:
  453. case AS_SPLASHER:
  454. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  455. && sd && skillid==TF_POISON
  456. )
  457. clif_skill_fail(sd,skillid,0,0);
  458. break;
  459. case AS_SONICBLOW:
  460. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  461. break;
  462. case AS_GRIMTOOTH:
  463. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  464. if (!tsc->data[skill])
  465. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  466. break;
  467. case MG_FROSTDIVER:
  468. case WZ_FROSTNOVA:
  469. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  470. break;
  471. case WZ_STORMGUST:
  472. //Tharis pointed out that this is normal freeze chance with a base of 300%
  473. if(tsc->sg_counter >= 3 &&
  474. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  475. tsc->sg_counter = 0;
  476. break;
  477. case WZ_METEOR:
  478. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  479. break;
  480. case WZ_VERMILION:
  481. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  482. break;
  483. case HT_FREEZINGTRAP:
  484. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  485. break;
  486. case HT_FLASHER:
  487. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  488. break;
  489. case HT_LANDMINE:
  490. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  491. break;
  492. case HT_SHOCKWAVE:
  493. status_percent_damage(src, bl, 0, 15*skilllv+5);
  494. break;
  495. case HT_SANDMAN:
  496. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  497. break;
  498. case TF_SPRINKLESAND:
  499. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  500. break;
  501. case TF_THROWSTONE:
  502. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  503. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  504. break;
  505. case NPC_DARKCROSS:
  506. case CR_HOLYCROSS:
  507. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  508. break;
  509. case CR_GRANDCROSS:
  510. case NPC_GRANDDARKNESS:
  511. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  512. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  513. break;
  514. case AM_ACIDTERROR:
  515. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  516. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  517. clif_emotion(bl,23);
  518. break;
  519. case AM_DEMONSTRATION:
  520. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  521. break;
  522. case CR_SHIELDCHARGE:
  523. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  524. break;
  525. case PA_PRESSURE:
  526. status_percent_damage(src, bl, 0, 15+5*skilllv);
  527. break;
  528. case RG_RAID:
  529. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  530. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  531. break;
  532. case BA_FROSTJOKE:
  533. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  534. break;
  535. case DC_SCREAM:
  536. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  537. break;
  538. case BD_LULLABY:
  539. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  540. break;
  541. case DC_UGLYDANCE:
  542. rate = 5+5*skilllv;
  543. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  544. rate += 5+skill;
  545. status_zap(bl, 0, rate);
  546. break;
  547. case SL_STUN:
  548. if (tstatus->size==1) //Only stuns mid-sized mobs.
  549. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  550. break;
  551. case NPC_PETRIFYATTACK:
  552. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  553. skilllv,0,0,skill_get_time(skillid,skilllv),
  554. skill_get_time2(skillid,skilllv));
  555. break;
  556. case NPC_CURSEATTACK:
  557. case NPC_SLEEPATTACK:
  558. case NPC_BLINDATTACK:
  559. case NPC_POISON:
  560. case NPC_SILENCEATTACK:
  561. case NPC_STUNATTACK:
  562. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  563. break;
  564. case NPC_ACIDBREATH:
  565. case NPC_ICEBREATH:
  566. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  567. break;
  568. case NPC_BLEEDING:
  569. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  570. break;
  571. case NPC_MENTALBREAKER:
  572. { //Based on observations by Tharis, Mental Breaker should do SP damage
  573. //equal to Matk*skLevel.
  574. rate = sstatus->matk_min;
  575. if (rate < sstatus->matk_max)
  576. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  577. rate*=skilllv;
  578. status_zap(bl, 0, rate);
  579. break;
  580. }
  581. // Equipment breaking monster skills [Celest]
  582. case NPC_WEAPONBRAKER:
  583. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  584. break;
  585. case NPC_ARMORBRAKE:
  586. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  587. break;
  588. case NPC_HELMBRAKE:
  589. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  590. break;
  591. case NPC_SHIELDBRAKE:
  592. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  593. break;
  594. case CH_TIGERFIST:
  595. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  596. break;
  597. case LK_SPIRALPIERCE:
  598. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  599. break;
  600. case ST_REJECTSWORD:
  601. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  602. break;
  603. case PF_FOGWALL:
  604. if (src != bl && !tsc->data[SC_DELUGE])
  605. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  606. break;
  607. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  608. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  609. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  610. break;
  611. case LK_JOINTBEAT:
  612. skill = SkillStatusChangeTable(skillid);
  613. if (tsc->jb_flag) {
  614. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  615. tsc->jb_flag = 0;
  616. }
  617. break;
  618. case ASC_METEORASSAULT:
  619. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  620. switch(rand()%3) {
  621. case 0:
  622. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  623. break;
  624. case 1:
  625. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  626. break;
  627. default:
  628. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  629. }
  630. break;
  631. case HW_NAPALMVULCAN:
  632. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  633. break;
  634. case WS_CARTTERMINATION: // Cart termination
  635. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  636. break;
  637. case CR_ACIDDEMONSTRATION:
  638. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  639. break;
  640. case TK_DOWNKICK:
  641. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  642. break;
  643. case TK_JUMPKICK:
  644. //Cancel out Soul Linker status of the target. [Skotlex]
  645. if (tsc->count) {
  646. //Remove NORMAL potions effect.
  647. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  648. status_change_end(bl, SC_ASPDPOTION0, -1);
  649. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  650. status_change_end(bl, SC_ASPDPOTION1, -1);
  651. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  652. status_change_end(bl, SC_ASPDPOTION2, -1);
  653. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  654. status_change_end(bl, SC_ASPDPOTION3, -1);
  655. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  656. status_change_end(bl, SC_SPEEDUP0, -1);
  657. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  658. status_change_end(bl, SC_SPEEDUP1, -1);
  659. if (tsc->data[SC_SPIRIT])
  660. status_change_end(bl, SC_SPIRIT, -1);
  661. if (tsc->data[SC_ONEHAND])
  662. status_change_end(bl, SC_ONEHAND, -1);
  663. if (tsc->data[SC_ADRENALINE2])
  664. status_change_end(bl, SC_ADRENALINE2, -1);
  665. }
  666. break;
  667. case TK_TURNKICK:
  668. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  669. if(attack_type&BF_MISC) //70% base stun chance...
  670. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  671. break;
  672. case GS_BULLSEYE: //0.1% coma rate.
  673. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  674. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  675. break;
  676. case GS_PIERCINGSHOT:
  677. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  678. break;
  679. case NJ_HYOUSYOURAKU:
  680. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  681. break;
  682. case GS_FLING:
  683. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  684. break;
  685. case GS_DISARM:
  686. rate = 3*skilllv;
  687. if (sstatus->dex > tstatus->dex)
  688. rate += (sstatus->dex - tstatus->dex)/5;
  689. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  690. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  691. break;
  692. case NPC_EVILLAND:
  693. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  694. break;
  695. case NPC_HELLJUDGEMENT:
  696. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  697. break;
  698. case NPC_CRITICALWOUND:
  699. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  700. break;
  701. }
  702. if(sd && attack_type&BF_WEAPON &&
  703. skillid != WS_CARTTERMINATION &&
  704. skillid != AM_DEMONSTRATION &&
  705. skillid != CR_REFLECTSHIELD &&
  706. skillid != ASC_BREAKER
  707. ){ //Trigger status effects
  708. int i, type;
  709. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  710. {
  711. rate = sd->addeff[i].rate;
  712. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  713. rate += sd->addeff[i].arrow_rate;
  714. if (!rate) continue;
  715. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  716. { //Trigger has range consideration.
  717. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  718. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  719. continue; //Range Failed.
  720. }
  721. type = sd->addeff[i].id;
  722. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  723. if (sd->addeff[i].flag&ATF_TARGET)
  724. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  725. if (sd->addeff[i].flag&ATF_SELF)
  726. status_change_start(src,type,rate,7,0,0,0,skill,0);
  727. }
  728. }
  729. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  730. { //Pass heritage to Master for status causing effects. [Skotlex]
  731. sd = map_id2sd(md->master_id);
  732. src = sd?&sd->bl:src;
  733. }
  734. // Autospell when attacking
  735. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  736. struct block_list *tbl;
  737. struct unit_data *ud;
  738. int i, skilllv;
  739. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  740. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  741. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  742. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  743. continue; // one or more trigger conditions were not fulfilled
  744. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  745. if (skillnotok(skill, sd))
  746. continue;
  747. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  748. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  749. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  750. if (rand()%1000 > rate)
  751. continue;
  752. if (sd->autospell[i].id < 0)
  753. tbl = src;
  754. else
  755. tbl = bl;
  756. switch (skill_get_casttype(skill)) {
  757. case CAST_GROUND:
  758. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  759. break;
  760. case CAST_NODAMAGE:
  761. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  762. break;
  763. case CAST_DAMAGE:
  764. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  765. break;
  766. }
  767. //Set canact delay. [Skotlex]
  768. ud = unit_bl2ud(src);
  769. if (ud) {
  770. rate = skill_delayfix(src, skill, skilllv);
  771. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  772. ud->canact_tick = tick+rate;
  773. }
  774. break; //Only one auto skill comes off at a time.
  775. }
  776. }
  777. //Auto-script when attacking
  778. if(sd && src != bl && sd->autoscript[0].script) {
  779. int i;
  780. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  781. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  782. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  783. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  784. continue; // one or more trigger conditions were not fulfilled
  785. if (rand()%1000 > sd->autoscript[i].rate)
  786. continue;
  787. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  788. break; //Have only one script execute at a time.
  789. }
  790. }
  791. //Polymorph
  792. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  793. dstmd && !(tstatus->mode&MD_BOSS) &&
  794. (rand()%10000 < sd->classchange))
  795. {
  796. struct mob_db *mob;
  797. int class_;
  798. skill = 0;
  799. do {
  800. do {
  801. class_ = rand() % MAX_MOB_DB;
  802. } while (!mobdb_checkid(class_));
  803. rate = rand() % 1000000;
  804. mob = mob_db(class_);
  805. } while (
  806. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  807. (skill++) < 2000);
  808. if (skill < 2000)
  809. mob_class_change(dstmd,class_);
  810. }
  811. return 0;
  812. }
  813. /* Splitted off from skill_additional_effect, which is never called when the
  814. * attack skill kills the enemy. Place in this function counter status effects
  815. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  816. * from cards) that will take effect on the source, not the target. [Skotlex]
  817. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  818. * type of skills, so not every instance of skill_additional_effect needs a call
  819. * to this one.
  820. */
  821. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  822. {
  823. int rate;
  824. struct map_session_data *sd=NULL;
  825. struct map_session_data *dstsd=NULL;
  826. struct status_change *tsc;
  827. nullpo_retr(0, src);
  828. nullpo_retr(0, bl);
  829. if(skillid < 0) return 0;
  830. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  831. tsc = status_get_sc(bl);
  832. if (tsc && !tsc->count)
  833. tsc = NULL;
  834. BL_CAST(BL_PC, src, sd);
  835. BL_CAST(BL_PC, bl, dstsd);
  836. switch(skillid){
  837. case 0: //Normal Attack
  838. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  839. tsc->data[SC_KAAHI]->val4 = add_timer(
  840. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  841. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  842. break;
  843. case MO_EXTREMITYFIST:
  844. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  845. break;
  846. case GS_FULLBUSTER:
  847. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  848. break;
  849. case HFLI_SBR44: //[orn]
  850. case HVAN_EXPLOSION:
  851. if(src->type == BL_HOM){
  852. TBL_HOM *hd = (TBL_HOM*)src;
  853. hd->homunculus.intimacy = 200;
  854. if (hd->master)
  855. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  856. }
  857. break;
  858. }
  859. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  860. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  861. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  862. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  863. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  864. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  865. ){ //Soul Drain should only work on targetted spells [Skotlex]
  866. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  867. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  868. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  869. }
  870. if(dstsd && attack_type&BF_WEAPON)
  871. { //Counter effects.
  872. int i, type, time;
  873. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  874. {
  875. rate = dstsd->addeff2[i].rate;
  876. if (attack_type&BF_LONG)
  877. rate+=dstsd->addeff2[i].arrow_rate;
  878. if (!rate) continue;
  879. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  880. { //Trigger has range consideration.
  881. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  882. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  883. continue; //Range Failed.
  884. }
  885. type = dstsd->addeff2[i].id;
  886. time = skill_get_time2(StatusSkillChangeTable[type],7);
  887. if (dstsd->addeff2[i].flag&ATF_TARGET)
  888. status_change_start(src,type,rate,7,0,0,0,time,0);
  889. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  890. status_change_start(bl,type,rate,7,0,0,0,time,0);
  891. }
  892. }
  893. // Trigger counter-spells to retaliate against damage causing skills.
  894. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  895. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  896. {
  897. struct block_list *tbl;
  898. struct unit_data *ud;
  899. int i, skillid, skilllv, rate;
  900. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  901. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  902. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  903. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  904. continue; // one or more trigger conditions were not fulfilled
  905. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  906. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  907. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  908. rate = dstsd->autospell2[i].rate;
  909. if (attack_type&BF_LONG)
  910. rate>>=1;
  911. if (skillnotok(skillid, dstsd))
  912. continue;
  913. if (rand()%1000 > rate)
  914. continue;
  915. if (dstsd->autospell2[i].id < 0)
  916. tbl = bl;
  917. else
  918. tbl = src;
  919. switch (skill_get_casttype(skillid)) {
  920. case CAST_GROUND:
  921. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  922. break;
  923. case CAST_NODAMAGE:
  924. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  925. break;
  926. case CAST_DAMAGE:
  927. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  928. break;
  929. }
  930. //Set canact delay. [Skotlex]
  931. ud = unit_bl2ud(bl);
  932. if (ud) {
  933. rate = skill_delayfix(bl, skillid, skilllv);
  934. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  935. ud->canact_tick = tick+rate;
  936. }
  937. break; //trigger only one auto-spell per hit.
  938. }
  939. }
  940. //Auto-script when attacked
  941. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  942. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  943. {
  944. int i;
  945. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  946. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  947. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  948. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  949. continue; // one or more trigger conditions were not fulfilled
  950. if (rand()%1000 > dstsd->autoscript2[i].rate)
  951. continue;
  952. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  953. break; //Have only one script execute at a time.
  954. }
  955. }
  956. return 0;
  957. }
  958. /*=========================================================================
  959. Breaks equipment. On-non players causes the corresponding strip effect.
  960. - rate goes from 0 to 10000 (100.00%)
  961. - flag is a BCT_ flag to indicate which type of adjustment should be used
  962. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  963. --------------------------------------------------------------------------*/
  964. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  965. {
  966. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  967. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  968. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  969. struct status_change *sc = status_get_sc(bl);
  970. int i,j;
  971. TBL_PC *sd;
  972. BL_CAST(BL_PC, bl, sd);
  973. if (sc && !sc->count)
  974. sc = NULL;
  975. if (sd) {
  976. if (sd->unbreakable_equip)
  977. where &= ~sd->unbreakable_equip;
  978. if (sd->unbreakable)
  979. rate -= rate*sd->unbreakable/100;
  980. if (where&EQP_WEAPON) {
  981. switch (sd->status.weapon) {
  982. case W_FIST: //Bare fists should not break :P
  983. case W_1HAXE:
  984. case W_2HAXE:
  985. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  986. case W_STAFF:
  987. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  988. case W_HUUMA:
  989. where &= ~EQP_WEAPON;
  990. }
  991. }
  992. }
  993. if (flag&BCT_ENEMY) {
  994. if (battle_config.equip_skill_break_rate != 100)
  995. rate = rate*battle_config.equip_skill_break_rate/100;
  996. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  997. if (battle_config.equip_self_break_rate != 100)
  998. rate = rate*battle_config.equip_self_break_rate/100;
  999. }
  1000. for (i = 0; i < 4; i++) {
  1001. if (where&where_list[i]) {
  1002. if (sc && sc->count && sc->data[scdef[i]])
  1003. where&=~where_list[i];
  1004. else if (rand()%10000 >= rate)
  1005. where&=~where_list[i];
  1006. else if (!sd) //Cause Strip effect.
  1007. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1008. }
  1009. }
  1010. if (!where) //Nothing to break.
  1011. return 0;
  1012. if (sd) {
  1013. for (i = 0; i < EQI_MAX; i++) {
  1014. j = sd->equip_index[i];
  1015. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1016. continue;
  1017. flag = 0;
  1018. switch(i) {
  1019. case EQI_HEAD_TOP: //Upper Head
  1020. flag = (where&EQP_HELM);
  1021. break;
  1022. case EQI_ARMOR: //Body
  1023. flag = (where&EQP_ARMOR);
  1024. break;
  1025. case EQI_HAND_R: //Left/Right hands
  1026. case EQI_HAND_L:
  1027. flag = (
  1028. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1029. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1030. break;
  1031. default:
  1032. continue;
  1033. }
  1034. if (flag) {
  1035. sd->status.inventory[j].attribute = 1;
  1036. pc_unequipitem(sd, j, 3);
  1037. }
  1038. }
  1039. clif_equiplist(sd);
  1040. }
  1041. return where; //Return list of pieces broken.
  1042. }
  1043. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1044. {
  1045. struct status_change *sc;
  1046. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1047. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1048. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1049. int i;
  1050. if (rand()%100 >= rate)
  1051. return 0;
  1052. sc = status_get_sc(bl);
  1053. if (!sc)
  1054. return 0;
  1055. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1056. if (where&pos[i] && sc->data[sc_def[i]])
  1057. where&=~pos[i];
  1058. }
  1059. if (!where) return 0;
  1060. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1061. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1062. where&=~pos[i];
  1063. }
  1064. return where?1:0;
  1065. }
  1066. /*=========================================================================
  1067. Used to knock back players, monsters, traps, etc
  1068. - 'count' is the number of squares to knock back
  1069. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1070. - if 'flag&0x1', position update packets must not be sent.
  1071. -------------------------------------------------------------------------*/
  1072. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1073. {
  1074. int dx = 0, dy = 0, nx, ny;
  1075. int ret;
  1076. struct skill_unit* su = NULL;
  1077. nullpo_retr(0, src);
  1078. if (src != target && map_flag_gvg(target->m))
  1079. return 0; //No knocking back in WoE
  1080. if (count == 0)
  1081. return 0; //Actual knockback distance is 0.
  1082. switch (target->type)
  1083. {
  1084. case BL_MOB:
  1085. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1086. return 0;
  1087. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1088. return 0;
  1089. break;
  1090. case BL_PC:
  1091. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1092. return 0;
  1093. break;
  1094. case BL_SKILL:
  1095. su = (struct skill_unit *)target;
  1096. break;
  1097. }
  1098. if (direction == -1) // <optimized>: do the computation here instead of outside
  1099. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1100. if (direction >= 0 && direction < 8)
  1101. { // take the reversed 'direction' and reverse it
  1102. dx = -dirx[direction];
  1103. dy = -diry[direction];
  1104. }
  1105. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1106. nx = ret>>16;
  1107. ny = ret&0xffff;
  1108. if (!su)
  1109. unit_stop_walking(target,0);
  1110. dx = nx - target->x;
  1111. dy = ny - target->y;
  1112. if (!dx && !dy) //Could not knockback.
  1113. return 0;
  1114. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1115. if(su)
  1116. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1117. else
  1118. map_moveblock(target, nx, ny, gettick());
  1119. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1120. if(!(flag&0x1))
  1121. clif_blown(target);
  1122. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1123. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1124. return count; //Return amount of knocked back cells.
  1125. }
  1126. //Checks if bl should reflect back a spell.
  1127. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1128. static int skill_magic_reflect(struct block_list *bl, int type)
  1129. {
  1130. struct status_change *sc = status_get_sc(bl);
  1131. struct map_session_data *sd;
  1132. BL_CAST(BL_PC, bl, sd);
  1133. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1134. return 1;
  1135. if(sc && sc->count)
  1136. {
  1137. if(sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2)
  1138. return 1;
  1139. if(sc->data[SC_KAITE] && (sd || status_get_lv(bl) <= 80))
  1140. { //Works on players or mobs with level under 80.
  1141. clif_specialeffect(bl, 438, AREA);
  1142. if (--sc->data[SC_KAITE]->val2 <= 0)
  1143. status_change_end(bl, SC_KAITE, -1);
  1144. return 1;
  1145. }
  1146. }
  1147. return 0;
  1148. }
  1149. /*
  1150. * =========================================================================
  1151. * Does a skill attack with the given properties.
  1152. * src is the master behind the attack (player/mob/pet)
  1153. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1154. * bl is the target to be attacked.
  1155. * flag can hold a bunch of information:
  1156. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1157. * (usually holds number of targets, or just 1 for simple splash attacks)
  1158. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1159. * packet shouldn't display a skill animation)
  1160. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1161. * client (causes player characters to not scream skill name)
  1162. *-------------------------------------------------------------------------*/
  1163. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1164. {
  1165. struct Damage dmg;
  1166. struct status_data *sstatus, *tstatus;
  1167. struct status_change *sc;
  1168. struct map_session_data *sd, *tsd;
  1169. int type,damage,rdamage=0;
  1170. if(skillid > 0 && skilllv <= 0) return 0;
  1171. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1172. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1173. nullpo_retr(0, bl); //Target to be attacked.
  1174. if (src != dsrc) {
  1175. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1176. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1177. return 0;
  1178. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1179. //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]
  1180. if (!status_check_skilluse(src, bl, skillid, 2))
  1181. return 0;
  1182. }
  1183. BL_CAST(BL_PC, src, sd);
  1184. BL_CAST(BL_PC, bl, tsd);
  1185. sstatus = status_get_status_data(src);
  1186. tstatus = status_get_status_data(bl);
  1187. sc= status_get_sc(bl);
  1188. if (sc && !sc->count) sc = NULL; //Don't need it.
  1189. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1190. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1191. return 0;
  1192. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1193. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1194. return 0;
  1195. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1196. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1197. //Skotlex: Adjusted to the new system
  1198. if(src->type==BL_PET)
  1199. { // [Valaris]
  1200. struct pet_data *pd = (TBL_PET*)src;
  1201. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1202. {
  1203. int element = skill_get_ele(skillid, skilllv);
  1204. if (skillid == -1)
  1205. element = sstatus->rhw.ele;
  1206. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1207. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1208. else
  1209. dmg.damage= skilllv;
  1210. dmg.damage2=0;
  1211. dmg.div_= pd->a_skill->div_;
  1212. }
  1213. }
  1214. if (attack_type&BF_MAGIC) {
  1215. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1216. skill_magic_reflect(bl, src==dsrc))
  1217. { //Magic reflection, switch caster/target
  1218. struct block_list *tbl = bl;
  1219. bl = src;
  1220. src = tbl;
  1221. BL_CAST(BL_PC, src, sd);
  1222. BL_CAST(BL_PC, bl, tsd);
  1223. sc = status_get_sc(bl);
  1224. if (sc && !sc->count)
  1225. sc = NULL; //Don't need it.
  1226. //Spirit of Wizard blocks bounced back spells.
  1227. if (sc && sc->data[SC_SPIRIT] &&
  1228. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1229. {
  1230. //It should only consume once per skill casted. Val3 is the skill
  1231. //id and val4 is the ID of the damage src, this should account for
  1232. //ground spells (and single target spells will be completed on
  1233. //castend_id) [Skotlex]
  1234. if (tsd && !(
  1235. sc->data[SC_SPIRIT]->val3 == skillid &&
  1236. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1237. ) { //Check if you have stone to consume.
  1238. type = pc_search_inventory (tsd, 7321);
  1239. if (type >= 0)
  1240. pc_delitem(tsd, type, 1, 0);
  1241. } else
  1242. type = 0;
  1243. if (type >= 0) {
  1244. dmg.damage = dmg.damage2 = 0;
  1245. dmg.dmg_lv = ATK_FLEE;
  1246. sc->data[SC_SPIRIT]->val3 = skillid;
  1247. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1248. }
  1249. }
  1250. }
  1251. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1252. int sp = skill_get_sp(skillid,skilllv);
  1253. dmg.damage = dmg.damage2 = 0;
  1254. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1255. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1256. if(skillid == WZ_WATERBALL && skilllv > 1)
  1257. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1258. status_heal(bl, 0, sp, 2);
  1259. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1260. }
  1261. }
  1262. damage = dmg.damage + dmg.damage2;
  1263. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1264. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1265. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1266. //Skill hit type
  1267. type=(skillid==0)?5:skill_get_hit(skillid);
  1268. if(damage < dmg.div_
  1269. //Only skills that knockback even when they miss. [Skotlex]
  1270. && skillid != CH_PALMSTRIKE)
  1271. dmg.blewcount = 0;
  1272. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1273. if(battle_config.gx_disptype) dsrc = src;
  1274. if(src == bl) type = 4;
  1275. else flag|=SD_ANIMATION;
  1276. }
  1277. if(skillid == NJ_TATAMIGAESHI) {
  1278. dsrc = src; //For correct knockback.
  1279. flag|=SD_ANIMATION;
  1280. }
  1281. if(sd) {
  1282. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1283. if (sd->sc.data[SC_COMBO])
  1284. { //End combo state after skill is invoked. [Skotlex]
  1285. switch (skillid) {
  1286. case TK_TURNKICK:
  1287. case TK_STORMKICK:
  1288. case TK_DOWNKICK:
  1289. case TK_COUNTER:
  1290. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1291. { //Extend combo time.
  1292. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1293. sd->skilllv_old = skilllv;
  1294. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1295. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1296. sd->sc.data[SC_COMBO]->timer = add_timer(
  1297. tick+sd->sc.data[SC_COMBO]->val4,
  1298. status_change_timer, src->id, SC_COMBO);
  1299. break;
  1300. }
  1301. default:
  1302. status_change_end(src,SC_COMBO,-1);
  1303. }
  1304. }
  1305. switch(skillid)
  1306. {
  1307. case MO_TRIPLEATTACK:
  1308. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1309. flag=1;
  1310. break;
  1311. case MO_CHAINCOMBO:
  1312. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1313. flag=1;
  1314. break;
  1315. case MO_COMBOFINISH:
  1316. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1317. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1318. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1319. flag=1;
  1320. case CH_TIGERFIST:
  1321. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1322. flag=1;
  1323. case CH_CHAINCRUSH:
  1324. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1325. flag=1;
  1326. break;
  1327. case AC_DOUBLE:
  1328. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1329. pc_checkskill(sd, HT_POWER))
  1330. {
  1331. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1332. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1333. clif_combo_delay(src,2000);
  1334. }
  1335. break;
  1336. case TK_COUNTER:
  1337. { //bonus from SG_FRIEND [Komurka]
  1338. int level;
  1339. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1340. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1341. }
  1342. break;
  1343. case SL_STIN:
  1344. case SL_STUN:
  1345. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1346. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1347. break;
  1348. case GS_FULLBUSTER:
  1349. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1350. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1351. break;
  1352. } //Switch End
  1353. if (flag) { //Possible to chain
  1354. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1355. if (flag < 0) flag = 0;
  1356. flag += 300 * battle_config.combo_delay_rate/100;
  1357. sc_start(src,SC_COMBO,100,skillid,flag);
  1358. clif_combo_delay(src, flag);
  1359. }
  1360. }
  1361. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1362. if( flag&SD_PREAMBLE )
  1363. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1364. //Display damage.
  1365. switch( skillid )
  1366. {
  1367. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1368. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1369. break;
  1370. //Skills that need be passed as a normal attack for the client to display correctly.
  1371. case HVAN_EXPLOSION:
  1372. case NPC_SELFDESTRUCTION:
  1373. if(src->type==BL_PC)
  1374. dmg.blewcount = 10;
  1375. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1376. // fall through
  1377. case KN_AUTOCOUNTER:
  1378. case NPC_CRITICALSLASH:
  1379. case TF_DOUBLE:
  1380. case GS_CHAINACTION:
  1381. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1382. break;
  1383. case AS_SPLASHER:
  1384. if( flag&SD_ANIMATION ) // the surrounding targets
  1385. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1386. else // the central target doesn't display an animation
  1387. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1388. break;
  1389. default:
  1390. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1391. type = 5;
  1392. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1393. break;
  1394. }
  1395. map_freeblock_lock();
  1396. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1397. && pc_checkskill(tsd,RG_PLAGIARISM)
  1398. && (!sc || !sc->data[SC_PRESERVE])
  1399. && damage < tsd->status.hp)
  1400. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1401. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1402. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1403. {
  1404. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1405. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1406. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1407. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1408. }
  1409. tsd->cloneskill_id = skillid;
  1410. tsd->status.skill[skillid].id = skillid;
  1411. tsd->status.skill[skillid].lv = skilllv;
  1412. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1413. tsd->status.skill[skillid].lv = type;
  1414. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1415. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1416. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1417. clif_skillinfoblock(tsd);
  1418. }
  1419. }
  1420. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1421. struct skill_unit* su = (struct skill_unit*)bl;
  1422. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1423. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1424. }
  1425. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1426. { //Skills with can't walk delay also stop normal attacking for that
  1427. //duration when the attack connects. [Skotlex]
  1428. struct unit_data *ud = unit_bl2ud(src);
  1429. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1430. ud->attackabletime = tick + type;
  1431. }
  1432. if (!dmg.amotion) {
  1433. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1434. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1435. if (!status_isdead(bl))
  1436. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1437. //Counter status effects [Skotlex]
  1438. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1439. }
  1440. }
  1441. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1442. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1443. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1444. {
  1445. int direction = -1; // default
  1446. switch(skillid)
  1447. {
  1448. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1449. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1450. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1451. }
  1452. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1453. }
  1454. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1455. if (dmg.amotion)
  1456. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1457. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1458. int rate = 50 + skilllv * 5;
  1459. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1460. if(rand()%100 < rate)
  1461. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1462. }
  1463. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1464. if (battle_config.left_cardfix_to_right)
  1465. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1466. else
  1467. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1468. }
  1469. if (rdamage>0) {
  1470. if (dmg.amotion)
  1471. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1472. else
  1473. status_fix_damage(bl,src,rdamage,0);
  1474. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1475. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1476. if (tsd && src != bl)
  1477. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1478. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1479. }
  1480. if (!(flag&2) &&
  1481. (
  1482. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1483. ) &&
  1484. (sc = status_get_sc(src)) &&
  1485. sc->data[SC_DOUBLECAST] &&
  1486. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1487. {
  1488. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1489. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1490. }
  1491. map_freeblock_unlock();
  1492. return damage;
  1493. }
  1494. /*==========================================
  1495. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1496. * flagについて?F16?i?を確認
  1497. * MSB <- 00fTffff ->LSB
  1498. * T =タ?ゲット選?用(BCT_*)
  1499. * ffff=自由に使用可能
  1500. * 0 =予約?B0に固定
  1501. *------------------------------------------*/
  1502. static int skill_area_temp[8];
  1503. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1504. int skill_area_sub (struct block_list *bl, va_list ap)
  1505. {
  1506. struct block_list *src;
  1507. int skill_id,skill_lv,flag;
  1508. unsigned int tick;
  1509. SkillFunc func;
  1510. nullpo_retr(0, bl);
  1511. nullpo_retr(0, ap);
  1512. src=va_arg(ap,struct block_list *);
  1513. skill_id=va_arg(ap,int);
  1514. skill_lv=va_arg(ap,int);
  1515. tick=va_arg(ap,unsigned int);
  1516. flag=va_arg(ap,int);
  1517. func=va_arg(ap,SkillFunc);
  1518. if(battle_check_target(src,bl,flag) > 0)
  1519. return func(src,bl,skill_id,skill_lv,tick,flag);
  1520. return 0;
  1521. }
  1522. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1523. {
  1524. struct skill_unit *unit;
  1525. int skillid,g_skillid;
  1526. unit = (struct skill_unit *)bl;
  1527. if(bl->prev == NULL || bl->type != BL_SKILL)
  1528. return 0;
  1529. if(!unit->alive)
  1530. return 0;
  1531. skillid = va_arg(ap,int);
  1532. g_skillid = unit->group->skill_id;
  1533. switch (skillid)
  1534. {
  1535. case MG_SAFETYWALL:
  1536. case AL_PNEUMA:
  1537. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1538. return 0;
  1539. break;
  1540. case AL_WARP:
  1541. case HT_SKIDTRAP:
  1542. case HT_LANDMINE:
  1543. case HT_ANKLESNARE:
  1544. case HT_SHOCKWAVE:
  1545. case HT_SANDMAN:
  1546. case HT_FLASHER:
  1547. case HT_FREEZINGTRAP:
  1548. case HT_BLASTMINE:
  1549. case HT_CLAYMORETRAP:
  1550. case HT_TALKIEBOX:
  1551. case HP_BASILICA:
  1552. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1553. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1554. return 0;
  1555. break;
  1556. default: //Avoid stacking with same kind of trap. [Skotlex]
  1557. if (g_skillid != skillid)
  1558. return 0;
  1559. break;
  1560. }
  1561. return 1;
  1562. }
  1563. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1564. {
  1565. //Non players do not check for the skill's splash-trigger area.
  1566. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1567. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1568. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1569. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1570. return 0;
  1571. }
  1572. range += layout_type;
  1573. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1574. }
  1575. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1576. {
  1577. int skillid;
  1578. if(bl->prev == NULL)
  1579. return 0;
  1580. if(status_isdead(bl))
  1581. return 0;
  1582. skillid = va_arg(ap,int);
  1583. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1584. return 0;
  1585. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1586. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1587. return 1;
  1588. }
  1589. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1590. {
  1591. int range, type;
  1592. switch (skillid) { // to be expanded later
  1593. case WZ_ICEWALL:
  1594. range = 2;
  1595. break;
  1596. default:
  1597. {
  1598. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1599. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1600. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1601. return 0;
  1602. }
  1603. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1604. }
  1605. break;
  1606. }
  1607. // if the caster is a monster/NPC, only check for players
  1608. // otherwise just check characters
  1609. if (bl->type == BL_PC)
  1610. type = BL_CHAR;
  1611. else
  1612. type = BL_PC;
  1613. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1614. x - range, y - range, x + range, y + range,
  1615. type, skillid);
  1616. }
  1617. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1618. {
  1619. struct map_session_data *sd;
  1620. int gid, id, strvit, agidex;
  1621. sd = (struct map_session_data *)bl;
  1622. id = va_arg(ap,int);
  1623. gid = va_arg(ap,int);
  1624. if (sd->status.guild_id != gid)
  1625. return 0;
  1626. if(id == sd->bl.id && battle_config.guild_aura&16)
  1627. return 0;
  1628. strvit = va_arg(ap,int);
  1629. agidex = va_arg(ap,int);
  1630. if (sd->sc.data[SC_GUILDAURA]) {
  1631. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1632. if (sce->val3 != strvit || sce->val4 != agidex) {
  1633. sce->val3 = strvit;
  1634. sce->val4 = agidex;
  1635. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1636. }
  1637. return 0;
  1638. }
  1639. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1640. return 1;
  1641. }
  1642. /*==========================================
  1643. * [orn]
  1644. * Checks that you have the requirements for casting a skill for homunculus.
  1645. * Flag:
  1646. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1647. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1648. *------------------------------------------*/
  1649. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1650. {
  1651. struct status_data *status;
  1652. TBL_PC * sd;
  1653. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1654. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1655. nullpo_retr(0, hd);
  1656. sd = hd->master;
  1657. if (lv <= 0) return 0;
  1658. status = &hd->battle_status;
  1659. //Code speedup, rather than using skill_get_* over and over again.
  1660. j = skill_get_index(skill);
  1661. if( j == 0 )
  1662. return 0;
  1663. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1664. return 0;
  1665. for(i = 0; i < 10; i++) {
  1666. itemid[i] = skill_db[j].itemid[i];
  1667. amount[i] = skill_db[j].amount[i];
  1668. }
  1669. hp = skill_db[j].hp[lv-1];
  1670. sp = skill_db[j].sp[lv-1];
  1671. hp_rate = skill_db[j].hp_rate[lv-1];
  1672. sp_rate = skill_db[j].sp_rate[lv-1];
  1673. state = skill_db[j].state;
  1674. mhp = skill_db[j].mhp[lv-1];
  1675. if(mhp > 0)
  1676. hp += (status->max_hp * mhp)/100;
  1677. if(hp_rate > 0)
  1678. hp += (status->hp * hp_rate)/100;
  1679. else
  1680. hp += (status->max_hp * (-hp_rate))/100;
  1681. if(sp_rate > 0)
  1682. sp += (status->sp * sp_rate)/100;
  1683. else
  1684. sp += (status->max_sp * (-sp_rate))/100;
  1685. switch(skill) { // Check for cost reductions due to skills & SCs
  1686. case HFLI_SBR44:
  1687. if(hd->homunculus.intimacy <= 200)
  1688. return 0;
  1689. break;
  1690. case HVAN_EXPLOSION:
  1691. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1692. return 0;
  1693. break;
  1694. }
  1695. if(!(type&2)){
  1696. if( hp>0 && status->hp <= (unsigned int)hp) {
  1697. clif_skill_fail(sd,skill,2,0);
  1698. return 0;
  1699. }
  1700. if( sp>0 && status->sp < (unsigned int)sp) {
  1701. clif_skill_fail(sd,skill,1,0);
  1702. return 0;
  1703. }
  1704. }
  1705. if (!type) //States are only checked on begin casting.
  1706. switch(state) {
  1707. case ST_MOVE_ENABLE:
  1708. if(!unit_can_move(&hd->bl)) {
  1709. clif_skill_fail(sd,skill,0,0);
  1710. return 0;
  1711. }
  1712. break;
  1713. }
  1714. if(!(type&1))
  1715. return 1;
  1716. // Check items and reduce required amounts
  1717. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1718. {
  1719. index[i] = -1;
  1720. if(itemid[i] <= 0)
  1721. continue;// no item
  1722. index[i] = pc_search_inventory(sd,itemid[i]);
  1723. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1724. {
  1725. clif_skill_fail(sd,skill,0,0);
  1726. return 0;
  1727. }
  1728. }
  1729. // Consume items
  1730. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1731. {
  1732. if(index[i] >= 0)
  1733. pc_delitem(sd,index[i],amount[i],0);
  1734. }
  1735. if(type&2)
  1736. return 1;
  1737. if(sp || hp)
  1738. status_zap(&hd->bl, hp, sp);
  1739. return 1;
  1740. }
  1741. /*==========================================
  1742. *
  1743. *------------------------------------------*/
  1744. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1745. {
  1746. return 1;
  1747. }
  1748. int skill_count_water (struct block_list *src, int range)
  1749. {
  1750. int i,x,y,cnt = 0,size = range*2+1;
  1751. struct skill_unit *unit;
  1752. for (i=0;i<size*size;i++) {
  1753. x = src->x+(i%size-range);
  1754. y = src->y+(i/size-range);
  1755. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  1756. cnt++;
  1757. continue;
  1758. }
  1759. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  1760. if (!unit)
  1761. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  1762. if (unit) {
  1763. cnt++;
  1764. skill_delunit(unit);
  1765. }
  1766. }
  1767. return cnt;
  1768. }
  1769. /*==========================================
  1770. *
  1771. *------------------------------------------*/
  1772. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1773. {
  1774. struct block_list *src = map_id2bl(id),*target;
  1775. struct unit_data *ud = unit_bl2ud(src);
  1776. struct skill_timerskill *skl = NULL;
  1777. int range;
  1778. nullpo_retr(0, src);
  1779. nullpo_retr(0, ud);
  1780. skl = ud->skilltimerskill[data];
  1781. nullpo_retr(0, skl);
  1782. ud->skilltimerskill[data] = NULL;
  1783. do {
  1784. if(src->prev == NULL)
  1785. break;
  1786. if(skl->target_id) {
  1787. target = map_id2bl(skl->target_id);
  1788. if(!target && skl->skill_id == RG_INTIMIDATE)
  1789. target = src; //Required since it has to warp.
  1790. if(target == NULL)
  1791. break;
  1792. if(target->prev == NULL)
  1793. break;
  1794. if(src->m != target->m)
  1795. break;
  1796. if(status_isdead(src))
  1797. break;
  1798. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1799. break;
  1800. switch(skl->skill_id) {
  1801. case RG_INTIMIDATE:
  1802. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1803. short x,y;
  1804. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1805. if (target != src && !status_isdead(target))
  1806. unit_warp(target, -1, x, y, 3);
  1807. }
  1808. break;
  1809. case BA_FROSTJOKE:
  1810. case DC_SCREAM:
  1811. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1812. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1813. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1814. break;
  1815. case WZ_WATERBALL:
  1816. if (!status_isdead(target))
  1817. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1818. if (skl->type>1 && !status_isdead(target)) {
  1819. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1820. } else {
  1821. struct status_change *sc = status_get_sc(src);
  1822. if(sc) {
  1823. if(sc->data[SC_MAGICPOWER])
  1824. status_change_end(src,SC_MAGICPOWER,-1);
  1825. if(sc->data[SC_SPIRIT] &&
  1826. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1827. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1828. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1829. }
  1830. }
  1831. break;
  1832. default:
  1833. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1834. break;
  1835. }
  1836. }
  1837. else {
  1838. if(src->m != skl->map)
  1839. break;
  1840. switch(skl->skill_id) {
  1841. case WZ_METEOR:
  1842. if(skl->type >= 0) {
  1843. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1844. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1845. }
  1846. else
  1847. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1848. break;
  1849. }
  1850. }
  1851. } while (0);
  1852. //Free skl now that it is no longer needed.
  1853. ers_free(skill_timer_ers, skl);
  1854. return 0;
  1855. }
  1856. /*==========================================
  1857. *
  1858. *------------------------------------------*/
  1859. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1860. {
  1861. int i;
  1862. struct unit_data *ud;
  1863. nullpo_retr(1, src);
  1864. ud = unit_bl2ud(src);
  1865. nullpo_retr(1, ud);
  1866. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1867. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1868. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1869. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1870. ud->skilltimerskill[i]->src_id = src->id;
  1871. ud->skilltimerskill[i]->target_id = target;
  1872. ud->skilltimerskill[i]->skill_id = skill_id;
  1873. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1874. ud->skilltimerskill[i]->map = src->m;
  1875. ud->skilltimerskill[i]->x = x;
  1876. ud->skilltimerskill[i]->y = y;
  1877. ud->skilltimerskill[i]->type = type;
  1878. ud->skilltimerskill[i]->flag = flag;
  1879. return 0;
  1880. }
  1881. /*==========================================
  1882. *
  1883. *------------------------------------------*/
  1884. int skill_cleartimerskill (struct block_list *src)
  1885. {
  1886. int i;
  1887. struct unit_data *ud;
  1888. nullpo_retr(0, src);
  1889. ud = unit_bl2ud(src);
  1890. nullpo_retr(0, ud);
  1891. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1892. if(ud->skilltimerskill[i]) {
  1893. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1894. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1895. ud->skilltimerskill[i]=NULL;
  1896. }
  1897. }
  1898. return 1;
  1899. }
  1900. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1901. {
  1902. TBL_SKILL *su = (TBL_SKILL*)bl;
  1903. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1904. { //Reveal trap.
  1905. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1906. //clif_changetraplook(bl, su->group->unit_id);
  1907. clif_skill_setunit(su);
  1908. return 1;
  1909. }
  1910. return 0;
  1911. }
  1912. /*==========================================
  1913. *
  1914. *
  1915. *------------------------------------------*/
  1916. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1917. {
  1918. struct map_session_data *sd = NULL, *tsd = NULL;
  1919. struct status_data *tstatus;
  1920. struct status_change *sc;
  1921. if (skillid > 0 && skilllv <= 0) return 0;
  1922. nullpo_retr(1, src);
  1923. nullpo_retr(1, bl);
  1924. if (src->m != bl->m)
  1925. return 1;
  1926. if (bl->prev == NULL)
  1927. return 1;
  1928. BL_CAST(BL_PC, src, sd);
  1929. BL_CAST(BL_PC, bl, tsd);
  1930. if (status_isdead(bl))
  1931. return 1;
  1932. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1933. { //GTB makes all targetted magic display miss with a single bolt.
  1934. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1935. return 1;
  1936. }
  1937. sc = status_get_sc(src);
  1938. if (sc && !sc->count)
  1939. sc = NULL; //Unneeded
  1940. tstatus = status_get_status_data(bl);
  1941. map_freeblock_lock();
  1942. switch(skillid)
  1943. {
  1944. case SM_BASH:
  1945. case MC_MAMMONITE:
  1946. case TF_DOUBLE:
  1947. case AC_DOUBLE:
  1948. case AS_SONICBLOW:
  1949. case KN_PIERCE:
  1950. case KN_SPEARBOOMERANG:
  1951. case TF_POISON:
  1952. case TF_SPRINKLESAND:
  1953. case AC_CHARGEARROW:
  1954. case RG_INTIMIDATE:
  1955. case AM_ACIDTERROR:
  1956. case BA_MUSICALSTRIKE:
  1957. case DC_THROWARROW:
  1958. case BA_DISSONANCE:
  1959. case CR_HOLYCROSS:
  1960. case NPC_DARKCROSS:
  1961. case CR_SHIELDCHARGE:
  1962. case CR_SHIELDBOOMERANG:
  1963. case NPC_PIERCINGATT:
  1964. case NPC_MENTALBREAKER:
  1965. case NPC_RANGEATTACK:
  1966. case NPC_CRITICALSLASH:
  1967. case NPC_COMBOATTACK:
  1968. case NPC_GUIDEDATTACK:
  1969. case NPC_POISON:
  1970. case NPC_RANDOMATTACK:
  1971. case NPC_WATERATTACK:
  1972. case NPC_GROUNDATTACK:
  1973. case NPC_FIREATTACK:
  1974. case NPC_WINDATTACK:
  1975. case NPC_POISONATTACK:
  1976. case NPC_HOLYATTACK:
  1977. case NPC_DARKNESSATTACK:
  1978. case NPC_TELEKINESISATTACK:
  1979. case NPC_UNDEADATTACK:
  1980. case NPC_ARMORBRAKE:
  1981. case NPC_WEAPONBRAKER:
  1982. case NPC_HELMBRAKE:
  1983. case NPC_SHIELDBRAKE:
  1984. case NPC_BLINDATTACK:
  1985. case NPC_SILENCEATTACK:
  1986. case NPC_STUNATTACK:
  1987. case NPC_PETRIFYATTACK:
  1988. case NPC_CURSEATTACK:
  1989. case NPC_SLEEPATTACK:
  1990. case LK_AURABLADE:
  1991. case LK_SPIRALPIERCE:
  1992. case LK_HEADCRUSH:
  1993. case CG_ARROWVULCAN:
  1994. case HW_MAGICCRASHER:
  1995. case ITM_TOMAHAWK:
  1996. case MO_TRIPLEATTACK:
  1997. case CH_CHAINCRUSH:
  1998. case CH_TIGERFIST:
  1999. case PA_SHIELDCHAIN: // Shield Chain
  2000. case PA_SACRIFICE:
  2001. case WS_CARTTERMINATION: // Cart Termination
  2002. case AS_VENOMKNIFE:
  2003. case HT_PHANTASMIC:
  2004. case HT_POWER:
  2005. case TK_DOWNKICK:
  2006. case TK_COUNTER:
  2007. case GS_CHAINACTION:
  2008. case GS_TRIPLEACTION:
  2009. case GS_MAGICALBULLET:
  2010. case GS_TRACKING:
  2011. case GS_PIERCINGSHOT:
  2012. case GS_RAPIDSHOWER:
  2013. case GS_DUST:
  2014. case GS_DISARM: // Added disarm. [Reddozen]
  2015. case GS_FULLBUSTER:
  2016. case NJ_SYURIKEN:
  2017. case NJ_KUNAI:
  2018. case ASC_BREAKER:
  2019. case HFLI_MOON: //[orn]
  2020. case HFLI_SBR44: //[orn]
  2021. case NPC_BLEEDING:
  2022. case NPC_CRITICALWOUND:
  2023. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2024. break;
  2025. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2026. switch( rand()%6 ){
  2027. case 0: flag |= BREAK_ANKLE; break;
  2028. case 1: flag |= BREAK_WRIST; break;
  2029. case 2: flag |= BREAK_KNEE; break;
  2030. case 3: flag |= BREAK_SHOULDER; break;
  2031. case 4: flag |= BREAK_WAIST; break;
  2032. case 5: flag |= BREAK_NECK; break;
  2033. }
  2034. //TODO: is there really no cleaner way to do this?
  2035. sc = status_get_sc(bl);
  2036. if (sc) sc->jb_flag = flag;
  2037. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2038. break;
  2039. case MO_COMBOFINISH:
  2040. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2041. { //Becomes a splash attack when Soul Linked.
  2042. map_foreachinrange(skill_area_sub, bl,
  2043. skill_get_splash(skillid, skilllv),splash_target(src),
  2044. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2045. skill_castend_damage_id);
  2046. } else
  2047. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2048. break;
  2049. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2051. skill_area_temp[1] = 0;
  2052. map_foreachinrange(skill_attack_area, src,
  2053. skill_get_splash(skillid, skilllv), splash_target(src),
  2054. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2055. break;
  2056. case KN_CHARGEATK:
  2057. {
  2058. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y);
  2059. unsigned int dist = distance_bl(src, bl);
  2060. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2061. // teleport to target (if not on WoE grounds)
  2062. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2063. clif_slide(src, bl->x, bl->y);
  2064. // cause damage and knockback if the path to target was a straight one
  2065. if( path )
  2066. {
  2067. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2068. skill_blown(src, bl, dist, dir, 0);
  2069. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2070. // make the caster look in the direction of the target
  2071. unit_setdir(src, (dir+4)%8);
  2072. }
  2073. }
  2074. break;
  2075. case TK_JUMPKICK:
  2076. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2077. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2078. clif_slide(src,bl->x,bl->y);
  2079. break;
  2080. case SN_SHARPSHOOTING:
  2081. case NJ_KAMAITACHI:
  2082. //It won't shoot through walls since on castend there has to be a direct
  2083. //line of sight between caster and target.
  2084. skill_area_temp[1] = bl->id;
  2085. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2086. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2087. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2088. break;
  2089. case NPC_ACIDBREATH:
  2090. case NPC_DARKNESSBREATH:
  2091. case NPC_FIREBREATH:
  2092. case NPC_ICEBREATH:
  2093. case NPC_THUNDERBREATH:
  2094. skill_area_temp[1] = bl->id;
  2095. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2096. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2097. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2098. break;
  2099. case MO_INVESTIGATE:
  2100. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2101. if (sc && sc->data[SC_BLADESTOP])
  2102. status_change_end(src,SC_BLADESTOP,-1);
  2103. break;
  2104. case RG_BACKSTAP:
  2105. {
  2106. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2107. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2108. if (sc && sc->data[SC_HIDING])
  2109. status_change_end(src, SC_HIDING, -1);
  2110. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2111. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2112. unit_setdir(bl,dir);
  2113. }
  2114. else if (sd)
  2115. clif_skill_fail(sd,skillid,0,0);
  2116. }
  2117. break;
  2118. case MO_FINGEROFFENSIVE:
  2119. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2120. if (battle_config.finger_offensive_type && sd) {
  2121. int i;
  2122. for (i = 1; i < sd->spiritball_old; i++)
  2123. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2124. }
  2125. if (sc && sc->data[SC_BLADESTOP])
  2126. status_change_end(src,SC_BLADESTOP,-1);
  2127. break;
  2128. case MO_CHAINCOMBO:
  2129. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2130. if (sc && sc->data[SC_BLADESTOP])
  2131. status_change_end(src,SC_BLADESTOP,-1);
  2132. break;
  2133. case NJ_ISSEN:
  2134. if (sc) {
  2135. if (sc->data[SC_NEN])
  2136. status_change_end(src,SC_NEN,-1);
  2137. if (sc->data[SC_HIDING])
  2138. status_change_end(src,SC_HIDING,-1);
  2139. }
  2140. case MO_EXTREMITYFIST:
  2141. if (sc && skillid == MO_EXTREMITYFIST)
  2142. {
  2143. if (sc->data[SC_EXPLOSIONSPIRITS])
  2144. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2145. if (sc->data[SC_BLADESTOP])
  2146. status_change_end(src,SC_BLADESTOP,-1);
  2147. }
  2148. //Client expects you to move to target regardless of distance
  2149. {
  2150. struct unit_data *ud = unit_bl2ud(src);
  2151. short dx,dy;
  2152. int i,speed;
  2153. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2154. dx = bl->x - src->x;
  2155. dy = bl->y - src->y;
  2156. if (dx < 0) dx-=i;
  2157. else if (dx > 0) dx+=i;
  2158. if (dy < 0) dy-=i;
  2159. else if (dy > 0) dy+=i;
  2160. if (!dx && !dy) dy++;
  2161. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2162. {
  2163. dx = bl->x;
  2164. dy = bl->y;
  2165. } else {
  2166. dx = src->x + dx;
  2167. dy = src->y + dy;
  2168. }
  2169. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2170. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2171. //Increase can't walk delay to not alter your walk path
  2172. ud->canmove_tick = tick;
  2173. speed = status_get_speed(src);
  2174. for (i = 0; i < ud->walkpath.path_len; i ++)
  2175. {
  2176. if(ud->walkpath.path[i]&1)
  2177. ud->canmove_tick+=7*speed/5;
  2178. else
  2179. ud->canmove_tick+=speed;
  2180. }
  2181. }
  2182. }
  2183. break;
  2184. //Splash attack skills.
  2185. case AS_GRIMTOOTH:
  2186. case AS_SPLASHER:
  2187. case SM_MAGNUM:
  2188. case HT_BLITZBEAT:
  2189. case MC_CARTREVOLUTION:
  2190. case NPC_SPLASHATTACK:
  2191. case AC_SHOWER:
  2192. case MG_NAPALMBEAT:
  2193. case MG_FIREBALL:
  2194. case RG_RAID:
  2195. case HW_NAPALMVULCAN:
  2196. case NJ_HUUMA:
  2197. case NJ_BAKUENRYU:
  2198. case ASC_METEORASSAULT:
  2199. case GS_DESPERADO:
  2200. case GS_SPREADATTACK:
  2201. case NPC_EARTHQUAKE:
  2202. case NPC_PULSESTRIKE:
  2203. case NPC_HELLJUDGEMENT:
  2204. if( flag&1 )
  2205. { //Recursive invocation
  2206. // skill_area_temp[0] holds number of targets in area
  2207. // skill_area_temp[1] holds the id of the original target
  2208. // skill_area_temp[2] counts how many targets have already been processed
  2209. int sflag = skill_area_temp[0] & 0xFFF;
  2210. if( flag&SD_LEVEL )
  2211. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2212. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2213. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2214. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2215. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2216. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2217. skill_area_temp[2]++;
  2218. }
  2219. else
  2220. {
  2221. if ( skillid == NJ_BAKUENRYU )
  2222. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2223. skill_area_temp[0] = 0;
  2224. skill_area_temp[1] = bl->id;
  2225. skill_area_temp[2] = 0;
  2226. // if skill damage should be split among targets, count them
  2227. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2228. //special case: Venom Splasher uses a different range for searching than for splashing
  2229. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2230. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2231. // recursive invocation of skill_castend_damage_id() with flag|1
  2232. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2233. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2234. if (skillid == SM_MAGNUM) {
  2235. //Initiate 10% of your damage becomes fire element.
  2236. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2237. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2238. }
  2239. }
  2240. break;
  2241. case KN_BRANDISHSPEAR:
  2242. //Coded apart for it needs the flag passed to the damage calculation.
  2243. if (skill_area_temp[1] != bl->id)
  2244. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2245. else
  2246. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2247. break;
  2248. case KN_BOWLINGBASH:
  2249. if(flag&1){
  2250. if(bl->id==skill_area_temp[1])
  2251. break;
  2252. //two hits for 500%
  2253. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2254. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2255. } else {
  2256. int i,c;
  2257. c = skill_get_blewcount(skillid,skilllv);
  2258. // keep moving target in the direction that src is looking, square by square
  2259. for(i=0;i<c;i++){
  2260. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2261. break; //Can't knockback
  2262. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2263. if( skill_area_temp[0] > 1 ) break; // collision
  2264. }
  2265. clif_blown(bl); //Update target pos.
  2266. if (i!=c) { //Splash
  2267. skill_area_temp[1] = bl->id;
  2268. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2269. }
  2270. //Weirdo dual-hit property, two attacks for 500%
  2271. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2272. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2273. }
  2274. break;
  2275. case KN_SPEARSTAB:
  2276. if(flag&1) {
  2277. if (bl->id==skill_area_temp[1])
  2278. break;
  2279. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2280. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2281. } else {
  2282. int x=bl->x,y=bl->y,i,dir;
  2283. dir = map_calc_dir(bl,src->x,src->y);
  2284. skill_area_temp[1] = bl->id;
  2285. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2286. // all the enemies between the caster and the target are hit, as well as the target
  2287. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2288. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2289. for (i=0;i<4;i++) {
  2290. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2291. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2292. x += dirx[dir];
  2293. y += diry[dir];
  2294. }
  2295. }
  2296. break;
  2297. case TK_TURNKICK:
  2298. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2299. {
  2300. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2301. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2302. map_foreachinrange(skill_area_sub,bl,
  2303. skill_get_splash(skillid, skilllv),BL_CHAR,
  2304. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2305. skill_castend_nodamage_id);
  2306. }
  2307. break;
  2308. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2309. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2310. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2311. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2312. break;
  2313. case PR_TURNUNDEAD:
  2314. case ALL_RESURRECTION:
  2315. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2316. break;
  2317. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2318. break;
  2319. case MG_SOULSTRIKE:
  2320. case NPC_DARKSTRIKE:
  2321. case MG_COLDBOLT:
  2322. case MG_FIREBOLT:
  2323. case MG_LIGHTNINGBOLT:
  2324. case WZ_EARTHSPIKE:
  2325. case AL_HEAL:
  2326. case AL_HOLYLIGHT:
  2327. case WZ_JUPITEL:
  2328. case NPC_DARKTHUNDER:
  2329. case PR_ASPERSIO:
  2330. case MG_FROSTDIVER:
  2331. case WZ_SIGHTBLASTER:
  2332. case WZ_SIGHTRASHER:
  2333. case NJ_KOUENKA:
  2334. case NJ_HYOUSENSOU:
  2335. case NJ_HUUJIN:
  2336. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2337. break;
  2338. case NPC_MAGICALATTACK:
  2339. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2340. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2341. break;
  2342. case HVAN_CAPRICE: //[blackhole89]
  2343. {
  2344. int ran=rand()%4;
  2345. int sid = 0;
  2346. switch(ran)
  2347. {
  2348. case 0: sid=MG_COLDBOLT; break;
  2349. case 1: sid=MG_FIREBOLT; break;
  2350. case 2: sid=MG_LIGHTNINGBOLT; break;
  2351. case 3: sid=WZ_EARTHSPIKE; break;
  2352. }
  2353. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2354. }
  2355. break;
  2356. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2357. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2358. if (skilllv>1) {
  2359. int range = skilllv/2;
  2360. int cnt;
  2361. if (sd)
  2362. cnt = skill_count_water(src,range);
  2363. else {
  2364. range = 2*range+1;
  2365. cnt = range*range;
  2366. }
  2367. cnt--;
  2368. if (cnt > 0)
  2369. skill_addtimerskill(src,tick+125,bl->id,0,0,skillid,skilllv,cnt,flag);
  2370. } else if (sd) //Eat up deluge tiles.
  2371. skill_count_water(src,0);
  2372. break;
  2373. case PR_BENEDICTIO:
  2374. //Should attack undead and demons. [Skotlex]
  2375. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2376. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2377. break;
  2378. case SL_SMA:
  2379. if (sc && sc->data[SC_SMA])
  2380. status_change_end(src,SC_SMA,-1);
  2381. case SL_STIN:
  2382. case SL_STUN:
  2383. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2384. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2385. clif_skill_fail(sd,skillid,0,0);
  2386. break;
  2387. }
  2388. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2389. break;
  2390. case NPC_DARKBREATH:
  2391. clif_emotion(src,7);
  2392. case SN_FALCONASSAULT:
  2393. case PA_PRESSURE:
  2394. case CR_ACIDDEMONSTRATION:
  2395. case TF_THROWSTONE:
  2396. case NPC_SMOKING:
  2397. case GS_FLING:
  2398. case NJ_ZENYNAGE:
  2399. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2400. break;
  2401. case HVAN_EXPLOSION:
  2402. case NPC_SELFDESTRUCTION:
  2403. if (src != bl)
  2404. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2405. break;
  2406. // Celest
  2407. case PF_SOULBURN:
  2408. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2410. if (skilllv == 5)
  2411. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2412. status_percent_damage(src, bl, 0, 100);
  2413. } else {
  2414. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2415. if (skilllv == 5)
  2416. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2417. status_percent_damage(src, src, 0, 100);
  2418. }
  2419. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2420. break;
  2421. case NPC_BLOODDRAIN:
  2422. case NPC_ENERGYDRAIN:
  2423. {
  2424. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2425. src, src, bl, skillid, skilllv, tick, flag);
  2426. if (heal > 0){
  2427. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2428. status_heal(src, heal, 0, 0);
  2429. }
  2430. }
  2431. break;
  2432. case GS_BULLSEYE:
  2433. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2434. break;
  2435. case NJ_KASUMIKIRI:
  2436. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2437. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2438. break;
  2439. case NJ_KIRIKAGE:
  2440. if (!map_flag_gvg(src->m))
  2441. { //You don't move on GVG grounds.
  2442. short x, y;
  2443. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2444. if (unit_movepos(src, x, y, 0, 0))
  2445. clif_slide(src,src->x,src->y);
  2446. }
  2447. if (sc && sc->data[SC_HIDING])
  2448. status_change_end(src, SC_HIDING, -1);
  2449. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2450. break;
  2451. case 0:
  2452. if(sd) {
  2453. if (flag & 3){
  2454. if (bl->id != skill_area_temp[1])
  2455. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2456. } else {
  2457. skill_area_temp[1] = bl->id;
  2458. map_foreachinrange(skill_area_sub, bl,
  2459. sd->splash_range, BL_CHAR,
  2460. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2461. skill_castend_damage_id);
  2462. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2463. }
  2464. }
  2465. break;
  2466. default:
  2467. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2468. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2469. 0, abs(skill_get_num(skillid, skilllv)),
  2470. skillid, skilllv, skill_get_hit(skillid));
  2471. map_freeblock_unlock();
  2472. return 1;
  2473. }
  2474. map_freeblock_unlock();
  2475. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2476. battle_consume_ammo(sd, skillid, skilllv);
  2477. return 0;
  2478. }
  2479. /*==========================================
  2480. *
  2481. *------------------------------------------*/
  2482. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2483. {
  2484. struct map_session_data *sd;
  2485. struct homun_data *hd;
  2486. struct map_session_data *dstsd;
  2487. struct status_data *sstatus, *tstatus;
  2488. struct status_change *tsc;
  2489. struct status_change_entry *tsce;
  2490. struct mob_data *md;
  2491. struct mob_data *dstmd;
  2492. int i,type;
  2493. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2494. nullpo_retr(1, src);
  2495. nullpo_retr(1, bl);
  2496. if (src->m != bl->m)
  2497. return 1;
  2498. BL_CAST(BL_PC, src, sd);
  2499. BL_CAST(BL_HOM, src, hd);
  2500. BL_CAST(BL_MOB, src, md);
  2501. BL_CAST(BL_PC, bl, dstsd);
  2502. BL_CAST(BL_MOB, bl, dstmd);
  2503. if(bl->prev == NULL)
  2504. return 1;
  2505. if(status_isdead(src))
  2506. return 1;
  2507. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2508. return 1;
  2509. tstatus = status_get_status_data(bl);
  2510. sstatus = status_get_status_data(src);
  2511. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2512. switch (skillid) {
  2513. case HLIF_HEAL: //[orn]
  2514. if (bl->type != BL_HOM) {
  2515. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2516. break ;
  2517. }
  2518. case AL_HEAL:
  2519. case ALL_RESURRECTION:
  2520. case PR_ASPERSIO:
  2521. //Apparently only player casted skills can be offensive like this.
  2522. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2523. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2524. //Offensive heal does not works on non-enemies. [Skotlex]
  2525. clif_skill_fail(sd,skillid,0,0);
  2526. return 0;
  2527. }
  2528. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2529. }
  2530. break;
  2531. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2532. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2533. default:
  2534. //Skill is actually ground placed.
  2535. if (src == bl && skill_get_unit_id(skillid,0))
  2536. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2537. }
  2538. type = SkillStatusChangeTable(skillid);
  2539. tsc = status_get_sc(bl);
  2540. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2541. if (src!=bl && type > -1 &&
  2542. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2543. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2544. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2545. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2546. map_freeblock_lock();
  2547. switch(skillid)
  2548. {
  2549. case HLIF_HEAL: //[orn]
  2550. case AL_HEAL:
  2551. {
  2552. int heal = skill_calc_heal(src, bl, skilllv);
  2553. int heal_get_jobexp;
  2554. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2555. heal=0;
  2556. if (sd) {
  2557. if ((i = pc_skillheal_bonus(sd, skillid)))
  2558. heal += heal * i / 100;
  2559. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2560. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2561. heal = heal*2;
  2562. }
  2563. if (tsc && tsc->count)
  2564. {
  2565. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2566. ) { //Bounce back heal
  2567. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2568. status_change_end(bl, SC_KAITE, -1);
  2569. if (src == bl)
  2570. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2571. else {
  2572. bl = src;
  2573. dstsd = sd;
  2574. }
  2575. } else
  2576. if (tsc->data[SC_BERSERK])
  2577. heal = 0; //Needed so that it actually displays 0 when healing.
  2578. }
  2579. heal_get_jobexp = status_heal(bl,heal,0,0);
  2580. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2581. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2582. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2583. if (heal_get_jobexp <= 0)
  2584. heal_get_jobexp = 1;
  2585. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2586. }
  2587. }
  2588. break;
  2589. case PR_REDEMPTIO:
  2590. if (sd && !(flag&1)) {
  2591. if (sd->status.party_id == 0) {
  2592. clif_skill_fail(sd,skillid,0,0);
  2593. break;
  2594. }
  2595. skill_area_temp[0] = 0;
  2596. party_foreachsamemap(skill_area_sub,
  2597. sd,skill_get_splash(skillid, skilllv),
  2598. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2599. skill_castend_nodamage_id);
  2600. if (skill_area_temp[0] == 0) {
  2601. clif_skill_fail(sd,skillid,0,0);
  2602. break;
  2603. }
  2604. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2605. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2606. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2607. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2608. clif_updatestatus(sd,SP_BASEEXP);
  2609. clif_updatestatus(sd,SP_JOBEXP);
  2610. }
  2611. status_set_hp(src, 1, 0);
  2612. status_set_sp(src, 0, 0);
  2613. break;
  2614. } else if (status_isdead(bl) && flag&1) { //Revive
  2615. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2616. skilllv = 3; //Resurrection level 3 is used
  2617. } else //Invalid target, skip resurrection.
  2618. break;
  2619. case ALL_RESURRECTION:
  2620. if(sd && map_flag_gvg(bl->m))
  2621. { //No reviving in WoE grounds!
  2622. clif_skill_fail(sd,skillid,0,0);
  2623. break;
  2624. }
  2625. if (!status_isdead(bl))
  2626. break;
  2627. {
  2628. int per = 0, sper = 0;
  2629. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2630. break;
  2631. switch(skilllv){
  2632. case 1: per=10; break;
  2633. case 2: per=30; break;
  2634. case 3: per=50; break;
  2635. case 4: per=80; break;
  2636. }
  2637. if(dstsd && dstsd->special_state.restart_full_recover)
  2638. per = sper = 100;
  2639. if (status_revive(bl, per, sper))
  2640. {
  2641. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2642. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2643. {
  2644. int exp = 0,jexp = 0;
  2645. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2646. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2647. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2648. if (exp < 1) exp = 1;
  2649. }
  2650. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2651. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2652. if (jexp < 1) jexp = 1;
  2653. }
  2654. if(exp > 0 || jexp > 0)
  2655. pc_gainexp (sd, bl, exp, jexp);
  2656. }
  2657. }
  2658. }
  2659. break;
  2660. case AL_DECAGI:
  2661. clif_skill_nodamage (src, bl, skillid, skilllv,
  2662. sc_start(bl, type,
  2663. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2664. skilllv, skill_get_time(skillid,skilllv)));
  2665. break;
  2666. case AL_CRUCIS:
  2667. if (flag&1)
  2668. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2669. else {
  2670. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2671. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2672. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2673. }
  2674. break;
  2675. case PR_LEXDIVINA:
  2676. if (tsce) {
  2677. status_change_end(bl,type, -1);
  2678. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2679. } else
  2680. clif_skill_nodamage (src, bl, skillid, skilllv,
  2681. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2682. break;
  2683. case SA_ABRACADABRA:
  2684. {
  2685. int abra_skillid = 0, abra_skilllv;
  2686. do {
  2687. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  2688. if (
  2689. //Unneeded check, use the "per" field to know if the skill is valid.
  2690. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  2691. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  2692. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  2693. rand()%10000 >= skill_abra_db[abra_skillid].per
  2694. )
  2695. abra_skillid = 0; // reset to get a new id
  2696. } while (abra_skillid == 0);
  2697. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2698. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2699. if (sd)
  2700. { //Crash-protection against Abracadabra casting pets
  2701. sd->skillitem = abra_skillid;
  2702. sd->skillitemlv = abra_skilllv;
  2703. sd->state.abra_flag = 1;
  2704. clif_item_skill (sd, abra_skillid, abra_skilllv);
  2705. } else
  2706. { // [Skotlex]
  2707. struct unit_data *ud = unit_bl2ud(src);
  2708. int inf = skill_get_inf(abra_skillid);
  2709. int target_id = 0;
  2710. if (!ud) break;
  2711. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2712. if (src->type == BL_PET)
  2713. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2714. if (!bl) bl = src;
  2715. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2716. } else { //Assume offensive skills
  2717. if (ud->target)
  2718. target_id = ud->target;
  2719. else switch (src->type) {
  2720. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2721. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2722. }
  2723. if (!target_id)
  2724. break;
  2725. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2726. bl = map_id2bl(target_id);
  2727. if (!bl) bl = src;
  2728. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2729. } else
  2730. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2731. }
  2732. }
  2733. }
  2734. break;
  2735. case SA_COMA:
  2736. clif_skill_nodamage(src,bl,skillid,skilllv,
  2737. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2738. break;
  2739. case SA_FULLRECOVERY:
  2740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2741. if (status_isimmune(bl))
  2742. break;
  2743. status_percent_heal(bl, 100, 100);
  2744. break;
  2745. case SA_SUMMONMONSTER:
  2746. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2747. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  2748. break;
  2749. case SA_LEVELUP:
  2750. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2751. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2752. break;
  2753. case SA_INSTANTDEATH:
  2754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2755. status_set_hp(bl,1,0);
  2756. break;
  2757. case SA_QUESTION:
  2758. case SA_GRAVITY:
  2759. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2760. break;
  2761. case SA_CLASSCHANGE:
  2762. {
  2763. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  2764. ,1157,1159,1190,1272,1312,1373,1492};
  2765. int class_ = mob_random_class (changeclass,ARRAYLENGTH(changeclass));
  2766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2767. if(dstmd) mob_class_change(dstmd,class_);
  2768. }
  2769. break;
  2770. case SA_MONOCELL:
  2771. {
  2772. static int poringclass[]={1002};
  2773. int class_ = mob_random_class (poringclass,ARRAYLENGTH(poringclass));
  2774. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2775. if(dstmd) mob_class_change(dstmd,class_);
  2776. }
  2777. break;
  2778. case SA_DEATH:
  2779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2780. status_kill(bl);
  2781. break;
  2782. case SA_REVERSEORCISH:
  2783. clif_skill_nodamage(src,bl,skillid,skilllv,
  2784. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2785. break;
  2786. case SA_FORTUNE:
  2787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2788. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2789. break;
  2790. case SA_TAMINGMONSTER:
  2791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2792. if (sd && dstmd) {
  2793. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2794. if( i < MAX_PET_DB )
  2795. pet_catch_process1(sd, dstmd->class_);
  2796. }
  2797. break;
  2798. case CR_PROVIDENCE:
  2799. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2800. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2801. clif_skill_fail(sd,skillid,0,0);
  2802. map_freeblock_unlock();
  2803. return 1;
  2804. }
  2805. }
  2806. clif_skill_nodamage(src,bl,skillid,skilllv,
  2807. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2808. break;
  2809. case CG_MARIONETTE:
  2810. {
  2811. struct status_change *sc= status_get_sc(src);
  2812. int type2 = SC_MARIONETTE2;
  2813. if(sc && tsc){
  2814. if (!sc->data[type] && !tsc->data[type2]) {
  2815. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2816. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2817. clif_marionette(src, bl);
  2818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2819. }
  2820. else if (sc->data[type] && tsc->data[type2] &&
  2821. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2822. status_change_end(src, type, -1);
  2823. status_change_end(bl, type2, -1);
  2824. }
  2825. else {
  2826. if (sd) clif_skill_fail(sd,skillid,0,0);
  2827. map_freeblock_unlock();
  2828. return 1;
  2829. }
  2830. }
  2831. }
  2832. break;
  2833. case RG_CLOSECONFINE:
  2834. clif_skill_nodamage(src,bl,skillid,skilllv,
  2835. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2836. break;
  2837. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2838. case SA_FROSTWEAPON:
  2839. case SA_LIGHTNINGLOADER:
  2840. case SA_SEISMICWEAPON:
  2841. if (dstsd) {
  2842. if(dstsd->status.weapon == W_FIST ||
  2843. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2844. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2845. dstsd->sc.data[SC_FIREWEAPON] ||
  2846. dstsd->sc.data[SC_WATERWEAPON] ||
  2847. dstsd->sc.data[SC_WINDWEAPON] ||
  2848. dstsd->sc.data[SC_EARTHWEAPON] ||
  2849. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2850. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2851. dstsd->sc.data[SC_ENCPOISON]
  2852. ))
  2853. ) {
  2854. if (sd) clif_skill_fail(sd,skillid,0,0);
  2855. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2856. break;
  2857. }
  2858. }
  2859. if (sd) {
  2860. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2861. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2862. clif_skill_fail(sd,skillid,0,0);
  2863. break;
  2864. }
  2865. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2866. }
  2867. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2868. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2869. if (sd)
  2870. clif_skill_fail(sd,skillid,0,0);
  2871. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2872. clif_displaymessage(sd->fd,"You broke target's weapon");
  2873. }
  2874. break;
  2875. case PR_ASPERSIO:
  2876. if (sd && dstmd) {
  2877. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2878. break;
  2879. }
  2880. clif_skill_nodamage(src,bl,skillid,skilllv,
  2881. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2882. break;
  2883. case ITEM_ENCHANTARMS:
  2884. clif_skill_nodamage(src,bl,skillid,skilllv,
  2885. sc_start2(bl,type,100,skilllv,
  2886. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2887. break;
  2888. case TK_SEVENWIND:
  2889. switch(skill_get_ele(skillid,skilllv)) {
  2890. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2891. case ELE_WIND : type = SC_WINDWEAPON; break;
  2892. case ELE_WATER : type = SC_WATERWEAPON; break;
  2893. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2894. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2895. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2896. case ELE_HOLY : type = SC_ASPERSIO; break;
  2897. }
  2898. clif_skill_nodamage(src,bl,skillid,skilllv,
  2899. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2900. break;
  2901. case PR_KYRIE:
  2902. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2903. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2904. break;
  2905. //Passive Magnum, should had been casted on yourself.
  2906. case SM_MAGNUM:
  2907. skill_area_temp[1] = 0;
  2908. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2909. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2910. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2911. //Initiate 10% of your damage becomes fire element.
  2912. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2913. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2914. break;
  2915. case AL_INCAGI:
  2916. case AL_BLESSING:
  2917. case PR_SLOWPOISON:
  2918. case PR_IMPOSITIO:
  2919. case PR_LEXAETERNA:
  2920. case PR_SUFFRAGIUM:
  2921. case PR_BENEDICTIO:
  2922. case LK_BERSERK:
  2923. case KN_AUTOCOUNTER:
  2924. case KN_TWOHANDQUICKEN:
  2925. case KN_ONEHAND:
  2926. case CR_SPEARQUICKEN:
  2927. case CR_REFLECTSHIELD:
  2928. case AS_POISONREACT:
  2929. case MC_LOUD:
  2930. case MG_ENERGYCOAT:
  2931. case MO_EXPLOSIONSPIRITS:
  2932. case MO_STEELBODY:
  2933. case MO_BLADESTOP:
  2934. case LK_AURABLADE:
  2935. case LK_PARRYING:
  2936. case LK_CONCENTRATION:
  2937. case WS_CARTBOOST:
  2938. case SN_SIGHT:
  2939. case WS_MELTDOWN:
  2940. case WS_OVERTHRUSTMAX:
  2941. case ST_REJECTSWORD:
  2942. case HW_MAGICPOWER:
  2943. case PF_MEMORIZE:
  2944. case PA_SACRIFICE:
  2945. case ASC_EDP:
  2946. case NPC_STOP:
  2947. case PF_DOUBLECASTING:
  2948. case SG_SUN_COMFORT:
  2949. case SG_MOON_COMFORT:
  2950. case SG_STAR_COMFORT:
  2951. case NPC_HALLUCINATION:
  2952. case HP_ASSUMPTIO:
  2953. case GS_MADNESSCANCEL:
  2954. case GS_ADJUSTMENT:
  2955. case GS_INCREASING:
  2956. case NJ_KASUMIKIRI:
  2957. case NJ_UTSUSEMI:
  2958. case NJ_NEN:
  2959. case NPC_DEFENDER:
  2960. case NPC_MAGICMIRROR:
  2961. clif_skill_nodamage(src,bl,skillid,skilllv,
  2962. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2963. break;
  2964. case MG_SIGHT:
  2965. case AL_RUWACH:
  2966. case WZ_SIGHTBLASTER:
  2967. case NPC_WIDESIGHT:
  2968. case NPC_STONESKIN:
  2969. case NPC_ANTIMAGIC:
  2970. clif_skill_nodamage(src,bl,skillid,skilllv,
  2971. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2972. break;
  2973. case HLIF_AVOID:
  2974. case HAMI_DEFENCE:
  2975. i = skill_get_time(skillid,skilllv);
  2976. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2977. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2978. break;
  2979. case NJ_BUNSINJYUTSU:
  2980. clif_skill_nodamage(src,bl,skillid,skilllv,
  2981. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2982. if (tsc && tsc->data[SC_NEN])
  2983. status_change_end(bl,SC_NEN,-1);
  2984. break;
  2985. /* Was modified to only affect targetted char. [Skotlex]
  2986. case HP_ASSUMPTIO:
  2987. if (flag&1)
  2988. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2989. else
  2990. {
  2991. map_foreachinrange(skill_area_sub, bl,
  2992. skill_get_splash(skillid, skilllv), BL_PC,
  2993. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2994. skill_castend_nodamage_id);
  2995. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2996. }
  2997. break;
  2998. */
  2999. case SM_ENDURE:
  3000. clif_skill_nodamage(src,bl,skillid,skilllv,
  3001. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3002. if (sd)
  3003. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3004. break;
  3005. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3006. if (sd && dstsd && dstsd->sc.count) {
  3007. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3008. dstsd->sc.data[SC_WATERWEAPON] ||
  3009. dstsd->sc.data[SC_WINDWEAPON] ||
  3010. dstsd->sc.data[SC_EARTHWEAPON] ||
  3011. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3012. dstsd->sc.data[SC_GHOSTWEAPON]
  3013. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3014. ) {
  3015. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3016. clif_skill_fail(sd,skillid,0,0);
  3017. break;
  3018. }
  3019. }
  3020. clif_skill_nodamage(src,bl,skillid,skilllv,
  3021. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3022. break;
  3023. case LK_TENSIONRELAX:
  3024. clif_skill_nodamage(src,bl,skillid,skilllv,
  3025. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3026. skill_get_time(skillid,skilllv)));
  3027. break;
  3028. case MC_CHANGECART:
  3029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3030. break;
  3031. case TK_MISSION:
  3032. if (sd) {
  3033. int id;
  3034. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3035. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3036. clif_skill_fail(sd,skillid,0,0);
  3037. break;
  3038. }
  3039. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3040. if (!id) {
  3041. clif_skill_fail(sd,skillid,0,0);
  3042. break;
  3043. }
  3044. sd->mission_mobid = id;
  3045. sd->mission_count = 0;
  3046. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3047. clif_mission_info(sd, id, 0);
  3048. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3049. }
  3050. break;
  3051. case AC_CONCENTRATION:
  3052. {
  3053. clif_skill_nodamage(src,bl,skillid,skilllv,
  3054. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3055. map_foreachinrange( status_change_timer_sub, src,
  3056. skill_get_splash(skillid, skilllv), BL_CHAR,
  3057. src,NULL,type,tick);
  3058. }
  3059. break;
  3060. case SM_PROVOKE:
  3061. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3062. map_freeblock_unlock();
  3063. return 1;
  3064. }
  3065. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3066. clif_skill_nodamage(src,bl,skillid,skilllv,
  3067. (i=sc_start(bl,type,
  3068. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3069. skilllv,skill_get_time(skillid,skilllv))));
  3070. if (!i)
  3071. {
  3072. if (sd)
  3073. clif_skill_fail(sd,skillid,0,0);
  3074. map_freeblock_unlock();
  3075. return 0;
  3076. }
  3077. unit_skillcastcancel(bl, 2);
  3078. if(tsc && tsc->count){
  3079. if(tsc->data[SC_FREEZE])
  3080. status_change_end(bl,SC_FREEZE,-1);
  3081. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3082. status_change_end(bl,SC_STONE,-1);
  3083. if(tsc->data[SC_SLEEP])
  3084. status_change_end(bl,SC_SLEEP,-1);
  3085. }
  3086. if(dstmd) {
  3087. dstmd->state.provoke_flag = src->id;
  3088. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3089. }
  3090. break;
  3091. case CR_DEVOTION:
  3092. if(sd && dstsd)
  3093. {
  3094. int lv = sd->status.base_level - dstsd->status.base_level;
  3095. if (lv < 0) lv = -lv;
  3096. if (lv > battle_config.devotion_level_difference ||
  3097. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3098. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3099. clif_skill_fail(sd,skillid,0,0);
  3100. map_freeblock_unlock();
  3101. return 1;
  3102. }
  3103. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3104. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3105. if (i == skilllv)
  3106. {
  3107. clif_skill_fail(sd,skillid,0,0);
  3108. map_freeblock_unlock();
  3109. return 1;
  3110. }
  3111. sd->devotion[i] = bl->id;
  3112. clif_skill_nodamage(src,bl,skillid,skilllv,
  3113. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3114. clif_devotion(sd);
  3115. }
  3116. else
  3117. if (sd)
  3118. clif_skill_fail(sd,skillid,0,0);
  3119. break;
  3120. case MO_CALLSPIRITS:
  3121. if(sd) {
  3122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3123. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3124. }
  3125. break;
  3126. case CH_SOULCOLLECT:
  3127. if(sd) {
  3128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3129. for (i = 0; i < 5; i++)
  3130. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3131. }
  3132. break;
  3133. case MO_KITRANSLATION:
  3134. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3135. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3136. }
  3137. break;
  3138. case TK_TURNKICK:
  3139. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3140. if (skill_area_temp[1] != bl->id) {
  3141. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3142. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3143. }
  3144. break;
  3145. case MO_ABSORBSPIRITS:
  3146. i = 0;
  3147. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3148. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3149. i = dstsd->spiritball * 10;
  3150. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3151. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3152. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3153. i = 2 * dstmd->level;
  3154. mob_target(dstmd,src,0);
  3155. }
  3156. if (i) status_heal(src, 0, i, 3);
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3158. break;
  3159. case AC_MAKINGARROW:
  3160. if(sd) {
  3161. clif_arrow_create_list(sd);
  3162. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3163. }
  3164. break;
  3165. case AM_PHARMACY:
  3166. if(sd) {
  3167. clif_skill_produce_mix_list(sd,22);
  3168. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3169. }
  3170. break;
  3171. case SA_CREATECON:
  3172. if(sd) {
  3173. clif_skill_produce_mix_list(sd,23);
  3174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3175. }
  3176. break;
  3177. case BS_HAMMERFALL:
  3178. clif_skill_nodamage(src,bl,skillid,skilllv,
  3179. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3180. break;
  3181. case RG_RAID:
  3182. skill_area_temp[1] = 0;
  3183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3184. map_foreachinrange(skill_area_sub, bl,
  3185. skill_get_splash(skillid, skilllv), splash_target(src),
  3186. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3187. skill_castend_damage_id);
  3188. status_change_end(src, SC_HIDING, -1);
  3189. break;
  3190. case ASC_METEORASSAULT:
  3191. case GS_SPREADATTACK:
  3192. case NPC_EARTHQUAKE:
  3193. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3194. case NPC_HELLJUDGEMENT:
  3195. case NPC_PULSESTRIKE:
  3196. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3197. break;
  3198. case KN_BRANDISHSPEAR:
  3199. {
  3200. int c,n=4;
  3201. int dir = map_calc_dir(src,bl->x,bl->y);
  3202. struct square tc;
  3203. int x=bl->x,y=bl->y;
  3204. skill_brandishspear_first(&tc,dir,x,y);
  3205. skill_brandishspear_dir(&tc,dir,4);
  3206. skill_area_temp[1] = bl->id;
  3207. if(skilllv > 9){
  3208. for(c=1;c<4;c++){
  3209. map_foreachincell(skill_area_sub,
  3210. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3211. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3212. skill_castend_damage_id);
  3213. }
  3214. }
  3215. if(skilllv > 6){
  3216. skill_brandishspear_dir(&tc,dir,-1);
  3217. n--;
  3218. }else{
  3219. skill_brandishspear_dir(&tc,dir,-2);
  3220. n-=2;
  3221. }
  3222. if(skilllv > 3){
  3223. for(c=0;c<5;c++){
  3224. map_foreachincell(skill_area_sub,
  3225. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3226. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3227. skill_castend_damage_id);
  3228. if(skilllv > 6 && n==3 && c==4){
  3229. skill_brandishspear_dir(&tc,dir,-1);
  3230. n--;c=-1;
  3231. }
  3232. }
  3233. }
  3234. for(c=0;c<10;c++){
  3235. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3236. map_foreachincell(skill_area_sub,
  3237. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3238. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3239. skill_castend_damage_id);
  3240. }
  3241. }
  3242. break;
  3243. case WZ_SIGHTRASHER:
  3244. //Passive side of the attack.
  3245. status_change_end(src,SC_SIGHT,-1);
  3246. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3247. map_foreachinrange(skill_area_sub,src,
  3248. skill_get_splash(skillid, skilllv),splash_target(src),
  3249. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3250. skill_castend_damage_id);
  3251. break;
  3252. case NJ_HYOUSYOURAKU:
  3253. case NJ_RAIGEKISAI:
  3254. case WZ_FROSTNOVA:
  3255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3256. skill_area_temp[1] = 0;
  3257. map_foreachinrange(skill_attack_area, src,
  3258. skill_get_splash(skillid, skilllv), splash_target(src),
  3259. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3260. break;
  3261. case HVAN_EXPLOSION: //[orn]
  3262. case NPC_SELFDESTRUCTION:
  3263. //Self Destruction hits everyone in range (allies+enemies)
  3264. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3265. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3266. BCT_ENEMY:BCT_ALL;
  3267. clif_skill_nodamage(src, src, skillid, -1, 1);
  3268. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3269. map_foreachinrange(skill_area_sub, bl,
  3270. skill_get_splash(skillid, skilllv), splash_target(src),
  3271. src, skillid, skilllv, tick, flag|i,
  3272. skill_castend_damage_id);
  3273. map_addblock(src);
  3274. status_damage(src, src, sstatus->max_hp,0,0,1);
  3275. break;
  3276. case AL_ANGELUS:
  3277. case PR_MAGNIFICAT:
  3278. case PR_GLORIA:
  3279. case SN_WINDWALK:
  3280. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3281. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3282. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3283. } else if (sd) {
  3284. party_foreachsamemap (skill_area_sub,
  3285. sd,skill_get_splash(skillid, skilllv),
  3286. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3287. skill_castend_nodamage_id);
  3288. }
  3289. break;
  3290. case BS_ADRENALINE:
  3291. case BS_ADRENALINE2:
  3292. case BS_WEAPONPERFECT:
  3293. case BS_OVERTHRUST:
  3294. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3295. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3296. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3297. } else if (sd) {
  3298. party_foreachsamemap(skill_area_sub,
  3299. sd,skill_get_splash(skillid, skilllv),
  3300. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3301. skill_castend_nodamage_id);
  3302. }
  3303. break;
  3304. case BS_MAXIMIZE:
  3305. case NV_TRICKDEAD:
  3306. case CR_DEFENDER:
  3307. case CR_AUTOGUARD:
  3308. case TK_READYSTORM:
  3309. case TK_READYDOWN:
  3310. case TK_READYTURN:
  3311. case TK_READYCOUNTER:
  3312. case TK_DODGE:
  3313. case CR_SHRINK:
  3314. case ST_PRESERVE:
  3315. case SG_FUSION:
  3316. case GS_GATLINGFEVER:
  3317. if (tsce)
  3318. i = status_change_end(bl, type, -1);
  3319. else
  3320. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3321. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3322. break;
  3323. case SL_KAITE:
  3324. case SL_KAAHI:
  3325. case SL_KAIZEL:
  3326. case SL_KAUPE:
  3327. if (sd) {
  3328. if (!dstsd || !(
  3329. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3330. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3331. dstsd->status.char_id == sd->status.char_id ||
  3332. dstsd->status.char_id == sd->status.partner_id ||
  3333. dstsd->status.char_id == sd->status.child
  3334. )) {
  3335. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3336. clif_skill_fail(sd,skillid,0,0);
  3337. break;
  3338. }
  3339. }
  3340. clif_skill_nodamage(src,bl,skillid,skilllv,
  3341. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3342. break;
  3343. case SM_AUTOBERSERK: // Celest
  3344. if (tsce)
  3345. i = status_change_end(bl, type, -1);
  3346. else
  3347. i = sc_start(bl,type,100,skilllv,60000);
  3348. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3349. break;
  3350. case TF_HIDING:
  3351. case ST_CHASEWALK:
  3352. if (tsce)
  3353. i = status_change_end(bl, type, -1);
  3354. else
  3355. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3356. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3357. break;
  3358. case TK_RUN:
  3359. if (tsce)
  3360. clif_skill_nodamage(src,bl,skillid,skilllv,
  3361. status_change_end(bl, type, -1));
  3362. else {
  3363. clif_skill_nodamage(src,bl,skillid,skilllv,
  3364. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3365. // If the client receives a skill-use packet inmediately before
  3366. // a walkok packet, it will discard the walk packet! [Skotlex]
  3367. // So aegis has to resend the walk ok.
  3368. if (sd) clif_walkok(sd);
  3369. }
  3370. break;
  3371. case AS_CLOAKING:
  3372. if( !tsce )
  3373. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3374. else
  3375. i = status_change_end(bl, type, -1);
  3376. if( i )
  3377. clif_skill_nodamage(src,bl,skillid,-1,i);
  3378. else
  3379. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3380. break;
  3381. case BD_ADAPTATION:
  3382. if(tsc && tsc->data[SC_DANCING]){
  3383. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3384. skill_stop_dancing(bl);
  3385. }
  3386. break;
  3387. case BA_FROSTJOKE:
  3388. case DC_SCREAM:
  3389. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3390. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3391. if (md) {
  3392. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3393. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3394. char temp[70];
  3395. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3396. clif_message(&md->bl,temp);
  3397. }
  3398. break;
  3399. case BA_PANGVOICE:
  3400. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3401. break;
  3402. case DC_WINKCHARM:
  3403. if( dstsd )
  3404. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3405. else
  3406. if( dstmd )
  3407. {
  3408. if( status_get_lv(src) > status_get_lv(bl)
  3409. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3410. && !(tstatus->mode&MD_BOSS) )
  3411. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3412. else
  3413. {
  3414. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3415. if(sd) clif_skill_fail(sd,skillid,0,0);
  3416. }
  3417. }
  3418. break;
  3419. case TF_STEAL:
  3420. if(sd) {
  3421. if(pc_steal_item(sd,bl,skilllv))
  3422. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3423. else
  3424. clif_skill_fail(sd,skillid,0x0a,0);
  3425. }
  3426. break;
  3427. case RG_STEALCOIN:
  3428. if(sd) {
  3429. if(pc_steal_coin(sd,bl))
  3430. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3431. else
  3432. clif_skill_fail(sd,skillid,0,0);
  3433. }
  3434. break;
  3435. case MG_STONECURSE:
  3436. {
  3437. if (tstatus->mode&MD_BOSS) {
  3438. if (sd) clif_skill_fail(sd,skillid,0,0);
  3439. break;
  3440. }
  3441. if(status_isimmune(bl) || !tsc)
  3442. break;
  3443. if (dstmd)
  3444. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3445. if (tsc->data[SC_STONE]) {
  3446. status_change_end(bl,SC_STONE,-1);
  3447. if (sd) clif_skill_fail(sd,skillid,0,0);
  3448. break;
  3449. }
  3450. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3451. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3452. skill_get_time2(skillid,skilllv)))
  3453. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3454. else if(sd) {
  3455. clif_skill_fail(sd,skillid,0,0);
  3456. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3457. if (skilllv > 5) break;
  3458. }
  3459. if (sd) {
  3460. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3461. break; //Do not delete the gemstone.
  3462. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3463. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3464. }
  3465. }
  3466. break;
  3467. case NV_FIRSTAID:
  3468. clif_skill_nodamage(src,bl,skillid,5,1);
  3469. status_heal(bl,5,0,0);
  3470. break;
  3471. case AL_CURE:
  3472. if(status_isimmune(bl)) {
  3473. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3474. break;
  3475. }
  3476. status_change_end(bl, SC_SILENCE , -1 );
  3477. status_change_end(bl, SC_BLIND , -1 );
  3478. status_change_end(bl, SC_CONFUSION, -1 );
  3479. //Confusion on undead won't trigger on undead players.
  3480. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3481. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3482. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3483. break;
  3484. case TF_DETOXIFY:
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3486. status_change_end(bl, SC_POISON , -1 );
  3487. status_change_end(bl, SC_DPOISON , -1 );
  3488. break;
  3489. case PR_STRECOVERY:
  3490. if(status_isimmune(bl)) {
  3491. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3492. break;
  3493. }
  3494. if (tsc && tsc->opt1) {
  3495. status_change_end(bl, SC_FREEZE, -1 );
  3496. status_change_end(bl, SC_STONE, -1 );
  3497. status_change_end(bl, SC_SLEEP, -1 );
  3498. status_change_end(bl, SC_STUN, -1 );
  3499. }
  3500. //Is this equation really right? It looks so... special.
  3501. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3502. {
  3503. status_change_start(bl, SC_BLIND,
  3504. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3505. 1,0,0,0,
  3506. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3507. }
  3508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3509. if(dstmd)
  3510. mob_unlocktarget(dstmd,tick);
  3511. break;
  3512. case WZ_ESTIMATION:
  3513. if(sd) {
  3514. if (dstsd) {
  3515. clif_skill_fail(sd,skillid,0,0);
  3516. break;
  3517. }
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3519. clif_skill_estimation((struct map_session_data *)src,bl);
  3520. }
  3521. break;
  3522. case BS_REPAIRWEAPON:
  3523. if(sd && dstsd)
  3524. clif_item_repair_list(sd,dstsd);
  3525. break;
  3526. case MC_IDENTIFY:
  3527. if(sd)
  3528. clif_item_identify_list(sd);
  3529. break;
  3530. // Weapon Refining [Celest]
  3531. case WS_WEAPONREFINE:
  3532. if(sd)
  3533. clif_item_refine_list(sd);
  3534. break;
  3535. case MC_VENDING:
  3536. if(sd)
  3537. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3538. if ( pc_can_give_items(pc_isGM(sd)) )
  3539. clif_skill_fail(sd,skillid,0,0);
  3540. else
  3541. clif_openvendingreq(sd,2+skilllv);
  3542. }
  3543. break;
  3544. case AL_TELEPORT:
  3545. if(sd)
  3546. {
  3547. if (map[bl->m].flag.noteleport) {
  3548. clif_skill_teleportmessage(sd,0);
  3549. break;
  3550. }
  3551. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3552. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3553. break;
  3554. }
  3555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3556. if(skilllv == 1) {
  3557. // possibility to skip menu [LuzZza]
  3558. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3559. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3560. else
  3561. pc_randomwarp(sd,3);
  3562. } else {
  3563. if (sd->skillitem != AL_TELEPORT)
  3564. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3565. else //Autocasted Teleport level 2??
  3566. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3567. }
  3568. } else
  3569. unit_warp(bl,-1,-1,-1,3);
  3570. break;
  3571. case NPC_EXPULSION:
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3573. unit_warp(bl,-1,-1,-1,3);
  3574. break;
  3575. case AL_HOLYWATER:
  3576. if(sd) {
  3577. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3578. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3579. else
  3580. clif_skill_fail(sd,skillid,0,0);
  3581. }
  3582. break;
  3583. case TF_PICKSTONE:
  3584. if(sd) {
  3585. int eflag;
  3586. struct item item_tmp;
  3587. struct block_list tbl;
  3588. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3589. memset(&item_tmp,0,sizeof(item_tmp));
  3590. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3591. item_tmp.nameid = 7049;
  3592. item_tmp.identify = 1;
  3593. tbl.id = 0;
  3594. clif_takeitem(&sd->bl,&tbl);
  3595. eflag = pc_additem(sd,&item_tmp,1);
  3596. if(eflag) {
  3597. clif_additem(sd,0,0,eflag);
  3598. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3599. }
  3600. }
  3601. break;
  3602. case ASC_CDP:
  3603. if(sd) {
  3604. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3605. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3606. }
  3607. break;
  3608. case RG_STRIPWEAPON:
  3609. case RG_STRIPSHIELD:
  3610. case RG_STRIPARMOR:
  3611. case RG_STRIPHELM:
  3612. case ST_FULLSTRIP:
  3613. i = 5+2*skilllv;
  3614. if (sstatus->dex > tstatus->dex)
  3615. i += (sstatus->dex - tstatus->dex)/5;
  3616. switch (skillid) {
  3617. case RG_STRIPWEAPON:
  3618. type = EQP_WEAPON;
  3619. break;
  3620. case RG_STRIPSHIELD:
  3621. type = EQP_SHIELD;
  3622. break;
  3623. case RG_STRIPARMOR:
  3624. type = EQP_ARMOR;
  3625. break;
  3626. case RG_STRIPHELM:
  3627. type = EQP_HELM;
  3628. break;
  3629. case ST_FULLSTRIP:
  3630. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3631. break;
  3632. }
  3633. //Note that Full Strip autospell doesn't use a duration
  3634. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3635. skill_strip_equip(bl, type, i, skilllv,
  3636. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3637. && sd)
  3638. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3639. break;
  3640. case AM_BERSERKPITCHER:
  3641. case AM_POTIONPITCHER:
  3642. {
  3643. int i,x,hp = 0,sp = 0,bonus=100;
  3644. if(sd) {
  3645. x = skilllv%11 - 1;
  3646. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3647. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3648. clif_skill_fail(sd,skillid,0,0);
  3649. map_freeblock_unlock();
  3650. return 1;
  3651. }
  3652. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3653. clif_skill_fail(sd,skillid,0,0);
  3654. map_freeblock_unlock();
  3655. return 1;
  3656. }
  3657. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3658. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3659. clif_skill_fail(sd,skillid,0,0);
  3660. map_freeblock_unlock();
  3661. return 1;
  3662. }
  3663. }
  3664. potion_flag = 1;
  3665. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3666. potion_target = bl->id;
  3667. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3668. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3669. potion_flag = potion_target = 0;
  3670. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3671. bonus += sd->status.base_level;
  3672. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3673. hp = tstatus->max_hp * potion_per_hp / 100;
  3674. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3675. if(dstsd) {
  3676. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3677. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3678. }
  3679. }
  3680. else {
  3681. if(potion_hp > 0) {
  3682. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3683. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3684. if(dstsd)
  3685. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3686. }
  3687. if(potion_sp > 0) {
  3688. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3689. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3690. if(dstsd)
  3691. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3692. }
  3693. }
  3694. if ((i = pc_skillheal_bonus(sd, skillid)))
  3695. {
  3696. hp += hp * i / 100;
  3697. sp += sp * i / 100;
  3698. }
  3699. }
  3700. else {
  3701. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3702. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3703. if(dstsd)
  3704. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3705. }
  3706. if (tsc && tsc->data[SC_CRITICALWOUND])
  3707. {
  3708. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3709. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3710. }
  3711. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3712. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3713. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3714. if(sp > 0)
  3715. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3716. status_heal(bl,hp,sp,0);
  3717. }
  3718. break;
  3719. case AM_CP_WEAPON:
  3720. case AM_CP_SHIELD:
  3721. case AM_CP_ARMOR:
  3722. case AM_CP_HELM:
  3723. {
  3724. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3725. if(tsc && tsc->data[scid])
  3726. status_change_end(bl, scid, -1 );
  3727. clif_skill_nodamage(src,bl,skillid,skilllv,
  3728. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3729. }
  3730. break;
  3731. case AM_TWILIGHT1:
  3732. if (sd) {
  3733. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3734. //Prepare 200 White Potions.
  3735. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3736. clif_skill_fail(sd,skillid,0,0);
  3737. }
  3738. break;
  3739. case AM_TWILIGHT2:
  3740. if (sd) {
  3741. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3742. //Prepare 200 Slim White Potions.
  3743. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3744. clif_skill_fail(sd,skillid,0,0);
  3745. }
  3746. break;
  3747. case AM_TWILIGHT3:
  3748. if (sd) {
  3749. //check if you can produce all three, if not, then fail:
  3750. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3751. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3752. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3753. ) {
  3754. clif_skill_fail(sd,skillid,0,0);
  3755. break;
  3756. }
  3757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3758. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3759. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3760. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3761. }
  3762. break;
  3763. case SA_DISPELL:
  3764. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3765. {
  3766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3767. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3768. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3769. || rand()%100 >= 50+10*skilllv)
  3770. {
  3771. if (sd)
  3772. clif_skill_fail(sd,skillid,0,0);
  3773. break;
  3774. }
  3775. if(status_isimmune(bl) || !tsc->count)
  3776. break;
  3777. for(i=0;i<SC_MAX;i++){
  3778. if (!tsc->data[i])
  3779. continue;
  3780. switch (i) {
  3781. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3782. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3783. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3784. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3785. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3786. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3787. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3788. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3789. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3790. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3791. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3792. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3793. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3794. case SC_BOSSMAPINFO:
  3795. continue;
  3796. }
  3797. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  3798. status_change_end(bl,i,-1);
  3799. }
  3800. break;
  3801. }
  3802. //Affect all targets on splash area.
  3803. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3804. src, skillid, skilllv, tick, flag|1,
  3805. skill_castend_damage_id);
  3806. break;
  3807. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3808. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3809. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3810. break;
  3811. case TK_HIGHJUMP:
  3812. {
  3813. int x,y, dir = unit_getdir(src);
  3814. //Fails on noteleport maps, except for vs maps [Skotlex]
  3815. if(map[src->m].flag.noteleport &&
  3816. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3817. ) {
  3818. x = src->x;
  3819. y = src->y;
  3820. } else {
  3821. x = src->x + dirx[dir]*skilllv*2;
  3822. y = src->y + diry[dir]*skilllv*2;
  3823. }
  3824. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3825. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  3826. clif_slide(src,x,y);
  3827. unit_movepos(src, x, y, 1, 0);
  3828. }
  3829. }
  3830. break;
  3831. case SA_CASTCANCEL:
  3832. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3833. unit_skillcastcancel(src,1);
  3834. if(sd) {
  3835. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3836. sp = sp * (90 - (skilllv-1)*20) / 100;
  3837. if(sp < 0) sp = 0;
  3838. status_zap(src, 0, sp);
  3839. }
  3840. break;
  3841. case SA_SPELLBREAKER:
  3842. {
  3843. int sp;
  3844. if(tsc && tsc->data[SC_MAGICROD]) {
  3845. sp = skill_get_sp(skillid,skilllv);
  3846. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3847. if(sp < 1) sp = 1;
  3848. status_heal(bl,0,sp,2);
  3849. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3850. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  3851. } else {
  3852. struct unit_data *ud = unit_bl2ud(bl);
  3853. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3854. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3855. bl_skillid = ud->skillid;
  3856. bl_skilllv = ud->skilllv;
  3857. if (tstatus->mode & MD_BOSS)
  3858. { //Only 10% success chance against bosses. [Skotlex]
  3859. if (rand()%100 < 90)
  3860. {
  3861. if (sd) clif_skill_fail(sd,skillid,0,0);
  3862. break;
  3863. }
  3864. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3865. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3867. unit_skillcastcancel(bl,0);
  3868. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3869. status_zap(bl, hp, sp);
  3870. if (hp && skilllv >= 5)
  3871. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3872. else
  3873. hp = 0;
  3874. if (sp) //Recover some of the SP used
  3875. sp = sp*(25*(skilllv-1))/100;
  3876. if(hp || sp)
  3877. status_heal(src, hp, sp, 2);
  3878. }
  3879. }
  3880. break;
  3881. case SA_MAGICROD:
  3882. //It activates silently, no use animation.
  3883. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3884. break;
  3885. case SA_AUTOSPELL:
  3886. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3887. if(sd)
  3888. clif_autospell(sd,skilllv);
  3889. else {
  3890. int maxlv=1,spellid=0;
  3891. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3892. if(skilllv >= 10) {
  3893. spellid = MG_FROSTDIVER;
  3894. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3895. // maxlv = 10;
  3896. // else
  3897. maxlv = skilllv - 9;
  3898. }
  3899. else if(skilllv >=8) {
  3900. spellid = MG_FIREBALL;
  3901. maxlv = skilllv - 7;
  3902. }
  3903. else if(skilllv >=5) {
  3904. spellid = MG_SOULSTRIKE;
  3905. maxlv = skilllv - 4;
  3906. }
  3907. else if(skilllv >=2) {
  3908. int i = rand()%3;
  3909. spellid = spellarray[i];
  3910. maxlv = skilllv - 1;
  3911. }
  3912. else if(skilllv > 0) {
  3913. spellid = MG_NAPALMBEAT;
  3914. maxlv = 3;
  3915. }
  3916. if(spellid > 0)
  3917. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3918. skill_get_time(SA_AUTOSPELL,skilllv));
  3919. }
  3920. break;
  3921. case BS_GREED:
  3922. if(sd){
  3923. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3924. map_foreachinrange(skill_greed,bl,
  3925. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3926. }
  3927. break;
  3928. case SA_ELEMENTWATER:
  3929. case SA_ELEMENTFIRE:
  3930. case SA_ELEMENTGROUND:
  3931. case SA_ELEMENTWIND:
  3932. if(sd && !dstmd) //Only works on monsters.
  3933. break;
  3934. if(tstatus->mode&MD_BOSS)
  3935. break;
  3936. case NPC_ATTRICHANGE:
  3937. case NPC_CHANGEWATER:
  3938. case NPC_CHANGEGROUND:
  3939. case NPC_CHANGEFIRE:
  3940. case NPC_CHANGEWIND:
  3941. case NPC_CHANGEPOISON:
  3942. case NPC_CHANGEHOLY:
  3943. case NPC_CHANGEDARKNESS:
  3944. case NPC_CHANGETELEKINESIS:
  3945. case NPC_CHANGEUNDEAD:
  3946. clif_skill_nodamage(src,bl,skillid,skilllv,
  3947. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3948. skill_get_time(skillid, skilllv)));
  3949. break;
  3950. case NPC_PROVOCATION:
  3951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3952. if (md) mob_unlocktarget(md, tick);
  3953. break;
  3954. case NPC_KEEPING:
  3955. case NPC_BARRIER:
  3956. {
  3957. int skill_time = skill_get_time(skillid,skilllv);
  3958. struct unit_data *ud = unit_bl2ud(bl);
  3959. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3960. sc_start(bl,type,100,skilllv,skill_time))
  3961. && ud) { //Disable attacking/acting/moving for skill's duration.
  3962. ud->attackabletime =
  3963. ud->canact_tick =
  3964. ud->canmove_tick = tick + skill_time;
  3965. }
  3966. }
  3967. break;
  3968. case NPC_REBIRTH:
  3969. //New rebirth System uses Kaizel [Skotlex]
  3970. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3971. break;
  3972. case NPC_DARKBLESSING:
  3973. clif_skill_nodamage(src,bl,skillid,skilllv,
  3974. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3975. break;
  3976. case NPC_LICK:
  3977. status_zap(bl, 0, 100);
  3978. clif_skill_nodamage(src,bl,skillid,skilllv,
  3979. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  3980. break;
  3981. case NPC_SUICIDE:
  3982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3983. status_kill(src); //When suiciding, neither exp nor drops is given.
  3984. break;
  3985. case NPC_SUMMONSLAVE:
  3986. case NPC_SUMMONMONSTER:
  3987. if(md && md->skillidx >= 0)
  3988. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  3989. break;
  3990. case NPC_CALLSLAVE:
  3991. mob_warpslave(src,MOB_SLAVEDISTANCE);
  3992. break;
  3993. case NPC_RANDOMMOVE:
  3994. if (md) {
  3995. md->next_walktime = tick - 1;
  3996. mob_randomwalk(md,tick);
  3997. }
  3998. break;
  3999. case NPC_SPEEDUP:
  4000. {
  4001. // or does it increase casting rate? just a guess xD
  4002. int i = SC_ASPDPOTION0 + skilllv - 1;
  4003. if (i > SC_ASPDPOTION3)
  4004. i = SC_ASPDPOTION3;
  4005. clif_skill_nodamage(src,bl,skillid,skilllv,
  4006. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4007. }
  4008. break;
  4009. case NPC_REVENGE:
  4010. // not really needed... but adding here anyway ^^
  4011. if (md && md->master_id > 0) {
  4012. struct block_list *mbl, *tbl;
  4013. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4014. (tbl = battle_gettargeted(mbl)) == NULL)
  4015. break;
  4016. md->state.provoke_flag = tbl->id;
  4017. mob_target(md, tbl, sstatus->rhw.range);
  4018. }
  4019. break;
  4020. case NPC_RUN:
  4021. {
  4022. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4023. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4024. unit_stop_attack(src);
  4025. //Run skillv tiles overriding the can-move check.
  4026. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4027. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4028. }
  4029. break;
  4030. case NPC_TRANSFORMATION:
  4031. case NPC_METAMORPHOSIS:
  4032. if(md && md->skillidx >= 0) {
  4033. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4034. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4035. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4036. if (class_) mob_class_change(md, class_);
  4037. }
  4038. break;
  4039. case NPC_EMOTION_ON:
  4040. case NPC_EMOTION:
  4041. //va[0] is the emotion to use.
  4042. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4043. //val[1] 'sets' the mode
  4044. //val[2] adds to the current mode
  4045. //val[3] removes from the current mode
  4046. //val[4] if set, asks to delete the previous mode change.
  4047. if(md && md->skillidx >= 0 && tsc)
  4048. {
  4049. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4050. if(md->db->skill[md->skillidx].val[4] && tsce)
  4051. status_change_end(bl, type, -1);
  4052. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4053. sc_start4(src, type, 100, skilllv,
  4054. md->db->skill[md->skillidx].val[1],
  4055. md->db->skill[md->skillidx].val[2],
  4056. md->db->skill[md->skillidx].val[3],
  4057. skill_get_time(skillid, skilllv));
  4058. }
  4059. break;
  4060. case NPC_POWERUP:
  4061. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4062. clif_skill_nodamage(src,bl,skillid,skilllv,
  4063. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4064. break;
  4065. case NPC_AGIUP:
  4066. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4067. clif_skill_nodamage(src,bl,skillid,skilllv,
  4068. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4069. break;
  4070. case NPC_INVISIBLE:
  4071. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4072. clif_skill_nodamage(src,bl,skillid,skilllv,
  4073. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4074. break;
  4075. case NPC_SIEGEMODE:
  4076. // not sure what it does
  4077. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4078. break;
  4079. case WE_MALE:
  4080. {
  4081. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4082. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4083. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4084. }
  4085. break;
  4086. case WE_FEMALE:
  4087. {
  4088. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4089. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4090. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4091. }
  4092. break;
  4093. // parent-baby skills
  4094. case WE_BABY:
  4095. if(sd){
  4096. struct map_session_data *f_sd = pc_get_father(sd);
  4097. struct map_session_data *m_sd = pc_get_mother(sd);
  4098. // if neither was found
  4099. if(!f_sd && !m_sd){
  4100. clif_skill_fail(sd,skillid,0,0);
  4101. map_freeblock_unlock();
  4102. return 0;
  4103. }
  4104. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4105. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4106. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4107. }
  4108. break;
  4109. case PF_HPCONVERSION:
  4110. {
  4111. int hp, sp;
  4112. hp = sstatus->max_hp/10;
  4113. sp = hp * 10 * skilllv / 100;
  4114. if (!status_charge(src,hp,0)) {
  4115. if (sd) clif_skill_fail(sd,skillid,0,0);
  4116. break;
  4117. }
  4118. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4119. status_heal(bl,0,sp,2);
  4120. }
  4121. break;
  4122. case HT_REMOVETRAP:
  4123. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4124. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4125. {
  4126. struct skill_unit* su;
  4127. struct skill_unit_group* sg;
  4128. BL_CAST(BL_SKILL, bl, su);
  4129. if( (su)
  4130. && (sg = su->group)
  4131. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4132. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4133. { // prevent picking up expired traps
  4134. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4135. {
  4136. if( battle_config.skill_removetrap_type )
  4137. { // get back all items used to deploy the trap
  4138. for(i=0;i<10;i++) {
  4139. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4140. int flag;
  4141. struct item item_tmp;
  4142. memset(&item_tmp,0,sizeof(item_tmp));
  4143. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4144. item_tmp.identify = 1;
  4145. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4146. clif_additem(sd,0,0,flag);
  4147. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4148. }
  4149. }
  4150. }
  4151. } else { // get back 1 trap
  4152. struct item item_tmp;
  4153. memset(&item_tmp,0,sizeof(item_tmp));
  4154. item_tmp.nameid = ITEMID_TRAP;
  4155. item_tmp.identify = 1;
  4156. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4157. clif_additem(sd,0,0,flag);
  4158. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4159. }
  4160. }
  4161. }
  4162. skill_delunit(su);
  4163. }
  4164. }
  4165. break;
  4166. case HT_SPRINGTRAP:
  4167. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4168. {
  4169. struct skill_unit *su=NULL;
  4170. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4171. switch(su->group->unit_id){
  4172. case UNT_ANKLESNARE: // ankle snare
  4173. if (su->group->val2 != 0)
  4174. // if it is already trapping something don't spring it,
  4175. // remove trap should be used instead
  4176. break;
  4177. // otherwise fallthrough to below
  4178. case UNT_BLASTMINE:
  4179. case UNT_SKIDTRAP:
  4180. case UNT_LANDMINE:
  4181. case UNT_SHOCKWAVE:
  4182. case UNT_SANDMAN:
  4183. case UNT_FLASHER:
  4184. case UNT_FREEZINGTRAP:
  4185. case UNT_CLAYMORETRAP:
  4186. case UNT_TALKIEBOX:
  4187. su->group->unit_id = UNT_USED_TRAPS;
  4188. clif_changetraplook(bl, UNT_USED_TRAPS);
  4189. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4190. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4191. }
  4192. }
  4193. }
  4194. break;
  4195. case BD_ENCORE:
  4196. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4197. if(sd)
  4198. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4199. break;
  4200. case AS_SPLASHER:
  4201. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4202. if (sd) clif_skill_fail(sd,skillid,0,0);
  4203. map_freeblock_unlock();
  4204. return 1;
  4205. }
  4206. clif_skill_nodamage(src,bl,skillid,skilllv,
  4207. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4208. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4209. break;
  4210. case PF_MINDBREAKER:
  4211. {
  4212. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4213. {
  4214. map_freeblock_unlock();
  4215. return 1;
  4216. }
  4217. if (tsce)
  4218. { //HelloKitty2 (?) explained that this silently fails when target is
  4219. //already inflicted. [Skotlex]
  4220. map_freeblock_unlock();
  4221. return 1;
  4222. }
  4223. //Has a 55% + skilllv*5% success chance.
  4224. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4225. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4226. {
  4227. if (sd) clif_skill_fail(sd,skillid,0,0);
  4228. map_freeblock_unlock();
  4229. return 0;
  4230. }
  4231. unit_skillcastcancel(bl,0);
  4232. if(tsc && tsc->count){
  4233. if(tsc->data[SC_FREEZE])
  4234. status_change_end(bl,SC_FREEZE,-1);
  4235. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4236. status_change_end(bl,SC_STONE,-1);
  4237. if(tsc->data[SC_SLEEP])
  4238. status_change_end(bl,SC_SLEEP,-1);
  4239. }
  4240. if(dstmd)
  4241. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4242. }
  4243. break;
  4244. case PF_SOULCHANGE:
  4245. {
  4246. unsigned int sp1 = 0, sp2 = 0;
  4247. if (dstmd) {
  4248. if (dstmd->state.soul_change_flag) {
  4249. if(sd) clif_skill_fail(sd,skillid,0,0);
  4250. break;
  4251. }
  4252. dstmd->state.soul_change_flag = 1;
  4253. sp2 = sstatus->max_sp * 3 /100;
  4254. status_heal(src, 0, sp2, 2);
  4255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4256. break;
  4257. }
  4258. sp1 = sstatus->sp;
  4259. sp2 = tstatus->sp;
  4260. status_set_sp(src, sp2, 3);
  4261. status_set_sp(bl, sp1, 3);
  4262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4263. }
  4264. break;
  4265. // Slim Pitcher
  4266. case CR_SLIMPITCHER:
  4267. if (potion_hp || potion_sp) {
  4268. int hp = potion_hp, sp = potion_sp;
  4269. hp = hp * (100 + (tstatus->vit<<1))/100;
  4270. sp = sp * (100 + (tstatus->int_<<1))/100;
  4271. if (dstsd) {
  4272. if (hp)
  4273. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4274. if (sp)
  4275. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4276. }
  4277. if (tsc && tsc->data[SC_CRITICALWOUND])
  4278. {
  4279. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4280. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4281. }
  4282. if(hp > 0)
  4283. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4284. if(sp > 0)
  4285. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4286. status_heal(bl,hp,sp,0);
  4287. }
  4288. break;
  4289. // Full Chemical Protection
  4290. case CR_FULLPROTECTION:
  4291. {
  4292. int i, skilltime;
  4293. skilltime = skill_get_time(skillid,skilllv);
  4294. if (!tsc) {
  4295. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4296. break;
  4297. }
  4298. for (i=0; i<4; i++) {
  4299. if(tsc->data[SC_STRIPWEAPON + i])
  4300. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4301. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4302. }
  4303. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4304. }
  4305. break;
  4306. case RG_CLEANER: //AppleGirl
  4307. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4308. break;
  4309. case CG_LONGINGFREEDOM:
  4310. {
  4311. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4312. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4313. {
  4314. clif_skill_nodamage(src,bl,skillid,skilllv,
  4315. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4316. }
  4317. }
  4318. break;
  4319. case CG_TAROTCARD:
  4320. {
  4321. int eff, count = -1;
  4322. if (rand() % 100 > skilllv * 8) {
  4323. if (sd) clif_skill_fail(sd,skillid,0,0);
  4324. map_freeblock_unlock();
  4325. return 0;
  4326. }
  4327. do {
  4328. eff = rand() % 14;
  4329. clif_specialeffect(bl, 523 + eff, AREA);
  4330. switch (eff)
  4331. {
  4332. case 0: // heals SP to 0
  4333. status_percent_damage(src, bl, 0, 100);
  4334. break;
  4335. case 1: // matk halved
  4336. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4337. break;
  4338. case 2: // all buffs removed
  4339. status_change_clear_buffs(bl,1);
  4340. break;
  4341. case 3: // 1000 damage, random armor destroyed
  4342. {
  4343. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4344. status_fix_damage(src, bl, 1000, 0);
  4345. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4346. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4347. }
  4348. break;
  4349. case 4: // atk halved
  4350. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4351. break;
  4352. case 5: // 2000HP heal, random teleported
  4353. status_heal(src, 2000, 0, 0);
  4354. unit_warp(src, -1,-1,-1, 3);
  4355. break;
  4356. case 6: // random 2 other effects
  4357. if (count == -1)
  4358. count = 3;
  4359. else
  4360. count++; //Should not retrigger this one.
  4361. break;
  4362. case 7: // stop freeze or stoned
  4363. {
  4364. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4365. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4366. }
  4367. break;
  4368. case 8: // curse coma and poison
  4369. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4370. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4371. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4372. break;
  4373. case 9: // confusion
  4374. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4375. break;
  4376. case 10: // 6666 damage, atk matk halved, cursed
  4377. status_fix_damage(src, bl, 6666, 0);
  4378. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4379. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4380. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4381. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4382. break;
  4383. case 11: // 4444 damage
  4384. status_fix_damage(src, bl, 4444, 0);
  4385. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4386. break;
  4387. case 12: // stun
  4388. sc_start(bl,SC_STUN,100,skilllv,5000);
  4389. break;
  4390. case 13: // atk,matk,hit,flee,def reduced
  4391. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4392. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4393. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4394. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4395. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4396. break;
  4397. default:
  4398. break;
  4399. }
  4400. } while ((--count) > 0);
  4401. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4402. }
  4403. break;
  4404. case SL_ALCHEMIST:
  4405. case SL_ASSASIN:
  4406. case SL_BARDDANCER:
  4407. case SL_BLACKSMITH:
  4408. case SL_CRUSADER:
  4409. case SL_HUNTER:
  4410. case SL_KNIGHT:
  4411. case SL_MONK:
  4412. case SL_PRIEST:
  4413. case SL_ROGUE:
  4414. case SL_SAGE:
  4415. case SL_SOULLINKER:
  4416. case SL_STAR:
  4417. case SL_SUPERNOVICE:
  4418. case SL_WIZARD:
  4419. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4420. clif_skill_fail(sd,skillid,0,0);
  4421. break;
  4422. }
  4423. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4424. { //Erase death count 1% of the casts
  4425. dstsd->die_counter = 0;
  4426. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4427. clif_misceffect2(bl, 0x152);
  4428. //SC_SPIRIT invokes status_calc_pc for us.
  4429. }
  4430. clif_skill_nodamage(src,bl,skillid,skilllv,
  4431. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4432. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4433. break;
  4434. case SL_HIGH:
  4435. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4436. clif_skill_fail(sd,skillid,0,0);
  4437. break;
  4438. }
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,
  4440. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4441. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4442. break;
  4443. case SL_SWOO:
  4444. if (tsce) {
  4445. sc_start(src,SC_STUN,100,skilllv,10000);
  4446. break;
  4447. }
  4448. case SL_SKA: // [marquis007]
  4449. case SL_SKE:
  4450. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4451. clif_skill_fail(sd,skillid,0,0);
  4452. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4453. } else
  4454. clif_skill_nodamage(src,bl,skillid,skilllv,
  4455. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4456. if (skillid == SL_SKE)
  4457. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4458. break;
  4459. // New guild skills [Celest]
  4460. case GD_BATTLEORDER:
  4461. if(flag&1) {
  4462. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4463. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4464. } else if (status_get_guild_id(src)) {
  4465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4466. map_foreachinrange(skill_area_sub, src,
  4467. skill_get_splash(skillid, skilllv), BL_CHAR,
  4468. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4469. skill_castend_nodamage_id);
  4470. if (sd)
  4471. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4472. }
  4473. break;
  4474. case GD_REGENERATION:
  4475. if(flag&1) {
  4476. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4477. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4478. } else if (status_get_guild_id(src)) {
  4479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4480. map_foreachinrange(skill_area_sub, src,
  4481. skill_get_splash(skillid, skilllv), BL_CHAR,
  4482. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4483. skill_castend_nodamage_id);
  4484. if (sd)
  4485. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4486. }
  4487. break;
  4488. case GD_RESTORE:
  4489. if(flag&1) {
  4490. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4491. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4492. } else if (status_get_guild_id(src)) {
  4493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4494. map_foreachinrange(skill_area_sub, src,
  4495. skill_get_splash(skillid, skilllv), BL_CHAR,
  4496. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4497. skill_castend_nodamage_id);
  4498. if (sd)
  4499. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4500. }
  4501. break;
  4502. case GD_EMERGENCYCALL:
  4503. {
  4504. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4505. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4506. int j = 0;
  4507. struct guild *g = NULL;
  4508. // i don't know if it actually summons in a circle, but oh well. ;P
  4509. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4510. if (!g)
  4511. break;
  4512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4513. for(i = 0; i < g->max_member; i++, j++) {
  4514. if (j>8) j=0;
  4515. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4516. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4517. continue;
  4518. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4519. dx[j] = dy[j] = 0;
  4520. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4521. }
  4522. }
  4523. if (sd)
  4524. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4525. }
  4526. break;
  4527. case SG_FEEL:
  4528. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4529. if (sd) {
  4530. if(!sd->feel_map[skilllv-1].index)
  4531. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4532. else
  4533. clif_feel_info(sd, skilllv-1, 1);
  4534. }
  4535. break;
  4536. case SG_HATE:
  4537. if (sd) {
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4539. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4540. clif_skill_fail(sd,skillid,0,0);
  4541. }
  4542. break;
  4543. case GS_GLITTERING:
  4544. if(sd) {
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4546. if(rand()%100 < (20+10*skilllv))
  4547. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4548. else if(sd->spiritball > 0)
  4549. pc_delspiritball(sd,1,0);
  4550. }
  4551. break;
  4552. case GS_CRACKER:
  4553. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4554. {
  4555. i =65 -5*distance_bl(src,bl); //Base rate
  4556. if (i < 30) i = 30;
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4558. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4559. }
  4560. else if (sd)
  4561. clif_skill_fail(sd,skillid,0,0);
  4562. break;
  4563. case AM_CALLHOMUN: //[orn]
  4564. if (sd && !merc_call_homunculus(sd))
  4565. clif_skill_fail(sd,skillid,0,0);
  4566. break;
  4567. case AM_REST:
  4568. if (sd)
  4569. {
  4570. if (merc_hom_vaporize(sd,1))
  4571. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4572. else
  4573. clif_skill_fail(sd,skillid,0,0);
  4574. }
  4575. break;
  4576. case HAMI_CASTLE: //[orn]
  4577. if(rand()%100 < 20*skilllv && src != bl)
  4578. {
  4579. int x,y;
  4580. x = src->x;
  4581. y = src->y;
  4582. if (hd)
  4583. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4584. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4585. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4586. clif_slide(src,bl->x,bl->y) ;
  4587. if (unit_movepos(bl,x,y,0,0))
  4588. {
  4589. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4590. clif_slide(bl,x,y) ;
  4591. }
  4592. //TODO: Shouldn't also players and the like switch targets?
  4593. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4594. AREA_SIZE, BL_MOB, bl, src);
  4595. }
  4596. }
  4597. // Failed
  4598. else if (hd && hd->master)
  4599. clif_skill_fail(hd->master, skillid, 0, 0);
  4600. else if (sd)
  4601. clif_skill_fail(sd, skillid, 0, 0);
  4602. break;
  4603. case HVAN_CHAOTIC: //[orn]
  4604. {
  4605. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4606. int rnd = rand()%100;
  4607. i = (skilllv-1)%5;
  4608. if(rnd<per[i][0]) //Self
  4609. bl = src;
  4610. else if(rnd<per[i][1]) //Master
  4611. bl = battle_get_master(src);
  4612. else //Enemy
  4613. bl = map_id2bl(battle_gettarget(src));
  4614. if (!bl) bl = src;
  4615. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4616. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4617. i += i * rnd / 100;
  4618. //Eh? why double skill packet?
  4619. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4620. clif_skill_nodamage(src,bl,skillid,i,1);
  4621. status_heal(bl, i, 0, 0);
  4622. }
  4623. break;
  4624. //Homun single-target support skills [orn]
  4625. case HAMI_BLOODLUST:
  4626. case HFLI_FLEET:
  4627. case HFLI_SPEED:
  4628. case HLIF_CHANGE:
  4629. clif_skill_nodamage(src,bl,skillid,skilllv,
  4630. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4631. if (hd)
  4632. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4633. break;
  4634. case NPC_DRAGONFEAR:
  4635. if (flag&1) {
  4636. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4637. i = rand()%ARRAYLENGTH(sc);
  4638. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4639. } else {
  4640. // hacked-together packet (not correct) that shows the animation
  4641. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4642. map_foreachinrange(skill_area_sub, bl,
  4643. skill_get_splash(skillid, skilllv),BL_CHAR,
  4644. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4645. skill_castend_nodamage_id);
  4646. }
  4647. break;
  4648. case NPC_WIDEBLEEDING:
  4649. case NPC_WIDECONFUSE:
  4650. case NPC_WIDECURSE:
  4651. case NPC_WIDEFREEZE:
  4652. case NPC_WIDESLEEP:
  4653. case NPC_WIDESILENCE:
  4654. case NPC_WIDESTONE:
  4655. case NPC_WIDESTUN:
  4656. case NPC_SLOWCAST:
  4657. if (flag&1)
  4658. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4659. else {
  4660. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4661. map_foreachinrange(skill_area_sub, bl,
  4662. skill_get_splash(skillid, skilllv),BL_CHAR,
  4663. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4664. skill_castend_nodamage_id);
  4665. }
  4666. break;
  4667. default:
  4668. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4669. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4670. map_freeblock_unlock();
  4671. return 1;
  4672. }
  4673. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4674. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4675. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4676. }
  4677. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4678. battle_consume_ammo(sd, skillid, skilllv);
  4679. map_freeblock_unlock();
  4680. return 0;
  4681. }
  4682. /*==========================================
  4683. *
  4684. *------------------------------------------*/
  4685. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4686. {
  4687. struct block_list *target, *src = map_id2bl(id);
  4688. struct map_session_data* sd = NULL;
  4689. struct homun_data* hd = NULL; //[orn]
  4690. struct mob_data* md = NULL;
  4691. struct unit_data* ud = unit_bl2ud(src);
  4692. struct status_change *sc = NULL;
  4693. int inf,inf2;
  4694. nullpo_retr(0, ud);
  4695. BL_CAST( BL_PC, src, sd);
  4696. BL_CAST( BL_HOM, src, hd); //[orn]
  4697. BL_CAST( BL_MOB, src, md);
  4698. if( src->prev == NULL ) {
  4699. ud->skilltimer = -1;
  4700. return 0;
  4701. }
  4702. if(ud->skillid != SA_CASTCANCEL ) {
  4703. if( ud->skilltimer != tid ) {
  4704. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4705. ud->skilltimer = -1;
  4706. return 0;
  4707. }
  4708. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4709. status_freecast_switch(sd);
  4710. ud->skilltimer=-1;
  4711. }
  4712. if (ud->skilltarget == id)
  4713. target = src;
  4714. else
  4715. target = map_id2bl(ud->skilltarget);
  4716. // Use a do so that you can break out of it when the skill fails.
  4717. do {
  4718. if(!target || target->prev==NULL) break;
  4719. if(src->m != target->m || status_isdead(src)) break;
  4720. switch (ud->skillid) {
  4721. //These should become skill_castend_pos
  4722. case WE_CALLPARTNER:
  4723. case WE_CALLPARENT:
  4724. case WE_CALLBABY:
  4725. case AM_RESURRECTHOMUN:
  4726. case PF_SPIDERWEB:
  4727. //Find a random spot to place the skill. [Skotlex]
  4728. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4729. ud->skillx = target->x + inf2;
  4730. ud->skilly = target->y + inf2;
  4731. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4732. ud->skillx = target->x;
  4733. ud->skilly = target->y;
  4734. }
  4735. ud->skilltimer=tid;
  4736. return skill_castend_pos(tid,tick,id,data);
  4737. }
  4738. if(ud->skillid == RG_BACKSTAP) {
  4739. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4740. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4741. break;
  4742. }
  4743. }
  4744. if (ud->skillid == PR_LEXDIVINA)
  4745. {
  4746. sc = status_get_sc(target);
  4747. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4748. (!sc || !sc->data[SC_SILENCE]))
  4749. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4750. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4751. break;
  4752. }
  4753. } else {
  4754. //Check target validity.
  4755. inf = skill_get_inf(ud->skillid);
  4756. inf2 = skill_get_inf2(ud->skillid);
  4757. if(inf&INF_ATTACK_SKILL ||
  4758. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4759. inf = BCT_ENEMY; //Offensive skill.
  4760. else if(inf2&INF2_NO_ENEMY)
  4761. inf = BCT_NOENEMY;
  4762. else
  4763. inf = 0;
  4764. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4765. {
  4766. inf |=
  4767. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4768. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4769. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4770. inf &= ~BCT_NEUTRAL;
  4771. }
  4772. if (inf && battle_check_target(src, target, inf) <= 0)
  4773. break;
  4774. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4775. sc->data[SC_FOGWALL] &&
  4776. rand()%100 < 75)
  4777. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4778. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4779. break;
  4780. }
  4781. }
  4782. //Avoid doing double checks for instant-cast skills.
  4783. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4784. break;
  4785. if(md) {
  4786. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4787. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4788. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4789. }
  4790. if(src != target && battle_config.skill_add_range &&
  4791. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4792. {
  4793. if (sd) {
  4794. clif_skill_fail(sd,ud->skillid,0,0);
  4795. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4796. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4797. }
  4798. break;
  4799. }
  4800. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4801. break;
  4802. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4803. break;
  4804. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4805. unit_stop_walking(src,1);
  4806. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4807. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4808. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4809. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4810. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4811. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4812. map_freeblock_lock();
  4813. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4814. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  4815. else
  4816. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  4817. sc = status_get_sc(src);
  4818. if(sc && sc->count) {
  4819. if(sc->data[SC_MAGICPOWER] &&
  4820. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4821. status_change_end(src,SC_MAGICPOWER,-1);
  4822. if(sc->data[SC_SPIRIT] &&
  4823. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4824. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4825. ud->skillid != WZ_WATERBALL)
  4826. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4827. }
  4828. if (ud->skilltimer == -1) {
  4829. if(md) md->skillidx = -1;
  4830. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4831. ud->skilllv = ud->skilltarget = 0;
  4832. }
  4833. map_freeblock_unlock();
  4834. return 1;
  4835. } while(0);
  4836. //Skill failed.
  4837. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4838. { //When Asura fails... (except when it fails from Fog of Wall)
  4839. //Consume SP/spheres
  4840. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4841. status_set_sp(src, 0, 0);
  4842. sc = &sd->sc;
  4843. if (sc->count)
  4844. { //End states
  4845. if (sc->data[SC_EXPLOSIONSPIRITS])
  4846. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4847. if (sc->data[SC_BLADESTOP])
  4848. status_change_end(src,SC_BLADESTOP,-1);
  4849. }
  4850. if (target && target->m == src->m)
  4851. { //Move character to target anyway.
  4852. int dx,dy;
  4853. dx = target->x - src->x;
  4854. dy = target->y - src->y;
  4855. if(dx > 0) dx++;
  4856. else if(dx < 0) dx--;
  4857. if (dy > 0) dy++;
  4858. else if(dy < 0) dy--;
  4859. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4860. { //Display movement + animation.
  4861. clif_slide(src,src->x,src->y);
  4862. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4863. }
  4864. clif_skill_fail(sd,ud->skillid,0,0);
  4865. }
  4866. }
  4867. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4868. ud->canact_tick = tick;
  4869. //You can't place a skill failed packet here because it would be
  4870. //sent in ALL cases, even cases where skill_check_condition fails
  4871. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4872. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4873. else
  4874. if(md) md->skillidx = -1;
  4875. return 0;
  4876. }
  4877. /*==========================================
  4878. *
  4879. *------------------------------------------*/
  4880. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4881. {
  4882. struct block_list* src = map_id2bl(id);
  4883. int maxcount;
  4884. struct map_session_data *sd = NULL;
  4885. struct homun_data *hd = NULL; //[orn]
  4886. struct unit_data *ud = unit_bl2ud(src);
  4887. struct mob_data *md = NULL;
  4888. nullpo_retr(0, ud);
  4889. BL_CAST( BL_PC , src, sd);
  4890. BL_CAST( BL_HOM, src, hd); //[orn]
  4891. BL_CAST( BL_MOB, src, md);
  4892. if( src->prev == NULL ) {
  4893. ud->skilltimer = -1;
  4894. return 0;
  4895. }
  4896. if( ud->skilltimer != tid )
  4897. {
  4898. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4899. ud->skilltimer = -1;
  4900. return 0;
  4901. }
  4902. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4903. status_freecast_switch(sd);
  4904. ud->skilltimer=-1;
  4905. do {
  4906. if(status_isdead(src))
  4907. break;
  4908. if( !(src->type&battle_config.skill_reiteration) &&
  4909. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4910. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4911. )
  4912. {
  4913. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4914. break;
  4915. }
  4916. if( src->type&battle_config.skill_nofootset &&
  4917. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4918. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4919. )
  4920. {
  4921. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4922. break;
  4923. }
  4924. if( src->type&battle_config.land_skill_limit &&
  4925. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4926. ) {
  4927. int i;
  4928. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4929. if(ud->skillunit[i]->skill_id == ud->skillid)
  4930. maxcount--;
  4931. }
  4932. if( maxcount == 0 )
  4933. {
  4934. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4935. break;
  4936. }
  4937. }
  4938. if(tid != -1)
  4939. { //Avoid double checks on instant cast skills. [Skotlex]
  4940. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4941. break;
  4942. if(battle_config.skill_add_range &&
  4943. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4944. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4945. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4946. break;
  4947. }
  4948. }
  4949. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4950. break;
  4951. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4952. break;
  4953. if(md) {
  4954. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4955. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4956. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4957. }
  4958. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4959. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4960. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4961. unit_stop_walking(src,1);
  4962. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4963. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4964. map_freeblock_lock();
  4965. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4966. if (ud->skilltimer == -1) {
  4967. if (md) md->skillidx = -1;
  4968. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4969. ud->skilllv = ud->skillx = ud->skilly = 0;
  4970. }
  4971. map_freeblock_unlock();
  4972. return 1;
  4973. } while(0);
  4974. ud->canact_tick = tick;
  4975. ud->skillid = ud->skilllv = 0;
  4976. if(sd)
  4977. sd->skillitem = sd->skillitemlv = 0;
  4978. else if(md)
  4979. md->skillidx = -1;
  4980. return 0;
  4981. }
  4982. /*==========================================
  4983. *
  4984. *------------------------------------------*/
  4985. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  4986. {
  4987. struct map_session_data* sd;
  4988. struct status_change* sc;
  4989. struct status_change_entry *sce;
  4990. struct skill_unit_group* sg;
  4991. int i,type;
  4992. //if(skilllv <= 0) return 0;
  4993. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4994. nullpo_retr(0, src);
  4995. if(status_isdead(src))
  4996. return 0;
  4997. BL_CAST(BL_PC, src, sd);
  4998. sc = status_get_sc(src);
  4999. type = SkillStatusChangeTable(skillid);
  5000. sce = (sc && type != -1)?sc->data[type]:NULL;
  5001. switch (skillid) { //Skill effect.
  5002. case WZ_METEOR:
  5003. case MO_BODYRELOCATION:
  5004. case CR_CULTIVATION:
  5005. case HW_GANBANTEIN:
  5006. break; //Effect is displayed on respective switch case.
  5007. default:
  5008. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5009. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5010. else
  5011. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5012. }
  5013. switch(skillid)
  5014. {
  5015. case PR_BENEDICTIO:
  5016. skill_area_temp[1] = src->id;
  5017. i = skill_get_splash(skillid, skilllv);
  5018. map_foreachinarea(skill_area_sub,
  5019. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5020. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5021. skill_castend_nodamage_id);
  5022. map_foreachinarea(skill_area_sub,
  5023. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5024. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5025. skill_castend_damage_id);
  5026. break;
  5027. case BS_HAMMERFALL:
  5028. i = skill_get_splash(skillid, skilllv);
  5029. map_foreachinarea (skill_area_sub,
  5030. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5031. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5032. skill_castend_nodamage_id);
  5033. break;
  5034. case HT_DETECTING:
  5035. i = skill_get_splash(skillid, skilllv);
  5036. map_foreachinarea( status_change_timer_sub,
  5037. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5038. src,NULL,SC_SIGHT,tick);
  5039. if(battle_config.traps_setting&1)
  5040. map_foreachinarea( skill_reveal_trap,
  5041. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5042. break;
  5043. case MG_SAFETYWALL:
  5044. case MG_FIREWALL:
  5045. case MG_THUNDERSTORM:
  5046. case AL_PNEUMA:
  5047. case WZ_ICEWALL:
  5048. case WZ_FIREPILLAR:
  5049. case WZ_QUAGMIRE:
  5050. case WZ_VERMILION:
  5051. case WZ_STORMGUST:
  5052. case WZ_HEAVENDRIVE:
  5053. case PR_SANCTUARY:
  5054. case PR_MAGNUS:
  5055. case CR_GRANDCROSS:
  5056. case NPC_GRANDDARKNESS:
  5057. case HT_SKIDTRAP:
  5058. case HT_LANDMINE:
  5059. case HT_ANKLESNARE:
  5060. case HT_SHOCKWAVE:
  5061. case HT_SANDMAN:
  5062. case HT_FLASHER:
  5063. case HT_FREEZINGTRAP:
  5064. case HT_BLASTMINE:
  5065. case HT_CLAYMORETRAP:
  5066. case AS_VENOMDUST:
  5067. case AM_DEMONSTRATION:
  5068. case PF_FOGWALL:
  5069. case PF_SPIDERWEB:
  5070. case HT_TALKIEBOX:
  5071. case WE_CALLPARTNER:
  5072. case WE_CALLPARENT:
  5073. case WE_CALLBABY:
  5074. case AC_SHOWER: //Ground-placed skill implementation.
  5075. case SA_VOLCANO:
  5076. case SA_DELUGE:
  5077. case SA_VIOLENTGALE:
  5078. case SA_LANDPROTECTOR:
  5079. case BD_LULLABY:
  5080. case BD_RICHMANKIM:
  5081. case BD_ETERNALCHAOS:
  5082. case BD_DRUMBATTLEFIELD:
  5083. case BD_RINGNIBELUNGEN:
  5084. case BD_ROKISWEIL:
  5085. case BD_INTOABYSS:
  5086. case BD_SIEGFRIED:
  5087. case BA_DISSONANCE:
  5088. case BA_POEMBRAGI:
  5089. case BA_WHISTLE:
  5090. case BA_ASSASSINCROSS:
  5091. case BA_APPLEIDUN:
  5092. case DC_UGLYDANCE:
  5093. case DC_HUMMING:
  5094. case DC_DONTFORGETME:
  5095. case DC_FORTUNEKISS:
  5096. case DC_SERVICEFORYOU:
  5097. case CG_MOONLIT:
  5098. case GS_DESPERADO:
  5099. case NJ_KAENSIN:
  5100. case NJ_BAKUENRYU:
  5101. case NJ_SUITON:
  5102. case NJ_HYOUSYOURAKU:
  5103. case NJ_RAIGEKISAI:
  5104. case NJ_KAMAITACHI:
  5105. case NPC_EVILLAND:
  5106. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5107. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5108. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5109. break;
  5110. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5111. skill_clear_unitgroup(src);
  5112. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5113. flag|=1;
  5114. break;
  5115. case HP_BASILICA:
  5116. skill_clear_unitgroup(src);
  5117. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5118. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5119. flag|=1;
  5120. break;
  5121. case CG_HERMODE:
  5122. skill_clear_unitgroup(src);
  5123. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5124. sc_start4(src,SC_DANCING,100,
  5125. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5126. flag|=1;
  5127. break;
  5128. case RG_CLEANER: // [Valaris]
  5129. i = skill_get_splash(skillid, skilllv);
  5130. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5131. break;
  5132. case WZ_METEOR:
  5133. {
  5134. int flag=0, area = skill_get_splash(skillid, skilllv);
  5135. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5136. if (sc && sc->data[SC_MAGICPOWER])
  5137. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5138. for(i=0;i<2+(skilllv>>1);i++) {
  5139. tmpx = x;
  5140. tmpy = y;
  5141. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5142. continue;
  5143. if(!(flag&1)){
  5144. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5145. flag=flag|1;
  5146. }
  5147. if(i > 0)
  5148. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5149. x1 = tmpx;
  5150. y1 = tmpy;
  5151. }
  5152. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5153. }
  5154. break;
  5155. case AL_WARP:
  5156. if(sd)
  5157. {
  5158. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5159. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5160. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5161. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5162. );
  5163. }
  5164. break;
  5165. case MO_BODYRELOCATION:
  5166. if (unit_movepos(src, x, y, 1, 1)) {
  5167. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5168. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5169. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5170. }
  5171. break;
  5172. case NJ_SHADOWJUMP:
  5173. {
  5174. if (!map_flag_gvg(src->m))
  5175. { //You don't move on GVG grounds.
  5176. unit_movepos(src, x, y, 1, 0);
  5177. clif_slide(src,x,y);
  5178. }
  5179. if (sc && sc->data[SC_HIDING])
  5180. status_change_end(src, SC_HIDING, -1);
  5181. }
  5182. break;
  5183. case AM_SPHEREMINE:
  5184. case AM_CANNIBALIZE:
  5185. {
  5186. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5187. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5188. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5189. struct mob_data *md;
  5190. // Correct info, don't change any of this! [celest]
  5191. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5192. if (md) {
  5193. md->master_id = src->id;
  5194. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5195. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5196. mob_spawn (md); //Now it is ready for spawning.
  5197. }
  5198. }
  5199. break;
  5200. // Slim Pitcher [Celest]
  5201. case CR_SLIMPITCHER:
  5202. if (sd) {
  5203. int i = skilllv%11 - 1;
  5204. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5205. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5206. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5207. clif_skill_fail(sd,skillid,0,0);
  5208. return 1;
  5209. }
  5210. potion_flag = 1;
  5211. potion_hp = 0;
  5212. potion_sp = 0;
  5213. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5214. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5215. potion_flag = 0;
  5216. //Apply skill bonuses
  5217. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5218. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5219. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5220. + pc_skillheal_bonus(sd, skillid);
  5221. potion_hp = potion_hp * (100+i)/100;
  5222. potion_sp = potion_sp * (100+i)/100;
  5223. if(potion_hp > 0 || potion_sp > 0) {
  5224. i = skill_get_splash(skillid, skilllv);
  5225. map_foreachinarea(skill_area_sub,
  5226. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5227. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5228. skill_castend_nodamage_id);
  5229. }
  5230. } else {
  5231. int i = skilllv%11 - 1;
  5232. struct item_data *item = itemdb_search(i);
  5233. i = skill_db[skillid].itemid[i];
  5234. item = itemdb_search(i);
  5235. potion_flag = 1;
  5236. potion_hp = 0;
  5237. potion_sp = 0;
  5238. run_script(item->script,0,src->id,0);
  5239. potion_flag = 0;
  5240. i = skill_get_max(CR_SLIMPITCHER)*10;
  5241. potion_hp = potion_hp * (100+i)/100;
  5242. potion_sp = potion_sp * (100+i)/100;
  5243. if(potion_hp > 0 || potion_sp > 0) {
  5244. i = skill_get_splash(skillid, skilllv);
  5245. map_foreachinarea(skill_area_sub,
  5246. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5247. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5248. skill_castend_nodamage_id);
  5249. }
  5250. }
  5251. break;
  5252. case HW_GANBANTEIN:
  5253. if (rand()%100 < 80) {
  5254. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5255. i = skill_get_splash(skillid, skilllv);
  5256. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5257. } else {
  5258. if (sd) clif_skill_fail(sd,skillid,0,0);
  5259. return 1;
  5260. }
  5261. break;
  5262. case HW_GRAVITATION:
  5263. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5264. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5265. flag|=1;
  5266. break;
  5267. // Plant Cultivation [Celest]
  5268. case CR_CULTIVATION:
  5269. if (sd) {
  5270. int i = skilllv - 1;
  5271. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5272. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5273. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5274. clif_skill_fail(sd,skillid,0,0);
  5275. return 1;
  5276. }
  5277. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5278. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5279. if (rand()%100 < 50)
  5280. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5281. else
  5282. clif_skill_fail(sd,skillid,0,0);
  5283. }
  5284. break;
  5285. case SG_SUN_WARM:
  5286. case SG_MOON_WARM:
  5287. case SG_STAR_WARM:
  5288. skill_clear_unitgroup(src);
  5289. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5290. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5291. flag|=1;
  5292. break;
  5293. case PA_GOSPEL:
  5294. if (sce && sce->val4 == BCT_SELF)
  5295. status_change_end(src,SC_GOSPEL,-1);
  5296. else
  5297. {
  5298. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5299. if (!sg) break;
  5300. if (sce)
  5301. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5302. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5303. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5304. }
  5305. break;
  5306. case NJ_TATAMIGAESHI:
  5307. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5308. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5309. break;
  5310. case AM_RESURRECTHOMUN: //[orn]
  5311. if (sd)
  5312. {
  5313. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5314. {
  5315. clif_skill_fail(sd,skillid,0,0);
  5316. break;
  5317. }
  5318. }
  5319. break;
  5320. default:
  5321. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5322. return 1;
  5323. }
  5324. if (sc && sc->data[SC_MAGICPOWER])
  5325. status_change_end(src,SC_MAGICPOWER,-1);
  5326. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5327. battle_consume_ammo(sd, skillid, skilllv);
  5328. return 0;
  5329. }
  5330. /*==========================================
  5331. *
  5332. *------------------------------------------*/
  5333. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5334. {
  5335. nullpo_retr(0, sd);
  5336. //Simplify skill_failed code.
  5337. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5338. if(skill_num != sd->menuskill_id)
  5339. return 0;
  5340. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5341. skill_failed(sd);
  5342. return 0;
  5343. }
  5344. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5345. skill_failed(sd);
  5346. return 0;
  5347. }
  5348. if(sd->sc.count && (
  5349. sd->sc.data[SC_SILENCE] ||
  5350. sd->sc.data[SC_ROKISWEIL] ||
  5351. sd->sc.data[SC_AUTOCOUNTER] ||
  5352. sd->sc.data[SC_STEELBODY] ||
  5353. sd->sc.data[SC_DANCING] ||
  5354. sd->sc.data[SC_BERSERK] ||
  5355. sd->sc.data[SC_MARIONETTE]
  5356. )) {
  5357. skill_failed(sd);
  5358. return 0;
  5359. }
  5360. pc_stop_attack(sd);
  5361. pc_stop_walking(sd,0);
  5362. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5363. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5364. if(strcmp(map,"cancel")==0) {
  5365. skill_failed(sd);
  5366. return 0;
  5367. }
  5368. switch(skill_num)
  5369. {
  5370. case AL_TELEPORT:
  5371. if(strcmp(map,"Random")==0)
  5372. pc_randomwarp(sd,3);
  5373. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5374. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5375. break;
  5376. case AL_WARP:
  5377. {
  5378. const struct point *p[4];
  5379. struct skill_unit_group *group;
  5380. int i, lv, wx, wy;
  5381. int maxcount=0;
  5382. int x,y;
  5383. unsigned short mapindex;
  5384. mapindex = mapindex_name2id((char*)map);
  5385. if(!mapindex) { //Given map not found?
  5386. clif_skill_fail(sd,skill_num,0,0);
  5387. skill_failed(sd);
  5388. return 0;
  5389. }
  5390. p[0] = &sd->status.save_point;
  5391. p[1] = &sd->status.memo_point[0];
  5392. p[2] = &sd->status.memo_point[1];
  5393. p[3] = &sd->status.memo_point[2];
  5394. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5395. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5396. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5397. maxcount--;
  5398. }
  5399. if(!maxcount) {
  5400. clif_skill_fail(sd,skill_num,0,0);
  5401. skill_failed(sd);
  5402. return 0;
  5403. }
  5404. }
  5405. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5406. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5407. wx = sd->menuskill_val>>16;
  5408. wy = sd->menuskill_val&0xffff;
  5409. if( lv <= 0 ) return 0;
  5410. if( lv > 4 ) lv = 4; // crash prevention
  5411. // check if the chosen map exists in the memo list
  5412. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5413. if( i < lv ) {
  5414. x=p[i]->x;
  5415. y=p[i]->y;
  5416. } else {
  5417. skill_failed(sd);
  5418. return 0;
  5419. }
  5420. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5421. {
  5422. skill_failed(sd);
  5423. return 0;
  5424. }
  5425. // This makes Warp Portal fail if the cell is not empty
  5426. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5427. // clif_skill_fail(sd,0,0,0);
  5428. // skill_failed(sd);
  5429. // return 0;
  5430. //}
  5431. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5432. skill_failed(sd);
  5433. return 0;
  5434. }
  5435. // record the destination coordinates
  5436. group->val2 = (x<<16)|y;
  5437. group->val3 = mapindex;
  5438. }
  5439. break;
  5440. }
  5441. sd->menuskill_id = sd->menuskill_val = 0;
  5442. return 0;
  5443. #undef skill_failed
  5444. }
  5445. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5446. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5447. {
  5448. struct skill_unit* target = (struct skill_unit*)bl;
  5449. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5450. int flag = va_arg(ap, int);
  5451. if (src == target)
  5452. return 0;
  5453. if (!target->group || !(target->group->state.song_dance&0x1))
  5454. return 0;
  5455. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5456. return 0;
  5457. if (flag) //Set dissonance
  5458. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5459. else //Remove dissonance
  5460. target->val2 &= ~UF_ENSEMBLE;
  5461. clif_skill_setunit(target); //Update look of affected cell.
  5462. return 1;
  5463. }
  5464. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5465. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5466. //When 1, this unit has been positioned, so start the cancel effect.
  5467. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5468. {
  5469. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5470. return 0;
  5471. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5472. return 0; //Nothing to remove, this unit is not overlapped.
  5473. if (unit->val1 != unit->group->skill_id)
  5474. { //Reset state
  5475. unit->val1 = unit->group->skill_id;
  5476. unit->val2 &= ~UF_ENSEMBLE;
  5477. }
  5478. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5479. }
  5480. /*==========================================
  5481. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5482. * Flag: 0 - Convert, 1 - Revert.
  5483. *------------------------------------------*/
  5484. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5485. {
  5486. static struct skill_unit_group backup;
  5487. struct skill_unit_group* group = unit->group;
  5488. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5489. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5490. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5491. return false;
  5492. if( !flag )
  5493. { //Transform
  5494. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5495. // backup
  5496. backup.skill_id = group->skill_id;
  5497. backup.skill_lv = group->skill_lv;
  5498. backup.unit_id = group->unit_id;
  5499. backup.target_flag = group->target_flag;
  5500. backup.bl_flag = group->bl_flag;
  5501. backup.interval = group->interval;
  5502. // replace
  5503. group->skill_id = skillid;
  5504. group->skill_lv = 1;
  5505. group->unit_id = skill_get_unit_id(skillid,0);
  5506. group->target_flag = skill_get_unit_target(skillid);
  5507. group->bl_flag = skill_get_unit_bl_target(skillid);
  5508. group->interval = skill_get_unit_interval(skillid);
  5509. }
  5510. else
  5511. { //Restore
  5512. group->skill_id = backup.skill_id;
  5513. group->skill_lv = backup.skill_lv;
  5514. group->unit_id = backup.unit_id;
  5515. group->target_flag = backup.target_flag;
  5516. group->bl_flag = backup.bl_flag;
  5517. group->interval = backup.interval;
  5518. }
  5519. return true;
  5520. }
  5521. /*==========================================
  5522. * Initializes and sets a ground skill.
  5523. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5524. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5525. *------------------------------------------*/
  5526. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5527. {
  5528. struct skill_unit_group *group;
  5529. int i,limit,val1=0,val2=0,val3=0;
  5530. int target,interval,range,unit_flag;
  5531. struct s_skill_unit_layout *layout;
  5532. struct map_session_data *sd;
  5533. struct status_data *status;
  5534. struct status_change *sc;
  5535. int active_flag=1;
  5536. int subunt=0;
  5537. nullpo_retr(NULL, src);
  5538. limit = skill_get_time(skillid,skilllv);
  5539. range = skill_get_unit_range(skillid,skilllv);
  5540. interval = skill_get_unit_interval(skillid);
  5541. target = skill_get_unit_target(skillid);
  5542. unit_flag = skill_get_unit_flag(skillid);
  5543. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5544. BL_CAST(BL_PC, src, sd);
  5545. status = status_get_status_data(src);
  5546. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5547. switch(skillid)
  5548. {
  5549. case MG_SAFETYWALL:
  5550. val2=skilllv+1;
  5551. break;
  5552. case MG_FIREWALL:
  5553. if(sc && sc->data[SC_VIOLENTGALE])
  5554. limit = limit*3/2;
  5555. val2=4+skilllv;
  5556. break;
  5557. case AL_WARP:
  5558. val1=skilllv+6;
  5559. if(!(flag&1))
  5560. limit=2000;
  5561. else // previous implementation (not used anymore)
  5562. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5563. if( src->type != BL_SKILL ) return NULL;
  5564. group = ((TBL_SKILL*)src)->group;
  5565. src = map_id2bl(group->src_id);
  5566. if( !src ) return NULL;
  5567. val2 = group->val2; //Copy the (x,y) position you warp to
  5568. val3 = group->val3; //as well as the mapindex to warp to.
  5569. }
  5570. break;
  5571. case PR_SANCTUARY:
  5572. case NPC_EVILLAND:
  5573. val1=(skilllv+3)*2;
  5574. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5575. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5576. val2 += val2 * i / 100;
  5577. break;
  5578. case WZ_FIREPILLAR:
  5579. if((flag&1)!=0)
  5580. limit=1000;
  5581. val1=skilllv+2;
  5582. break;
  5583. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5584. case AM_DEMONSTRATION:
  5585. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5586. && (src->type&battle_config.vs_traps_bctall))
  5587. target = BCT_ALL;
  5588. break;
  5589. case NJ_SUITON:
  5590. skill_clear_group(src,1);
  5591. break;
  5592. case HT_SHOCKWAVE:
  5593. val1=skilllv*15+10;
  5594. case HT_SANDMAN:
  5595. case HT_CLAYMORETRAP:
  5596. case HT_SKIDTRAP:
  5597. case HT_LANDMINE:
  5598. case HT_ANKLESNARE:
  5599. case HT_FLASHER:
  5600. case HT_FREEZINGTRAP:
  5601. case HT_BLASTMINE:
  5602. if( map_flag_gvg(src->m) )
  5603. limit *= 4; // longer trap times in WOE [celest]
  5604. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5605. target = BCT_ALL;
  5606. break;
  5607. case SA_LANDPROTECTOR:
  5608. case SA_VOLCANO:
  5609. case SA_DELUGE:
  5610. case SA_VIOLENTGALE:
  5611. {
  5612. struct skill_unit_group *old_sg;
  5613. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5614. { //HelloKitty confirmed that these are interchangeable,
  5615. //so you can change element and not consume gemstones.
  5616. if ((
  5617. old_sg->skill_id == SA_VOLCANO ||
  5618. old_sg->skill_id == SA_DELUGE ||
  5619. old_sg->skill_id == SA_VIOLENTGALE
  5620. ) && old_sg->limit > 0)
  5621. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5622. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5623. if (limit < 0) //This can happen...
  5624. limit = skill_get_time(skillid,skilllv);
  5625. }
  5626. skill_clear_group(src,1);
  5627. }
  5628. break;
  5629. }
  5630. case BA_DISSONANCE:
  5631. case DC_UGLYDANCE:
  5632. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5633. break;
  5634. case BA_WHISTLE:
  5635. val1 = skilllv +status->agi/10; // Flee increase
  5636. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5637. if(sd){
  5638. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5639. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5640. }
  5641. break;
  5642. case DC_HUMMING:
  5643. val1 = 2*skilllv+status->dex/10; // Hit increase
  5644. if(sd)
  5645. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5646. break;
  5647. case BA_POEMBRAGI:
  5648. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5649. //For some reason at level 10 the base delay reduction is 50%.
  5650. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5651. if(sd){
  5652. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5653. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5654. }
  5655. break;
  5656. case DC_DONTFORGETME:
  5657. val1 = 30*skilllv+status->dex; // ASPD decrease
  5658. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5659. if(sd){
  5660. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5661. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5662. }
  5663. if (val2 < 1) val2 = 1;
  5664. break;
  5665. case BA_APPLEIDUN:
  5666. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5667. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5668. if(sd){
  5669. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5670. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5671. if ((i = pc_skillheal_bonus(sd, skillid)))
  5672. val2 += val2 * i / 100;
  5673. }
  5674. break;
  5675. case DC_SERVICEFORYOU:
  5676. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5677. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5678. if(sd){
  5679. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5680. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5681. }
  5682. break;
  5683. case BA_ASSASSINCROSS:
  5684. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5685. if(sd)
  5686. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5687. break;
  5688. case DC_FORTUNEKISS:
  5689. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5690. if(sd)
  5691. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5692. val1*=10; //Because every 10 crit is an actual cri point.
  5693. break;
  5694. case BD_DRUMBATTLEFIELD:
  5695. val1 = (skilllv+1)*25; //Watk increase
  5696. val2 = (skilllv+1)*2; //Def increase
  5697. break;
  5698. case BD_RINGNIBELUNGEN:
  5699. val1 = (skilllv+2)*25; //Watk increase
  5700. break;
  5701. case BD_RICHMANKIM:
  5702. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5703. break;
  5704. case BD_SIEGFRIED:
  5705. val1 = 55 + skilllv*5; //Elemental Resistance
  5706. val2 = skilllv*10; //Status ailment resistance
  5707. break;
  5708. case WE_CALLPARTNER:
  5709. if (sd) val1 = sd->status.partner_id;
  5710. break;
  5711. case WE_CALLPARENT:
  5712. if (sd) {
  5713. val1 = sd->status.father;
  5714. val2 = sd->status.mother;
  5715. }
  5716. break;
  5717. case WE_CALLBABY:
  5718. if (sd) val1 = sd->status.child;
  5719. break;
  5720. case NJ_KAENSIN:
  5721. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5722. val2 = (skilllv+1)/2 + 4;
  5723. break;
  5724. case GS_GROUNDDRIFT:
  5725. {
  5726. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5727. val1 = status->rhw.ele;
  5728. if (!val1)
  5729. val1=element[rand()%5];
  5730. switch (val1)
  5731. {
  5732. case ELE_FIRE:
  5733. subunt++;
  5734. case ELE_WATER:
  5735. subunt++;
  5736. case ELE_POISON:
  5737. subunt++;
  5738. case ELE_DARK:
  5739. subunt++;
  5740. case ELE_WIND:
  5741. break;
  5742. default:
  5743. subunt=rand()%5;
  5744. break;
  5745. }
  5746. break;
  5747. }
  5748. }
  5749. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5750. group->val1=val1;
  5751. group->val2=val2;
  5752. group->val3=val3;
  5753. group->target_flag=target;
  5754. group->bl_flag= skill_get_unit_bl_target(skillid);
  5755. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5756. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5757. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  5758. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5759. if (DIFF_TICK(group->tick, gettick()) > 100)
  5760. active_flag = 0;
  5761. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5762. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5763. if (sd)
  5764. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5765. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5766. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5767. }
  5768. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5769. val1=skilllv;
  5770. val2=0;
  5771. limit=group->limit;
  5772. for(i=0;i<layout->count;i++)
  5773. {
  5774. struct skill_unit *unit;
  5775. short ux,uy;
  5776. int alive=1;
  5777. ux = x + layout->dx[i];
  5778. uy = y + layout->dy[i];
  5779. switch (skillid) {
  5780. case MG_FIREWALL:
  5781. case NJ_KAENSIN:
  5782. val2=group->val2;
  5783. break;
  5784. case WZ_ICEWALL:
  5785. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5786. break;
  5787. case GS_DESPERADO:
  5788. val1 = abs(layout->dx[i]);
  5789. val2 = abs(layout->dy[i]);
  5790. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5791. if (val2 > val1) val1 = val2;
  5792. if (val1) val1--;
  5793. val1 = 36 -12*val1;
  5794. } else //Diagonal edges
  5795. val1 = 28 -4*val1 -4*val2;
  5796. if (val1 < 1) val1 = 1;
  5797. val2 = 0;
  5798. break;
  5799. default:
  5800. if (group->state.song_dance&0x1)
  5801. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5802. break;
  5803. }
  5804. if(range<=0)
  5805. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5806. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  5807. alive = 0;
  5808. if(alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y))
  5809. alive = 0; //no path between cell and center of casting.
  5810. if(alive && skillid == WZ_ICEWALL) {
  5811. int celltype = map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5812. if(celltype==5 || celltype==1)
  5813. alive=0;
  5814. else
  5815. {
  5816. struct block_list bl;
  5817. bl.type = BL_NUL;
  5818. bl.m = src->m;
  5819. bl.x = ux;
  5820. bl.y = uy;
  5821. clif_changemapcell(0,&bl,5,AREA);
  5822. }
  5823. }
  5824. if(alive){
  5825. //FIXME: why not calculate val1/val2 in here? [ultramage]
  5826. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5827. unit->limit=limit;
  5828. unit->range=range;
  5829. if (skillid == PF_FOGWALL && alive == 2)
  5830. { //Double duration of cells on top of Deluge/Suiton
  5831. unit->limit *= 2;
  5832. group->limit = unit->limit;
  5833. }
  5834. // execute on all targets standing on this cell
  5835. if (range==0 && active_flag)
  5836. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5837. }
  5838. }
  5839. if (!group->alive_count)
  5840. { //No cells? Something that was blocked completely by Land Protector?
  5841. skill_delunitgroup(src, group);
  5842. return NULL;
  5843. }
  5844. if (group->state.song_dance) {
  5845. if(sd){
  5846. sd->skillid_dance = skillid;
  5847. sd->skilllv_dance = skilllv;
  5848. }
  5849. if (
  5850. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5851. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5852. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5853. )
  5854. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5855. }
  5856. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5857. group->val1 = group->alive_count;
  5858. return group;
  5859. }
  5860. /*==========================================
  5861. *
  5862. *------------------------------------------*/
  5863. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5864. {
  5865. struct skill_unit_group *sg;
  5866. struct block_list *ss;
  5867. struct status_change *sc;
  5868. struct status_change_entry *sce;
  5869. int type,skillid;
  5870. nullpo_retr(0, src);
  5871. nullpo_retr(0, bl);
  5872. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5873. return 0;
  5874. nullpo_retr(0, sg=src->group);
  5875. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5876. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5877. return 0; //AoE skills are ineffective. [Skotlex]
  5878. sc = status_get_sc(bl);
  5879. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5880. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5881. type = SkillStatusChangeTable(sg->skill_id);
  5882. sce = (sc && type != -1)?sc->data[type]:NULL;
  5883. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5884. switch (sg->unit_id) {
  5885. case UNT_SAFETYWALL:
  5886. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5887. if (!sce)
  5888. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5889. break;
  5890. case UNT_WARP_WAITING:
  5891. if(bl->type==BL_PC){
  5892. struct map_session_data *sd = (struct map_session_data *)bl;
  5893. if((!sd->chatID || battle_config.chat_warpportal)
  5894. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  5895. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  5896. if (--sg->val1<=0)
  5897. skill_delunitgroup(NULL, sg);
  5898. }
  5899. }
  5900. } else
  5901. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5902. {
  5903. int m = map_mapindex2mapid(sg->val3);
  5904. if (m < 0) break; //Map not available on this map-server.
  5905. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5906. }
  5907. break;
  5908. case UNT_QUAGMIRE:
  5909. if(!sce)
  5910. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5911. break;
  5912. case UNT_VOLCANO:
  5913. case UNT_DELUGE:
  5914. case UNT_VIOLENTGALE:
  5915. if(!sce)
  5916. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5917. break;
  5918. case UNT_SUITON:
  5919. if(!sce)
  5920. sc_start4(bl,type,100,sg->skill_lv,
  5921. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5922. 0,0,sg->limit);
  5923. break;
  5924. case UNT_HERMODE:
  5925. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  5926. status_change_clear_buffs(bl,1); //Should dispell only allies.
  5927. break;
  5928. case UNT_RICHMANKIM:
  5929. case UNT_ETERNALCHAOS:
  5930. case UNT_DRUMBATTLEFIELD:
  5931. case UNT_RINGNIBELUNGEN:
  5932. case UNT_ROKISWEIL:
  5933. case UNT_INTOABYSS:
  5934. case UNT_SIEGFRIED:
  5935. //Needed to check when a dancer/bard leaves their ensemble area.
  5936. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5937. return skillid;
  5938. if (!sce)
  5939. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5940. break;
  5941. case UNT_WHISTLE:
  5942. case UNT_ASSASSINCROSS:
  5943. case UNT_POEMBRAGI:
  5944. case UNT_APPLEIDUN:
  5945. case UNT_HUMMING:
  5946. case UNT_DONTFORGETME:
  5947. case UNT_FORTUNEKISS:
  5948. case UNT_SERVICEFORYOU:
  5949. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5950. return 0;
  5951. if (!sc) return 0;
  5952. if (!sce)
  5953. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5954. else if (sce->val4 == 1) {
  5955. //Readjust timers since the effect will not last long.
  5956. sce->val4 = 0;
  5957. delete_timer(sce->timer, status_change_timer);
  5958. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5959. }
  5960. break;
  5961. case UNT_FOGWALL:
  5962. if (!sce)
  5963. {
  5964. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5965. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5966. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5967. }
  5968. break;
  5969. case UNT_GRAVITATION:
  5970. if (!sce)
  5971. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5972. break;
  5973. // officially, icewall has no problems existing on occupied cells [ultramage]
  5974. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5975. // src->val1 = 0;
  5976. // if(src->limit + sg->tick > tick + 700)
  5977. // src->limit = DIFF_TICK(tick+700,sg->tick);
  5978. // break;
  5979. case UNT_MOONLIT:
  5980. //Knockback out of area if affected char isn't in Moonlit effect
  5981. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  5982. break;
  5983. if (ss == bl) //Also needed to prevent infinite loop crash.
  5984. break;
  5985. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  5986. break;
  5987. }
  5988. return skillid;
  5989. }
  5990. /*==========================================
  5991. *
  5992. *------------------------------------------*/
  5993. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5994. {
  5995. struct skill_unit_group *sg;
  5996. struct block_list *ss;
  5997. TBL_PC* sd;
  5998. TBL_PC* tsd;
  5999. struct status_data *tstatus, *sstatus;
  6000. struct status_change *tsc, *sc;
  6001. struct skill_unit_group_tickset *ts;
  6002. int type, skillid;
  6003. int diff=0;
  6004. nullpo_retr(0, src);
  6005. nullpo_retr(0, bl);
  6006. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6007. return 0;
  6008. nullpo_retr(0, sg=src->group);
  6009. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6010. BL_CAST(BL_PC, ss, sd);
  6011. BL_CAST(BL_PC, bl, tsd);
  6012. tsc = status_get_sc(bl);
  6013. tstatus = status_get_status_data(bl);
  6014. if (sg->state.magic_power) //For magic power.
  6015. {
  6016. sc = status_get_sc(ss);
  6017. sstatus = status_get_status_data(ss);
  6018. } else {
  6019. sc = NULL;
  6020. sstatus = NULL;
  6021. }
  6022. type = SkillStatusChangeTable(sg->skill_id);
  6023. skillid = sg->skill_id;
  6024. if (sg->interval == -1) {
  6025. switch (sg->unit_id) {
  6026. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6027. case UNT_SPIDERWEB:
  6028. case UNT_FIREPILLAR_ACTIVE:
  6029. return 0;
  6030. default:
  6031. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6032. return 0;
  6033. }
  6034. }
  6035. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6036. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6037. diff = DIFF_TICK(tick,ts->tick);
  6038. if (diff < 0)
  6039. return 0;
  6040. ts->tick = tick+sg->interval;
  6041. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6042. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6043. }
  6044. //Temporarily set magic power to have it take effect. [Skotlex]
  6045. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6046. { //Store previous values.
  6047. swap(sstatus->matk_min, sc->mp_matk_min);
  6048. swap(sstatus->matk_max, sc->mp_matk_max);
  6049. //Note to NOT return from the function until this is unset!
  6050. }
  6051. switch (sg->unit_id)
  6052. {
  6053. case UNT_FIREWALL:
  6054. case UNT_KAENSIN:
  6055. {
  6056. int count=0;
  6057. const int x = bl->x, y = bl->y;
  6058. //Take into account these hit more times than the timer interval can handle.
  6059. do
  6060. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6061. while(--src->val2 && x == bl->x && y == bl->y &&
  6062. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6063. if (src->val2<=0)
  6064. skill_delunit(src);
  6065. }
  6066. break;
  6067. case UNT_SANCTUARY:
  6068. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6069. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6070. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6071. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6072. // reduce healing count if this was meant for damaging [hekate]
  6073. sg->val1 -= 2;
  6074. } else {
  6075. int heal = sg->val2;
  6076. if (tstatus->hp >= tstatus->max_hp)
  6077. break;
  6078. if (tsc)
  6079. {
  6080. if( tsc->data[SC_INCHEALRATE] )
  6081. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6082. if( tsc->data[SC_CRITICALWOUND] )
  6083. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6084. }
  6085. if (status_isimmune(bl))
  6086. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6087. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6088. status_heal(bl, heal, 0, 0);
  6089. if (diff >= 500)
  6090. sg->val1--;
  6091. }
  6092. if (sg->val1 <= 0)
  6093. skill_delunitgroup(NULL,sg);
  6094. break;
  6095. case UNT_EVILLAND:
  6096. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6097. { //Damage enemies
  6098. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6099. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6100. } else {
  6101. int heal = sg->val2;
  6102. if (tstatus->hp >= tstatus->max_hp)
  6103. break;
  6104. if (tsc && tsc->data[SC_CRITICALWOUND])
  6105. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6106. if (status_isimmune(bl))
  6107. heal = 0;
  6108. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6109. status_heal(bl, heal, 0, 0);
  6110. }
  6111. break;
  6112. case UNT_MAGNUS:
  6113. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6114. break;
  6115. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6116. break;
  6117. case UNT_ATTACK_SKILLS:
  6118. switch (sg->skill_id)
  6119. {
  6120. case SG_SUN_WARM: //SG skills [Komurka]
  6121. case SG_MOON_WARM:
  6122. case SG_STAR_WARM:
  6123. {
  6124. int count = 0;
  6125. const int x = bl->x, y = bl->y;
  6126. //If target isn't knocked back it should hit every 20ms [Playtester]
  6127. do
  6128. {
  6129. if( bl->type == BL_PC )
  6130. status_zap(bl, 0, 15); // sp damage to players
  6131. else // mobs
  6132. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6133. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6134. else { //should end when out of sp.
  6135. sg->limit = DIFF_TICK(tick,sg->tick);
  6136. break;
  6137. }
  6138. } while( x == bl->x && y == bl->y &&
  6139. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6140. }
  6141. break;
  6142. case WZ_STORMGUST:
  6143. if (tsc)
  6144. { //Reset hit counter when under new storm gust.
  6145. if (tsc->sg_id != sg->group_id) {
  6146. tsc->sg_id = sg->group_id;
  6147. tsc->sg_counter = 0;
  6148. }
  6149. tsc->sg_counter++; //SG hit counter.
  6150. }
  6151. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6152. tsc->sg_counter=0; //Attack absorbed.
  6153. break;
  6154. default:
  6155. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6156. }
  6157. break;
  6158. case UNT_FIREPILLAR_WAITING:
  6159. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6160. skill_delunit(src);
  6161. break;
  6162. case UNT_FIREPILLAR_ACTIVE:
  6163. skill_area_temp[1] = 0;
  6164. map_foreachinrange(skill_attack_area,bl,
  6165. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6166. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6167. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6168. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6169. break;
  6170. case UNT_SKIDTRAP:
  6171. {
  6172. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6173. sg->unit_id = UNT_USED_TRAPS;
  6174. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6175. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6176. }
  6177. break;
  6178. case UNT_SPIDERWEB:
  6179. case UNT_ANKLESNARE:
  6180. if(sg->val2==0 && tsc){
  6181. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6182. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6183. {
  6184. struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6185. if (td) sec = DIFF_TICK(td->tick, tick);
  6186. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6187. clif_fixpos(bl);
  6188. sg->val2=bl->id;
  6189. } else
  6190. sec = 3000; //Couldn't trap it?
  6191. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6192. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6193. sg->interval = -1;
  6194. src->range = 0;
  6195. }
  6196. break;
  6197. case UNT_VENOMDUST:
  6198. if(tsc && !tsc->data[type])
  6199. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6200. break;
  6201. case UNT_LANDMINE:
  6202. case UNT_CLAYMORETRAP:
  6203. case UNT_BLASTMINE:
  6204. case UNT_SHOCKWAVE:
  6205. case UNT_SANDMAN:
  6206. case UNT_FLASHER:
  6207. case UNT_FREEZINGTRAP:
  6208. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6209. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6210. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6211. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6212. break;
  6213. case UNT_TALKIEBOX:
  6214. if (sg->src_id == bl->id)
  6215. break;
  6216. if (sg->val2 == 0){
  6217. clif_talkiebox(&src->bl, sg->valstr);
  6218. sg->unit_id = UNT_USED_TRAPS;
  6219. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6220. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6221. sg->val2 = -1;
  6222. }
  6223. break;
  6224. case UNT_LULLABY:
  6225. if (ss->id == bl->id)
  6226. break;
  6227. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6228. break;
  6229. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6230. if (ss->id != bl->id)
  6231. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6232. break;
  6233. case UNT_DISSONANCE:
  6234. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6235. break;
  6236. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6237. {
  6238. int heal;
  6239. if (sg->src_id == bl->id)
  6240. break;
  6241. heal = sg->val2;
  6242. if(tsc && tsc->data[SC_CRITICALWOUND])
  6243. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6244. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6245. status_heal(bl, heal, 0, 0);
  6246. break;
  6247. }
  6248. case UNT_TATAMIGAESHI:
  6249. case UNT_DEMONSTRATION:
  6250. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6251. break;
  6252. case UNT_GOSPEL:
  6253. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6254. break;
  6255. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6256. { // Support Effect only on party, not guild
  6257. int i = rand()%13; // Positive buff count
  6258. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6259. switch (i)
  6260. {
  6261. case 0: // Heal 1~9999 HP
  6262. type = rand() %9999+1;
  6263. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6264. status_heal(bl,type,0,0);
  6265. break;
  6266. case 1: // End all negative status
  6267. status_change_clear_buffs(bl,2);
  6268. if (tsd) clif_gospel_info(tsd, 0x15);
  6269. break;
  6270. case 2: // Immunity to all status
  6271. sc_start(bl,SC_SCRESIST,100,100,type);
  6272. if (tsd) clif_gospel_info(tsd, 0x16);
  6273. break;
  6274. case 3: // MaxHP +100%
  6275. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6276. if (tsd) clif_gospel_info(tsd, 0x17);
  6277. break;
  6278. case 4: // MaxSP +100%
  6279. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6280. if (tsd) clif_gospel_info(tsd, 0x18);
  6281. break;
  6282. case 5: // All stats +20
  6283. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6284. if (tsd) clif_gospel_info(tsd, 0x19);
  6285. break;
  6286. case 6: // Level 10 Blessing
  6287. sc_start(bl,SC_BLESSING,100,10,type);
  6288. break;
  6289. case 7: // Level 10 Increase AGI
  6290. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6291. break;
  6292. case 8: // Enchant weapon with Holy element
  6293. sc_start(bl,SC_ASPERSIO,100,1,type);
  6294. if (tsd) clif_gospel_info(tsd, 0x1c);
  6295. break;
  6296. case 9: // Enchant armor with Holy element
  6297. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6298. if (tsd) clif_gospel_info(tsd, 0x1d);
  6299. break;
  6300. case 10: // DEF +25%
  6301. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6302. if (tsd) clif_gospel_info(tsd, 0x1e);
  6303. break;
  6304. case 11: // ATK +100%
  6305. sc_start(bl,SC_INCATKRATE,100,100,type);
  6306. if (tsd) clif_gospel_info(tsd, 0x1f);
  6307. break;
  6308. case 12: // HIT/Flee +50
  6309. sc_start(bl,SC_INCHIT,100,50,type);
  6310. sc_start(bl,SC_INCFLEE,100,50,type);
  6311. if (tsd) clif_gospel_info(tsd, 0x20);
  6312. break;
  6313. }
  6314. }
  6315. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6316. { // Offensive Effect
  6317. int i = rand()%9; // Negative buff count
  6318. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6319. switch (i)
  6320. {
  6321. case 0: // Deal 1~9999 damage
  6322. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6323. break;
  6324. case 1: // Curse
  6325. sc_start(bl,SC_CURSE,100,1,type);
  6326. break;
  6327. case 2: // Blind
  6328. sc_start(bl,SC_BLIND,100,1,type);
  6329. break;
  6330. case 3: // Poison
  6331. sc_start(bl,SC_POISON,100,1,type);
  6332. break;
  6333. case 4: // Level 10 Provoke
  6334. sc_start(bl,SC_PROVOKE,100,10,type);
  6335. break;
  6336. case 5: // DEF -100%
  6337. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6338. break;
  6339. case 6: // ATK -100%
  6340. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6341. break;
  6342. case 7: // Flee -100%
  6343. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6344. break;
  6345. case 8: // Speed/ASPD -25%
  6346. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6347. break;
  6348. }
  6349. }
  6350. break;
  6351. case UNT_GRAVITATION:
  6352. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6353. break;
  6354. case UNT_DESPERADO:
  6355. if (rand()%100 < src->val1)
  6356. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6357. break;
  6358. case UNT_GROUNDDRIFT_WIND:
  6359. case UNT_GROUNDDRIFT_DARK:
  6360. case UNT_GROUNDDRIFT_POISON:
  6361. case UNT_GROUNDDRIFT_WATER:
  6362. case UNT_GROUNDDRIFT_FIRE:
  6363. map_foreachinrange(skill_trap_splash,&src->bl,
  6364. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6365. &src->bl,tick);
  6366. sg->unit_id = UNT_USED_TRAPS;
  6367. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6368. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6369. break;
  6370. }
  6371. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6372. { //Unset magic power.
  6373. swap(sstatus->matk_min, sc->mp_matk_min);
  6374. swap(sstatus->matk_max, sc->mp_matk_max);
  6375. }
  6376. if (bl->type == BL_MOB && ss != bl)
  6377. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6378. return skillid;
  6379. }
  6380. /*==========================================
  6381. * Triggered when a char steps out of a skill cell
  6382. *------------------------------------------*/
  6383. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6384. {
  6385. struct skill_unit_group *sg;
  6386. struct status_change *sc;
  6387. struct status_change_entry *sce;
  6388. int type;
  6389. nullpo_retr(0, src);
  6390. nullpo_retr(0, bl);
  6391. nullpo_retr(0, sg=src->group);
  6392. sc = status_get_sc(bl);
  6393. type = SkillStatusChangeTable(sg->skill_id);
  6394. sce = (sc && type != -1)?sc->data[type]:NULL;
  6395. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6396. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6397. return 0;
  6398. switch(sg->unit_id){
  6399. case UNT_SAFETYWALL:
  6400. if (sce)
  6401. status_change_end(bl,type,-1);
  6402. break;
  6403. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6404. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6405. status_change_end(bl,type,-1);
  6406. break;
  6407. case UNT_SPIDERWEB:
  6408. {
  6409. struct block_list *target = map_id2bl(sg->val2);
  6410. if (target && target==bl)
  6411. {
  6412. if (sce && sce->val2 == sg->group_id)
  6413. status_change_end(bl,type,-1);
  6414. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6415. }
  6416. break;
  6417. }
  6418. }
  6419. return sg->skill_id;
  6420. }
  6421. /*==========================================
  6422. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6423. *------------------------------------------*/
  6424. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6425. {
  6426. struct status_change *sc;
  6427. struct status_change_entry *sce;
  6428. int type;
  6429. sc = status_get_sc(bl);
  6430. if (sc && !sc->count)
  6431. sc = NULL;
  6432. type = SkillStatusChangeTable(skill_id);
  6433. sce = (sc && type != -1)?sc->data[type]:NULL;
  6434. switch (skill_id)
  6435. {
  6436. case WZ_QUAGMIRE:
  6437. if (bl->type==BL_MOB)
  6438. break;
  6439. if (sce)
  6440. status_change_end(bl, type, -1);
  6441. break;
  6442. case BD_LULLABY:
  6443. case BD_RICHMANKIM:
  6444. case BD_ETERNALCHAOS:
  6445. case BD_DRUMBATTLEFIELD:
  6446. case BD_RINGNIBELUNGEN:
  6447. case BD_ROKISWEIL:
  6448. case BD_INTOABYSS:
  6449. case BD_SIEGFRIED:
  6450. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6451. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6452. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6453. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6454. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6455. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6456. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6457. skill_stop_dancing(bl);
  6458. }
  6459. case MG_SAFETYWALL:
  6460. case AL_PNEUMA:
  6461. case SA_VOLCANO:
  6462. case SA_DELUGE:
  6463. case SA_VIOLENTGALE:
  6464. case CG_HERMODE:
  6465. case HW_GRAVITATION:
  6466. case NJ_SUITON:
  6467. if (sce)
  6468. status_change_end(bl, type, -1);
  6469. break;
  6470. case BA_POEMBRAGI:
  6471. case BA_WHISTLE:
  6472. case BA_ASSASSINCROSS:
  6473. case BA_APPLEIDUN:
  6474. case DC_HUMMING:
  6475. case DC_DONTFORGETME:
  6476. case DC_FORTUNEKISS:
  6477. case DC_SERVICEFORYOU:
  6478. if (sce)
  6479. {
  6480. delete_timer(sce->timer, status_change_timer);
  6481. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6482. //not possible on our current implementation.
  6483. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6484. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6485. }
  6486. break;
  6487. case PF_FOGWALL:
  6488. if (sce)
  6489. {
  6490. status_change_end(bl,type,-1);
  6491. if ((sce=sc->data[SC_BLIND]))
  6492. {
  6493. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6494. status_change_end(bl, SC_BLIND, -1);
  6495. else {
  6496. delete_timer(sce->timer, status_change_timer);
  6497. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6498. }
  6499. }
  6500. }
  6501. break;
  6502. }
  6503. return skill_id;
  6504. }
  6505. /*==========================================
  6506. * Invoked when a unit cell has been placed/removed/deleted.
  6507. * flag values:
  6508. * flag&1: Invoke onplace function (otherwise invoke onout)
  6509. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6510. *------------------------------------------*/
  6511. int skill_unit_effect (struct block_list* bl, va_list ap)
  6512. {
  6513. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6514. struct skill_unit_group* group = unit->group;
  6515. unsigned int tick = va_arg(ap,unsigned int);
  6516. unsigned int flag = va_arg(ap,unsigned int);
  6517. int skill_id;
  6518. bool dissonance;
  6519. if( !unit->alive || bl->prev == NULL )
  6520. return 0;
  6521. nullpo_retr(0, group);
  6522. dissonance = skill_dance_switch(unit, 0);
  6523. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6524. skill_id = group->skill_id;
  6525. //Target-type check.
  6526. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6527. {
  6528. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6529. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6530. }
  6531. else
  6532. {
  6533. if( flag&1 )
  6534. skill_unit_onplace(unit,bl,tick);
  6535. else
  6536. skill_unit_onout(unit,bl,tick);
  6537. if( flag&4 )
  6538. skill_unit_onleft(skill_id, bl, tick);
  6539. }
  6540. if( dissonance ) skill_dance_switch(unit, 1);
  6541. return 0;
  6542. }
  6543. /*==========================================
  6544. * Triggers when a skill unit is about to be deleted
  6545. *------------------------------------------*/
  6546. static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
  6547. {
  6548. struct skill_unit_group *sg;
  6549. nullpo_retr(0, src);
  6550. nullpo_retr(0, sg=src->group);
  6551. switch( sg->unit_id )
  6552. {
  6553. case UNT_ICEWALL:
  6554. // hack to prevent client from leaving cells unwalkable
  6555. //FIXME: this should be done individually in insight/outsight code instead [ultramage]
  6556. clif_changemapcell(0,&src->bl,src->val2,ALL_SAMEMAP);
  6557. break;
  6558. case UNT_ANKLESNARE:
  6559. {
  6560. struct block_list *target = map_id2bl(sg->val2);
  6561. if(target)
  6562. status_change_end(target,SC_ANKLE,-1);
  6563. }
  6564. break;
  6565. }
  6566. return 0;
  6567. }
  6568. /*==========================================
  6569. *
  6570. *------------------------------------------*/
  6571. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6572. {
  6573. struct skill_unit_group *sg;
  6574. nullpo_retr(0, src);
  6575. nullpo_retr(0, sg=src->group);
  6576. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6577. skill_delunitgroup(NULL,sg);
  6578. else
  6579. switch(sg->unit_id){
  6580. case UNT_ICEWALL:
  6581. src->val1-=damage;
  6582. break;
  6583. default:
  6584. damage = 0;
  6585. break;
  6586. }
  6587. return damage;
  6588. }
  6589. /*==========================================
  6590. *
  6591. *------------------------------------------*/
  6592. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6593. {
  6594. int *c, skillid;
  6595. struct block_list *src;
  6596. struct map_session_data *sd;
  6597. struct map_session_data *tsd;
  6598. int *p_sd; //Contains the list of characters found.
  6599. nullpo_retr(0, bl);
  6600. nullpo_retr(0, ap);
  6601. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6602. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6603. nullpo_retr(0, sd=(struct map_session_data*)src);
  6604. c=va_arg(ap,int *);
  6605. p_sd = va_arg(ap, int *);
  6606. skillid = va_arg(ap,int);
  6607. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6608. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6609. if (bl == src)
  6610. return 0;
  6611. if(pc_isdead(tsd))
  6612. return 0;
  6613. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  6614. return 0;
  6615. switch(skillid)
  6616. {
  6617. case PR_BENEDICTIO:
  6618. {
  6619. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6620. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6621. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6622. && sd->status.sp >= 10)
  6623. p_sd[(*c)++]=tsd->bl.id;
  6624. return 1;
  6625. }
  6626. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6627. {
  6628. int skilllv;
  6629. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6630. return 0;
  6631. if (sd->status.sex != tsd->status.sex &&
  6632. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6633. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6634. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6635. sd->status.party_id && tsd->status.party_id &&
  6636. sd->status.party_id == tsd->status.party_id &&
  6637. !tsd->sc.data[SC_DANCING])
  6638. {
  6639. p_sd[(*c)++]=tsd->bl.id;
  6640. return skilllv;
  6641. } else {
  6642. return 0;
  6643. }
  6644. }
  6645. break;
  6646. }
  6647. return 0;
  6648. }
  6649. /*==========================================
  6650. * Checks and stores partners for ensemble skills [Skotlex]
  6651. *------------------------------------------*/
  6652. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6653. {
  6654. static int c=0;
  6655. static int p_sd[2] = { 0, 0 };
  6656. int i;
  6657. if (!battle_config.player_skill_partner_check ||
  6658. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6659. return 99; //As if there were infinite partners.
  6660. if (cast_flag)
  6661. { //Execute the skill on the partners.
  6662. struct map_session_data* tsd;
  6663. switch (skill_id)
  6664. {
  6665. case PR_BENEDICTIO:
  6666. for (i = 0; i < c; i++)
  6667. {
  6668. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6669. status_charge(&tsd->bl, 0, 10);
  6670. }
  6671. return c;
  6672. default: //Warning: Assuming Ensemble skills here (for speed)
  6673. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  6674. {
  6675. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  6676. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6677. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6678. tsd->skillid_dance = skill_id;
  6679. tsd->skilllv_dance = *skill_lv;
  6680. }
  6681. return c;
  6682. }
  6683. }
  6684. //Else: new search for partners.
  6685. c = 0;
  6686. memset (p_sd, 0, sizeof(p_sd));
  6687. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6688. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6689. *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.
  6690. return c;
  6691. }
  6692. /*==========================================
  6693. *
  6694. *------------------------------------------*/
  6695. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6696. {
  6697. int *c,src_id,mob_class,skill;
  6698. struct mob_data *md;
  6699. md=(struct mob_data*)bl;
  6700. src_id=va_arg(ap,int);
  6701. mob_class=va_arg(ap,int);
  6702. skill=va_arg(ap,int);
  6703. c=va_arg(ap,int *);
  6704. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6705. return 0; //Non alchemist summoned mobs have nothing to do here.
  6706. if(md->class_==mob_class)
  6707. (*c)++;
  6708. return 1;
  6709. }
  6710. /*==========================================
  6711. * Determines if a given skill should be made to consume ammo
  6712. * when used by the player. [Skotlex]
  6713. *------------------------------------------*/
  6714. int skill_isammotype (struct map_session_data *sd, int skill)
  6715. {
  6716. return (
  6717. battle_config.arrow_decrement==2 &&
  6718. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6719. skill != HT_PHANTASMIC &&
  6720. skill_get_type(skill) == BF_WEAPON &&
  6721. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6722. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6723. );
  6724. }
  6725. /*==========================================
  6726. * Checks that you have the requirements for casting a skill.
  6727. * Flag:
  6728. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6729. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6730. *------------------------------------------*/
  6731. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6732. {
  6733. struct status_data *status;
  6734. struct status_change *sc;
  6735. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6736. int itemid[10],amount[10];
  6737. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  6738. nullpo_retr(0, sd);
  6739. if (lv <= 0 || sd->chatID) return 0;
  6740. if( battle_config.gm_skilluncond &&
  6741. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6742. sd->skillitem != skill)
  6743. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6744. sd->skillitem = sd->skillitemlv = 0;
  6745. //Need to do arrow state check.
  6746. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6747. //Need to do Spiritball check.
  6748. sd->spiritball_old = sd->spiritball;
  6749. return 1;
  6750. }
  6751. status = &sd->battle_status;
  6752. sc = &sd->sc;
  6753. if (!sc->count)
  6754. sc = NULL;
  6755. if(pc_is90overweight(sd)) {
  6756. clif_skill_fail(sd,skill,9,0);
  6757. sd->skillitem = sd->skillitemlv = 0;
  6758. return 0;
  6759. }
  6760. if (sd->state.abra_flag)
  6761. {
  6762. if (sd->skillitem != skill)
  6763. { //Cancelled, using a different skill.
  6764. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6765. } else {
  6766. //Abracadabra skill, skip requisites!
  6767. if(type&1)
  6768. { //Clear out the data.
  6769. sd->skillitem = sd->skillitemlv = 0;
  6770. sd->state.abra_flag = 0;
  6771. }
  6772. return 1;
  6773. }
  6774. }
  6775. if (sd->menuskill_id == AM_PHARMACY &&
  6776. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6777. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6778. )) {
  6779. sd->skillitem = sd->skillitemlv = 0;
  6780. return 0;
  6781. }
  6782. if(sd->skillitem == skill) {
  6783. if(!type) //When a target was selected
  6784. { //Consume items that were skipped in pc_use_item [Skotlex]
  6785. if((i = sd->itemindex) == -1 ||
  6786. sd->status.inventory[i].nameid != sd->itemid ||
  6787. sd->inventory_data[i] == NULL ||
  6788. !sd->inventory_data[i]->flag.delay_consume ||
  6789. sd->status.inventory[i].amount < 1
  6790. )
  6791. { //Something went wrong, item exploit?
  6792. sd->itemid = sd->itemindex = -1;
  6793. return 0;
  6794. }
  6795. //Consume
  6796. sd->itemid = sd->itemindex = -1;
  6797. if(skill == WZ_EARTHSPIKE && sc &&
  6798. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6799. ; //Do not consume item.
  6800. else
  6801. pc_delitem(sd,i,1,0);
  6802. }
  6803. if (type&1) //Casting finished
  6804. sd->skillitem = sd->skillitemlv = 0;
  6805. return 1;
  6806. }
  6807. //Code speedup, rather than using skill_get_* over and over again.
  6808. j = skill_get_index(skill);
  6809. if( j == 0 ) // invalid skill id
  6810. return 0;
  6811. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6812. return 0;
  6813. hp = skill_db[j].hp[lv-1];
  6814. sp = skill_db[j].sp[lv-1];
  6815. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6816. sp=sp/2;
  6817. hp_rate = skill_db[j].hp_rate[lv-1];
  6818. sp_rate = skill_db[j].sp_rate[lv-1];
  6819. zeny = skill_db[j].zeny[lv-1];
  6820. weapon = skill_db[j].weapon;
  6821. ammo = skill_db[j].ammo;
  6822. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6823. state = skill_db[j].state;
  6824. spiritball = skill_db[j].spiritball[lv-1];
  6825. mhp = skill_db[j].mhp[lv-1];
  6826. for(i = 0; i < 10; i++) {
  6827. itemid[i] = skill_db[j].itemid[i];
  6828. amount[i] = skill_db[j].amount[i];
  6829. }
  6830. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  6831. //mhp is the max-hp-requirement, that is,
  6832. //you must have this % or less of HP to cast it.
  6833. clif_skill_fail(sd,skill,2,0);
  6834. return 0;
  6835. }
  6836. if(hp_rate > 0)
  6837. hp += (status->hp * hp_rate)/100;
  6838. else
  6839. hp += (status->max_hp * (-hp_rate))/100;
  6840. if(sp_rate > 0)
  6841. sp += (status->sp * sp_rate)/100;
  6842. else
  6843. sp += (status->max_sp * (-sp_rate))/100;
  6844. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6845. { //Assume this skill is using the weapon, therefore it requires arrows.
  6846. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6847. ammo_qty = 1;
  6848. }
  6849. //Can only update state when weapon/arrow info is checked.
  6850. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6851. switch(skill) { // Check for cost reductions due to skills & SCs
  6852. case MC_MAMMONITE:
  6853. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6854. zeny -= zeny*10/100;
  6855. break;
  6856. case AL_HOLYLIGHT:
  6857. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6858. sp *= 5;
  6859. break;
  6860. case SL_SMA:
  6861. case SL_STUN:
  6862. case SL_STIN:
  6863. {
  6864. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6865. if(kaina_lv==0 || sd->status.base_level<70)
  6866. break;
  6867. if(sd->status.base_level>=90)
  6868. sp -= sp*7*kaina_lv/100;
  6869. else if(sd->status.base_level>=80)
  6870. sp -= sp*5*kaina_lv/100;
  6871. else if(sd->status.base_level>=70)
  6872. sp -= sp*3*kaina_lv/100;
  6873. }
  6874. break;
  6875. case MO_TRIPLEATTACK:
  6876. case MO_CHAINCOMBO:
  6877. case MO_COMBOFINISH:
  6878. case CH_TIGERFIST:
  6879. case CH_CHAINCRUSH:
  6880. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6881. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6882. break;
  6883. }
  6884. if(sd->dsprate!=100)
  6885. sp=sp*sd->dsprate/100;
  6886. // perform skill-specific checks (and actions)
  6887. switch( skill )
  6888. {
  6889. case SA_CASTCANCEL:
  6890. if(sd->ud.skilltimer == -1) {
  6891. clif_skill_fail(sd,skill,0,0);
  6892. return 0;
  6893. }
  6894. break;
  6895. case BS_MAXIMIZE:
  6896. case NV_TRICKDEAD:
  6897. case TF_HIDING:
  6898. case AS_CLOAKING:
  6899. case CR_AUTOGUARD:
  6900. case CR_DEFENDER:
  6901. case ST_CHASEWALK:
  6902. case PA_GOSPEL:
  6903. case CR_SHRINK:
  6904. case TK_RUN:
  6905. case GS_GATLINGFEVER:
  6906. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6907. return 1; //Allow turning off.
  6908. break;
  6909. case AL_WARP:
  6910. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6911. item_flag = 1;
  6912. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6913. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6914. return 0;
  6915. }
  6916. break;
  6917. case MO_CALLSPIRITS:
  6918. if(sd->spiritball >= lv) {
  6919. clif_skill_fail(sd,skill,0,0);
  6920. return 0;
  6921. }
  6922. break;
  6923. case MO_FINGEROFFENSIVE: //謖�シセ
  6924. case GS_FLING:
  6925. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6926. spiritball = sd->spiritball;
  6927. sd->spiritball_old = sd->spiritball;
  6928. }
  6929. else sd->spiritball_old = spiritball;
  6930. break;
  6931. case MO_BODYRELOCATION:
  6932. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6933. spiritball = 0;
  6934. break;
  6935. case MO_CHAINCOMBO:
  6936. if(!sc)
  6937. return 0;
  6938. if(sc->data[SC_BLADESTOP])
  6939. break;
  6940. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  6941. break;
  6942. return 0;
  6943. case MO_COMBOFINISH:
  6944. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  6945. return 0;
  6946. break;
  6947. case CH_TIGERFIST:
  6948. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  6949. return 0;
  6950. break;
  6951. case CH_CHAINCRUSH:
  6952. if(!(sc && sc->data[SC_COMBO]))
  6953. return 0;
  6954. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  6955. return 0;
  6956. break;
  6957. case MO_EXTREMITYFIST:
  6958. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  6959. // return 0;
  6960. if(sc && sc->data[SC_BLADESTOP])
  6961. spiritball--;
  6962. else if (sc && sc->data[SC_COMBO]) {
  6963. switch(sc->data[SC_COMBO]->val1) {
  6964. case MO_COMBOFINISH:
  6965. spiritball = 4;
  6966. break;
  6967. case CH_TIGERFIST:
  6968. spiritball = 3;
  6969. break;
  6970. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6971. spiritball = sd->spiritball?sd->spiritball:1;
  6972. break;
  6973. default:
  6974. return 0;
  6975. }
  6976. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6977. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6978. clif_skill_fail(sd,skill,0,0);
  6979. return 0;
  6980. }
  6981. break;
  6982. case TK_MISSION: //Does not works on Non-Taekwon
  6983. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6984. clif_skill_fail(sd,skill,0,0);
  6985. return 0;
  6986. }
  6987. break;
  6988. case TK_READYCOUNTER:
  6989. case TK_READYDOWN:
  6990. case TK_READYSTORM:
  6991. case TK_READYTURN:
  6992. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6993. return 1; //Enable disabling them regardless of who you are.
  6994. case TK_JUMPKICK:
  6995. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6996. //They do not work on Soul Linkers.
  6997. clif_skill_fail(sd,skill,0,0);
  6998. return 0;
  6999. }
  7000. break;
  7001. case TK_TURNKICK:
  7002. case TK_STORMKICK:
  7003. case TK_DOWNKICK:
  7004. case TK_COUNTER:
  7005. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7006. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7007. if(!(sc && sc->data[SC_COMBO]))
  7008. return 0; //Combo needs to be ready
  7009. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7010. { //Unlimited Combo
  7011. if (skill == sd->skillid_old) {
  7012. status_change_end(&sd->bl, SC_COMBO, -1);
  7013. sd->skillid_old = sd->skilllv_old = 0;
  7014. return 0; //Can't repeat previous combo skill.
  7015. }
  7016. break;
  7017. } else
  7018. if(sc->data[SC_COMBO]->val1 == skill)
  7019. break; //Combo ready.
  7020. //Cancel combo wait.
  7021. unit_cancel_combo(&sd->bl);
  7022. return 0;
  7023. case BD_ADAPTATION:
  7024. {
  7025. int time;
  7026. if(!(sc && sc->data[SC_DANCING]))
  7027. {
  7028. clif_skill_fail(sd,skill,0,0);
  7029. return 0;
  7030. }
  7031. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7032. if (skill_get_time(
  7033. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7034. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7035. - time <= skill_get_time2(skill,lv))
  7036. {
  7037. clif_skill_fail(sd,skill,0,0);
  7038. return 0;
  7039. }
  7040. }
  7041. break;
  7042. case PR_BENEDICTIO:
  7043. if (!(type&1))
  7044. { //Started casting.
  7045. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7046. {
  7047. clif_skill_fail(sd,skill,0,0);
  7048. return 0;
  7049. }
  7050. }
  7051. else
  7052. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7053. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7054. break;
  7055. case AM_CANNIBALIZE:
  7056. case AM_SPHEREMINE:
  7057. if(type&1){
  7058. int c=0;
  7059. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7060. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7061. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7062. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7063. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7064. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7065. if(c >= maxcount ||
  7066. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7067. { //Fails when: exceed max limit. There are other plant types already out.
  7068. clif_skill_fail(sd,skill,0,0);
  7069. return 0;
  7070. }
  7071. }
  7072. }
  7073. break;
  7074. case WZ_FIREPILLAR: // celest
  7075. if (lv <= 5) // no gems required at level 1-5
  7076. itemid[0] = 0;
  7077. break;
  7078. case SL_SMA:
  7079. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7080. if(!(sc && sc->data[SC_SMA]))
  7081. return 0;
  7082. break;
  7083. case HT_POWER:
  7084. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7085. return 0;
  7086. break;
  7087. case AM_BERSERKPITCHER:
  7088. case AM_POTIONPITCHER:
  7089. case CR_SLIMPITCHER:
  7090. case MG_STONECURSE:
  7091. case CR_CULTIVATION:
  7092. case SA_FLAMELAUNCHER:
  7093. case SA_FROSTWEAPON:
  7094. case SA_LIGHTNINGLOADER:
  7095. case SA_SEISMICWEAPON:
  7096. item_flag = 1;
  7097. break;
  7098. case SA_DELUGE:
  7099. case SA_VOLCANO:
  7100. case SA_VIOLENTGALE:
  7101. { //Does not consumes if the skill is already active. [Skotlex]
  7102. struct skill_unit_group *sg;
  7103. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7104. (
  7105. sg->skill_id == SA_VOLCANO ||
  7106. sg->skill_id == SA_DELUGE ||
  7107. sg->skill_id == SA_VIOLENTGALE
  7108. )) {
  7109. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7110. item_flag = 0;
  7111. else
  7112. sg->limit = 0; //Disable it.
  7113. }
  7114. break;
  7115. }
  7116. case CG_HERMODE:
  7117. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7118. {
  7119. clif_skill_fail(sd,skill,0,0);
  7120. return 0;
  7121. }
  7122. break;
  7123. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7124. {
  7125. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7126. int size = range*2+1;
  7127. for (i=0;i<size*size;i++) {
  7128. x = sd->bl.x+(i%size-range);
  7129. y = sd->bl.y+(i/size-range);
  7130. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7131. clif_skill_fail(sd,skill,0,0);
  7132. return 0;
  7133. }
  7134. }
  7135. }
  7136. break;
  7137. case PR_REDEMPTIO:
  7138. {
  7139. int exp;
  7140. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7141. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7142. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7143. return 0;
  7144. }
  7145. break;
  7146. }
  7147. case AM_TWILIGHT2:
  7148. case AM_TWILIGHT3:
  7149. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7150. {
  7151. clif_skill_fail(sd,skill,0,0);
  7152. return 0;
  7153. }
  7154. break;
  7155. case SG_SUN_WARM:
  7156. case SG_MOON_WARM:
  7157. case SG_STAR_WARM:
  7158. if (sc && sc->data[SC_MIRACLE])
  7159. break;
  7160. i = skill-SG_SUN_WARM;
  7161. if (sd->bl.m == sd->feel_map[i].m)
  7162. break;
  7163. clif_skill_fail(sd,skill,0,0);
  7164. return 0;
  7165. break;
  7166. case SG_SUN_COMFORT:
  7167. case SG_MOON_COMFORT:
  7168. case SG_STAR_COMFORT:
  7169. if (sc && sc->data[SC_MIRACLE])
  7170. break;
  7171. i = skill-SG_SUN_COMFORT;
  7172. if (sd->bl.m == sd->feel_map[i].m &&
  7173. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7174. break;
  7175. clif_skill_fail(sd,skill,0,0);
  7176. return 0;
  7177. case SG_FUSION:
  7178. if (sc && sc->data[SC_FUSION])
  7179. return 1;
  7180. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7181. break;
  7182. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7183. if(sp>0 && type&1)
  7184. {
  7185. if (status->sp < (unsigned int)sp)
  7186. clif_skill_fail(sd,skill,1,0);
  7187. else
  7188. status_zap(&sd->bl, 0, sp);
  7189. }
  7190. return 0;
  7191. case GD_BATTLEORDER:
  7192. case GD_REGENERATION:
  7193. case GD_RESTORE:
  7194. if (!map_flag_gvg(sd->bl.m)) {
  7195. clif_skill_fail(sd,skill,0,0);
  7196. return 0;
  7197. }
  7198. case GD_EMERGENCYCALL:
  7199. // other checks were already done in skillnotok()
  7200. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7201. return 0;
  7202. break;
  7203. case GS_GLITTERING:
  7204. if(sd->spiritball >= 10) {
  7205. clif_skill_fail(sd,skill,0,0);
  7206. return 0;
  7207. }
  7208. break;
  7209. case NJ_ISSEN:
  7210. if (status->hp < 2) {
  7211. clif_skill_fail(sd,skill,0,0);
  7212. return 0;
  7213. }
  7214. case NJ_BUNSINJYUTSU:
  7215. if (!(sc && sc->data[SC_NEN])) {
  7216. clif_skill_fail(sd,skill,0,0);
  7217. return 0;
  7218. }
  7219. break;
  7220. case NJ_ZENYNAGE:
  7221. if(sd->status.zeny < zeny) {
  7222. clif_skill_fail(sd,skill,5,0);
  7223. return 0;
  7224. }
  7225. zeny = 0; //Zeny is reduced on skill_attack.
  7226. break;
  7227. case PF_HPCONVERSION:
  7228. if (status->sp == status->max_sp)
  7229. return 0; //Unusable when at full SP.
  7230. break;
  7231. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7232. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7233. clif_skill_fail(sd,skill,0,0);
  7234. return 0;
  7235. }
  7236. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7237. item_flag = 0;
  7238. break;
  7239. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7240. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7241. {
  7242. clif_skill_fail(sd,skill,0,0);
  7243. return 0;
  7244. }
  7245. break;
  7246. }
  7247. if(!(type&2)){
  7248. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7249. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7250. return 0;
  7251. }
  7252. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7253. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7254. return 0;
  7255. }
  7256. if(zeny>0 && sd->status.zeny < zeny) {
  7257. clif_skill_fail(sd,skill,5,0);
  7258. return 0;
  7259. }
  7260. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7261. clif_skill_fail(sd,skill,6,0);
  7262. return 0;
  7263. }
  7264. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7265. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7266. !sd->inventory_data[i] ||
  7267. sd->status.inventory[i].amount < ammo_qty
  7268. ) {
  7269. clif_arrow_fail(sd,0);
  7270. return 0;
  7271. }
  7272. if (!(ammo&1<<sd->inventory_data[i]->look))
  7273. { //Ammo type check. Send the "wrong weapon type" message
  7274. //which is the closest we have to wrong ammo type. [Skotlex]
  7275. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7276. //clif_skill_fail(sd,skill,6,0);
  7277. return 0;
  7278. }
  7279. }
  7280. if( spiritball > 0 && sd->spiritball < spiritball) {
  7281. clif_skill_fail(sd,skill,0,0);
  7282. return 0;
  7283. }
  7284. }
  7285. switch(state) {
  7286. case ST_HIDING:
  7287. if(!(sc && sc->option&OPTION_HIDE)) {
  7288. clif_skill_fail(sd,skill,0,0);
  7289. return 0;
  7290. }
  7291. break;
  7292. case ST_CLOAKING:
  7293. if(!pc_iscloaking(sd)) {
  7294. clif_skill_fail(sd,skill,0,0);
  7295. return 0;
  7296. }
  7297. break;
  7298. case ST_HIDDEN:
  7299. if(!pc_ishiding(sd)) {
  7300. clif_skill_fail(sd,skill,0,0);
  7301. return 0;
  7302. }
  7303. break;
  7304. case ST_RIDING:
  7305. if(!pc_isriding(sd)) {
  7306. clif_skill_fail(sd,skill,0,0);
  7307. return 0;
  7308. }
  7309. break;
  7310. case ST_FALCON:
  7311. if(!pc_isfalcon(sd)) {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. break;
  7316. case ST_CARTBOOST:
  7317. if(!(sc && sc->data[SC_CARTBOOST])) {
  7318. clif_skill_fail(sd,skill,0,0);
  7319. return 0;
  7320. }
  7321. case ST_CART:
  7322. if(!pc_iscarton(sd)) {
  7323. clif_skill_fail(sd,skill,0,0);
  7324. return 0;
  7325. }
  7326. break;
  7327. case ST_SHIELD:
  7328. if(sd->status.shield <= 0) {
  7329. clif_skill_fail(sd,skill,0,0);
  7330. return 0;
  7331. }
  7332. break;
  7333. case ST_SIGHT:
  7334. if(!(sc && sc->data[SC_SIGHT])) {
  7335. clif_skill_fail(sd,skill,0,0);
  7336. return 0;
  7337. }
  7338. break;
  7339. case ST_EXPLOSIONSPIRITS:
  7340. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7341. clif_skill_fail(sd,skill,0,0);
  7342. return 0;
  7343. }
  7344. break;
  7345. case ST_RECOV_WEIGHT_RATE:
  7346. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7347. clif_skill_fail(sd,skill,0,0);
  7348. return 0;
  7349. }
  7350. break;
  7351. case ST_MOVE_ENABLE:
  7352. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7353. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7354. if (!unit_can_move(&sd->bl)) {
  7355. clif_skill_fail(sd,skill,0,0);
  7356. return 0;
  7357. }
  7358. break;
  7359. case ST_WATER:
  7360. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7361. break;
  7362. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7363. break;
  7364. clif_skill_fail(sd,skill,0,0);
  7365. return 0;
  7366. }
  7367. if(!(type&1))
  7368. return 1; // consumption only happens on cast-end
  7369. if( item_flag )
  7370. {
  7371. int index[ARRAYLENGTH(itemid)];
  7372. // Check consumed items and reduce required amounts
  7373. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7374. {
  7375. index[i] = -1;
  7376. if( itemid[i] <= 0 )
  7377. continue;// no item
  7378. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7379. {
  7380. if (sd->special_state.no_gemstone)
  7381. { //Make it substract 1 gem rather than skipping the cost.
  7382. if (--amount[i] < 1)
  7383. continue;
  7384. }
  7385. if(sc && sc->data[SC_INTOABYSS])
  7386. continue;
  7387. }
  7388. if((skill == AM_POTIONPITCHER ||
  7389. skill == CR_SLIMPITCHER ||
  7390. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7391. continue;
  7392. index[i] = pc_search_inventory(sd,itemid[i]);
  7393. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7394. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7395. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7396. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7397. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7398. else
  7399. clif_skill_fail(sd,skill,0,0);
  7400. return 0;
  7401. }
  7402. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7403. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7404. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7405. }
  7406. // Consume items
  7407. if (item_flag==2)
  7408. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7409. {
  7410. if(index[i] >= 0)
  7411. pc_delitem(sd,index[i],amount[i],0);
  7412. }
  7413. }
  7414. if(type&2)
  7415. return 1;
  7416. if(sp || hp)
  7417. status_zap(&sd->bl, hp, sp);
  7418. if(zeny > 0) // Zeny豸郁イサ
  7419. pc_payzeny(sd,zeny);
  7420. if(spiritball > 0)
  7421. pc_delspiritball(sd,spiritball,0);
  7422. return 1;
  7423. }
  7424. /*==========================================
  7425. * Does cast-time reductions based on dex, item bonuses and config setting
  7426. *------------------------------------------*/
  7427. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7428. {
  7429. int time = skill_get_cast(skill_id, skill_lv);
  7430. struct map_session_data *sd;
  7431. nullpo_retr(0, bl);
  7432. BL_CAST(BL_PC, bl, sd);
  7433. // calculate base cast time (reduced by dex)
  7434. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7435. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7436. if (scale > 0) // not instant cast
  7437. time = time * scale / battle_config.castrate_dex_scale;
  7438. else return 0; // instant cast
  7439. }
  7440. // calculate cast time reduced by item/card bonuses
  7441. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7442. {
  7443. int i;
  7444. if (sd->castrate != 100)
  7445. time = time * sd->castrate / 100;
  7446. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7447. {
  7448. if (sd->skillcast[i].id == skill_id)
  7449. {
  7450. time+= time * sd->skillcast[i].val / 100;
  7451. break;
  7452. }
  7453. }
  7454. }
  7455. // config cast time multiplier
  7456. if (battle_config.cast_rate != 100)
  7457. time = time * battle_config.cast_rate / 100;
  7458. // return final cast time
  7459. return (time > 0) ? time : 0;
  7460. }
  7461. /*==========================================
  7462. * Does cast-time reductions based on sc data.
  7463. *------------------------------------------*/
  7464. int skill_castfix_sc (struct block_list *bl, int time)
  7465. {
  7466. struct status_change *sc = status_get_sc(bl);
  7467. if (sc && sc->count) {
  7468. if (sc->data[SC_SLOWCAST])
  7469. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7470. if (sc->data[SC_FASTCAST])
  7471. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7472. if (sc->data[SC_SUFFRAGIUM]) {
  7473. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7474. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7475. }
  7476. if (sc->data[SC_MEMORIZE]) {
  7477. time>>=1;
  7478. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7479. status_change_end(bl, SC_MEMORIZE, -1);
  7480. }
  7481. if (sc->data[SC_POEMBRAGI])
  7482. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7483. }
  7484. return (time > 0) ? time : 0;
  7485. }
  7486. /*==========================================
  7487. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7488. *------------------------------------------*/
  7489. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7490. {
  7491. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7492. int time = skill_get_delay(skill_id, skill_lv);
  7493. nullpo_retr(0, bl);
  7494. if (bl->type&battle_config.no_skill_delay)
  7495. return battle_config.min_skill_delay_limit;
  7496. if (time < 0)
  7497. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7498. // Delay reductions
  7499. switch (skill_id)
  7500. { //Monk combo skills have their delay reduced by agi/dex.
  7501. case MO_TRIPLEATTACK:
  7502. case MO_CHAINCOMBO:
  7503. case MO_COMBOFINISH:
  7504. case CH_TIGERFIST:
  7505. case CH_CHAINCRUSH:
  7506. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7507. break;
  7508. default:
  7509. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7510. { // if skill delay is allowed to be reduced by dex
  7511. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7512. if (scale > 0)
  7513. time = time * scale / battle_config.castrate_dex_scale;
  7514. else //To be capped later to minimum.
  7515. time = 0;
  7516. }
  7517. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7518. { // if skill delay is allowed to be reduced by agi
  7519. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7520. if (scale > 0)
  7521. time = time * scale / battle_config.castrate_dex_scale;
  7522. else //To be capped later to minimum.
  7523. time = 0;
  7524. }
  7525. }
  7526. if (!(delaynodex&2))
  7527. {
  7528. struct status_change *sc;
  7529. sc= status_get_sc(bl);
  7530. if (sc && sc->count) {
  7531. if (sc->data[SC_POEMBRAGI])
  7532. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7533. if (sc->data[SC_SPIRIT])
  7534. switch (skill_id) {
  7535. case CR_SHIELDBOOMERANG:
  7536. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7537. time /=2;
  7538. break;
  7539. case AS_SONICBLOW:
  7540. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7541. time /= 2;
  7542. break;
  7543. }
  7544. }
  7545. }
  7546. if (!(delaynodex&4))
  7547. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7548. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7549. if (battle_config.delay_rate != 100)
  7550. time = time * battle_config.delay_rate / 100;
  7551. if (time < status_get_amotion(bl))
  7552. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7553. return max(time, battle_config.min_skill_delay_limit);
  7554. }
  7555. /*=========================================
  7556. *
  7557. *-----------------------------------------*/
  7558. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7559. {
  7560. nullpo_retv(tc);
  7561. if(dir == 0){
  7562. tc->val1[0]=x-2;
  7563. tc->val1[1]=x-1;
  7564. tc->val1[2]=x;
  7565. tc->val1[3]=x+1;
  7566. tc->val1[4]=x+2;
  7567. tc->val2[0]=
  7568. tc->val2[1]=
  7569. tc->val2[2]=
  7570. tc->val2[3]=
  7571. tc->val2[4]=y-1;
  7572. }
  7573. else if(dir==2){
  7574. tc->val1[0]=
  7575. tc->val1[1]=
  7576. tc->val1[2]=
  7577. tc->val1[3]=
  7578. tc->val1[4]=x+1;
  7579. tc->val2[0]=y+2;
  7580. tc->val2[1]=y+1;
  7581. tc->val2[2]=y;
  7582. tc->val2[3]=y-1;
  7583. tc->val2[4]=y-2;
  7584. }
  7585. else if(dir==4){
  7586. tc->val1[0]=x-2;
  7587. tc->val1[1]=x-1;
  7588. tc->val1[2]=x;
  7589. tc->val1[3]=x+1;
  7590. tc->val1[4]=x+2;
  7591. tc->val2[0]=
  7592. tc->val2[1]=
  7593. tc->val2[2]=
  7594. tc->val2[3]=
  7595. tc->val2[4]=y+1;
  7596. }
  7597. else if(dir==6){
  7598. tc->val1[0]=
  7599. tc->val1[1]=
  7600. tc->val1[2]=
  7601. tc->val1[3]=
  7602. tc->val1[4]=x-1;
  7603. tc->val2[0]=y+2;
  7604. tc->val2[1]=y+1;
  7605. tc->val2[2]=y;
  7606. tc->val2[3]=y-1;
  7607. tc->val2[4]=y-2;
  7608. }
  7609. else if(dir==1){
  7610. tc->val1[0]=x-1;
  7611. tc->val1[1]=x;
  7612. tc->val1[2]=x+1;
  7613. tc->val1[3]=x+2;
  7614. tc->val1[4]=x+3;
  7615. tc->val2[0]=y-4;
  7616. tc->val2[1]=y-3;
  7617. tc->val2[2]=y-1;
  7618. tc->val2[3]=y;
  7619. tc->val2[4]=y+1;
  7620. }
  7621. else if(dir==3){
  7622. tc->val1[0]=x+3;
  7623. tc->val1[1]=x+2;
  7624. tc->val1[2]=x+1;
  7625. tc->val1[3]=x;
  7626. tc->val1[4]=x-1;
  7627. tc->val2[0]=y-1;
  7628. tc->val2[1]=y;
  7629. tc->val2[2]=y+1;
  7630. tc->val2[3]=y+2;
  7631. tc->val2[4]=y+3;
  7632. }
  7633. else if(dir==5){
  7634. tc->val1[0]=x+1;
  7635. tc->val1[1]=x;
  7636. tc->val1[2]=x-1;
  7637. tc->val1[3]=x-2;
  7638. tc->val1[4]=x-3;
  7639. tc->val2[0]=y+3;
  7640. tc->val2[1]=y+2;
  7641. tc->val2[2]=y+1;
  7642. tc->val2[3]=y;
  7643. tc->val2[4]=y-1;
  7644. }
  7645. else if(dir==7){
  7646. tc->val1[0]=x-3;
  7647. tc->val1[1]=x-2;
  7648. tc->val1[2]=x-1;
  7649. tc->val1[3]=x;
  7650. tc->val1[4]=x+1;
  7651. tc->val2[1]=y;
  7652. tc->val2[0]=y+1;
  7653. tc->val2[2]=y-1;
  7654. tc->val2[3]=y-2;
  7655. tc->val2[4]=y-3;
  7656. }
  7657. }
  7658. /*=========================================
  7659. *
  7660. *-----------------------------------------*/
  7661. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7662. {
  7663. int c;
  7664. nullpo_retv(tc);
  7665. for( c = 0; c < 5; c++ )
  7666. {
  7667. switch( dir )
  7668. {
  7669. case 0: tc->val2[c]+=are; break;
  7670. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7671. case 2: tc->val1[c]-=are; break;
  7672. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7673. case 4: tc->val2[c]-=are; break;
  7674. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7675. case 6: tc->val1[c]+=are; break;
  7676. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7677. }
  7678. }
  7679. }
  7680. /*==========================================
  7681. * Weapon Repair [Celest/DracoRPG]
  7682. *------------------------------------------*/
  7683. void skill_repairweapon (struct map_session_data *sd, int idx)
  7684. {
  7685. int material;
  7686. int materials[4] = { 1002, 998, 999, 756 };
  7687. struct item *item;
  7688. struct map_session_data *target_sd;
  7689. nullpo_retv(sd);
  7690. target_sd = map_id2sd(sd->menuskill_val);
  7691. if (!target_sd) //Failed....
  7692. return;
  7693. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7694. return;
  7695. if(idx < 0 || idx >= MAX_INVENTORY)
  7696. return; //Invalid index??
  7697. item = &target_sd->status.inventory[idx];
  7698. if(item->nameid <= 0 || item->attribute == 0)
  7699. return; //Again invalid item....
  7700. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7701. clif_item_repaireffect(sd,item->nameid,1);
  7702. return;
  7703. }
  7704. if (itemdb_type(item->nameid)==4)
  7705. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7706. else
  7707. material = materials [2]; // Armors consume 1 Steel
  7708. if (pc_search_inventory(sd,material) < 0 ) {
  7709. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7710. return;
  7711. }
  7712. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7713. item->attribute=0;
  7714. clif_equiplist(target_sd);
  7715. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7716. clif_item_repaireffect(sd,item->nameid,0);
  7717. if(sd!=target_sd)
  7718. clif_item_repaireffect(target_sd,item->nameid,0);
  7719. }
  7720. /*==========================================
  7721. * Item Appraisal
  7722. *------------------------------------------*/
  7723. void skill_identify (struct map_session_data *sd, int idx)
  7724. {
  7725. int flag=1;
  7726. nullpo_retv(sd);
  7727. if(idx >= 0 && idx < MAX_INVENTORY) {
  7728. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7729. flag=0;
  7730. sd->status.inventory[idx].identify=1;
  7731. }
  7732. }
  7733. clif_item_identified(sd,idx,flag);
  7734. }
  7735. /*==========================================
  7736. * Weapon Refine [Celest]
  7737. *------------------------------------------*/
  7738. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7739. {
  7740. int i = 0, ep = 0, per;
  7741. int material[5] = { 0, 1010, 1011, 984, 984 };
  7742. struct item *item;
  7743. nullpo_retv(sd);
  7744. if (idx >= 0 && idx < MAX_INVENTORY)
  7745. {
  7746. struct item_data *ditem = sd->inventory_data[idx];
  7747. item = &sd->status.inventory[idx];
  7748. if(item->nameid > 0 && ditem->type == 4)
  7749. {
  7750. if( item->refine >= sd->menuskill_val
  7751. || item->refine >= MAX_REFINE // if it's no longer refineable
  7752. || ditem->flag.no_refine // if the item isn't refinable
  7753. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7754. {
  7755. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7756. return;
  7757. }
  7758. per = percentrefinery [ditem->wlv][(int)item->refine];
  7759. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7760. pc_delitem(sd, i, 1, 0);
  7761. if (per > rand() % 100) {
  7762. item->refine++;
  7763. if(item->equip) {
  7764. ep = item->equip;
  7765. pc_unequipitem(sd,idx,3);
  7766. }
  7767. clif_refine(sd->fd,0,idx,item->refine);
  7768. clif_delitem(sd,idx,1);
  7769. clif_additem(sd,idx,1,0);
  7770. if (ep)
  7771. pc_equipitem(sd,idx,ep);
  7772. clif_misceffect(&sd->bl,3);
  7773. if(item->refine == MAX_REFINE &&
  7774. item->card[0] == CARD0_FORGE &&
  7775. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7776. { // Fame point system [DracoRPG]
  7777. switch(ditem->wlv){
  7778. case 1:
  7779. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7780. break;
  7781. case 2:
  7782. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7783. break;
  7784. case 3:
  7785. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7786. break;
  7787. }
  7788. }
  7789. } else {
  7790. item->refine = 0;
  7791. if(item->equip)
  7792. pc_unequipitem(sd,idx,3);
  7793. clif_refine(sd->fd,1,idx,item->refine);
  7794. pc_delitem(sd,idx,1,0);
  7795. clif_misceffect(&sd->bl,2);
  7796. clif_emotion(&sd->bl, 23);
  7797. }
  7798. }
  7799. }
  7800. }
  7801. /*==========================================
  7802. *
  7803. *------------------------------------------*/
  7804. int skill_autospell (struct map_session_data *sd, int skillid)
  7805. {
  7806. int skilllv;
  7807. int maxlv=1,lv;
  7808. nullpo_retr(0, sd);
  7809. skilllv = sd->menuskill_val;
  7810. lv=pc_checkskill(sd,skillid);
  7811. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7812. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7813. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7814. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7815. maxlv =10; //Soul Linker bonus. [Skotlex]
  7816. else if(skilllv==2) maxlv=1;
  7817. else if(skilllv==3) maxlv=2;
  7818. else if(skilllv>=4) maxlv=3;
  7819. }
  7820. else if(skillid==MG_SOULSTRIKE){
  7821. if(skilllv==5) maxlv=1;
  7822. else if(skilllv==6) maxlv=2;
  7823. else if(skilllv>=7) maxlv=3;
  7824. }
  7825. else if(skillid==MG_FIREBALL){
  7826. if(skilllv==8) maxlv=1;
  7827. else if(skilllv>=9) maxlv=2;
  7828. }
  7829. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7830. else return 0;
  7831. if(maxlv > lv)
  7832. maxlv = lv;
  7833. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7834. skill_get_time(SA_AUTOSPELL,skilllv));
  7835. return 0;
  7836. }
  7837. /*==========================================
  7838. * Sitting skills functions.
  7839. *------------------------------------------*/
  7840. static int skill_sit_count (struct block_list *bl, va_list ap)
  7841. {
  7842. struct map_session_data *sd;
  7843. int type =va_arg(ap,int);
  7844. sd=(struct map_session_data*)bl;
  7845. if(!pc_issit(sd))
  7846. return 0;
  7847. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7848. return 1;
  7849. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7850. return 1;
  7851. return 0;
  7852. }
  7853. static int skill_sit_in (struct block_list *bl, va_list ap)
  7854. {
  7855. struct map_session_data *sd;
  7856. int type =va_arg(ap,int);
  7857. sd=(struct map_session_data*)bl;
  7858. if(!pc_issit(sd))
  7859. return 0;
  7860. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7861. sd->state.gangsterparadise=1;
  7862. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7863. {
  7864. sd->state.rest=1;
  7865. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7866. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7867. }
  7868. return 0;
  7869. }
  7870. static int skill_sit_out (struct block_list *bl, va_list ap)
  7871. {
  7872. struct map_session_data *sd;
  7873. int type =va_arg(ap,int);
  7874. sd=(struct map_session_data*)bl;
  7875. if(sd->state.gangsterparadise && type&1)
  7876. sd->state.gangsterparadise=0;
  7877. if(sd->state.rest && type&2) {
  7878. sd->state.rest=0;
  7879. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7880. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7881. }
  7882. return 0;
  7883. }
  7884. int skill_sit (struct map_session_data *sd, int type)
  7885. {
  7886. int flag = 0;
  7887. int range = 0, lv;
  7888. nullpo_retr(0, sd);
  7889. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7890. flag|=1;
  7891. range = skill_get_splash(RG_GANGSTER, lv);
  7892. }
  7893. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7894. flag|=2;
  7895. range = skill_get_splash(TK_HPTIME, lv);
  7896. }
  7897. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7898. flag|=2;
  7899. range = skill_get_splash(TK_SPTIME, lv);
  7900. }
  7901. if (!flag) return 0;
  7902. if(type) {
  7903. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7904. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7905. } else {
  7906. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7907. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7908. }
  7909. return 0;
  7910. }
  7911. /*==========================================
  7912. *
  7913. *------------------------------------------*/
  7914. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7915. {
  7916. struct block_list *src;
  7917. int skillnum,skilllv;
  7918. unsigned int tick;
  7919. nullpo_retr(0, bl);
  7920. nullpo_retr(0, ap);
  7921. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7922. skillnum=va_arg(ap,int);
  7923. skilllv=va_arg(ap,int);
  7924. if(skilllv <= 0) return 0;
  7925. tick=va_arg(ap,unsigned int);
  7926. if (src == bl || status_isdead(bl))
  7927. return 0;
  7928. if (bl->type == BL_PC) {
  7929. struct map_session_data *sd = (struct map_session_data *)bl;
  7930. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7931. return 0;
  7932. }
  7933. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7934. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7935. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7936. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7937. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7938. return 0;
  7939. }
  7940. /*==========================================
  7941. *
  7942. *------------------------------------------*/
  7943. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  7944. {
  7945. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  7946. int size = range*2+1;
  7947. for (i=0;i<size*size;i++) {
  7948. x = src->bl.x+(i%size-range);
  7949. y = src->bl.y+(i/size-range);
  7950. map_setcell(src->bl.m,x,y,flag);
  7951. }
  7952. }
  7953. /*==========================================
  7954. * Sets a map cell around the caster, according to the skill's splash range.
  7955. *------------------------------------------*/
  7956. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  7957. {
  7958. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  7959. int size = range*2+1;
  7960. for (i=0;i<size*size;i++) {
  7961. x = src->x+(i%size-range);
  7962. y = src->y+(i/size-range);
  7963. map_setcell(src->m,x,y,flag);
  7964. }
  7965. }
  7966. /*==========================================
  7967. *
  7968. *------------------------------------------*/
  7969. int skill_attack_area (struct block_list *bl, va_list ap)
  7970. {
  7971. struct block_list *src,*dsrc;
  7972. int atk_type,skillid,skilllv,flag,type;
  7973. unsigned int tick;
  7974. if(status_isdead(bl))
  7975. return 0;
  7976. atk_type = va_arg(ap,int);
  7977. src=va_arg(ap,struct block_list*);
  7978. dsrc=va_arg(ap,struct block_list*);
  7979. skillid=va_arg(ap,int);
  7980. skilllv=va_arg(ap,int);
  7981. tick=va_arg(ap,unsigned int);
  7982. flag=va_arg(ap,int);
  7983. type=va_arg(ap,int);
  7984. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7985. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7986. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7987. !status_check_skilluse(NULL, bl, skillid, 2))
  7988. return 0;
  7989. switch (skillid) {
  7990. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7991. case NPC_ACIDBREATH:
  7992. case NPC_DARKNESSBREATH:
  7993. case NPC_FIREBREATH:
  7994. case NPC_ICEBREATH:
  7995. case NPC_THUNDERBREATH:
  7996. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7997. default:
  7998. //Area-splash, disable skill animation.
  7999. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8000. }
  8001. }
  8002. /*==========================================
  8003. *
  8004. *------------------------------------------*/
  8005. int skill_clear_group (struct block_list *bl, int flag)
  8006. {
  8007. struct unit_data *ud = unit_bl2ud(bl);
  8008. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8009. int i, count=0;
  8010. nullpo_retr(0, bl);
  8011. if (!ud) return 0;
  8012. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8013. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8014. {
  8015. switch (ud->skillunit[i]->skill_id) {
  8016. case SA_DELUGE:
  8017. case SA_VOLCANO:
  8018. case SA_VIOLENTGALE:
  8019. case SA_LANDPROTECTOR:
  8020. case NJ_SUITON:
  8021. case NJ_KAENSIN:
  8022. if (flag&1)
  8023. group[count++]= ud->skillunit[i];
  8024. break;
  8025. default:
  8026. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8027. group[count++]= ud->skillunit[i];
  8028. break;
  8029. }
  8030. }
  8031. for (i=0;i<count;i++)
  8032. skill_delunitgroup(bl, group[i]);
  8033. return count;
  8034. }
  8035. /*==========================================
  8036. * Returns the first element field found [Skotlex]
  8037. *------------------------------------------*/
  8038. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8039. {
  8040. struct unit_data *ud = unit_bl2ud(bl);
  8041. int i;
  8042. nullpo_retr(0, bl);
  8043. if (!ud) return NULL;
  8044. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8045. switch (ud->skillunit[i]->skill_id) {
  8046. case SA_DELUGE:
  8047. case SA_VOLCANO:
  8048. case SA_VIOLENTGALE:
  8049. case SA_LANDPROTECTOR:
  8050. case NJ_SUITON:
  8051. return ud->skillunit[i];
  8052. }
  8053. }
  8054. return NULL;
  8055. }
  8056. // for graffiti cleaner [Valaris]
  8057. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8058. {
  8059. struct skill_unit *unit=NULL;
  8060. nullpo_retr(0, bl);
  8061. nullpo_retr(0, ap);
  8062. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8063. return 0;
  8064. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8065. skill_delunit(unit);
  8066. return 0;
  8067. }
  8068. int skill_greed (struct block_list *bl, va_list ap)
  8069. {
  8070. struct block_list *src;
  8071. struct map_session_data *sd=NULL;
  8072. struct flooritem_data *fitem=NULL;
  8073. nullpo_retr(0, bl);
  8074. nullpo_retr(0, ap);
  8075. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8076. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8077. pc_takeitem(sd, fitem);
  8078. return 0;
  8079. }
  8080. /*==========================================
  8081. *
  8082. *------------------------------------------*/
  8083. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8084. {
  8085. int skillid;
  8086. int *alive;
  8087. struct skill_unit *unit;
  8088. struct block_list *src;
  8089. skillid = va_arg(ap,int);
  8090. alive = va_arg(ap,int *);
  8091. src = va_arg(ap,struct block_list *);
  8092. unit = (struct skill_unit *)bl;
  8093. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8094. return 0;
  8095. switch (skillid)
  8096. {
  8097. case SA_LANDPROTECTOR:
  8098. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8099. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8100. { //Check for offensive Land Protector to delete both. [Skotlex]
  8101. (*alive) = 0;
  8102. skill_delunit(unit);
  8103. return 1;
  8104. }
  8105. //Delete the rest of types.
  8106. case HW_GANBANTEIN:
  8107. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8108. { //It deletes everything except songs/dances
  8109. skill_delunit(unit);
  8110. return 1;
  8111. }
  8112. break;
  8113. case SA_VOLCANO:
  8114. case SA_DELUGE:
  8115. case SA_VIOLENTGALE:
  8116. // Suiton/Kaensin CAN super-impose on each another.
  8117. // case NJ_SUITON:
  8118. // case NJ_KAENSIN:
  8119. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8120. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8121. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8122. if (unit->range <= 0)
  8123. {
  8124. (*alive) = 0;
  8125. return 1;
  8126. }
  8127. /*
  8128. switch (unit->group->skill_id)
  8129. { //These cannot override each other.
  8130. case SA_VOLCANO:
  8131. case SA_DELUGE:
  8132. case SA_VIOLENTGALE:
  8133. // case NJ_SUITON:
  8134. // case NJ_KAENSIN:
  8135. (*alive) = 0;
  8136. return 1;
  8137. }
  8138. */
  8139. break;
  8140. case PF_FOGWALL:
  8141. switch(unit->group->skill_id)
  8142. {
  8143. case SA_VOLCANO: //Can't be placed on top of these
  8144. case SA_VIOLENTGALE:
  8145. (*alive) = 0;
  8146. return 1;
  8147. case SA_DELUGE:
  8148. case NJ_SUITON:
  8149. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8150. (*alive) = 2;
  8151. break;
  8152. }
  8153. break;
  8154. case HP_BASILICA:
  8155. if (unit->group->skill_id == HP_BASILICA)
  8156. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8157. (*alive) = 0;
  8158. return 1;
  8159. }
  8160. break;
  8161. }
  8162. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8163. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8164. { //It deletes everything except songs/dances/traps
  8165. (*alive) = 0;
  8166. return 1;
  8167. }
  8168. return 0;
  8169. }
  8170. /*==========================================
  8171. * variation of skill_cell_overlap
  8172. *------------------------------------------*/
  8173. int skill_ganbatein (struct block_list *bl, va_list ap)
  8174. {
  8175. struct skill_unit *unit;
  8176. nullpo_retr(0, bl);
  8177. nullpo_retr(0, ap);
  8178. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8179. return 0;
  8180. if (unit->group->state.song_dance&0x1)
  8181. return 0; //Don't touch song/dance.
  8182. skill_delunit(unit);
  8183. return 1;
  8184. }
  8185. /*==========================================
  8186. *
  8187. *------------------------------------------*/
  8188. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8189. {
  8190. struct mob_data* md;
  8191. struct unit_data*ud = unit_bl2ud(bl);
  8192. struct block_list *from_bl;
  8193. struct block_list *to_bl;
  8194. md = (struct mob_data*)bl;
  8195. from_bl = va_arg(ap,struct block_list *);
  8196. to_bl = va_arg(ap,struct block_list *);
  8197. if(ud && ud->target == from_bl->id)
  8198. ud->target = to_bl->id;
  8199. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8200. md->target_id = to_bl->id;
  8201. return 0;
  8202. }
  8203. /*==========================================
  8204. *
  8205. *------------------------------------------*/
  8206. int skill_trap_splash (struct block_list *bl, va_list ap)
  8207. {
  8208. struct block_list *src;
  8209. int tick;
  8210. struct skill_unit *unit;
  8211. struct skill_unit_group *sg;
  8212. struct block_list *ss;
  8213. src = va_arg(ap,struct block_list *);
  8214. unit = (struct skill_unit *)src;
  8215. tick = va_arg(ap,int);
  8216. nullpo_retr(0, sg = unit->group);
  8217. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8218. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8219. return 0;
  8220. switch(sg->unit_id){
  8221. case UNT_SHOCKWAVE:
  8222. case UNT_SANDMAN:
  8223. case UNT_FLASHER:
  8224. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8225. break;
  8226. case UNT_LANDMINE:
  8227. case UNT_BLASTMINE:
  8228. case UNT_CLAYMORETRAP:
  8229. case UNT_FREEZINGTRAP:
  8230. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8231. break;
  8232. case UNT_GROUNDDRIFT_WIND:
  8233. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8234. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8235. break;
  8236. case UNT_GROUNDDRIFT_DARK:
  8237. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8238. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8239. break;
  8240. case UNT_GROUNDDRIFT_POISON:
  8241. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8242. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8243. break;
  8244. case UNT_GROUNDDRIFT_WATER:
  8245. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8246. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8247. break;
  8248. case UNT_GROUNDDRIFT_FIRE:
  8249. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8250. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8251. break;
  8252. default:
  8253. return 0;
  8254. }
  8255. return 1;
  8256. }
  8257. /*==========================================
  8258. *
  8259. *------------------------------------------*/
  8260. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8261. {
  8262. struct status_change *sc;
  8263. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8264. int i;
  8265. nullpo_retr(0, bl);
  8266. nullpo_retr(0, sc= status_get_sc(bl));
  8267. if (!sc->count) return 0;
  8268. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8269. if (type != scs[i] && sc->data[scs[i]])
  8270. status_change_end(bl, scs[i], -1);
  8271. return 0;
  8272. }
  8273. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8274. {
  8275. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8276. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8277. bool wall = true;
  8278. int i;
  8279. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8280. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8281. { //Check for walls.
  8282. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8283. if( i == 8 )
  8284. wall = false;
  8285. }
  8286. if( sce )
  8287. {
  8288. if( !wall )
  8289. {
  8290. if( sce->val1 < 3 ) //End cloaking.
  8291. status_change_end(bl, SC_CLOAKING, -1);
  8292. else
  8293. if( sce->val4&1 )
  8294. { //Remove wall bonus
  8295. sce->val4&=~1;
  8296. status_calc_bl(bl,SCB_SPEED);
  8297. }
  8298. }
  8299. else
  8300. {
  8301. if( !(sce->val4&1) )
  8302. { //Add wall speed bonus
  8303. sce->val4|=1;
  8304. status_calc_bl(bl,SCB_SPEED);
  8305. }
  8306. }
  8307. }
  8308. return wall;
  8309. }
  8310. /*==========================================
  8311. *
  8312. *
  8313. *------------------------------------------*/
  8314. void skill_stop_dancing (struct block_list *src)
  8315. {
  8316. struct status_change* sc;
  8317. struct status_change_entry *sce;
  8318. struct skill_unit_group* group;
  8319. struct map_session_data* dsd = NULL;
  8320. nullpo_retv(src);
  8321. nullpo_retv(sc = status_get_sc(src));
  8322. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8323. return;
  8324. group = (struct skill_unit_group *)sce->val2;
  8325. sce->val2 = 0;
  8326. if (sce->val4)
  8327. {
  8328. if (sce->val4 != BCT_SELF)
  8329. dsd = map_id2sd(sce->val4);
  8330. sce->val4 = 0;
  8331. }
  8332. status_change_end(src, SC_DANCING, -1);
  8333. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8334. {
  8335. sce->val4 = sce->val2 = 0;
  8336. status_change_end(&dsd->bl, SC_DANCING, -1);
  8337. }
  8338. if (group)
  8339. skill_delunitgroup(NULL, group);
  8340. }
  8341. /*==========================================
  8342. *
  8343. *------------------------------------------*/
  8344. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8345. {
  8346. struct skill_unit *unit;
  8347. nullpo_retr(NULL, group);
  8348. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8349. nullpo_retr(NULL, unit=&group->unit[idx]);
  8350. if(!unit->alive)
  8351. group->alive_count++;
  8352. unit->bl.id=map_addobject(&unit->bl);
  8353. unit->bl.type=BL_SKILL;
  8354. unit->bl.m=group->map;
  8355. unit->bl.x=x;
  8356. unit->bl.y=y;
  8357. unit->group=group;
  8358. unit->alive=1;
  8359. unit->val1=val1;
  8360. unit->val2=val2;
  8361. map_addblock(&unit->bl);
  8362. switch (group->skill_id) {
  8363. case AL_PNEUMA:
  8364. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8365. break;
  8366. case MG_SAFETYWALL:
  8367. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8368. break;
  8369. case SA_LANDPROTECTOR:
  8370. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8371. break;
  8372. case HP_BASILICA:
  8373. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8374. break;
  8375. case WZ_ICEWALL:
  8376. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8377. break;
  8378. default:
  8379. if (group->state.song_dance&0x1) //Check for dissonance.
  8380. skill_dance_overlap(unit, 1);
  8381. break;
  8382. }
  8383. clif_skill_setunit(unit);
  8384. return unit;
  8385. }
  8386. /*==========================================
  8387. *
  8388. *------------------------------------------*/
  8389. int skill_delunit (struct skill_unit* unit)
  8390. {
  8391. struct skill_unit_group *group;
  8392. nullpo_retr(0, unit);
  8393. if( !unit->alive )
  8394. return 0;
  8395. nullpo_retr(0, group=unit->group);
  8396. // invoke ondelete event
  8397. skill_unit_ondelete(unit, gettick());
  8398. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8399. skill_dance_overlap(unit, 0);
  8400. // invoke onout event
  8401. if( !unit->range )
  8402. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8403. switch (group->skill_id) {
  8404. case AL_PNEUMA:
  8405. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8406. break;
  8407. case MG_SAFETYWALL:
  8408. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8409. break;
  8410. case SA_LANDPROTECTOR:
  8411. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8412. break;
  8413. case HP_BASILICA:
  8414. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8415. break;
  8416. case WZ_ICEWALL:
  8417. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8418. break;
  8419. }
  8420. clif_skill_delunit(unit);
  8421. unit->group=NULL;
  8422. unit->alive=0;
  8423. map_delobjectnofree(unit->bl.id);
  8424. if(--group->alive_count==0)
  8425. skill_delunitgroup(NULL, group);
  8426. return 0;
  8427. }
  8428. /*==========================================
  8429. *
  8430. *------------------------------------------*/
  8431. static int skill_unit_group_newid = MAX_SKILL_DB;
  8432. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8433. {
  8434. struct unit_data* ud = unit_bl2ud( src );
  8435. struct skill_unit_group* group;
  8436. int i;
  8437. if(skilllv <= 0) return 0;
  8438. nullpo_retr(NULL, src);
  8439. nullpo_retr(NULL, ud);
  8440. // find a free spot to store the new unit group
  8441. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8442. if(i == MAX_SKILLUNITGROUP)
  8443. {
  8444. // array is full, make room by discarding oldest group
  8445. int j=0;
  8446. unsigned maxdiff=0,x,tick=gettick();
  8447. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8448. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8449. maxdiff=x;
  8450. j=i;
  8451. }
  8452. skill_delunitgroup(src, ud->skillunit[j]);
  8453. //Since elements must have shifted, we use the last slot.
  8454. i = MAX_SKILLUNITGROUP-1;
  8455. }
  8456. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8457. group->src_id = src->id;
  8458. group->party_id = status_get_party_id(src);
  8459. group->guild_id = status_get_guild_id(src);
  8460. group->group_id = skill_unit_group_newid++;
  8461. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8462. group->unit_count = count;
  8463. group->alive_count = 0;
  8464. group->val1 = 0;
  8465. group->val2 = 0;
  8466. group->val3 = 0;
  8467. group->skill_id = skillid;
  8468. group->skill_lv = skilllv;
  8469. group->unit_id = unit_id;
  8470. group->map = src->m;
  8471. group->limit = limit;
  8472. group->interval = interval;
  8473. group->tick = gettick();
  8474. group->valstr = NULL;
  8475. ud->skillunit[i] = group;
  8476. if(skill_unit_group_newid<=0)
  8477. skill_unit_group_newid = MAX_SKILL_DB;
  8478. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8479. group->tick += 1500;
  8480. return group;
  8481. }
  8482. /*==========================================
  8483. *
  8484. *------------------------------------------*/
  8485. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8486. {
  8487. struct unit_data *ud;
  8488. int i,j;
  8489. nullpo_retr(0, group);
  8490. if (!src) src=map_id2bl(group->src_id);
  8491. ud = unit_bl2ud(src);
  8492. if(!src || !ud) {
  8493. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8494. return 0;
  8495. }
  8496. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8497. {
  8498. struct status_change* sc = status_get_sc(src);
  8499. if (sc && sc->data[SC_DANCING])
  8500. {
  8501. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8502. status_change_end(src,SC_DANCING,-1);
  8503. }
  8504. }
  8505. // end Gospel's status change on 'src'
  8506. // (needs to be done when the group is deleted by other means than skill deactivation)
  8507. if (group->unit_id == UNT_GOSPEL) {
  8508. struct status_change *sc = status_get_sc(src);
  8509. if(sc && sc->data[SC_GOSPEL]) {
  8510. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8511. status_change_end(src,SC_GOSPEL,-1);
  8512. }
  8513. }
  8514. if (group->skill_id == SG_SUN_WARM ||
  8515. group->skill_id == SG_MOON_WARM ||
  8516. group->skill_id == SG_STAR_WARM) {
  8517. struct status_change *sc = status_get_sc(src);
  8518. if(sc && sc->data[SC_WARM]) {
  8519. sc->data[SC_WARM]->val4 = 0;
  8520. status_change_end(src,SC_WARM,-1);
  8521. }
  8522. }
  8523. if (src->type==BL_PC && group->state.ammo_consume)
  8524. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8525. group->alive_count=0;
  8526. // remove all unit cells
  8527. if(group->unit != NULL)
  8528. for( i = 0; i < group->unit_count; i++ )
  8529. skill_delunit(&group->unit[i]);
  8530. // clear Talkie-box string
  8531. if( group->valstr != NULL )
  8532. {
  8533. aFree(group->valstr);
  8534. group->valstr = NULL;
  8535. }
  8536. map_freeblock(&group->unit->bl);
  8537. group->unit=NULL;
  8538. group->group_id=0;
  8539. group->unit_count=0;
  8540. // locate this group, swap with the last entry and delete it
  8541. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8542. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8543. if( i < MAX_SKILLUNITGROUP )
  8544. {
  8545. ud->skillunit[i] = ud->skillunit[j];
  8546. ud->skillunit[j] = NULL;
  8547. ers_free(skill_unit_ers, group);
  8548. }
  8549. else
  8550. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8551. return 1;
  8552. }
  8553. /*==========================================
  8554. *
  8555. *------------------------------------------*/
  8556. int skill_clear_unitgroup (struct block_list *src)
  8557. {
  8558. struct unit_data *ud = unit_bl2ud(src);
  8559. nullpo_retr(0, ud);
  8560. while (ud->skillunit[0])
  8561. skill_delunitgroup(src, ud->skillunit[0]);
  8562. return 1;
  8563. }
  8564. /*==========================================
  8565. *
  8566. *------------------------------------------*/
  8567. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8568. {
  8569. int i,j=-1,k,s,id;
  8570. struct unit_data *ud;
  8571. struct skill_unit_group_tickset *set;
  8572. nullpo_retr(0, bl);
  8573. if (group->interval==-1)
  8574. return NULL;
  8575. ud = unit_bl2ud(bl);
  8576. if (!ud) return NULL;
  8577. set = ud->skillunittick;
  8578. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8579. id = s = group->skill_id;
  8580. else
  8581. id = s = group->group_id;
  8582. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8583. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8584. if (set[k].id == id)
  8585. return &set[k];
  8586. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8587. j=k;
  8588. }
  8589. if (j == -1) {
  8590. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8591. j = id % MAX_SKILLUNITGROUPTICKSET;
  8592. }
  8593. set[j].id = id;
  8594. set[j].tick = tick;
  8595. return &set[j];
  8596. }
  8597. /*==========================================
  8598. *
  8599. *------------------------------------------*/
  8600. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8601. {
  8602. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8603. struct skill_unit_group* group = unit->group;
  8604. unsigned int tick = va_arg(ap,unsigned int);
  8605. if( !unit->alive || bl->prev == NULL )
  8606. return 0;
  8607. nullpo_retr(0, group);
  8608. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8609. return 0; //AoE skills are ineffective. [Skotlex]
  8610. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8611. return 0;
  8612. skill_unit_onplace_timer(unit,bl,tick);
  8613. return 1;
  8614. }
  8615. /*==========================================
  8616. *
  8617. *------------------------------------------*/
  8618. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8619. {
  8620. struct skill_unit* unit = (struct skill_unit *)bl;
  8621. struct skill_unit_group* group = unit->group;
  8622. unsigned int tick = va_arg(ap,unsigned int);
  8623. bool dissonance;
  8624. if( !unit->alive )
  8625. return 0;
  8626. nullpo_retr(0, group);
  8627. dissonance = skill_dance_switch(unit, 0);
  8628. if( unit->range >= 0 && group->interval != -1 )
  8629. {
  8630. if( battle_config.skill_wall_check )
  8631. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8632. else
  8633. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8634. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8635. group->unit_id = UNT_USED_TRAPS;
  8636. if( !unit->alive )
  8637. {
  8638. if( dissonance ) skill_dance_switch(unit, 1);
  8639. return 0;
  8640. }
  8641. }
  8642. if( dissonance ) skill_dance_switch(unit, 1);
  8643. // check for expiration
  8644. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8645. { // stuff inlined from skill_unit_onlimit()
  8646. switch( group->unit_id )
  8647. {
  8648. case UNT_BLASTMINE:
  8649. case UNT_GROUNDDRIFT_WIND:
  8650. case UNT_GROUNDDRIFT_DARK:
  8651. case UNT_GROUNDDRIFT_POISON:
  8652. case UNT_GROUNDDRIFT_WATER:
  8653. case UNT_GROUNDDRIFT_FIRE:
  8654. group->unit_id = UNT_USED_TRAPS;
  8655. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8656. group->limit=DIFF_TICK(tick+1500,group->tick);
  8657. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8658. break;
  8659. case UNT_ANKLESNARE:
  8660. if( group->val2 > 0 ) { // used trap
  8661. struct block_list *target = map_id2bl(group->val2);
  8662. if(target)
  8663. status_change_end(target,SC_ANKLE,-1);
  8664. skill_delunit(unit);
  8665. break;
  8666. }
  8667. // else fall through
  8668. case UNT_SKIDTRAP:
  8669. case UNT_LANDMINE:
  8670. case UNT_SHOCKWAVE:
  8671. case UNT_SANDMAN:
  8672. case UNT_FLASHER:
  8673. case UNT_FREEZINGTRAP:
  8674. case UNT_CLAYMORETRAP:
  8675. case UNT_TALKIEBOX:
  8676. {
  8677. struct block_list* src = map_id2bl(group->src_id);
  8678. if( src && src->type == BL_PC )
  8679. { // revert unit back into a trap
  8680. struct item item_tmp;
  8681. memset(&item_tmp,0,sizeof(item_tmp));
  8682. item_tmp.nameid = ITEMID_TRAP;
  8683. item_tmp.identify = 1;
  8684. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8685. }
  8686. skill_delunit(unit);
  8687. }
  8688. break;
  8689. case UNT_WARP_ACTIVE:
  8690. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8691. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8692. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8693. // restart timers
  8694. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8695. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8696. // apply effect to all units standing on it
  8697. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8698. break;
  8699. case UNT_CALLFAMILY:
  8700. {
  8701. struct map_session_data *sd = NULL;
  8702. if(group->val1) {
  8703. sd = map_charid2sd(group->val1);
  8704. group->val1 = 0;
  8705. if (sd && !map[sd->bl.m].flag.nowarp)
  8706. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8707. }
  8708. if(group->val2) {
  8709. sd = map_charid2sd(group->val2);
  8710. group->val2 = 0;
  8711. if (sd && !map[sd->bl.m].flag.nowarp)
  8712. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8713. }
  8714. skill_delunit(unit);
  8715. }
  8716. break;
  8717. default:
  8718. skill_delunit(unit);
  8719. }
  8720. }
  8721. else
  8722. {
  8723. switch( group->unit_id )
  8724. {
  8725. case UNT_ICEWALL:
  8726. // icewall loses 50 hp every second
  8727. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8728. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8729. unit->limit = DIFF_TICK(tick+700,group->tick);
  8730. break;
  8731. case UNT_TATAMIGAESHI:
  8732. if( unit->range >= 0 )
  8733. { //Disable processed cell.
  8734. unit->range = -1;
  8735. if (--group->val1 <= 0) // number of live cells
  8736. { //All tiles were processed, disable skill.
  8737. group->target_flag=BCT_NOONE;
  8738. group->bl_flag= BL_NUL;
  8739. }
  8740. }
  8741. break;
  8742. }
  8743. }
  8744. return 0;
  8745. }
  8746. /*==========================================
  8747. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8748. *------------------------------------------*/
  8749. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8750. {
  8751. map_freeblock_lock();
  8752. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8753. map_freeblock_unlock();
  8754. return 0;
  8755. }
  8756. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8757. /*==========================================
  8758. *
  8759. *------------------------------------------*/
  8760. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8761. {
  8762. struct skill_unit* unit = (struct skill_unit *)bl;
  8763. struct skill_unit_group* group = unit->group;
  8764. struct block_list* target = va_arg(ap,struct block_list*);
  8765. unsigned int tick = va_arg(ap,unsigned int);
  8766. int flag = va_arg(ap,int);
  8767. bool dissonance;
  8768. int skill_id;
  8769. int i;
  8770. nullpo_retr(0, group);
  8771. if( !unit->alive || target->prev == NULL )
  8772. return 0;
  8773. dissonance = skill_dance_switch(unit, 0);
  8774. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8775. skill_id = unit->group->skill_id;
  8776. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8777. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8778. if( dissonance ) skill_dance_switch(unit, 1);
  8779. return 0;
  8780. }
  8781. //Target-type check.
  8782. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8783. {
  8784. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8785. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8786. if( flag&1 )
  8787. {
  8788. if( flag&2 )
  8789. { //Clear this skill id.
  8790. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8791. if( i < ARRAYLENGTH(skill_unit_temp) )
  8792. skill_unit_temp[i] = 0;
  8793. }
  8794. }
  8795. else
  8796. {
  8797. if( flag&2 )
  8798. { //Store this skill id.
  8799. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8800. if( i < ARRAYLENGTH(skill_unit_temp) )
  8801. skill_unit_temp[i] = skill_id;
  8802. else
  8803. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8804. }
  8805. }
  8806. if( flag&4 )
  8807. skill_unit_onleft(skill_id,target,tick);
  8808. }
  8809. if( dissonance ) skill_dance_switch(unit, 1);
  8810. return 0;
  8811. }
  8812. else
  8813. {
  8814. if( flag&1 )
  8815. {
  8816. int result = skill_unit_onplace(unit,target,tick);
  8817. if( flag&2 && result )
  8818. { //Clear skill ids we have stored in onout.
  8819. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8820. if( i < ARRAYLENGTH(skill_unit_temp) )
  8821. skill_unit_temp[i] = 0;
  8822. }
  8823. }
  8824. else
  8825. {
  8826. int result = skill_unit_onout(unit,target,tick);
  8827. if( flag&2 && result )
  8828. { //Store this unit id.
  8829. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8830. if( i < ARRAYLENGTH(skill_unit_temp) )
  8831. skill_unit_temp[i] = skill_id;
  8832. else
  8833. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8834. }
  8835. }
  8836. //TODO: Normally, this is dangerous since the unit and group could be freed
  8837. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8838. //cells do not get deleted within them. [Skotlex]
  8839. if( dissonance ) skill_dance_switch(unit, 1);
  8840. if( flag&4 )
  8841. skill_unit_onleft(skill_id,target,tick);
  8842. return 1;
  8843. }
  8844. }
  8845. /*==========================================
  8846. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8847. * Flag values:
  8848. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8849. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8850. * units to figure out when they have left a group.
  8851. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8852. *------------------------------------------*/
  8853. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8854. {
  8855. nullpo_retr(0, bl);
  8856. if( bl->prev == NULL )
  8857. return 0;
  8858. if( flag&2 && !(flag&1) )
  8859. { //Onout, clear data
  8860. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8861. }
  8862. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8863. if( flag&2 && flag&1 )
  8864. { //Onplace, check any skill units you have left.
  8865. int i;
  8866. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8867. if( skill_unit_temp[i] )
  8868. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8869. }
  8870. return 0;
  8871. }
  8872. /*==========================================
  8873. *
  8874. *------------------------------------------*/
  8875. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8876. {
  8877. int i,j;
  8878. unsigned int tick = gettick();
  8879. int *m_flag;
  8880. struct skill_unit *unit1;
  8881. struct skill_unit *unit2;
  8882. nullpo_retr(0, group);
  8883. if (group->unit_count<=0)
  8884. return 0;
  8885. if (group->unit==NULL)
  8886. return 0;
  8887. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8888. return 0;
  8889. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8890. // m_flag
  8891. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8892. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8893. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8894. // 3: Both 1+2.
  8895. for(i=0;i<group->unit_count;i++){
  8896. unit1=&group->unit[i];
  8897. if (!unit1->alive || unit1->bl.m!=m)
  8898. continue;
  8899. for(j=0;j<group->unit_count;j++){
  8900. unit2=&group->unit[j];
  8901. if (!unit2->alive)
  8902. continue;
  8903. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8904. m_flag[i] |= 0x1;
  8905. }
  8906. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8907. m_flag[i] |= 0x2;
  8908. }
  8909. }
  8910. }
  8911. j = 0;
  8912. for (i=0;i<group->unit_count;i++) {
  8913. unit1=&group->unit[i];
  8914. if (!unit1->alive)
  8915. continue;
  8916. if (!(m_flag[i]&0x2)) {
  8917. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8918. skill_dance_overlap(unit1, 0);
  8919. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8920. }
  8921. //Move Cell using "smart" criteria (avoid useless moving around)
  8922. switch(m_flag[i])
  8923. {
  8924. case 0:
  8925. //Cell moves independently, safely move it.
  8926. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8927. break;
  8928. case 1:
  8929. //Cell moves unto another cell, look for a replacement cell that won't collide
  8930. //and has no cell moving into it (flag == 2)
  8931. for(;j<group->unit_count;j++)
  8932. {
  8933. if(m_flag[j]!=2 || !group->unit[j].alive)
  8934. continue;
  8935. //Move to where this cell would had moved.
  8936. unit2 = &group->unit[j];
  8937. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8938. j++; //Skip this cell as we have used it.
  8939. break;
  8940. }
  8941. break;
  8942. case 2:
  8943. case 3:
  8944. break; //Don't move the cell as a cell will end on this tile anyway.
  8945. }
  8946. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8947. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8948. skill_dance_overlap(unit1, 1);
  8949. clif_skill_setunit(unit1);
  8950. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8951. }
  8952. }
  8953. aFree(m_flag);
  8954. return 0;
  8955. }
  8956. /*==========================================
  8957. *
  8958. *------------------------------------------*/
  8959. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8960. {
  8961. int i,j;
  8962. nullpo_retr(0, sd);
  8963. if(nameid<=0)
  8964. return 0;
  8965. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8966. if(skill_produce_db[i].nameid == nameid )
  8967. break;
  8968. }
  8969. if( i >= MAX_SKILL_PRODUCE_DB )
  8970. return 0;
  8971. if(trigger>=0){
  8972. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8973. if(skill_produce_db[i].itemlv!=trigger)
  8974. return 0;
  8975. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8976. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8977. return 0;
  8978. } else { // Weapon (itemlv must be higher or equal)
  8979. if(skill_produce_db[i].itemlv>trigger)
  8980. return 0;
  8981. }
  8982. }
  8983. if((j=skill_produce_db[i].req_skill)>0 &&
  8984. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8985. return 0;
  8986. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8987. int id,x,y;
  8988. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8989. continue;
  8990. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8991. if(pc_search_inventory(sd,id) < 0)
  8992. return 0;
  8993. }
  8994. else {
  8995. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8996. if( sd->status.inventory[y].nameid == id )
  8997. x+=sd->status.inventory[y].amount;
  8998. if(x<qty*skill_produce_db[i].mat_amount[j])
  8999. return 0;
  9000. }
  9001. }
  9002. return i+1;
  9003. }
  9004. /*==========================================
  9005. *
  9006. *------------------------------------------*/
  9007. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9008. {
  9009. int slot[3];
  9010. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9011. struct status_data *status;
  9012. nullpo_retr(0, sd);
  9013. status = status_get_status_data(&sd->bl);
  9014. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9015. return 0;
  9016. idx--;
  9017. if (qty < 1)
  9018. qty = 1;
  9019. if (!skill_id) //A skill can be specified for some override cases.
  9020. skill_id = skill_produce_db[idx].req_skill;
  9021. slot[0]=slot1;
  9022. slot[1]=slot2;
  9023. slot[2]=slot3;
  9024. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9025. int j;
  9026. if( slot[i]<=0 )
  9027. continue;
  9028. j = pc_search_inventory(sd,slot[i]);
  9029. if(j < 0)
  9030. continue;
  9031. if(slot[i]==1000){ /* Star Crumb */
  9032. pc_delitem(sd,j,1,1);
  9033. sc++;
  9034. }
  9035. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9036. static const int ele_table[4]={3,1,4,2};
  9037. pc_delitem(sd,j,1,1);
  9038. ele=ele_table[slot[i]-994];
  9039. }
  9040. }
  9041. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9042. int j,id,x;
  9043. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9044. continue;
  9045. x=qty*skill_produce_db[idx].mat_amount[i];
  9046. do{
  9047. int y=0;
  9048. j = pc_search_inventory(sd,id);
  9049. if(j >= 0){
  9050. y = sd->status.inventory[j].amount;
  9051. if(y>x)y=x;
  9052. pc_delitem(sd,j,y,0);
  9053. } else
  9054. ShowError("skill_produce_mix: material item error\n");
  9055. x-=y;
  9056. }while( j>=0 && x>0 );
  9057. }
  9058. if((equip=itemdb_isequip(nameid)))
  9059. wlv = itemdb_wlv(nameid);
  9060. if(!equip) {
  9061. switch(skill_id){
  9062. case BS_IRON:
  9063. case BS_STEEL:
  9064. case BS_ENCHANTEDSTONE:
  9065. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9066. i = pc_checkskill(sd,skill_id);
  9067. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9068. switch(nameid){
  9069. case 998: // Iron
  9070. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9071. break;
  9072. case 999: // Steel
  9073. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9074. break;
  9075. case 1000: //Star Crumb
  9076. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9077. break;
  9078. default: // Enchanted Stones
  9079. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9080. break;
  9081. }
  9082. break;
  9083. case ASC_CDP:
  9084. make_per = (2000 + 40*status->dex + 20*status->luk);
  9085. break;
  9086. case AL_HOLYWATER:
  9087. make_per = 100000; //100% success
  9088. break;
  9089. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9090. case AM_TWILIGHT1:
  9091. case AM_TWILIGHT2:
  9092. case AM_TWILIGHT3:
  9093. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9094. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9095. + status->int_*5 + status->dex*10+status->luk*10;
  9096. switch(nameid){
  9097. case 501: // Red Potion
  9098. case 503: // Yellow Potion
  9099. case 504: // White Potion
  9100. case 605: // Anodyne
  9101. case 606: // Aloevera
  9102. make_per += 2000;
  9103. break;
  9104. case 505: // Blue Potion
  9105. make_per -= 500;
  9106. break;
  9107. case 545: // Condensed Red Potion
  9108. case 546: // Condensed Yellow Potion
  9109. case 547: // Condensed White Potion
  9110. make_per -= 1000;
  9111. break;
  9112. case 970: // Alcohol
  9113. make_per += 1000;
  9114. break;
  9115. case 7139: // Glistening Coat
  9116. make_per -= 1000;
  9117. break;
  9118. case 7135: // Bottle Grenade
  9119. case 7136: // Acid Bottle
  9120. case 7137: // Plant Bottle
  9121. case 7138: // Marine Sphere Bottle
  9122. default:
  9123. break;
  9124. }
  9125. if(battle_config.pp_rate != 100)
  9126. make_per = make_per * battle_config.pp_rate / 100;
  9127. break;
  9128. case SA_CREATECON: // Elemental Converter Creation
  9129. make_per = 100000; // should be 100% success rate
  9130. break;
  9131. default:
  9132. if (sd->menuskill_id == AM_PHARMACY &&
  9133. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9134. { //Assume Cooking Dish
  9135. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9136. make_per = 10000; //100% Success
  9137. else
  9138. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9139. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9140. break;
  9141. }
  9142. make_per = 5000;
  9143. break;
  9144. }
  9145. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9146. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9147. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9148. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9149. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9150. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9151. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9152. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9153. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9154. if(battle_config.wp_rate != 100)
  9155. make_per = make_per * battle_config.wp_rate / 100;
  9156. }
  9157. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9158. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9159. make_per = (make_per * 80) / 100; //Lupus
  9160. if(make_per < 1) make_per = 1;
  9161. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9162. struct item tmp_item;
  9163. memset(&tmp_item,0,sizeof(tmp_item));
  9164. tmp_item.nameid=nameid;
  9165. tmp_item.amount=1;
  9166. tmp_item.identify=1;
  9167. if(equip){
  9168. tmp_item.card[0]=CARD0_FORGE;
  9169. tmp_item.card[1]=((sc*5)<<8)+ele;
  9170. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9171. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9172. } else {
  9173. //Flag is only used on the end, so it can be used here. [Skotlex]
  9174. switch (skill_id) {
  9175. case BS_DAGGER:
  9176. case BS_SWORD:
  9177. case BS_TWOHANDSWORD:
  9178. case BS_AXE:
  9179. case BS_MACE:
  9180. case BS_KNUCKLE:
  9181. case BS_SPEAR:
  9182. flag = battle_config.produce_item_name_input&0x1;
  9183. break;
  9184. case AM_PHARMACY:
  9185. case AM_TWILIGHT1:
  9186. case AM_TWILIGHT2:
  9187. case AM_TWILIGHT3:
  9188. flag = battle_config.produce_item_name_input&0x2;
  9189. break;
  9190. case AL_HOLYWATER:
  9191. flag = battle_config.produce_item_name_input&0x8;
  9192. break;
  9193. case ASC_CDP:
  9194. flag = battle_config.produce_item_name_input&0x10;
  9195. break;
  9196. default:
  9197. flag = battle_config.produce_item_name_input&0x80;
  9198. break;
  9199. }
  9200. if (flag) {
  9201. tmp_item.card[0]=CARD0_CREATE;
  9202. tmp_item.card[1]=0;
  9203. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9204. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9205. }
  9206. }
  9207. // if(log_config.produce > 0)
  9208. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9209. //TODO update PICKLOG
  9210. if(equip){
  9211. clif_produceeffect(sd,0,nameid);
  9212. clif_misceffect(&sd->bl,3);
  9213. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9214. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9215. } else {
  9216. int fame = 0;
  9217. tmp_item.amount = 0;
  9218. for (i=0; i< qty; i++)
  9219. { //Apply quantity modifiers.
  9220. if (rand()%10000 < make_per || qty == 1)
  9221. { //Success
  9222. tmp_item.amount++;
  9223. if(nameid < 545 || nameid > 547)
  9224. continue;
  9225. if(skill_id != AM_PHARMACY &&
  9226. skill_id != AM_TWILIGHT1 &&
  9227. skill_id != AM_TWILIGHT2 &&
  9228. skill_id != AM_TWILIGHT3)
  9229. continue;
  9230. //Add fame as needed.
  9231. switch(++sd->potion_success_counter) {
  9232. case 3:
  9233. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9234. break;
  9235. case 5:
  9236. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9237. break;
  9238. case 7:
  9239. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9240. break;
  9241. case 10:
  9242. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9243. sd->potion_success_counter = 0;
  9244. break;
  9245. }
  9246. } else //Failure
  9247. sd->potion_success_counter = 0;
  9248. }
  9249. if (fame)
  9250. pc_addfame(sd,fame);
  9251. //Visual effects and the like.
  9252. switch (skill_id) {
  9253. case AM_PHARMACY:
  9254. case AM_TWILIGHT1:
  9255. case AM_TWILIGHT2:
  9256. case AM_TWILIGHT3:
  9257. case ASC_CDP:
  9258. clif_produceeffect(sd,2,nameid);
  9259. clif_misceffect(&sd->bl,5);
  9260. break;
  9261. case BS_IRON:
  9262. case BS_STEEL:
  9263. case BS_ENCHANTEDSTONE:
  9264. clif_produceeffect(sd,0,nameid);
  9265. clif_misceffect(&sd->bl,3);
  9266. break;
  9267. default: //Those that don't require a skill?
  9268. if (skill_produce_db[idx].itemlv>10 &&
  9269. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9270. clif_specialeffect(&sd->bl, 608, AREA);
  9271. break;
  9272. }
  9273. }
  9274. if (tmp_item.amount) { //Success
  9275. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9276. clif_additem(sd,0,0,flag);
  9277. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9278. }
  9279. return 1;
  9280. }
  9281. }
  9282. //Failure
  9283. // if(log_config.produce)
  9284. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9285. //TODO update PICKLOG
  9286. if(equip){
  9287. clif_produceeffect(sd,1,nameid);
  9288. clif_misceffect(&sd->bl,2);
  9289. } else {
  9290. switch (skill_id) {
  9291. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9292. status_percent_damage(NULL, &sd->bl, -25, 0);
  9293. case AM_PHARMACY:
  9294. case AM_TWILIGHT1:
  9295. case AM_TWILIGHT2:
  9296. case AM_TWILIGHT3:
  9297. clif_produceeffect(sd,3,nameid);
  9298. clif_misceffect(&sd->bl,6);
  9299. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9300. break;
  9301. case BS_IRON:
  9302. case BS_STEEL:
  9303. case BS_ENCHANTEDSTONE:
  9304. clif_produceeffect(sd,1,nameid);
  9305. clif_misceffect(&sd->bl,2);
  9306. break;
  9307. default:
  9308. if (skill_produce_db[idx].itemlv>10 &&
  9309. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9310. clif_specialeffect(&sd->bl, 609, AREA);
  9311. }
  9312. }
  9313. return 0;
  9314. }
  9315. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9316. {
  9317. int i,j,flag,index=-1;
  9318. struct item tmp_item;
  9319. nullpo_retr(0, sd);
  9320. if(nameid <= 0)
  9321. return 1;
  9322. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9323. if(nameid == skill_arrow_db[i].nameid) {
  9324. index = i;
  9325. break;
  9326. }
  9327. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9328. return 1;
  9329. pc_delitem(sd,j,1,0);
  9330. for(i=0;i<5;i++) {
  9331. memset(&tmp_item,0,sizeof(tmp_item));
  9332. tmp_item.identify = 1;
  9333. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9334. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9335. if(battle_config.produce_item_name_input&0x4) {
  9336. tmp_item.card[0]=CARD0_CREATE;
  9337. tmp_item.card[1]=0;
  9338. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9339. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9340. }
  9341. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9342. continue;
  9343. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9344. clif_additem(sd,0,0,flag);
  9345. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9346. }
  9347. }
  9348. return 0;
  9349. }
  9350. /*==========================================
  9351. *
  9352. *------------------------------------------*/
  9353. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9354. {
  9355. struct map_session_data *sd = map_id2sd(id);
  9356. if (data <= 0 || data >= MAX_SKILL)
  9357. return 0;
  9358. if (sd) sd->blockskill[data] = 0;
  9359. return 1;
  9360. }
  9361. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9362. {
  9363. nullpo_retr (-1, sd);
  9364. skillid = skill_get_index(skillid);
  9365. if (skillid == 0)
  9366. return -1;
  9367. if (tick < 1) {
  9368. sd->blockskill[skillid] = 0;
  9369. return -1;
  9370. }
  9371. sd->blockskill[skillid] = 1;
  9372. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9373. }
  9374. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9375. {
  9376. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9377. if (data <= 0 || data >= MAX_SKILL)
  9378. return 0;
  9379. if (hd) hd->blockskill[data] = 0;
  9380. return 1;
  9381. }
  9382. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9383. {
  9384. nullpo_retr (-1, hd);
  9385. skillid = skill_get_index(skillid);
  9386. if (skillid == 0)
  9387. return -1;
  9388. if (tick < 1) {
  9389. hd->blockskill[skillid] = 0;
  9390. return -1;
  9391. }
  9392. hd->blockskill[skillid] = 1;
  9393. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9394. }
  9395. /*
  9396. *
  9397. */
  9398. int skill_split_str (char *str, char **val, int num)
  9399. {
  9400. int i;
  9401. for( i = 0; i < num && str; i++ )
  9402. {
  9403. val[i] = str;
  9404. str = strchr(str,',');
  9405. if( str )
  9406. *str++=0;
  9407. }
  9408. return i;
  9409. }
  9410. /*
  9411. *
  9412. */
  9413. int skill_split_atoi (char *str, int *val)
  9414. {
  9415. int i, j, diff, step = 1;
  9416. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9417. if (!str) break;
  9418. val[i] = atoi(str);
  9419. str = strchr(str,':');
  9420. if (str)
  9421. *str++=0;
  9422. }
  9423. if(i==0) //No data found.
  9424. return 0;
  9425. if(i==1)
  9426. { //Single value, have the whole range have the same value.
  9427. for (; i < MAX_SKILL_LEVEL; i++)
  9428. val[i] = val[i-1];
  9429. return i;
  9430. }
  9431. //Check for linear change with increasing steps until we reach half of the data acquired.
  9432. for (step = 1; step <= i/2; step++)
  9433. {
  9434. diff = val[i-1] - val[i-step-1];
  9435. for(j = i-1; j >= step; j--)
  9436. if ((val[j]-val[j-step]) != diff)
  9437. break;
  9438. if (j>=step) //No match, try next step.
  9439. continue;
  9440. for(; i < MAX_SKILL_LEVEL; i++)
  9441. { //Apply linear increase
  9442. val[i] = val[i-step]+diff;
  9443. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9444. { val[i] = 1; diff = 0; step = 1; }
  9445. }
  9446. return i;
  9447. }
  9448. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9449. for (;i<MAX_SKILL_LEVEL; i++)
  9450. val[i] = val[i-1];
  9451. return i;
  9452. }
  9453. /*
  9454. *
  9455. */
  9456. void skill_init_unit_layout (void)
  9457. {
  9458. int i,j,size,pos = 0;
  9459. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9460. // standard square layouts go first
  9461. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9462. size = i*2+1;
  9463. skill_unit_layout[i].count = size*size;
  9464. for (j=0; j<size*size; j++) {
  9465. skill_unit_layout[i].dx[j] = (j%size-i);
  9466. skill_unit_layout[i].dy[j] = (j/size-i);
  9467. }
  9468. }
  9469. // afterwards add special ones
  9470. pos = i;
  9471. for (i=0;i<MAX_SKILL_DB;i++) {
  9472. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9473. continue;
  9474. switch (i) {
  9475. case MG_FIREWALL:
  9476. case WZ_ICEWALL:
  9477. // these will be handled later
  9478. break;
  9479. case PR_SANCTUARY:
  9480. case NPC_EVILLAND:
  9481. {
  9482. static const int dx[] = {
  9483. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9484. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9485. static const int dy[]={
  9486. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9487. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9488. skill_unit_layout[pos].count = 21;
  9489. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9490. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9491. break;
  9492. }
  9493. case PR_MAGNUS:
  9494. {
  9495. static const int dx[] = {
  9496. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9497. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9498. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9499. static const int dy[] = {
  9500. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9501. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9502. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9503. skill_unit_layout[pos].count = 33;
  9504. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9505. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9506. break;
  9507. }
  9508. case AS_VENOMDUST:
  9509. {
  9510. static const int dx[] = {-1, 0, 0, 0, 1};
  9511. static const int dy[] = { 0,-1, 0, 1, 0};
  9512. skill_unit_layout[pos].count = 5;
  9513. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9514. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9515. break;
  9516. }
  9517. case CR_GRANDCROSS:
  9518. case NPC_GRANDDARKNESS:
  9519. {
  9520. static const int dx[] = {
  9521. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9522. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9523. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9524. static const int dy[] = {
  9525. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9526. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9527. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9528. skill_unit_layout[pos].count = 29;
  9529. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9530. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9531. break;
  9532. }
  9533. case PF_FOGWALL:
  9534. {
  9535. static const int dx[] = {
  9536. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9537. static const int dy[] = {
  9538. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9539. skill_unit_layout[pos].count = 15;
  9540. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9541. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9542. break;
  9543. }
  9544. case PA_GOSPEL:
  9545. {
  9546. static const int dx[] = {
  9547. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9548. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9549. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9550. -1, 0, 1};
  9551. static const int dy[] = {
  9552. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9553. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9554. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9555. 3, 3, 3};
  9556. skill_unit_layout[pos].count = 33;
  9557. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9558. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9559. break;
  9560. }
  9561. case NJ_KAENSIN:
  9562. {
  9563. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9564. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  9565. skill_unit_layout[pos].count = 24;
  9566. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9567. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9568. break;
  9569. }
  9570. case NJ_TATAMIGAESHI:
  9571. {
  9572. //Level 1 (count 4, cross of 3x3)
  9573. static const int dx1[] = {-1, 1, 0, 0};
  9574. static const int dy1[] = { 0, 0,-1, 1};
  9575. //Level 2-3 (count 8, cross of 5x5)
  9576. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9577. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9578. //Level 4-5 (count 12, cross of 7x7
  9579. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9580. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9581. //lv1
  9582. j = 0;
  9583. skill_unit_layout[pos].count = 4;
  9584. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9585. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9586. skill_db[i].unit_layout_type[j] = pos;
  9587. //lv2/3
  9588. j++;
  9589. pos++;
  9590. skill_unit_layout[pos].count = 8;
  9591. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9592. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9593. skill_db[i].unit_layout_type[j] = pos;
  9594. skill_db[i].unit_layout_type[++j] = pos;
  9595. //lv4/5
  9596. j++;
  9597. pos++;
  9598. skill_unit_layout[pos].count = 12;
  9599. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9600. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9601. skill_db[i].unit_layout_type[j] = pos;
  9602. skill_db[i].unit_layout_type[++j] = pos;
  9603. //Fill in the rest using lv 5.
  9604. for (;j<MAX_SKILL_LEVEL;j++)
  9605. skill_db[i].unit_layout_type[j] = pos;
  9606. //Skip, this way the check below will fail and continue to the next skill.
  9607. pos++;
  9608. break;
  9609. }
  9610. default:
  9611. ShowError("unknown unit layout at skill %d\n",i);
  9612. break;
  9613. }
  9614. if (!skill_unit_layout[pos].count)
  9615. continue;
  9616. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9617. skill_db[i].unit_layout_type[j] = pos;
  9618. pos++;
  9619. }
  9620. // firewall and icewall have 8 layouts (direction-dependent)
  9621. firewall_unit_pos = pos;
  9622. for (i=0;i<8;i++) {
  9623. if (i&1) {
  9624. skill_unit_layout[pos].count = 5;
  9625. if (i&0x2) {
  9626. int dx[] = {-1,-1, 0, 0, 1};
  9627. int dy[] = { 1, 0, 0,-1,-1};
  9628. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9629. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9630. } else {
  9631. int dx[] = { 1, 1 ,0, 0,-1};
  9632. int dy[] = { 1, 0, 0,-1,-1};
  9633. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9634. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9635. }
  9636. } else {
  9637. skill_unit_layout[pos].count = 3;
  9638. if (i%4==0) {
  9639. int dx[] = {-1, 0, 1};
  9640. int dy[] = { 0, 0, 0};
  9641. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9642. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9643. } else {
  9644. int dx[] = { 0, 0, 0};
  9645. int dy[] = {-1, 0, 1};
  9646. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9647. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9648. }
  9649. }
  9650. pos++;
  9651. }
  9652. icewall_unit_pos = pos;
  9653. for (i=0;i<8;i++) {
  9654. skill_unit_layout[pos].count = 5;
  9655. if (i&1) {
  9656. if (i&0x2) {
  9657. int dx[] = {-2,-1, 0, 1, 2};
  9658. int dy[] = { 2, 1, 0,-1,-2};
  9659. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9660. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9661. } else {
  9662. int dx[] = { 2, 1 ,0,-1,-2};
  9663. int dy[] = { 2, 1, 0,-1,-2};
  9664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9666. }
  9667. } else {
  9668. if (i%4==0) {
  9669. int dx[] = {-2,-1, 0, 1, 2};
  9670. int dy[] = { 0, 0, 0, 0, 0};
  9671. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9672. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9673. } else {
  9674. int dx[] = { 0, 0, 0, 0, 0};
  9675. int dy[] = {-2,-1, 0, 1, 2};
  9676. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9677. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9678. }
  9679. }
  9680. pos++;
  9681. }
  9682. }
  9683. /*==========================================
  9684. * DB reading.
  9685. * skill_db.txt
  9686. * skill_require_db.txt
  9687. * skill_cast_db.txt
  9688. * skill_unit_db.txt
  9689. * produce_db.txt
  9690. * create_arrow_db.txt
  9691. * abra_db.txt
  9692. * skill_castnodex_db.txt
  9693. * skill_nocast_db.txt
  9694. *------------------------------------------*/
  9695. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9696. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9697. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9698. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9699. {
  9700. FILE* fp;
  9701. int lines = 0;
  9702. int entries = 0;
  9703. char path[1024], line[1024];
  9704. // open file
  9705. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9706. fp = fopen(path,"r");
  9707. if( fp == NULL )
  9708. {
  9709. ShowError("skill_read_db: can't read %s\n", path);
  9710. return false;
  9711. }
  9712. // process rows one by one
  9713. while( fgets(line, sizeof(line), fp) )
  9714. {
  9715. char* split[50];
  9716. int columns;
  9717. lines++;
  9718. if( line[0] == '/' && line[1] == '/' )
  9719. continue;
  9720. //TODO: strip trailing // comment
  9721. //TODO: strip trailing whitespace
  9722. if( line[0] == '\0' || line[0] == '\n' )
  9723. continue;
  9724. memset(split,0,sizeof(split));
  9725. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9726. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9727. continue; // empty line
  9728. if( columns < mincolumns )
  9729. {
  9730. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9731. continue; // not enough columns
  9732. }
  9733. if( columns > ARRAYLENGTH(split) )
  9734. {
  9735. ShowError("skill_read_csvdb: Too many columns in line %d of \"%s\" (found %d, capacity %d). Increase the capacity in the source code please.\n", lines, path, columns, ARRAYLENGTH(split) );
  9736. continue; // source code problem
  9737. }
  9738. // parse this row
  9739. if( !parseproc(split, columns, entries) )
  9740. {
  9741. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9742. continue; // invalid row contents?
  9743. }
  9744. // success!
  9745. entries++;
  9746. }
  9747. fclose(fp);
  9748. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9749. return true;
  9750. }
  9751. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9752. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9753. int i = atoi(split[0]);
  9754. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9755. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9756. return false;
  9757. }
  9758. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9759. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9760. return false;
  9761. }
  9762. i = skill_get_index(i);
  9763. if( !i ) // invalid skill id
  9764. return false;
  9765. skill_split_atoi(split[1],skill_db[i].range);
  9766. skill_db[i].hit = atoi(split[2]);
  9767. skill_db[i].inf = atoi(split[3]);
  9768. skill_split_atoi(split[4],skill_db[i].element);
  9769. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9770. skill_split_atoi(split[6],skill_db[i].splash);
  9771. skill_db[i].max = atoi(split[7]);
  9772. skill_split_atoi(split[8],skill_db[i].num);
  9773. if( strcmpi(split[9],"yes") == 0 )
  9774. skill_db[i].castcancel = 1;
  9775. else
  9776. skill_db[i].castcancel = 0;
  9777. skill_db[i].cast_def_rate = atoi(split[10]);
  9778. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9779. skill_split_atoi(split[12],skill_db[i].maxcount);
  9780. if( strcmpi(split[13],"weapon") == 0 )
  9781. skill_db[i].skill_type = BF_WEAPON;
  9782. else if( strcmpi(split[13],"magic") == 0 )
  9783. skill_db[i].skill_type = BF_MAGIC;
  9784. else if( strcmpi(split[13],"misc") == 0 )
  9785. skill_db[i].skill_type = BF_MISC;
  9786. else
  9787. skill_db[i].skill_type = 0;
  9788. skill_split_atoi(split[14],skill_db[i].blewcount);
  9789. safestrncpy(skill_db[i].name, split[15], sizeof(skill_db[i].name));
  9790. safestrncpy(skill_db[i].desc, split[16], sizeof(skill_db[i].desc));
  9791. return true;
  9792. }
  9793. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9794. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9795. char* p;
  9796. int j;
  9797. int i = atoi(split[0]);
  9798. i = skill_get_index(i);
  9799. if( !i ) // invalid skill id
  9800. return false;
  9801. skill_split_atoi(split[1],skill_db[i].hp);
  9802. skill_split_atoi(split[2],skill_db[i].mhp);
  9803. skill_split_atoi(split[3],skill_db[i].sp);
  9804. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9805. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9806. skill_split_atoi(split[6],skill_db[i].zeny);
  9807. //FIXME: document this
  9808. p = split[7];
  9809. for( j = 0; j < 32; j++ )
  9810. {
  9811. int l = atoi(p);
  9812. if( l == 99 ) // magic value?
  9813. {
  9814. skill_db[i].weapon = 0xffffffff;
  9815. break;
  9816. }
  9817. else
  9818. skill_db[i].weapon |= 1<<l;
  9819. p = strchr(p,':');
  9820. if(!p)
  9821. break;
  9822. p++;
  9823. }
  9824. //FIXME: document this
  9825. p = split[8];
  9826. for( j = 0; j < 32; j++ )
  9827. {
  9828. int l = atoi(p);
  9829. if( l == 99 ) // magic value?
  9830. {
  9831. skill_db[i].ammo = 0xffffffff;
  9832. break;
  9833. }
  9834. else if( l ) // 0 not allowed?
  9835. skill_db[i].ammo |= 1<<l;
  9836. p = strchr(p,':');
  9837. if( !p )
  9838. break;
  9839. p++;
  9840. }
  9841. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9842. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9843. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9844. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9845. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9846. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9847. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9848. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9849. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9850. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9851. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9852. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9853. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9854. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9855. else skill_db[i].state = ST_NONE;
  9856. skill_split_atoi(split[11],skill_db[i].spiritball);
  9857. for( j = 0; j < 10; j++ ) {
  9858. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9859. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9860. }
  9861. return true;
  9862. }
  9863. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9864. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9865. int i = atoi(split[0]);
  9866. i = skill_get_index(i);
  9867. if( !i ) // invalid skill id
  9868. return false;
  9869. skill_split_atoi(split[1],skill_db[i].cast);
  9870. skill_split_atoi(split[2],skill_db[i].delay);
  9871. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9872. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9873. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9874. return true;
  9875. }
  9876. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9877. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9878. int i = atoi(split[0]);
  9879. i = skill_get_index(i);
  9880. if( !i ) // invalid skill id
  9881. return false;
  9882. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9883. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9884. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9885. skill_split_atoi(split[4],skill_db[i].unit_range);
  9886. skill_db[i].unit_interval = atoi(split[5]);
  9887. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9888. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9889. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9890. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9891. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9892. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9893. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9894. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9895. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9896. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9897. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9898. skill_db[i].unit_target = BCT_NOENEMY;
  9899. //By default, target just characters.
  9900. skill_db[i].unit_target |= BL_CHAR;
  9901. if (skill_db[i].unit_flag&UF_NOPC)
  9902. skill_db[i].unit_target &= ~BL_PC;
  9903. if (skill_db[i].unit_flag&UF_NOMOB)
  9904. skill_db[i].unit_target &= ~BL_MOB;
  9905. if (skill_db[i].unit_flag&UF_SKILL)
  9906. skill_db[i].unit_target |= BL_SKILL;
  9907. return true;
  9908. }
  9909. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9910. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9911. int x,y;
  9912. int i = atoi(split[0]);
  9913. if( !i )
  9914. return false;
  9915. if( current == MAX_SKILL_PRODUCE_DB )
  9916. return false;
  9917. skill_produce_db[current].nameid = i;
  9918. skill_produce_db[current].itemlv = atoi(split[1]);
  9919. skill_produce_db[current].req_skill = atoi(split[2]);
  9920. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9921. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9922. {
  9923. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9924. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9925. }
  9926. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9927. ShowWarning("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  9928. return true;
  9929. }
  9930. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9931. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9932. int x,y;
  9933. int i = atoi(split[0]);
  9934. if( !i )
  9935. return false;
  9936. if( current == MAX_SKILL_ARROW_DB )
  9937. return false;
  9938. skill_arrow_db[current].nameid = i;
  9939. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9940. {
  9941. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9942. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9943. }
  9944. //TODO?: add capacity warning here
  9945. return true;
  9946. }
  9947. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9948. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9949. int i = atoi(split[0]);
  9950. i = skill_get_index(i);
  9951. if( !i )
  9952. return false;
  9953. if( current == MAX_SKILL_ABRA_DB )
  9954. return false;
  9955. skill_abra_db[i].req_lv = atoi(split[2]);
  9956. skill_abra_db[i].per = atoi(split[3]);
  9957. //TODO?: add capacity warning here
  9958. return true;
  9959. }
  9960. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9961. {// Skill id,Cast,Delay (optional)
  9962. int i = atoi(split[0]);
  9963. i = skill_get_index(i);
  9964. if( !i ) // invalid skill id
  9965. return false;
  9966. skill_split_atoi(split[1],skill_db[i].castnodex);
  9967. if( split[2] ) // optional column
  9968. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9969. return true;
  9970. }
  9971. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9972. {// SkillID,Flag
  9973. int i = atoi(split[0]);
  9974. i = skill_get_index(i);
  9975. if( !i ) // invalid skill id
  9976. return false;
  9977. skill_db[i].nocast |= atoi(split[1]);
  9978. return true;
  9979. }
  9980. int skill_readdb(void)
  9981. {
  9982. // init skill db structures
  9983. memset(skill_db,0,sizeof(skill_db));
  9984. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9985. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9986. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9987. // load skill databases
  9988. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9989. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9990. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9991. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9992. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9993. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9994. skill_init_unit_layout();
  9995. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9996. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9997. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9998. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9999. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  10000. return 0;
  10001. }
  10002. void skill_reload (void)
  10003. {
  10004. skill_readdb();
  10005. }
  10006. /*==========================================
  10007. *
  10008. *------------------------------------------*/
  10009. int do_init_skill (void)
  10010. {
  10011. skill_readdb();
  10012. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10013. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10014. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10015. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10016. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10017. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10018. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10019. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10020. return 0;
  10021. }
  10022. int do_final_skill(void)
  10023. {
  10024. ers_destroy(skill_unit_ers);
  10025. ers_destroy(skill_timer_ers);
  10026. return 0;
  10027. }