skill.c 347 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 <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  625. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  628. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  629. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  630. // macros to check for out of bounds errors [celest]
  631. // i: Skill ID, l: Skill Level, var: Value to return after checking
  632. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  633. // for values that might need to use a different function just skill_chk would suffice.
  634. #define skill_chk(i, l) \
  635. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  636. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  637. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  638. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  639. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  640. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  641. #define skill_get(var, i, l) \
  642. { skill_chk(i, l); return var; }
  643. // Skill DB
  644. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  645. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  646. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  647. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  648. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  649. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  650. 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); }
  651. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  652. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  653. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  654. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  655. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  656. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  657. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  658. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  659. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  660. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  661. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  662. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  663. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  664. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  665. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  666. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  667. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  668. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  669. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  670. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  671. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  672. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  673. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  674. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  675. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  676. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  677. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  678. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  679. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  680. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  681. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  682. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  683. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  684. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  685. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  686. const char* skill_get_name( int id ){
  687. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  688. return "UNKNOWN_SKILL";
  689. if (id >= GD_SKILLBASE)
  690. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  691. if (id >= HM_SKILLBASE) //[orn]
  692. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  693. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  694. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  695. return skill_db[id].name;
  696. }
  697. int skill_tree_get_max(int id, int b_class){
  698. int i, skillid;
  699. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  700. if (id == skillid) return skill_tree[b_class][i].max;
  701. return skill_get_max (id);
  702. }
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_landprotector(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  719. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  720. int skill_get_casttype (int id)
  721. {
  722. int inf = skill_get_inf(id);
  723. if (inf&(INF_GROUND_SKILL))
  724. return CAST_GROUND;
  725. if (inf&INF_SUPPORT_SKILL)
  726. return CAST_NODAMAGE;
  727. if (inf&INF_SELF_SKILL) {
  728. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  729. return CAST_DAMAGE; //Combo skill.
  730. return CAST_NODAMAGE;
  731. }
  732. if (skill_get_nk(id)&NK_NO_DAMAGE)
  733. return CAST_NODAMAGE;
  734. return CAST_DAMAGE;
  735. };
  736. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  737. int skill_get_range2 (struct block_list *bl, int id, int lv)
  738. {
  739. int range = skill_get_range(id, lv);
  740. if(range < 0) {
  741. if (battle_config.use_weapon_skill_range&bl->type)
  742. return status_get_range(bl);
  743. range *=-1;
  744. }
  745. //Use attack range.
  746. if(!range && !(skill_get_inf(id)&INF_SELF_SKILL))
  747. return status_get_range(bl);
  748. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  749. switch (id) {
  750. case AC_SHOWER:
  751. case AC_DOUBLE:
  752. case HT_BLITZBEAT:
  753. case AC_CHARGEARROW:
  754. case SN_FALCONASSAULT:
  755. case SN_SHARPSHOOTING:
  756. case HT_POWER:
  757. if (bl->type == BL_PC)
  758. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  759. else
  760. range += 10; //Assume level 10?
  761. break;
  762. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  763. case GS_RAPIDSHOWER:
  764. case GS_TRACKING:
  765. case GS_PIERCINGSHOT:
  766. case GS_FULLBUSTER:
  767. case GS_SPREADATTACK:
  768. case GS_GROUNDDRIFT:
  769. if (bl->type == BL_PC)
  770. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  771. else
  772. range += 10; //Assume level 10?
  773. break;
  774. case NJ_KIRIKAGE:
  775. if (bl->type == BL_PC)
  776. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  777. break;
  778. }
  779. if(!range && bl->type != BL_PC)
  780. return 9; // Enable non players to use self skills on others. [Skotlex]
  781. return range;
  782. }
  783. int skill_calc_heal (struct block_list *bl, int skill_lv)
  784. {
  785. int skill, heal;
  786. if (skill_lv >= battle_config.max_heal_lv)
  787. return battle_config.max_heal;
  788. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  789. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  790. heal += heal * skill * 2 / 100;
  791. if(bl->type == BL_HOM && (skill = merc_hom_checkskill( ((TBL_HOM*)bl)->master, HLIF_BRAIN)) > 0) //[orn]
  792. heal += heal * skill * 2 / 100;
  793. return heal;
  794. }
  795. // Making plagiarize check its own function [Aru]
  796. int can_copy (struct map_session_data *sd, int skillid)
  797. {
  798. // Never copy NPC/Wedding Skills
  799. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  800. return 0;
  801. // High-class skills
  802. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  803. {
  804. if(battle_config.copyskill_restrict == 2)
  805. return 0;
  806. else if(battle_config.copyskill_restrict)
  807. return (sd->status.class_ == JOB_STALKER);
  808. }
  809. return 1;
  810. }
  811. // [MouseJstr] - skill ok to cast? and when?
  812. int skillnotok (int skillid, struct map_session_data *sd)
  813. {
  814. int i = skillid,m;
  815. nullpo_retr (1, sd);
  816. m = sd->bl.m;
  817. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  818. return 1;
  819. if (i >= GD_SKILLBASE)
  820. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  821. if (i >= HM_SKILLBASE) //[orn]
  822. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  823. if (i > MAX_SKILL || i < 0)
  824. return 1;
  825. if (sd->blockskill[i] > 0)
  826. return 1;
  827. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  828. return 0; // gm's can do anything damn thing they want
  829. // Check skill restrictions [Celest]
  830. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  831. return 1;
  832. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  833. return 1;
  834. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  835. return 1;
  836. if(agit_flag && skill_get_nocast (skillid) & 8)
  837. return 1;
  838. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  839. return 1;
  840. switch (skillid) {
  841. case AL_WARP:
  842. if(map[m].flag.nowarp) {
  843. clif_skill_teleportmessage(sd,0);
  844. return 1;
  845. }
  846. return 0;
  847. break;
  848. case AL_TELEPORT:
  849. if(map[m].flag.noteleport) {
  850. clif_skill_teleportmessage(sd,0);
  851. return 1;
  852. }
  853. return 0;
  854. case TK_HIGHJUMP:
  855. if(map[m].flag.noteleport && !map_flag_vs(m))
  856. { //Can't be used on noteleport maps, except for vs maps [Skotlex]
  857. clif_skill_fail(sd,skillid,0,0);
  858. return 1;
  859. }
  860. break;
  861. case WE_CALLPARTNER:
  862. case WE_CALLPARENT:
  863. case WE_CALLBABY:
  864. if (map[m].flag.nomemo) {
  865. clif_skill_teleportmessage(sd,1);
  866. return 1;
  867. }
  868. break;
  869. case MC_VENDING:
  870. case MC_IDENTIFY:
  871. return 0; // always allowed
  872. case WZ_ICEWALL:
  873. // noicewall flag [Valaris]
  874. if (map[m].flag.noicewall) {
  875. clif_skill_fail(sd,skillid,0,0);
  876. return 1;
  877. }
  878. break;
  879. case GD_EMERGENCYCALL:
  880. if ( //No use map_flag_gvg since config already takes that into account
  881. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  882. !(battle_config.emergency_call&
  883. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  884. (battle_config.emergency_call&16 && map[m].flag.nowarpto)
  885. ) {
  886. clif_skill_fail(sd,skillid,0,0);
  887. return 1;
  888. }
  889. break;
  890. }
  891. return (map[m].flag.noskill);
  892. }
  893. // [orn] - skill ok to cast? and when? //homunculus
  894. int skillnotok_hom (int skillid, struct homun_data *hd)
  895. {
  896. int i = skillid;
  897. nullpo_retr (1, hd);
  898. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  899. return 1;
  900. if (i >= GD_SKILLBASE)
  901. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  902. if (i >= HM_SKILLBASE) //[orn]
  903. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  904. if (i > MAX_SKILL || i < 0)
  905. return 1;
  906. if (hd->blockskill[i] > 0)
  907. return 1;
  908. //Use master's criteria.
  909. return skillnotok(skillid, hd->master);
  910. }
  911. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  912. int firewall_unit_pos;
  913. int icewall_unit_pos;
  914. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  915. {
  916. int pos = skill_get_unit_layout_type(skillid,skilllv);
  917. int dir;
  918. if (pos != -1)
  919. return &skill_unit_layout[pos];
  920. if (src->x == x && src->y == y)
  921. dir = 2;
  922. else
  923. dir = map_calc_dir(src,x,y);
  924. if (skillid == MG_FIREWALL)
  925. return &skill_unit_layout [firewall_unit_pos + dir];
  926. else if (skillid == WZ_ICEWALL)
  927. return &skill_unit_layout [icewall_unit_pos + dir];
  928. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  929. return &skill_unit_layout[0];
  930. }
  931. /*==========================================
  932. *
  933. *------------------------------------------
  934. */
  935. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  936. {
  937. struct map_session_data *sd=NULL, *dstsd=NULL;
  938. struct mob_data *md=NULL, *dstmd=NULL;
  939. struct status_data *sstatus, *tstatus;
  940. struct status_change *sc, *tsc;
  941. int skill;
  942. int rate;
  943. nullpo_retr(0, src);
  944. nullpo_retr(0, bl);
  945. if(skillid < 0)
  946. { // remove the debug print when this case is finished
  947. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  948. src, bl,skillid,skilllv,attack_type,tick);
  949. return 0;
  950. }
  951. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  952. switch (src->type) {
  953. case BL_PC:
  954. sd = (struct map_session_data *)src;
  955. break;
  956. case BL_MOB:
  957. md = (struct mob_data *)src;
  958. break;
  959. }
  960. switch (bl->type) {
  961. case BL_PC:
  962. dstsd=(struct map_session_data *)bl;
  963. break;
  964. case BL_MOB:
  965. dstmd=(struct mob_data *)bl;
  966. break;
  967. }
  968. sc = status_get_sc(src);
  969. tsc = status_get_sc(bl);
  970. sstatus = status_get_status_data(src);
  971. tstatus = status_get_status_data(bl);
  972. if (!tsc) //skill additional effect is about adding effects to the target...
  973. //So if the target can't be inflicted with statuses, this is pointless.
  974. return 0;
  975. switch(skillid){
  976. case 0: // Normal attacks (no skill used)
  977. {
  978. if(sd) {
  979. // Automatic trigger of Blitz Beat
  980. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  981. rand()%1000 <= sstatus->luk*10/3+1 ) {
  982. int lv=(sd->status.job_level+9)/10;
  983. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
  984. }
  985. // Gank
  986. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  987. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  988. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  989. if(pc_steal_item(sd,bl))
  990. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  991. else
  992. clif_skill_fail(sd,RG_SNATCHER,0,0);
  993. }
  994. // Chance to trigger Taekwon kicks [Dralnu]
  995. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  996. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  997. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  998. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  999. ; //Stance triggered
  1000. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  1001. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1002. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1003. ; //Stance triggered
  1004. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  1005. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1006. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1007. ; //Stance triggered
  1008. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1009. { //additional chance from SG_FRIEND [Komurka]
  1010. rate = 20;
  1011. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1012. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1013. status_change_end(src,SC_SKILLRATE_UP,-1);
  1014. }
  1015. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1016. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1017. }
  1018. }
  1019. }
  1020. if (sc && sc->count) {
  1021. // Enchant Poison gives a chance to poison attacked enemies
  1022. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1023. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1024. sc->data[SC_ENCPOISON].val1,0,0,0,
  1025. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1026. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1027. if(sc->data[SC_EDP].timer != -1)
  1028. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1029. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1030. }
  1031. if (tsc->count) {
  1032. if (tsc->data[SC_SPLASHER].timer != -1)
  1033. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1034. tsc->data[SC_SPLASHER].val1,0,0,0,
  1035. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1036. }
  1037. }
  1038. break;
  1039. case SM_BASH:
  1040. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1041. //TODO: How much % per base level it actually is?
  1042. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1043. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1044. }
  1045. break;
  1046. case AS_VENOMKNIFE:
  1047. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1048. skilllv = pc_checkskill(sd, TF_POISON);
  1049. case TF_POISON:
  1050. case AS_SPLASHER:
  1051. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1052. && sd && skillid==TF_POISON
  1053. )
  1054. clif_skill_fail(sd,skillid,0,0);
  1055. break;
  1056. case AS_SONICBLOW:
  1057. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1058. break;
  1059. case AS_GRIMTOOTH:
  1060. {
  1061. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1062. if (tsc->data[type].timer == -1)
  1063. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1064. break;
  1065. }
  1066. case MG_FROSTDIVER:
  1067. case WZ_FROSTNOVA:
  1068. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1069. break;
  1070. case WZ_STORMGUST:
  1071. tsc->data[SC_FREEZE].val3++;
  1072. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1073. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1074. break;
  1075. case WZ_METEOR:
  1076. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1077. break;
  1078. case WZ_VERMILION:
  1079. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1080. break;
  1081. case HT_FREEZINGTRAP:
  1082. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1083. break;
  1084. case HT_FLASHER:
  1085. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1086. break;
  1087. case HT_LANDMINE:
  1088. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1089. break;
  1090. case HT_SHOCKWAVE:
  1091. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1092. break;
  1093. case HT_SANDMAN:
  1094. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1095. break;
  1096. case TF_SPRINKLESAND:
  1097. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1098. break;
  1099. case TF_THROWSTONE:
  1100. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1101. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case NPC_DARKCROSS:
  1104. case CR_HOLYCROSS:
  1105. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1106. break;
  1107. case CR_GRANDCROSS:
  1108. case NPC_GRANDDARKNESS:
  1109. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1110. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case AM_ACIDTERROR:
  1113. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1114. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1115. clif_emotion(bl,23);
  1116. break;
  1117. case AM_DEMONSTRATION:
  1118. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1119. break;
  1120. case CR_SHIELDCHARGE:
  1121. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1122. break;
  1123. case PA_PRESSURE:
  1124. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1125. break;
  1126. case RG_RAID:
  1127. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1128. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1129. break;
  1130. case BA_FROSTJOKE:
  1131. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1132. break;
  1133. case DC_SCREAM:
  1134. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1135. break;
  1136. case BD_LULLABY:
  1137. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1138. break;
  1139. case DC_UGLYDANCE:
  1140. rate = 5+5*skilllv;
  1141. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1142. rate += 5+skill;
  1143. status_zap(bl, 0, rate);
  1144. break;
  1145. case SL_STUN:
  1146. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1147. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1148. break;
  1149. case NPC_PETRIFYATTACK:
  1150. case NPC_CURSEATTACK:
  1151. case NPC_SLEEPATTACK:
  1152. case NPC_BLINDATTACK:
  1153. case NPC_POISON:
  1154. case NPC_SILENCEATTACK:
  1155. case NPC_STUNATTACK:
  1156. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1157. break;
  1158. case NPC_MENTALBREAKER:
  1159. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1160. //equal to Matk*skLevel.
  1161. rate = sstatus->matk_min;
  1162. if (rate < sstatus->matk_max)
  1163. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1164. rate*=skilllv;
  1165. status_zap(bl, 0, rate);
  1166. break;
  1167. }
  1168. // Equipment breaking monster skills [Celest]
  1169. case NPC_BREAKWEAPON:
  1170. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1171. break;
  1172. case NPC_BREAKARMOR:
  1173. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1174. break;
  1175. case NPC_BREAKHELM:
  1176. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1177. break;
  1178. case NPC_BREAKSHIELD:
  1179. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1180. break;
  1181. case CH_TIGERFIST:
  1182. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1183. break;
  1184. case LK_SPIRALPIERCE:
  1185. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1186. break;
  1187. case ST_REJECTSWORD:
  1188. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1189. break;
  1190. case PF_FOGWALL:
  1191. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1192. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1193. break;
  1194. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1195. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1196. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1197. break;
  1198. case LK_JOINTBEAT:
  1199. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1200. break;
  1201. case ASC_METEORASSAULT:
  1202. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1203. switch(rand()%3) {
  1204. case 0:
  1205. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1206. break;
  1207. case 1:
  1208. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1209. break;
  1210. default:
  1211. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1212. }
  1213. break;
  1214. case HW_NAPALMVULCAN:
  1215. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1216. break;
  1217. case WS_CARTTERMINATION: // Cart termination
  1218. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1219. break;
  1220. case CR_ACIDDEMONSTRATION:
  1221. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1222. break;
  1223. case TK_DOWNKICK:
  1224. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1225. break;
  1226. case TK_JUMPKICK:
  1227. //Cancel out Soul Linker status of the target. [Skotlex]
  1228. if (tsc->count) {
  1229. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1230. break;
  1231. //Remove pitched potions effect.
  1232. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1233. status_change_end(bl, SC_ASPDPOTION0, -1);
  1234. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1235. status_change_end(bl, SC_ASPDPOTION1, -1);
  1236. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1237. status_change_end(bl, SC_ASPDPOTION2, -1);
  1238. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1239. status_change_end(bl, SC_ASPDPOTION3, -1);
  1240. if (tsc->data[SC_SPIRIT].timer != -1)
  1241. status_change_end(bl, SC_SPIRIT, -1);
  1242. if (tsc->data[SC_ONEHAND].timer != -1)
  1243. status_change_end(bl, SC_ONEHAND, -1);
  1244. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1245. status_change_end(bl, SC_ADRENALINE2, -1);
  1246. }
  1247. break;
  1248. case TK_TURNKICK:
  1249. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1250. if(attack_type == BF_MISC) //70% base stun chance...
  1251. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1252. break;
  1253. case GS_BULLSEYE: //0.1% coma rate.
  1254. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1255. break;
  1256. case GS_PIERCINGSHOT:
  1257. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1258. break;
  1259. case NJ_HYOUSYOURAKU:
  1260. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1261. break;
  1262. case GS_FLING:
  1263. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1264. break;
  1265. }
  1266. if(sd && attack_type&BF_WEAPON &&
  1267. skillid != MC_CARTREVOLUTION &&
  1268. skillid != AM_DEMONSTRATION &&
  1269. skillid != CR_REFLECTSHIELD
  1270. ){ //Trigger status effects
  1271. int i, type;
  1272. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1273. {
  1274. rate = sd->addeff[i].rate;
  1275. type = sd->state.arrow_atk; //Ranged?
  1276. if (type)
  1277. rate += sd->addeff[i].arrow_rate;
  1278. if (!rate) continue;
  1279. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1280. { //Trigger has range consideration.
  1281. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1282. (sd->addeff[i].flag&ATF_SHORT && type))
  1283. continue; //Range Failed.
  1284. }
  1285. type = sd->addeff[i].id;
  1286. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1287. if (sd->addeff[i].flag&ATF_TARGET)
  1288. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1289. if (sd->addeff[i].flag&ATF_SELF)
  1290. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1291. }
  1292. }
  1293. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1294. { //Pass heritage to Master for status causing effects. [Skotlex]
  1295. sd = map_id2sd(md->master_id);
  1296. src = sd?&sd->bl:src;
  1297. }
  1298. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1299. //But Gravity Patched this silently, and it now seems to trigger only on
  1300. //weapon attacks.
  1301. if(sd && !status_isdead(bl) && src != bl && attack_type&BF_WEAPON
  1302. // !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)
  1303. ) {
  1304. struct block_list *tbl;
  1305. struct unit_data *ud;
  1306. int i, skilllv;
  1307. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1308. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1309. if (skillnotok(skill, sd))
  1310. continue;
  1311. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1312. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1313. if (rand()%1000 > rate)
  1314. continue;
  1315. if (sd->autospell[i].id < 0)
  1316. tbl = src;
  1317. else
  1318. tbl = bl;
  1319. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1320. continue; //Autoskills DO check for target-src range. [Skotlex]
  1321. rate = skill_get_inf(skill);
  1322. switch (skill_get_casttype(skill)) {
  1323. case CAST_GROUND:
  1324. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1325. break;
  1326. case CAST_NODAMAGE:
  1327. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1328. break;
  1329. case CAST_DAMAGE:
  1330. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1331. break;
  1332. }
  1333. //Set canact delay. [Skotlex]
  1334. ud = unit_bl2ud(src);
  1335. if (ud) {
  1336. rate = skill_delayfix(src, skill, skilllv)/2;
  1337. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1338. ud->canact_tick = tick+rate;
  1339. }
  1340. break; //Only one auto skill comes off at a time.
  1341. }
  1342. }
  1343. //Polymorph
  1344. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1345. dstmd && !(tstatus->mode&MD_BOSS) &&
  1346. (rand()%10000 < sd->classchange))
  1347. {
  1348. struct mob_db *mob;
  1349. int class_;
  1350. skill = 0;
  1351. do {
  1352. do {
  1353. class_ = rand() % MAX_MOB_DB;
  1354. } while (!mobdb_checkid(class_));
  1355. rate = rand() % 1000000;
  1356. mob = mob_db(class_);
  1357. } while (
  1358. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1359. (skill++) < 2000);
  1360. if (skill < 2000)
  1361. mob_class_change(dstmd,class_);
  1362. }
  1363. return 0;
  1364. }
  1365. /* Splitted off from skill_additional_effect, which is never called when the
  1366. * attack skill kills the enemy. Place in this function counter status effects
  1367. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1368. * from cards) that will take effect on the source, not the target. [Skotlex]
  1369. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1370. * type of skills, so not every instance of skill_additional_effect needs a call
  1371. * to this one.
  1372. */
  1373. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1374. {
  1375. int rate;
  1376. struct map_session_data *sd=NULL;
  1377. struct map_session_data *dstsd=NULL;
  1378. struct status_change *tsc;
  1379. nullpo_retr(0, src);
  1380. nullpo_retr(0, bl);
  1381. if(skillid < 0)
  1382. { // remove the debug print when this case is finished
  1383. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1384. src, bl,skillid,skilllv,attack_type,tick);
  1385. return 0;
  1386. }
  1387. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1388. tsc = status_get_sc(bl);
  1389. if (tsc && !tsc->count)
  1390. tsc = NULL;
  1391. BL_CAST(BL_PC, src, sd);
  1392. BL_CAST(BL_PC, bl, dstsd);
  1393. switch(skillid){
  1394. case 0: //Normal Attack
  1395. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1396. tsc->data[SC_KAAHI].val4 = add_timer(
  1397. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1398. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1399. break;
  1400. case MO_EXTREMITYFIST:
  1401. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1402. break;
  1403. case GS_FULLBUSTER:
  1404. status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10);
  1405. break;
  1406. case HFLI_SBR44: //[orn]
  1407. case HVAN_EXPLOSION:
  1408. if(src->type == BL_HOM){
  1409. TBL_HOM *hd = (TBL_HOM*)src;
  1410. if (hd->master) {
  1411. hd->master->homunculus.intimacy = 200;
  1412. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  1413. }
  1414. }
  1415. break;
  1416. }
  1417. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1418. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1419. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1420. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1421. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1422. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1423. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1424. }
  1425. if(dstsd && attack_type&BF_WEAPON)
  1426. { //Counter effects.
  1427. int i, type, time;
  1428. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1429. {
  1430. rate = dstsd->addeff2[i].rate;
  1431. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1432. if (type)
  1433. rate+=dstsd->addeff2[i].arrow_rate;
  1434. if (!rate) continue;
  1435. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1436. { //Trigger has range consideration.
  1437. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1438. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1439. continue; //Range Failed.
  1440. }
  1441. type = dstsd->addeff2[i].id;
  1442. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1443. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1444. status_change_start(src,type,rate,7,0,0,0,time,0);
  1445. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1446. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1447. }
  1448. }
  1449. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1450. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1451. {
  1452. struct block_list *tbl;
  1453. struct unit_data *ud;
  1454. int i, skillid, skilllv, rate;
  1455. for (i = 0; i < MAX_PC_BONUS; i++) {
  1456. if (dstsd->autospell2[i].id == 0)
  1457. break;
  1458. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1459. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1460. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1461. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1462. if (skillnotok(skillid, dstsd))
  1463. continue;
  1464. if (rand()%1000 > rate)
  1465. continue;
  1466. if (dstsd->autospell2[i].id < 0)
  1467. tbl = bl;
  1468. else
  1469. tbl = src;
  1470. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1471. continue; //Autoskills DO check for target-src range. [Skotlex]
  1472. switch (skill_get_casttype(skillid)) {
  1473. case CAST_GROUND:
  1474. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1475. break;
  1476. case CAST_NODAMAGE:
  1477. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1478. break;
  1479. case CAST_DAMAGE:
  1480. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1481. break;
  1482. }
  1483. //Set canact delay. [Skotlex]
  1484. ud = unit_bl2ud(bl);
  1485. if (ud) {
  1486. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1487. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1488. ud->canact_tick = tick+rate;
  1489. }
  1490. break; //trigger only one auto-spell per hit.
  1491. }
  1492. }
  1493. return 0;
  1494. }
  1495. /*=========================================================================
  1496. Breaks equipment. On-non players causes the corresponding strip effect.
  1497. - rate goes from 0 to 10000 (100.00%)
  1498. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1499. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1500. --------------------------------------------------------------------------*/
  1501. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1502. {
  1503. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1504. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1505. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1506. struct status_change *sc = status_get_sc(bl);
  1507. int i,j;
  1508. TBL_PC *sd;
  1509. BL_CAST(BL_PC, bl, sd);
  1510. if (sc && !sc->count)
  1511. sc = NULL;
  1512. if (sd) {
  1513. if (sd->unbreakable_equip)
  1514. where &= ~sd->unbreakable_equip;
  1515. if (sd->unbreakable)
  1516. rate -= rate*sd->unbreakable/100;
  1517. if (where&EQP_WEAPON) {
  1518. switch (sd->status.weapon) {
  1519. case W_FIST: //Bare fists should not break :P
  1520. case W_1HAXE:
  1521. case W_2HAXE:
  1522. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1523. case W_STAFF:
  1524. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1525. where &= ~EQP_WEAPON;
  1526. }
  1527. }
  1528. }
  1529. if (flag&BCT_ENEMY) {
  1530. if (battle_config.equip_skill_break_rate != 100)
  1531. rate = rate*battle_config.equip_skill_break_rate/100;
  1532. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1533. if (battle_config.equip_self_break_rate != 100)
  1534. rate = rate*battle_config.equip_self_break_rate/100;
  1535. }
  1536. for (i = 0; i < 4; i++) {
  1537. if (where&where_list[i]) {
  1538. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1539. where&=~where_list[i];
  1540. else if (rand()%10000 >= rate)
  1541. where&=~where_list[i];
  1542. else if (!sd) //Cause Strip effect.
  1543. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1544. }
  1545. }
  1546. if (!where) //Nothing to break.
  1547. return 0;
  1548. if (sd) {
  1549. for (i = 0; i < EQI_MAX; i++) {
  1550. j = sd->equip_index[i];
  1551. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1552. continue;
  1553. flag = 0;
  1554. switch(i) {
  1555. case EQI_HEAD_TOP: //Upper Head
  1556. flag = (where&EQP_HELM);
  1557. break;
  1558. case EQI_ARMOR: //Body
  1559. flag = (where&EQP_ARMOR);
  1560. break;
  1561. case EQI_HAND_R: //Left/Right hands
  1562. case EQI_HAND_L:
  1563. flag = (
  1564. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1565. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1566. break;
  1567. default:
  1568. continue;
  1569. }
  1570. if (flag) {
  1571. sd->status.inventory[j].attribute = 1;
  1572. pc_unequipitem(sd, j, 3);
  1573. }
  1574. }
  1575. clif_equiplist(sd);
  1576. }
  1577. return where; //Return list of pieces broken.
  1578. }
  1579. /*=========================================================================
  1580. Used to knock back players, monsters, traps, etc
  1581. If count&0xf00000, the direction is send in the 6th byte.
  1582. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1583. If count&0x20000, position update packets must not be sent.
  1584. IF count&0X40000, direction is random.
  1585. --------------------------------------------------------------------------*/
  1586. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1587. {
  1588. int dx=0,dy=0,nx,ny;
  1589. int x=target->x,y=target->y;
  1590. int dir,ret;
  1591. struct skill_unit *su=NULL;
  1592. nullpo_retr(0, src);
  1593. if (src != target && map_flag_gvg(target->m))
  1594. return 0; //No knocking back in WoE
  1595. if (!count&0xffff)
  1596. return 0; //Actual knockback distance is 0.
  1597. switch (target->type) {
  1598. case BL_MOB:
  1599. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1600. return 0;
  1601. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1602. return 0;
  1603. break;
  1604. case BL_SKILL:
  1605. su=(struct skill_unit *)target;
  1606. break;
  1607. }
  1608. if (count&0xf00000)
  1609. dir = (count>>20)&0xf;
  1610. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1611. dir = unit_getdir(target);
  1612. else if (count&0x40000) //Flag for random pushing.
  1613. dir = rand()%8;
  1614. else
  1615. dir = map_calc_dir(target,src->x,src->y);
  1616. if (dir>=0 && dir<8){
  1617. dx = -dirx[dir];
  1618. dy = -diry[dir];
  1619. }
  1620. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1621. nx=ret>>16;
  1622. ny=ret&0xffff;
  1623. if (!su)
  1624. unit_stop_walking(target,0);
  1625. dx = nx - x;
  1626. dy = ny - y;
  1627. if (!dx && !dy) //Could not knockback.
  1628. return 0;
  1629. map_foreachinmovearea(clif_outsight,target->m,
  1630. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1631. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1632. if(su)
  1633. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1634. else
  1635. map_moveblock(target, nx, ny, gettick());
  1636. map_foreachinmovearea(clif_insight,target->m,
  1637. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1638. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1639. if(!(count&0x20000))
  1640. clif_blown(target);
  1641. return (count&0xFFFF); //Return amount of knocked back cells.
  1642. }
  1643. /*
  1644. * =========================================================================
  1645. * Does a skill attack with the given properties.
  1646. * src is the master behind the attack (player/mob/pet)
  1647. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1648. * bl is the target to be attacked.
  1649. * flag can hold a bunch of information:
  1650. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1651. * (usually holds number of targets, or just 1 for simple splash attacks)
  1652. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1653. * packet shouldn't display a skill animation)
  1654. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1655. * client (causes player characters to not scream skill name)
  1656. *-------------------------------------------------------------------------
  1657. */
  1658. 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)
  1659. {
  1660. struct Damage dmg;
  1661. struct status_data *sstatus, *tstatus;
  1662. struct status_change *sc;
  1663. struct map_session_data *sd, *tsd;
  1664. int type,damage,rdamage=0;
  1665. if(skillid > 0 && skilllv <= 0) return 0;
  1666. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1667. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1668. nullpo_retr(0, bl); //Target to be attacked.
  1669. if (src != dsrc) {
  1670. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1671. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1672. return 0;
  1673. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1674. //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]
  1675. if (!status_check_skilluse(src, bl, skillid, 2))
  1676. return 0;
  1677. }
  1678. BL_CAST(BL_PC, src, sd);
  1679. BL_CAST(BL_PC, bl, tsd);
  1680. sstatus = status_get_status_data(src);
  1681. tstatus = status_get_status_data(bl);
  1682. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1683. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1684. return 0;
  1685. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1686. //Skotlex: Adjusted to the new system
  1687. if(src->type==BL_PET && (struct pet_data *)src)
  1688. { // [Valaris]
  1689. struct pet_data *pd = (struct pet_data *)src;
  1690. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1691. {
  1692. int element = skill_get_pl(skillid);
  1693. if (skillid == -1)
  1694. element = sstatus->rhw.ele;
  1695. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1696. dmg.damage2=0;
  1697. dmg.div_= pd->a_skill->div_;
  1698. }
  1699. }
  1700. sc= status_get_sc(bl);
  1701. if (sc && !sc->count) sc = NULL; //Don't need it.
  1702. if (attack_type&BF_MAGIC) {
  1703. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1704. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1705. { //Works on players or mobs with level under 80.
  1706. clif_specialeffect(bl, 438, AREA);
  1707. if (--sc->data[SC_KAITE].val2 <= 0)
  1708. status_change_end(bl, SC_KAITE, -1);
  1709. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  1710. bl = src; //Just make the skill attack yourself @.@
  1711. sc = status_get_sc(bl);
  1712. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1713. if (sc && !sc->count)
  1714. sc = NULL; //Don't need it.
  1715. //Spirit of Wizard blocks bounced back spells.
  1716. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1717. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1718. {
  1719. if (tsd) pc_delitem(tsd, type, 1, 0);
  1720. dmg.damage = dmg.damage2 = 0;
  1721. dmg.dmg_lv = ATK_FLEE;
  1722. }
  1723. }
  1724. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1725. int sp = skill_get_sp(skillid,skilllv);
  1726. dmg.damage = dmg.damage2 = 0;
  1727. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1728. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1729. if(skillid == WZ_WATERBALL && skilllv > 1)
  1730. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1731. status_heal(bl, 0, sp, 2);
  1732. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1733. }
  1734. }
  1735. damage = dmg.damage + dmg.damage2;
  1736. if (damage > 0 && src != bl && src == dsrc)
  1737. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1738. //Skill hit type
  1739. type=(skillid==0)?5:skill_get_hit(skillid);
  1740. if((damage <= 0 || damage < dmg.div_)
  1741. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1742. dmg.blewcount = 0;
  1743. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1744. if(battle_config.gx_disptype) dsrc = src;
  1745. if(src == bl) type = 4;
  1746. }
  1747. if(sd) {
  1748. //Sorry for removing the Japanese comments, but they were actually distracting
  1749. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1750. if (sd->sc.data[SC_COMBO].timer!=-1)
  1751. { //End combo state after skill is invoked. [Skotlex]
  1752. switch (skillid) {
  1753. case TK_TURNKICK:
  1754. case TK_STORMKICK:
  1755. case TK_DOWNKICK:
  1756. case TK_COUNTER:
  1757. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1758. { //Extend combo time.
  1759. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1760. sd->skilllv_old = skilllv;
  1761. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1762. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1763. sd->sc.data[SC_COMBO].timer = add_timer(
  1764. tick+sd->sc.data[SC_COMBO].val4,
  1765. status_change_timer, src->id, SC_COMBO);
  1766. break;
  1767. }
  1768. default:
  1769. status_change_end(src,SC_COMBO,-1);
  1770. }
  1771. }
  1772. switch(skillid)
  1773. {
  1774. case MO_TRIPLEATTACK:
  1775. {
  1776. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1777. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1778. delay += 300 * battle_config.combo_delay_rate / 100;
  1779. sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay);
  1780. clif_combo_delay(src, delay);
  1781. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1782. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1783. break;
  1784. }
  1785. case MO_CHAINCOMBO:
  1786. {
  1787. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1788. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1789. delay += 300 * battle_config.combo_delay_rate /100;
  1790. sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay);
  1791. clif_combo_delay(src,delay);
  1792. break;
  1793. }
  1794. case MO_COMBOFINISH:
  1795. {
  1796. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1797. if (
  1798. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1799. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1800. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1801. )
  1802. delay += 300 * battle_config.combo_delay_rate /100;
  1803. sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay);
  1804. clif_combo_delay(src,delay);
  1805. break;
  1806. }
  1807. case CH_TIGERFIST:
  1808. { //Tigerfist is now a combo-only skill. [Skotlex]
  1809. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1810. if(
  1811. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1812. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1813. )
  1814. delay += 300 * battle_config.combo_delay_rate /100;
  1815. sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay);
  1816. clif_combo_delay(src,delay);
  1817. break;
  1818. }
  1819. case CH_CHAINCRUSH:
  1820. {
  1821. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1822. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 &&
  1823. sd->spiritball >= 1 &&
  1824. sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1825. delay += 300 * battle_config.combo_delay_rate /100;
  1826. sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay);
  1827. clif_combo_delay(src,delay);
  1828. break;
  1829. }
  1830. case AC_DOUBLE:
  1831. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1832. pc_checkskill(sd, HT_POWER)) {
  1833. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1834. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1835. clif_combo_delay(src,2000);
  1836. }
  1837. break;
  1838. case TK_COUNTER:
  1839. { //bonus from SG_FRIEND [Komurka]
  1840. int level;
  1841. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1842. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1843. }
  1844. break;
  1845. case SL_STIN:
  1846. case SL_STUN:
  1847. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1848. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1849. break;
  1850. case GS_FULLBUSTER:
  1851. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1852. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1853. break;
  1854. } //Switch End
  1855. }
  1856. //Display damage.
  1857. switch(skillid){
  1858. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1859. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1860. break;
  1861. //Skills that need be passed as a normal attack for the client to display correctly.
  1862. case HVAN_EXPLOSION:
  1863. case NPC_SELFDESTRUCTION:
  1864. if(src->type==BL_PC)
  1865. dmg.blewcount = 10;
  1866. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1867. case KN_AUTOCOUNTER:
  1868. case NPC_CRITICALSLASH:
  1869. case NPC_WATERATTACK:
  1870. case NPC_GROUNDATTACK:
  1871. case NPC_FIREATTACK:
  1872. case NPC_WINDATTACK:
  1873. case NPC_POISONATTACK:
  1874. case NPC_HOLYATTACK:
  1875. case NPC_DARKNESSATTACK:
  1876. case NPC_TELEKINESISATTACK:
  1877. case NPC_SPLASHATTACK:
  1878. case TF_DOUBLE:
  1879. case GS_CHAINACTION:
  1880. case SN_SHARPSHOOTING:
  1881. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1882. break;
  1883. case CR_GRANDCROSS:
  1884. case NPC_GRANDDARKNESS:
  1885. //Only show animation when hitting yourself. [Skotlex]
  1886. if (src!=bl) {
  1887. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1888. break;
  1889. }
  1890. default:
  1891. // Aegis sends the same packet for both targetted and splash-targetted enemies,
  1892. // therefore SD_ANIMATION isn't really of any use...
  1893. /*
  1894. if (flag&SD_ANIMATION) //Disable skill animation.
  1895. dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1896. damage, dmg.div_, 8, dmg.damage2);
  1897. else
  1898. */
  1899. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1900. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1901. break;
  1902. }
  1903. map_freeblock_lock();
  1904. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1905. && pc_checkskill(tsd,RG_PLAGIARISM)
  1906. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1907. && damage < tsd->status.hp)
  1908. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1909. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1910. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1911. {
  1912. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1913. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1914. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1915. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1916. }
  1917. tsd->cloneskill_id = skillid;
  1918. tsd->status.skill[skillid].id = skillid;
  1919. tsd->status.skill[skillid].lv = skilllv;
  1920. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1921. tsd->status.skill[skillid].lv = type;
  1922. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1923. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1924. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1925. clif_skillinfoblock(tsd);
  1926. }
  1927. }
  1928. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1929. struct skill_unit* su = (struct skill_unit*)bl;
  1930. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1931. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1932. }
  1933. if (!dmg.amotion) {
  1934. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1935. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1936. if (!status_isdead(bl))
  1937. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1938. //Counter status effects [Skotlex]
  1939. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1940. }
  1941. }
  1942. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1943. if (dmg.blewcount > 0 && !status_isdead(bl))
  1944. skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
  1945. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1946. if (dmg.amotion)
  1947. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1948. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1949. int rate = 50 + skilllv * 5;
  1950. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1951. if(rand()%100 < rate)
  1952. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1953. }
  1954. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1955. if (battle_config.left_cardfix_to_right)
  1956. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1957. else
  1958. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1959. }
  1960. if (rdamage>0) {
  1961. if (dmg.amotion)
  1962. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1963. else
  1964. status_fix_damage(bl,src,rdamage,0);
  1965. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1966. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1967. if (tsd && src != bl)
  1968. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1969. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1970. }
  1971. if (!(flag&2) &&
  1972. (
  1973. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1974. ) &&
  1975. (sc = status_get_sc(src)) &&
  1976. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1977. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1978. {
  1979. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1980. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1981. }
  1982. map_freeblock_unlock();
  1983. return damage;
  1984. }
  1985. /*==========================================
  1986. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1987. * flagについて?F16?i?を確認
  1988. * MSB <- 00fTffff ->LSB
  1989. * T =タ?ゲット選?用(BCT_*)
  1990. * ffff=自由に使用可能
  1991. * 0 =予約?B0に固定
  1992. *------------------------------------------
  1993. */
  1994. static int skill_area_temp[8];
  1995. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1996. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1997. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1998. int skill_area_sub (struct block_list *bl, va_list ap)
  1999. {
  2000. struct block_list *src;
  2001. int skill_id,skill_lv,flag;
  2002. unsigned int tick;
  2003. SkillFunc func;
  2004. nullpo_retr(0, bl);
  2005. nullpo_retr(0, ap);
  2006. src=va_arg(ap,struct block_list *);
  2007. skill_id=va_arg(ap,int);
  2008. skill_lv=va_arg(ap,int);
  2009. tick=va_arg(ap,unsigned int);
  2010. flag=va_arg(ap,int);
  2011. func=va_arg(ap,SkillFunc);
  2012. if(battle_check_target(src,bl,flag) > 0)
  2013. func(src,bl,skill_id,skill_lv,tick,flag);
  2014. return 0;
  2015. }
  2016. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2017. {
  2018. struct skill_unit *unit;
  2019. int skillid,g_skillid;
  2020. unit = (struct skill_unit *)bl;
  2021. if(bl->prev == NULL || bl->type != BL_SKILL)
  2022. return 0;
  2023. if(!unit->alive)
  2024. return 0;
  2025. skillid = va_arg(ap,int);
  2026. g_skillid = unit->group->skill_id;
  2027. switch (skillid)
  2028. {
  2029. case MG_SAFETYWALL:
  2030. case AL_PNEUMA:
  2031. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2032. return 0;
  2033. break;
  2034. case AL_WARP:
  2035. case HT_SKIDTRAP:
  2036. case HT_LANDMINE:
  2037. case HT_ANKLESNARE:
  2038. case HT_SHOCKWAVE:
  2039. case HT_SANDMAN:
  2040. case HT_FLASHER:
  2041. case HT_FREEZINGTRAP:
  2042. case HT_BLASTMINE:
  2043. case HT_CLAYMORETRAP:
  2044. case HT_TALKIEBOX:
  2045. case HP_BASILICA:
  2046. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2047. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2048. return 0;
  2049. break;
  2050. default: //Avoid stacking with same kind of trap. [Skotlex]
  2051. if (g_skillid != skillid)
  2052. return 0;
  2053. break;
  2054. }
  2055. return 1;
  2056. }
  2057. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2058. {
  2059. //Non players do not check for the skill's splash-trigger area.
  2060. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2061. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2062. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2063. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2064. return 0;
  2065. }
  2066. range += layout_type;
  2067. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2068. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2069. }
  2070. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2071. {
  2072. int skillid;
  2073. if(bl->prev == NULL)
  2074. return 0;
  2075. if(status_isdead(bl))
  2076. return 0;
  2077. skillid = va_arg(ap,int);
  2078. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2079. return 0;
  2080. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2081. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2082. return 1;
  2083. }
  2084. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2085. {
  2086. int range, type;
  2087. switch (skillid) { // to be expanded later
  2088. case WZ_ICEWALL:
  2089. range = 2;
  2090. break;
  2091. default:
  2092. {
  2093. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2094. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2095. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2096. return 0;
  2097. }
  2098. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2099. }
  2100. break;
  2101. }
  2102. // if the caster is a monster/NPC, only check for players
  2103. // otherwise just check characters
  2104. if (bl->type == BL_PC)
  2105. type = BL_CHAR;
  2106. else
  2107. type = BL_PC;
  2108. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2109. x - range, y - range, x + range, y + range,
  2110. type, skillid);
  2111. }
  2112. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2113. {
  2114. struct map_session_data *sd;
  2115. int gid, id, strvit, agidex;
  2116. sd = (struct map_session_data *)bl;
  2117. id = va_arg(ap,int);
  2118. gid = va_arg(ap,int);
  2119. if (sd->status.guild_id != gid)
  2120. return 0;
  2121. if(id == sd->bl.id && battle_config.guild_aura&16)
  2122. return 0;
  2123. strvit = va_arg(ap,int);
  2124. agidex = va_arg(ap,int);
  2125. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2126. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2127. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2128. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2129. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2130. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2131. }
  2132. return 0;
  2133. }
  2134. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2135. return 1;
  2136. }
  2137. /*==========================================
  2138. * [orn]
  2139. * Checks that you have the requirements for casting a skill for homunculus.
  2140. * Flag:
  2141. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2142. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2143. *------------------------------------------
  2144. */
  2145. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2146. {
  2147. struct status_data *status;
  2148. struct status_change *sc;
  2149. TBL_PC * sd;
  2150. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2151. int index[10],itemid[10],amount[10];
  2152. int checkitem_flag = 1, delitem_flag = 1;
  2153. nullpo_retr(0, hd);
  2154. sd = hd->master;
  2155. if (lv <= 0) return 0;
  2156. status = &hd->battle_status;
  2157. sc = &hd->sc;
  2158. if (!sc->count)
  2159. sc = NULL;
  2160. // for the guild skills [celest]
  2161. if (skill >= HM_SKILLBASE) //[orn]
  2162. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2163. else
  2164. j = skill;
  2165. if (j < 0 || j >= MAX_SKILL_DB)
  2166. return 0;
  2167. //Code speedup, rather than using skill_get_* over and over again.
  2168. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2169. return 0;
  2170. for(i = 0; i < 10; i++) {
  2171. itemid[i] = skill_db[j].itemid[i];
  2172. amount[i] = skill_db[j].amount[i];
  2173. }
  2174. hp = skill_db[j].hp[lv-1];
  2175. sp = skill_db[j].sp[lv-1];
  2176. hp_rate = skill_db[j].hp_rate[lv-1];
  2177. sp_rate = skill_db[j].sp_rate[lv-1];
  2178. state = skill_db[j].state;
  2179. mhp = skill_db[j].mhp[lv-1];
  2180. if(mhp > 0)
  2181. hp += (status->max_hp * mhp)/100;
  2182. if(hp_rate > 0)
  2183. hp += (status->hp * hp_rate)/100;
  2184. else
  2185. hp += (status->max_hp * (-hp_rate))/100;
  2186. if(sp_rate > 0)
  2187. sp += (status->sp * sp_rate)/100;
  2188. else
  2189. sp += (status->max_sp * (-sp_rate))/100;
  2190. switch(skill) { // Check for cost reductions due to skills & SCs
  2191. case HFLI_SBR44:
  2192. if(sd->homunculus.intimacy < 200)
  2193. return 0;
  2194. break;
  2195. case HVAN_EXPLOSION:
  2196. if(sd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2197. return 0;
  2198. break;
  2199. }
  2200. if(!(type&2)){
  2201. if( hp>0 && status->hp <= (unsigned int)hp) {
  2202. clif_skill_fail(sd,skill,2,0);
  2203. return 0;
  2204. }
  2205. if( sp>0 && status->sp < (unsigned int)sp) {
  2206. clif_skill_fail(sd,skill,1,0);
  2207. return 0;
  2208. }
  2209. }
  2210. if (!type) //States are only checked on begin casting.
  2211. switch(state) {
  2212. case ST_MOVE_ENABLE:
  2213. if(!unit_can_move(&hd->bl)) {
  2214. clif_skill_fail(sd,skill,0,0);
  2215. return 0;
  2216. }
  2217. break;
  2218. }
  2219. if (checkitem_flag) {
  2220. for(i=0;i<10;i++) {
  2221. index[i] = -1;
  2222. if(itemid[i] <= 0)
  2223. continue;
  2224. index[i] = pc_search_inventory(sd,itemid[i]);
  2225. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2226. {
  2227. clif_skill_fail(sd,skill,0,0);
  2228. return 0;
  2229. }
  2230. }
  2231. }
  2232. if(!(type&1))
  2233. return 1;
  2234. if(delitem_flag) {
  2235. for(i=0;i<10;i++) {
  2236. if(index[i] >= 0)
  2237. pc_delitem(sd,index[i],amount[i],0);
  2238. }
  2239. }
  2240. if(type&2)
  2241. return 1;
  2242. if(sp || hp)
  2243. status_zap(&hd->bl, hp, sp);
  2244. return 1;
  2245. }
  2246. /*=========================================================================
  2247. *
  2248. */
  2249. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2250. {
  2251. if(skill_area_temp[0] < 0xffff)
  2252. skill_area_temp[0]++;
  2253. return 1;
  2254. }
  2255. int skill_count_water (struct block_list *src, int range)
  2256. {
  2257. int i,x,y,cnt = 0,size = range*2+1;
  2258. struct skill_unit *unit;
  2259. for (i=0;i<size*size;i++) {
  2260. x = src->x+(i%size-range);
  2261. y = src->y+(i/size-range);
  2262. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2263. cnt++;
  2264. continue;
  2265. }
  2266. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2267. if (!unit)
  2268. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2269. if (unit) {
  2270. cnt++;
  2271. skill_delunit(unit, 1);
  2272. }
  2273. }
  2274. return cnt;
  2275. }
  2276. /*==========================================
  2277. *
  2278. *------------------------------------------
  2279. */
  2280. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2281. {
  2282. struct block_list *src = map_id2bl(id),*target;
  2283. struct unit_data *ud = unit_bl2ud(src);
  2284. struct skill_timerskill *skl = NULL;
  2285. int range;
  2286. nullpo_retr(0, src);
  2287. nullpo_retr(0, ud);
  2288. skl = ud->skilltimerskill[data];
  2289. nullpo_retr(0, skl);
  2290. ud->skilltimerskill[data] = NULL;
  2291. do {
  2292. if(src->prev == NULL)
  2293. break;
  2294. if(skl->target_id) {
  2295. target = map_id2bl(skl->target_id);
  2296. if(!target && skl->skill_id == RG_INTIMIDATE)
  2297. target = src; //Required since it has to warp.
  2298. if(target == NULL)
  2299. break;
  2300. if(target->prev == NULL)
  2301. break;
  2302. if(src->m != target->m)
  2303. break;
  2304. if(status_isdead(src))
  2305. break;
  2306. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2307. break;
  2308. switch(skl->skill_id) {
  2309. case RG_INTIMIDATE:
  2310. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2311. short x,y;
  2312. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2313. if (target != src && !status_isdead(target))
  2314. unit_warp(target, -1, x, y, 3);
  2315. }
  2316. break;
  2317. case BA_FROSTJOKE:
  2318. case DC_SCREAM:
  2319. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2320. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2321. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2322. break;
  2323. case WZ_WATERBALL:
  2324. if (!status_isdead(target))
  2325. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2326. if (skl->type>1 && !status_isdead(target)) {
  2327. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2328. } else {
  2329. struct status_change *sc = status_get_sc(src);
  2330. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2331. status_change_end(src,SC_MAGICPOWER,-1);
  2332. }
  2333. break;
  2334. default:
  2335. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2336. break;
  2337. }
  2338. }
  2339. else {
  2340. if(src->m != skl->map)
  2341. break;
  2342. switch(skl->skill_id) {
  2343. case WZ_METEOR:
  2344. if(skl->type >= 0) {
  2345. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2346. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2347. }
  2348. else
  2349. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2350. break;
  2351. }
  2352. }
  2353. } while (0);
  2354. //Free skl now that it is no longer needed.
  2355. ers_free(skill_timer_ers, skl);
  2356. return 0;
  2357. }
  2358. /*==========================================
  2359. *
  2360. *------------------------------------------
  2361. */
  2362. 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)
  2363. {
  2364. int i;
  2365. struct unit_data *ud;
  2366. nullpo_retr(1, src);
  2367. ud = unit_bl2ud(src);
  2368. nullpo_retr(1, ud);
  2369. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2370. if (i==MAX_SKILLTIMERSKILL) return 1;
  2371. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2372. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2373. ud->skilltimerskill[i]->src_id = src->id;
  2374. ud->skilltimerskill[i]->target_id = target;
  2375. ud->skilltimerskill[i]->skill_id = skill_id;
  2376. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2377. ud->skilltimerskill[i]->map = src->m;
  2378. ud->skilltimerskill[i]->x = x;
  2379. ud->skilltimerskill[i]->y = y;
  2380. ud->skilltimerskill[i]->type = type;
  2381. ud->skilltimerskill[i]->flag = flag;
  2382. return 0;
  2383. }
  2384. /*==========================================
  2385. *
  2386. *------------------------------------------
  2387. */
  2388. int skill_cleartimerskill (struct block_list *src)
  2389. {
  2390. int i;
  2391. struct unit_data *ud;
  2392. nullpo_retr(0, src);
  2393. ud = unit_bl2ud(src);
  2394. nullpo_retr(0, ud);
  2395. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2396. if(ud->skilltimerskill[i]) {
  2397. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2398. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2399. ud->skilltimerskill[i]=NULL;
  2400. }
  2401. }
  2402. return 1;
  2403. }
  2404. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2405. {
  2406. TBL_SKILL *su = (TBL_SKILL*)bl;
  2407. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2408. { //Reveal trap.
  2409. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2410. //clif_changetraplook(bl, su->group->unit_id);
  2411. clif_skill_setunit(su);
  2412. return 1;
  2413. }
  2414. return 0;
  2415. }
  2416. /*==========================================
  2417. *
  2418. *
  2419. *------------------------------------------
  2420. */
  2421. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2422. {
  2423. struct map_session_data *sd = NULL, *tsd = NULL;
  2424. struct status_data *tstatus;
  2425. struct status_change *sc;
  2426. if (skillid > 0 && skilllv <= 0) return 0;
  2427. nullpo_retr(1, src);
  2428. nullpo_retr(1, bl);
  2429. if (src->m != bl->m)
  2430. return 1;
  2431. if (bl->prev == NULL)
  2432. return 1;
  2433. if (src->type == BL_PC)
  2434. sd = (struct map_session_data *)src;
  2435. if (bl->type == BL_PC)
  2436. tsd = (struct map_session_data *)bl;
  2437. if (status_isdead(bl))
  2438. return 1;
  2439. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2440. { //GTB makes all targetted magic fail silently.
  2441. if (sd) clif_skill_fail(sd,skillid,0,0);
  2442. return 1;
  2443. }
  2444. sc = status_get_sc(src);
  2445. if (sc && !sc->count)
  2446. sc = NULL; //Unneeded
  2447. tstatus = status_get_status_data(bl);
  2448. map_freeblock_lock();
  2449. switch(skillid)
  2450. {
  2451. case SM_BASH:
  2452. case MC_MAMMONITE:
  2453. case TF_DOUBLE:
  2454. case AC_DOUBLE:
  2455. case AS_SONICBLOW:
  2456. case KN_PIERCE:
  2457. case KN_SPEARBOOMERANG:
  2458. case TF_POISON:
  2459. case TF_SPRINKLESAND:
  2460. case AC_CHARGEARROW:
  2461. case RG_RAID:
  2462. case RG_INTIMIDATE:
  2463. case AM_ACIDTERROR:
  2464. case BA_MUSICALSTRIKE:
  2465. case DC_THROWARROW:
  2466. case BA_DISSONANCE:
  2467. case CR_HOLYCROSS:
  2468. case NPC_DARKCROSS:
  2469. case CR_SHIELDCHARGE:
  2470. case CR_SHIELDBOOMERANG:
  2471. case NPC_PIERCINGATT:
  2472. case NPC_MENTALBREAKER:
  2473. case NPC_RANGEATTACK:
  2474. case NPC_CRITICALSLASH:
  2475. case NPC_COMBOATTACK:
  2476. case NPC_GUIDEDATTACK:
  2477. case NPC_POISON:
  2478. case NPC_BLINDATTACK:
  2479. case NPC_SILENCEATTACK:
  2480. case NPC_STUNATTACK:
  2481. case NPC_PETRIFYATTACK:
  2482. case NPC_CURSEATTACK:
  2483. case NPC_SLEEPATTACK:
  2484. case NPC_RANDOMATTACK:
  2485. case NPC_WATERATTACK:
  2486. case NPC_GROUNDATTACK:
  2487. case NPC_FIREATTACK:
  2488. case NPC_WINDATTACK:
  2489. case NPC_POISONATTACK:
  2490. case NPC_HOLYATTACK:
  2491. case NPC_DARKNESSATTACK:
  2492. case NPC_TELEKINESISATTACK:
  2493. case NPC_UNDEADATTACK:
  2494. case NPC_BREAKARMOR:
  2495. case NPC_BREAKWEAPON:
  2496. case NPC_BREAKHELM:
  2497. case NPC_BREAKSHIELD:
  2498. case LK_AURABLADE:
  2499. case LK_SPIRALPIERCE:
  2500. case LK_HEADCRUSH:
  2501. case LK_JOINTBEAT:
  2502. case CG_ARROWVULCAN:
  2503. case HW_MAGICCRASHER:
  2504. case ITM_TOMAHAWK:
  2505. case MO_TRIPLEATTACK:
  2506. case CH_CHAINCRUSH:
  2507. case CH_TIGERFIST:
  2508. case PA_SHIELDCHAIN: // Shield Chain
  2509. case PA_SACRIFICE:
  2510. case WS_CARTTERMINATION: // Cart Termination
  2511. case AS_VENOMKNIFE:
  2512. case HT_PHANTASMIC:
  2513. case HT_POWER:
  2514. case TK_DOWNKICK:
  2515. case TK_COUNTER:
  2516. case GS_TRIPLEACTION:
  2517. case GS_MAGICALBULLET:
  2518. case GS_TRACKING:
  2519. case GS_PIERCINGSHOT:
  2520. case GS_RAPIDSHOWER:
  2521. case GS_DUST:
  2522. case GS_FULLBUSTER:
  2523. case NJ_SYURIKEN:
  2524. case NJ_KUNAI:
  2525. case ASC_BREAKER:
  2526. case HFLI_MOON: //[orn]
  2527. case HFLI_SBR44: //[orn]
  2528. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2529. break;
  2530. case MO_COMBOFINISH:
  2531. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2532. { //Becomes a splash attack when Soul Linked.
  2533. map_foreachinrange(skill_area_sub, bl,
  2534. skill_get_splash(skillid, skilllv),BL_CHAR,
  2535. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2536. skill_castend_damage_id);
  2537. } else
  2538. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2539. break;
  2540. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2541. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2542. skill_area_temp[1] = 0;
  2543. map_foreachinrange(skill_attack_area, src,
  2544. skill_get_splash(skillid, skilllv), BL_CHAR,
  2545. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2546. break;
  2547. case KN_CHARGEATK:
  2548. flag = distance_bl(src, bl);
  2549. case TK_JUMPKICK:
  2550. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2551. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2552. clif_slide(src,bl->x,bl->y);
  2553. break;
  2554. case SN_SHARPSHOOTING:
  2555. case NJ_KAMAITACHI:
  2556. //It won't shoot through walls since on castend there has to be a direct
  2557. //line of sight between caster and target.
  2558. skill_area_temp[1] = bl->id;
  2559. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2560. skill_get_splash(skillid, skilllv),BL_CHAR,
  2561. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2562. break;
  2563. case MO_INVESTIGATE:
  2564. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2565. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2566. status_change_end(src,SC_BLADESTOP,-1);
  2567. break;
  2568. case RG_BACKSTAP:
  2569. {
  2570. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2571. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2572. if (sc && sc->data[SC_HIDING].timer != -1)
  2573. status_change_end(src, SC_HIDING, -1);
  2574. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2575. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2576. unit_setdir(bl,dir);
  2577. }
  2578. else if (sd)
  2579. clif_skill_fail(sd,skillid,0,0);
  2580. }
  2581. break;
  2582. case MO_FINGEROFFENSIVE:
  2583. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2584. if (battle_config.finger_offensive_type && sd) {
  2585. int i;
  2586. for (i = 1; i < sd->spiritball_old; i++)
  2587. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2588. }
  2589. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2590. status_change_end(src,SC_BLADESTOP,-1);
  2591. break;
  2592. case MO_CHAINCOMBO:
  2593. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2594. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2595. status_change_end(src,SC_BLADESTOP,-1);
  2596. break;
  2597. case MO_EXTREMITYFIST:
  2598. if (sc && sc->count)
  2599. {
  2600. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2601. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2602. if (sc->data[SC_BLADESTOP].timer != -1)
  2603. status_change_end(src,SC_BLADESTOP,-1);
  2604. }
  2605. //Client expects you to move to target regardless of distance
  2606. {
  2607. struct unit_data *ud = unit_bl2ud(src);
  2608. short dx,dy;
  2609. int i,speed;
  2610. dx = bl->x - src->x;
  2611. dy = bl->y - src->y;
  2612. if (dx < 0) dx--;
  2613. else if (dx > 0) dx++;
  2614. if (dy < 0) dy--;
  2615. else if (dy > 0) dy++;
  2616. if (!dx && !dy) dy++;
  2617. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2618. {
  2619. dx = bl->x;
  2620. dy = bl->y;
  2621. } else {
  2622. dx = src->x + dx;
  2623. dy = src->y + dy;
  2624. }
  2625. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2626. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2627. //Increase can't walk delay to not alter your walk path
  2628. ud->canmove_tick = tick;
  2629. speed = status_get_speed(src);
  2630. for (i = 0; i < ud->walkpath.path_len; i ++)
  2631. {
  2632. if(ud->walkpath.path[i]&1)
  2633. ud->canmove_tick+=7*speed/5;
  2634. else
  2635. ud->canmove_tick+=speed;
  2636. }
  2637. }
  2638. }
  2639. break;
  2640. //Splash attack skills.
  2641. case AS_SPLASHER:
  2642. case AS_GRIMTOOTH:
  2643. case SM_MAGNUM:
  2644. case HT_BLITZBEAT:
  2645. case MC_CARTREVOLUTION:
  2646. case NPC_SPLASHATTACK:
  2647. case AC_SHOWER:
  2648. case MG_NAPALMBEAT:
  2649. case MG_FIREBALL:
  2650. case HW_NAPALMVULCAN:
  2651. case NJ_HUUMA:
  2652. case NJ_BAKUENRYU:
  2653. case ASC_METEORASSAULT:
  2654. case GS_DESPERADO:
  2655. case GS_SPREADATTACK:
  2656. if (flag&1)
  2657. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2658. if (skill_area_temp[1] != bl->id)
  2659. skill_attack(skill_get_type(skillid), src, src, bl,
  2660. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
  2661. break;
  2662. }
  2663. if ( skillid == NJ_BAKUENRYU )
  2664. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2665. skill_area_temp[0] = 0;
  2666. skill_area_temp[1] = bl->id;
  2667. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2668. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2669. map_foreachinrange(skill_area_sub, bl,
  2670. skill_get_splash(skillid, skilllv), BL_CHAR,
  2671. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2672. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2673. skill_area_temp[0] = 2;
  2674. map_foreachinrange(skill_area_sub, bl,
  2675. skill_get_splash(skillid, skilllv), BL_CHAR,
  2676. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2677. skill_castend_damage_id);
  2678. //Splasher Should do 100% damage on targetted character.
  2679. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2680. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2681. if (skillid == SM_MAGNUM) {
  2682. //Initiate 10% of your damage becomes fire element.
  2683. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2684. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2685. }
  2686. break;
  2687. case KN_BRANDISHSPEAR:
  2688. //Coded apart for it needs the flag passed to the damage calculation.
  2689. if (skill_area_temp[1] != bl->id)
  2690. skill_attack(skill_get_type(skillid), src, src, bl,
  2691. skillid, skilllv, tick, flag|SD_ANIMATION);
  2692. else
  2693. skill_attack(skill_get_type(skillid), src, src, bl,
  2694. skillid, skilllv, tick, flag);
  2695. break;
  2696. case KN_BOWLINGBASH:
  2697. if(flag&1){
  2698. if(bl->id==skill_area_temp[1])
  2699. break;
  2700. //Splash damage is always two hits for 500%
  2701. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2702. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2703. } else {
  2704. int i,c;
  2705. c = skill_get_blewcount(skillid,skilllv);
  2706. for(i=0;i<c;i++){
  2707. if (!skill_blown(src,bl,0x20000|1))
  2708. break; //Can't knockback
  2709. skill_area_temp[0]=0;
  2710. map_foreachinrange(skill_area_sub,bl,
  2711. skill_get_splash(skillid, skilllv),BL_CHAR,
  2712. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2713. skill_area_sub_count);
  2714. if(skill_area_temp[0]>1) break;
  2715. }
  2716. clif_blown(bl); //Update target pos.
  2717. if (i==c) { //No targets found. Single attack for 600%
  2718. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,1);
  2719. } else {
  2720. skill_area_temp[1]=bl->id;
  2721. map_foreachinrange(skill_area_sub,bl,
  2722. skill_get_splash(skillid, skilllv),BL_CHAR,
  2723. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2724. skill_castend_damage_id);
  2725. //Weirdo dual-hit property, two attacks for 500%
  2726. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2727. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2728. }
  2729. }
  2730. break;
  2731. case KN_SPEARSTAB:
  2732. if(flag&1){
  2733. if (bl->id==skill_area_temp[1])
  2734. break;
  2735. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2736. skill_blown(src,bl,skill_area_temp[2]);
  2737. } else {
  2738. int x=bl->x,y=bl->y,i,dir;
  2739. dir = map_calc_dir(bl,src->x,src->y);
  2740. skill_area_temp[1] = bl->id;
  2741. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2742. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2743. skill_blown(src,bl,skill_area_temp[2]);
  2744. for (i=0;i<4;i++) {
  2745. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2746. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2747. skill_castend_damage_id);
  2748. x += dirx[dir];
  2749. y += diry[dir];
  2750. }
  2751. }
  2752. break;
  2753. case TK_TURNKICK:
  2754. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2755. {
  2756. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2757. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2758. map_foreachinrange(skill_area_sub,bl,
  2759. skill_get_splash(skillid, skilllv),BL_CHAR,
  2760. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2761. skill_castend_nodamage_id);
  2762. }
  2763. break;
  2764. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2765. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2766. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2767. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2768. break;
  2769. case PR_TURNUNDEAD:
  2770. case ALL_RESURRECTION:
  2771. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2772. break;
  2773. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2774. break;
  2775. case MG_SOULSTRIKE:
  2776. case NPC_DARKSTRIKE:
  2777. case MG_COLDBOLT:
  2778. case MG_FIREBOLT:
  2779. case MG_LIGHTNINGBOLT:
  2780. case WZ_EARTHSPIKE:
  2781. case AL_HEAL:
  2782. case AL_HOLYLIGHT:
  2783. case WZ_JUPITEL:
  2784. case NPC_DARKTHUNDER:
  2785. case NPC_MAGICALATTACK:
  2786. case PR_ASPERSIO:
  2787. case MG_FROSTDIVER:
  2788. case WZ_SIGHTBLASTER:
  2789. case WZ_SIGHTRASHER:
  2790. case NJ_KOUENKA:
  2791. case NJ_HYOUSENSOU:
  2792. case NJ_HUUJIN:
  2793. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2794. break;
  2795. case HVAN_CAPRICE: //[blackhole89]
  2796. {
  2797. int ran=rand()%4;
  2798. int sid = 0;
  2799. switch(ran)
  2800. {
  2801. case 0: sid=MG_COLDBOLT; break;
  2802. case 1: sid=MG_FIREBOLT; break;
  2803. case 2: sid=MG_LIGHTNINGBOLT; break;
  2804. case 3: sid=WZ_EARTHSPIKE; break;
  2805. }
  2806. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2807. }
  2808. break;
  2809. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2810. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2811. if (skilllv>1) {
  2812. int range = skilllv/2;
  2813. int cnt;
  2814. if (sd)
  2815. cnt = skill_count_water(src,range);
  2816. else {
  2817. range = 2*range+1;
  2818. cnt = range*range;
  2819. }
  2820. cnt--;
  2821. if (cnt > 0)
  2822. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2823. skillid,skilllv,cnt,flag);
  2824. } else if (sd) //Eat up deluge tiles.
  2825. skill_count_water(src,0);
  2826. break;
  2827. case PR_BENEDICTIO:
  2828. //Should attack undead and demons. [Skotlex]
  2829. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2830. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2831. break;
  2832. case SL_STIN:
  2833. case SL_STUN:
  2834. case SL_SMA:
  2835. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2836. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2837. clif_skill_fail(sd,skillid,0,0);
  2838. break;
  2839. }
  2840. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2841. break;
  2842. case NPC_DARKBREATH:
  2843. clif_emotion(src,7);
  2844. case SN_FALCONASSAULT:
  2845. case PA_PRESSURE:
  2846. case CR_ACIDDEMONSTRATION:
  2847. case TF_THROWSTONE:
  2848. case NPC_SMOKING:
  2849. case GS_FLING:
  2850. case NJ_ZENYNAGE:
  2851. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2852. break;
  2853. case HVAN_EXPLOSION:
  2854. case NPC_SELFDESTRUCTION:
  2855. if (src != bl)
  2856. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2857. break;
  2858. // Celest
  2859. case PF_SOULBURN:
  2860. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2861. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2862. if (skilllv == 5)
  2863. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2864. status_percent_damage(src, bl, 0, 100);
  2865. } else {
  2866. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2867. if (skilllv == 5)
  2868. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2869. status_percent_damage(src, src, 0, 100);
  2870. }
  2871. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2872. break;
  2873. case NPC_BLOODDRAIN:
  2874. case NPC_ENERGYDRAIN:
  2875. {
  2876. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2877. src, src, bl, skillid, skilllv, tick, flag);
  2878. if (heal > 0){
  2879. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2880. status_heal(src, heal, 0, 0);
  2881. }
  2882. }
  2883. break;
  2884. case GS_BULLSEYE:
  2885. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS))
  2886. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2887. else if (sd)
  2888. clif_skill_fail(sd,skillid,0,0);
  2889. break;
  2890. case NJ_KASUMIKIRI:
  2891. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2892. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2893. break;
  2894. case NJ_KIRIKAGE:
  2895. {
  2896. int dir = map_calc_dir(src,bl->x,bl->y);
  2897. status_change_end(src, SC_HIDING, -1);
  2898. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2899. if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
  2900. clif_slide(src,src->x,src->y);
  2901. }
  2902. break;
  2903. case NJ_ISSEN:
  2904. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2905. if (sc && sc->data[SC_NEN].timer != -1)
  2906. status_change_end(src,SC_NEN,-1);
  2907. break;
  2908. case 0:
  2909. if(sd) {
  2910. if (flag & 3){
  2911. if (bl->id != skill_area_temp[1])
  2912. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2913. } else {
  2914. skill_area_temp[1] = bl->id;
  2915. map_foreachinrange(skill_area_sub, bl,
  2916. sd->splash_range, BL_CHAR,
  2917. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2918. skill_castend_damage_id);
  2919. }
  2920. }
  2921. break;
  2922. default:
  2923. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2924. map_freeblock_unlock();
  2925. return 1;
  2926. }
  2927. map_freeblock_unlock();
  2928. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2929. battle_consume_ammo(sd, skillid, skilllv);
  2930. return 0;
  2931. }
  2932. /*==========================================
  2933. *
  2934. *------------------------------------------
  2935. */
  2936. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2937. {
  2938. struct map_session_data *sd = NULL;
  2939. struct homun_data *hd = NULL;
  2940. struct map_session_data *dstsd = NULL;
  2941. struct status_data *sstatus, *tstatus;
  2942. struct status_change *tsc;
  2943. struct mob_data *md = NULL;
  2944. struct mob_data *dstmd = NULL;
  2945. int i,type=-1;
  2946. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2947. nullpo_retr(1, src);
  2948. nullpo_retr(1, bl);
  2949. if (src->m != bl->m)
  2950. return 1;
  2951. if (src->type == BL_PC) {
  2952. sd = (struct map_session_data *)src;
  2953. } else if (src->type == BL_HOM) { //[orn]
  2954. hd = (struct homun_data *)src;
  2955. } else if (src->type == BL_MOB) {
  2956. md = (struct mob_data *)src;
  2957. }
  2958. if (bl->type == BL_PC){
  2959. dstsd = (struct map_session_data *)bl;
  2960. } else if (bl->type == BL_MOB){
  2961. dstmd = (struct mob_data *)bl;
  2962. }
  2963. if(bl->prev == NULL)
  2964. return 1;
  2965. if(status_isdead(src))
  2966. return 1;
  2967. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2968. return 1;
  2969. tstatus = status_get_status_data(bl);
  2970. sstatus = status_get_status_data(src);
  2971. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2972. switch (skillid) {
  2973. case HLIF_HEAL: //[orn]
  2974. if (bl->type != BL_HOM) {
  2975. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2976. break ;
  2977. }
  2978. case AL_HEAL:
  2979. case ALL_RESURRECTION:
  2980. case PR_ASPERSIO:
  2981. //Apparently only player casted skills can be offensive like this.
  2982. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2983. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2984. //Offensive heal does not works on non-enemies. [Skotlex]
  2985. clif_skill_fail(sd,skillid,0,0);
  2986. return 0;
  2987. }
  2988. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2989. }
  2990. break;
  2991. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2992. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2993. default:
  2994. //Skill is actually ground placed.
  2995. if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
  2996. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2997. }
  2998. if (skillid > 0)
  2999. type = SkillStatusChangeTable(skillid);
  3000. tsc = status_get_sc(bl);
  3001. map_freeblock_lock();
  3002. switch(skillid)
  3003. {
  3004. case HLIF_HEAL: //[orn]
  3005. case AL_HEAL:
  3006. {
  3007. int heal = skill_calc_heal(src, skilllv);
  3008. int heal_get_jobexp;
  3009. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3010. heal=0;
  3011. if (sd) {
  3012. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3013. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3014. heal = heal*2;
  3015. }
  3016. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3017. && !(sstatus->mode&MD_BOSS)
  3018. ) { //Bounce back heal
  3019. if (--tsc->data[SC_KAITE].val2 <= 0)
  3020. status_change_end(bl, SC_KAITE, -1);
  3021. if (src == bl)
  3022. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3023. else {
  3024. bl = src;
  3025. dstsd = sd;
  3026. }
  3027. }
  3028. heal_get_jobexp = status_heal(bl,heal,0,0);
  3029. //All or nothing check for LK_BERSERK.
  3030. clif_skill_nodamage (src, bl, skillid, heal_get_jobexp?heal:0, 1);
  3031. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3032. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3033. if (heal_get_jobexp <= 0)
  3034. heal_get_jobexp = 1;
  3035. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3036. }
  3037. }
  3038. break;
  3039. case PR_REDEMPTIO:
  3040. if (sd && !(flag&1)) {
  3041. if (sd->status.party_id == 0) {
  3042. clif_skill_fail(sd,skillid,0,0);
  3043. break;
  3044. }
  3045. skill_area_temp[0] = 0;
  3046. party_foreachsamemap(skill_area_sub,
  3047. sd,skill_get_splash(skillid, skilllv),
  3048. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3049. skill_castend_nodamage_id);
  3050. if (skill_area_temp[0] == 0) {
  3051. clif_skill_fail(sd,skillid,0,0);
  3052. break;
  3053. }
  3054. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3055. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3056. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3057. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3058. clif_updatestatus(sd,SP_BASEEXP);
  3059. clif_updatestatus(sd,SP_JOBEXP);
  3060. }
  3061. status_set_hp(src, 1, 0);
  3062. status_set_sp(src, 0, 0);
  3063. break;
  3064. } else if (status_isdead(bl) && flag&1) { //Revive
  3065. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3066. skilllv = 3; //Resurrection level 3 is used
  3067. } else //Invalid target, skip resurrection.
  3068. break;
  3069. case ALL_RESURRECTION:
  3070. if(sd && map_flag_gvg(bl->m))
  3071. { //No reviving in WoE grounds!
  3072. clif_skill_fail(sd,skillid,0,0);
  3073. break;
  3074. }
  3075. if (!status_isdead(bl))
  3076. break;
  3077. {
  3078. int per = 0, sper = 0;
  3079. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3080. break;
  3081. switch(skilllv){
  3082. case 1: per=10; break;
  3083. case 2: per=30; break;
  3084. case 3: per=50; break;
  3085. case 4: per=80; break;
  3086. }
  3087. if(dstsd && dstsd->special_state.restart_full_recover)
  3088. per = sper = 100;
  3089. if (status_revive(bl, per, sper))
  3090. {
  3091. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3092. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3093. {
  3094. int exp = 0,jexp = 0;
  3095. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3096. if(lv > 0) {
  3097. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3098. if (exp < 1) exp = 1;
  3099. }
  3100. if(jlv > 0) {
  3101. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3102. if (jexp < 1) jexp = 1;
  3103. }
  3104. if(exp > 0 || jexp > 0)
  3105. pc_gainexp (sd, bl, exp, jexp);
  3106. }
  3107. }
  3108. }
  3109. break;
  3110. case AL_DECAGI:
  3111. clif_skill_nodamage (src, bl, skillid, skilllv,
  3112. sc_start(bl, type,
  3113. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3114. skilllv, skill_get_time(skillid,skilllv)));
  3115. break;
  3116. case AL_CRUCIS:
  3117. if (flag & 1) {
  3118. if (battle_check_target (src, bl, BCT_ENEMY))
  3119. sc_start(bl,type,
  3120. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3121. skilllv,60000);
  3122. } else {
  3123. map_foreachinrange(skill_area_sub, src,
  3124. skill_get_splash(skillid, skilllv), BL_CHAR,
  3125. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3126. skill_castend_nodamage_id);
  3127. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3128. }
  3129. break;
  3130. case PR_LEXDIVINA:
  3131. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3132. status_change_end(bl,type, -1);
  3133. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3134. } else
  3135. clif_skill_nodamage (src, bl, skillid, skilllv,
  3136. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3137. break;
  3138. case SA_ABRACADABRA:
  3139. {
  3140. int abra_skillid = 0, abra_skilllv;
  3141. do {
  3142. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3143. if (
  3144. //Unneeded check, use the "per" field to know if the skill is valid.
  3145. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3146. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3147. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3148. rand()%10000 >= skill_abra_db[abra_skillid].per
  3149. )
  3150. abra_skillid = 0; // reset to get a new id
  3151. } while (abra_skillid == 0);
  3152. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3153. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3154. if (sd)
  3155. { //Crash-protection against Abracadabra casting pets
  3156. sd->skillitem = abra_skillid;
  3157. sd->skillitemlv = abra_skilllv;
  3158. sd->state.abra_flag = 1;
  3159. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3160. } else
  3161. { // [Skotlex]
  3162. struct unit_data *ud = unit_bl2ud(src);
  3163. int inf = skill_get_inf(abra_skillid);
  3164. int target_id = 0;
  3165. if (!ud) break;
  3166. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3167. if (src->type == BL_PET)
  3168. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3169. if (!bl) bl = src;
  3170. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3171. } else { //Assume offensive skills
  3172. if (ud->target)
  3173. target_id = ud->target;
  3174. else switch (src->type) {
  3175. case BL_MOB:
  3176. target_id = ((TBL_MOB*)src)->target_id;
  3177. break;
  3178. case BL_PET:
  3179. target_id = ((TBL_PET*)src)->target_id;
  3180. break;
  3181. }
  3182. if (!target_id)
  3183. break;
  3184. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3185. bl = map_id2bl(target_id);
  3186. if (!bl) bl = src;
  3187. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3188. } else
  3189. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3190. }
  3191. }
  3192. }
  3193. break;
  3194. case SA_COMA:
  3195. clif_skill_nodamage(src,bl,skillid,skilllv,
  3196. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3197. break;
  3198. case SA_FULLRECOVERY:
  3199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3200. if (status_isimmune(bl))
  3201. break;
  3202. status_percent_heal(bl, 100, 100);
  3203. break;
  3204. case SA_SUMMONMONSTER:
  3205. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3206. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3207. break;
  3208. case SA_LEVELUP:
  3209. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3210. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3211. break;
  3212. case SA_INSTANTDEATH:
  3213. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3214. status_set_hp(bl,1,0);
  3215. break;
  3216. case SA_QUESTION:
  3217. case SA_GRAVITY:
  3218. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3219. break;
  3220. case SA_CLASSCHANGE:
  3221. {
  3222. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3223. ,1157,1159,1190,1272,1312,1373,1492};
  3224. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3225. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3226. if(dstmd) mob_class_change(dstmd,class_);
  3227. }
  3228. break;
  3229. case SA_MONOCELL:
  3230. {
  3231. static int poringclass[]={1002};
  3232. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3234. if(dstmd) mob_class_change(dstmd,class_);
  3235. }
  3236. break;
  3237. case SA_DEATH:
  3238. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3239. status_kill(bl);
  3240. break;
  3241. case SA_REVERSEORCISH:
  3242. clif_skill_nodamage(src,bl,skillid,skilllv,
  3243. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3244. break;
  3245. case SA_FORTUNE:
  3246. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3247. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3248. break;
  3249. case SA_TAMINGMONSTER:
  3250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3251. if (sd && dstmd) {
  3252. for (i = 0; i < MAX_PET_DB; i++) {
  3253. if (dstmd->class_ == pet_db[i].class_) {
  3254. pet_catch_process1 (sd, dstmd->class_);
  3255. break;
  3256. }
  3257. }
  3258. }
  3259. break;
  3260. case AL_INCAGI:
  3261. case AL_BLESSING:
  3262. case PR_SLOWPOISON:
  3263. case PR_IMPOSITIO:
  3264. case PR_LEXAETERNA:
  3265. case PR_SUFFRAGIUM:
  3266. case PR_BENEDICTIO:
  3267. clif_skill_nodamage(src,bl,skillid,skilllv,
  3268. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3269. break;
  3270. case CR_PROVIDENCE:
  3271. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3272. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3273. clif_skill_fail(sd,skillid,0,0);
  3274. map_freeblock_unlock();
  3275. return 1;
  3276. }
  3277. }
  3278. clif_skill_nodamage(src,bl,skillid,skilllv,
  3279. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3280. break;
  3281. case CG_MARIONETTE:
  3282. {
  3283. struct status_change *sc= status_get_sc(src);
  3284. int type2 = SC_MARIONETTE2;
  3285. if(sc && tsc){
  3286. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3287. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3288. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3289. clif_marionette(src, bl);
  3290. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3291. }
  3292. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3293. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3294. status_change_end(src, type, -1);
  3295. status_change_end(bl, type2, -1);
  3296. }
  3297. else {
  3298. if (sd) clif_skill_fail(sd,skillid,0,0);
  3299. map_freeblock_unlock();
  3300. return 1;
  3301. }
  3302. }
  3303. }
  3304. break;
  3305. case RG_CLOSECONFINE:
  3306. clif_skill_nodamage(src,bl,skillid,skilllv,
  3307. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3308. break;
  3309. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3310. case SA_FROSTWEAPON:
  3311. case SA_LIGHTNINGLOADER:
  3312. case SA_SEISMICWEAPON:
  3313. if (dstsd) {
  3314. if(dstsd->status.weapon == W_FIST ||
  3315. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3316. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3317. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3318. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3319. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3320. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3321. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3322. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3323. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3324. ))
  3325. ) {
  3326. if (sd) clif_skill_fail(sd,skillid,0,0);
  3327. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3328. break;
  3329. }
  3330. }
  3331. if (sd) {
  3332. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3333. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3334. clif_skill_fail(sd,skillid,0,0);
  3335. break;
  3336. }
  3337. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3338. }
  3339. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3340. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3341. if (sd)
  3342. clif_skill_fail(sd,skillid,0,0);
  3343. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3344. clif_displaymessage(sd->fd,"You broke target's weapon");
  3345. }
  3346. break;
  3347. case PR_ASPERSIO:
  3348. if (sd && dstmd) {
  3349. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3350. break;
  3351. }
  3352. clif_skill_nodamage(src,bl,skillid,skilllv,
  3353. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3354. break;
  3355. case TK_SEVENWIND:
  3356. switch(skilllv){
  3357. case 1:
  3358. type=SC_EARTHWEAPON;
  3359. break;
  3360. case 2:
  3361. type=SC_WINDWEAPON;
  3362. break;
  3363. case 3:
  3364. type=SC_WATERWEAPON;
  3365. break;
  3366. case 4:
  3367. type=SC_FIREWEAPON;
  3368. break;
  3369. case 5:
  3370. type=SC_GHOSTWEAPON;
  3371. break;
  3372. case 6:
  3373. type=SC_SHADOWWEAPON;
  3374. break;
  3375. case 7:
  3376. type=SC_ASPERSIO;
  3377. break;
  3378. }
  3379. clif_skill_nodamage(src,bl,skillid,skilllv,
  3380. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3381. break;
  3382. case PR_KYRIE:
  3383. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3384. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3385. break;
  3386. //Passive Magnum, should had been casted on yourself.
  3387. case SM_MAGNUM:
  3388. skill_area_temp[1] = 0;
  3389. map_foreachinrange(skill_area_sub, src,
  3390. skill_get_splash(skillid, skilllv),BL_CHAR,
  3391. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3392. skill_castend_damage_id);
  3393. //Initiate 10% of your damage becomes fire element.
  3394. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3395. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3396. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3397. break;
  3398. case LK_BERSERK:
  3399. case KN_AUTOCOUNTER:
  3400. case KN_TWOHANDQUICKEN:
  3401. case KN_ONEHAND:
  3402. case CR_SPEARQUICKEN:
  3403. case CR_REFLECTSHIELD:
  3404. case AS_POISONREACT:
  3405. case MC_LOUD:
  3406. case MG_ENERGYCOAT:
  3407. case MG_SIGHT:
  3408. case AL_RUWACH:
  3409. case MO_EXPLOSIONSPIRITS:
  3410. case MO_STEELBODY:
  3411. case MO_BLADESTOP:
  3412. case LK_AURABLADE:
  3413. case LK_PARRYING:
  3414. case LK_CONCENTRATION:
  3415. case WS_CARTBOOST:
  3416. case SN_SIGHT:
  3417. case WS_MELTDOWN:
  3418. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3419. case ST_REJECTSWORD:
  3420. case HW_MAGICPOWER:
  3421. case PF_MEMORIZE:
  3422. case PA_SACRIFICE:
  3423. case ASC_EDP: // [Celest]
  3424. case NPC_STOP:
  3425. case WZ_SIGHTBLASTER:
  3426. case SG_SUN_COMFORT:
  3427. case SG_MOON_COMFORT:
  3428. case SG_STAR_COMFORT:
  3429. case NPC_HALLUCINATION:
  3430. case HP_ASSUMPTIO:
  3431. case GS_MADNESSCANCEL:
  3432. case GS_ADJUSTMENT:
  3433. case GS_INCREASING:
  3434. case NJ_KASUMIKIRI:
  3435. case NJ_UTSUSEMI:
  3436. case NJ_NEN:
  3437. clif_skill_nodamage(src,bl,skillid,skilllv,
  3438. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3439. break;
  3440. case HLIF_AVOID:
  3441. if (hd)
  3442. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3443. case HAMI_DEFENCE:
  3444. i = skill_get_time(skillid,skilllv);
  3445. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3446. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3447. break;
  3448. case NJ_BUNSINJYUTSU:
  3449. clif_skill_nodamage(src,bl,skillid,skilllv,
  3450. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3451. if (tsc && tsc->data[SC_NEN].timer != -1)
  3452. status_change_end(bl,SC_NEN,-1);
  3453. break;
  3454. /* Was modified to only affect targetted char. [Skotlex]
  3455. case HP_ASSUMPTIO:
  3456. if (flag&1)
  3457. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3458. else
  3459. {
  3460. map_foreachinrange(skill_area_sub, bl,
  3461. skill_get_splash(skillid, skilllv), BL_PC,
  3462. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3463. skill_castend_nodamage_id);
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3465. }
  3466. break;
  3467. */
  3468. case SM_ENDURE:
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,
  3470. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3471. if (sd)
  3472. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3473. break;
  3474. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3475. if (sd && dstsd && dstsd->sc.count) {
  3476. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3477. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3478. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3479. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3480. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3481. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3482. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3483. ) {
  3484. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. break;
  3487. }
  3488. }
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,
  3490. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3491. break;
  3492. case LK_TENSIONRELAX:
  3493. clif_skill_nodamage(src,bl,skillid,skilllv,
  3494. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3495. skill_get_time(skillid,skilllv)));
  3496. break;
  3497. case MC_CHANGECART:
  3498. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3499. break;
  3500. case TK_MISSION:
  3501. if (sd) {
  3502. int id;
  3503. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3504. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3505. clif_skill_fail(sd,skillid,0,0);
  3506. break;
  3507. }
  3508. id = mob_get_random_id(0,0, sd->status.base_level);
  3509. if (!id) {
  3510. clif_skill_fail(sd,skillid,0,0);
  3511. break;
  3512. }
  3513. sd->mission_mobid = id;
  3514. sd->mission_count = 0;
  3515. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3516. clif_mission_mob(sd, id, 0);
  3517. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3518. }
  3519. break;
  3520. case AC_CONCENTRATION:
  3521. {
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,
  3523. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3524. map_foreachinrange( status_change_timer_sub, src,
  3525. skill_get_splash(skillid, skilllv), BL_CHAR,
  3526. src,status_get_sc(src),type,tick);
  3527. }
  3528. break;
  3529. case SM_PROVOKE:
  3530. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3531. map_freeblock_unlock();
  3532. return 1;
  3533. }
  3534. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3535. clif_skill_nodamage(src,bl,skillid,skilllv,
  3536. (i=sc_start(bl,type,
  3537. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3538. skilllv,skill_get_time(skillid,skilllv))));
  3539. if (!i)
  3540. {
  3541. if (sd)
  3542. clif_skill_fail(sd,skillid,0,0);
  3543. map_freeblock_unlock();
  3544. return 0;
  3545. }
  3546. unit_skillcastcancel(bl, 2);
  3547. if(tsc && tsc->count){
  3548. if(tsc->data[SC_FREEZE].timer!=-1)
  3549. status_change_end(bl,SC_FREEZE,-1);
  3550. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3551. status_change_end(bl,SC_STONE,-1);
  3552. if(tsc->data[SC_SLEEP].timer!=-1)
  3553. status_change_end(bl,SC_SLEEP,-1);
  3554. }
  3555. if(dstmd) {
  3556. dstmd->state.provoke_flag = src->id;
  3557. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3558. }
  3559. break;
  3560. case CR_DEVOTION:
  3561. if(sd && dstsd)
  3562. {
  3563. int lv = sd->status.base_level - dstsd->status.base_level;
  3564. if (lv < 0) lv = -lv;
  3565. if (lv > battle_config.devotion_level_difference ||
  3566. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3567. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3568. clif_skill_fail(sd,skillid,0,0);
  3569. map_freeblock_unlock();
  3570. return 1;
  3571. }
  3572. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3573. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3574. if (i == skilllv)
  3575. {
  3576. clif_skill_fail(sd,skillid,0,0);
  3577. map_freeblock_unlock();
  3578. return 1;
  3579. }
  3580. sd->devotion[i] = bl->id;
  3581. clif_skill_nodamage(src,bl,skillid,skilllv,
  3582. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3583. clif_devotion(sd);
  3584. }
  3585. else
  3586. if (sd)
  3587. clif_skill_fail(sd,skillid,0,0);
  3588. break;
  3589. case MO_CALLSPIRITS:
  3590. if(sd) {
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3592. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3593. }
  3594. break;
  3595. case CH_SOULCOLLECT:
  3596. if(sd) {
  3597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3598. for (i = 0; i < 5; i++)
  3599. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3600. }
  3601. break;
  3602. case MO_KITRANSLATION:
  3603. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3604. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3605. }
  3606. break;
  3607. case TK_TURNKICK:
  3608. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3609. if (skill_area_temp[1] != bl->id) {
  3610. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3611. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3612. }
  3613. break;
  3614. case MO_ABSORBSPIRITS:
  3615. i = 0;
  3616. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3617. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3618. i = dstsd->spiritball * 10;
  3619. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3620. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3621. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3622. i = 2 * dstmd->level;
  3623. mob_target(dstmd,src,0);
  3624. }
  3625. if (i) {
  3626. status_heal(src, 0, i, 3);
  3627. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3628. }
  3629. break;
  3630. case AC_MAKINGARROW:
  3631. if(sd) {
  3632. clif_arrow_create_list(sd);
  3633. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3634. }
  3635. break;
  3636. case AM_PHARMACY:
  3637. if(sd) {
  3638. clif_skill_produce_mix_list(sd,22);
  3639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3640. }
  3641. break;
  3642. case SA_CREATECON:
  3643. if(sd) {
  3644. clif_skill_produce_mix_list(sd,23);
  3645. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3646. }
  3647. break;
  3648. case BS_HAMMERFALL:
  3649. clif_skill_nodamage(src,bl,skillid,skilllv,
  3650. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3651. break;
  3652. case RG_RAID:
  3653. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3654. map_foreachinrange(skill_area_sub, bl,
  3655. skill_get_splash(skillid, skilllv), BL_CHAR,
  3656. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3657. skill_castend_damage_id);
  3658. status_change_end(src, SC_HIDING, -1);
  3659. break;
  3660. case ASC_METEORASSAULT:
  3661. case GS_SPREADATTACK:
  3662. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3663. skill_area_temp[1] = bl->id;
  3664. map_foreachinrange(skill_area_sub, bl,
  3665. skill_get_splash(skillid, skilllv), BL_CHAR,
  3666. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3667. skill_castend_damage_id);
  3668. break;
  3669. case KN_BRANDISHSPEAR:
  3670. {
  3671. int c,n=4;
  3672. int dir = map_calc_dir(src,bl->x,bl->y);
  3673. struct square tc;
  3674. int x=bl->x,y=bl->y;
  3675. skill_brandishspear_first(&tc,dir,x,y);
  3676. skill_brandishspear_dir(&tc,dir,4);
  3677. skill_area_temp[1] = bl->id;
  3678. if(skilllv > 9){
  3679. for(c=1;c<4;c++){
  3680. map_foreachincell(skill_area_sub,
  3681. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3682. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3683. skill_castend_damage_id);
  3684. }
  3685. }
  3686. if(skilllv > 6){
  3687. skill_brandishspear_dir(&tc,dir,-1);
  3688. n--;
  3689. }else{
  3690. skill_brandishspear_dir(&tc,dir,-2);
  3691. n-=2;
  3692. }
  3693. if(skilllv > 3){
  3694. for(c=0;c<5;c++){
  3695. map_foreachincell(skill_area_sub,
  3696. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3697. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3698. skill_castend_damage_id);
  3699. if(skilllv > 6 && n==3 && c==4){
  3700. skill_brandishspear_dir(&tc,dir,-1);
  3701. n--;c=-1;
  3702. }
  3703. }
  3704. }
  3705. for(c=0;c<10;c++){
  3706. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3707. map_foreachincell(skill_area_sub,
  3708. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3709. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3710. skill_castend_damage_id);
  3711. }
  3712. }
  3713. break;
  3714. case WZ_SIGHTRASHER:
  3715. //Passive side of the attack.
  3716. status_change_end(src,SC_SIGHT,-1);
  3717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3718. map_foreachinrange(skill_area_sub,src,
  3719. skill_get_splash(skillid, skilllv),BL_CHAR,
  3720. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3721. skill_castend_damage_id);
  3722. break;
  3723. case NJ_HYOUSYOURAKU:
  3724. case NJ_RAIGEKISAI:
  3725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3726. case WZ_FROSTNOVA:
  3727. skill_area_temp[1] = 0;
  3728. map_foreachinrange(skill_attack_area, src,
  3729. skill_get_splash(skillid, skilllv), BL_CHAR,
  3730. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3731. break;
  3732. case HVAN_EXPLOSION: //[orn]
  3733. case NPC_SELFDESTRUCTION:
  3734. //Self Destruction hits everyone in range (allies+enemies)
  3735. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3736. i = ((hd || (md && md->special_state.ai == 2)) && !map_flag_vs(src->m))?
  3737. BCT_ENEMY:BCT_ALL;
  3738. clif_skill_nodamage(src, src, skillid, -1, 1);
  3739. map_foreachinrange(skill_area_sub, bl,
  3740. skill_get_splash(skillid, skilllv), BL_CHAR,
  3741. src, skillid, skilllv, tick, flag|i,
  3742. skill_castend_damage_id);
  3743. status_damage(src, src, sstatus->max_hp,0,0,1);
  3744. break;
  3745. case AL_ANGELUS:
  3746. case PR_MAGNIFICAT:
  3747. case PR_GLORIA:
  3748. case SN_WINDWALK:
  3749. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3750. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3751. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3752. } else if (sd) {
  3753. party_foreachsamemap (skill_area_sub,
  3754. sd,skill_get_splash(skillid, skilllv),
  3755. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3756. skill_castend_nodamage_id);
  3757. }
  3758. break;
  3759. case BS_ADRENALINE:
  3760. case BS_ADRENALINE2:
  3761. case BS_WEAPONPERFECT:
  3762. case BS_OVERTHRUST:
  3763. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3764. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3765. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3766. } else if (sd) {
  3767. party_foreachsamemap(skill_area_sub,
  3768. sd,skill_get_splash(skillid, skilllv),
  3769. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3770. skill_castend_nodamage_id);
  3771. }
  3772. break;
  3773. case BS_MAXIMIZE:
  3774. case NV_TRICKDEAD:
  3775. case CR_DEFENDER:
  3776. case CR_AUTOGUARD:
  3777. case TK_READYSTORM:
  3778. case TK_READYDOWN:
  3779. case TK_READYTURN:
  3780. case TK_READYCOUNTER:
  3781. case TK_DODGE:
  3782. case CR_SHRINK:
  3783. case ST_PRESERVE:
  3784. case SG_FUSION:
  3785. case GS_GATLINGFEVER:
  3786. if (tsc && tsc->data[type].timer != -1)
  3787. i = status_change_end(bl, type, -1);
  3788. else
  3789. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3790. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3791. break;
  3792. case SL_KAITE:
  3793. case SL_KAAHI:
  3794. case SL_KAIZEL:
  3795. case SL_KAUPE:
  3796. if (sd) {
  3797. if (!dstsd || !(
  3798. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3799. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3800. dstsd->char_id == sd->char_id ||
  3801. dstsd->char_id == sd->status.partner_id ||
  3802. dstsd->char_id == sd->status.child
  3803. )) {
  3804. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3805. clif_skill_fail(sd,skillid,0,0);
  3806. break;
  3807. }
  3808. }
  3809. clif_skill_nodamage(src,bl,skillid,skilllv,
  3810. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3811. break;
  3812. case SM_AUTOBERSERK: // Celest
  3813. if (tsc && tsc->data[type].timer != -1)
  3814. i = status_change_end(bl, type, -1);
  3815. else
  3816. i = sc_start(bl,type,100,skilllv,60000);
  3817. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3818. break;
  3819. case TF_HIDING:
  3820. case ST_CHASEWALK:
  3821. if (tsc && tsc->data[type].timer != -1)
  3822. i = status_change_end(bl, type, -1);
  3823. else
  3824. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3825. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3826. break;
  3827. case TK_RUN:
  3828. if (tsc && tsc->data[type].timer != -1)
  3829. i = status_change_end(bl, type, -1);
  3830. else
  3831. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3832. // If the client receives a skill-use packet inmediately before
  3833. // a walkok packet, it will discard the walk packet! [Skotlex]
  3834. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3835. break;
  3836. case AS_CLOAKING:
  3837. if(tsc && tsc->data[type].timer!=-1 )
  3838. i = status_change_end(bl, type, -1);
  3839. else
  3840. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3841. clif_skill_nodamage(src,bl,skillid,-1,i);
  3842. if (!i && sd)
  3843. clif_skill_fail(sd,skillid,0,0);
  3844. break;
  3845. case BD_ADAPTATION:
  3846. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3848. skill_stop_dancing(bl);
  3849. }
  3850. break;
  3851. case BA_FROSTJOKE:
  3852. case DC_SCREAM:
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3854. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3855. if (md) {
  3856. char temp[128];
  3857. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3858. break; //Message won't fit on buffer. [Skotlex]
  3859. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3860. clif_message(&md->bl,temp);
  3861. }
  3862. break;
  3863. case BA_PANGVOICE:
  3864. clif_skill_nodamage(src,bl,skillid,skilllv,
  3865. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3866. break;
  3867. case DC_WINKCHARM:
  3868. if(dstsd){
  3869. clif_skill_nodamage(src,bl,skillid,skilllv,
  3870. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3871. }else if(dstmd)
  3872. {
  3873. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3874. clif_skill_nodamage(src,bl,skillid,skilllv,
  3875. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3876. } else{
  3877. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3878. if(sd) clif_skill_fail(sd,skillid,0,0);
  3879. }
  3880. }
  3881. break;
  3882. case TF_STEAL:
  3883. if(sd) {
  3884. if(pc_steal_item(sd,bl))
  3885. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3886. else
  3887. clif_skill_fail(sd,skillid,0x0a,0);
  3888. }
  3889. break;
  3890. case RG_STEALCOIN:
  3891. if(sd) {
  3892. if(pc_steal_coin(sd,bl))
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. else
  3895. clif_skill_fail(sd,skillid,0,0);
  3896. }
  3897. break;
  3898. case MG_STONECURSE:
  3899. {
  3900. if (tstatus->mode&MD_BOSS) {
  3901. if (sd) clif_skill_fail(sd,skillid,0,0);
  3902. break;
  3903. }
  3904. if(status_isimmune(bl) || !tsc)
  3905. break;
  3906. if (dstmd)
  3907. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3908. if (tsc->data[SC_STONE].timer != -1) {
  3909. status_change_end(bl,SC_STONE,-1);
  3910. if (sd) clif_skill_fail(sd,skillid,0,0);
  3911. break;
  3912. }
  3913. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3914. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3915. else if(sd) {
  3916. clif_skill_fail(sd,skillid,0,0);
  3917. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3918. if (skilllv > 5) break;
  3919. }
  3920. if (sd) {
  3921. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3922. break; //Do not delete the gemstone.
  3923. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3924. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3925. }
  3926. }
  3927. break;
  3928. case NV_FIRSTAID:
  3929. clif_skill_nodamage(src,bl,skillid,5,1);
  3930. status_heal(bl,5,0,0);
  3931. break;
  3932. case AL_CURE:
  3933. if(status_isimmune(bl)) {
  3934. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3935. break;
  3936. }
  3937. status_change_end(bl, SC_SILENCE , -1 );
  3938. status_change_end(bl, SC_BLIND , -1 );
  3939. status_change_end(bl, SC_CONFUSION, -1 );
  3940. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3941. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3942. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3943. break;
  3944. case TF_DETOXIFY:
  3945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3946. status_change_end(bl, SC_POISON , -1 );
  3947. status_change_end(bl, SC_DPOISON , -1 );
  3948. break;
  3949. case PR_STRECOVERY:
  3950. if(status_isimmune(bl)) {
  3951. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3952. break;
  3953. }
  3954. status_change_end(bl, SC_FREEZE , -1 );
  3955. status_change_end(bl, SC_STONE , -1 );
  3956. status_change_end(bl, SC_SLEEP , -1 );
  3957. status_change_end(bl, SC_STUN , -1 );
  3958. //Is this equation really right? It looks so... special.
  3959. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3960. {
  3961. status_change_start(bl, SC_BLIND,
  3962. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3963. 1,0,0,0,
  3964. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3965. }
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3967. if(dstmd)
  3968. mob_unlocktarget(dstmd,tick);
  3969. break;
  3970. case WZ_ESTIMATION:
  3971. if(sd) {
  3972. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3973. clif_skill_estimation((struct map_session_data *)src,bl);
  3974. }
  3975. break;
  3976. case BS_REPAIRWEAPON:
  3977. if(sd && dstsd)
  3978. clif_item_repair_list(sd,dstsd);
  3979. break;
  3980. case MC_IDENTIFY:
  3981. if(sd)
  3982. clif_item_identify_list(sd);
  3983. break;
  3984. // Weapon Refining [Celest]
  3985. case WS_WEAPONREFINE:
  3986. if(sd)
  3987. clif_item_refine_list(sd);
  3988. break;
  3989. case MC_VENDING:
  3990. if(sd)
  3991. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3992. if ( pc_can_give_items(pc_isGM(sd)) )
  3993. clif_skill_fail(sd,skillid,0,0);
  3994. else
  3995. clif_openvendingreq(sd,2+skilllv);
  3996. }
  3997. break;
  3998. case AL_TELEPORT:
  3999. if(sd) {
  4000. if (map[bl->m].flag.noteleport) {
  4001. clif_skill_teleportmessage(sd,0);
  4002. break;
  4003. }
  4004. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4005. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4006. break;
  4007. }
  4008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4009. if(skilllv == 1) {
  4010. // possibility to skip menu [LuzZza]
  4011. if(!battle_config.skip_teleport_lv1_menu &&
  4012. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4013. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4014. else
  4015. pc_randomwarp(sd,3);
  4016. } else {
  4017. if (sd->skillitem != AL_TELEPORT)
  4018. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4019. mapindex_id2name(sd->status.save_point.map),"","");
  4020. else //Autocasted Teleport level 2??
  4021. pc_setpos(sd,sd->status.save_point.map,
  4022. sd->status.save_point.x,sd->status.save_point.y,3);
  4023. }
  4024. } else
  4025. unit_warp(bl,-1,-1,-1,3);
  4026. break;
  4027. case AL_HOLYWATER:
  4028. if(sd) {
  4029. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4031. else
  4032. clif_skill_fail(sd,skillid,0,0);
  4033. }
  4034. break;
  4035. case TF_PICKSTONE:
  4036. if(sd) {
  4037. int eflag;
  4038. struct item item_tmp;
  4039. struct block_list tbl;
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4041. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4042. malloc_set(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4043. item_tmp.nameid = 7049;
  4044. item_tmp.identify = 1;
  4045. tbl.id = 0;
  4046. clif_takeitem(&sd->bl,&tbl);
  4047. eflag = pc_additem(sd,&item_tmp,1);
  4048. if(eflag) {
  4049. clif_additem(sd,0,0,eflag);
  4050. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4051. }
  4052. }
  4053. break;
  4054. case ASC_CDP:
  4055. if(sd) {
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4058. }
  4059. break;
  4060. case RG_STRIPWEAPON:
  4061. case RG_STRIPSHIELD:
  4062. case RG_STRIPARMOR:
  4063. case RG_STRIPHELM:
  4064. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4065. case GS_DISARM: // Added disarm. [Reddozen]
  4066. {
  4067. int strip_fix, equip = 0;
  4068. int sclist[4] = {0,0,0,0};
  4069. switch (skillid) {
  4070. case RG_STRIPWEAPON:
  4071. case GS_DISARM:
  4072. equip = EQP_WEAPON;
  4073. break;
  4074. case RG_STRIPSHIELD:
  4075. equip = EQP_SHIELD;
  4076. break;
  4077. case RG_STRIPARMOR:
  4078. equip = EQP_ARMOR;
  4079. break;
  4080. case RG_STRIPHELM:
  4081. equip = EQP_HELM;
  4082. break;
  4083. case ST_FULLSTRIP:
  4084. equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4085. break;
  4086. }
  4087. strip_fix = sstatus->dex - tstatus->dex;
  4088. if(strip_fix < 0)
  4089. strip_fix=0;
  4090. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4091. {
  4092. if (sd)
  4093. clif_skill_fail(sd,skillid,0,0);
  4094. break;
  4095. }
  4096. if (dstsd) {
  4097. for (i=0;i<EQI_MAX;i++) {
  4098. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4099. continue;
  4100. switch (i) {
  4101. case EQI_HAND_L: //Shield / left-hand weapon
  4102. if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
  4103. { //Shield
  4104. if (equip&EQP_SHIELD &&
  4105. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4106. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4107. ){
  4108. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4109. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4110. }
  4111. continue;
  4112. }
  4113. //Continue to weapon
  4114. case EQI_HAND_R:
  4115. if (equip&EQP_WEAPON &&
  4116. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4117. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4118. ) {
  4119. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4120. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4121. }
  4122. break;
  4123. case EQI_ARMOR: //Armor
  4124. if (equip &EQP_ARMOR &&
  4125. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4126. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4127. ) {
  4128. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4129. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4130. }
  4131. break;
  4132. case EQI_HEAD_TOP: //Helm
  4133. if (equip &EQP_HELM &&
  4134. !(dstsd->unstripable_equip &EQP_HELM) &&
  4135. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4136. ) {
  4137. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4138. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4139. }
  4140. break;
  4141. }
  4142. }
  4143. } else if (!(tstatus->mode&MD_BOSS)) {
  4144. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4145. sclist[0] = SC_STRIPWEAPON;
  4146. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4147. sclist[1] = SC_STRIPSHIELD;
  4148. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4149. sclist[2] = SC_STRIPARMOR;
  4150. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4151. sclist[3] = SC_STRIPHELM;
  4152. }
  4153. equip = 0; //Reuse equip to hold how many stats are invoked.
  4154. for (i=0;i<4;i++) {
  4155. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4156. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4157. }
  4158. if (equip)
  4159. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4160. else if (sd) //Nothing stripped.
  4161. clif_skill_fail(sd,skillid,0,0);
  4162. break;
  4163. }
  4164. /* PotionPitcher */
  4165. case AM_BERSERKPITCHER:
  4166. case AM_POTIONPITCHER:
  4167. {
  4168. int i,x,hp = 0,sp = 0,bonus=100;
  4169. if(sd) {
  4170. x = skilllv%11 - 1;
  4171. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4172. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4173. clif_skill_fail(sd,skillid,0,0);
  4174. map_freeblock_unlock();
  4175. return 1;
  4176. }
  4177. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4178. clif_skill_fail(sd,skillid,0,0);
  4179. map_freeblock_unlock();
  4180. return 1;
  4181. }
  4182. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4183. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4184. clif_skill_fail(sd,skillid,0,0);
  4185. map_freeblock_unlock();
  4186. return 1;
  4187. }
  4188. }
  4189. potion_flag = 1;
  4190. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4191. potion_target = bl->id;
  4192. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4193. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4194. potion_flag = potion_target = 0;
  4195. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4196. bonus += sd->status.base_level;
  4197. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4198. hp = tstatus->max_hp * potion_per_hp / 100;
  4199. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4200. if(dstsd) {
  4201. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4202. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4203. }
  4204. }
  4205. else {
  4206. if(potion_hp > 0) {
  4207. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4208. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4209. if(dstsd)
  4210. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4211. }
  4212. if(potion_sp > 0) {
  4213. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4214. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4215. if(dstsd)
  4216. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4217. }
  4218. }
  4219. }
  4220. else {
  4221. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4222. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4223. if(dstsd)
  4224. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4225. }
  4226. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4227. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4228. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4229. if(sp > 0)
  4230. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4231. status_heal(bl,hp,sp,0);
  4232. }
  4233. break;
  4234. case AM_CP_WEAPON:
  4235. case AM_CP_SHIELD:
  4236. case AM_CP_ARMOR:
  4237. case AM_CP_HELM:
  4238. {
  4239. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4240. if(tsc && tsc->data[scid].timer != -1)
  4241. status_change_end(bl, scid, -1 );
  4242. clif_skill_nodamage(src,bl,skillid,skilllv,
  4243. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4244. }
  4245. break;
  4246. case AM_TWILIGHT1:
  4247. if (sd) {
  4248. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4249. //Prepare 200 White Potions.
  4250. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4251. clif_skill_fail(sd,skillid,0,0);
  4252. }
  4253. break;
  4254. case AM_TWILIGHT2:
  4255. if (sd) {
  4256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4257. //Prepare 200 Slim White Potions.
  4258. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4259. clif_skill_fail(sd,skillid,0,0);
  4260. }
  4261. break;
  4262. case AM_TWILIGHT3:
  4263. if (sd) {
  4264. //check if you can produce all three, if not, then fail:
  4265. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4266. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4267. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4268. ) {
  4269. clif_skill_fail(sd,skillid,0,0);
  4270. break;
  4271. }
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4274. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4275. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4276. }
  4277. break;
  4278. case SA_DISPELL:
  4279. {
  4280. int i;
  4281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4282. i = status_get_sc_def_mdef(bl);
  4283. if (i >= 10000 ||
  4284. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4285. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4286. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4287. {
  4288. if (sd)
  4289. clif_skill_fail(sd,skillid,0,0);
  4290. break;
  4291. }
  4292. if(status_isimmune(bl) || !tsc->count)
  4293. break;
  4294. for(i=0;i<SC_MAX;i++){
  4295. if (tsc->data[i].timer == -1)
  4296. continue;
  4297. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4298. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4299. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4300. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4301. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN
  4302. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4303. || i==SC_NOCHAT
  4304. )
  4305. continue;
  4306. 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.
  4307. status_change_end(bl,i,-1);
  4308. }
  4309. }
  4310. break;
  4311. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4313. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4314. break;
  4315. case TK_HIGHJUMP:
  4316. {
  4317. int x,y, dir = unit_getdir(src);
  4318. x = src->x + dirx[dir]*skilllv*2;
  4319. y = src->y + diry[dir]*skilllv*2;
  4320. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4321. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4322. unit_movepos(src, x, y, 1, 0);
  4323. clif_slide(src,x,y);
  4324. }
  4325. }
  4326. break;
  4327. case SA_CASTCANCEL:
  4328. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4329. unit_skillcastcancel(src,1);
  4330. if(sd) {
  4331. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4332. sp = sp * (90 - (skilllv-1)*20) / 100;
  4333. if(sp < 0) sp = 0;
  4334. status_zap(src, 0, sp);
  4335. }
  4336. break;
  4337. case SA_SPELLBREAKER:
  4338. {
  4339. int sp;
  4340. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4341. sp = skill_get_sp(skillid,skilllv);
  4342. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4343. if(sp < 1) sp = 1;
  4344. status_heal(bl,0,sp,2);
  4345. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4346. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4347. } else {
  4348. struct unit_data *ud = unit_bl2ud(bl);
  4349. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4350. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4351. bl_skillid = ud->skillid;
  4352. bl_skilllv = ud->skilllv;
  4353. if (tstatus->mode & MD_BOSS)
  4354. { //Only 10% success chance against bosses. [Skotlex]
  4355. if (rand()%100 < 90)
  4356. {
  4357. if (sd) clif_skill_fail(sd,skillid,0,0);
  4358. break;
  4359. }
  4360. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4361. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4362. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4363. unit_skillcastcancel(bl,0);
  4364. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4365. status_zap(bl, hp, sp);
  4366. if (hp && skilllv >= 5)
  4367. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4368. else
  4369. hp = 0;
  4370. if (skilllv > 1 && sp) //Recover some of the SP used
  4371. sp = sp*(25*(skilllv-1))/100;
  4372. else
  4373. sp = 0;
  4374. if(hp || sp)
  4375. status_heal(src, hp, sp, 2);
  4376. }
  4377. }
  4378. break;
  4379. case SA_MAGICROD:
  4380. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4381. break;
  4382. case SA_AUTOSPELL:
  4383. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4384. if(sd)
  4385. clif_autospell(sd,skilllv);
  4386. else {
  4387. int maxlv=1,spellid=0;
  4388. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4389. if(skilllv >= 10) {
  4390. spellid = MG_FROSTDIVER;
  4391. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4392. // maxlv = 10;
  4393. // else
  4394. maxlv = skilllv - 9;
  4395. }
  4396. else if(skilllv >=8) {
  4397. spellid = MG_FIREBALL;
  4398. maxlv = skilllv - 7;
  4399. }
  4400. else if(skilllv >=5) {
  4401. spellid = MG_SOULSTRIKE;
  4402. maxlv = skilllv - 4;
  4403. }
  4404. else if(skilllv >=2) {
  4405. int i = rand()%3;
  4406. spellid = spellarray[i];
  4407. maxlv = skilllv - 1;
  4408. }
  4409. else if(skilllv > 0) {
  4410. spellid = MG_NAPALMBEAT;
  4411. maxlv = 3;
  4412. }
  4413. if(spellid > 0)
  4414. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4415. skill_get_time(SA_AUTOSPELL,skilllv));
  4416. }
  4417. break;
  4418. case BS_GREED:
  4419. if(sd){
  4420. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4421. map_foreachinrange(skill_greed,bl,
  4422. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4423. }
  4424. break;
  4425. case SA_ELEMENTWATER:
  4426. case SA_ELEMENTFIRE:
  4427. case SA_ELEMENTGROUND:
  4428. case SA_ELEMENTWIND:
  4429. if(sd && !dstmd) //Only works on monsters.
  4430. break;
  4431. if(tstatus->mode&MD_BOSS)
  4432. break;
  4433. case NPC_ATTRICHANGE:
  4434. case NPC_CHANGEWATER:
  4435. case NPC_CHANGEGROUND:
  4436. case NPC_CHANGEFIRE:
  4437. case NPC_CHANGEWIND:
  4438. case NPC_CHANGEPOISON:
  4439. case NPC_CHANGEHOLY:
  4440. case NPC_CHANGEDARKNESS:
  4441. case NPC_CHANGETELEKINESIS:
  4442. case NPC_CHANGEUNDEAD:
  4443. clif_skill_nodamage(src,bl,skillid,skilllv,
  4444. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4445. skill_get_time(skillid, skilllv)));
  4446. break;
  4447. case NPC_PROVOCATION:
  4448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4449. if(md && md->skillidx >= 0)
  4450. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4451. break;
  4452. case NPC_KEEPING:
  4453. case NPC_BARRIER:
  4454. {
  4455. int skill_time = skill_get_time(skillid,skilllv);
  4456. struct unit_data *ud = unit_bl2ud(bl);
  4457. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4458. sc_start(bl,type,100,skilllv,skill_time))
  4459. && ud) { //Disable attacking/acting/moving for skill's duration.
  4460. ud->attackabletime =
  4461. ud->canact_tick =
  4462. ud->canmove_tick = tick + skill_time;
  4463. }
  4464. }
  4465. break;
  4466. case NPC_REBIRTH:
  4467. //New rebirth System uses Kaizel lv1. [Skotlex]
  4468. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4469. break;
  4470. case NPC_DARKBLESSING:
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,
  4472. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4473. break;
  4474. case NPC_LICK:
  4475. status_zap(bl, 0, 100);
  4476. clif_skill_nodamage(src,bl,skillid,skilllv,
  4477. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4478. break;
  4479. case NPC_SUICIDE:
  4480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4481. status_kill(src); //When suiciding, neither exp nor drops is given.
  4482. break;
  4483. case NPC_SUMMONSLAVE:
  4484. case NPC_SUMMONMONSTER:
  4485. if(md && md->skillidx >= 0)
  4486. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4487. break;
  4488. case NPC_CALLSLAVE:
  4489. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4490. break;
  4491. case NPC_RANDOMMOVE:
  4492. if (md) {
  4493. md->next_walktime = tick - 1;
  4494. mob_randomwalk(md,tick);
  4495. }
  4496. break;
  4497. case NPC_SPEEDUP:
  4498. {
  4499. // or does it increase casting rate? just a guess xD
  4500. int i = SC_ASPDPOTION0 + skilllv - 1;
  4501. if (i > SC_ASPDPOTION3)
  4502. i = SC_ASPDPOTION3;
  4503. clif_skill_nodamage(src,bl,skillid,skilllv,
  4504. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4505. }
  4506. break;
  4507. case NPC_REVENGE:
  4508. // not really needed... but adding here anyway ^^
  4509. if (md && md->master_id > 0) {
  4510. struct block_list *mbl, *tbl;
  4511. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4512. (tbl = battle_gettargeted(mbl)) == NULL)
  4513. break;
  4514. md->state.provoke_flag = tbl->id;
  4515. mob_target(md, tbl, sstatus->rhw.range);
  4516. }
  4517. break;
  4518. case NPC_RUN:
  4519. {
  4520. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4521. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4522. unit_stop_attack(src);
  4523. //Run skillv tiles overriding the can-move check.
  4524. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4525. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4526. }
  4527. break;
  4528. case NPC_TRANSFORMATION:
  4529. case NPC_METAMORPHOSIS:
  4530. if(md && md->skillidx >= 0) {
  4531. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4532. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4533. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4534. if (class_) mob_class_change(md, class_);
  4535. }
  4536. break;
  4537. case NPC_EMOTION_ON:
  4538. case NPC_EMOTION:
  4539. if(md && md->skillidx >= 0)
  4540. {
  4541. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4542. if(!md->special_state.ai &&
  4543. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4544. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4545. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4546. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4547. sc_start4(src, type, 100, skilllv,
  4548. md->db->skill[md->skillidx].val[1],
  4549. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4550. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4551. skill_get_time(skillid, skilllv));
  4552. }
  4553. break;
  4554. case NPC_DEFENDER:
  4555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4556. break;
  4557. case NPC_POWERUP:
  4558. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4559. clif_skill_nodamage(src,bl,skillid,skilllv,
  4560. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4561. break;
  4562. case NPC_AGIUP:
  4563. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4564. clif_skill_nodamage(src,bl,skillid,skilllv,
  4565. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4566. break;
  4567. case NPC_INVISIBLE:
  4568. //On level 1, use level 10 cloaking (no speed penalty)
  4569. //with val4 passed as 1 is for "infinite cloak".
  4570. clif_skill_nodamage(src,bl,skillid,skilllv,
  4571. sc_start4(bl,type,100,9+skilllv,0,0,2,skill_get_time(skillid,skilllv)));
  4572. break;
  4573. case NPC_SIEGEMODE:
  4574. // not sure what it does
  4575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4576. break;
  4577. case WE_MALE:
  4578. {
  4579. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4580. 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]
  4581. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4582. }
  4583. break;
  4584. case WE_FEMALE:
  4585. {
  4586. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4587. 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]
  4588. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4589. }
  4590. break;
  4591. // parent-baby skills
  4592. case WE_BABY:
  4593. if(sd){
  4594. struct map_session_data *f_sd = pc_get_father(sd);
  4595. struct map_session_data *m_sd = pc_get_mother(sd);
  4596. // if neither was found
  4597. if(!f_sd && !m_sd){
  4598. clif_skill_fail(sd,skillid,0,0);
  4599. map_freeblock_unlock();
  4600. return 0;
  4601. }
  4602. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4603. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4604. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4605. }
  4606. break;
  4607. case PF_HPCONVERSION:
  4608. {
  4609. int hp, sp;
  4610. hp = sstatus->max_hp/10;
  4611. sp = hp * 10 * skilllv / 100;
  4612. if (!status_charge(src,hp,0)) {
  4613. if (sd) clif_skill_fail(sd,skillid,0,0);
  4614. break;
  4615. }
  4616. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4617. status_heal(bl,0,sp,2);
  4618. }
  4619. break;
  4620. case HT_REMOVETRAP:
  4621. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4622. {
  4623. struct skill_unit *su=NULL;
  4624. struct item item_tmp;
  4625. int flag;
  4626. if((bl->type==BL_SKILL) &&
  4627. (su=(struct skill_unit *)bl) &&
  4628. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4629. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4630. {
  4631. if(sd && !su->group->state.into_abyss)
  4632. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4633. if(battle_config.skill_removetrap_type){
  4634. for(i=0;i<10;i++) {
  4635. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4636. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4637. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4638. item_tmp.identify = 1;
  4639. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4640. clif_additem(sd,0,0,flag);
  4641. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4642. }
  4643. }
  4644. }
  4645. }else{
  4646. malloc_set(&item_tmp,0,sizeof(item_tmp));
  4647. item_tmp.nameid = 1065;
  4648. item_tmp.identify = 1;
  4649. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4650. clif_additem(sd,0,0,flag);
  4651. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4652. }
  4653. }
  4654. }
  4655. skill_delunit(su, 1);
  4656. }
  4657. }
  4658. break;
  4659. case HT_SPRINGTRAP:
  4660. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4661. {
  4662. struct skill_unit *su=NULL;
  4663. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4664. switch(su->group->unit_id){
  4665. case UNT_ANKLESNARE: // ankle snare
  4666. if (su->group->val2 != 0)
  4667. // if it is already trapping something don't spring it,
  4668. // remove trap should be used instead
  4669. break;
  4670. // otherwise fallthrough to below
  4671. case UNT_BLASTMINE:
  4672. case UNT_SKIDTRAP:
  4673. case UNT_LANDMINE:
  4674. case UNT_SHOCKWAVE:
  4675. case UNT_SANDMAN:
  4676. case UNT_FLASHER:
  4677. case UNT_FREEZINGTRAP:
  4678. case UNT_CLAYMORETRAP:
  4679. case UNT_TALKIEBOX:
  4680. su->group->unit_id = UNT_USED_TRAPS;
  4681. clif_changetraplook(bl, UNT_USED_TRAPS);
  4682. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4683. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4684. }
  4685. }
  4686. }
  4687. break;
  4688. case BD_ENCORE:
  4689. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4690. if(sd)
  4691. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4692. break;
  4693. case AS_SPLASHER:
  4694. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4695. map_freeblock_unlock();
  4696. return 1;
  4697. }
  4698. clif_skill_nodamage(src,bl,skillid,skilllv,
  4699. sc_start4(bl,type,100,
  4700. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4701. break;
  4702. case PF_MINDBREAKER:
  4703. {
  4704. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4705. {
  4706. map_freeblock_unlock();
  4707. return 1;
  4708. }
  4709. if (tsc && tsc->data[type].timer != -1)
  4710. { //HelloKitty2 (?) explained that this silently fails when target is
  4711. //already inflicted. [Skotlex]
  4712. map_freeblock_unlock();
  4713. return 1;
  4714. }
  4715. //Has a 55% + skilllv*5% success chance.
  4716. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4717. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4718. {
  4719. if (sd) clif_skill_fail(sd,skillid,0,0);
  4720. map_freeblock_unlock();
  4721. return 0;
  4722. }
  4723. unit_skillcastcancel(bl,0);
  4724. if(tsc && tsc->count){
  4725. if(tsc->data[SC_FREEZE].timer!=-1)
  4726. status_change_end(bl,SC_FREEZE,-1);
  4727. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4728. status_change_end(bl,SC_STONE,-1);
  4729. if(tsc->data[SC_SLEEP].timer!=-1)
  4730. status_change_end(bl,SC_SLEEP,-1);
  4731. }
  4732. if(dstmd)
  4733. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4734. }
  4735. break;
  4736. case PF_SOULCHANGE:
  4737. {
  4738. unsigned int sp1 = 0, sp2 = 0;
  4739. if (dstmd) {
  4740. if (dstmd->state.soul_change_flag) {
  4741. if(sd) clif_skill_fail(sd,skillid,0,0);
  4742. break;
  4743. }
  4744. dstmd->state.soul_change_flag = 1;
  4745. sp2 = sstatus->max_sp * 3 /100;
  4746. status_heal(src, 0, sp2, 2);
  4747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4748. break;
  4749. }
  4750. sp1 = sstatus->sp;
  4751. sp2 = tstatus->sp;
  4752. status_set_sp(src, sp2, 3);
  4753. status_set_sp(bl, sp1, 3);
  4754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4755. }
  4756. break;
  4757. // Slim Pitcher
  4758. case CR_SLIMPITCHER:
  4759. if (potion_hp || potion_sp) {
  4760. int hp = potion_hp, sp = potion_sp;
  4761. hp = hp * (100 + (tstatus->vit<<1))/100;
  4762. sp = sp * (100 + (tstatus->int_<<1))/100;
  4763. if (dstsd) {
  4764. if (hp)
  4765. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4766. if (sp)
  4767. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4768. }
  4769. if(hp > 0)
  4770. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4771. if(sp > 0)
  4772. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4773. status_heal(bl,hp,sp,0);
  4774. }
  4775. break;
  4776. // Full Chemical Protection
  4777. case CR_FULLPROTECTION:
  4778. {
  4779. int i, skilltime;
  4780. skilltime = skill_get_time(skillid,skilllv);
  4781. if (!tsc) {
  4782. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4783. break;
  4784. }
  4785. for (i=0; i<4; i++) {
  4786. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4787. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4788. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4789. }
  4790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4791. }
  4792. break;
  4793. case RG_CLEANER: //AppleGirl
  4794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4795. break;
  4796. case PF_DOUBLECASTING:
  4797. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4798. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4799. if (sd) clif_skill_fail(sd,skillid,0,0);
  4800. break;
  4801. case CG_LONGINGFREEDOM:
  4802. {
  4803. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4804. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4805. {
  4806. clif_skill_nodamage(src,bl,skillid,skilllv,
  4807. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4808. }
  4809. }
  4810. break;
  4811. case CG_TAROTCARD:
  4812. {
  4813. int eff, count = -1;
  4814. if (rand() % 100 > skilllv * 8) {
  4815. if (sd) clif_skill_fail(sd,skillid,0,0);
  4816. map_freeblock_unlock();
  4817. return 0;
  4818. }
  4819. do {
  4820. eff = rand() % 14;
  4821. clif_specialeffect(bl, 523 + eff, AREA);
  4822. switch (eff)
  4823. {
  4824. case 0: // heals SP to 0
  4825. status_percent_damage(src, bl, 0, 100);
  4826. break;
  4827. case 1: // matk halved
  4828. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4829. break;
  4830. case 2: // all buffs removed
  4831. status_change_clear_buffs(bl,1);
  4832. break;
  4833. case 3: // 1000 damage, random armor destroyed
  4834. {
  4835. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4836. status_fix_damage(src, bl, 1000, 0);
  4837. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4838. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4839. }
  4840. break;
  4841. case 4: // atk halved
  4842. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4843. break;
  4844. case 5: // 2000HP heal, random teleported
  4845. status_heal(src, 2000, 0, 0);
  4846. unit_warp(src, -1,-1,-1, 3);
  4847. break;
  4848. case 6: // random 2 other effects
  4849. if (count == -1)
  4850. count = 3;
  4851. else
  4852. count++; //Should not retrigger this one.
  4853. break;
  4854. case 7: // stop freeze or stoned
  4855. {
  4856. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4857. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4858. }
  4859. break;
  4860. case 8: // curse coma and poison
  4861. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4862. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4863. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4864. break;
  4865. case 9: // confusion
  4866. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4867. break;
  4868. case 10: // 6666 damage, atk matk halved, cursed
  4869. status_fix_damage(src, bl, 6666, 0);
  4870. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4871. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4872. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4873. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4874. break;
  4875. case 11: // 4444 damage
  4876. status_fix_damage(src, bl, 4444, 0);
  4877. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4878. break;
  4879. case 12: // stun
  4880. sc_start(bl,SC_STUN,100,skilllv,5000);
  4881. break;
  4882. case 13: // atk,matk,hit,flee,def reduced
  4883. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4884. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4885. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4886. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4887. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4888. break;
  4889. default:
  4890. break;
  4891. }
  4892. } while ((--count) > 0);
  4893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4894. }
  4895. break;
  4896. case SL_ALCHEMIST:
  4897. case SL_ASSASIN:
  4898. case SL_BARDDANCER:
  4899. case SL_BLACKSMITH:
  4900. case SL_CRUSADER:
  4901. case SL_HUNTER:
  4902. case SL_KNIGHT:
  4903. case SL_MONK:
  4904. case SL_PRIEST:
  4905. case SL_ROGUE:
  4906. case SL_SAGE:
  4907. case SL_SOULLINKER:
  4908. case SL_STAR:
  4909. case SL_SUPERNOVICE:
  4910. case SL_WIZARD:
  4911. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4912. clif_skill_fail(sd,skillid,0,0);
  4913. break;
  4914. }
  4915. clif_skill_nodamage(src,bl,skillid,skilllv,
  4916. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4917. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4918. break;
  4919. case SL_HIGH:
  4920. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4921. clif_skill_fail(sd,skillid,0,0);
  4922. break;
  4923. }
  4924. clif_skill_nodamage(src,bl,skillid,skilllv,
  4925. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4926. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4927. break;
  4928. case SL_SWOO:
  4929. if (tsc && tsc->data[type].timer != -1) {
  4930. sc_start(src,SC_STUN,100,skilllv,10000);
  4931. break;
  4932. }
  4933. case SL_SKA: // [marquis007]
  4934. case SL_SKE:
  4935. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4936. clif_skill_fail(sd,skillid,0,0);
  4937. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4938. } else
  4939. clif_skill_nodamage(src,bl,skillid,skilllv,
  4940. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4941. if (skillid == SL_SKE)
  4942. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4943. break;
  4944. // New guild skills [Celest]
  4945. case GD_BATTLEORDER:
  4946. if(flag&1) {
  4947. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4948. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4949. } else if (status_get_guild_id(src)) {
  4950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4951. map_foreachinrange(skill_area_sub, src,
  4952. skill_get_splash(skillid, skilllv), BL_CHAR,
  4953. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4954. skill_castend_nodamage_id);
  4955. if (sd)
  4956. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4957. }
  4958. break;
  4959. case GD_REGENERATION:
  4960. if(flag&1) {
  4961. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4962. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4963. } else if (status_get_guild_id(src)) {
  4964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4965. map_foreachinrange(skill_area_sub, src,
  4966. skill_get_splash(skillid, skilllv), BL_CHAR,
  4967. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4968. skill_castend_nodamage_id);
  4969. if (sd)
  4970. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4971. }
  4972. break;
  4973. case GD_RESTORE:
  4974. if(flag&1) {
  4975. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4976. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4977. } else if (status_get_guild_id(src)) {
  4978. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4979. map_foreachinrange(skill_area_sub, src,
  4980. skill_get_splash(skillid, skilllv), BL_CHAR,
  4981. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4982. skill_castend_nodamage_id);
  4983. if (sd)
  4984. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4985. }
  4986. break;
  4987. case GD_EMERGENCYCALL:
  4988. {
  4989. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4990. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4991. int j = 0;
  4992. struct guild *g = NULL;
  4993. // i don't know if it actually summons in a circle, but oh well. ;P
  4994. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4995. if (!g)
  4996. break;
  4997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4998. for(i = 0; i < g->max_member; i++, j++) {
  4999. if (j>8) j=0;
  5000. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5001. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5002. continue;
  5003. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5004. dx[j] = dy[j] = 0;
  5005. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5006. }
  5007. }
  5008. if (sd)
  5009. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5010. }
  5011. break;
  5012. case SG_FEEL:
  5013. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5014. if (sd) {
  5015. if(!sd->feel_map[skilllv-1].index)
  5016. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5017. else
  5018. clif_feel_info(sd, skilllv-1);
  5019. }
  5020. break;
  5021. case SG_HATE:
  5022. if (sd) {
  5023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5024. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5025. clif_skill_fail(sd,skillid,0,0);
  5026. }
  5027. break;
  5028. case GS_GLITTERING:
  5029. if(sd) {
  5030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5031. if(rand()%100 < (20+10*skilllv))
  5032. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5033. else if(sd->spiritball > 0)
  5034. pc_delspiritball(sd,1,0);
  5035. }
  5036. break;
  5037. case GS_CRACKER:
  5038. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5039. {
  5040. int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20;
  5041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5042. sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE)
  5043. }
  5044. else if (sd)
  5045. clif_skill_fail(sd,skillid,0,0);
  5046. break;
  5047. case AM_REST:
  5048. if (sd)
  5049. {
  5050. if (merc_hom_vaporize(sd,1))
  5051. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5052. else
  5053. clif_skill_fail(sd,skillid,0,0);
  5054. }
  5055. break;
  5056. case HAMI_CASTLE: //[orn]
  5057. if(rand()%100 < 20*skilllv && src != bl)
  5058. {
  5059. int x,y;
  5060. x = src->x;
  5061. y = src->y;
  5062. if (hd)
  5063. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5064. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5065. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5066. clif_fixpos(src) ;
  5067. if (unit_movepos(bl,x,y,0,0))
  5068. {
  5069. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5070. clif_fixpos(bl) ;
  5071. }
  5072. //TODO: Shouldn't also players and the like switch targets?
  5073. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5074. AREA_SIZE, BL_MOB, bl, src);
  5075. }
  5076. }
  5077. // Failed
  5078. else if (hd && hd->master)
  5079. clif_skill_fail(hd->master, skillid, 0, 0);
  5080. else if (sd)
  5081. clif_skill_fail(sd, skillid, 0, 0);
  5082. break;
  5083. case HVAN_CHAOTIC: //[orn]
  5084. {
  5085. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5086. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5087. int rnd = rand()%100;
  5088. if(rnd<per[skilllv-1][0]) //Self
  5089. bl = src;
  5090. else if(rnd<per[skilllv-1][1]) //Master
  5091. bl = battle_get_master(src);
  5092. else //Enemy
  5093. bl = map_id2bl(battle_gettarget(src));
  5094. if (!bl) bl = src;
  5095. i = skill_calc_heal( src, 1+rand()%skilllv);
  5096. //Eh? why double skill packet?
  5097. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5098. clif_skill_nodamage(src,bl,skillid,i,1);
  5099. status_heal(bl, i, 0, 0);
  5100. if (hd)
  5101. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5102. }
  5103. break;
  5104. //Homun single-target support skills [orn]
  5105. case HAMI_BLOODLUST:
  5106. case HFLI_FLEET:
  5107. case HFLI_SPEED:
  5108. case HLIF_CHANGE:
  5109. clif_skill_nodamage(src,bl,skillid,skilllv,
  5110. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5111. if (hd)
  5112. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5113. break;
  5114. default:
  5115. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5116. map_freeblock_unlock();
  5117. return 1;
  5118. }
  5119. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5120. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5121. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5122. battle_consume_ammo(sd, skillid, skilllv);
  5123. map_freeblock_unlock();
  5124. return 0;
  5125. }
  5126. /*==========================================
  5127. *
  5128. *------------------------------------------
  5129. */
  5130. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5131. {
  5132. struct block_list *target, *src = map_id2bl(id);
  5133. struct map_session_data* sd = NULL;
  5134. struct homun_data* hd = NULL; //[orn]
  5135. struct mob_data* md = NULL;
  5136. struct unit_data* ud = unit_bl2ud(src);
  5137. struct status_change *sc = NULL;
  5138. int inf,inf2;
  5139. nullpo_retr(0, ud);
  5140. BL_CAST( BL_PC, src, sd);
  5141. BL_CAST( BL_HOM, src, hd); //[orn]
  5142. BL_CAST( BL_MOB, src, md);
  5143. if( src->prev == NULL ) {
  5144. ud->skilltimer = -1;
  5145. return 0;
  5146. }
  5147. switch (ud->skillid) {
  5148. //These should become skill_castend_pos
  5149. case WE_CALLPARTNER:
  5150. case WE_CALLPARENT:
  5151. case WE_CALLBABY:
  5152. case AM_CALLHOMUN:
  5153. case AM_RESURRECTHOMUN:
  5154. //Find a random spot to place the skill. [Skotlex]
  5155. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5156. ud->skillx = src->x + inf2;
  5157. ud->skilly = src->y + inf2;
  5158. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5159. ud->skillx = src->x;
  5160. ud->skilly = src->y;
  5161. }
  5162. return skill_castend_pos(tid,tick,id,data);
  5163. }
  5164. if(ud->skillid != SA_CASTCANCEL ) {
  5165. if( ud->skilltimer != tid ) {
  5166. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5167. ud->skilltimer = -1;
  5168. return 0;
  5169. }
  5170. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5171. status_freecast_switch(sd);
  5172. ud->skilltimer=-1;
  5173. }
  5174. if (ud->skilltarget == id)
  5175. target = src;
  5176. else
  5177. target = map_id2bl(ud->skilltarget);
  5178. // Use a do so that you can break out of it when the skill fails.
  5179. do {
  5180. if(!target || target->prev==NULL) break;
  5181. if(src->m != target->m || status_isdead(src)) break;
  5182. if(ud->skillid == RG_BACKSTAP) {
  5183. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5184. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5185. break;
  5186. }
  5187. }
  5188. if (ud->skillid == PR_LEXDIVINA)
  5189. {
  5190. sc = status_get_sc(target);
  5191. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5192. (!sc || sc->data[SC_SILENCE].timer == -1))
  5193. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5194. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5195. break;
  5196. }
  5197. } else {
  5198. //Check target validity.
  5199. inf = skill_get_inf(ud->skillid);
  5200. inf2 = skill_get_inf2(ud->skillid);
  5201. if(inf&INF_ATTACK_SKILL ||
  5202. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5203. inf = BCT_ENEMY; //Offensive skill.
  5204. else
  5205. inf = 0;
  5206. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5207. inf |=
  5208. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5209. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5210. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5211. if (inf && battle_check_target(src, target, inf) <= 0)
  5212. break;
  5213. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5214. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5215. rand()%100 < 75)
  5216. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5217. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5218. break;
  5219. }
  5220. }
  5221. //Avoid doing double checks for instant-cast skills.
  5222. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5223. break;
  5224. if(md) {
  5225. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5226. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5227. if(md->skillidx >= 0) {
  5228. md->skilldelay[md->skillidx]=tick;
  5229. if (md->db->skill[md->skillidx].emotion >= 0)
  5230. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5231. }
  5232. }
  5233. if(src != target && battle_config.skill_add_range &&
  5234. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5235. {
  5236. if (sd) {
  5237. clif_skill_fail(sd,ud->skillid,0,0);
  5238. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5239. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5240. }
  5241. break;
  5242. }
  5243. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5244. break;
  5245. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5246. break;
  5247. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5248. unit_stop_walking(src,1);
  5249. if (ud->skillid == SA_MAGICROD)
  5250. ud->canact_tick = tick;
  5251. else
  5252. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5253. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5254. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5255. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5256. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5257. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5258. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5259. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5260. else
  5261. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5262. sc = status_get_sc(src);
  5263. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5264. status_change_end(src,SC_MAGICPOWER,-1);
  5265. if (ud->skilltimer == -1) {
  5266. if(md) md->skillidx = -1;
  5267. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5268. ud->skilllv = ud->skilltarget = 0;
  5269. }
  5270. return 1;
  5271. } while(0);
  5272. //Skill failed.
  5273. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5274. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5275. { //When Asura fails... (except when it fails from Fog of Wall)
  5276. //Consume SP/spheres
  5277. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5278. status_set_sp(src, 0, 0);
  5279. sc = &sd->sc;
  5280. if (sc->count)
  5281. { //End states
  5282. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5283. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5284. if (sc->data[SC_BLADESTOP].timer != -1)
  5285. status_change_end(src,SC_BLADESTOP,-1);
  5286. }
  5287. if (target && target->m == src->m)
  5288. { //Move character to target anyway.
  5289. int dx,dy;
  5290. dx = target->x - src->x;
  5291. dy = target->y - src->y;
  5292. if(dx > 0) dx++;
  5293. else if(dx < 0) dx--;
  5294. if (dy > 0) dy++;
  5295. else if(dy < 0) dy--;
  5296. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5297. { //Display movement + animation.
  5298. clif_slide(src,src->x,src->y);
  5299. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5300. }
  5301. clif_skill_fail(sd,ud->skillid,0,0);
  5302. }
  5303. }
  5304. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5305. ud->canact_tick = tick;
  5306. //You can't place a skill failed packet here because it would be
  5307. //sent in ALL cases, even cases where skill_check_condition fails
  5308. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5309. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5310. else
  5311. if(md) md->skillidx = -1;
  5312. return 0;
  5313. }
  5314. /*==========================================
  5315. *
  5316. *------------------------------------------
  5317. */
  5318. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5319. {
  5320. struct block_list* src = map_id2bl(id);
  5321. int maxcount;
  5322. struct map_session_data *sd = NULL;
  5323. struct homun_data *hd = NULL; //[orn]
  5324. struct unit_data *ud = unit_bl2ud(src);
  5325. struct mob_data *md = NULL;
  5326. nullpo_retr(0, ud);
  5327. BL_CAST( BL_PC , src, sd);
  5328. BL_CAST( BL_HOM, src, hd); //[orn]
  5329. BL_CAST( BL_MOB, src, md);
  5330. if( src->prev == NULL ) {
  5331. ud->skilltimer = -1;
  5332. return 0;
  5333. }
  5334. if( ud->skilltimer != tid )
  5335. {
  5336. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5337. ud->skilltimer = -1;
  5338. return 0;
  5339. }
  5340. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5341. status_freecast_switch(sd);
  5342. ud->skilltimer=-1;
  5343. do {
  5344. if(status_isdead(src)) break;
  5345. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5346. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5347. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5348. )
  5349. break;
  5350. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5351. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5352. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5353. )
  5354. break;
  5355. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5356. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5357. ) {
  5358. int i;
  5359. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5360. if(ud->skillunit[i]->skill_id == ud->skillid)
  5361. maxcount--;
  5362. }
  5363. if(!maxcount)
  5364. break;
  5365. }
  5366. if(tid != -1)
  5367. { //Avoid double checks on instant cast skills. [Skotlex]
  5368. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5369. break;
  5370. if(battle_config.skill_add_range &&
  5371. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5372. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5373. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5374. break;
  5375. }
  5376. }
  5377. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5378. break;
  5379. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5380. break;
  5381. if(md) {
  5382. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5383. if(md->skillidx >= 0) {
  5384. md->skilldelay[md->skillidx]=tick;
  5385. if (md->db->skill[md->skillidx].emotion >= 0)
  5386. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5387. }
  5388. }
  5389. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5390. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5391. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5392. unit_stop_walking(src,1);
  5393. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5394. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5395. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5396. if (ud->skilltimer == -1) {
  5397. if (md) md->skillidx = -1;
  5398. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5399. ud->skilllv = ud->skillx = ud->skilly = 0;
  5400. }
  5401. return 1;
  5402. } while(0);
  5403. ud->canact_tick = tick;
  5404. ud->skillid = ud->skilllv = 0;
  5405. if(sd) {
  5406. clif_skill_fail(sd,ud->skillid,0,0);
  5407. sd->skillitem = sd->skillitemlv = -1;
  5408. }
  5409. else if (hd && hd->master)
  5410. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5411. else if(md)
  5412. md->skillidx = -1;
  5413. return 0;
  5414. }
  5415. /*==========================================
  5416. *
  5417. *------------------------------------------
  5418. */
  5419. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5420. {
  5421. struct map_session_data *sd=NULL;
  5422. struct status_change *sc;
  5423. struct skill_unit_group *sg;
  5424. int i,type;
  5425. //if(skilllv <= 0) return 0;
  5426. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5427. nullpo_retr(0, src);
  5428. if(status_isdead(src))
  5429. return 0;
  5430. if(src->type==BL_PC)
  5431. sd=(struct map_session_data *)src;
  5432. sc = status_get_sc(src);
  5433. if (sc && !sc->count)
  5434. sc = NULL; //Unneeded.
  5435. type = SkillStatusChangeTable(skillid);
  5436. switch (skillid) { //Skill effect.
  5437. case WZ_METEOR:
  5438. case MO_BODYRELOCATION:
  5439. case CR_CULTIVATION:
  5440. case HW_GANBANTEIN:
  5441. break; //Effect is displayed on respective switch case.
  5442. default:
  5443. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5444. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5445. else
  5446. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5447. }
  5448. switch(skillid)
  5449. {
  5450. case PR_BENEDICTIO:
  5451. skill_area_temp[1] = src->id;
  5452. i = skill_get_splash(skillid, skilllv);
  5453. map_foreachinarea(skill_area_sub,
  5454. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5455. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5456. skill_castend_nodamage_id);
  5457. map_foreachinarea(skill_area_sub,
  5458. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5459. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5460. skill_castend_damage_id);
  5461. break;
  5462. case BS_HAMMERFALL:
  5463. i = skill_get_splash(skillid, skilllv);
  5464. map_foreachinarea (skill_area_sub,
  5465. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5466. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5467. skill_castend_nodamage_id);
  5468. break;
  5469. case HT_DETECTING:
  5470. i = skill_get_splash(skillid, skilllv);
  5471. map_foreachinarea( status_change_timer_sub,
  5472. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5473. src,status_get_sc(src),SC_SIGHT,tick);
  5474. if(battle_config.traps_setting&1)
  5475. map_foreachinarea( skill_reveal_trap,
  5476. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5477. break;
  5478. case MG_SAFETYWALL:
  5479. case MG_FIREWALL:
  5480. case MG_THUNDERSTORM:
  5481. case AL_PNEUMA:
  5482. case WZ_ICEWALL:
  5483. case WZ_FIREPILLAR:
  5484. case WZ_QUAGMIRE:
  5485. case WZ_VERMILION:
  5486. case WZ_STORMGUST:
  5487. case WZ_HEAVENDRIVE:
  5488. case PR_SANCTUARY:
  5489. case PR_MAGNUS:
  5490. case CR_GRANDCROSS:
  5491. case NPC_GRANDDARKNESS:
  5492. case HT_SKIDTRAP:
  5493. case HT_LANDMINE:
  5494. case HT_ANKLESNARE:
  5495. case HT_SHOCKWAVE:
  5496. case HT_SANDMAN:
  5497. case HT_FLASHER:
  5498. case HT_FREEZINGTRAP:
  5499. case HT_BLASTMINE:
  5500. case HT_CLAYMORETRAP:
  5501. case AS_VENOMDUST:
  5502. case AM_DEMONSTRATION:
  5503. case PF_FOGWALL:
  5504. case PF_SPIDERWEB:
  5505. case HT_TALKIEBOX:
  5506. case WE_CALLPARTNER:
  5507. case WE_CALLPARENT:
  5508. case WE_CALLBABY:
  5509. case AC_SHOWER: //Ground-placed skill implementation.
  5510. case SA_VOLCANO:
  5511. case SA_DELUGE:
  5512. case SA_VIOLENTGALE:
  5513. case SA_LANDPROTECTOR:
  5514. case BD_LULLABY:
  5515. case BD_RICHMANKIM:
  5516. case BD_ETERNALCHAOS:
  5517. case BD_DRUMBATTLEFIELD:
  5518. case BD_RINGNIBELUNGEN:
  5519. case BD_ROKISWEIL:
  5520. case BD_INTOABYSS:
  5521. case BD_SIEGFRIED:
  5522. case BA_DISSONANCE:
  5523. case BA_POEMBRAGI:
  5524. case BA_WHISTLE:
  5525. case BA_ASSASSINCROSS:
  5526. case BA_APPLEIDUN:
  5527. case DC_UGLYDANCE:
  5528. case DC_HUMMING:
  5529. case DC_DONTFORGETME:
  5530. case DC_FORTUNEKISS:
  5531. case DC_SERVICEFORYOU:
  5532. case CG_MOONLIT:
  5533. case GS_DESPERADO:
  5534. case NJ_KAENSIN:
  5535. case NJ_BAKUENRYU:
  5536. case NJ_SUITON:
  5537. case NJ_HYOUSYOURAKU:
  5538. case NJ_RAIGEKISAI:
  5539. case NJ_KAMAITACHI:
  5540. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5541. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5542. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5543. break;
  5544. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5545. skill_clear_unitgroup(src);
  5546. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5547. flag|=1;
  5548. break;
  5549. case HP_BASILICA:
  5550. skill_clear_unitgroup(src);
  5551. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5552. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5553. flag|=1;
  5554. break;
  5555. case CG_HERMODE:
  5556. skill_clear_unitgroup(src);
  5557. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5558. sc_start4(src,SC_DANCING,100,
  5559. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5560. flag|=1;
  5561. break;
  5562. case RG_CLEANER: // [Valaris]
  5563. i = skill_get_splash(skillid, skilllv);
  5564. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5565. break;
  5566. case WZ_METEOR:
  5567. {
  5568. int flag=0, area = skill_get_splash(skillid, skilllv);
  5569. short tmpx, tmpy, x1 = 0, y1 = 0;
  5570. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5571. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5572. for(i=0;i<2+(skilllv>>1);i++) {
  5573. tmpx = x;
  5574. tmpy = y;
  5575. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5576. continue;
  5577. if(!(flag&1)){
  5578. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5579. flag=flag|1;
  5580. }
  5581. if(i > 0)
  5582. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5583. x1 = tmpx;
  5584. y1 = tmpy;
  5585. }
  5586. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5587. }
  5588. break;
  5589. case AL_WARP:
  5590. if(sd) {
  5591. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5592. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5593. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5594. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5595. }
  5596. break;
  5597. case MO_BODYRELOCATION:
  5598. if (unit_movepos(src, x, y, 1, 1)) {
  5599. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5600. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5601. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5602. }
  5603. break;
  5604. case NJ_SHADOWJUMP:
  5605. {
  5606. unit_movepos(src, x, y, 1, 0);
  5607. unit_setdir(src, (unit_getdir(src) + 4)%8);
  5608. clif_slide(src,x,y);
  5609. if (sc && sc->data[SC_HIDING].timer != -1)
  5610. status_change_end(src, SC_HIDING, -1);
  5611. }
  5612. break;
  5613. case AM_SPHEREMINE:
  5614. case AM_CANNIBALIZE:
  5615. {
  5616. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5617. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5618. struct mob_data *md;
  5619. // Correct info, don't change any of this! [celest]
  5620. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5621. if (md) {
  5622. md->master_id = src->id;
  5623. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5624. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5625. mob_spawn (md); //Now it is ready for spawning.
  5626. }
  5627. }
  5628. break;
  5629. // Slim Pitcher [Celest] (normally Condensed Potion doesn't give SP (Heals party members))
  5630. case CR_SLIMPITCHER:
  5631. if (sd) {
  5632. int i = skilllv%11 - 1;
  5633. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5634. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5635. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5636. clif_skill_fail(sd,skillid,0,0);
  5637. return 1;
  5638. }
  5639. potion_flag = 1;
  5640. potion_hp = 0;
  5641. potion_sp = 0;
  5642. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5643. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5644. potion_flag = 0;
  5645. //Apply skill bonuses
  5646. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5647. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5648. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5649. potion_hp = potion_hp * (100+i)/100;
  5650. potion_sp = potion_sp * (100+i)/100;
  5651. if(potion_hp > 0 || potion_sp > 0) {
  5652. i = skill_get_splash(skillid, skilllv);
  5653. map_foreachinarea(skill_area_sub,
  5654. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5655. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5656. skill_castend_nodamage_id);
  5657. }
  5658. } else {
  5659. int i = skilllv%11 - 1;
  5660. struct item_data *item = itemdb_search(i);
  5661. i = skill_db[skillid].itemid[i];
  5662. item = itemdb_search(i);
  5663. potion_flag = 1;
  5664. potion_hp = 0;
  5665. potion_sp = 0;
  5666. run_script(item->script,0,src->id,0);
  5667. potion_flag = 0;
  5668. i = skill_get_max(CR_SLIMPITCHER)*10;
  5669. potion_hp = potion_hp * (100+i)/100;
  5670. potion_sp = potion_sp * (100+i)/100;
  5671. if(potion_hp > 0 || potion_sp > 0) {
  5672. i = skill_get_splash(skillid, skilllv);
  5673. map_foreachinarea(skill_area_sub,
  5674. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5675. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5676. skill_castend_nodamage_id);
  5677. }
  5678. }
  5679. break;
  5680. case HW_GANBANTEIN:
  5681. if (rand()%100 < 80) {
  5682. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5683. i = skill_get_splash(skillid, skilllv);
  5684. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5685. } else {
  5686. if (sd) clif_skill_fail(sd,skillid,0,0);
  5687. return 1;
  5688. }
  5689. break;
  5690. case HW_GRAVITATION:
  5691. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5692. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5693. flag|=1;
  5694. break;
  5695. // Plant Cultivation [Celest]
  5696. case CR_CULTIVATION:
  5697. if (sd) {
  5698. int i = skilllv - 1;
  5699. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5700. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5701. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5702. clif_skill_fail(sd,skillid,0,0);
  5703. return 1;
  5704. }
  5705. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5706. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5707. if (rand()%100 < 50)
  5708. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5709. else
  5710. clif_skill_fail(sd,skillid,0,0);
  5711. }
  5712. break;
  5713. case SG_SUN_WARM:
  5714. case SG_MOON_WARM:
  5715. case SG_STAR_WARM:
  5716. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5717. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5718. flag|=1;
  5719. break;
  5720. case PA_GOSPEL:
  5721. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5722. status_change_end(src,SC_GOSPEL,-1);
  5723. else
  5724. {
  5725. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5726. if (sc && sc->data[type].timer != -1)
  5727. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5728. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5729. }
  5730. break;
  5731. case NJ_TATAMIGAESHI:
  5732. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5733. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5734. break;
  5735. case AM_CALLHOMUN: //[orn]
  5736. if (sd && !merc_call_homunculus(sd, x, y))
  5737. clif_skill_fail(sd,skillid,0,0);
  5738. break;
  5739. case AM_RESURRECTHOMUN: //[orn]
  5740. if (sd)
  5741. {
  5742. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5743. !merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5744. {
  5745. clif_skill_fail(sd,skillid,0,0);
  5746. break;
  5747. }
  5748. }
  5749. break;
  5750. default:
  5751. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5752. return 1;
  5753. }
  5754. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5755. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5756. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5757. battle_consume_ammo(sd, skillid, skilllv);
  5758. return 0;
  5759. }
  5760. /*==========================================
  5761. *
  5762. *------------------------------------------
  5763. */
  5764. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5765. {
  5766. int x=0,y=0;
  5767. nullpo_retr(0, sd);
  5768. //Simplify skill_failed code.
  5769. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5770. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5771. return 0;
  5772. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5773. skill_failed(sd);
  5774. return 0;
  5775. }
  5776. if(sd->sc.count && (
  5777. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5778. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5779. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5780. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5781. sd->sc.data[SC_DANCING].timer!=-1 ||
  5782. sd->sc.data[SC_BERSERK].timer != -1 ||
  5783. sd->sc.data[SC_MARIONETTE].timer != -1
  5784. ))
  5785. return 0;
  5786. if( skill_num != sd->menuskill_id)
  5787. return 0;
  5788. if (strlen(map) > MAP_NAME_LENGTH-1)
  5789. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5790. if (battle_config.error_log)
  5791. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5792. skill_failed(sd);
  5793. return 0;
  5794. }
  5795. pc_stop_attack(sd);
  5796. pc_stop_walking(sd,0);
  5797. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5798. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5799. if(strcmp(map,"cancel")==0) {
  5800. skill_failed(sd);
  5801. return 0;
  5802. }
  5803. switch(skill_num){
  5804. case AL_TELEPORT:
  5805. if(strcmp(map,"Random")==0)
  5806. pc_randomwarp(sd,3);
  5807. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5808. pc_setpos(sd,sd->status.save_point.map,
  5809. sd->status.save_point.x,sd->status.save_point.y,3);
  5810. break;
  5811. case AL_WARP:
  5812. {
  5813. const struct point *p[4];
  5814. struct skill_unit_group *group;
  5815. int i, lv, wx, wy;
  5816. int maxcount=0;
  5817. unsigned short mapindex;
  5818. mapindex = mapindex_name2id((char*)map);
  5819. if(!mapindex) { //Given map not found?
  5820. clif_skill_fail(sd,skill_num,0,0);
  5821. skill_failed(sd);
  5822. return 0;
  5823. }
  5824. p[0] = &sd->status.save_point;
  5825. p[1] = &sd->status.memo_point[0];
  5826. p[2] = &sd->status.memo_point[1];
  5827. p[3] = &sd->status.memo_point[2];
  5828. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5829. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5830. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5831. maxcount--;
  5832. }
  5833. if(!maxcount) {
  5834. clif_skill_fail(sd,skill_num,0,0);
  5835. skill_failed(sd);
  5836. return 0;
  5837. }
  5838. }
  5839. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5840. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5841. wx = sd->menuskill_lv>>16;
  5842. wy = sd->menuskill_lv&0xffff;
  5843. if(lv <= 0) return 0;
  5844. for(i=0;i<lv;i++){
  5845. if(mapindex == p[i]->map){
  5846. x=p[i]->x;
  5847. y=p[i]->y;
  5848. break;
  5849. }
  5850. }
  5851. if(x==0 || y==0) {
  5852. skill_failed(sd);
  5853. return 0;
  5854. }
  5855. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5856. {
  5857. skill_failed(sd);
  5858. return 0;
  5859. }
  5860. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5861. clif_skill_fail(sd,0,0,0);
  5862. skill_failed(sd);
  5863. return 0;
  5864. }
  5865. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5866. skill_failed(sd);
  5867. return 0;
  5868. }
  5869. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5870. group->val2=(x<<16)|y;
  5871. group->val3 = mapindex;
  5872. }
  5873. break;
  5874. }
  5875. sd->menuskill_id = sd->menuskill_lv = 0;
  5876. return 0;
  5877. #undef skill_failed
  5878. }
  5879. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5880. {
  5881. struct skill_unit *target = (struct skill_unit*)bl,
  5882. *src = va_arg(ap, struct skill_unit*);
  5883. int flag = va_arg(ap, int);
  5884. if (src == target)
  5885. return 0;
  5886. if (!target->group || !(target->group->state.song_dance&0x1))
  5887. return 0;
  5888. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5889. return 0;
  5890. if (flag) { //Set dissonance
  5891. target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
  5892. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5893. } else { //Remove dissonance
  5894. target->val1 = target->group->skill_id; //Restore skill id
  5895. target->val2 &= ~UF_ENSEMBLE;
  5896. }
  5897. clif_skill_setunit(target); //Update look of affected cell.
  5898. return 1;
  5899. }
  5900. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5901. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5902. //When 1, this unit has been positioned, so start the cancel effect.
  5903. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5904. {
  5905. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5906. return 0;
  5907. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5908. return 0; //Nothing to remove, this unit is not overlapped.
  5909. if (unit->val1 != unit->group->skill_id)
  5910. { //Reset state
  5911. unit->val1 = unit->group->skill_id;
  5912. unit->val2 &= ~UF_ENSEMBLE;
  5913. }
  5914. return map_foreachincell(skill_dance_overlap_sub,
  5915. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5916. }
  5917. /*==========================================
  5918. * Initializes and sets a ground skill.
  5919. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5920. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5921. *------------------------------------------
  5922. */
  5923. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5924. {
  5925. struct skill_unit_group *group;
  5926. int i,limit,val1=0,val2=0,val3=0;
  5927. int count=0;
  5928. int target,interval,range,unit_flag;
  5929. struct skill_unit_layout *layout;
  5930. struct map_session_data *sd;
  5931. struct status_data *status;
  5932. struct status_change *sc;
  5933. int active_flag=1;
  5934. int subunt=0;
  5935. nullpo_retr(0, src);
  5936. limit = skill_get_time(skillid,skilllv);
  5937. range = skill_get_unit_range(skillid,skilllv);
  5938. interval = skill_get_unit_interval(skillid);
  5939. target = skill_get_unit_target(skillid);
  5940. unit_flag = skill_get_unit_flag(skillid);
  5941. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5942. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  5943. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5944. group= ((TBL_SKILL*)src)->group;
  5945. src = map_id2bl(group->src_id);
  5946. if (!src) return NULL;
  5947. val2=group->val2; //Copy the (x,y) position you warp to
  5948. val3=group->val3; //as well as the mapindex to warp to.
  5949. }
  5950. BL_CAST(BL_PC, src, sd);
  5951. status = status_get_status_data(src);
  5952. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5953. if (sc && !sc->count)
  5954. sc = NULL;
  5955. switch(skillid){
  5956. case MG_SAFETYWALL:
  5957. val2=skilllv+1;
  5958. break;
  5959. case MG_FIREWALL:
  5960. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5961. limit = limit*3/2;
  5962. val2=4+skilllv;
  5963. break;
  5964. case AL_WARP:
  5965. val1=skilllv+6;
  5966. if(!(flag&1))
  5967. limit=2000;
  5968. break;
  5969. case PR_SANCTUARY:
  5970. val1=(skilllv+3)*2;
  5971. val2=(skilllv>6)?777:skilllv*100;
  5972. break;
  5973. case WZ_FIREPILLAR:
  5974. if((flag&1)!=0)
  5975. limit=1000;
  5976. val1=skilllv+2;
  5977. break;
  5978. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5979. case AM_DEMONSTRATION:
  5980. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5981. && (src->type&battle_config.vs_traps_bctall))
  5982. target = BCT_ALL;
  5983. break;
  5984. case NJ_SUITON:
  5985. skill_clear_group(src,1);
  5986. break;
  5987. case HT_SHOCKWAVE:
  5988. val1=skilllv*15+10;
  5989. case HT_SANDMAN:
  5990. case HT_CLAYMORETRAP:
  5991. case HT_SKIDTRAP:
  5992. case HT_LANDMINE:
  5993. case HT_ANKLESNARE:
  5994. case HT_FLASHER:
  5995. case HT_FREEZINGTRAP:
  5996. case HT_BLASTMINE:
  5997. if (map_flag_gvg(src->m))
  5998. limit *= 4; // longer trap times in WOE [celest]
  5999. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6000. && (src->type&battle_config.vs_traps_bctall))
  6001. target = BCT_ALL;
  6002. break;
  6003. case SA_LANDPROTECTOR:
  6004. {
  6005. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6006. val1=skilllv*15+10;
  6007. aoe_diameter=skilllv+skilllv%2+5;
  6008. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6009. }
  6010. //No break because we also have to check if we use gemstones. [Skotlex]
  6011. case SA_VOLCANO:
  6012. case SA_DELUGE:
  6013. case SA_VIOLENTGALE:
  6014. {
  6015. struct skill_unit_group *old_sg;
  6016. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6017. {
  6018. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6019. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6020. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6021. if (limit < 0) //This can happen...
  6022. limit = skill_get_time(skillid,skilllv);
  6023. }
  6024. skill_clear_group(src,1);
  6025. }
  6026. break;
  6027. }
  6028. case BA_DISSONANCE:
  6029. case DC_UGLYDANCE:
  6030. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6031. break;
  6032. case BA_WHISTLE:
  6033. val1 = skilllv +status->agi/10; // Flee increase
  6034. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6035. if(sd){
  6036. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6037. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6038. }
  6039. break;
  6040. case DC_HUMMING:
  6041. val1 = 2*skilllv+status->dex/10; // Hit increase
  6042. if(sd)
  6043. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6044. break;
  6045. case BA_POEMBRAGI:
  6046. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6047. //For some reason at level 10 the base delay reduction is 50%.
  6048. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6049. if(sd){
  6050. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6051. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6052. }
  6053. break;
  6054. case DC_DONTFORGETME:
  6055. val1 = 30*skilllv+status->dex; // ASPD decrease
  6056. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6057. if(sd){
  6058. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6059. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6060. }
  6061. if (val2 < 1) val2 = 1;
  6062. break;
  6063. case BA_APPLEIDUN:
  6064. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6065. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6066. if(sd){
  6067. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6068. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6069. }
  6070. break;
  6071. case DC_SERVICEFORYOU:
  6072. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6073. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6074. if(sd){
  6075. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6076. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6077. }
  6078. break;
  6079. case BA_ASSASSINCROSS:
  6080. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6081. if(sd)
  6082. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6083. break;
  6084. case DC_FORTUNEKISS:
  6085. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6086. if(sd)
  6087. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6088. val1*=10; //Because every 10 crit is an actual cri point.
  6089. break;
  6090. case BD_DRUMBATTLEFIELD:
  6091. val1 = (skilllv+1)*25; //Watk increase
  6092. val2 = (skilllv+1)*2; //Def increase
  6093. break;
  6094. case BD_RINGNIBELUNGEN:
  6095. val1 = (skilllv+2)*25; //Watk increase
  6096. break;
  6097. case BD_RICHMANKIM:
  6098. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6099. break;
  6100. case BD_SIEGFRIED:
  6101. val1 = 55 + skilllv*5; //Elemental Resistance
  6102. val2 = skilllv*10; //Status ailment resistance
  6103. break;
  6104. case PF_FOGWALL:
  6105. if(sc && (
  6106. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6107. )) limit *= 2;
  6108. break;
  6109. case RG_GRAFFITI: /* Graffiti */
  6110. count=1; // Leave this at 1 [Valaris]
  6111. break;
  6112. case WE_CALLPARTNER:
  6113. if (sd) val1 = sd->status.partner_id;
  6114. break;
  6115. case WE_CALLPARENT:
  6116. if (sd) {
  6117. val1 = sd->status.father;
  6118. val2 = sd->status.mother;
  6119. }
  6120. break;
  6121. case WE_CALLBABY:
  6122. if (sd) val1 = sd->status.child;
  6123. break;
  6124. case NJ_KAENSIN:
  6125. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6126. val2 = (skilllv+1)/2 + 4;
  6127. break;
  6128. case GS_GROUNDDRIFT:
  6129. {
  6130. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6131. if (src->type == BL_PC)
  6132. val1=sd->arrow_ele;
  6133. else val1=element[rand()%5];
  6134. switch (val1)
  6135. {
  6136. case ELE_FIRE:
  6137. subunt++;
  6138. case ELE_WATER:
  6139. subunt++;
  6140. case ELE_POISON:
  6141. subunt++;
  6142. case ELE_DARK:
  6143. subunt++;
  6144. case ELE_WIND:
  6145. break;
  6146. default:
  6147. subunt=rand()%5;
  6148. break;
  6149. }
  6150. break;
  6151. }
  6152. }
  6153. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6154. skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6155. group->val1=val1;
  6156. group->val2=val2;
  6157. group->val3=val3;
  6158. group->target_flag=target;
  6159. group->bl_flag= skill_get_unit_bl_target(skillid);
  6160. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6161. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6162. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6163. 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
  6164. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6165. if (DIFF_TICK(group->tick, gettick()) > 100)
  6166. active_flag = 0;
  6167. if(skillid==HT_TALKIEBOX ||
  6168. skillid==RG_GRAFFITI){
  6169. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6170. if(group->valstr==NULL){
  6171. ShowFatalError("skill_castend_map: out of memory !\n");
  6172. exit(1);
  6173. }
  6174. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6175. group->valstr[MESSAGE_SIZE-1] = '\0';
  6176. }
  6177. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6178. val1=skilllv;
  6179. val2=0;
  6180. limit=group->limit;
  6181. count=group->unit_count;
  6182. for(i=0;i<count;i++){
  6183. struct skill_unit *unit;
  6184. int ux,uy,alive=1;
  6185. ux = x + layout->dx[i];
  6186. uy = y + layout->dy[i];
  6187. switch (skillid) {
  6188. case MG_FIREWALL:
  6189. case NJ_KAENSIN:
  6190. val2=group->val2;
  6191. break;
  6192. case WZ_ICEWALL:
  6193. if(skilllv <= 1)
  6194. val1 = 500;
  6195. else
  6196. val1 = 200 + 200*skilllv;
  6197. break;
  6198. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6199. ux+=(i%5-2);
  6200. uy+=(i/5-2);
  6201. break;
  6202. default:
  6203. if (group->state.song_dance&0x1) {
  6204. val1 = skillid; //Holds SKILL id to use.
  6205. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6206. }
  6207. break;
  6208. }
  6209. if(range<=0)
  6210. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6211. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6212. alive = 0;
  6213. if (alive && battle_config.skill_wall_check) {
  6214. //Check if there's a path between cell and center of casting.
  6215. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6216. alive = 0;
  6217. }
  6218. if(alive && skillid == WZ_ICEWALL) {
  6219. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6220. alive=0;
  6221. else {
  6222. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6223. if(val2==5 || val2==1)
  6224. alive=0;
  6225. else
  6226. clif_changemapcell(src->m,ux,uy,5,0);
  6227. }
  6228. }
  6229. if(alive){
  6230. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6231. unit->limit=limit;
  6232. unit->range=range;
  6233. if (range==0 && active_flag)
  6234. map_foreachincell(skill_unit_effect,unit->bl.m,
  6235. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6236. }
  6237. }
  6238. if (!group->alive_count)
  6239. { //No cells? Something that was blocked completely by Land Protector?
  6240. skill_delunitgroup(src, group, 0);
  6241. return NULL;
  6242. }
  6243. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6244. group->val1 = group->alive_count;
  6245. return group;
  6246. }
  6247. /*==========================================
  6248. *
  6249. *------------------------------------------
  6250. */
  6251. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6252. {
  6253. struct skill_unit_group *sg;
  6254. struct block_list *ss;
  6255. struct status_change *sc;
  6256. int type,skillid;
  6257. nullpo_retr(0, src);
  6258. nullpo_retr(0, bl);
  6259. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6260. return 0;
  6261. nullpo_retr(0, sg=src->group);
  6262. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6263. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6264. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6265. return 0; //AoE skills are ineffective. [Skotlex]
  6266. sc = status_get_sc(bl);
  6267. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6268. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6269. type = SkillStatusChangeTable(sg->skill_id);
  6270. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6271. switch (sg->unit_id) {
  6272. case UNT_SAFETYWALL:
  6273. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6274. if (sc && sc->data[type].timer == -1)
  6275. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6276. break;
  6277. case UNT_WARP_WAITING:
  6278. if(bl->type==BL_PC){
  6279. struct map_session_data *sd = (struct map_session_data *)bl;
  6280. if((!sd->chatID || battle_config.chat_warpportal)
  6281. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6282. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6283. if (--sg->val1<=0)
  6284. skill_delunitgroup(NULL, sg, 0);
  6285. }
  6286. }
  6287. } else
  6288. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6289. {
  6290. int m = map_mapindex2mapid(sg->val3);
  6291. if (m < 0) break; //Map not available on this map-server.
  6292. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6293. }
  6294. break;
  6295. case UNT_QUAGMIRE:
  6296. if(sc && sc->data[type].timer==-1)
  6297. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6298. break;
  6299. case UNT_VOLCANO:
  6300. case UNT_DELUGE:
  6301. case UNT_VIOLENTGALE:
  6302. case UNT_SUITON:
  6303. if(sc && sc->data[type].timer==-1)
  6304. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6305. break;
  6306. case UNT_RICHMANKIM:
  6307. case UNT_ETERNALCHAOS:
  6308. case UNT_DRUMBATTLEFIELD:
  6309. case UNT_RINGNIBELUNGEN:
  6310. case UNT_ROKISWEIL:
  6311. case UNT_INTOABYSS:
  6312. case UNT_SIEGFRIED:
  6313. case UNT_HERMODE:
  6314. //Needed to check when a dancer/bard leaves their ensemble area.
  6315. if (sg->src_id==bl->id &&
  6316. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6317. return skillid;
  6318. if (sc && sc->data[type].timer==-1)
  6319. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6320. break;
  6321. case UNT_WHISTLE:
  6322. case UNT_ASSASSINCROSS:
  6323. case UNT_POEMBRAGI:
  6324. case UNT_APPLEIDUN:
  6325. case UNT_HUMMING:
  6326. case UNT_DONTFORGETME:
  6327. case UNT_FORTUNEKISS:
  6328. case UNT_SERVICEFORYOU:
  6329. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6330. return 0;
  6331. if (!sc) return 0;
  6332. if (sc->data[type].timer==-1)
  6333. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6334. else if (sc->data[type].val4 == 1) {
  6335. //Readjust timers since the effect will not last long.
  6336. sc->data[type].val4 = 0;
  6337. delete_timer(sc->data[type].timer, status_change_timer);
  6338. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6339. }
  6340. break;
  6341. case UNT_FOGWALL:
  6342. if (sc && sc->data[type].timer==-1)
  6343. {
  6344. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6345. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6346. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6347. }
  6348. break;
  6349. case UNT_GRAVITATION:
  6350. if (sc && sc->data[type].timer==-1)
  6351. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6352. break;
  6353. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6354. src->val1 = 0;
  6355. if(src->limit + sg->tick > tick + 700)
  6356. src->limit = DIFF_TICK(tick+700,sg->tick);
  6357. break;
  6358. case UNT_MOONLIT:
  6359. //Knockback out of area if affected char isn't in Moonlit effect
  6360. if (!sc || sc->data[SC_DANCING].timer==-1 || (sc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT)
  6361. skill_blown(ss, bl, skill_get_blewcount(sg->skill_id,sg->skill_lv));
  6362. break;
  6363. }
  6364. return skillid;
  6365. }
  6366. /*==========================================
  6367. *
  6368. *------------------------------------------
  6369. */
  6370. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6371. {
  6372. struct skill_unit_group *sg;
  6373. struct block_list *ss;
  6374. struct map_session_data *sd;
  6375. struct status_data *tstatus, *sstatus;
  6376. struct status_change *tsc, *sc;
  6377. struct skill_unit_group_tickset *ts;
  6378. int matk_min = 0, matk_max = 0; //For Magic power...
  6379. int type, skillid;
  6380. int diff=0;
  6381. nullpo_retr(0, src);
  6382. nullpo_retr(0, bl);
  6383. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6384. return 0;
  6385. nullpo_retr(0, sg=src->group);
  6386. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6387. BL_CAST(BL_PC, ss, sd);
  6388. tsc = status_get_sc(bl);
  6389. tstatus = status_get_status_data(bl);
  6390. if (sg->state.magic_power) //For magic power.
  6391. {
  6392. sc = status_get_sc(ss);
  6393. sstatus = status_get_status_data(ss);
  6394. } else {
  6395. sc = NULL;
  6396. sstatus = NULL;
  6397. }
  6398. type = SkillStatusChangeTable(sg->skill_id);
  6399. skillid = sg->skill_id;
  6400. if (sg->interval == -1) {
  6401. switch (sg->unit_id) {
  6402. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6403. case UNT_SPIDERWEB:
  6404. case UNT_FIREPILLAR_ACTIVE:
  6405. return 0;
  6406. default:
  6407. if (battle_config.error_log)
  6408. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6409. return 0;
  6410. }
  6411. }
  6412. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6413. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6414. diff = DIFF_TICK(tick,ts->tick);
  6415. if (diff < 0)
  6416. return 0;
  6417. ts->tick = tick+sg->interval;
  6418. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6419. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6420. }
  6421. //Temporarily set magic power to have it take effect. [Skotlex]
  6422. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6423. { //Store previous values.
  6424. matk_min = sstatus->matk_min;
  6425. matk_max = sstatus->matk_max;
  6426. //Note to NOT return from the function until this is unset!
  6427. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6428. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6429. }
  6430. switch (sg->unit_id)
  6431. {
  6432. case UNT_FIREWALL:
  6433. {
  6434. int count=0;
  6435. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6436. //This is the best Aegis approximation we can do without
  6437. //changing the minimum skill unit interval. [Skotlex]
  6438. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6439. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6440. } else {
  6441. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6442. src->val2--;
  6443. }
  6444. if (src->val2<=0)
  6445. skill_delunit(src, 0);
  6446. break;
  6447. }
  6448. case UNT_SANCTUARY:
  6449. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6450. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6451. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6452. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6453. // reduce healing count if this was meant for damaging [hekate]
  6454. sg->val1 -= 2;
  6455. } else {
  6456. int heal = sg->val2;
  6457. if (tstatus->hp >= tstatus->max_hp)
  6458. break;
  6459. if (status_isimmune(bl))
  6460. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6461. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6462. status_heal(bl, heal, 0, 0);
  6463. if (diff >= 500)
  6464. sg->val1--;
  6465. }
  6466. if (sg->val1 <= 0)
  6467. skill_delunitgroup(NULL,sg, 0);
  6468. break;
  6469. case UNT_MAGNUS:
  6470. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6471. break;
  6472. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6473. break;
  6474. case UNT_ATTACK_SKILLS:
  6475. switch (sg->skill_id)
  6476. {
  6477. case SG_SUN_WARM: //SG skills [Komurka]
  6478. case SG_MOON_WARM:
  6479. case SG_STAR_WARM:
  6480. if(bl->type==BL_PC)
  6481. //Only damage SP [Skotlex]
  6482. status_zap(bl, 0, 60);
  6483. else if(status_charge(ss, 0, 2))
  6484. //Otherwise, Knockback attack.
  6485. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6486. break;
  6487. default:
  6488. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6489. }
  6490. break;
  6491. case UNT_FIREPILLAR_WAITING:
  6492. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6493. skill_delunit(src, 0);
  6494. break;
  6495. case UNT_FIREPILLAR_ACTIVE:
  6496. skill_area_temp[1] = 0;
  6497. map_foreachinrange(skill_attack_area,bl,
  6498. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6499. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6500. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6501. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6502. break;
  6503. case UNT_SKIDTRAP:
  6504. {
  6505. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6506. sg->unit_id = UNT_USED_TRAPS;
  6507. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6508. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6509. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6510. }
  6511. break;
  6512. case UNT_SPIDERWEB:
  6513. case UNT_ANKLESNARE:
  6514. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6515. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6516. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6517. {
  6518. struct TimerData* td = get_timer(tsc->data[type].timer);
  6519. if (td) sec = DIFF_TICK(td->tick, tick);
  6520. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6521. clif_fixpos(bl);
  6522. sg->val2=bl->id;
  6523. } else
  6524. sec = 3000; //Couldn't trap it?
  6525. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6526. // 01AC: long ID
  6527. // Indicates that an object is trapped, but ID is not a
  6528. // valid monster or player ID.
  6529. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6530. sg->interval = -1;
  6531. src->range = 0;
  6532. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6533. }
  6534. break;
  6535. case UNT_VENOMDUST:
  6536. if(tsc && tsc->data[type].timer==-1 )
  6537. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6538. break;
  6539. case UNT_LANDMINE:
  6540. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6541. sg->unit_id = UNT_USED_TRAPS;
  6542. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6543. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6544. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6545. break;
  6546. case UNT_CLAYMORETRAP:
  6547. case UNT_BLASTMINE:
  6548. //Hold number of targets (required for damage calculation)
  6549. type = map_foreachinrange(skill_count_target,&src->bl,
  6550. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6551. case UNT_SHOCKWAVE:
  6552. case UNT_SANDMAN:
  6553. case UNT_FLASHER:
  6554. case UNT_FREEZINGTRAP:
  6555. map_foreachinrange(skill_trap_splash,&src->bl,
  6556. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6557. &src->bl,tick,type);
  6558. sg->unit_id = UNT_USED_TRAPS;
  6559. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6560. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6561. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6562. break;
  6563. case UNT_TALKIEBOX:
  6564. if (sg->src_id == bl->id)
  6565. break;
  6566. if (sg->val2 == 0){
  6567. clif_talkiebox(&src->bl, sg->valstr);
  6568. sg->unit_id = UNT_USED_TRAPS;
  6569. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6570. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6571. sg->val2 = -1;
  6572. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6573. }
  6574. break;
  6575. case UNT_LULLABY:
  6576. if (ss->id == bl->id)
  6577. break;
  6578. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6579. break;
  6580. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6581. if (ss->id != bl->id)
  6582. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6583. break;
  6584. case UNT_DISSONANCE:
  6585. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6586. break;
  6587. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6588. {
  6589. int heal;
  6590. if (sg->src_id == bl->id)
  6591. break;
  6592. heal = sg->val2;
  6593. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6594. status_heal(bl, heal, 0, 0);
  6595. break;
  6596. }
  6597. case UNT_TATAMIGAESHI:
  6598. case UNT_DEMONSTRATION:
  6599. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6600. break;
  6601. case UNT_GOSPEL:
  6602. if (rand()%100 > sg->skill_lv*10)
  6603. break;
  6604. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6605. int i = rand()%13; // Positive buff count
  6606. switch (i)
  6607. {
  6608. case 0: // Heal 1~9999 HP
  6609. {
  6610. int heal = rand() %9999+1;
  6611. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6612. status_heal(bl,heal,0,0);
  6613. }
  6614. break;
  6615. case 1: // End all negative status
  6616. status_change_clear_buffs(bl,2);
  6617. break;
  6618. case 2: // Level 10 Blessing
  6619. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6620. break;
  6621. case 3: // Level 10 Increase AGI
  6622. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6623. break;
  6624. case 4: // Enchant weapon with Holy element
  6625. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6626. break;
  6627. case 5: // Enchant armor with Holy element
  6628. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6629. break;
  6630. case 6: // MaxHP +100%
  6631. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6632. break;
  6633. case 7: // MaxSP +100%
  6634. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6635. break;
  6636. case 8: // All stats +20
  6637. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6638. break;
  6639. case 9: // DEF +25%
  6640. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6641. break;
  6642. case 10: // ATK +100%
  6643. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6644. break;
  6645. case 11: // HIT/Flee +50
  6646. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6647. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6648. break;
  6649. case 12: // Immunity to all status
  6650. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6651. break;
  6652. }
  6653. }
  6654. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6655. int i = rand()%9; // Negative buff count
  6656. switch (i)
  6657. {
  6658. case 0: // Deal 1~9999 damage
  6659. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6660. break;
  6661. case 1: // Curse
  6662. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6663. break;
  6664. case 2: // Blind
  6665. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6666. break;
  6667. case 3: // Poison
  6668. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6669. break;
  6670. case 4: // Level 10 Provoke
  6671. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6672. break;
  6673. case 5: // DEF -100%
  6674. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6675. break;
  6676. case 6: // ATK -100%
  6677. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6678. break;
  6679. case 7: // Flee -100%
  6680. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6681. break;
  6682. case 8: // Speed/ASPD -25%
  6683. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6684. break;
  6685. }
  6686. }
  6687. break;
  6688. case UNT_GRAVITATION:
  6689. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6690. break;
  6691. case UNT_DESPERADO:
  6692. if (!(rand()%5)) //Has a low chance of connecting. [Skotlex]
  6693. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6694. break;
  6695. case UNT_GROUNDDRIFT_WIND:
  6696. case UNT_GROUNDDRIFT_DARK:
  6697. case UNT_GROUNDDRIFT_POISON:
  6698. case UNT_GROUNDDRIFT_WATER:
  6699. case UNT_GROUNDDRIFT_FIRE:
  6700. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6701. switch (sg->val1)
  6702. {
  6703. case ELE_WATER:
  6704. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  6705. break;
  6706. case ELE_POISON:
  6707. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  6708. break;
  6709. case ELE_DARK:
  6710. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  6711. break;
  6712. }
  6713. sg->unit_id = UNT_USED_TRAPS;
  6714. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6715. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6716. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6717. break;
  6718. case UNT_KAENSIN:
  6719. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6720. if (--src->val2 <= 0)
  6721. skill_delunit(src, 0);
  6722. break;
  6723. }
  6724. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6725. { //Unset magic power.
  6726. sstatus->matk_min = matk_min;
  6727. sstatus->matk_max = matk_max;
  6728. }
  6729. if (bl->type == BL_MOB && ss != bl)
  6730. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6731. return skillid;
  6732. }
  6733. /*==========================================
  6734. *
  6735. *------------------------------------------
  6736. */
  6737. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6738. {
  6739. struct skill_unit_group *sg;
  6740. struct status_change *sc;
  6741. int type;
  6742. nullpo_retr(0, src);
  6743. nullpo_retr(0, bl);
  6744. nullpo_retr(0, sg=src->group);
  6745. sc = status_get_sc(bl);
  6746. if (sc && !sc->count)
  6747. sc = NULL;
  6748. type = SkillStatusChangeTable(sg->skill_id);
  6749. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6750. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6751. return 0;
  6752. switch(sg->unit_id){
  6753. case UNT_SAFETYWALL:
  6754. if (sc && sc->data[type].timer!=-1)
  6755. status_change_end(bl,type,-1);
  6756. break;
  6757. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6758. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6759. status_change_end(bl,type,-1);
  6760. break;
  6761. case UNT_SPIDERWEB:
  6762. {
  6763. struct block_list *target = map_id2bl(sg->val2);
  6764. if (target && target==bl)
  6765. {
  6766. status_change_end(bl,SC_SPIDERWEB,-1);
  6767. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6768. }
  6769. break;
  6770. }
  6771. }
  6772. return sg->skill_id;
  6773. }
  6774. /*==========================================
  6775. * Triggered when a char steps out of a skill group [Skotlex]
  6776. *------------------------------------------
  6777. */
  6778. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6779. {
  6780. struct status_change *sc;
  6781. int type;
  6782. sc = status_get_sc(bl);
  6783. if (sc && !sc->count)
  6784. sc = NULL;
  6785. type = SkillStatusChangeTable(skill_id);
  6786. switch (skill_id)
  6787. {
  6788. case WZ_QUAGMIRE:
  6789. if (bl->type==BL_MOB)
  6790. break;
  6791. if (sc && sc->data[type].timer != -1)
  6792. status_change_end(bl, type, -1);
  6793. break;
  6794. case BD_LULLABY:
  6795. case BD_RICHMANKIM:
  6796. case BD_ETERNALCHAOS:
  6797. case BD_DRUMBATTLEFIELD:
  6798. case BD_RINGNIBELUNGEN:
  6799. case BD_ROKISWEIL:
  6800. case BD_INTOABYSS:
  6801. case BD_SIEGFRIED:
  6802. if(sc && sc->data[SC_DANCING].timer != -1 &&
  6803. (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  6804. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6805. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6806. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6807. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6808. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6809. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6810. skill_stop_dancing(bl);
  6811. }
  6812. case MG_SAFETYWALL:
  6813. case AL_PNEUMA:
  6814. case SA_VOLCANO:
  6815. case SA_DELUGE:
  6816. case SA_VIOLENTGALE:
  6817. case CG_HERMODE:
  6818. case HW_GRAVITATION:
  6819. case NJ_SUITON:
  6820. if (sc && sc->data[type].timer != -1)
  6821. status_change_end(bl, type, -1);
  6822. break;
  6823. case BA_POEMBRAGI:
  6824. case BA_WHISTLE:
  6825. case BA_ASSASSINCROSS:
  6826. case BA_APPLEIDUN:
  6827. case DC_HUMMING:
  6828. case DC_DONTFORGETME:
  6829. case DC_FORTUNEKISS:
  6830. case DC_SERVICEFORYOU:
  6831. if (sc && sc->data[type].timer != -1)
  6832. {
  6833. delete_timer(sc->data[type].timer, status_change_timer);
  6834. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6835. //not possible on our current implementation.
  6836. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6837. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6838. }
  6839. break;
  6840. case PF_FOGWALL:
  6841. if (sc && sc->data[type].timer != -1)
  6842. {
  6843. status_change_end(bl,type,-1);
  6844. if (sc->data[SC_BLIND].timer!=-1)
  6845. {
  6846. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6847. status_change_end(bl, SC_BLIND, -1);
  6848. else {
  6849. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6850. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6851. }
  6852. }
  6853. }
  6854. break;
  6855. case UNT_GOSPEL:
  6856. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6857. status_change_end(bl, type, -1);
  6858. break;
  6859. }
  6860. return skill_id;
  6861. }
  6862. /*==========================================
  6863. * Invoked when a unit cell has been placed/removed/deleted.
  6864. * flag values:
  6865. * flag&1: Invoke onplace function (otherwise invoke onout)
  6866. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6867. *------------------------------------------
  6868. */
  6869. int skill_unit_effect (struct block_list *bl, va_list ap)
  6870. {
  6871. struct skill_unit *unit;
  6872. struct skill_unit_group *group;
  6873. int flag,unit_id=0,skill_id;
  6874. unsigned int tick;
  6875. unit=va_arg(ap,struct skill_unit*);
  6876. tick = va_arg(ap,unsigned int);
  6877. flag = va_arg(ap,unsigned int);
  6878. if (!unit->alive || bl->prev==NULL)
  6879. return 0;
  6880. nullpo_retr(0, group=unit->group);
  6881. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6882. skill_id = group->skill_id;
  6883. //Target-type check.
  6884. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6885. {
  6886. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6887. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6888. return 0;
  6889. }
  6890. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  6891. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  6892. //Values will be restored on proper switch case.
  6893. flag|=64; //Signal to remember to restore it.
  6894. unit_id = group->unit_id;
  6895. unit->val1 = group->skill_id;
  6896. if (unit->val2&UF_SONG) {
  6897. group->unit_id = UNT_DISSONANCE;
  6898. group->skill_id = BA_DISSONANCE;
  6899. } else {
  6900. group->unit_id = UNT_UGLYDANCE;
  6901. group->skill_id = DC_UGLYDANCE;
  6902. }
  6903. }
  6904. if (flag&1)
  6905. skill_unit_onplace(unit,bl,tick);
  6906. else
  6907. skill_unit_onout(unit,bl,tick);
  6908. if (flag&64)
  6909. { //TODO: Normally, this is dangerous since the unit and group could be freed
  6910. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  6911. //cells do not get deleted within them. [Skotlex]
  6912. skill_id = group->skill_id;
  6913. group->unit_id = unit_id;
  6914. group->skill_id = unit->val1;
  6915. }
  6916. if (flag&4) skill_unit_onleft(skill_id, bl, tick);
  6917. return 0;
  6918. }
  6919. /*==========================================
  6920. * If flag, this is a forced delete, otherwise, it's natural expiration.
  6921. *------------------------------------------
  6922. */
  6923. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  6924. {
  6925. struct skill_unit_group *sg;
  6926. nullpo_retr(0, src);
  6927. nullpo_retr(0, sg=src->group);
  6928. switch(sg->unit_id){
  6929. case UNT_WARP_ACTIVE:
  6930. if (!flag)
  6931. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6932. break;
  6933. case UNT_ICEWALL:
  6934. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6935. break;
  6936. case UNT_CALLFAMILY:
  6937. if (!flag)
  6938. {
  6939. struct map_session_data *sd = NULL;
  6940. if(sg->val1) {
  6941. sd = map_charid2sd(sg->val1);
  6942. sg->val1 = 0;
  6943. if (sd && !map[sd->bl.m].flag.nowarp)
  6944. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6945. }
  6946. if(sg->val2) {
  6947. sd = map_charid2sd(sg->val2);
  6948. sg->val2 = 0;
  6949. if (sd && !map[sd->bl.m].flag.nowarp)
  6950. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6951. }
  6952. }
  6953. break;
  6954. case UNT_ANKLESNARE:
  6955. {
  6956. struct block_list *target = map_id2bl(sg->val2);
  6957. if(target)
  6958. status_change_end(target,SC_ANKLE,-1);
  6959. }
  6960. break;
  6961. }
  6962. return 0;
  6963. }
  6964. /*==========================================
  6965. *
  6966. *------------------------------------------
  6967. */
  6968. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6969. {
  6970. struct skill_unit_group *sg;
  6971. nullpo_retr(0, src);
  6972. nullpo_retr(0, sg=src->group);
  6973. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6974. skill_delunitgroup(NULL,sg, 1);
  6975. else
  6976. switch(sg->unit_id){
  6977. case UNT_ICEWALL:
  6978. src->val1-=damage;
  6979. break;
  6980. default:
  6981. damage = 0;
  6982. break;
  6983. }
  6984. return damage;
  6985. }
  6986. /*==========================================
  6987. *
  6988. *------------------------------------------
  6989. */
  6990. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6991. {
  6992. int *c, skillid;
  6993. struct block_list *src;
  6994. struct map_session_data *sd;
  6995. struct map_session_data *tsd;
  6996. int *p_sd; //Contains the list of characters found.
  6997. nullpo_retr(0, bl);
  6998. nullpo_retr(0, ap);
  6999. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7000. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7001. nullpo_retr(0, sd=(struct map_session_data*)src);
  7002. c=va_arg(ap,int *);
  7003. p_sd = va_arg(ap, int *);
  7004. skillid = va_arg(ap,int);
  7005. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7006. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7007. if (bl == src)
  7008. return 0;
  7009. if(pc_isdead(tsd))
  7010. return 0;
  7011. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7012. return 0;
  7013. switch(skillid)
  7014. {
  7015. case PR_BENEDICTIO:
  7016. {
  7017. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7018. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7019. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7020. && sd->status.sp >= 10)
  7021. p_sd[(*c)++]=tsd->bl.id;
  7022. return 1;
  7023. }
  7024. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7025. {
  7026. int skilllv;
  7027. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7028. return 0;
  7029. if (sd->status.sex != tsd->status.sex &&
  7030. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7031. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7032. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7033. sd->status.party_id && tsd->status.party_id &&
  7034. sd->status.party_id == tsd->status.party_id &&
  7035. tsd->sc.data[SC_DANCING].timer == -1)
  7036. {
  7037. p_sd[(*c)++]=tsd->bl.id;
  7038. return skilllv;
  7039. } else {
  7040. return 0;
  7041. }
  7042. }
  7043. break;
  7044. }
  7045. return 0;
  7046. }
  7047. /*==========================================
  7048. * Checks and stores partners for ensemble skills [Skotlex]
  7049. *------------------------------------------
  7050. */
  7051. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7052. {
  7053. static int c=0;
  7054. static int p_sd[2] = { 0, 0 };
  7055. int i;
  7056. if (cast_flag)
  7057. { //Execute the skill on the partners.
  7058. struct map_session_data* tsd;
  7059. switch (skill_id)
  7060. {
  7061. case PR_BENEDICTIO:
  7062. for (i = 0; i < c; i++)
  7063. {
  7064. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7065. status_charge(&tsd->bl, 0, 10);
  7066. }
  7067. return c;
  7068. default: //Warning: Assuming Ensemble skills here (for speed)
  7069. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7070. {
  7071. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7072. 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);
  7073. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7074. tsd->skillid_dance = skill_id;
  7075. tsd->skilllv_dance = *skill_lv;
  7076. }
  7077. return c;
  7078. }
  7079. }
  7080. //Else: new search for partners.
  7081. c = 0;
  7082. malloc_tsetdword (p_sd, 0, sizeof(p_sd));
  7083. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7084. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7085. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7086. *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.
  7087. return c;
  7088. }
  7089. /*==========================================
  7090. *
  7091. *------------------------------------------
  7092. */
  7093. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7094. {
  7095. int *c,src_id,mob_class,skill;
  7096. struct mob_data *md;
  7097. md=(struct mob_data*)bl;
  7098. src_id=va_arg(ap,int);
  7099. mob_class=va_arg(ap,int);
  7100. skill=va_arg(ap,int);
  7101. c=va_arg(ap,int *);
  7102. if(md->master_id != src_id ||
  7103. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7104. return 0; //Non alchemist summoned mobs have nothing to do here.
  7105. if(md->class_==mob_class)
  7106. (*c)++;
  7107. return 1;
  7108. }
  7109. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7110. {
  7111. struct npc_data *nd;
  7112. nd=(struct npc_data*)bl;
  7113. if (nd->bl.subtype == WARP)
  7114. return 1;
  7115. return 0;
  7116. }
  7117. /*==========================================
  7118. * Determines if a given skill should be made to consume ammo
  7119. * when used by the player. [Skotlex]
  7120. *------------------------------------------
  7121. */
  7122. int skill_isammotype (TBL_PC *sd, int skill)
  7123. {
  7124. return (
  7125. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7126. skill != HT_PHANTASMIC &&
  7127. skill_get_type(skill) == BF_WEAPON &&
  7128. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7129. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7130. );
  7131. }
  7132. /*==========================================
  7133. * Checks that you have the requirements for casting a skill.
  7134. * Flag:
  7135. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7136. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7137. *------------------------------------------
  7138. */
  7139. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7140. {
  7141. struct status_data *status;
  7142. struct status_change *sc;
  7143. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7144. int index[10],itemid[10],amount[10];
  7145. int delitem_flag = 1, checkitem_flag = 1;
  7146. nullpo_retr(0, sd);
  7147. if (lv <= 0) return 0;
  7148. if( battle_config.gm_skilluncond &&
  7149. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7150. sd->skillitem != skill)
  7151. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7152. sd->skillitem = sd->skillitemlv = -1;
  7153. return 1;
  7154. }
  7155. status = &sd->battle_status;
  7156. sc = &sd->sc;
  7157. if (!sc->count)
  7158. sc = NULL;
  7159. if(pc_is90overweight(sd)) {
  7160. clif_skill_fail(sd,skill,9,0);
  7161. sd->skillitem = sd->skillitemlv = -1;
  7162. return 0;
  7163. }
  7164. if (sd->state.abra_flag)
  7165. {
  7166. sd->skillitem = sd->skillitemlv = -1;
  7167. if(type&1) sd->state.abra_flag = 0;
  7168. return 1;
  7169. }
  7170. if (sd->menuskill_id == AM_PHARMACY &&
  7171. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7172. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7173. )) {
  7174. sd->skillitem = sd->skillitemlv = -1;
  7175. return 0;
  7176. }
  7177. if(sd->skillitem == skill) {
  7178. if(!type) //When a target was selected
  7179. { //Consume items that were skipped in pc_use_item [Skotlex]
  7180. if((i = sd->itemindex) == -1 ||
  7181. sd->status.inventory[i].nameid != sd->itemid ||
  7182. sd->inventory_data[i] == NULL ||
  7183. !sd->inventory_data[i]->flag.delay_consume ||
  7184. sd->status.inventory[i].amount < 1
  7185. )
  7186. { //Something went wrong, item exploit?
  7187. sd->itemid = sd->itemindex = -1;
  7188. return 0;
  7189. }
  7190. //Consume
  7191. sd->itemid = sd->itemindex = -1;
  7192. if(skill == WZ_EARTHSPIKE && sc &&
  7193. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7194. ; //Do not consume item.
  7195. else
  7196. pc_delitem(sd,i,1,0);
  7197. }
  7198. if (type&1) //Casting finished
  7199. sd->skillitem = sd->skillitemlv = -1;
  7200. return 1;
  7201. }
  7202. // for the guild skills [celest]
  7203. if (skill >= GD_SKILLBASE)
  7204. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7205. else if (skill >= HM_SKILLBASE) //[orn]
  7206. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7207. else
  7208. j = skill;
  7209. if (j < 0 || j >= MAX_SKILL_DB)
  7210. return 0;
  7211. //Code speedup, rather than using skill_get_* over and over again.
  7212. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7213. return 0;
  7214. hp = skill_db[j].hp[lv-1];
  7215. sp = skill_db[j].sp[lv-1];
  7216. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7217. sp=sp/2;
  7218. hp_rate = skill_db[j].hp_rate[lv-1];
  7219. sp_rate = skill_db[j].sp_rate[lv-1];
  7220. zeny = skill_db[j].zeny[lv-1];
  7221. weapon = skill_db[j].weapon;
  7222. ammo = skill_db[j].ammo;
  7223. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7224. state = skill_db[j].state;
  7225. spiritball = skill_db[j].spiritball[lv-1];
  7226. mhp = skill_db[j].mhp[lv-1];
  7227. for(i = 0; i < 10; i++) {
  7228. itemid[i] = skill_db[j].itemid[i];
  7229. amount[i] = skill_db[j].amount[i];
  7230. }
  7231. if(mhp > 0)
  7232. hp += (status->max_hp * mhp)/100;
  7233. if(hp_rate > 0)
  7234. hp += (status->hp * hp_rate)/100;
  7235. else
  7236. hp += (status->max_hp * (-hp_rate))/100;
  7237. if(sp_rate > 0)
  7238. sp += (status->sp * sp_rate)/100;
  7239. else
  7240. sp += (status->max_sp * (-sp_rate))/100;
  7241. if (!ammo && skill && skill_isammotype(sd, skill))
  7242. { //Assume this skill is using the weapon, therefore it requires arrows.
  7243. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7244. ammo_qty = skill_get_num(skill, lv);
  7245. if (ammo_qty < 0) ammo_qty *= -1;
  7246. }
  7247. switch(skill) { // Check for cost reductions due to skills & SCs
  7248. case MC_MAMMONITE:
  7249. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7250. zeny -= zeny*10/100;
  7251. break;
  7252. case AL_HOLYLIGHT:
  7253. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7254. sp *= 5;
  7255. break;
  7256. case SL_SMA:
  7257. case SL_STUN:
  7258. case SL_STIN:
  7259. {
  7260. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7261. if(kaina_lv==0 || sd->status.base_level<70)
  7262. break;
  7263. if(sd->status.base_level>=90)
  7264. sp -= sp*7*kaina_lv/100;
  7265. else if(sd->status.base_level>=80)
  7266. sp -= sp*5*kaina_lv/100;
  7267. else if(sd->status.base_level>=70)
  7268. sp -= sp*3*kaina_lv/100;
  7269. }
  7270. break;
  7271. case MO_TRIPLEATTACK:
  7272. case MO_CHAINCOMBO:
  7273. case MO_COMBOFINISH:
  7274. case CH_TIGERFIST:
  7275. case CH_CHAINCRUSH:
  7276. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7277. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7278. break;
  7279. }
  7280. if(sd->dsprate!=100)
  7281. sp=sp*sd->dsprate/100;
  7282. switch(skill) {
  7283. case SA_CASTCANCEL:
  7284. if(sd->ud.skilltimer == -1) {
  7285. clif_skill_fail(sd,skill,0,0);
  7286. return 0;
  7287. }
  7288. break;
  7289. case BS_MAXIMIZE:
  7290. case NV_TRICKDEAD:
  7291. case TF_HIDING:
  7292. case AS_CLOAKING:
  7293. case CR_AUTOGUARD:
  7294. case CR_DEFENDER:
  7295. case ST_CHASEWALK:
  7296. case PA_GOSPEL:
  7297. case CR_SHRINK:
  7298. case TK_RUN:
  7299. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7300. return 1; //Allow turning off.
  7301. break;
  7302. case AL_WARP:
  7303. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7304. delitem_flag = 0;
  7305. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7306. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7307. return 0;
  7308. }
  7309. break;
  7310. case MO_CALLSPIRITS:
  7311. if(sd->spiritball >= lv) {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. break;
  7316. case CH_SOULCOLLECT:
  7317. if(sd->spiritball >= 5) {
  7318. clif_skill_fail(sd,skill,0,0);
  7319. return 0;
  7320. }
  7321. break;
  7322. case MO_FINGEROFFENSIVE: //謖�シセ
  7323. case GS_FLING:
  7324. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7325. spiritball = sd->spiritball;
  7326. sd->spiritball_old = sd->spiritball;
  7327. }
  7328. else sd->spiritball_old = spiritball;
  7329. break;
  7330. case MO_BODYRELOCATION:
  7331. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7332. spiritball = 0;
  7333. break;
  7334. case MO_CHAINCOMBO:
  7335. if(!sc)
  7336. return 0;
  7337. if(sc->data[SC_BLADESTOP].timer!=-1)
  7338. break;
  7339. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7340. break;
  7341. return 0;
  7342. case MO_COMBOFINISH: //迪幃セ肴教
  7343. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7344. return 0;
  7345. break;
  7346. case CH_TIGERFIST: //莨剰剋諡ウ
  7347. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7348. return 0;
  7349. break;
  7350. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7351. if(!sc || sc->data[SC_COMBO].timer == -1)
  7352. return 0;
  7353. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7354. return 0;
  7355. break;
  7356. case MO_EXTREMITYFIST:
  7357. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7358. // return 0;
  7359. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7360. spiritball--;
  7361. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7362. switch(sc->data[SC_COMBO].val1) {
  7363. case MO_COMBOFINISH:
  7364. spiritball = 4;
  7365. break;
  7366. case CH_TIGERFIST:
  7367. spiritball = 3;
  7368. break;
  7369. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7370. spiritball = sd->spiritball?sd->spiritball:1;
  7371. break;
  7372. default:
  7373. return 0;
  7374. }
  7375. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7376. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7377. clif_skill_fail(sd,skill,0,0);
  7378. return 0;
  7379. }
  7380. break;
  7381. case TK_MISSION: //Does not works on Non-Taekwon
  7382. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7383. clif_skill_fail(sd,skill,0,0);
  7384. return 0;
  7385. }
  7386. break;
  7387. case TK_READYCOUNTER:
  7388. case TK_READYDOWN:
  7389. case TK_READYSTORM:
  7390. case TK_READYTURN:
  7391. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7392. return 1; //Enable disabling them regardless of who you are.
  7393. case TK_JUMPKICK:
  7394. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7395. //They do not work on Soul Linkers.
  7396. clif_skill_fail(sd,skill,0,0);
  7397. return 0;
  7398. }
  7399. break;
  7400. case TK_TURNKICK:
  7401. case TK_STORMKICK:
  7402. case TK_DOWNKICK:
  7403. case TK_COUNTER:
  7404. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7405. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7406. if(!sc || sc->data[SC_COMBO].timer == -1)
  7407. return 0; //Combo needs to be ready
  7408. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7409. { //Unlimited Combo
  7410. if (skill == sd->skillid_old) {
  7411. status_change_end(&sd->bl, SC_COMBO, -1);
  7412. sd->skillid_old = sd->skilllv_old = 0;
  7413. return 0; //Can't repeat previous combo skill.
  7414. }
  7415. break;
  7416. } else
  7417. if(sc->data[SC_COMBO].val1 == skill)
  7418. break; //Combo ready.
  7419. //Cancel combo wait.
  7420. unit_cancel_combo(&sd->bl);
  7421. return 0;
  7422. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7423. {
  7424. int time;
  7425. if(!sc || sc->data[SC_DANCING].timer==-1)
  7426. {
  7427. clif_skill_fail(sd,skill,0,0);
  7428. return 0;
  7429. }
  7430. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7431. if (skill_get_time(
  7432. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7433. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7434. - time <= skill_get_time2(skill,lv))
  7435. {
  7436. clif_skill_fail(sd,skill,0,0);
  7437. return 0;
  7438. }
  7439. }
  7440. break;
  7441. case PR_BENEDICTIO:
  7442. {
  7443. if (!battle_config.player_skill_partner_check ||
  7444. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7445. )
  7446. break; //No need to do any partner checking [Skotlex]
  7447. if (!(type&1))
  7448. { //Started casting.
  7449. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7450. {
  7451. clif_skill_fail(sd,skill,0,0);
  7452. return 0;
  7453. }
  7454. }
  7455. else
  7456. { //Done casting
  7457. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7458. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7459. }
  7460. }
  7461. break;
  7462. case AM_CANNIBALIZE:
  7463. case AM_SPHEREMINE:
  7464. if(type&1){
  7465. int c=0;
  7466. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7467. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7468. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7469. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7470. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7471. if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i))
  7472. { //Fails when: exceed max limit. There are other plant types already out.
  7473. clif_skill_fail(sd,skill,0,0);
  7474. return 0;
  7475. }
  7476. }
  7477. }
  7478. break;
  7479. case WZ_FIREPILLAR: // celest
  7480. if (lv <= 5) // no gems required at level 1-5
  7481. itemid[0] = 0;
  7482. break;
  7483. case SL_SMA:
  7484. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7485. if(!sc || sc->data[SC_SMA].timer == -1)
  7486. return 0;
  7487. break;
  7488. case HT_POWER:
  7489. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7490. return 0;
  7491. break;
  7492. case AM_BERSERKPITCHER:
  7493. case AM_POTIONPITCHER:
  7494. case CR_SLIMPITCHER:
  7495. case MG_STONECURSE:
  7496. case CR_CULTIVATION:
  7497. case SA_FLAMELAUNCHER:
  7498. case SA_FROSTWEAPON:
  7499. case SA_LIGHTNINGLOADER:
  7500. case SA_SEISMICWEAPON:
  7501. delitem_flag = 0;
  7502. break;
  7503. case SA_DELUGE:
  7504. case SA_VOLCANO:
  7505. case SA_VIOLENTGALE:
  7506. case SA_LANDPROTECTOR:
  7507. { //Does not consumes if the skill is already active. [Skotlex]
  7508. struct skill_unit_group *sg;
  7509. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7510. {
  7511. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7512. checkitem_flag = delitem_flag = 0;
  7513. else sg->limit = 0; //Disable it.
  7514. }
  7515. break;
  7516. }
  7517. case CG_HERMODE:
  7518. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7519. skill_get_splash(skill, lv), BL_NPC) < 1)
  7520. {
  7521. clif_skill_fail(sd,skill,0,0);
  7522. return 0;
  7523. }
  7524. break;
  7525. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7526. {
  7527. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7528. int size = range*2+1;
  7529. for (i=0;i<size*size;i++) {
  7530. x = sd->bl.x+(i%size-range);
  7531. y = sd->bl.y+(i/size-range);
  7532. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7533. clif_skill_fail(sd,skill,0,0);
  7534. return 0;
  7535. }
  7536. }
  7537. }
  7538. break;
  7539. case PR_REDEMPTIO:
  7540. {
  7541. int exp;
  7542. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7543. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7544. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7545. return 0;
  7546. }
  7547. break;
  7548. }
  7549. case AM_TWILIGHT2:
  7550. case AM_TWILIGHT3:
  7551. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7552. {
  7553. clif_skill_fail(sd,skill,0,0);
  7554. return 0;
  7555. }
  7556. break;
  7557. //SHOULD BE OPTIMALIZED [Komurka]
  7558. //Optimized #1. optimize comfort later. [Vicious]
  7559. case SG_SUN_WARM:
  7560. case SG_MOON_WARM:
  7561. case SG_STAR_WARM:
  7562. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7563. break;
  7564. clif_skill_fail(sd,skill,0,0);
  7565. return 0;
  7566. break;
  7567. case SG_SUN_COMFORT:
  7568. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7569. break;
  7570. clif_skill_fail(sd,skill,0,0);
  7571. return 0;
  7572. case SG_MOON_COMFORT:
  7573. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7574. break;
  7575. clif_skill_fail(sd,skill,0,0);
  7576. return 0;
  7577. case SG_STAR_COMFORT:
  7578. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7579. break;
  7580. clif_skill_fail(sd,skill,0,0);
  7581. return 0;
  7582. case SG_FUSION:
  7583. if (sc && sc->data[SC_FUSION].timer!=-1)
  7584. return 1;
  7585. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7586. break;
  7587. return 0;
  7588. case GD_BATTLEORDER:
  7589. case GD_REGENERATION:
  7590. case GD_RESTORE:
  7591. //Emergency Recall is handled on skill_notok
  7592. if (!agit_flag) {
  7593. clif_skill_fail(sd,skill,0,0);
  7594. return 0;
  7595. }
  7596. case GD_EMERGENCYCALL:
  7597. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7598. return 0;
  7599. if (lv <= 0)
  7600. return 0;
  7601. break;
  7602. case GS_GLITTERING:
  7603. if(sd->spiritball >= 10) {
  7604. clif_skill_fail(sd,skill,0,0);
  7605. return 0;
  7606. }
  7607. break;
  7608. case NJ_ISSEN:
  7609. case NJ_BUNSINJYUTSU:
  7610. if (!sc || sc->data[SC_NEN].timer==-1) {
  7611. clif_skill_fail(sd,skill,0,0);
  7612. return 0;
  7613. }
  7614. break;
  7615. case NJ_ZENYNAGE:
  7616. if(sd->status.zeny < zeny) {
  7617. clif_skill_fail(sd,skill,5,0);
  7618. return 0;
  7619. }
  7620. zeny = 0; //Zeny is reduced on skill_attack.
  7621. break;
  7622. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7623. if (sd->status.hom_id && !sd->homunculus.vaporize) {
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. }
  7627. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7628. checkitem_flag = delitem_flag = 0;
  7629. break;
  7630. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7631. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7632. {
  7633. clif_skill_fail(sd,skill,0,0);
  7634. return 0;
  7635. }
  7636. break;
  7637. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7638. if (!sd->status.hom_id || sd->homunculus.hp)
  7639. {
  7640. clif_skill_fail(sd,skill,0,0);
  7641. return 0;
  7642. }
  7643. break;
  7644. }
  7645. if(!(type&2)){
  7646. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7647. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7648. return 0;
  7649. }
  7650. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7651. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7652. return 0;
  7653. }
  7654. if( zeny>0 && sd->status.zeny < zeny) {
  7655. clif_skill_fail(sd,skill,5,0);
  7656. return 0;
  7657. }
  7658. if(!pc_check_weapontype(sd,weapon)) {
  7659. clif_skill_fail(sd,skill,6,0);
  7660. return 0;
  7661. }
  7662. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7663. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7664. !sd->inventory_data[i] ||
  7665. sd->status.inventory[i].amount < ammo_qty
  7666. ) {
  7667. clif_arrow_fail(sd,0);
  7668. return 0;
  7669. }
  7670. if (!(ammo&1<<sd->inventory_data[i]->look))
  7671. { //Ammo type check. Send the "wrong weapon type" message
  7672. //which is the closest we have to wrong ammo type. [Skotlex]
  7673. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7674. //clif_skill_fail(sd,skill,6,0);
  7675. return 0;
  7676. }
  7677. }
  7678. if( spiritball > 0 && sd->spiritball < spiritball) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. }
  7683. if(!type)//States are only checked on begin-casting. [Skotlex]
  7684. switch(state) {
  7685. case ST_HIDING:
  7686. if(!(sc && sc->option&OPTION_HIDE)) {
  7687. clif_skill_fail(sd,skill,0,0);
  7688. return 0;
  7689. }
  7690. break;
  7691. case ST_CLOAKING:
  7692. if(!pc_iscloaking(sd)) {
  7693. clif_skill_fail(sd,skill,0,0);
  7694. return 0;
  7695. }
  7696. break;
  7697. case ST_HIDDEN:
  7698. if(!pc_ishiding(sd)) {
  7699. clif_skill_fail(sd,skill,0,0);
  7700. return 0;
  7701. }
  7702. break;
  7703. case ST_RIDING:
  7704. if(!pc_isriding(sd)) {
  7705. clif_skill_fail(sd,skill,0,0);
  7706. return 0;
  7707. }
  7708. break;
  7709. case ST_FALCON:
  7710. if(!pc_isfalcon(sd)) {
  7711. clif_skill_fail(sd,skill,0,0);
  7712. return 0;
  7713. }
  7714. break;
  7715. case ST_CART:
  7716. if(!pc_iscarton(sd)) {
  7717. clif_skill_fail(sd,skill,0,0);
  7718. return 0;
  7719. }
  7720. break;
  7721. case ST_SHIELD:
  7722. if(sd->status.shield <= 0) {
  7723. clif_skill_fail(sd,skill,0,0);
  7724. return 0;
  7725. }
  7726. break;
  7727. case ST_SIGHT:
  7728. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7729. clif_skill_fail(sd,skill,0,0);
  7730. return 0;
  7731. }
  7732. break;
  7733. case ST_EXPLOSIONSPIRITS:
  7734. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7735. clif_skill_fail(sd,skill,0,0);
  7736. return 0;
  7737. }
  7738. break;
  7739. case ST_CARTBOOST:
  7740. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7741. clif_skill_fail(sd,skill,0,0);
  7742. return 0;
  7743. }
  7744. break;
  7745. case ST_RECOV_WEIGHT_RATE:
  7746. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7747. clif_skill_fail(sd,skill,0,0);
  7748. return 0;
  7749. }
  7750. break;
  7751. case ST_MOVE_ENABLE:
  7752. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7753. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7754. if (!unit_can_move(&sd->bl)) {
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. break;
  7759. case ST_WATER:
  7760. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7761. break;
  7762. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7763. break;
  7764. clif_skill_fail(sd,skill,0,0);
  7765. return 0;
  7766. }
  7767. if (checkitem_flag) {
  7768. for(i=0;i<10;i++) {
  7769. int x = lv%11 - 1;
  7770. index[i] = -1;
  7771. if(itemid[i] <= 0)
  7772. continue;
  7773. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7774. {
  7775. if (sd->special_state.no_gemstone)
  7776. { //Make it substract 1 gem rather than skipping the cost.
  7777. if (--amount[i] < 1)
  7778. continue;
  7779. }
  7780. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7781. continue;
  7782. } else
  7783. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7784. continue;
  7785. if((skill == AM_POTIONPITCHER ||
  7786. skill == CR_SLIMPITCHER ||
  7787. skill == CR_CULTIVATION) && i != x)
  7788. continue;
  7789. index[i] = pc_search_inventory(sd,itemid[i]);
  7790. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7791. if(itemid[i] == 716 || itemid[i] == 717)
  7792. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7793. else
  7794. clif_skill_fail(sd,skill,0,0);
  7795. return 0;
  7796. }
  7797. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7798. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7799. }
  7800. }
  7801. if(!(type&1))
  7802. return 1;
  7803. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7804. if(delitem_flag) {
  7805. for(i=0;i<10;i++) {
  7806. if(index[i] >= 0)
  7807. pc_delitem(sd,index[i],amount[i],0);
  7808. }
  7809. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7810. // if (ammo && battle_config.arrow_decrement)
  7811. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7812. }
  7813. if(type&2)
  7814. return 1;
  7815. if(sp || hp)
  7816. status_zap(&sd->bl, hp, sp);
  7817. if(zeny > 0) // Zeny豸郁イサ
  7818. pc_payzeny(sd,zeny);
  7819. if(spiritball > 0)
  7820. pc_delspiritball(sd,spiritball,0);
  7821. return 1;
  7822. }
  7823. /*==========================================
  7824. *
  7825. *------------------------------------------
  7826. */
  7827. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7828. {
  7829. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7830. int time = skill_get_cast(skill_id, skill_lv);
  7831. struct map_session_data *sd;
  7832. nullpo_retr(0, bl);
  7833. BL_CAST(BL_PC, bl, sd);
  7834. // calculate base cast time (reduced by dex)
  7835. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7836. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7837. if (scale > 0) // not instant cast
  7838. time = time * scale / battle_config.castrate_dex_scale;
  7839. else return 0; // instant cast
  7840. }
  7841. // calculate cast time reduced by card bonuses
  7842. if (sd && sd->castrate != 100)
  7843. time = time * sd->castrate / 100;
  7844. // config cast time multiplier
  7845. if (battle_config.cast_rate != 100)
  7846. time = time * battle_config.cast_rate / 100;
  7847. // calculate cast time reduced by skill bonuses
  7848. if (!(castnodex&2))
  7849. time = skill_castfix_sc(bl, time);
  7850. // return final cast time
  7851. return (time > 0) ? time : 0;
  7852. }
  7853. /*==========================================
  7854. * Does cast-time reductions based on sc data.
  7855. *------------------------------------------
  7856. */
  7857. int skill_castfix_sc (struct block_list *bl, int time)
  7858. {
  7859. struct status_change *sc = status_get_sc(bl);
  7860. if (sc && sc->count) {
  7861. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7862. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7863. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7864. }
  7865. if (sc->data[SC_MEMORIZE].timer != -1) {
  7866. time>>=1;
  7867. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7868. status_change_end(bl, SC_MEMORIZE, -1);
  7869. }
  7870. if (sc->data[SC_POEMBRAGI].timer != -1)
  7871. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7872. }
  7873. return (time > 0) ? time : 0;
  7874. }
  7875. /*==========================================
  7876. *
  7877. *------------------------------------------
  7878. */
  7879. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7880. {
  7881. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7882. int time = skill_get_delay(skill_id, skill_lv);
  7883. nullpo_retr(0, bl);
  7884. if (bl->type&battle_config.no_skill_delay)
  7885. return battle_config.min_skill_delay_limit;
  7886. // instant cast attack skills depend on aspd as delay [celest]
  7887. if (time == 0) {
  7888. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7889. time = status_get_adelay(bl); //Use attack delay as default delay.
  7890. else
  7891. time = battle_config.default_skill_delay;
  7892. } else if (time < 0)
  7893. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7894. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7895. { // if skill casttime is allowed to be reduced by dex
  7896. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7897. if (scale > 0)
  7898. time = time * scale / battle_config.castrate_dex_scale;
  7899. else //To be capped later to minimum.
  7900. time = 0;
  7901. }
  7902. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7903. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7904. if (battle_config.delay_rate != 100)
  7905. time = time * battle_config.delay_rate / 100;
  7906. if (!(delaynodex&2))
  7907. {
  7908. struct status_change *sc;
  7909. sc= status_get_sc(bl);
  7910. if (sc && sc->count) {
  7911. if (sc->data[SC_POEMBRAGI].timer != -1)
  7912. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7913. if (sc->data[SC_SPIRIT].timer != -1)
  7914. switch (skill_id) {
  7915. case CR_SHIELDBOOMERANG:
  7916. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7917. time /=2;
  7918. break;
  7919. case AS_SONICBLOW:
  7920. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7921. time /= 2;
  7922. break;
  7923. }
  7924. }
  7925. }
  7926. return (time < battle_config.min_skill_delay_limit)?
  7927. battle_config.min_skill_delay_limit:time;
  7928. }
  7929. /*=========================================
  7930. *
  7931. *----------------------------------------
  7932. */
  7933. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7934. {
  7935. nullpo_retv(tc);
  7936. if(dir == 0){
  7937. tc->val1[0]=x-2;
  7938. tc->val1[1]=x-1;
  7939. tc->val1[2]=x;
  7940. tc->val1[3]=x+1;
  7941. tc->val1[4]=x+2;
  7942. tc->val2[0]=
  7943. tc->val2[1]=
  7944. tc->val2[2]=
  7945. tc->val2[3]=
  7946. tc->val2[4]=y-1;
  7947. }
  7948. else if(dir==2){
  7949. tc->val1[0]=
  7950. tc->val1[1]=
  7951. tc->val1[2]=
  7952. tc->val1[3]=
  7953. tc->val1[4]=x+1;
  7954. tc->val2[0]=y+2;
  7955. tc->val2[1]=y+1;
  7956. tc->val2[2]=y;
  7957. tc->val2[3]=y-1;
  7958. tc->val2[4]=y-2;
  7959. }
  7960. else if(dir==4){
  7961. tc->val1[0]=x-2;
  7962. tc->val1[1]=x-1;
  7963. tc->val1[2]=x;
  7964. tc->val1[3]=x+1;
  7965. tc->val1[4]=x+2;
  7966. tc->val2[0]=
  7967. tc->val2[1]=
  7968. tc->val2[2]=
  7969. tc->val2[3]=
  7970. tc->val2[4]=y+1;
  7971. }
  7972. else if(dir==6){
  7973. tc->val1[0]=
  7974. tc->val1[1]=
  7975. tc->val1[2]=
  7976. tc->val1[3]=
  7977. tc->val1[4]=x-1;
  7978. tc->val2[0]=y+2;
  7979. tc->val2[1]=y+1;
  7980. tc->val2[2]=y;
  7981. tc->val2[3]=y-1;
  7982. tc->val2[4]=y-2;
  7983. }
  7984. else if(dir==1){
  7985. tc->val1[0]=x-1;
  7986. tc->val1[1]=x;
  7987. tc->val1[2]=x+1;
  7988. tc->val1[3]=x+2;
  7989. tc->val1[4]=x+3;
  7990. tc->val2[0]=y-4;
  7991. tc->val2[1]=y-3;
  7992. tc->val2[2]=y-1;
  7993. tc->val2[3]=y;
  7994. tc->val2[4]=y+1;
  7995. }
  7996. else if(dir==3){
  7997. tc->val1[0]=x+3;
  7998. tc->val1[1]=x+2;
  7999. tc->val1[2]=x+1;
  8000. tc->val1[3]=x;
  8001. tc->val1[4]=x-1;
  8002. tc->val2[0]=y-1;
  8003. tc->val2[1]=y;
  8004. tc->val2[2]=y+1;
  8005. tc->val2[3]=y+2;
  8006. tc->val2[4]=y+3;
  8007. }
  8008. else if(dir==5){
  8009. tc->val1[0]=x+1;
  8010. tc->val1[1]=x;
  8011. tc->val1[2]=x-1;
  8012. tc->val1[3]=x-2;
  8013. tc->val1[4]=x-3;
  8014. tc->val2[0]=y+3;
  8015. tc->val2[1]=y+2;
  8016. tc->val2[2]=y+1;
  8017. tc->val2[3]=y;
  8018. tc->val2[4]=y-1;
  8019. }
  8020. else if(dir==7){
  8021. tc->val1[0]=x-3;
  8022. tc->val1[1]=x-2;
  8023. tc->val1[2]=x-1;
  8024. tc->val1[3]=x;
  8025. tc->val1[4]=x+1;
  8026. tc->val2[1]=y;
  8027. tc->val2[0]=y+1;
  8028. tc->val2[2]=y-1;
  8029. tc->val2[3]=y-2;
  8030. tc->val2[4]=y-3;
  8031. }
  8032. }
  8033. /*=========================================
  8034. *
  8035. *-----------------------------------------
  8036. */
  8037. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8038. {
  8039. int c;
  8040. nullpo_retv(tc);
  8041. for(c=0;c<5;c++){
  8042. if(dir==0){
  8043. tc->val2[c]+=are;
  8044. }else if(dir==1){
  8045. tc->val1[c]-=are; tc->val2[c]+=are;
  8046. }else if(dir==2){
  8047. tc->val1[c]-=are;
  8048. }else if(dir==3){
  8049. tc->val1[c]-=are; tc->val2[c]-=are;
  8050. }else if(dir==4){
  8051. tc->val2[c]-=are;
  8052. }else if(dir==5){
  8053. tc->val1[c]+=are; tc->val2[c]-=are;
  8054. }else if(dir==6){
  8055. tc->val1[c]+=are;
  8056. }else if(dir==7){
  8057. tc->val1[c]+=are; tc->val2[c]+=are;
  8058. }
  8059. }
  8060. }
  8061. /*==========================================
  8062. * Weapon Repair [Celest/DracoRPG]
  8063. *------------------------------------------
  8064. */
  8065. void skill_repairweapon (struct map_session_data *sd, int idx)
  8066. {
  8067. int material;
  8068. int materials[4] = { 1002, 998, 999, 756 };
  8069. struct item *item;
  8070. struct map_session_data *target_sd;
  8071. nullpo_retv(sd);
  8072. target_sd = map_id2sd(sd->menuskill_lv);
  8073. if (!target_sd) //Failed....
  8074. return;
  8075. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8076. return;
  8077. if(idx < 0 || idx >= MAX_INVENTORY)
  8078. return; //Invalid index??
  8079. item = &target_sd->status.inventory[idx];
  8080. if(item->nameid <= 0 || item->attribute == 0)
  8081. return; //Again invalid item....
  8082. 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)))){
  8083. clif_item_repaireffect(sd,item->nameid,1);
  8084. return;
  8085. }
  8086. if (itemdb_type(item->nameid)==4)
  8087. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8088. else
  8089. material = materials [2]; // Armors consume 1 Steel
  8090. if (pc_search_inventory(sd,material) < 0 ) {
  8091. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8092. return;
  8093. }
  8094. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8095. item->attribute=0;
  8096. clif_equiplist(target_sd);
  8097. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8098. clif_item_repaireffect(sd,item->nameid,0);
  8099. if(sd!=target_sd)
  8100. clif_item_repaireffect(target_sd,item->nameid,0);
  8101. }
  8102. /*==========================================
  8103. * Item Appraisal
  8104. *------------------------------------------
  8105. */
  8106. void skill_identify (struct map_session_data *sd, int idx)
  8107. {
  8108. int flag=1;
  8109. nullpo_retv(sd);
  8110. if(idx >= 0 && idx < MAX_INVENTORY) {
  8111. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8112. flag=0;
  8113. sd->status.inventory[idx].identify=1;
  8114. }
  8115. }
  8116. clif_item_identified(sd,idx,flag);
  8117. }
  8118. /*==========================================
  8119. * Weapon Refine [Celest]
  8120. *------------------------------------------
  8121. */
  8122. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8123. {
  8124. int i = 0, ep = 0, per;
  8125. int material[5] = { 0, 1010, 1011, 984, 984 };
  8126. struct item *item;
  8127. nullpo_retv(sd);
  8128. if (idx >= 0 && idx < MAX_INVENTORY) {
  8129. struct item_data *ditem = sd->inventory_data[idx];
  8130. item = &sd->status.inventory[idx];
  8131. if(item->nameid > 0 && ditem->type == 4) {
  8132. if (item->refine >= sd->menuskill_lv ||
  8133. item->refine >= MAX_REFINE || // if it's no longer refineable
  8134. ditem->flag.no_refine || // if the item isn't refinable
  8135. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8136. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8137. return;
  8138. }
  8139. per = percentrefinery [ditem->wlv][(int)item->refine];
  8140. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8141. pc_delitem(sd, i, 1, 0);
  8142. if (per > rand() % 100) {
  8143. item->refine++;
  8144. if(item->equip) {
  8145. ep = item->equip;
  8146. pc_unequipitem(sd,idx,3);
  8147. }
  8148. clif_refine(sd->fd,sd,0,idx,item->refine);
  8149. clif_delitem(sd,idx,1);
  8150. clif_additem(sd,idx,1,0);
  8151. if (ep)
  8152. pc_equipitem(sd,idx,ep);
  8153. clif_misceffect(&sd->bl,3);
  8154. if(item->refine == MAX_REFINE &&
  8155. item->card[0] == CARD0_FORGE &&
  8156. MakeDWord(item->card[2],item->card[3]) == sd->char_id)
  8157. { // Fame point system [DracoRPG]
  8158. switch(ditem->wlv){
  8159. case 1:
  8160. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8161. break;
  8162. case 2:
  8163. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8164. break;
  8165. case 3:
  8166. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8167. break;
  8168. }
  8169. }
  8170. } else {
  8171. item->refine = 0;
  8172. if(item->equip)
  8173. pc_unequipitem(sd,idx,3);
  8174. clif_refine(sd->fd,sd,1,idx,item->refine);
  8175. pc_delitem(sd,idx,1,0);
  8176. clif_misceffect(&sd->bl,2);
  8177. clif_emotion(&sd->bl, 23);
  8178. }
  8179. }
  8180. }
  8181. }
  8182. /*==========================================
  8183. *
  8184. *------------------------------------------
  8185. */
  8186. int skill_autospell (struct map_session_data *sd, int skillid)
  8187. {
  8188. int skilllv;
  8189. int maxlv=1,lv;
  8190. nullpo_retr(0, sd);
  8191. skilllv = sd->menuskill_lv;
  8192. lv=pc_checkskill(sd,skillid);
  8193. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8194. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8195. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8196. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8197. maxlv =10; //Soul Linker bonus. [Skotlex]
  8198. else if(skilllv==2) maxlv=1;
  8199. else if(skilllv==3) maxlv=2;
  8200. else if(skilllv>=4) maxlv=3;
  8201. }
  8202. else if(skillid==MG_SOULSTRIKE){
  8203. if(skilllv==5) maxlv=1;
  8204. else if(skilllv==6) maxlv=2;
  8205. else if(skilllv>=7) maxlv=3;
  8206. }
  8207. else if(skillid==MG_FIREBALL){
  8208. if(skilllv==8) maxlv=1;
  8209. else if(skilllv>=9) maxlv=2;
  8210. }
  8211. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8212. else return 0;
  8213. if(maxlv > lv)
  8214. maxlv = lv;
  8215. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8216. skill_get_time(SA_AUTOSPELL,skilllv));
  8217. return 0;
  8218. }
  8219. /*==========================================
  8220. * Sitting skills functions.
  8221. *------------------------------------------
  8222. */
  8223. static int skill_sit_count (struct block_list *bl, va_list ap)
  8224. {
  8225. struct map_session_data *sd;
  8226. int type =va_arg(ap,int);
  8227. sd=(struct map_session_data*)bl;
  8228. if(!pc_issit(sd))
  8229. return 0;
  8230. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8231. return 1;
  8232. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8233. return 1;
  8234. return 0;
  8235. }
  8236. static int skill_sit_in (struct block_list *bl, va_list ap)
  8237. {
  8238. struct map_session_data *sd;
  8239. int type =va_arg(ap,int);
  8240. sd=(struct map_session_data*)bl;
  8241. if(!pc_issit(sd))
  8242. return 0;
  8243. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8244. sd->state.gangsterparadise=1;
  8245. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8246. {
  8247. sd->state.rest=1;
  8248. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8249. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8250. }
  8251. return 0;
  8252. }
  8253. static int skill_sit_out (struct block_list *bl, va_list ap)
  8254. {
  8255. struct map_session_data *sd;
  8256. int type =va_arg(ap,int);
  8257. sd=(struct map_session_data*)bl;
  8258. if(sd->state.gangsterparadise && type&1)
  8259. sd->state.gangsterparadise=0;
  8260. if(sd->state.rest && type&2) {
  8261. sd->state.rest=0;
  8262. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8263. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8264. }
  8265. return 0;
  8266. }
  8267. int skill_sit (struct map_session_data *sd, int type)
  8268. {
  8269. int flag = 0;
  8270. int range = 0, lv;
  8271. nullpo_retr(0, sd);
  8272. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8273. flag|=1;
  8274. range = skill_get_splash(RG_GANGSTER, lv);
  8275. }
  8276. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8277. flag|=2;
  8278. range = skill_get_splash(TK_HPTIME, lv);
  8279. }
  8280. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8281. flag|=2;
  8282. range = skill_get_splash(TK_SPTIME, lv);
  8283. }
  8284. if (!flag) return 0;
  8285. if(type) {
  8286. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8287. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8288. return 0;
  8289. } else {
  8290. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8291. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8292. return 0;
  8293. }
  8294. return 0;
  8295. }
  8296. /*==========================================
  8297. *
  8298. *------------------------------------------
  8299. */
  8300. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8301. {
  8302. struct block_list *src;
  8303. int skillnum,skilllv;
  8304. unsigned int tick;
  8305. nullpo_retr(0, bl);
  8306. nullpo_retr(0, ap);
  8307. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8308. skillnum=va_arg(ap,int);
  8309. skilllv=va_arg(ap,int);
  8310. if(skilllv <= 0) return 0;
  8311. tick=va_arg(ap,unsigned int);
  8312. if (src == bl || status_isdead(bl))
  8313. return 0;
  8314. if (bl->type == BL_PC) {
  8315. struct map_session_data *sd = (struct map_session_data *)bl;
  8316. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8317. return 0;
  8318. }
  8319. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8320. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8321. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8322. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8323. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8324. return 0;
  8325. }
  8326. /*==========================================
  8327. *
  8328. *------------------------------------------
  8329. */
  8330. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8331. {
  8332. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8333. int size = range*2+1;
  8334. for (i=0;i<size*size;i++) {
  8335. x = src->bl.x+(i%size-range);
  8336. y = src->bl.y+(i/size-range);
  8337. map_setcell(src->bl.m,x,y,flag);
  8338. }
  8339. }
  8340. /*==========================================
  8341. * Sets a map cell around the caster, according to the skill's splash range.
  8342. *------------------------------------------
  8343. */
  8344. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8345. {
  8346. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8347. int size = range*2+1;
  8348. for (i=0;i<size*size;i++) {
  8349. x = src->x+(i%size-range);
  8350. y = src->y+(i/size-range);
  8351. map_setcell(src->m,x,y,flag);
  8352. }
  8353. }
  8354. /*==========================================
  8355. *
  8356. *------------------------------------------
  8357. */
  8358. int skill_attack_area (struct block_list *bl, va_list ap)
  8359. {
  8360. struct block_list *src,*dsrc;
  8361. int atk_type,skillid,skilllv,flag,type;
  8362. unsigned int tick;
  8363. if(status_isdead(bl))
  8364. return 0;
  8365. atk_type = va_arg(ap,int);
  8366. src=va_arg(ap,struct block_list*);
  8367. dsrc=va_arg(ap,struct block_list*);
  8368. skillid=va_arg(ap,int);
  8369. skilllv=va_arg(ap,int);
  8370. tick=va_arg(ap,unsigned int);
  8371. flag=va_arg(ap,int);
  8372. type=va_arg(ap,int);
  8373. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8374. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8375. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8376. !status_check_skilluse(NULL, bl, skillid, 2))
  8377. return 0;
  8378. //Area-splash, disable skill animation.
  8379. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8380. }
  8381. /*==========================================
  8382. *
  8383. *------------------------------------------
  8384. */
  8385. int skill_clear_group (struct block_list *bl, int flag)
  8386. {
  8387. struct unit_data *ud = unit_bl2ud(bl);
  8388. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8389. int i, count=0;
  8390. nullpo_retr(0, bl);
  8391. if (!ud) return 0;
  8392. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8393. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8394. {
  8395. switch (ud->skillunit[i]->skill_id) {
  8396. case SA_DELUGE:
  8397. case SA_VOLCANO:
  8398. case SA_VIOLENTGALE:
  8399. case SA_LANDPROTECTOR:
  8400. case NJ_SUITON:
  8401. case NJ_KAENSIN:
  8402. if (flag&1)
  8403. group[count++]= ud->skillunit[i];
  8404. break;
  8405. default:
  8406. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8407. group[count++]= ud->skillunit[i];
  8408. break;
  8409. }
  8410. }
  8411. for (i=0;i<count;i++)
  8412. skill_delunitgroup(bl, group[i], 1);
  8413. return count;
  8414. }
  8415. /*==========================================
  8416. * Returns the first element field found [Skotlex]
  8417. *------------------------------------------
  8418. */
  8419. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8420. {
  8421. struct unit_data *ud = unit_bl2ud(bl);
  8422. int i;
  8423. nullpo_retr(0, bl);
  8424. if (!ud) return NULL;
  8425. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8426. switch (ud->skillunit[i]->skill_id) {
  8427. case SA_DELUGE:
  8428. case SA_VOLCANO:
  8429. case SA_VIOLENTGALE:
  8430. case SA_LANDPROTECTOR:
  8431. case NJ_SUITON:
  8432. return ud->skillunit[i];
  8433. }
  8434. }
  8435. return NULL;
  8436. }
  8437. // for graffiti cleaner [Valaris]
  8438. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8439. {
  8440. struct skill_unit *unit=NULL;
  8441. nullpo_retr(0, bl);
  8442. nullpo_retr(0, ap);
  8443. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8444. return 0;
  8445. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8446. skill_delunit(unit, 1);
  8447. return 0;
  8448. }
  8449. int skill_greed (struct block_list *bl, va_list ap)
  8450. {
  8451. struct block_list *src;
  8452. struct map_session_data *sd=NULL;
  8453. struct flooritem_data *fitem=NULL;
  8454. nullpo_retr(0, bl);
  8455. nullpo_retr(0, ap);
  8456. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8457. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8458. pc_takeitem(sd, fitem);
  8459. return 0;
  8460. }
  8461. /*==========================================
  8462. *
  8463. *------------------------------------------
  8464. */
  8465. int skill_landprotector (struct block_list *bl, va_list ap)
  8466. {
  8467. int skillid;
  8468. int *alive;
  8469. struct skill_unit *unit;
  8470. struct block_list *src;
  8471. skillid = va_arg(ap,int);
  8472. alive = va_arg(ap,int *);
  8473. src = va_arg(ap,struct block_list *);
  8474. unit = (struct skill_unit *)bl;
  8475. if (unit == NULL || unit->group == NULL)
  8476. return 0;
  8477. switch (skillid)
  8478. {
  8479. case SA_LANDPROTECTOR:
  8480. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8481. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8482. { //Check for offensive Land Protector to delete both. [Skotlex]
  8483. (*alive) = 0;
  8484. skill_delunit(unit, 1);
  8485. return 1;
  8486. }
  8487. //Delete the rest of types.
  8488. case HW_GANBANTEIN:
  8489. if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
  8490. { //Delete Magical effects
  8491. skill_delunit(unit, 1);
  8492. return 1;
  8493. }
  8494. break;
  8495. case SA_VOLCANO:
  8496. case SA_DELUGE:
  8497. case SA_VIOLENTGALE:
  8498. case NJ_SUITON:
  8499. case NJ_KAENSIN:
  8500. switch (unit->group->skill_id)
  8501. { //These cannot override each other.
  8502. case SA_VOLCANO:
  8503. case SA_DELUGE:
  8504. case SA_VIOLENTGALE:
  8505. case NJ_SUITON:
  8506. case NJ_KAENSIN:
  8507. (*alive) = 0;
  8508. return 1;
  8509. }
  8510. break;
  8511. case HP_BASILICA:
  8512. if (unit->group->skill_id == HP_BASILICA)
  8513. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8514. (*alive) = 0;
  8515. return 1;
  8516. }
  8517. break;
  8518. }
  8519. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8520. skill_get_type(skillid) == BF_MAGIC)
  8521. { //Magic tile won't be activated
  8522. (*alive) = 0;
  8523. return 1;
  8524. }
  8525. return 0;
  8526. }
  8527. /*==========================================
  8528. * variation of skill_landprotector
  8529. *------------------------------------------
  8530. */
  8531. int skill_ganbatein (struct block_list *bl, va_list ap)
  8532. {
  8533. struct skill_unit *unit;
  8534. nullpo_retr(0, bl);
  8535. nullpo_retr(0, ap);
  8536. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8537. return 0;
  8538. // Apparently, it REMOVES traps.
  8539. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8540. // return 0; //Do not remove traps.
  8541. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8542. skill_delunit(unit, 1);
  8543. else skill_delunitgroup(NULL, unit->group, 1);
  8544. return 1;
  8545. }
  8546. /*==========================================
  8547. *
  8548. *------------------------------------------
  8549. */
  8550. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8551. {
  8552. struct mob_data* md;
  8553. struct unit_data*ud = unit_bl2ud(bl);
  8554. struct block_list *from_bl;
  8555. struct block_list *to_bl;
  8556. md = (struct mob_data*)bl;
  8557. from_bl = va_arg(ap,struct block_list *);
  8558. to_bl = va_arg(ap,struct block_list *);
  8559. if(ud && ud->target == from_bl->id)
  8560. ud->target = to_bl->id;
  8561. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8562. md->target_id = to_bl->id;
  8563. return 0;
  8564. }
  8565. /*==========================================
  8566. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8567. *------------------------------------------
  8568. */
  8569. int skill_count_target (struct block_list *bl, va_list ap)
  8570. {
  8571. struct block_list *src = va_arg(ap,struct block_list *);
  8572. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8573. return 1;
  8574. return 0;
  8575. }
  8576. /*==========================================
  8577. *
  8578. *------------------------------------------
  8579. */
  8580. int skill_trap_splash (struct block_list *bl, va_list ap)
  8581. {
  8582. struct block_list *src;
  8583. int tick;
  8584. struct skill_unit *unit;
  8585. struct skill_unit_group *sg;
  8586. struct block_list *ss;
  8587. int i,count;
  8588. src = va_arg(ap,struct block_list *);
  8589. unit = (struct skill_unit *)src;
  8590. tick = va_arg(ap,int);
  8591. count = va_arg(ap,int);
  8592. nullpo_retr(0, sg = unit->group);
  8593. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8594. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8595. switch(sg->unit_id){
  8596. case UNT_SHOCKWAVE:
  8597. case UNT_SANDMAN:
  8598. case UNT_FLASHER:
  8599. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8600. break;
  8601. case UNT_BLASTMINE:
  8602. case UNT_CLAYMORETRAP:
  8603. //Special property: Each target is hit N times (N = number of targets on splash area)
  8604. if (!count) count = 1;
  8605. for(i=0;i<count;i++)
  8606. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8607. break;
  8608. case UNT_FREEZINGTRAP:
  8609. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8610. break;
  8611. }
  8612. }
  8613. return 0;
  8614. }
  8615. /*==========================================
  8616. *
  8617. *------------------------------------------
  8618. */
  8619. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8620. {
  8621. struct status_change *sc;
  8622. nullpo_retr(0, bl);
  8623. nullpo_retr(0, sc= status_get_sc(bl));
  8624. if (!sc->count) return 0;
  8625. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8626. status_change_end(bl, SC_ENCPOISON, -1);
  8627. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8628. status_change_end(bl, SC_ASPERSIO, -1);
  8629. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8630. status_change_end(bl, SC_FIREWEAPON, -1);
  8631. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8632. status_change_end(bl, SC_WATERWEAPON, -1);
  8633. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8634. status_change_end(bl, SC_WINDWEAPON, -1);
  8635. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8636. status_change_end(bl, SC_EARTHWEAPON, -1);
  8637. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8638. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8639. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8640. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8641. return 0;
  8642. }
  8643. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8644. {
  8645. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8646. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8647. int end = 1,i;
  8648. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8649. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8650. { //Check for walls.
  8651. for (i = 0; i < 8; i++)
  8652. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8653. {
  8654. end = 0;
  8655. break;
  8656. }
  8657. } else
  8658. end = 0; //No wall check.
  8659. if(end){
  8660. if (sc->data[SC_CLOAKING].timer != -1) {
  8661. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8662. status_change_end(bl, SC_CLOAKING, -1);
  8663. else if(sc->data[SC_CLOAKING].val4&1)
  8664. { //Remove wall bonus
  8665. sc->data[SC_CLOAKING].val4&=~1;
  8666. status_calc_bl(bl,SCB_SPEED);
  8667. }
  8668. }
  8669. }
  8670. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8671. { //Add wall speed bonus
  8672. sc->data[SC_CLOAKING].val4|=1;
  8673. status_calc_bl(bl,SCB_SPEED);
  8674. }
  8675. return end;
  8676. }
  8677. /*
  8678. *----------------------------------------------------------------------------
  8679. *
  8680. *----------------------------------------------------------------------------
  8681. */
  8682. /*==========================================
  8683. *
  8684. *
  8685. *------------------------------------------
  8686. */
  8687. void skill_stop_dancing (struct block_list *src)
  8688. {
  8689. struct status_change* sc;
  8690. struct skill_unit_group* group;
  8691. struct map_session_data* dsd = NULL;
  8692. nullpo_retv(src);
  8693. nullpo_retv(sc = status_get_sc(src));
  8694. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8695. return;
  8696. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8697. sc->data[SC_DANCING].val2 = 0;
  8698. if (sc->data[SC_DANCING].val4)
  8699. {
  8700. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8701. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8702. sc->data[SC_DANCING].val4 = 0;
  8703. }
  8704. status_change_end(src, SC_DANCING, -1);
  8705. if (dsd)
  8706. {
  8707. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8708. status_change_end(&dsd->bl, SC_DANCING, -1);
  8709. }
  8710. if (group)
  8711. skill_delunitgroup(NULL, group, 0);
  8712. }
  8713. /*==========================================
  8714. *
  8715. *------------------------------------------
  8716. */
  8717. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8718. {
  8719. struct skill_unit *unit;
  8720. nullpo_retr(NULL, group);
  8721. nullpo_retr(NULL, unit=&group->unit[idx]);
  8722. if(!unit->alive)
  8723. group->alive_count++;
  8724. unit->bl.id=map_addobject(&unit->bl);
  8725. unit->bl.type=BL_SKILL;
  8726. unit->bl.m=group->map;
  8727. unit->bl.x=x;
  8728. unit->bl.y=y;
  8729. unit->group=group;
  8730. unit->alive=1;
  8731. unit->val1=val1;
  8732. unit->val2=val2;
  8733. map_addblock(&unit->bl);
  8734. switch (group->skill_id) {
  8735. case AL_PNEUMA:
  8736. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8737. break;
  8738. case MG_SAFETYWALL:
  8739. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8740. break;
  8741. case SA_LANDPROTECTOR:
  8742. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8743. break;
  8744. case HP_BASILICA:
  8745. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8746. break;
  8747. case WZ_ICEWALL:
  8748. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8749. break;
  8750. default:
  8751. if (group->state.song_dance&0x1) //Check for dissonance.
  8752. skill_dance_overlap(unit, 1);
  8753. break;
  8754. }
  8755. clif_skill_setunit(unit);
  8756. return unit;
  8757. }
  8758. /*==========================================
  8759. * if flag =1 -> forced removal, 0 is for natural expiration.
  8760. *------------------------------------------
  8761. */
  8762. int skill_delunit (struct skill_unit *unit, int flag)
  8763. {
  8764. struct skill_unit_group *group;
  8765. nullpo_retr(0, unit);
  8766. if(!unit->alive)
  8767. return 0;
  8768. nullpo_retr(0, group=unit->group);
  8769. skill_unit_onlimit( unit,gettick(), flag);
  8770. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8771. skill_dance_overlap(unit, 0);
  8772. if (!unit->range) {
  8773. map_foreachincell(skill_unit_effect,unit->bl.m,
  8774. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8775. }
  8776. switch (group->skill_id) {
  8777. case AL_PNEUMA:
  8778. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8779. break;
  8780. case MG_SAFETYWALL:
  8781. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8782. break;
  8783. case SA_LANDPROTECTOR:
  8784. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8785. break;
  8786. case HP_BASILICA:
  8787. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8788. break;
  8789. case WZ_ICEWALL:
  8790. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8791. break;
  8792. }
  8793. clif_skill_delunit(unit);
  8794. unit->group=NULL;
  8795. unit->alive=0;
  8796. map_delobjectnofree(unit->bl.id);
  8797. if(--group->alive_count==0)
  8798. skill_delunitgroup(NULL, group, 0);
  8799. return 0;
  8800. }
  8801. /*==========================================
  8802. *
  8803. *------------------------------------------
  8804. */
  8805. static int skill_unit_group_newid = MAX_SKILL_DB;
  8806. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8807. {
  8808. struct unit_data *ud = unit_bl2ud(src);
  8809. struct skill_unit_group *group=NULL;
  8810. int i;
  8811. if(skilllv <= 0) return 0;
  8812. nullpo_retr(NULL, src);
  8813. nullpo_retr(NULL, ud);
  8814. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8815. if(i == MAX_SKILLUNITGROUP) {
  8816. int j=0;
  8817. unsigned maxdiff=0,x,tick=gettick();
  8818. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8819. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8820. maxdiff=x;
  8821. j=i;
  8822. }
  8823. skill_delunitgroup(src, ud->skillunit[j], 1);
  8824. //Since elements must have shifted, we use the last slot.
  8825. i = MAX_SKILLUNITGROUP-1;
  8826. }
  8827. if (!ud->skillunit[i])
  8828. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8829. group=ud->skillunit[i];
  8830. group->src_id=src->id;
  8831. group->party_id=status_get_party_id(src);
  8832. group->guild_id=status_get_guild_id(src);
  8833. group->group_id=skill_unit_group_newid++;
  8834. if(skill_unit_group_newid<=0)
  8835. skill_unit_group_newid = MAX_SKILL_DB;
  8836. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8837. group->unit_count=count;
  8838. group->alive_count=0;
  8839. group->val1=group->val2=group->val3=0;
  8840. group->skill_id=skillid;
  8841. group->skill_lv=skilllv;
  8842. group->unit_id=unit_id;
  8843. group->map=src->m;
  8844. group->limit=limit;
  8845. group->interval=interval;
  8846. group->tick=gettick();
  8847. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8848. group->tick += 1500;
  8849. group->valstr=NULL;
  8850. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8851. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8852. struct map_session_data *sd = NULL;
  8853. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8854. sd->skillid_dance=skillid;
  8855. sd->skilllv_dance=skilllv;
  8856. }
  8857. sc_start4(src,SC_DANCING,100,skillid,(int)group,skilllv,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8858. if (sd && i&UF_ENSEMBLE &&
  8859. battle_config.player_skill_partner_check &&
  8860. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8861. ) {
  8862. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8863. }
  8864. }
  8865. return group;
  8866. }
  8867. /*==========================================
  8868. * If flag, this is a forced deletion, otherwise it's natural expiration.
  8869. *------------------------------------------
  8870. */
  8871. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  8872. {
  8873. struct unit_data *ud;
  8874. int i,j;
  8875. nullpo_retr(0, group);
  8876. if (!src) src=map_id2bl(group->src_id);
  8877. ud = unit_bl2ud(src);
  8878. if(!src || !ud) {
  8879. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8880. return 0;
  8881. }
  8882. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8883. {
  8884. struct status_change* sc = status_get_sc(src);
  8885. if (sc && sc->data[SC_DANCING].timer != -1)
  8886. {
  8887. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8888. status_change_end(src,SC_DANCING,-1);
  8889. }
  8890. }
  8891. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8892. struct status_change *sc = status_get_sc(src);
  8893. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8894. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8895. status_change_end(src,SC_GOSPEL,-1);
  8896. }
  8897. }
  8898. if (group->skill_id == SG_SUN_WARM ||
  8899. group->skill_id == SG_MOON_WARM ||
  8900. group->skill_id == SG_STAR_WARM) {
  8901. struct status_change *sc = status_get_sc(src);
  8902. if(sc && sc->data[SC_WARM].timer != -1) {
  8903. sc->data[SC_WARM].val4 = 0;
  8904. status_change_end(src,SC_WARM,-1);
  8905. }
  8906. }
  8907. if (src->type==BL_PC && group->state.ammo_consume)
  8908. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8909. group->alive_count=0;
  8910. if(group->unit!=NULL){
  8911. for(i=0;i<group->unit_count;i++)
  8912. if(group->unit[i].alive)
  8913. skill_delunit(&group->unit[i], flag);
  8914. }
  8915. if(group->valstr!=NULL){
  8916. aFree(group->valstr);
  8917. group->valstr=NULL;
  8918. }
  8919. map_freeblock(&group->unit->bl);
  8920. group->unit=NULL;
  8921. group->group_id=0;
  8922. group->unit_count=0;
  8923. //Locate and clear this unit from the array.
  8924. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8925. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8926. j--;
  8927. if (i<MAX_SKILLUNITGROUP) {
  8928. ud->skillunit[i] = ud->skillunit[j];
  8929. ud->skillunit[j] = NULL;
  8930. ers_free(skill_unit_ers, group);
  8931. } else
  8932. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8933. return 1;
  8934. }
  8935. /*==========================================
  8936. *
  8937. *------------------------------------------
  8938. */
  8939. int skill_clear_unitgroup (struct block_list *src)
  8940. {
  8941. struct unit_data *ud = unit_bl2ud(src);
  8942. nullpo_retr(0, ud);
  8943. while (ud->skillunit[0])
  8944. skill_delunitgroup(src, ud->skillunit[0], 1);
  8945. return 1;
  8946. }
  8947. /*==========================================
  8948. *
  8949. *------------------------------------------
  8950. */
  8951. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8952. {
  8953. int i,j=-1,k,s,id;
  8954. struct unit_data *ud;
  8955. struct skill_unit_group_tickset *set;
  8956. nullpo_retr(0, bl);
  8957. if (group->interval==-1)
  8958. return NULL;
  8959. ud = unit_bl2ud(bl);
  8960. if (!ud) return NULL;
  8961. set = ud->skillunittick;
  8962. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8963. id = s = group->skill_id;
  8964. else
  8965. id = s = group->group_id;
  8966. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8967. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8968. if (set[k].id == id)
  8969. return &set[k];
  8970. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8971. j=k;
  8972. }
  8973. if (j == -1) {
  8974. if(battle_config.error_log) {
  8975. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8976. }
  8977. j = id % MAX_SKILLUNITGROUPTICKSET;
  8978. }
  8979. set[j].id = id;
  8980. set[j].tick = tick;
  8981. return &set[j];
  8982. }
  8983. /*==========================================
  8984. *
  8985. *------------------------------------------
  8986. */
  8987. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  8988. {
  8989. struct skill_unit *unit;
  8990. struct skill_unit_group *group;
  8991. unsigned int tick;
  8992. unit = va_arg(ap,struct skill_unit *);
  8993. tick = va_arg(ap,unsigned int);
  8994. if (!unit->alive || bl->prev==NULL)
  8995. return 0;
  8996. nullpo_retr(0, group=unit->group);
  8997. if (skill_get_type(group->skill_id)==BF_MAGIC
  8998. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8999. return 0; //AoE skills are ineffective. [Skotlex]
  9000. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9001. return 0;
  9002. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9003. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9004. //Values will be restored on proper switch case.
  9005. int id = group->unit_id;
  9006. unit->val1 = group->skill_id;
  9007. if (unit->val2&UF_SONG) {
  9008. group->unit_id = UNT_DISSONANCE;
  9009. group->skill_id = BA_DISSONANCE;
  9010. } else {
  9011. group->unit_id = UNT_UGLYDANCE;
  9012. group->skill_id = DC_UGLYDANCE;
  9013. }
  9014. skill_unit_onplace_timer(unit,bl,tick);
  9015. group->unit_id = id;
  9016. group->skill_id = unit->val1;
  9017. } else
  9018. skill_unit_onplace_timer(unit,bl,tick);
  9019. return 0;
  9020. }
  9021. /*==========================================
  9022. *
  9023. *------------------------------------------
  9024. */
  9025. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9026. {
  9027. struct skill_unit *unit;
  9028. struct skill_unit_group *group;
  9029. unsigned int tick;
  9030. unit=(struct skill_unit *)bl;
  9031. tick=va_arg(ap,unsigned int);
  9032. if(!unit->alive)
  9033. return 0;
  9034. group=unit->group;
  9035. nullpo_retr(0, group);
  9036. if (unit->range>=0 && group->interval!=-1) {
  9037. if (battle_config.skill_wall_check)
  9038. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9039. group->bl_flag,bl,tick);
  9040. else
  9041. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9042. group->bl_flag,bl,tick);
  9043. if (!unit->alive)
  9044. return 0;
  9045. }
  9046. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9047. switch(group->unit_id){
  9048. case UNT_BLASTMINE:
  9049. group->unit_id = UNT_USED_TRAPS;
  9050. clif_changetraplook(bl, UNT_USED_TRAPS);
  9051. group->limit=DIFF_TICK(tick+1500,group->tick);
  9052. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9053. break;
  9054. case UNT_SKIDTRAP:
  9055. case UNT_ANKLESNARE:
  9056. case UNT_LANDMINE:
  9057. case UNT_SHOCKWAVE:
  9058. case UNT_SANDMAN:
  9059. case UNT_FLASHER:
  9060. case UNT_FREEZINGTRAP:
  9061. case UNT_CLAYMORETRAP:
  9062. case UNT_TALKIEBOX:
  9063. {
  9064. struct block_list *src=map_id2bl(group->src_id);
  9065. if(src && src->type==BL_PC && !group->state.into_abyss)
  9066. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9067. struct item item_tmp;
  9068. malloc_set(&item_tmp,0,sizeof(item_tmp));
  9069. item_tmp.nameid=1065;
  9070. item_tmp.identify=1;
  9071. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9072. }
  9073. skill_delunit(unit, 0);
  9074. }
  9075. break;
  9076. case 0xc1:
  9077. case 0xc2:
  9078. case 0xc3:
  9079. case 0xc4:
  9080. {
  9081. struct block_list *src=map_id2bl(group->src_id);
  9082. if (src)
  9083. group->tick = tick;
  9084. }
  9085. break;
  9086. default:
  9087. skill_delunit(unit, 0);
  9088. }
  9089. }
  9090. if(group->unit_id == UNT_ICEWALL) {
  9091. unit->val1 -= 5;
  9092. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9093. unit->limit = DIFF_TICK(tick+700,group->tick);
  9094. } else
  9095. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9096. { //Disable processed cell.
  9097. unit->range = -1;
  9098. if (--group->val1 <= 0)
  9099. { //All tiles were processed, disable skill.
  9100. group->target_flag=BCT_NOONE;
  9101. group->bl_flag= BL_NUL;
  9102. }
  9103. }
  9104. return 0;
  9105. }
  9106. /*==========================================
  9107. *
  9108. *------------------------------------------
  9109. */
  9110. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9111. {
  9112. map_freeblock_lock();
  9113. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9114. map_freeblock_unlock();
  9115. return 0;
  9116. }
  9117. /*==========================================
  9118. *
  9119. *------------------------------------------
  9120. */
  9121. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9122. {
  9123. struct skill_unit *unit = (struct skill_unit *)bl;
  9124. struct skill_unit_group *group;
  9125. struct block_list *target;
  9126. unsigned int tick,flag,result;
  9127. int skill_id,unit_id=0; //Set to 0 to shut-up compiler warnings.
  9128. target=va_arg(ap,struct block_list*);
  9129. tick = va_arg(ap,unsigned int);
  9130. flag = va_arg(ap,int);
  9131. nullpo_retr(0, group=unit->group);
  9132. if (!unit->alive || target->prev==NULL)
  9133. return 0;
  9134. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9135. skill_id = unit->group->skill_id;
  9136. if (unit->group->interval!=-1 &&
  9137. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9138. return 0;
  9139. //Target-type check.
  9140. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9141. {
  9142. if(group->src_id == target->id && group->state.song_dance&0x2)
  9143. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9144. if (flag&1)
  9145. {
  9146. if (flag&2)
  9147. { //Clear skill ids we have stored in onout.
  9148. int i;
  9149. for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
  9150. if (i<8)
  9151. skill_unit_temp[i] = 0;
  9152. }
  9153. }
  9154. else
  9155. {
  9156. if (flag&2 && skill_unit_index < 7) //Store this unit id.
  9157. skill_unit_temp[skill_unit_index++] = skill_id;
  9158. }
  9159. if (flag&4)
  9160. skill_unit_onleft(skill_id,target,tick);
  9161. }
  9162. return 0;
  9163. }
  9164. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9165. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9166. //Values will be restored on proper switch case.
  9167. flag|=64; //Signal to remember to restore it.
  9168. unit_id = group->unit_id;
  9169. unit->val1 = group->skill_id;
  9170. if (unit->val2&UF_SONG) {
  9171. group->unit_id = UNT_DISSONANCE;
  9172. group->skill_id = BA_DISSONANCE;
  9173. } else {
  9174. group->unit_id = UNT_UGLYDANCE;
  9175. group->skill_id = DC_UGLYDANCE;
  9176. }
  9177. }
  9178. if (flag&1)
  9179. {
  9180. result = skill_unit_onplace(unit,target,tick);
  9181. if (flag&2 && result)
  9182. { //Clear skill ids we have stored in onout.
  9183. int i;
  9184. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9185. if (i<8)
  9186. skill_unit_temp[i] = 0;
  9187. }
  9188. }
  9189. else
  9190. {
  9191. result = skill_unit_onout(unit,target,tick);
  9192. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9193. skill_unit_temp[skill_unit_index++] = result;
  9194. }
  9195. if (flag&64)
  9196. { //TODO: Normally, this is dangerous since the unit and group could be freed
  9197. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9198. //cells do not get deleted within them. [Skotlex]
  9199. skill_id = group->skill_id;
  9200. group->unit_id = unit_id;
  9201. group->skill_id = unit->val1;
  9202. }
  9203. if (flag&4)
  9204. skill_unit_onleft(skill_id,target,tick);
  9205. return 1;
  9206. }
  9207. /*==========================================
  9208. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9209. * Flag values:
  9210. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9211. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9212. * units to figure out when they have left a group.
  9213. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9214. *------------------------------------------
  9215. */
  9216. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9217. {
  9218. nullpo_retr(0, bl);
  9219. if(bl->prev==NULL )
  9220. return 0;
  9221. if (flag&2 && !(flag&1))
  9222. { //Onout, clear data
  9223. malloc_tsetdword (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9224. skill_unit_index=0;
  9225. }
  9226. map_foreachincell(skill_unit_move_sub,
  9227. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9228. if (flag&2 && flag&1)
  9229. { //Onplace, check any skill units you have left.
  9230. int i;
  9231. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9232. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9233. }
  9234. return 0;
  9235. }
  9236. /*==========================================
  9237. *
  9238. *------------------------------------------
  9239. */
  9240. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9241. {
  9242. int i,j;
  9243. unsigned int tick = gettick();
  9244. int *m_flag;
  9245. struct skill_unit *unit1;
  9246. struct skill_unit *unit2;
  9247. nullpo_retr(0, group);
  9248. if (group->unit_count<=0)
  9249. return 0;
  9250. if (group->unit==NULL)
  9251. return 0;
  9252. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9253. return 0;
  9254. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9255. // m_flag
  9256. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9257. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9258. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9259. // 3: Both 1+2.
  9260. for(i=0;i<group->unit_count;i++){
  9261. unit1=&group->unit[i];
  9262. if (!unit1->alive || unit1->bl.m!=m)
  9263. continue;
  9264. for(j=0;j<group->unit_count;j++){
  9265. unit2=&group->unit[j];
  9266. if (!unit2->alive)
  9267. continue;
  9268. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9269. m_flag[i] |= 0x1;
  9270. }
  9271. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9272. m_flag[i] |= 0x2;
  9273. }
  9274. }
  9275. }
  9276. j = 0;
  9277. for (i=0;i<group->unit_count;i++) {
  9278. unit1=&group->unit[i];
  9279. if (!unit1->alive)
  9280. continue;
  9281. if (!(m_flag[i]&0x2)) {
  9282. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9283. skill_dance_overlap(unit1, 0);
  9284. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9285. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9286. }
  9287. //Move Cell using "smart" criteria (avoid useless moving around)
  9288. switch(m_flag[i])
  9289. {
  9290. case 0:
  9291. //Cell moves independently, safely move it.
  9292. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9293. break;
  9294. case 1:
  9295. //Cell moves unto another cell, look for a replacement cell that won't collide
  9296. //and has no cell moving into it (flag == 2)
  9297. for(;j<group->unit_count;j++)
  9298. {
  9299. if(m_flag[j]!=2 || !group->unit[j].alive)
  9300. continue;
  9301. //Move to where this cell would had moved.
  9302. unit2 = &group->unit[j];
  9303. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9304. j++; //Skip this cell as we have used it.
  9305. break;
  9306. }
  9307. break;
  9308. case 2:
  9309. case 3:
  9310. break; //Don't move the cell as a cell will end on this tile anyway.
  9311. }
  9312. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9313. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9314. skill_dance_overlap(unit1, 1);
  9315. clif_skill_setunit(unit1);
  9316. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9317. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9318. }
  9319. }
  9320. aFree(m_flag);
  9321. return 0;
  9322. }
  9323. /*----------------------------------------------------------------------------
  9324. *
  9325. *----------------------------------------------------------------------------
  9326. */
  9327. /*==========================================
  9328. *
  9329. *------------------------------------------
  9330. */
  9331. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9332. {
  9333. int i,j;
  9334. nullpo_retr(0, sd);
  9335. if(nameid<=0)
  9336. return 0;
  9337. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9338. if(skill_produce_db[i].nameid == nameid )
  9339. break;
  9340. }
  9341. if( i >= MAX_SKILL_PRODUCE_DB )
  9342. return 0;
  9343. if(trigger>=0){
  9344. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9345. if(skill_produce_db[i].itemlv!=trigger)
  9346. return 0;
  9347. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9348. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9349. return 0;
  9350. } else { // Weapon (itemlv must be higher or equal)
  9351. if(skill_produce_db[i].itemlv>trigger)
  9352. return 0;
  9353. }
  9354. }
  9355. if((j=skill_produce_db[i].req_skill)>0 &&
  9356. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9357. return 0;
  9358. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9359. int id,x,y;
  9360. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9361. continue;
  9362. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9363. if(pc_search_inventory(sd,id) < 0)
  9364. return 0;
  9365. }
  9366. else {
  9367. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9368. if( sd->status.inventory[y].nameid == id )
  9369. x+=sd->status.inventory[y].amount;
  9370. if(x<qty*skill_produce_db[i].mat_amount[j])
  9371. return 0;
  9372. }
  9373. }
  9374. return i+1;
  9375. }
  9376. /*==========================================
  9377. *
  9378. *------------------------------------------
  9379. */
  9380. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9381. {
  9382. int slot[3];
  9383. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9384. struct status_data *status;
  9385. nullpo_retr(0, sd);
  9386. status = status_get_status_data(&sd->bl);
  9387. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9388. return 0;
  9389. idx--;
  9390. if (qty < 1)
  9391. qty = 1;
  9392. if (!skill_id) //A skill can be specified for some override cases.
  9393. skill_id = skill_produce_db[idx].req_skill;
  9394. slot[0]=slot1;
  9395. slot[1]=slot2;
  9396. slot[2]=slot3;
  9397. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9398. int j;
  9399. if( slot[i]<=0 )
  9400. continue;
  9401. j = pc_search_inventory(sd,slot[i]);
  9402. if(j < 0)
  9403. continue;
  9404. if(slot[i]==1000){ /* Star Crumb */
  9405. pc_delitem(sd,j,1,1);
  9406. sc++;
  9407. }
  9408. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9409. static const int ele_table[4]={3,1,4,2};
  9410. pc_delitem(sd,j,1,1);
  9411. ele=ele_table[slot[i]-994];
  9412. }
  9413. }
  9414. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9415. int j,id,x;
  9416. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9417. continue;
  9418. x=qty*skill_produce_db[idx].mat_amount[i];
  9419. do{
  9420. int y=0;
  9421. j = pc_search_inventory(sd,id);
  9422. if(j >= 0){
  9423. y = sd->status.inventory[j].amount;
  9424. if(y>x)y=x;
  9425. pc_delitem(sd,j,y,0);
  9426. }else {
  9427. if(battle_config.error_log)
  9428. ShowError("skill_produce_mix: material item error\n");
  9429. }
  9430. x-=y;
  9431. }while( j>=0 && x>0 );
  9432. }
  9433. if((equip=itemdb_isequip(nameid)))
  9434. wlv = itemdb_wlv(nameid);
  9435. if(!equip) {
  9436. switch(skill_id){
  9437. case BS_IRON:
  9438. case BS_STEEL:
  9439. case BS_ENCHANTEDSTONE:
  9440. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9441. i = pc_checkskill(sd,skill_id);
  9442. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9443. switch(nameid){
  9444. case 998: // Iron
  9445. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9446. break;
  9447. case 999: // Steel
  9448. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9449. break;
  9450. case 1000: //Star Crumb
  9451. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9452. break;
  9453. default: // Enchanted Stones
  9454. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9455. break;
  9456. }
  9457. break;
  9458. case ASC_CDP:
  9459. make_per = (2000 + 40*status->dex + 20*status->luk);
  9460. break;
  9461. case AL_HOLYWATER:
  9462. make_per = 100000; //100% success
  9463. break;
  9464. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9465. case AM_TWILIGHT1:
  9466. case AM_TWILIGHT2:
  9467. case AM_TWILIGHT3:
  9468. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9469. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9470. + status->int_*5 + status->dex*10+status->luk*10;
  9471. switch(nameid){
  9472. case 501: // Red Potion
  9473. case 503: // Yellow Potion
  9474. case 504: // White Potion
  9475. case 605: // Anodyne
  9476. case 606: // Aloevera
  9477. make_per += 2000;
  9478. break;
  9479. case 505: // Blue Potion
  9480. make_per -= 500;
  9481. break;
  9482. case 545: // Condensed Red Potion
  9483. case 546: // Condensed Yellow Potion
  9484. case 547: // Condensed White Potion
  9485. make_per -= 1000;
  9486. break;
  9487. case 970: // Alcohol
  9488. make_per += 1000;
  9489. break;
  9490. case 7139: // Glistening Coat
  9491. make_per -= 1000;
  9492. break;
  9493. case 7135: // Bottle Grenade
  9494. case 7136: // Acid Bottle
  9495. case 7137: // Plant Bottle
  9496. case 7138: // Marine Sphere Bottle
  9497. default:
  9498. break;
  9499. }
  9500. if(battle_config.pp_rate != 100)
  9501. make_per = make_per * battle_config.pp_rate / 100;
  9502. break;
  9503. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9504. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9505. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9506. switch(nameid){
  9507. case 12114:
  9508. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9509. if (flag > 0)
  9510. make_per += 1000*flag-500;
  9511. break;
  9512. case 12115:
  9513. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9514. if (flag > 0)
  9515. make_per += 1000*flag-500;
  9516. break;
  9517. case 12116:
  9518. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9519. if (flag > 0)
  9520. make_per += 1000*flag-500;
  9521. break;
  9522. case 12117:
  9523. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9524. if (flag > 0)
  9525. make_per += 1000*flag-500;
  9526. break;
  9527. }
  9528. break;
  9529. default:
  9530. if (sd->menuskill_id == AM_PHARMACY &&
  9531. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9532. { //Assume Cooking Dish
  9533. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9534. make_per = 10000; //100% Success
  9535. else
  9536. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9537. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9538. break;
  9539. }
  9540. make_per = 5000;
  9541. break;
  9542. }
  9543. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9544. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9545. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9546. 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
  9547. 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
  9548. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9549. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9550. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9551. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9552. if(battle_config.wp_rate != 100)
  9553. make_per = make_per * battle_config.wp_rate / 100;
  9554. }
  9555. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9556. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9557. make_per = (make_per * 80) / 100; //Lupus
  9558. if(make_per < 1) make_per = 1;
  9559. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9560. struct item tmp_item;
  9561. malloc_set(&tmp_item,0,sizeof(tmp_item));
  9562. tmp_item.nameid=nameid;
  9563. tmp_item.amount=1;
  9564. tmp_item.identify=1;
  9565. if(equip){
  9566. tmp_item.card[0]=CARD0_FORGE;
  9567. tmp_item.card[1]=((sc*5)<<8)+ele;
  9568. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9569. tmp_item.card[3]=GetWord(sd->char_id,1);
  9570. } else {
  9571. //Flag is only used on the end, so it can be used here. [Skotlex]
  9572. switch (skill_id) {
  9573. case AM_PHARMACY:
  9574. case AM_TWILIGHT1:
  9575. case AM_TWILIGHT2:
  9576. case AM_TWILIGHT3:
  9577. flag = battle_config.produce_potion_name_input;
  9578. break;
  9579. case AL_HOLYWATER:
  9580. flag = battle_config.holywater_name_input;
  9581. break;
  9582. case ASC_CDP:
  9583. flag = battle_config.cdp_name_input;
  9584. break;
  9585. default:
  9586. flag = battle_config.produce_item_name_input;
  9587. break;
  9588. }
  9589. if (flag) {
  9590. tmp_item.card[0]=CARD0_CREATE;
  9591. tmp_item.card[1]=0;
  9592. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9593. tmp_item.card[3]=GetWord(sd->char_id,1);
  9594. }
  9595. }
  9596. // if(log_config.produce > 0)
  9597. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9598. //TODO update PICKLOG
  9599. if(equip){
  9600. clif_produceeffect(sd,0,nameid);
  9601. clif_misceffect(&sd->bl,3);
  9602. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9603. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9604. } else {
  9605. int fame = 0;
  9606. tmp_item.amount = 0;
  9607. for (i=0; i< qty; i++)
  9608. { //Apply quantity modifiers.
  9609. if (rand()%10000 < make_per || qty == 1)
  9610. { //Success
  9611. tmp_item.amount++;
  9612. if(nameid < 545 || nameid > 547)
  9613. continue;
  9614. if(skill_id != AM_PHARMACY &&
  9615. skill_id != AM_TWILIGHT1 &&
  9616. skill_id != AM_TWILIGHT2 &&
  9617. skill_id != AM_TWILIGHT3)
  9618. continue;
  9619. //Add fame as needed.
  9620. switch(++sd->potion_success_counter) {
  9621. case 3:
  9622. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9623. break;
  9624. case 5:
  9625. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9626. break;
  9627. case 7:
  9628. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9629. break;
  9630. case 10:
  9631. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9632. sd->potion_success_counter = 0;
  9633. break;
  9634. }
  9635. } else //Failure
  9636. sd->potion_success_counter = 0;
  9637. }
  9638. if (fame)
  9639. pc_addfame(sd,fame);
  9640. //Visual effects and the like.
  9641. switch (skill_id) {
  9642. case AM_PHARMACY:
  9643. case AM_TWILIGHT1:
  9644. case AM_TWILIGHT2:
  9645. case AM_TWILIGHT3:
  9646. case ASC_CDP:
  9647. clif_produceeffect(sd,2,nameid);
  9648. clif_misceffect(&sd->bl,5);
  9649. break;
  9650. case BS_IRON:
  9651. case BS_STEEL:
  9652. case BS_ENCHANTEDSTONE:
  9653. clif_produceeffect(sd,0,nameid);
  9654. clif_misceffect(&sd->bl,3);
  9655. break;
  9656. default: //Those that don't require a skill?
  9657. if (skill_produce_db[idx].itemlv>10 &&
  9658. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9659. clif_specialeffect(&sd->bl, 608, AREA);
  9660. break;
  9661. }
  9662. }
  9663. if (tmp_item.amount) { //Success
  9664. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9665. clif_additem(sd,0,0,flag);
  9666. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9667. }
  9668. return 1;
  9669. }
  9670. }
  9671. //Failure
  9672. // if(log_config.produce)
  9673. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9674. //TODO update PICKLOG
  9675. if(equip){
  9676. clif_produceeffect(sd,1,nameid);
  9677. clif_misceffect(&sd->bl,2);
  9678. } else {
  9679. switch (skill_id) {
  9680. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9681. status_percent_damage(NULL, &sd->bl, -25, 0);
  9682. case AM_PHARMACY:
  9683. case AM_TWILIGHT1:
  9684. case AM_TWILIGHT2:
  9685. case AM_TWILIGHT3:
  9686. clif_produceeffect(sd,3,nameid);
  9687. clif_misceffect(&sd->bl,6);
  9688. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9689. break;
  9690. case BS_IRON:
  9691. case BS_STEEL:
  9692. case BS_ENCHANTEDSTONE:
  9693. clif_produceeffect(sd,1,nameid);
  9694. clif_misceffect(&sd->bl,2);
  9695. break;
  9696. default:
  9697. if (skill_produce_db[idx].itemlv>10 &&
  9698. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9699. clif_specialeffect(&sd->bl, 609, AREA);
  9700. }
  9701. }
  9702. return 0;
  9703. }
  9704. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9705. {
  9706. int i,j,flag,index=-1;
  9707. struct item tmp_item;
  9708. nullpo_retr(0, sd);
  9709. if(nameid <= 0)
  9710. return 1;
  9711. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9712. if(nameid == skill_arrow_db[i].nameid) {
  9713. index = i;
  9714. break;
  9715. }
  9716. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9717. return 1;
  9718. pc_delitem(sd,j,1,0);
  9719. for(i=0;i<5;i++) {
  9720. malloc_set(&tmp_item,0,sizeof(tmp_item));
  9721. tmp_item.identify = 1;
  9722. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9723. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9724. if(battle_config.making_arrow_name_input) {
  9725. tmp_item.card[0]=CARD0_CREATE;
  9726. tmp_item.card[1]=0;
  9727. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9728. tmp_item.card[3]=GetWord(sd->char_id,1);
  9729. }
  9730. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9731. continue;
  9732. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9733. clif_additem(sd,0,0,flag);
  9734. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9735. }
  9736. }
  9737. return 0;
  9738. }
  9739. /*==========================================
  9740. *
  9741. *------------------------------------------
  9742. */
  9743. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9744. {
  9745. struct map_session_data *sd = map_id2sd(id);
  9746. if (data <= 0 || data >= MAX_SKILL)
  9747. return 0;
  9748. if (sd) sd->blockskill[data] = 0;
  9749. return 1;
  9750. }
  9751. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9752. {
  9753. nullpo_retr (-1, sd);
  9754. if (skillid >= GD_SKILLBASE)
  9755. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9756. if (skillid >= HM_SKILLBASE) //[orn]
  9757. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9758. if (skillid < 1 || skillid > MAX_SKILL)
  9759. return -1;
  9760. if (tick < 1) {
  9761. sd->blockskill[skillid] = 0;
  9762. return -1;
  9763. }
  9764. sd->blockskill[skillid] = 1;
  9765. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9766. }
  9767. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9768. {
  9769. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9770. if (data <= 0 || data >= MAX_SKILL)
  9771. return 0;
  9772. if (hd) hd->blockskill[data] = 0;
  9773. return 1;
  9774. }
  9775. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9776. {
  9777. nullpo_retr (-1, hd);
  9778. if (skillid >= GD_SKILLBASE)
  9779. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9780. if (skillid >= HM_SKILLBASE) //[orn]
  9781. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9782. if (skillid < 1 || skillid > MAX_SKILL)
  9783. return -1;
  9784. if (tick < 1) {
  9785. hd->blockskill[skillid] = 0;
  9786. return -1;
  9787. }
  9788. hd->blockskill[skillid] = 1;
  9789. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9790. }
  9791. /*----------------------------------------------------------------------------
  9792. *
  9793. */
  9794. /*
  9795. *
  9796. */
  9797. int skill_split_str (char *str, char **val, int num)
  9798. {
  9799. int i;
  9800. for (i=0; i<num && str; i++){
  9801. val[i] = str;
  9802. str = strchr(str,',');
  9803. if (str)
  9804. *str++=0;
  9805. }
  9806. return i;
  9807. }
  9808. /*
  9809. *
  9810. */
  9811. int skill_split_atoi (char *str, int *val)
  9812. {
  9813. int i, j, diff, step = 1;
  9814. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9815. if (!str) break;
  9816. val[i] = atoi(str);
  9817. str = strchr(str,':');
  9818. if (str)
  9819. *str++=0;
  9820. }
  9821. if(i==0) //No data found.
  9822. return 0;
  9823. if(i==1)
  9824. { //Single value, have the whole range have the same value.
  9825. for (; i < MAX_SKILL_LEVEL; i++)
  9826. val[i] = val[i-1];
  9827. return i;
  9828. }
  9829. //Check for linear change with increasing steps until we reach half of the data acquired.
  9830. for (step = 1; step <= i/2; step++)
  9831. {
  9832. diff = val[i-1] - val[i-step-1];
  9833. for(j = i-1; j >= step; j--)
  9834. if ((val[j]-val[j-step]) != diff)
  9835. break;
  9836. if (j>=step) //No match, try next step.
  9837. continue;
  9838. for(; i < MAX_SKILL_LEVEL; i++)
  9839. { //Apply linear increase
  9840. val[i] = val[i-step]+diff;
  9841. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9842. { val[i] = 1; diff = 0; step = 1; }
  9843. }
  9844. return i;
  9845. }
  9846. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9847. for (;i<MAX_SKILL_LEVEL; i++)
  9848. val[i] = val[i-1];
  9849. return i;
  9850. }
  9851. /*
  9852. *
  9853. */
  9854. void skill_init_unit_layout (void)
  9855. {
  9856. int i,j,size,pos = 0;
  9857. malloc_set(skill_unit_layout,0,sizeof(skill_unit_layout));
  9858. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9859. size = i*2+1;
  9860. skill_unit_layout[i].count = size*size;
  9861. for (j=0; j<size*size; j++) {
  9862. skill_unit_layout[i].dx[j] = (j%size-i);
  9863. skill_unit_layout[i].dy[j] = (j/size-i);
  9864. }
  9865. }
  9866. pos = i;
  9867. for (i=0;i<MAX_SKILL_DB;i++) {
  9868. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9869. continue;
  9870. switch (i) {
  9871. case MG_FIREWALL:
  9872. case WZ_ICEWALL:
  9873. break;
  9874. case PR_SANCTUARY:
  9875. {
  9876. static const int dx[] = {
  9877. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9878. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9879. static const int dy[]={
  9880. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9881. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9882. skill_unit_layout[pos].count = 21;
  9883. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9884. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9885. break;
  9886. }
  9887. case PR_MAGNUS:
  9888. {
  9889. static const int dx[] = {
  9890. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9891. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9892. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9893. static const int dy[] = {
  9894. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9895. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9896. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9897. skill_unit_layout[pos].count = 33;
  9898. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9899. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9900. break;
  9901. }
  9902. case AS_VENOMDUST:
  9903. {
  9904. static const int dx[] = {-1, 0, 0, 0, 1};
  9905. static const int dy[] = { 0,-1, 0, 1, 0};
  9906. skill_unit_layout[pos].count = 5;
  9907. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9908. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9909. break;
  9910. }
  9911. case CR_GRANDCROSS:
  9912. case NPC_GRANDDARKNESS:
  9913. {
  9914. static const int dx[] = {
  9915. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9916. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9917. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9918. static const int dy[] = {
  9919. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9920. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9921. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9922. skill_unit_layout[pos].count = 29;
  9923. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9924. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9925. break;
  9926. }
  9927. case PF_FOGWALL:
  9928. {
  9929. static const int dx[] = {
  9930. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9931. static const int dy[] = {
  9932. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9933. skill_unit_layout[pos].count = 15;
  9934. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9935. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9936. break;
  9937. }
  9938. case PA_GOSPEL:
  9939. {
  9940. static const int dx[] = {
  9941. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9942. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9943. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9944. -1, 0, 1};
  9945. static const int dy[] = {
  9946. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9947. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9948. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9949. 3, 3, 3};
  9950. skill_unit_layout[pos].count = 33;
  9951. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9952. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9953. break;
  9954. }
  9955. case NJ_KAENSIN:
  9956. {
  9957. 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};
  9958. 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};
  9959. skill_unit_layout[pos].count = 24;
  9960. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9961. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9962. break;
  9963. }
  9964. case NJ_TATAMIGAESHI:
  9965. {
  9966. //Level 1 (count 4, cross of 3x3)
  9967. static const int dx1[] = {-1, 1, 0, 0};
  9968. static const int dy1[] = { 0, 0,-1, 1};
  9969. //Level 2-3 (count 8, cross of 5x5)
  9970. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9971. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9972. //Level 4-5 (count 12, cross of 7x7
  9973. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9974. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9975. //lv1
  9976. j = 0;
  9977. skill_unit_layout[pos].count = 4;
  9978. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9979. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9980. skill_db[i].unit_layout_type[j] = pos;
  9981. //lv2/3
  9982. j++;
  9983. pos++;
  9984. skill_unit_layout[pos].count = 8;
  9985. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9986. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9987. skill_db[i].unit_layout_type[j] = pos;
  9988. skill_db[i].unit_layout_type[++j] = pos;
  9989. //lv4/5
  9990. j++;
  9991. pos++;
  9992. skill_unit_layout[pos].count = 12;
  9993. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9994. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9995. skill_db[i].unit_layout_type[j] = pos;
  9996. skill_db[i].unit_layout_type[++j] = pos;
  9997. //Fill in the rest using lv 5.
  9998. for (;j<MAX_SKILL_LEVEL;j++)
  9999. skill_db[i].unit_layout_type[j] = pos;
  10000. //Skip, this way the check below will fail and continue to the next skill.
  10001. pos++;
  10002. break;
  10003. }
  10004. default:
  10005. ShowError("unknown unit layout at skill %d\n",i);
  10006. break;
  10007. }
  10008. if (!skill_unit_layout[pos].count)
  10009. continue;
  10010. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10011. skill_db[i].unit_layout_type[j] = pos;
  10012. pos++;
  10013. }
  10014. firewall_unit_pos = pos;
  10015. for (i=0;i<8;i++) {
  10016. if (i&1) {
  10017. skill_unit_layout[pos].count = 5;
  10018. if (i&0x2) {
  10019. int dx[] = {-1,-1, 0, 0, 1};
  10020. int dy[] = { 1, 0, 0,-1,-1};
  10021. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10022. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10023. } else {
  10024. int dx[] = { 1, 1 ,0, 0,-1};
  10025. int dy[] = { 1, 0, 0,-1,-1};
  10026. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10027. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10028. }
  10029. } else {
  10030. skill_unit_layout[pos].count = 3;
  10031. if (i%4==0) {
  10032. int dx[] = {-1, 0, 1};
  10033. int dy[] = { 0, 0, 0};
  10034. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10035. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10036. } else {
  10037. int dx[] = { 0, 0, 0};
  10038. int dy[] = {-1, 0, 1};
  10039. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10040. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10041. }
  10042. }
  10043. pos++;
  10044. }
  10045. icewall_unit_pos = pos;
  10046. for (i=0;i<8;i++) {
  10047. skill_unit_layout[pos].count = 5;
  10048. if (i&1) {
  10049. if (i&0x2) {
  10050. int dx[] = {-2,-1, 0, 1, 2};
  10051. int dy[] = { 2, 1, 0,-1,-2};
  10052. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10053. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10054. } else {
  10055. int dx[] = { 2, 1 ,0,-1,-2};
  10056. int dy[] = { 2, 1, 0,-1,-2};
  10057. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10058. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10059. }
  10060. } else {
  10061. if (i%4==0) {
  10062. int dx[] = {-2,-1, 0, 1, 2};
  10063. int dy[] = { 0, 0, 0, 0, 0};
  10064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10066. } else {
  10067. int dx[] = { 0, 0, 0, 0, 0};
  10068. int dy[] = {-2,-1, 0, 1, 2};
  10069. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10070. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10071. }
  10072. }
  10073. pos++;
  10074. }
  10075. }
  10076. /*==========================================
  10077. * DB reading.
  10078. * skill_db.txt
  10079. * skill_cast_db.txt
  10080. * produce_db.txt
  10081. * create_arrow_db.txt
  10082. * abra_db.txt
  10083. *------------------------------------------
  10084. */
  10085. int skill_readdb (void)
  10086. {
  10087. int i,j,k,l,m;
  10088. FILE *fp;
  10089. char line[1024],path[1024],*p;
  10090. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10091. malloc_set(skill_db,0,sizeof(skill_db));
  10092. sprintf(path, "%s/skill_db.txt", db_path);
  10093. fp=fopen(path,"r");
  10094. if(fp==NULL){
  10095. ShowError("can't read %s\n", path);
  10096. return 1;
  10097. }
  10098. while(fgets(line,1020,fp)){
  10099. char *split[50];
  10100. if(line[0]=='/' && line[1]=='/')
  10101. continue;
  10102. j = skill_split_str(line,split,15);
  10103. if(j < 15 || split[14]==NULL)
  10104. continue;
  10105. i=atoi(split[0]);
  10106. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10107. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10108. continue;
  10109. }
  10110. if (i >= GD_SKILLBASE)
  10111. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10112. if (i >= HM_SKILLBASE) //[orn]
  10113. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10114. if(i<=0 || i>MAX_SKILL_DB)
  10115. continue;
  10116. skill_split_atoi(split[1],skill_db[i].range);
  10117. skill_db[i].hit=atoi(split[2]);
  10118. skill_db[i].inf=atoi(split[3]);
  10119. skill_db[i].pl=atoi(split[4]);
  10120. skill_db[i].nk=atoi(split[5]);
  10121. skill_split_atoi(split[6],skill_db[i].splash);
  10122. skill_db[i].max=atoi(split[7]);
  10123. skill_split_atoi(split[8],skill_db[i].num);
  10124. if(strcmpi(split[9],"yes") == 0)
  10125. skill_db[i].castcancel=1;
  10126. else
  10127. skill_db[i].castcancel=0;
  10128. skill_db[i].cast_def_rate=atoi(split[10]);
  10129. skill_db[i].inf2=atoi(split[11]);
  10130. skill_db[i].maxcount=atoi(split[12]);
  10131. if(strcmpi(split[13],"weapon") == 0)
  10132. skill_db[i].skill_type=BF_WEAPON;
  10133. else if(strcmpi(split[13],"magic") == 0)
  10134. skill_db[i].skill_type=BF_MAGIC;
  10135. else if(strcmpi(split[13],"misc") == 0)
  10136. skill_db[i].skill_type=BF_MISC;
  10137. else
  10138. skill_db[i].skill_type=0;
  10139. skill_split_atoi(split[14],skill_db[i].blewcount);
  10140. for (j = 0; skill_names[j].id != 0; j++)
  10141. if (skill_names[j].id == i) {
  10142. skill_db[i].name = skill_names[j].name;
  10143. skill_db[i].desc = skill_names[j].desc;
  10144. break;
  10145. }
  10146. }
  10147. fclose(fp);
  10148. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10149. sprintf(path, "%s/skill_require_db.txt", db_path);
  10150. fp=fopen(path,"r");
  10151. if(fp==NULL){
  10152. ShowError("can't read %s\n", path);
  10153. return 1;
  10154. }
  10155. while(fgets(line,1020,fp)){
  10156. char *split[50];
  10157. if(line[0]=='/' && line[1]=='/')
  10158. continue;
  10159. j = skill_split_str(line,split,32);
  10160. if(j < 32 || split[31]==NULL)
  10161. continue;
  10162. i=atoi(split[0]);
  10163. if (i >= GD_SKILLBASE)
  10164. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10165. if (i >= HM_SKILLBASE) //[orn]
  10166. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10167. if(i<=0 || i>MAX_SKILL_DB)
  10168. continue;
  10169. skill_split_atoi(split[1],skill_db[i].hp);
  10170. skill_split_atoi(split[2],skill_db[i].mhp);
  10171. skill_split_atoi(split[3],skill_db[i].sp);
  10172. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10173. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10174. skill_split_atoi(split[6],skill_db[i].zeny);
  10175. p = split[7];
  10176. for(j=0;j<32;j++){
  10177. l = atoi(p);
  10178. if (l==99) {
  10179. skill_db[i].weapon = 0xffffffff;
  10180. break;
  10181. }
  10182. else
  10183. skill_db[i].weapon |= 1<<l;
  10184. p=strchr(p,':');
  10185. if(!p)
  10186. break;
  10187. p++;
  10188. }
  10189. p = split[8];
  10190. for(j=0;j<32;j++){
  10191. l = atoi(p);
  10192. if (l)
  10193. skill_db[i].ammo |= 1<<l;
  10194. p=strchr(p,':');
  10195. if(!p)
  10196. break;
  10197. p++;
  10198. }
  10199. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10200. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10201. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10202. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10203. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10204. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10205. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10206. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10207. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10208. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10209. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10210. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10211. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10212. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10213. else skill_db[i].state=ST_NONE;
  10214. skill_split_atoi(split[11],skill_db[i].spiritball);
  10215. for (j = 0; j < 10; j++) {
  10216. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10217. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10218. }
  10219. }
  10220. fclose(fp);
  10221. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10222. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10223. fp=fopen(path,"r");
  10224. if(fp==NULL){
  10225. ShowError("can't read %s\n", path);
  10226. return 1;
  10227. }
  10228. l=0;
  10229. while(fgets(line,1020,fp)){
  10230. char *split[50];
  10231. l++;
  10232. malloc_tsetdword(split,0,sizeof(split)); // [Valaris] thanks to fov
  10233. if(line[0]=='/' && line[1]=='/')
  10234. continue;
  10235. j = skill_split_str(line,split,6);
  10236. if(split[0]==NULL || j<2)
  10237. continue; //Blank line.
  10238. if(split[5]==NULL || j<6) {
  10239. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10240. continue;
  10241. }
  10242. i=atoi(split[0]);
  10243. if (i >= GD_SKILLBASE)
  10244. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10245. if (i >= HM_SKILLBASE) //[orn]
  10246. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10247. if(i<=0 || i>MAX_SKILL_DB)
  10248. continue;
  10249. skill_split_atoi(split[1],skill_db[i].cast);
  10250. skill_split_atoi(split[2],skill_db[i].delay);
  10251. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10252. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10253. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10254. }
  10255. fclose(fp);
  10256. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10257. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10258. fp=fopen(path,"r");
  10259. if (fp==NULL) {
  10260. ShowError("can't read %s\n", path);
  10261. return 1;
  10262. }
  10263. k = 0;
  10264. while (fgets(line,1020,fp)) {
  10265. char *split[50];
  10266. if (line[0]=='/' && line[1]=='/')
  10267. continue;
  10268. j = skill_split_str(line,split,8);
  10269. if (split[7]==NULL || j<8)
  10270. continue;
  10271. i=atoi(split[0]);
  10272. if (i >= GD_SKILLBASE)
  10273. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10274. if (i >= HM_SKILLBASE) //[orn]
  10275. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10276. if(i<=0 || i>MAX_SKILL_DB)
  10277. continue;
  10278. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10279. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10280. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10281. skill_split_atoi(split[4],skill_db[i].unit_range);
  10282. skill_db[i].unit_interval = atoi(split[5]);
  10283. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10284. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10285. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10286. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10287. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10288. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10289. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10290. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10291. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10292. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10293. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10294. skill_db[i].unit_target=BCT_NOENEMY;
  10295. //By default, target just characters.
  10296. skill_db[i].unit_target |= BL_CHAR;
  10297. if (skill_db[i].unit_flag&UF_NOPC)
  10298. skill_db[i].unit_target &= ~BL_PC;
  10299. if (skill_db[i].unit_flag&UF_NOMOB)
  10300. skill_db[i].unit_target &= ~BL_MOB;
  10301. if (skill_db[i].unit_flag&UF_SKILL)
  10302. skill_db[i].unit_target |= BL_SKILL;
  10303. k++;
  10304. }
  10305. fclose(fp);
  10306. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10307. skill_init_unit_layout();
  10308. malloc_set(skill_produce_db,0,sizeof(skill_produce_db));
  10309. for(m=0;m<2;m++){
  10310. sprintf(path, "%s/%s", db_path, filename[m]);
  10311. fp=fopen(path,"r");
  10312. if(fp==NULL){
  10313. if(m>0)
  10314. continue;
  10315. ShowError("can't read %s\n",path);
  10316. return 1;
  10317. }
  10318. k=0;
  10319. while(fgets(line,1020,fp)){
  10320. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10321. int x,y;
  10322. if(line[0]=='/' && line[1]=='/')
  10323. continue;
  10324. malloc_tsetdword(split,0,sizeof(split));
  10325. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10326. if(split[0]==0) //fixed by Lupus
  10327. continue;
  10328. i=atoi(split[0]);
  10329. if(i<=0) continue;
  10330. skill_produce_db[k].nameid=i;
  10331. skill_produce_db[k].itemlv=atoi(split[1]);
  10332. skill_produce_db[k].req_skill=atoi(split[2]);
  10333. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10334. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10335. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10336. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10337. }
  10338. k++;
  10339. if(k >= MAX_SKILL_PRODUCE_DB)
  10340. break;
  10341. }
  10342. fclose(fp);
  10343. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10344. }
  10345. malloc_set(skill_arrow_db,0,sizeof(skill_arrow_db));
  10346. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10347. fp=fopen(path,"r");
  10348. if(fp==NULL){
  10349. ShowError("can't read %s\n", path);
  10350. return 1;
  10351. }
  10352. k=0;
  10353. while(fgets(line,1020,fp)){
  10354. char *split[16];
  10355. int x,y;
  10356. if(line[0]=='/' && line[1]=='/')
  10357. continue;
  10358. malloc_tsetdword(split,0,sizeof(split));
  10359. j = skill_split_str(line,split,13);
  10360. if(split[0]==0) //fixed by Lupus
  10361. continue;
  10362. i=atoi(split[0]);
  10363. if(i<=0)
  10364. continue;
  10365. skill_arrow_db[k].nameid=i;
  10366. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10367. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10368. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10369. }
  10370. k++;
  10371. if(k >= MAX_SKILL_ARROW_DB)
  10372. break;
  10373. }
  10374. fclose(fp);
  10375. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10376. malloc_set(skill_abra_db,0,sizeof(skill_abra_db));
  10377. sprintf(path, "%s/abra_db.txt", db_path);
  10378. fp=fopen(path,"r");
  10379. if(fp==NULL){
  10380. ShowError("can't read %s\n", path);
  10381. return 1;
  10382. }
  10383. k=0;
  10384. while(fgets(line,1020,fp)){
  10385. char *split[16];
  10386. if(line[0]=='/' && line[1]=='/')
  10387. continue;
  10388. malloc_tsetdword(split,0,sizeof(split));
  10389. j = skill_split_str(line,split,13);
  10390. if(split[0]==0) //fixed by Lupus
  10391. continue;
  10392. i=atoi(split[0]);
  10393. if(i<=0)
  10394. continue;
  10395. skill_abra_db[i].req_lv=atoi(split[2]);
  10396. skill_abra_db[i].per=atoi(split[3]);
  10397. k++;
  10398. if(k >= MAX_SKILL_ABRA_DB)
  10399. break;
  10400. }
  10401. fclose(fp);
  10402. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10403. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10404. fp=fopen(path,"r");
  10405. if(fp==NULL){
  10406. ShowError("can't read %s\n", path);
  10407. return 1;
  10408. }
  10409. while(fgets(line,1020,fp)){
  10410. char *split[50];
  10411. if(line[0]=='/' && line[1]=='/')
  10412. continue;
  10413. malloc_tsetdword(split,0,sizeof(split));
  10414. j = skill_split_str(line,split,3);
  10415. if(split[0]==0) //fixed by Lupus
  10416. continue;
  10417. i=atoi(split[0]);
  10418. if (i >= GD_SKILLBASE)
  10419. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10420. if(i<=0 || i>MAX_SKILL_DB)
  10421. continue;
  10422. skill_split_atoi(split[1],skill_db[i].castnodex);
  10423. if (!split[2])
  10424. continue;
  10425. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10426. }
  10427. fclose(fp);
  10428. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10429. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10430. fp=fopen(path,"r");
  10431. if(fp==NULL){
  10432. ShowError("can't read %s\n", path);
  10433. return 1;
  10434. }
  10435. k=0;
  10436. while(fgets(line,1020,fp)){
  10437. char *split[16];
  10438. if(line[0]=='/' && line[1]=='/')
  10439. continue;
  10440. malloc_tsetdword(split,0,sizeof(split));
  10441. j = skill_split_str(line,split,2);
  10442. if(split[0]==0) //fixed by Lupus
  10443. continue;
  10444. i=atoi(split[0]);
  10445. if (i >= GD_SKILLBASE)
  10446. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10447. if(i<=0 || i>MAX_SKILL_DB)
  10448. continue;
  10449. skill_db[i].nocast|=atoi(split[1]);
  10450. k++;
  10451. }
  10452. fclose(fp);
  10453. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10454. return 0;
  10455. }
  10456. /*===============================================
  10457. * For reading leveluseskillspamount.txt [Celest]
  10458. *-----------------------------------------------
  10459. */
  10460. static int skill_read_skillspamount (void)
  10461. {
  10462. char *buf,*p;
  10463. struct skill_db *skill = NULL;
  10464. int s, idx, new_flag=1, level=1, sp=0;
  10465. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10466. if(buf==NULL)
  10467. return -1;
  10468. buf[s]=0;
  10469. for(p=buf;p-buf<s;){
  10470. char buf2[64];
  10471. if (sscanf(p,"%[@]",buf2) == 1) {
  10472. level = 1;
  10473. new_flag = 1;
  10474. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10475. for (idx=0; skill_names[idx].id != 0; idx++) {
  10476. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10477. skill = &skill_db[ skill_names[idx].id ];
  10478. new_flag = 0;
  10479. break;
  10480. }
  10481. }
  10482. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10483. skill->sp[level-1]=sp;
  10484. level++;
  10485. }
  10486. p=strchr(p,10);
  10487. if(!p) break;
  10488. p++;
  10489. }
  10490. aFree(buf);
  10491. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10492. return 0;
  10493. }
  10494. void skill_reload (void)
  10495. {
  10496. skill_readdb();
  10497. if (battle_config.skill_sp_override_grffile)
  10498. skill_read_skillspamount();
  10499. }
  10500. /*==========================================
  10501. *
  10502. *------------------------------------------
  10503. */
  10504. int do_init_skill (void)
  10505. {
  10506. skill_readdb();
  10507. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10508. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10509. if (battle_config.skill_sp_override_grffile)
  10510. skill_read_skillspamount();
  10511. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10512. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10513. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10514. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10515. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10516. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10517. return 0;
  10518. }
  10519. int do_final_skill(void)
  10520. {
  10521. ers_destroy(skill_unit_ers);
  10522. ers_destroy(skill_timer_ers);
  10523. return 0;
  10524. }