skill.c 363 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "clif.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "npc.h"
  20. #include "battle.h"
  21. #include "party.h"
  22. #include "itemdb.h"
  23. #include "script.h"
  24. #include "intif.h"
  25. #include "log.h"
  26. #include "chrif.h"
  27. #include "guild.h"
  28. #include "date.h"
  29. #include "unit.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <time.h>
  34. #define SKILLUNITTIMER_INTERVAL 100
  35. //Guild Skills are shifted to these to make them stick into the skill array.
  36. #define GD_SKILLRANGEMIN 900
  37. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  38. #define HM_SKILLRANGEMIN 800
  39. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  40. const struct skill_name_db skill_names[] = {
  41. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow Repel" } ,
  42. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve Concentration" } ,
  43. { AC_DOUBLE, "AC_DOUBLE", "Double Strafe" } ,
  44. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow Crafting" } ,
  45. { AC_OWL, "AC_OWL", "Owl's Eye" } ,
  46. { AC_SHOWER, "AC_SHOWER", "Arrow Shower" } ,
  47. { AC_VULTURE, "AC_VULTURE", "Vulture's Eye" } ,
  48. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  49. { ALL_INCCARRY, "ALL_INCCARRY", "Enlarge Weight Limit R" } ,
  50. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  51. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  52. { AL_CRUCIS, "AL_CRUCIS", "Signum Crusis" } ,
  53. { AL_CURE, "AL_CURE", "Cure" } ,
  54. { AL_DECAGI, "AL_DECAGI", "Decrease AGI" } ,
  55. { AL_DEMONBANE, "AL_DEMONBANE", "Demon Bane" } ,
  56. { AL_DP, "AL_DP", "Divine Protection" } ,
  57. { AL_HEAL, "AL_HEAL", "Heal" } ,
  58. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy Light" } ,
  59. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua Benedicta" } ,
  60. { AL_INCAGI, "AL_INCAGI", "Increase AGI" } ,
  61. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  62. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  63. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  64. { AL_WARP, "AL_WARP", "Warp Portal" } ,
  65. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid Terror" } ,
  66. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe Mastery" } ,
  67. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid Berserk Potion" } ,
  68. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  69. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call Homunculus" } ,
  70. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon Flora" } ,
  71. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic Armor" } ,
  72. { AM_CP_HELM, "AM_CP_HELM", "Biochemical Helm" } ,
  73. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized Shield" } ,
  74. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical Weapon" } ,
  75. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  76. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  77. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion Research" } ,
  78. { AM_PHARMACY, "AM_PHARMACY", "Prepare Potion" } ,
  79. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid Potion" } ,
  80. { AM_REST, "AM_REST", "Vaporize" } ,
  81. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus Resurrection" } ,
  82. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon Marine Sphere" } ,
  83. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight Pharmacy 1" } ,
  84. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight Pharmacy 2" } ,
  85. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight Pharmacy 3" } ,
  86. { ASC_BREAKER, "ASC_BREAKER", "Soul Destroyer" } ,
  87. { ASC_CDP, "ASC_CDP", "Create Deadly Poison" } ,
  88. { ASC_EDP, "ASC_EDP", "Enchant Deadly Poison" } ,
  89. { ASC_KATAR, "ASC_KATAR", "Advanced Katar Mastery" } ,
  90. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor Assault" } ,
  91. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  92. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant Poison" } ,
  93. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  94. { AS_KATAR, "AS_KATAR", "Katar Mastery" } ,
  95. { AS_LEFT, "AS_LEFT", "Lefthand Mastery" } ,
  96. { AS_POISONREACT, "AS_POISONREACT", "Poison React" } ,
  97. { AS_RIGHT, "AS_RIGHT", "Righthand Mastery" } ,
  98. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic Acceleration" } ,
  99. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic Blow" } ,
  100. { AS_SPLASHER, "AS_SPLASHER", "Venom Splasher" } ,
  101. { AS_VENOMDUST, "AS_VENOMDUST", "Venom Dust" } ,
  102. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw Venom Knife" } ,
  103. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song of Lutie" } ,
  104. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive Riff" } ,
  105. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained Serenade" } ,
  106. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring Octave" } ,
  107. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music Lessons" } ,
  108. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody Strike" } ,
  109. { BA_PANGVOICE, "BA_PANGVOICE", "Pang Voice" } ,
  110. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic Strings" } ,
  111. { BA_WHISTLE, "BA_WHISTLE", "Perfect Tablature" } ,
  112. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  113. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle Theme" } ,
  114. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  115. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down Tempo" } ,
  116. { BD_INTOABYSS, "BD_INTOABYSS", "Power Cord" } ,
  117. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  118. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental Sensing" } ,
  119. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic Lick" } ,
  120. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical Pluck" } ,
  121. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic Rhythm" } ,
  122. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline Rush" } ,
  123. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced Adrenaline Rush" } ,
  124. { BS_AXE, "BS_AXE", "Smith Axe" } ,
  125. { BS_DAGGER, "BS_DAGGER", "Smith Dagger" } ,
  126. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone Craft" } ,
  127. { BS_FINDINGORE, "BS_FINDINGORE", "Ore Discovery" } ,
  128. { BS_GREED, "BS_GREED", "Greed" } ,
  129. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer Fall" } ,
  130. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt Binding" } ,
  131. { BS_IRON, "BS_IRON", "Iron Tempering" } ,
  132. { BS_KNUCKLE, "BS_KNUCKLE", "Smith Knucklebrace" } ,
  133. { BS_MACE, "BS_MACE", "Smith Mace" } ,
  134. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power Maximize" } ,
  135. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon Research" } ,
  136. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  137. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon Repair" } ,
  138. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin Tempering" } ,
  139. { BS_SPEAR, "BS_SPEAR", "Smith Spear" } ,
  140. { BS_STEEL, "BS_STEEL", "Steel Tempering" } ,
  141. { BS_SWORD, "BS_SWORD", "Smith Sword" } ,
  142. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith Two-handed Sword" } ,
  143. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair Trick" } ,
  144. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon Perfection" } ,
  145. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry Research" } ,
  146. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan Arrow" } ,
  147. { CG_HERMODE, "CG_HERMODE", "Wand of Hermode" } ,
  148. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing for Freedom" } ,
  149. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette Control" } ,
  150. { CG_MOONLIT, "CG_MOONLIT", "Sheltering Bliss" } ,
  151. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot Card of Fate" } ,
  152. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain Crush Combo" } ,
  153. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging Palm Strike" } ,
  154. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  155. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier Fist" } ,
  156. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid Demonstration" } ,
  157. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  158. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  159. { CR_CULTIVATION, "CR_CULTIVATION", "Plant Cultivation" } ,
  160. { CR_DEFENDER, "CR_DEFENDER", "Defending Aura" } ,
  161. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  162. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full Protection" } ,
  163. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand Cross" } ,
  164. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy Cross" } ,
  165. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant Souls" } ,
  166. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield Reflect" } ,
  167. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield Boomerang" } ,
  168. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  169. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  170. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim Pitcher" } ,
  171. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear Quicken" } ,
  172. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion Synthesis" } ,
  173. { CR_TRUST, "CR_TRUST", "Faith" } ,
  174. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance Lessons" } ,
  175. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow Grace" } ,
  176. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady Luck" } ,
  177. { DC_HUMMING, "DC_HUMMING", "Focus Ballet" } ,
  178. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  179. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's Kiss" } ,
  180. { DC_THROWARROW, "DC_THROWARROW", "Slinging Arrow" } ,
  181. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip Shaker" } ,
  182. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy Wink" } ,
  183. { GD_APPROVAL, "GD_APPROVAL", "Official Guild Approval" } ,
  184. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle Command" } ,
  185. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent Development" } ,
  186. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent Call" } ,
  187. { GD_EXTENSION, "GD_EXTENSION", "Guild Extension" } ,
  188. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory of Guild" } ,
  189. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious Wounds" } ,
  190. { GD_GUARDUP, "GD_GUARDUP", "Strengthen Guardian" } ,
  191. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp Gaze" } ,
  192. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract with Kafra" } ,
  193. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great Leadership" } ,
  194. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  195. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  196. { GD_SOULCOLD, "GD_SOULCOLD", "Cold Heart" } ,
  197. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  198. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls Eye" } ,
  199. { GS_CHAINACTION, "GS_CHAINACTION", "Chain Action" } ,
  200. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  201. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  202. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  203. { GS_DUST, "GS_DUST", "Dust" } ,
  204. { GS_FLING, "GS_FLING", "Fling" } ,
  205. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full Buster" } ,
  206. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling Fever" } ,
  207. { GS_GLITTERING, "GS_GLITTERING", "Flip the Coin" } ,
  208. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground Drift" } ,
  209. { GS_INCREASING, "GS_INCREASING", "Increasing Accuracy" } ,
  210. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness Canceler" } ,
  211. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical Bullet" } ,
  212. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing Shot" } ,
  213. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid Shower" } ,
  214. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single Action" } ,
  215. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake Eye" } ,
  216. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread Attack" } ,
  217. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  218. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple Action" } ,
  219. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  220. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  221. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana Recharge" } ,
  222. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  223. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle Snare" } ,
  224. { HT_BEASTBANE, "HT_BEASTBANE", "Beast Bane" } ,
  225. { HT_BLASTMINE, "HT_BLASTMINE", "Blast Mine" } ,
  226. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz Beat" } ,
  227. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore Trap" } ,
  228. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  229. { HT_FALCON, "HT_FALCON", "Falconry Mastery" } ,
  230. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  231. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing Trap" } ,
  232. { HT_LANDMINE, "HT_LANDMINE", "Land Mine" } ,
  233. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic Arrow" } ,
  234. { HT_POWER, "HT_POWER", "Beast Strafing" } ,
  235. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove Trap" } ,
  236. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  237. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave Trap" } ,
  238. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid Trap" } ,
  239. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring Trap" } ,
  240. { HT_STEELCROW, "HT_STEELCROW", "Steel Crow" } ,
  241. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie Box" } ,
  242. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  243. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation Field" } ,
  244. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave Crasher" } ,
  245. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical Amplification" } ,
  246. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm Vulcan" } ,
  247. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul Drain" } ,
  248. { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" },
  249. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk Throwing" } ,
  250. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter Attack" } ,
  251. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling Bash" } ,
  252. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish Spear" } ,
  253. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier Mastery" } ,
  254. { KN_CHARGEATK, "KN_CHARGEATK", "Charge Attack" } ,
  255. { KN_ONEHAND, "KN_ONEHAND", "Onehand Quicken" } ,
  256. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  257. { KN_RIDING, "KN_RIDING", "Peco Peco Ride" } ,
  258. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear Boomerang" } ,
  259. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear Mastery" } ,
  260. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear Stab" } ,
  261. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand Quicken" } ,
  262. { LK_AURABLADE, "LK_AURABLADE", "Aura Blade" } ,
  263. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  264. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear Dynamo" } ,
  265. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic Blow" } ,
  266. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital Strike" } ,
  267. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  268. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing Spiral" } ,
  269. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  270. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart Revolution" } ,
  271. { MC_CHANGECART, "MC_CHANGECART", "Change Cart" } ,
  272. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  273. { MC_IDENTIFY, "MC_IDENTIFY", "Item Appraisal" } ,
  274. { MC_INCCARRY, "MC_INCCARRY", "Enlarge Weight Limit" } ,
  275. { MC_LOUD, "MC_LOUD", "Crazy Uproar" } ,
  276. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  277. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  278. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  279. { MC_VENDING, "MC_VENDING", "Vending" } ,
  280. { MG_COLDBOLT, "MG_COLDBOLT", "Cold Bolt" } ,
  281. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy Coat" } ,
  282. { MG_FIREBALL, "MG_FIREBALL", "Fire Ball" } ,
  283. { MG_FIREBOLT, "MG_FIREBOLT", "Fire Bolt" } ,
  284. { MG_FIREWALL, "MG_FIREWALL", "Fire Wall" } ,
  285. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost Diver" } ,
  286. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening Bolt" } ,
  287. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm Beat" } ,
  288. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety Wall" } ,
  289. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  290. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul Strike" } ,
  291. { MG_SRECOVERY, "MG_SRECOVERY", "Increase SP Recovery" } ,
  292. { MG_STONECURSE, "MG_STONECURSE", "Stone Curse" } ,
  293. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  294. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual Sphere Absorption" } ,
  295. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki Explosion" } ,
  296. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  297. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  298. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon Spirit Sphere" } ,
  299. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging Quadruple Blow" } ,
  300. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging Thrust" } ,
  301. { MO_DODGE, "MO_DODGE", "Flee" } ,
  302. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  303. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine Fist" } ,
  304. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw Spirit Sphere" } ,
  305. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult Impaction" } ,
  306. { MO_IRONHAND, "MO_IRONHAND", "Iron Fists" } ,
  307. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki Translation" } ,
  308. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual Cadence" } ,
  309. { MO_STEELBODY, "MO_STEELBODY", "Mental Strength" } ,
  310. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging Trifecta Blow" } ,
  311. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "Raging Fire Dragon" } ,
  312. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "Mirror Image" } ,
  313. { NJ_HUUJIN, "NJ_HUUJIN", "Wind Blade" } ,
  314. { NJ_HUUMA, "NJ_HUUMA", "Throw Huuma Shuriken" } ,
  315. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "Spear of Ice" } ,
  316. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "Ice Meteor" } ,
  317. { NJ_ISSEN, "NJ_ISSEN", "Final Strike" } ,
  318. { NJ_KAENSIN, "NJ_KAENSIN", "Crimson Fire Formation" } ,
  319. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "Kamaitachi" } ,
  320. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "Vanishing Slash" } ,
  321. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "Shadow Slash" } ,
  322. { NJ_KOUENKA, "NJ_KOUENKA", "Crimson Fire Petal" } ,
  323. { NJ_KUNAI, "NJ_KUNAI", "Throw Kunai" } ,
  324. { NJ_NEN, "NJ_NEN", "Soul" } ,
  325. { NJ_NINPOU, "NJ_NINPOU", "Spirit of the Blade" } ,
  326. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "Lightning Strike of Destruction" } ,
  327. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "Shadow Leap" } ,
  328. { NJ_SUITON, "NJ_SUITON", "Hidden Water" } ,
  329. { NJ_SYURIKEN, "NJ_SYURIKEN", "Throw Shuriken" } ,
  330. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "Improvised Defense" } ,
  331. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "Shuriken Training" } ,
  332. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "Cicada Skin Sheeding" } ,
  333. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "Zeny Nage" } ,
  334. { NPC_ACIDBREATH, "NPC_ACIDBREATH", "Acid Breath" } ,
  335. { NPC_AGIUP, "NPC_AGIUP", "Agility UP" } ,
  336. { NPC_ANTIMAGIC, "NPC_ANTIMAGIC", "Anti Magic" } ,
  337. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "Attribute Change" } ,
  338. { NPC_BARRIER, "NPC_BARRIER", "Barrier" } ,
  339. { NPC_BLEEDING, "NPC_BLEEDING", "Bleeding" } ,
  340. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "Blind Attack" } ,
  341. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "Blood Drain" } ,
  342. { NPC_ARMORBRAKE, "NPC_ARMORBRAKE", "Break Armor" } ,
  343. { NPC_HELMBRAKE, "NPC_HELMBRAKE", "Break Helm" } ,
  344. { NPC_SHIELDBRAKE, "NPC_SHIELDBRAKE", "Break Shield" } ,
  345. { NPC_WEAPONBRAKER, "NPC_WEAPONBRAKER", "Break Weapon" } ,
  346. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "Recall Slaves" } ,
  347. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "Darkness Change" } ,
  348. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "Fire Change" } ,
  349. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "Earth Change" } ,
  350. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "Holy Change" } ,
  351. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "Poison Change" } ,
  352. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "Ghost Change" } ,
  353. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "Undead Change" } ,
  354. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "Water Change" } ,
  355. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "Wind Change" } ,
  356. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "Combo Attack" } ,
  357. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "Critical Slash" } ,
  358. { NPC_CRITICALWOUND, "NPC_CRITICALWOUND", "Critical Wounds" } ,
  359. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "Curse Attack" } ,
  360. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "Dark Blessing" } ,
  361. { NPC_DARKBREATH, "NPC_DARKBREATH", "Dark Breath" } ,
  362. { NPC_DARKCROSS, "NPC_DARKCROSS", "Dark Cross" } ,
  363. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "Shadow Attack" } ,
  364. { NPC_DARKNESSBREATH, "NPC_DARKNESSBREATH", "Darkness Breath" } ,
  365. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "DarkStrike" } ,
  366. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "DarkThunder" } ,
  367. { NPC_DEFENDER, "NPC_DEFENDER", "Defender" } ,
  368. { NPC_DRAGONFEAR, "NPC_DRAGONFEAR", "Dragon Fear" } ,
  369. { NPC_EARTHQUAKE, "NPC_EARTHQUAKE", "Earthquake" } ,
  370. { NPC_EMOTION, "NPC_EMOTION", "Emotion" } ,
  371. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "Emotion ON" } ,
  372. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "Energy Drain" } ,
  373. { NPC_EVILLAND, "NPC_EVILLAND", "Evil Land" } ,
  374. { NPC_EXPULSION, "NPC_EXPULSION", "Expulsion" } ,
  375. { NPC_FIREATTACK, "NPC_FIREATTACK", "Fire Attack" } ,
  376. { NPC_FIREBREATH, "NPC_FIREBREATH", "Fire Breath" } ,
  377. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "Grand Dark Cross" } ,
  378. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "Earth Attack" } ,
  379. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "Guided Attack" } ,
  380. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "Hallucination" } ,
  381. { NPC_HELLJUDGEMENT, "NPC_HELLJUDGEMENT", "Hell's Judgement" } ,
  382. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "Holy Attack" } ,
  383. { NPC_ICEBREATH, "NPC_ICEBREATH", "Ice Breath" } ,
  384. { NPC_INVISIBLE, "NPC_INVISIBLE", "Invisible" } ,
  385. { NPC_KEEPING, "NPC_KEEPING", "Keeping" } ,
  386. { NPC_LICK, "NPC_LICK", "Lick" } ,
  387. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "Magical Attack" } ,
  388. { NPC_MAGICMIRROR, "NPC_MAGICMIRROR", "Magic Mirror" } ,
  389. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "Mental Breaker" } ,
  390. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "Metamorphosis" } ,
  391. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "Petrify Attack" } ,
  392. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "Piercing Attack" } ,
  393. { NPC_POISON, "NPC_POISON", "Poisoning" } ,
  394. { NPC_POISONATTACK, "NPC_POISONATTACK", "Poison Attack" } ,
  395. { NPC_POWERUP, "NPC_POWERUP", "Power Up" } ,
  396. { NPC_PROVOCATION, "NPC_PROVOCATION", "Provocation" } ,
  397. { NPC_PULSESTRIKE, "NPC_PULSESTRIKE", "Pulse Strike" } ,
  398. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "Random Attack" } ,
  399. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "Random Move" } ,
  400. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "Ranged attack" } ,
  401. { NPC_REBIRTH, "NPC_REBIRTH", "Rebirth" } ,
  402. { NPC_REVENGE, "NPC_REVENGE", "Revenge" } ,
  403. { NPC_RUN, "NPC_RUN", "Run" } ,
  404. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Self Destruction" } ,
  405. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "Siege Mode" } ,
  406. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "Silence Attack" } ,
  407. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "Sleep Attack" } ,
  408. { NPC_SLOWCAST, "NPC_SLOWCAST", "Slow Cast" } ,
  409. { NPC_SMOKING, "NPC_SMOKING", "Smoking" } ,
  410. { NPC_SPEEDUP, "NPC_SPEEDUP", "Speed UP" } ,
  411. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "Splash Attack" } ,
  412. { NPC_STONESKIN, "NPC_STONESKIN", "Stone Skin" } ,
  413. { NPC_STOP, "NPC_STOP", "Stop" } ,
  414. { NPC_STUNATTACK, "NPC_STUNATTACK", "Stun Attack" } ,
  415. { NPC_SUICIDE, "NPC_SUICIDE", "Suicide" } ,
  416. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "Summon Monster" } ,
  417. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "Summon :Slave" } ,
  418. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "Ghost Attack" } ,
  419. { NPC_THUNDERBREATH, "NPC_THUNDERBREATH", "Thunder Breath" } ,
  420. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "Transformation" } ,
  421. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "Undead Attack" } ,
  422. { NPC_VAMPIRE_GIFT, "NPC_VAMPIRE_GIFT", "Vampire Gift" } ,
  423. { NPC_WATERATTACK, "NPC_WATERATTACK", "Water Attack" } ,
  424. { NPC_WIDEBLEEDING, "NPC_WIDEBLEEDING", "Wide Bleeding" } ,
  425. { NPC_WIDECONFUSE, "NPC_WIDECONFUSE", "Wide Confusion" } ,
  426. { NPC_WIDECURSE, "NPC_WIDECURSE", "Wide Curse" } ,
  427. { NPC_WIDEFREEZE, "NPC_WIDEFREEZE", "Wide Freeze" } ,
  428. { NPC_WIDESLEEP, "NPC_WIDESLEEP", "Wide Sleep" } ,
  429. { NPC_WIDESIGHT, "NPC_WIDESIGHT", "Wide Sight" } ,
  430. { NPC_WIDESILENCE, "NPC_WIDESILENCE", "Wide Silence" } ,
  431. { NPC_WIDESOULDRAIN, "NPC_WIDESOULDRAIN", "Wide Soul Drain" } ,
  432. { NPC_WIDESTONE, "NPC_WIDESTONE", "Wide Petrify" } ,
  433. { NPC_WIDESTUN, "NPC_WIDESTUN", "Wide Stun" } ,
  434. { NPC_WINDATTACK, "NPC_WINDATTACK", "Wind Attack" } ,
  435. { NV_BASIC, "NV_BASIC", "Basic Skill" } ,
  436. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  437. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play Dead" } ,
  438. { PA_GOSPEL, "PA_GOSPEL", "Battle Chant" } ,
  439. { PA_PRESSURE, "PA_PRESSURE", "Gloria Domini" } ,
  440. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's Reckoning" } ,
  441. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield Chain" } ,
  442. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double Casting" } ,
  443. { PF_FOGWALL, "PF_FOGWALL", "Blinding Mist" } ,
  444. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  445. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  446. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind Breaker" } ,
  447. { PF_SOULBURN, "PF_SOULBURN", "Soul Siphon" } ,
  448. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul Exhale" } ,
  449. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber Lock" } ,
  450. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  451. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S. Sacramenti" } ,
  452. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  453. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio Manus" } ,
  454. { PR_KYRIE, "PR_KYRIE", "Kyrie Eleison" } ,
  455. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex Aeterna" } ,
  456. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex Divina" } ,
  457. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace Mastery" } ,
  458. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  459. { PR_MAGNUS, "PR_MAGNUS", "Magnus Exorcismus" } ,
  460. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  461. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  462. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow Poison" } ,
  463. { PR_STRECOVERY, "PR_STRECOVERY", "Status Recovery" } ,
  464. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  465. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn Undead" } ,
  466. { RG_BACKSTAP, "RG_BACKSTAP", "Back Stab" } ,
  467. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  468. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close Confine"} ,
  469. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  470. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  471. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  472. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  473. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  474. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  475. { RG_RAID, "RG_RAID", "Sightless Mind" } ,
  476. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  477. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  478. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest Armor" } ,
  479. { RG_STRIPHELM, "RG_STRIPHELM", "Divest Helm" } ,
  480. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest Shield" } ,
  481. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest Weapon" } ,
  482. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  483. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  484. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced Book" } ,
  485. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  486. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast Cancel" } ,
  487. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class Change" } ,
  488. { SA_COMA, "SA_COMA", "Coma" } ,
  489. { SA_CREATECON, "SA_CREATECON", "Create Elemental Converter" } ,
  490. { SA_DEATH, "SA_DEATH", "Grim Reaper" } ,
  491. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  492. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  493. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  494. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental Change Fire" } ,
  495. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental Change Earth" } ,
  496. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental Change Water" } ,
  497. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental Change Wind" } ,
  498. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow Blaze" } ,
  499. { SA_FORTUNE, "SA_FORTUNE", "Gold Digger" } ,
  500. { SA_FREECAST, "SA_FREECAST", "Free Cast" } ,
  501. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow Tsunami" } ,
  502. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  503. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  504. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  505. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic Earth" } ,
  506. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  507. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow Tornado" } ,
  508. { SA_MAGICROD, "SA_MAGICROD", "Magic Rod" } ,
  509. { SA_MONOCELL, "SA_MONOCELL", "Mono Cell" } ,
  510. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  511. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus Morph" } ,
  512. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow Quake" } ,
  513. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell Breaker" } ,
  514. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster Chant" } ,
  515. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly Hypnosis" } ,
  516. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  517. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  518. { SG_DEVIL, "SG_DEVIL", "Devil of the Sun, Moon and Stars" } ,
  519. { SG_FEEL, "SG_FEEL", "Feeling of the Sun, Moon and Star" } ,
  520. { SG_FRIEND, "SG_FRIEND", "Companion of the Sun and Moon" } ,
  521. { SG_FUSION, "SG_FUSION", "Union of the Sun, Moon and Stars" } ,
  522. { SG_HATE, "SG_HATE", "Hatred of the Sun, Moon and Stars" } ,
  523. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge of the Sun, Moon and Stars" } ,
  524. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury of the Moon" } ,
  525. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless of the Moon" } ,
  526. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort of the Moon" } ,
  527. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth of the Moon" } ,
  528. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury of the Stars" } ,
  529. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless of the Stars" } ,
  530. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort of the Stars" } ,
  531. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth of the Stars" } ,
  532. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury of the Sun" } ,
  533. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless of the Sun" } ,
  534. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort of the Sun" } ,
  535. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth of the Sun" } ,
  536. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit of Alchemist" } ,
  537. { SL_ASSASIN, "SL_ASSASIN", "Spirit of Assassin" } ,
  538. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit of Bard and Dancer" } ,
  539. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit of Blacksmith" } ,
  540. { SL_CRUSADER, "SL_CRUSADER", "Spirit of Crusader" } ,
  541. { SL_HIGH, "SL_HIGH", "Spirit of Advanced 1st Class" } ,
  542. { SL_HUNTER, "SL_HUNTER", "Spirit of Hunter" } ,
  543. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  544. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  545. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  546. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  547. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  548. { SL_KNIGHT, "SL_KNIGHT", "Spirit of Knight" } ,
  549. { SL_MONK, "SL_MONK", "Spirit of Monk" } ,
  550. { SL_PRIEST, "SL_PRIEST", "Spirit of Priest" } ,
  551. { SL_ROGUE, "SL_ROGUE", "Spirit of Rogue" } ,
  552. { SL_SAGE, "SL_SAGE", "Spirit of Sage" } ,
  553. { SL_SKA, "SL_SKA", "Eska" } ,
  554. { SL_SKE, "SL_SKE", "Eske" } ,
  555. { SL_SMA, "SL_SMA", "Esma" } ,
  556. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit of Soul Linker" } ,
  557. { SL_STAR, "SL_STAR", "Spirit of Stars" } ,
  558. { SL_STIN, "SL_STIN", "Estin" } ,
  559. { SL_STUN, "SL_STUN", "Estun" } ,
  560. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit of Super Novice" } ,
  561. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  562. { SL_WIZARD, "SL_WIZARD", "Spirit of Wizard" } ,
  563. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  564. { SM_BASH, "SM_BASH", "Bash" } ,
  565. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  566. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal Blow" } ,
  567. { SM_MAGNUM, "SM_MAGNUM", "Magnum Break" } ,
  568. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP Recovery While Moving" } ,
  569. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  570. { SM_RECOVERY, "SM_RECOVERY", "Increase HP Recovery" } ,
  571. { SM_SWORD, "SM_SWORD", "Sword Mastery" } ,
  572. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed Sword Mastery" } ,
  573. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon Assault" } ,
  574. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused Arrow Strike" } ,
  575. { SN_SIGHT, "SN_SIGHT", "Falcon Eyes" } ,
  576. { SN_WINDWALK, "SN_WINDWALK", "Wind Walker" } ,
  577. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  578. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full Divestment" } ,
  579. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  580. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter Instinct" } ,
  581. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back Slide" } ,
  582. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  583. { TF_DOUBLE, "TF_DOUBLE", "Double Attack" } ,
  584. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  585. { TF_MISS, "TF_MISS", "Improve Dodge" } ,
  586. { TF_PICKSTONE, "TF_PICKSTONE", "Find Stone" } ,
  587. { TF_POISON, "TF_POISON", "Envenom" } ,
  588. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand Attack" } ,
  589. { TF_STEAL, "TF_STEAL", "Steal" } ,
  590. { TF_THROWSTONE, "TF_THROWSTONE", "Stone Fling" } ,
  591. { TK_COUNTER, "TK_COUNTER", "Spin Kick" } ,
  592. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  593. { TK_DOWNKICK, "TK_DOWNKICK", "Heel Drop" } ,
  594. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon Jump" } ,
  595. { TK_HPTIME, "TK_HPTIME", "Peaceful Break" } ,
  596. { TK_JUMPKICK, "TK_JUMPKICK", "Flying Kick" } ,
  597. { TK_MISSION, "TK_MISSION", "Mission" } ,
  598. { TK_POWER, "TK_POWER", "Kihop" } ,
  599. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin Kick Stance" } ,
  600. { TK_READYDOWN, "TK_READYDOWN", "Heel Drop Stance" } ,
  601. { TK_READYSTORM, "TK_READYSTORM", "Tornado Stance" } ,
  602. { TK_READYTURN, "TK_READYTURN", "Roundhouse Stance" } ,
  603. { TK_RUN, "TK_RUN", "Sprint" } ,
  604. { TK_SEVENWIND, "TK_SEVENWIND", "Mild Wind" } ,
  605. { TK_SPTIME, "TK_SPTIME", "Happy Break" } ,
  606. { TK_STORMKICK, "TK_STORMKICK", "Storm Kick" } ,
  607. { TK_TURNKICK, "TK_TURNKICK", "Turn Kick" } ,
  608. { WE_BABY, "WE_BABY", "Mom, Dad, I love you!" } ,
  609. { WE_CALLBABY, "WE_CALLBABY", "Come to me, honey~" } ,
  610. { WE_CALLPARENT, "WE_CALLPARENT", "Mom, Dad, I miss you!" } ,
  611. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic Rendezvous" } ,
  612. { WE_FEMALE, "WE_FEMALE", "Loving Touch" } ,
  613. { WE_MALE, "WE_MALE", "Undying Love" } ,
  614. { WS_CARTBOOST, "WS_CARTBOOST", "Cart Boost" } ,
  615. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart Termination" } ,
  616. { WS_CREATECOIN, "WS_CREATECOIN", "Coin Craft" } ,
  617. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget Craft" } ,
  618. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering Strike" } ,
  619. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max Power-Thust" } ,
  620. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto Attacking Machine Craft" } ,
  621. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon Refine" } ,
  622. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth Spike" } ,
  623. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  624. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire Pillar" } ,
  625. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost Nova" } ,
  626. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's Drive" } ,
  627. { WZ_ICEWALL, "WZ_ICEWALL", "Ice Wall" } ,
  628. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel Thunder" } ,
  629. { WZ_METEOR, "WZ_METEOR", "Meteor Storm" } ,
  630. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  631. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight Blaster" } ,
  632. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  633. { WZ_STORMGUST, "WZ_STORMGUST", "Storm Gust" } ,
  634. { WZ_VERMILION, "WZ_VERMILION", "Lord of Vermilion" } ,
  635. { WZ_WATERBALL, "WZ_WATERBALL", "Water Ball" } ,
  636. //[blackhole89]
  637. { HLIF_HEAL, "HLIF_HEAL", "Healing Touch" },
  638. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  639. { HLIF_BRAIN, "HLIF_BRAIN", "Brain Surgery" },
  640. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  641. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  642. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  643. { HAMI_SKIN, "HAMI_SKIN", "Adamantium Skin" },
  644. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  645. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  646. { HFLI_FLEET, "HFLI_FLEET", "Fleeting Move" },
  647. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  648. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  649. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  650. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction of Chaos" },
  651. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  652. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio Explosion" },
  653. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  654. };
  655. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  656. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  657. struct s_skill_db skill_db[MAX_SKILL_DB];
  658. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  659. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  660. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  661. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  662. int firewall_unit_pos;
  663. int icewall_unit_pos;
  664. //Since only mob-casted splash skills can hit ice-walls
  665. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  666. // macros to check for out of bounds errors [celest]
  667. // i: Skill ID, l: Skill Level, var: Value to return after checking
  668. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  669. // for values that might need to use a different function just skill_chk would suffice.
  670. #define skill_chk(i, l) \
  671. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  672. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  673. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  674. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  675. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  676. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  677. #define skill_get(var, i, l) \
  678. { skill_chk(i, l); return var; }
  679. // Skill DB
  680. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  681. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  682. int skill_get_pl( int id , int lv ){ skill_get (skill_db[id].pl[lv-1], id, lv); }
  683. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  684. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  685. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  686. 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); }
  687. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  688. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  689. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  690. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  691. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  692. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  693. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  694. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  695. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  696. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  697. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  698. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  699. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  700. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  701. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  702. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  703. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  704. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  705. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  706. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  707. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  708. int skill_get_maxcount( int id ,int lv ){ skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  709. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  710. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  711. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  712. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  713. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  714. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  715. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  716. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  717. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  718. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  719. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  720. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  721. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  722. const char* skill_get_name( int id ){
  723. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  724. return "UNKNOWN_SKILL";
  725. if (id >= GD_SKILLBASE)
  726. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  727. if (id >= HM_SKILLBASE) //[orn]
  728. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  729. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  730. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  731. return skill_db[id].name;
  732. }
  733. const char* skill_get_desc( int id ){
  734. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  735. return "Unknown Skill";
  736. if (id >= GD_SKILLBASE)
  737. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  738. if (id >= HM_SKILLBASE) //[orn]
  739. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  740. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].desc==NULL)
  741. return "Unknown Skill"; //Can't use skill_chk because we return a string.
  742. return skill_db[id].desc;
  743. }
  744. int skill_tree_get_max(int id, int b_class)
  745. {
  746. int i, skillid;
  747. b_class = pc_class2idx(b_class);
  748. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  749. if (id == skillid) return skill_tree[b_class][i].max;
  750. return skill_get_max (id);
  751. }
  752. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  753. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  754. int status_change_timer_sub(struct block_list *bl, va_list ap);
  755. int skill_attack_area(struct block_list *bl,va_list ap);
  756. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  757. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  758. int skill_greed(struct block_list *bl, va_list ap);
  759. int skill_cell_overlap(struct block_list *bl, va_list ap);
  760. int skill_ganbatein(struct block_list *bl, va_list ap);
  761. int skill_trap_splash(struct block_list *bl, va_list ap);
  762. int skill_count_target(struct block_list *bl, va_list ap);
  763. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  764. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  765. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  766. static int skill_unit_effect(struct block_list *bl,va_list ap);
  767. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  768. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  769. int skill_get_casttype (int id)
  770. {
  771. int inf = skill_get_inf(id);
  772. if (inf&(INF_GROUND_SKILL))
  773. return CAST_GROUND;
  774. if (inf&INF_SUPPORT_SKILL)
  775. return CAST_NODAMAGE;
  776. if (inf&INF_SELF_SKILL) {
  777. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  778. return CAST_DAMAGE; //Combo skill.
  779. return CAST_NODAMAGE;
  780. }
  781. if (skill_get_nk(id)&NK_NO_DAMAGE)
  782. return CAST_NODAMAGE;
  783. return CAST_DAMAGE;
  784. };
  785. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  786. int skill_get_range2 (struct block_list *bl, int id, int lv)
  787. {
  788. int range;
  789. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  790. return 9; //Mobs have a range of 9 regardless of skill used.
  791. range = skill_get_range(id, lv);
  792. if(range < 0) {
  793. if (battle_config.use_weapon_skill_range&bl->type)
  794. return status_get_range(bl);
  795. range *=-1;
  796. }
  797. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  798. switch (id) {
  799. case AC_SHOWER:
  800. case AC_DOUBLE:
  801. case HT_BLITZBEAT:
  802. case AC_CHARGEARROW:
  803. case SN_FALCONASSAULT:
  804. case SN_SHARPSHOOTING:
  805. case HT_POWER:
  806. if (bl->type == BL_PC)
  807. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  808. else
  809. range += 10; //Assume level 10?
  810. break;
  811. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  812. case GS_RAPIDSHOWER:
  813. case GS_PIERCINGSHOT:
  814. case GS_FULLBUSTER:
  815. case GS_SPREADATTACK:
  816. case GS_GROUNDDRIFT:
  817. if (bl->type == BL_PC)
  818. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  819. else
  820. range += 10; //Assume level 10?
  821. break;
  822. case NJ_KIRIKAGE:
  823. if (bl->type == BL_PC)
  824. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  825. break;
  826. }
  827. if(!range && bl->type != BL_PC)
  828. return 9; // Enable non players to use self skills on others. [Skotlex]
  829. return range;
  830. }
  831. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  832. {
  833. int skill, heal;
  834. struct status_change* sc;
  835. if (skill_lv >= battle_config.max_heal_lv)
  836. return battle_config.max_heal;
  837. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  838. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  839. heal += heal * skill * 2 / 100;
  840. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  841. heal += heal * skill * 2 / 100;
  842. sc = status_get_sc(target);
  843. if (sc && sc->count && sc->data[SC_CRITICALWOUND].timer!=-1)
  844. heal -= heal * sc->data[SC_CRITICALWOUND].val2/100;
  845. return heal;
  846. }
  847. // Making plagiarize check its own function [Aru]
  848. int can_copy (struct map_session_data *sd, int skillid)
  849. {
  850. // Never copy NPC/Wedding Skills
  851. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  852. return 0;
  853. // High-class skills
  854. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  855. {
  856. if(battle_config.copyskill_restrict == 2)
  857. return 0;
  858. else if(battle_config.copyskill_restrict)
  859. return (sd->status.class_ == JOB_STALKER);
  860. }
  861. return 1;
  862. }
  863. // [MouseJstr] - skill ok to cast? and when?
  864. int skillnotok (int skillid, struct map_session_data *sd)
  865. {
  866. int i = skillid,m;
  867. nullpo_retr (1, sd);
  868. m = sd->bl.m;
  869. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  870. return 1;
  871. if (i >= GD_SKILLBASE)
  872. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  873. if (i >= HM_SKILLBASE) //[orn]
  874. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  875. if (i > MAX_SKILL || i < 0)
  876. return 1;
  877. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  878. return 0; // GMs can do any damn thing they want
  879. if (sd->blockskill[i] > 0)
  880. return 1;
  881. // Check skill restrictions [Celest]
  882. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  883. return 1;
  884. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  885. return 1;
  886. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  887. return 1;
  888. if(agit_flag && skill_get_nocast (skillid) & 8)
  889. return 1;
  890. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  891. return 1;
  892. switch (skillid) {
  893. case AL_WARP:
  894. if(map[m].flag.nowarp) {
  895. clif_skill_teleportmessage(sd,0);
  896. return 1;
  897. }
  898. return 0;
  899. break;
  900. case AL_TELEPORT:
  901. if(map[m].flag.noteleport) {
  902. clif_skill_teleportmessage(sd,0);
  903. return 1;
  904. }
  905. return 0;
  906. case WE_CALLPARTNER:
  907. case WE_CALLPARENT:
  908. case WE_CALLBABY:
  909. if (map[m].flag.nomemo) {
  910. clif_skill_teleportmessage(sd,1);
  911. return 1;
  912. }
  913. break;
  914. case MC_VENDING:
  915. case MC_IDENTIFY:
  916. return 0; // always allowed
  917. case WZ_ICEWALL:
  918. // noicewall flag [Valaris]
  919. if (map[m].flag.noicewall) {
  920. clif_skill_fail(sd,skillid,0,0);
  921. return 1;
  922. }
  923. break;
  924. case GD_EMERGENCYCALL:
  925. if (
  926. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  927. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  928. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  929. ) {
  930. clif_skill_fail(sd,skillid,0,0);
  931. return 1;
  932. }
  933. break;
  934. }
  935. return (map[m].flag.noskill);
  936. }
  937. // [orn] - skill ok to cast? and when? //homunculus
  938. int skillnotok_hom (int skillid, struct homun_data *hd)
  939. {
  940. int i = skillid;
  941. nullpo_retr (1, hd);
  942. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  943. return 1;
  944. if (i >= GD_SKILLBASE)
  945. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  946. if (i >= HM_SKILLBASE) //[orn]
  947. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  948. if (i > MAX_SKILL || i < 0)
  949. return 1;
  950. if (hd->blockskill[i] > 0)
  951. return 1;
  952. //Use master's criteria.
  953. return skillnotok(skillid, hd->master);
  954. }
  955. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  956. {
  957. int pos = skill_get_unit_layout_type(skillid,skilllv);
  958. int dir;
  959. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  960. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  961. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  962. }
  963. if (pos != -1) // simple single-definition layout
  964. return &skill_unit_layout[pos];
  965. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  966. if (skillid == MG_FIREWALL)
  967. return &skill_unit_layout [firewall_unit_pos + dir];
  968. else if (skillid == WZ_ICEWALL)
  969. return &skill_unit_layout [icewall_unit_pos + dir];
  970. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  971. return &skill_unit_layout[0]; // default 1x1 layout
  972. }
  973. /*==========================================
  974. *
  975. *------------------------------------------*/
  976. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  977. {
  978. struct map_session_data *sd, *dstsd;
  979. struct mob_data *md, *dstmd;
  980. struct status_data *sstatus, *tstatus;
  981. struct status_change *sc, *tsc;
  982. int skill;
  983. int rate;
  984. nullpo_retr(0, src);
  985. nullpo_retr(0, bl);
  986. if(skillid < 0)
  987. { // remove the debug print when this case is finished
  988. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,src,bl,skillid,skilllv,attack_type,tick);
  989. return 0;
  990. }
  991. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  992. BL_CAST(BL_PC, src, sd);
  993. BL_CAST(BL_MOB, src, md);
  994. BL_CAST(BL_PC, bl, dstsd);
  995. BL_CAST(BL_MOB, bl, dstmd);
  996. sc = status_get_sc(src);
  997. tsc = status_get_sc(bl);
  998. sstatus = status_get_status_data(src);
  999. tstatus = status_get_status_data(bl);
  1000. if (!tsc) //skill additional effect is about adding effects to the target...
  1001. //So if the target can't be inflicted with statuses, this is pointless.
  1002. return 0;
  1003. switch(skillid)
  1004. {
  1005. case 0: // Normal attacks (no skill used)
  1006. {
  1007. if(sd) {
  1008. // Automatic trigger of Blitz Beat
  1009. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1010. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1011. rate=(sd->status.job_level+9)/10;
  1012. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1013. }
  1014. // Gank
  1015. if(dstmd && sd->status.weapon != W_BOW &&
  1016. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1017. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1018. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1019. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1020. else
  1021. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1022. }
  1023. // Chance to trigger Taekwon kicks [Dralnu]
  1024. if(sc && sc->data[SC_COMBO].timer == -1) {
  1025. if(sc->data[SC_READYSTORM].timer != -1 &&
  1026. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1027. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1028. ; //Stance triggered
  1029. else if(sc->data[SC_READYDOWN].timer != -1 &&
  1030. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1031. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1032. ; //Stance triggered
  1033. else if(sc->data[SC_READYTURN].timer != -1 &&
  1034. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1035. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1036. ; //Stance triggered
  1037. else if(sc->data[SC_READYCOUNTER].timer != -1)
  1038. { //additional chance from SG_FRIEND [Komurka]
  1039. rate = 20;
  1040. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1041. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  1042. status_change_end(src,SC_SKILLRATE_UP,-1);
  1043. }
  1044. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1045. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1046. }
  1047. }
  1048. if (sd->special_state.bonus_coma) {
  1049. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1050. rate += sd->weapon_coma_race[tstatus->race];
  1051. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1052. if (rate)
  1053. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1054. }
  1055. }
  1056. if (sc) {
  1057. // Enchant Poison gives a chance to poison attacked enemies
  1058. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1059. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1060. sc->data[SC_ENCPOISON].val1,0,0,0,
  1061. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1062. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1063. if(sc->data[SC_EDP].timer != -1)
  1064. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1065. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1066. }
  1067. }
  1068. break;
  1069. case SM_BASH:
  1070. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1071. //TODO: How much % per base level it actually is?
  1072. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1073. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1074. }
  1075. break;
  1076. case AS_VENOMKNIFE:
  1077. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1078. skilllv = pc_checkskill(sd, TF_POISON);
  1079. case TF_POISON:
  1080. case AS_SPLASHER:
  1081. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1082. && sd && skillid==TF_POISON
  1083. )
  1084. clif_skill_fail(sd,skillid,0,0);
  1085. break;
  1086. case AS_SONICBLOW:
  1087. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case AS_GRIMTOOTH:
  1090. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1091. if (tsc->data[skill].timer == -1)
  1092. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1093. break;
  1094. case MG_FROSTDIVER:
  1095. case WZ_FROSTNOVA:
  1096. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1097. break;
  1098. case WZ_STORMGUST:
  1099. //Use two since the counter is increased AFTER the attack.
  1100. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1101. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case WZ_METEOR:
  1104. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case WZ_VERMILION:
  1107. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1108. break;
  1109. case HT_FREEZINGTRAP:
  1110. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case HT_FLASHER:
  1113. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case HT_LANDMINE:
  1116. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case HT_SHOCKWAVE:
  1119. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1120. break;
  1121. case HT_SANDMAN:
  1122. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1123. break;
  1124. case TF_SPRINKLESAND:
  1125. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1126. break;
  1127. case TF_THROWSTONE:
  1128. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1129. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case NPC_DARKCROSS:
  1132. case CR_HOLYCROSS:
  1133. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1134. break;
  1135. case CR_GRANDCROSS:
  1136. case NPC_GRANDDARKNESS:
  1137. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1138. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1139. break;
  1140. case AM_ACIDTERROR:
  1141. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1142. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1143. clif_emotion(bl,23);
  1144. break;
  1145. case AM_DEMONSTRATION:
  1146. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1147. break;
  1148. case CR_SHIELDCHARGE:
  1149. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1150. break;
  1151. case PA_PRESSURE:
  1152. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1153. break;
  1154. case RG_RAID:
  1155. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1156. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1157. break;
  1158. case BA_FROSTJOKE:
  1159. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1160. break;
  1161. case DC_SCREAM:
  1162. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1163. break;
  1164. case BD_LULLABY:
  1165. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1166. break;
  1167. case DC_UGLYDANCE:
  1168. rate = 5+5*skilllv;
  1169. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1170. rate += 5+skill;
  1171. status_zap(bl, 0, rate);
  1172. break;
  1173. case SL_STUN:
  1174. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1175. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1176. break;
  1177. case NPC_PETRIFYATTACK:
  1178. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1179. skilllv,0,0,skill_get_time(skillid,skilllv),
  1180. skill_get_time2(skillid,skilllv));
  1181. break;
  1182. case NPC_CURSEATTACK:
  1183. case NPC_SLEEPATTACK:
  1184. case NPC_BLINDATTACK:
  1185. case NPC_POISON:
  1186. case NPC_SILENCEATTACK:
  1187. case NPC_STUNATTACK:
  1188. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1189. break;
  1190. case NPC_ACIDBREATH:
  1191. case NPC_ICEBREATH:
  1192. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  1193. break;
  1194. case NPC_BLEEDING:
  1195. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1196. break;
  1197. case NPC_MENTALBREAKER:
  1198. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1199. //equal to Matk*skLevel.
  1200. rate = sstatus->matk_min;
  1201. if (rate < sstatus->matk_max)
  1202. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1203. rate*=skilllv;
  1204. status_zap(bl, 0, rate);
  1205. break;
  1206. }
  1207. // Equipment breaking monster skills [Celest]
  1208. case NPC_WEAPONBRAKER:
  1209. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1210. break;
  1211. case NPC_ARMORBRAKE:
  1212. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1213. break;
  1214. case NPC_HELMBRAKE:
  1215. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1216. break;
  1217. case NPC_SHIELDBRAKE:
  1218. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1219. break;
  1220. case CH_TIGERFIST:
  1221. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1222. break;
  1223. case LK_SPIRALPIERCE:
  1224. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1225. break;
  1226. case ST_REJECTSWORD:
  1227. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1228. break;
  1229. case PF_FOGWALL:
  1230. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1231. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1232. break;
  1233. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1234. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1235. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1236. break;
  1237. case LK_JOINTBEAT:
  1238. skill = SkillStatusChangeTable(skillid);
  1239. if (tsc->data[skill].val4) {
  1240. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1241. tsc->data[skill].val4 = 0;
  1242. }
  1243. break;
  1244. case ASC_METEORASSAULT:
  1245. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1246. switch(rand()%3) {
  1247. case 0:
  1248. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1249. break;
  1250. case 1:
  1251. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1252. break;
  1253. default:
  1254. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1255. }
  1256. break;
  1257. case HW_NAPALMVULCAN:
  1258. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1259. break;
  1260. case WS_CARTTERMINATION: // Cart termination
  1261. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1262. break;
  1263. case CR_ACIDDEMONSTRATION:
  1264. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1265. break;
  1266. case TK_DOWNKICK:
  1267. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1268. break;
  1269. case TK_JUMPKICK:
  1270. //Cancel out Soul Linker status of the target. [Skotlex]
  1271. if (tsc->count) {
  1272. //Remove NORMAL potions effect.
  1273. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1274. status_change_end(bl, SC_ASPDPOTION0, -1);
  1275. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1276. status_change_end(bl, SC_ASPDPOTION1, -1);
  1277. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1278. status_change_end(bl, SC_ASPDPOTION2, -1);
  1279. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1280. status_change_end(bl, SC_ASPDPOTION3, -1);
  1281. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1282. status_change_end(bl, SC_SPEEDUP0, -1);
  1283. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1284. status_change_end(bl, SC_SPEEDUP1, -1);
  1285. if (tsc->data[SC_SPIRIT].timer != -1)
  1286. status_change_end(bl, SC_SPIRIT, -1);
  1287. if (tsc->data[SC_ONEHAND].timer != -1)
  1288. status_change_end(bl, SC_ONEHAND, -1);
  1289. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1290. status_change_end(bl, SC_ADRENALINE2, -1);
  1291. }
  1292. break;
  1293. case TK_TURNKICK:
  1294. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1295. if(attack_type&BF_MISC) //70% base stun chance...
  1296. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1297. break;
  1298. case GS_BULLSEYE: //0.1% coma rate.
  1299. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1300. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1301. break;
  1302. case GS_PIERCINGSHOT:
  1303. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1304. break;
  1305. case NJ_HYOUSYOURAKU:
  1306. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1307. break;
  1308. case GS_FLING:
  1309. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1310. break;
  1311. case GS_DISARM:
  1312. rate = 3*skilllv;
  1313. if (sstatus->dex > tstatus->dex)
  1314. rate += (sstatus->dex - tstatus->dex)/5;
  1315. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  1316. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1317. break;
  1318. case NPC_EVILLAND:
  1319. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1320. break;
  1321. case NPC_HELLJUDGEMENT:
  1322. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1323. break;
  1324. case NPC_CRITICALWOUND:
  1325. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1326. break;
  1327. }
  1328. if(sd && attack_type&BF_WEAPON &&
  1329. skillid != WS_CARTTERMINATION &&
  1330. skillid != AM_DEMONSTRATION &&
  1331. skillid != CR_REFLECTSHIELD
  1332. ){ //Trigger status effects
  1333. int i, type;
  1334. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  1335. {
  1336. rate = sd->addeff[i].rate;
  1337. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1338. rate += sd->addeff[i].arrow_rate;
  1339. if (!rate) continue;
  1340. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1341. { //Trigger has range consideration.
  1342. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1343. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1344. continue; //Range Failed.
  1345. }
  1346. type = sd->addeff[i].id;
  1347. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1348. if (sd->addeff[i].flag&ATF_TARGET)
  1349. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1350. if (sd->addeff[i].flag&ATF_SELF)
  1351. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1352. }
  1353. }
  1354. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1355. { //Pass heritage to Master for status causing effects. [Skotlex]
  1356. sd = map_id2sd(md->master_id);
  1357. src = sd?&sd->bl:src;
  1358. }
  1359. // Autospell when attacking
  1360. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  1361. struct block_list *tbl;
  1362. struct unit_data *ud;
  1363. int i, skilllv;
  1364. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1365. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1366. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1367. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1368. continue; // one or more trigger conditions were not fulfilled
  1369. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1370. if (skillnotok(skill, sd))
  1371. continue;
  1372. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1373. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1374. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1375. if (rand()%1000 > rate)
  1376. continue;
  1377. if (sd->autospell[i].id < 0)
  1378. tbl = src;
  1379. else
  1380. tbl = bl;
  1381. switch (skill_get_casttype(skill)) {
  1382. case CAST_GROUND:
  1383. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1384. break;
  1385. case CAST_NODAMAGE:
  1386. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1387. break;
  1388. case CAST_DAMAGE:
  1389. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1390. break;
  1391. }
  1392. //Set canact delay. [Skotlex]
  1393. ud = unit_bl2ud(src);
  1394. if (ud) {
  1395. rate = skill_delayfix(src, skill, skilllv);
  1396. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1397. ud->canact_tick = tick+rate;
  1398. }
  1399. break; //Only one auto skill comes off at a time.
  1400. }
  1401. }
  1402. //Auto-script when attacking
  1403. if(sd && src != bl && sd->autoscript[0].script) {
  1404. int i;
  1405. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  1406. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  1407. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  1408. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  1409. continue; // one or more trigger conditions were not fulfilled
  1410. if (rand()%1000 > sd->autoscript[i].rate)
  1411. continue;
  1412. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  1413. break; //Have only one script execute at a time.
  1414. }
  1415. }
  1416. //Polymorph
  1417. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1418. dstmd && !(tstatus->mode&MD_BOSS) &&
  1419. (rand()%10000 < sd->classchange))
  1420. {
  1421. struct mob_db *mob;
  1422. int class_;
  1423. skill = 0;
  1424. do {
  1425. do {
  1426. class_ = rand() % MAX_MOB_DB;
  1427. } while (!mobdb_checkid(class_));
  1428. rate = rand() % 1000000;
  1429. mob = mob_db(class_);
  1430. } while (
  1431. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1432. (skill++) < 2000);
  1433. if (skill < 2000)
  1434. mob_class_change(dstmd,class_);
  1435. }
  1436. return 0;
  1437. }
  1438. /* Splitted off from skill_additional_effect, which is never called when the
  1439. * attack skill kills the enemy. Place in this function counter status effects
  1440. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1441. * from cards) that will take effect on the source, not the target. [Skotlex]
  1442. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1443. * type of skills, so not every instance of skill_additional_effect needs a call
  1444. * to this one.
  1445. */
  1446. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1447. {
  1448. int rate;
  1449. struct map_session_data *sd=NULL;
  1450. struct map_session_data *dstsd=NULL;
  1451. struct status_change *tsc;
  1452. nullpo_retr(0, src);
  1453. nullpo_retr(0, bl);
  1454. if(skillid < 0)
  1455. { // remove the debug print when this case is finished
  1456. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1457. src, bl,skillid,skilllv,attack_type,tick);
  1458. return 0;
  1459. }
  1460. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1461. tsc = status_get_sc(bl);
  1462. if (tsc && !tsc->count)
  1463. tsc = NULL;
  1464. BL_CAST(BL_PC, src, sd);
  1465. BL_CAST(BL_PC, bl, dstsd);
  1466. switch(skillid){
  1467. case 0: //Normal Attack
  1468. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1469. tsc->data[SC_KAAHI].val4 = add_timer(
  1470. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1471. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1472. break;
  1473. case MO_EXTREMITYFIST:
  1474. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1475. break;
  1476. case GS_FULLBUSTER:
  1477. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1478. break;
  1479. case HFLI_SBR44: //[orn]
  1480. case HVAN_EXPLOSION:
  1481. if(src->type == BL_HOM){
  1482. TBL_HOM *hd = (TBL_HOM*)src;
  1483. hd->homunculus.intimacy = 200;
  1484. if (hd->master)
  1485. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1486. }
  1487. break;
  1488. }
  1489. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1490. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1491. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1492. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1493. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1494. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1495. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1496. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1497. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1498. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1499. }
  1500. if(dstsd && attack_type&BF_WEAPON)
  1501. { //Counter effects.
  1502. int i, type, time;
  1503. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1504. {
  1505. rate = dstsd->addeff2[i].rate;
  1506. if (attack_type&BF_LONG)
  1507. rate+=dstsd->addeff2[i].arrow_rate;
  1508. if (!rate) continue;
  1509. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1510. { //Trigger has range consideration.
  1511. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1512. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1513. continue; //Range Failed.
  1514. }
  1515. type = dstsd->addeff2[i].id;
  1516. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1517. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1518. status_change_start(src,type,rate,7,0,0,0,time,0);
  1519. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1520. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1521. }
  1522. }
  1523. // Trigger counter-spells to retaliate against damage causing skills.
  1524. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1525. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1526. {
  1527. struct block_list *tbl;
  1528. struct unit_data *ud;
  1529. int i, skillid, skilllv, rate;
  1530. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1531. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1532. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1533. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1534. continue; // one or more trigger conditions were not fulfilled
  1535. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1536. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1537. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1538. rate = dstsd->autospell2[i].rate;
  1539. if (attack_type&BF_LONG)
  1540. rate>>=1;
  1541. if (skillnotok(skillid, dstsd))
  1542. continue;
  1543. if (rand()%1000 > rate)
  1544. continue;
  1545. if (dstsd->autospell2[i].id < 0)
  1546. tbl = bl;
  1547. else
  1548. tbl = src;
  1549. switch (skill_get_casttype(skillid)) {
  1550. case CAST_GROUND:
  1551. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1552. break;
  1553. case CAST_NODAMAGE:
  1554. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1555. break;
  1556. case CAST_DAMAGE:
  1557. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1558. break;
  1559. }
  1560. //Set canact delay. [Skotlex]
  1561. ud = unit_bl2ud(bl);
  1562. if (ud) {
  1563. rate = skill_delayfix(bl, skillid, skilllv);
  1564. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1565. ud->canact_tick = tick+rate;
  1566. }
  1567. break; //trigger only one auto-spell per hit.
  1568. }
  1569. }
  1570. //Auto-script when attacked
  1571. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  1572. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1573. {
  1574. int i;
  1575. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  1576. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1577. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1578. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1579. continue; // one or more trigger conditions were not fulfilled
  1580. if (rand()%1000 > dstsd->autoscript2[i].rate)
  1581. continue;
  1582. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  1583. break; //Have only one script execute at a time.
  1584. }
  1585. }
  1586. return 0;
  1587. }
  1588. /*=========================================================================
  1589. Breaks equipment. On-non players causes the corresponding strip effect.
  1590. - rate goes from 0 to 10000 (100.00%)
  1591. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1592. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1593. --------------------------------------------------------------------------*/
  1594. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1595. {
  1596. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1597. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1598. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1599. struct status_change *sc = status_get_sc(bl);
  1600. int i,j;
  1601. TBL_PC *sd;
  1602. BL_CAST(BL_PC, bl, sd);
  1603. if (sc && !sc->count)
  1604. sc = NULL;
  1605. if (sd) {
  1606. if (sd->unbreakable_equip)
  1607. where &= ~sd->unbreakable_equip;
  1608. if (sd->unbreakable)
  1609. rate -= rate*sd->unbreakable/100;
  1610. if (where&EQP_WEAPON) {
  1611. switch (sd->status.weapon) {
  1612. case W_FIST: //Bare fists should not break :P
  1613. case W_1HAXE:
  1614. case W_2HAXE:
  1615. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1616. case W_STAFF:
  1617. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1618. case W_HUUMA:
  1619. where &= ~EQP_WEAPON;
  1620. }
  1621. }
  1622. }
  1623. if (flag&BCT_ENEMY) {
  1624. if (battle_config.equip_skill_break_rate != 100)
  1625. rate = rate*battle_config.equip_skill_break_rate/100;
  1626. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1627. if (battle_config.equip_self_break_rate != 100)
  1628. rate = rate*battle_config.equip_self_break_rate/100;
  1629. }
  1630. for (i = 0; i < 4; i++) {
  1631. if (where&where_list[i]) {
  1632. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1633. where&=~where_list[i];
  1634. else if (rand()%10000 >= rate)
  1635. where&=~where_list[i];
  1636. else if (!sd) //Cause Strip effect.
  1637. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1638. }
  1639. }
  1640. if (!where) //Nothing to break.
  1641. return 0;
  1642. if (sd) {
  1643. for (i = 0; i < EQI_MAX; i++) {
  1644. j = sd->equip_index[i];
  1645. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1646. continue;
  1647. flag = 0;
  1648. switch(i) {
  1649. case EQI_HEAD_TOP: //Upper Head
  1650. flag = (where&EQP_HELM);
  1651. break;
  1652. case EQI_ARMOR: //Body
  1653. flag = (where&EQP_ARMOR);
  1654. break;
  1655. case EQI_HAND_R: //Left/Right hands
  1656. case EQI_HAND_L:
  1657. flag = (
  1658. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1659. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1660. break;
  1661. default:
  1662. continue;
  1663. }
  1664. if (flag) {
  1665. sd->status.inventory[j].attribute = 1;
  1666. pc_unequipitem(sd, j, 3);
  1667. }
  1668. }
  1669. clif_equiplist(sd);
  1670. }
  1671. return where; //Return list of pieces broken.
  1672. }
  1673. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1674. {
  1675. struct status_change *sc;
  1676. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1677. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1678. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1679. int i;
  1680. if (rand()%100 >= rate)
  1681. return 0;
  1682. sc = status_get_sc(bl);
  1683. if (!sc)
  1684. return 0;
  1685. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1686. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1687. where&=~pos[i];
  1688. }
  1689. if (!where) return 0;
  1690. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1691. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1692. where&=~pos[i];
  1693. }
  1694. return where?1:0;
  1695. }
  1696. /*=========================================================================
  1697. Used to knock back players, monsters, traps, etc
  1698. - 'count' is the number of squares to knock back
  1699. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1700. - if 'flag&0x1', position update packets must not be sent.
  1701. -------------------------------------------------------------------------*/
  1702. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1703. {
  1704. int dx = 0, dy = 0, nx, ny;
  1705. int ret;
  1706. struct skill_unit* su = NULL;
  1707. nullpo_retr(0, src);
  1708. if (src != target && map_flag_gvg(target->m))
  1709. return 0; //No knocking back in WoE
  1710. if (count == 0)
  1711. return 0; //Actual knockback distance is 0.
  1712. switch (target->type)
  1713. {
  1714. case BL_MOB:
  1715. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1716. return 0;
  1717. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1718. return 0;
  1719. break;
  1720. case BL_PC:
  1721. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1722. return 0;
  1723. break;
  1724. case BL_SKILL:
  1725. su = (struct skill_unit *)target;
  1726. break;
  1727. }
  1728. if (direction == -1) // <optimized>: do the computation here instead of outside
  1729. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1730. if (direction >= 0 && direction < 8)
  1731. { // take the reversed 'direction' and reverse it
  1732. dx = -dirx[direction];
  1733. dy = -diry[direction];
  1734. }
  1735. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1736. nx = ret>>16;
  1737. ny = ret&0xffff;
  1738. if (!su)
  1739. unit_stop_walking(target,0);
  1740. dx = nx - target->x;
  1741. dy = ny - target->y;
  1742. if (!dx && !dy) //Could not knockback.
  1743. return 0;
  1744. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1745. if(su)
  1746. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1747. else
  1748. map_moveblock(target, nx, ny, gettick());
  1749. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1750. if(!(flag&0x1))
  1751. clif_blown(target);
  1752. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1753. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1754. return count; //Return amount of knocked back cells.
  1755. }
  1756. //Checks if bl should reflect back a spell.
  1757. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1758. static int skill_magic_reflect(struct block_list *bl, int type)
  1759. {
  1760. struct status_change *sc = status_get_sc(bl);
  1761. struct map_session_data *sd;
  1762. BL_CAST(BL_PC, bl, sd);
  1763. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1764. return 1;
  1765. if(sc && sc->count)
  1766. {
  1767. if(sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
  1768. return 1;
  1769. if(sc->data[SC_KAITE].timer != -1 && (sd || status_get_lv(bl) <= 80))
  1770. { //Works on players or mobs with level under 80.
  1771. clif_specialeffect(bl, 438, AREA);
  1772. if (--sc->data[SC_KAITE].val2 <= 0)
  1773. status_change_end(bl, SC_KAITE, -1);
  1774. return 1;
  1775. }
  1776. }
  1777. return 0;
  1778. }
  1779. /*
  1780. * =========================================================================
  1781. * Does a skill attack with the given properties.
  1782. * src is the master behind the attack (player/mob/pet)
  1783. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1784. * bl is the target to be attacked.
  1785. * flag can hold a bunch of information:
  1786. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1787. * (usually holds number of targets, or just 1 for simple splash attacks)
  1788. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1789. * packet shouldn't display a skill animation)
  1790. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1791. * client (causes player characters to not scream skill name)
  1792. *-------------------------------------------------------------------------*/
  1793. 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)
  1794. {
  1795. struct Damage dmg;
  1796. struct status_data *sstatus, *tstatus;
  1797. struct status_change *sc;
  1798. struct map_session_data *sd, *tsd;
  1799. int type,damage,rdamage=0;
  1800. if(skillid > 0 && skilllv <= 0) return 0;
  1801. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1802. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1803. nullpo_retr(0, bl); //Target to be attacked.
  1804. if (src != dsrc) {
  1805. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1806. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1807. return 0;
  1808. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1809. //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]
  1810. if (!status_check_skilluse(src, bl, skillid, 2))
  1811. return 0;
  1812. }
  1813. BL_CAST(BL_PC, src, sd);
  1814. BL_CAST(BL_PC, bl, tsd);
  1815. sstatus = status_get_status_data(src);
  1816. tstatus = status_get_status_data(bl);
  1817. sc= status_get_sc(bl);
  1818. if (sc && !sc->count) sc = NULL; //Don't need it.
  1819. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1820. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1821. return 0;
  1822. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1823. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1824. return 0;
  1825. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1826. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1827. //Skotlex: Adjusted to the new system
  1828. if(src->type==BL_PET)
  1829. { // [Valaris]
  1830. struct pet_data *pd = (TBL_PET*)src;
  1831. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1832. {
  1833. int element = skill_get_pl(skillid, skilllv);
  1834. if (skillid == -1)
  1835. element = sstatus->rhw.ele;
  1836. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1837. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1838. else
  1839. dmg.damage= skilllv;
  1840. dmg.damage2=0;
  1841. dmg.div_= pd->a_skill->div_;
  1842. }
  1843. }
  1844. if (attack_type&BF_MAGIC) {
  1845. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1846. skill_magic_reflect(bl, src==dsrc))
  1847. { //Magic reflection, switch caster/target
  1848. struct block_list *tbl = bl;
  1849. bl = src;
  1850. src = tbl;
  1851. BL_CAST(BL_PC, src, sd);
  1852. BL_CAST(BL_PC, bl, tsd);
  1853. sc = status_get_sc(bl);
  1854. if (sc && !sc->count)
  1855. sc = NULL; //Don't need it.
  1856. //Spirit of Wizard blocks bounced back spells.
  1857. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1858. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1859. {
  1860. //It should only consume once per skill casted. Val3 is the skill
  1861. //id and val4 is the ID of the damage src, this should account for
  1862. //ground spells (and single target spells will be completed on
  1863. //castend_id) [Skotlex]
  1864. if (tsd && !(
  1865. sc->data[SC_SPIRIT].val3 == skillid &&
  1866. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1867. ) { //Check if you have stone to consume.
  1868. type = pc_search_inventory (tsd, 7321);
  1869. if (type >= 0)
  1870. pc_delitem(tsd, type, 1, 0);
  1871. } else
  1872. type = 0;
  1873. if (type >= 0) {
  1874. dmg.damage = dmg.damage2 = 0;
  1875. dmg.dmg_lv = ATK_FLEE;
  1876. sc->data[SC_SPIRIT].val3 = skillid;
  1877. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1878. }
  1879. }
  1880. }
  1881. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1882. int sp = skill_get_sp(skillid,skilllv);
  1883. dmg.damage = dmg.damage2 = 0;
  1884. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1885. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1886. if(skillid == WZ_WATERBALL && skilllv > 1)
  1887. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1888. status_heal(bl, 0, sp, 2);
  1889. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1890. }
  1891. }
  1892. damage = dmg.damage + dmg.damage2;
  1893. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1894. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1895. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1896. //Skill hit type
  1897. type=(skillid==0)?5:skill_get_hit(skillid);
  1898. if(damage < dmg.div_
  1899. //Only skills that knockback even when they miss. [Skotlex]
  1900. && skillid != CH_PALMSTRIKE)
  1901. dmg.blewcount = 0;
  1902. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1903. if(battle_config.gx_disptype) dsrc = src;
  1904. if(src == bl) type = 4;
  1905. else flag|=SD_ANIMATION;
  1906. }
  1907. if(skillid == NJ_TATAMIGAESHI) {
  1908. dsrc = src; //For correct knockback.
  1909. flag|=SD_ANIMATION;
  1910. }
  1911. if(sd) {
  1912. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1913. if (sd->sc.data[SC_COMBO].timer!=-1)
  1914. { //End combo state after skill is invoked. [Skotlex]
  1915. switch (skillid) {
  1916. case TK_TURNKICK:
  1917. case TK_STORMKICK:
  1918. case TK_DOWNKICK:
  1919. case TK_COUNTER:
  1920. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1921. { //Extend combo time.
  1922. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1923. sd->skilllv_old = skilllv;
  1924. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1925. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1926. sd->sc.data[SC_COMBO].timer = add_timer(
  1927. tick+sd->sc.data[SC_COMBO].val4,
  1928. status_change_timer, src->id, SC_COMBO);
  1929. break;
  1930. }
  1931. default:
  1932. status_change_end(src,SC_COMBO,-1);
  1933. }
  1934. }
  1935. switch(skillid)
  1936. {
  1937. case MO_TRIPLEATTACK:
  1938. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1939. flag=1;
  1940. break;
  1941. case MO_CHAINCOMBO:
  1942. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1943. flag=1;
  1944. break;
  1945. case MO_COMBOFINISH:
  1946. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1947. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1948. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1949. flag=1;
  1950. case CH_TIGERFIST:
  1951. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1952. flag=1;
  1953. case CH_CHAINCRUSH:
  1954. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1955. flag=1;
  1956. break;
  1957. case AC_DOUBLE:
  1958. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1959. pc_checkskill(sd, HT_POWER))
  1960. {
  1961. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1962. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1963. clif_combo_delay(src,2000);
  1964. }
  1965. break;
  1966. case TK_COUNTER:
  1967. { //bonus from SG_FRIEND [Komurka]
  1968. int level;
  1969. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1970. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1971. }
  1972. break;
  1973. case SL_STIN:
  1974. case SL_STUN:
  1975. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1976. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1977. break;
  1978. case GS_FULLBUSTER:
  1979. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1980. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1981. break;
  1982. } //Switch End
  1983. if (flag) { //Possible to chain
  1984. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1985. if (flag < 0) flag = 0;
  1986. flag += 300 * battle_config.combo_delay_rate/100;
  1987. sc_start(src,SC_COMBO,100,skillid,flag);
  1988. clif_combo_delay(src, flag);
  1989. }
  1990. }
  1991. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1992. if( flag&SD_PREAMBLE )
  1993. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1994. //Display damage.
  1995. switch( skillid )
  1996. {
  1997. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1998. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1999. break;
  2000. //Skills that need be passed as a normal attack for the client to display correctly.
  2001. case HVAN_EXPLOSION:
  2002. case NPC_SELFDESTRUCTION:
  2003. if(src->type==BL_PC)
  2004. dmg.blewcount = 10;
  2005. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2006. // fall through
  2007. case KN_AUTOCOUNTER:
  2008. case NPC_CRITICALSLASH:
  2009. case TF_DOUBLE:
  2010. case GS_CHAINACTION:
  2011. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2012. break;
  2013. case AS_SPLASHER:
  2014. if( flag&SD_ANIMATION ) // the surrounding targets
  2015. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2016. else // the central target doesn't display an animation
  2017. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2018. break;
  2019. default:
  2020. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2021. type = 5;
  2022. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2023. break;
  2024. }
  2025. map_freeblock_lock();
  2026. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2027. && pc_checkskill(tsd,RG_PLAGIARISM)
  2028. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  2029. && damage < tsd->status.hp)
  2030. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2031. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  2032. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  2033. {
  2034. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  2035. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2036. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2037. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2038. }
  2039. tsd->cloneskill_id = skillid;
  2040. tsd->status.skill[skillid].id = skillid;
  2041. tsd->status.skill[skillid].lv = skilllv;
  2042. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  2043. tsd->status.skill[skillid].lv = type;
  2044. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  2045. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  2046. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  2047. clif_skillinfoblock(tsd);
  2048. }
  2049. }
  2050. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  2051. struct skill_unit* su = (struct skill_unit*)bl;
  2052. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2053. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  2054. }
  2055. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2056. { //Skills with can't walk delay also stop normal attacking for that
  2057. //duration when the attack connects. [Skotlex]
  2058. struct unit_data *ud = unit_bl2ud(src);
  2059. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2060. ud->attackabletime = tick + type;
  2061. }
  2062. if (!dmg.amotion) {
  2063. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2064. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  2065. if (!status_isdead(bl))
  2066. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  2067. //Counter status effects [Skotlex]
  2068. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  2069. }
  2070. }
  2071. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2072. if (dmg.blewcount > 0 && !status_isdead(bl))
  2073. {
  2074. int direction = -1; // default
  2075. switch(skillid)
  2076. {
  2077. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2078. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  2079. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2080. }
  2081. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2082. }
  2083. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2084. if (dmg.amotion)
  2085. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2086. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2087. int rate = 50 + skilllv * 5;
  2088. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2089. if(rand()%100 < rate)
  2090. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2091. }
  2092. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  2093. if (battle_config.left_cardfix_to_right)
  2094. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2095. else
  2096. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2097. }
  2098. if (rdamage>0) {
  2099. if (dmg.amotion)
  2100. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  2101. else
  2102. status_fix_damage(bl,src,rdamage,0);
  2103. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  2104. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2105. if (tsd && src != bl)
  2106. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2107. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2108. }
  2109. if (!(flag&2) &&
  2110. (
  2111. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2112. ) &&
  2113. (sc = status_get_sc(src)) &&
  2114. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  2115. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  2116. {
  2117. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2118. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2119. }
  2120. map_freeblock_unlock();
  2121. return damage;
  2122. }
  2123. /*==========================================
  2124. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2125. * flagについて?F16?i?を確認
  2126. * MSB <- 00fTffff ->LSB
  2127. * T =タ?ゲット選?用(BCT_*)
  2128. * ffff=自由に使用可能
  2129. * 0 =予約?B0に固定
  2130. *------------------------------------------*/
  2131. static int skill_area_temp[8];
  2132. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2133. int skill_area_sub (struct block_list *bl, va_list ap)
  2134. {
  2135. struct block_list *src;
  2136. int skill_id,skill_lv,flag;
  2137. unsigned int tick;
  2138. SkillFunc func;
  2139. nullpo_retr(0, bl);
  2140. nullpo_retr(0, ap);
  2141. src=va_arg(ap,struct block_list *);
  2142. skill_id=va_arg(ap,int);
  2143. skill_lv=va_arg(ap,int);
  2144. tick=va_arg(ap,unsigned int);
  2145. flag=va_arg(ap,int);
  2146. func=va_arg(ap,SkillFunc);
  2147. if(battle_check_target(src,bl,flag) > 0)
  2148. return func(src,bl,skill_id,skill_lv,tick,flag);
  2149. return 0;
  2150. }
  2151. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2152. {
  2153. struct skill_unit *unit;
  2154. int skillid,g_skillid;
  2155. unit = (struct skill_unit *)bl;
  2156. if(bl->prev == NULL || bl->type != BL_SKILL)
  2157. return 0;
  2158. if(!unit->alive)
  2159. return 0;
  2160. skillid = va_arg(ap,int);
  2161. g_skillid = unit->group->skill_id;
  2162. switch (skillid)
  2163. {
  2164. case MG_SAFETYWALL:
  2165. case AL_PNEUMA:
  2166. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2167. return 0;
  2168. break;
  2169. case AL_WARP:
  2170. case HT_SKIDTRAP:
  2171. case HT_LANDMINE:
  2172. case HT_ANKLESNARE:
  2173. case HT_SHOCKWAVE:
  2174. case HT_SANDMAN:
  2175. case HT_FLASHER:
  2176. case HT_FREEZINGTRAP:
  2177. case HT_BLASTMINE:
  2178. case HT_CLAYMORETRAP:
  2179. case HT_TALKIEBOX:
  2180. case HP_BASILICA:
  2181. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2182. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2183. return 0;
  2184. break;
  2185. default: //Avoid stacking with same kind of trap. [Skotlex]
  2186. if (g_skillid != skillid)
  2187. return 0;
  2188. break;
  2189. }
  2190. return 1;
  2191. }
  2192. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2193. {
  2194. //Non players do not check for the skill's splash-trigger area.
  2195. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2196. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2197. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2198. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2199. return 0;
  2200. }
  2201. range += layout_type;
  2202. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2203. }
  2204. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2205. {
  2206. int skillid;
  2207. if(bl->prev == NULL)
  2208. return 0;
  2209. if(status_isdead(bl))
  2210. return 0;
  2211. skillid = va_arg(ap,int);
  2212. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2213. return 0;
  2214. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2215. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2216. return 1;
  2217. }
  2218. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2219. {
  2220. int range, type;
  2221. switch (skillid) { // to be expanded later
  2222. case WZ_ICEWALL:
  2223. range = 2;
  2224. break;
  2225. default:
  2226. {
  2227. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2228. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2229. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2230. return 0;
  2231. }
  2232. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2233. }
  2234. break;
  2235. }
  2236. // if the caster is a monster/NPC, only check for players
  2237. // otherwise just check characters
  2238. if (bl->type == BL_PC)
  2239. type = BL_CHAR;
  2240. else
  2241. type = BL_PC;
  2242. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2243. x - range, y - range, x + range, y + range,
  2244. type, skillid);
  2245. }
  2246. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2247. {
  2248. struct map_session_data *sd;
  2249. int gid, id, strvit, agidex;
  2250. sd = (struct map_session_data *)bl;
  2251. id = va_arg(ap,int);
  2252. gid = va_arg(ap,int);
  2253. if (sd->status.guild_id != gid)
  2254. return 0;
  2255. if(id == sd->bl.id && battle_config.guild_aura&16)
  2256. return 0;
  2257. strvit = va_arg(ap,int);
  2258. agidex = va_arg(ap,int);
  2259. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2260. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2261. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2262. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2263. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2264. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2265. }
  2266. return 0;
  2267. }
  2268. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2269. return 1;
  2270. }
  2271. /*==========================================
  2272. * [orn]
  2273. * Checks that you have the requirements for casting a skill for homunculus.
  2274. * Flag:
  2275. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2276. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2277. *------------------------------------------*/
  2278. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2279. {
  2280. struct status_data *status;
  2281. struct status_change *sc;
  2282. TBL_PC * sd;
  2283. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2284. int itemid[10],amount[10];
  2285. int delitem_flag = 1;
  2286. nullpo_retr(0, hd);
  2287. sd = hd->master;
  2288. if (lv <= 0) return 0;
  2289. status = &hd->battle_status;
  2290. sc = &hd->sc;
  2291. if (!sc->count)
  2292. sc = NULL;
  2293. // for the guild skills [celest]
  2294. if (skill >= HM_SKILLBASE) //[orn]
  2295. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2296. else
  2297. j = skill;
  2298. if (j < 0 || j >= MAX_SKILL_DB)
  2299. return 0;
  2300. //Code speedup, rather than using skill_get_* over and over again.
  2301. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2302. return 0;
  2303. for(i = 0; i < 10; i++) {
  2304. itemid[i] = skill_db[j].itemid[i];
  2305. amount[i] = skill_db[j].amount[i];
  2306. }
  2307. hp = skill_db[j].hp[lv-1];
  2308. sp = skill_db[j].sp[lv-1];
  2309. hp_rate = skill_db[j].hp_rate[lv-1];
  2310. sp_rate = skill_db[j].sp_rate[lv-1];
  2311. state = skill_db[j].state;
  2312. mhp = skill_db[j].mhp[lv-1];
  2313. if(mhp > 0)
  2314. hp += (status->max_hp * mhp)/100;
  2315. if(hp_rate > 0)
  2316. hp += (status->hp * hp_rate)/100;
  2317. else
  2318. hp += (status->max_hp * (-hp_rate))/100;
  2319. if(sp_rate > 0)
  2320. sp += (status->sp * sp_rate)/100;
  2321. else
  2322. sp += (status->max_sp * (-sp_rate))/100;
  2323. switch(skill) { // Check for cost reductions due to skills & SCs
  2324. case HFLI_SBR44:
  2325. if(hd->homunculus.intimacy <= 200)
  2326. return 0;
  2327. break;
  2328. case HVAN_EXPLOSION:
  2329. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  2330. return 0;
  2331. break;
  2332. }
  2333. if(!(type&2)){
  2334. if( hp>0 && status->hp <= (unsigned int)hp) {
  2335. clif_skill_fail(sd,skill,2,0);
  2336. return 0;
  2337. }
  2338. if( sp>0 && status->sp < (unsigned int)sp) {
  2339. clif_skill_fail(sd,skill,1,0);
  2340. return 0;
  2341. }
  2342. }
  2343. if (!type) //States are only checked on begin casting.
  2344. switch(state) {
  2345. case ST_MOVE_ENABLE:
  2346. if(!unit_can_move(&hd->bl)) {
  2347. clif_skill_fail(sd,skill,0,0);
  2348. return 0;
  2349. }
  2350. break;
  2351. }
  2352. if(!(type&1))
  2353. return 1;
  2354. if( delitem_flag )
  2355. {
  2356. int index[ARRAYLENGTH(itemid)];
  2357. // Check items and reduce required amounts
  2358. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  2359. {
  2360. index[i] = -1;
  2361. if(itemid[i] <= 0)
  2362. continue;// no item
  2363. index[i] = pc_search_inventory(sd,itemid[i]);
  2364. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2365. {
  2366. clif_skill_fail(sd,skill,0,0);
  2367. return 0;
  2368. }
  2369. }
  2370. // Consume items
  2371. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  2372. {
  2373. if(index[i] >= 0)
  2374. pc_delitem(sd,index[i],amount[i],0);
  2375. }
  2376. }
  2377. if(type&2)
  2378. return 1;
  2379. if(sp || hp)
  2380. status_zap(&hd->bl, hp, sp);
  2381. return 1;
  2382. }
  2383. /*==========================================
  2384. *
  2385. *------------------------------------------*/
  2386. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2387. {
  2388. return 1;
  2389. }
  2390. int skill_count_water (struct block_list *src, int range)
  2391. {
  2392. int i,x,y,cnt = 0,size = range*2+1;
  2393. struct skill_unit *unit;
  2394. for (i=0;i<size*size;i++) {
  2395. x = src->x+(i%size-range);
  2396. y = src->y+(i/size-range);
  2397. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2398. cnt++;
  2399. continue;
  2400. }
  2401. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2402. if (!unit)
  2403. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2404. if (unit) {
  2405. cnt++;
  2406. skill_delunit(unit);
  2407. }
  2408. }
  2409. return cnt;
  2410. }
  2411. /*==========================================
  2412. *
  2413. *------------------------------------------*/
  2414. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2415. {
  2416. struct block_list *src = map_id2bl(id),*target;
  2417. struct unit_data *ud = unit_bl2ud(src);
  2418. struct skill_timerskill *skl = NULL;
  2419. int range;
  2420. nullpo_retr(0, src);
  2421. nullpo_retr(0, ud);
  2422. skl = ud->skilltimerskill[data];
  2423. nullpo_retr(0, skl);
  2424. ud->skilltimerskill[data] = NULL;
  2425. do {
  2426. if(src->prev == NULL)
  2427. break;
  2428. if(skl->target_id) {
  2429. target = map_id2bl(skl->target_id);
  2430. if(!target && skl->skill_id == RG_INTIMIDATE)
  2431. target = src; //Required since it has to warp.
  2432. if(target == NULL)
  2433. break;
  2434. if(target->prev == NULL)
  2435. break;
  2436. if(src->m != target->m)
  2437. break;
  2438. if(status_isdead(src))
  2439. break;
  2440. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2441. break;
  2442. switch(skl->skill_id) {
  2443. case RG_INTIMIDATE:
  2444. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2445. short x,y;
  2446. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2447. if (target != src && !status_isdead(target))
  2448. unit_warp(target, -1, x, y, 3);
  2449. }
  2450. break;
  2451. case BA_FROSTJOKE:
  2452. case DC_SCREAM:
  2453. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2454. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2455. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2456. break;
  2457. case WZ_WATERBALL:
  2458. if (!status_isdead(target))
  2459. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2460. if (skl->type>1 && !status_isdead(target)) {
  2461. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2462. } else {
  2463. struct status_change *sc = status_get_sc(src);
  2464. if(sc) {
  2465. if(sc->data[SC_MAGICPOWER].timer != -1)
  2466. status_change_end(src,SC_MAGICPOWER,-1);
  2467. if(sc->data[SC_SPIRIT].timer != -1 &&
  2468. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  2469. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  2470. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  2471. }
  2472. }
  2473. break;
  2474. default:
  2475. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2476. break;
  2477. }
  2478. }
  2479. else {
  2480. if(src->m != skl->map)
  2481. break;
  2482. switch(skl->skill_id) {
  2483. case WZ_METEOR:
  2484. if(skl->type >= 0) {
  2485. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2486. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2487. }
  2488. else
  2489. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2490. break;
  2491. }
  2492. }
  2493. } while (0);
  2494. //Free skl now that it is no longer needed.
  2495. ers_free(skill_timer_ers, skl);
  2496. return 0;
  2497. }
  2498. /*==========================================
  2499. *
  2500. *------------------------------------------*/
  2501. 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)
  2502. {
  2503. int i;
  2504. struct unit_data *ud;
  2505. nullpo_retr(1, src);
  2506. ud = unit_bl2ud(src);
  2507. nullpo_retr(1, ud);
  2508. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2509. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2510. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2511. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2512. ud->skilltimerskill[i]->src_id = src->id;
  2513. ud->skilltimerskill[i]->target_id = target;
  2514. ud->skilltimerskill[i]->skill_id = skill_id;
  2515. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2516. ud->skilltimerskill[i]->map = src->m;
  2517. ud->skilltimerskill[i]->x = x;
  2518. ud->skilltimerskill[i]->y = y;
  2519. ud->skilltimerskill[i]->type = type;
  2520. ud->skilltimerskill[i]->flag = flag;
  2521. return 0;
  2522. }
  2523. /*==========================================
  2524. *
  2525. *------------------------------------------*/
  2526. int skill_cleartimerskill (struct block_list *src)
  2527. {
  2528. int i;
  2529. struct unit_data *ud;
  2530. nullpo_retr(0, src);
  2531. ud = unit_bl2ud(src);
  2532. nullpo_retr(0, ud);
  2533. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2534. if(ud->skilltimerskill[i]) {
  2535. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2536. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2537. ud->skilltimerskill[i]=NULL;
  2538. }
  2539. }
  2540. return 1;
  2541. }
  2542. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2543. {
  2544. TBL_SKILL *su = (TBL_SKILL*)bl;
  2545. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2546. { //Reveal trap.
  2547. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2548. //clif_changetraplook(bl, su->group->unit_id);
  2549. clif_skill_setunit(su);
  2550. return 1;
  2551. }
  2552. return 0;
  2553. }
  2554. /*==========================================
  2555. *
  2556. *
  2557. *------------------------------------------*/
  2558. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2559. {
  2560. struct map_session_data *sd = NULL, *tsd = NULL;
  2561. struct status_data *tstatus;
  2562. struct status_change *sc;
  2563. if (skillid > 0 && skilllv <= 0) return 0;
  2564. nullpo_retr(1, src);
  2565. nullpo_retr(1, bl);
  2566. if (src->m != bl->m)
  2567. return 1;
  2568. if (bl->prev == NULL)
  2569. return 1;
  2570. BL_CAST(BL_PC, src, sd);
  2571. BL_CAST(BL_PC, bl, tsd);
  2572. if (status_isdead(bl))
  2573. return 1;
  2574. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2575. { //GTB makes all targetted magic display miss with a single bolt.
  2576. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2577. return 1;
  2578. }
  2579. sc = status_get_sc(src);
  2580. if (sc && !sc->count)
  2581. sc = NULL; //Unneeded
  2582. tstatus = status_get_status_data(bl);
  2583. map_freeblock_lock();
  2584. switch(skillid)
  2585. {
  2586. case SM_BASH:
  2587. case MC_MAMMONITE:
  2588. case TF_DOUBLE:
  2589. case AC_DOUBLE:
  2590. case AS_SONICBLOW:
  2591. case KN_PIERCE:
  2592. case KN_SPEARBOOMERANG:
  2593. case TF_POISON:
  2594. case TF_SPRINKLESAND:
  2595. case AC_CHARGEARROW:
  2596. case RG_INTIMIDATE:
  2597. case AM_ACIDTERROR:
  2598. case BA_MUSICALSTRIKE:
  2599. case DC_THROWARROW:
  2600. case BA_DISSONANCE:
  2601. case CR_HOLYCROSS:
  2602. case NPC_DARKCROSS:
  2603. case CR_SHIELDCHARGE:
  2604. case CR_SHIELDBOOMERANG:
  2605. case NPC_PIERCINGATT:
  2606. case NPC_MENTALBREAKER:
  2607. case NPC_RANGEATTACK:
  2608. case NPC_CRITICALSLASH:
  2609. case NPC_COMBOATTACK:
  2610. case NPC_GUIDEDATTACK:
  2611. case NPC_POISON:
  2612. case NPC_RANDOMATTACK:
  2613. case NPC_WATERATTACK:
  2614. case NPC_GROUNDATTACK:
  2615. case NPC_FIREATTACK:
  2616. case NPC_WINDATTACK:
  2617. case NPC_POISONATTACK:
  2618. case NPC_HOLYATTACK:
  2619. case NPC_DARKNESSATTACK:
  2620. case NPC_TELEKINESISATTACK:
  2621. case NPC_UNDEADATTACK:
  2622. case NPC_ARMORBRAKE:
  2623. case NPC_WEAPONBRAKER:
  2624. case NPC_HELMBRAKE:
  2625. case NPC_SHIELDBRAKE:
  2626. case NPC_BLINDATTACK:
  2627. case NPC_SILENCEATTACK:
  2628. case NPC_STUNATTACK:
  2629. case NPC_PETRIFYATTACK:
  2630. case NPC_CURSEATTACK:
  2631. case NPC_SLEEPATTACK:
  2632. case LK_AURABLADE:
  2633. case LK_SPIRALPIERCE:
  2634. case LK_HEADCRUSH:
  2635. case CG_ARROWVULCAN:
  2636. case HW_MAGICCRASHER:
  2637. case ITM_TOMAHAWK:
  2638. case MO_TRIPLEATTACK:
  2639. case CH_CHAINCRUSH:
  2640. case CH_TIGERFIST:
  2641. case PA_SHIELDCHAIN: // Shield Chain
  2642. case PA_SACRIFICE:
  2643. case WS_CARTTERMINATION: // Cart Termination
  2644. case AS_VENOMKNIFE:
  2645. case HT_PHANTASMIC:
  2646. case HT_POWER:
  2647. case TK_DOWNKICK:
  2648. case TK_COUNTER:
  2649. case GS_CHAINACTION:
  2650. case GS_TRIPLEACTION:
  2651. case GS_MAGICALBULLET:
  2652. case GS_TRACKING:
  2653. case GS_PIERCINGSHOT:
  2654. case GS_RAPIDSHOWER:
  2655. case GS_DUST:
  2656. case GS_DISARM: // Added disarm. [Reddozen]
  2657. case GS_FULLBUSTER:
  2658. case NJ_SYURIKEN:
  2659. case NJ_KUNAI:
  2660. case ASC_BREAKER:
  2661. case HFLI_MOON: //[orn]
  2662. case HFLI_SBR44: //[orn]
  2663. case NPC_BLEEDING:
  2664. case NPC_CRITICALWOUND:
  2665. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2666. break;
  2667. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2668. switch( rand()%6 ){
  2669. case 0: flag |= BREAK_ANKLE; break;
  2670. case 1: flag |= BREAK_WRIST; break;
  2671. case 2: flag |= BREAK_KNEE; break;
  2672. case 3: flag |= BREAK_SHOULDER; break;
  2673. case 4: flag |= BREAK_WAIST; break;
  2674. case 5: flag |= BREAK_NECK; break;
  2675. }
  2676. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2677. //val3 holds the status that it should start when it connects.
  2678. sc = status_get_sc(bl);
  2679. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2680. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2681. break;
  2682. case MO_COMBOFINISH:
  2683. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2684. { //Becomes a splash attack when Soul Linked.
  2685. map_foreachinrange(skill_area_sub, bl,
  2686. skill_get_splash(skillid, skilllv),splash_target(src),
  2687. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2688. skill_castend_damage_id);
  2689. } else
  2690. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2691. break;
  2692. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2694. skill_area_temp[1] = 0;
  2695. map_foreachinrange(skill_attack_area, src,
  2696. skill_get_splash(skillid, skilllv), splash_target(src),
  2697. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2698. break;
  2699. case KN_CHARGEATK:
  2700. {
  2701. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y);
  2702. unsigned int dist = distance_bl(src, bl);
  2703. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2704. // teleport to target (if not on WoE grounds)
  2705. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2706. clif_slide(src, bl->x, bl->y);
  2707. // cause damage and knockback if the path to target was a straight one
  2708. if( path )
  2709. {
  2710. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2711. skill_blown(src, bl, dist, dir, 0);
  2712. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2713. // make the caster look in the direction of the target
  2714. unit_setdir(src, (dir+4)%8);
  2715. }
  2716. }
  2717. break;
  2718. case TK_JUMPKICK:
  2719. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2720. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2721. clif_slide(src,bl->x,bl->y);
  2722. break;
  2723. case SN_SHARPSHOOTING:
  2724. case NJ_KAMAITACHI:
  2725. //It won't shoot through walls since on castend there has to be a direct
  2726. //line of sight between caster and target.
  2727. skill_area_temp[1] = bl->id;
  2728. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2729. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2730. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2731. break;
  2732. case NPC_ACIDBREATH:
  2733. case NPC_DARKNESSBREATH:
  2734. case NPC_FIREBREATH:
  2735. case NPC_ICEBREATH:
  2736. case NPC_THUNDERBREATH:
  2737. skill_area_temp[1] = bl->id;
  2738. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2739. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2740. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2741. break;
  2742. case MO_INVESTIGATE:
  2743. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2744. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2745. status_change_end(src,SC_BLADESTOP,-1);
  2746. break;
  2747. case RG_BACKSTAP:
  2748. {
  2749. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2750. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2751. if (sc && sc->data[SC_HIDING].timer != -1)
  2752. status_change_end(src, SC_HIDING, -1);
  2753. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2754. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2755. unit_setdir(bl,dir);
  2756. }
  2757. else if (sd)
  2758. clif_skill_fail(sd,skillid,0,0);
  2759. }
  2760. break;
  2761. case MO_FINGEROFFENSIVE:
  2762. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2763. if (battle_config.finger_offensive_type && sd) {
  2764. int i;
  2765. for (i = 1; i < sd->spiritball_old; i++)
  2766. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2767. }
  2768. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2769. status_change_end(src,SC_BLADESTOP,-1);
  2770. break;
  2771. case MO_CHAINCOMBO:
  2772. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2773. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2774. status_change_end(src,SC_BLADESTOP,-1);
  2775. break;
  2776. case NJ_ISSEN:
  2777. if (sc) {
  2778. if (sc->data[SC_NEN].timer != -1)
  2779. status_change_end(src,SC_NEN,-1);
  2780. if (sc->data[SC_HIDING].timer != -1)
  2781. status_change_end(src,SC_HIDING,-1);
  2782. }
  2783. case MO_EXTREMITYFIST:
  2784. if (sc && skillid == MO_EXTREMITYFIST)
  2785. {
  2786. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2787. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2788. if (sc->data[SC_BLADESTOP].timer != -1)
  2789. status_change_end(src,SC_BLADESTOP,-1);
  2790. }
  2791. //Client expects you to move to target regardless of distance
  2792. {
  2793. struct unit_data *ud = unit_bl2ud(src);
  2794. short dx,dy;
  2795. int i,speed;
  2796. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2797. dx = bl->x - src->x;
  2798. dy = bl->y - src->y;
  2799. if (dx < 0) dx-=i;
  2800. else if (dx > 0) dx+=i;
  2801. if (dy < 0) dy-=i;
  2802. else if (dy > 0) dy+=i;
  2803. if (!dx && !dy) dy++;
  2804. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2805. {
  2806. dx = bl->x;
  2807. dy = bl->y;
  2808. } else {
  2809. dx = src->x + dx;
  2810. dy = src->y + dy;
  2811. }
  2812. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2813. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2814. //Increase can't walk delay to not alter your walk path
  2815. ud->canmove_tick = tick;
  2816. speed = status_get_speed(src);
  2817. for (i = 0; i < ud->walkpath.path_len; i ++)
  2818. {
  2819. if(ud->walkpath.path[i]&1)
  2820. ud->canmove_tick+=7*speed/5;
  2821. else
  2822. ud->canmove_tick+=speed;
  2823. }
  2824. }
  2825. }
  2826. break;
  2827. //Splash attack skills.
  2828. case AS_GRIMTOOTH:
  2829. case AS_SPLASHER:
  2830. case SM_MAGNUM:
  2831. case HT_BLITZBEAT:
  2832. case MC_CARTREVOLUTION:
  2833. case NPC_SPLASHATTACK:
  2834. case AC_SHOWER:
  2835. case MG_NAPALMBEAT:
  2836. case MG_FIREBALL:
  2837. case RG_RAID:
  2838. case HW_NAPALMVULCAN:
  2839. case NJ_HUUMA:
  2840. case NJ_BAKUENRYU:
  2841. case ASC_METEORASSAULT:
  2842. case GS_DESPERADO:
  2843. case GS_SPREADATTACK:
  2844. case NPC_EARTHQUAKE:
  2845. case NPC_PULSESTRIKE:
  2846. case NPC_HELLJUDGEMENT:
  2847. if( flag&1 )
  2848. { //Recursive invocation
  2849. // skill_area_temp[0] holds number of targets in area
  2850. // skill_area_temp[1] holds the id of the original target
  2851. // skill_area_temp[2] counts how many targets have already been processed
  2852. int sflag = skill_area_temp[0] & 0xFFF;
  2853. if( flag&SD_LEVEL )
  2854. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2855. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2856. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2857. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2858. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2859. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2860. skill_area_temp[2]++;
  2861. }
  2862. else
  2863. {
  2864. if ( skillid == NJ_BAKUENRYU )
  2865. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2866. skill_area_temp[0] = 0;
  2867. skill_area_temp[1] = bl->id;
  2868. skill_area_temp[2] = 0;
  2869. // if skill damage should be split among targets, count them
  2870. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2871. //special case: Venom Splasher uses a different range for searching than for splashing
  2872. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2873. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2874. // recursive invocation of skill_castend_damage_id() with flag|1
  2875. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2876. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2877. if (skillid == SM_MAGNUM) {
  2878. //Initiate 10% of your damage becomes fire element.
  2879. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2880. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2881. }
  2882. }
  2883. break;
  2884. case KN_BRANDISHSPEAR:
  2885. //Coded apart for it needs the flag passed to the damage calculation.
  2886. if (skill_area_temp[1] != bl->id)
  2887. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2888. else
  2889. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2890. break;
  2891. case KN_BOWLINGBASH:
  2892. if(flag&1){
  2893. if(bl->id==skill_area_temp[1])
  2894. break;
  2895. //two hits for 500%
  2896. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2897. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2898. } else {
  2899. int i,c;
  2900. c = skill_get_blewcount(skillid,skilllv);
  2901. // keep moving target in the direction that src is looking, square by square
  2902. for(i=0;i<c;i++){
  2903. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2904. break; //Can't knockback
  2905. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2906. if( skill_area_temp[0] > 1 ) break; // collision
  2907. }
  2908. clif_blown(bl); //Update target pos.
  2909. if (i!=c) { //Splash
  2910. skill_area_temp[1] = bl->id;
  2911. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2912. }
  2913. //Weirdo dual-hit property, two attacks for 500%
  2914. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2915. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2916. }
  2917. break;
  2918. case KN_SPEARSTAB:
  2919. if(flag&1) {
  2920. if (bl->id==skill_area_temp[1])
  2921. break;
  2922. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2923. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2924. } else {
  2925. int x=bl->x,y=bl->y,i,dir;
  2926. dir = map_calc_dir(bl,src->x,src->y);
  2927. skill_area_temp[1] = bl->id;
  2928. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2929. // all the enemies between the caster and the target are hit, as well as the target
  2930. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2931. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2932. for (i=0;i<4;i++) {
  2933. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2934. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2935. x += dirx[dir];
  2936. y += diry[dir];
  2937. }
  2938. }
  2939. break;
  2940. case TK_TURNKICK:
  2941. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2942. {
  2943. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2944. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2945. map_foreachinrange(skill_area_sub,bl,
  2946. skill_get_splash(skillid, skilllv),BL_CHAR,
  2947. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2948. skill_castend_nodamage_id);
  2949. }
  2950. break;
  2951. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2952. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2953. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2954. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2955. break;
  2956. case PR_TURNUNDEAD:
  2957. case ALL_RESURRECTION:
  2958. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2959. break;
  2960. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2961. break;
  2962. case MG_SOULSTRIKE:
  2963. case NPC_DARKSTRIKE:
  2964. case MG_COLDBOLT:
  2965. case MG_FIREBOLT:
  2966. case MG_LIGHTNINGBOLT:
  2967. case WZ_EARTHSPIKE:
  2968. case AL_HEAL:
  2969. case AL_HOLYLIGHT:
  2970. case WZ_JUPITEL:
  2971. case NPC_DARKTHUNDER:
  2972. case PR_ASPERSIO:
  2973. case MG_FROSTDIVER:
  2974. case WZ_SIGHTBLASTER:
  2975. case WZ_SIGHTRASHER:
  2976. case NJ_KOUENKA:
  2977. case NJ_HYOUSENSOU:
  2978. case NJ_HUUJIN:
  2979. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2980. break;
  2981. case NPC_MAGICALATTACK:
  2982. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2983. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2984. break;
  2985. case HVAN_CAPRICE: //[blackhole89]
  2986. {
  2987. int ran=rand()%4;
  2988. int sid = 0;
  2989. switch(ran)
  2990. {
  2991. case 0: sid=MG_COLDBOLT; break;
  2992. case 1: sid=MG_FIREBOLT; break;
  2993. case 2: sid=MG_LIGHTNINGBOLT; break;
  2994. case 3: sid=WZ_EARTHSPIKE; break;
  2995. }
  2996. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2997. }
  2998. break;
  2999. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  3000. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3001. if (skilllv>1) {
  3002. int range = skilllv/2;
  3003. int cnt;
  3004. if (sd)
  3005. cnt = skill_count_water(src,range);
  3006. else {
  3007. range = 2*range+1;
  3008. cnt = range*range;
  3009. }
  3010. cnt--;
  3011. if (cnt > 0)
  3012. skill_addtimerskill(src,tick+125,bl->id,0,0,
  3013. skillid,skilllv,cnt,flag);
  3014. } else if (sd) //Eat up deluge tiles.
  3015. skill_count_water(src,0);
  3016. break;
  3017. case PR_BENEDICTIO:
  3018. //Should attack undead and demons. [Skotlex]
  3019. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3020. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3021. break;
  3022. case SL_SMA:
  3023. if (sc && sc->data[SC_SMA].timer != -1)
  3024. status_change_end(src,SC_SMA,-1);
  3025. case SL_STIN:
  3026. case SL_STUN:
  3027. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3028. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3029. clif_skill_fail(sd,skillid,0,0);
  3030. break;
  3031. }
  3032. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3033. break;
  3034. case NPC_DARKBREATH:
  3035. clif_emotion(src,7);
  3036. case SN_FALCONASSAULT:
  3037. case PA_PRESSURE:
  3038. case CR_ACIDDEMONSTRATION:
  3039. case TF_THROWSTONE:
  3040. case NPC_SMOKING:
  3041. case GS_FLING:
  3042. case NJ_ZENYNAGE:
  3043. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3044. break;
  3045. case HVAN_EXPLOSION:
  3046. case NPC_SELFDESTRUCTION:
  3047. if (src != bl)
  3048. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3049. break;
  3050. // Celest
  3051. case PF_SOULBURN:
  3052. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3054. if (skilllv == 5)
  3055. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3056. status_percent_damage(src, bl, 0, 100);
  3057. } else {
  3058. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3059. if (skilllv == 5)
  3060. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3061. status_percent_damage(src, src, 0, 100);
  3062. }
  3063. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  3064. break;
  3065. case NPC_BLOODDRAIN:
  3066. case NPC_ENERGYDRAIN:
  3067. {
  3068. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3069. src, src, bl, skillid, skilllv, tick, flag);
  3070. if (heal > 0){
  3071. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3072. status_heal(src, heal, 0, 0);
  3073. }
  3074. }
  3075. break;
  3076. case GS_BULLSEYE:
  3077. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3078. break;
  3079. case NJ_KASUMIKIRI:
  3080. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3081. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3082. break;
  3083. case NJ_KIRIKAGE:
  3084. if (!map_flag_gvg(src->m))
  3085. { //You don't move on GVG grounds.
  3086. short x, y;
  3087. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3088. if (unit_movepos(src, x, y, 0, 0))
  3089. clif_slide(src,src->x,src->y);
  3090. }
  3091. if (sc && sc->data[SC_HIDING].timer != -1)
  3092. status_change_end(src, SC_HIDING, -1);
  3093. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3094. break;
  3095. case 0:
  3096. if(sd) {
  3097. if (flag & 3){
  3098. if (bl->id != skill_area_temp[1])
  3099. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  3100. } else {
  3101. skill_area_temp[1] = bl->id;
  3102. map_foreachinrange(skill_area_sub, bl,
  3103. sd->splash_range, BL_CHAR,
  3104. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3105. skill_castend_damage_id);
  3106. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3107. }
  3108. }
  3109. break;
  3110. default:
  3111. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3112. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3113. 0, abs(skill_get_num(skillid, skilllv)),
  3114. skillid, skilllv, skill_get_hit(skillid));
  3115. map_freeblock_unlock();
  3116. return 1;
  3117. }
  3118. map_freeblock_unlock();
  3119. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  3120. battle_consume_ammo(sd, skillid, skilllv);
  3121. return 0;
  3122. }
  3123. /*==========================================
  3124. *
  3125. *------------------------------------------*/
  3126. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3127. {
  3128. struct map_session_data *sd;
  3129. struct homun_data *hd;
  3130. struct map_session_data *dstsd;
  3131. struct status_data *sstatus, *tstatus;
  3132. struct status_change *tsc;
  3133. struct mob_data *md;
  3134. struct mob_data *dstmd;
  3135. int i,type;
  3136. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3137. nullpo_retr(1, src);
  3138. nullpo_retr(1, bl);
  3139. if (src->m != bl->m)
  3140. return 1;
  3141. BL_CAST(BL_PC, src, sd);
  3142. BL_CAST(BL_HOM, src, hd);
  3143. BL_CAST(BL_MOB, src, md);
  3144. BL_CAST(BL_PC, bl, dstsd);
  3145. BL_CAST(BL_MOB, bl, dstmd);
  3146. if(bl->prev == NULL)
  3147. return 1;
  3148. if(status_isdead(src))
  3149. return 1;
  3150. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3151. return 1;
  3152. tstatus = status_get_status_data(bl);
  3153. sstatus = status_get_status_data(src);
  3154. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3155. switch (skillid) {
  3156. case HLIF_HEAL: //[orn]
  3157. if (bl->type != BL_HOM) {
  3158. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3159. break ;
  3160. }
  3161. case AL_HEAL:
  3162. case ALL_RESURRECTION:
  3163. case PR_ASPERSIO:
  3164. //Apparently only player casted skills can be offensive like this.
  3165. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3166. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3167. //Offensive heal does not works on non-enemies. [Skotlex]
  3168. clif_skill_fail(sd,skillid,0,0);
  3169. return 0;
  3170. }
  3171. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3172. }
  3173. break;
  3174. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3175. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3176. default:
  3177. //Skill is actually ground placed.
  3178. if (src == bl && skill_get_unit_id(skillid,0))
  3179. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3180. }
  3181. type = SkillStatusChangeTable(skillid);
  3182. tsc = status_get_sc(bl);
  3183. if (src!=bl && type > -1 &&
  3184. (i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
  3185. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3186. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3187. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3188. map_freeblock_lock();
  3189. switch(skillid)
  3190. {
  3191. case HLIF_HEAL: //[orn]
  3192. case AL_HEAL:
  3193. {
  3194. int heal = skill_calc_heal(src, bl, skilllv);
  3195. int heal_get_jobexp;
  3196. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3197. heal=0;
  3198. if (sd) {
  3199. if ((i = pc_skillheal_bonus(sd, skillid)))
  3200. heal += heal * i / 100;
  3201. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3202. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3203. heal = heal*2;
  3204. }
  3205. if (tsc && tsc->count)
  3206. {
  3207. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3208. ) { //Bounce back heal
  3209. if (--tsc->data[SC_KAITE].val2 <= 0)
  3210. status_change_end(bl, SC_KAITE, -1);
  3211. if (src == bl)
  3212. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3213. else {
  3214. bl = src;
  3215. dstsd = sd;
  3216. }
  3217. } else
  3218. if (tsc->data[SC_BERSERK].timer != -1)
  3219. heal = 0; //Needed so that it actually displays 0 when healing.
  3220. }
  3221. heal_get_jobexp = status_heal(bl,heal,0,0);
  3222. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3223. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3224. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3225. if (heal_get_jobexp <= 0)
  3226. heal_get_jobexp = 1;
  3227. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3228. }
  3229. }
  3230. break;
  3231. case PR_REDEMPTIO:
  3232. if (sd && !(flag&1)) {
  3233. if (sd->status.party_id == 0) {
  3234. clif_skill_fail(sd,skillid,0,0);
  3235. break;
  3236. }
  3237. skill_area_temp[0] = 0;
  3238. party_foreachsamemap(skill_area_sub,
  3239. sd,skill_get_splash(skillid, skilllv),
  3240. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3241. skill_castend_nodamage_id);
  3242. if (skill_area_temp[0] == 0) {
  3243. clif_skill_fail(sd,skillid,0,0);
  3244. break;
  3245. }
  3246. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3247. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3248. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3249. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3250. clif_updatestatus(sd,SP_BASEEXP);
  3251. clif_updatestatus(sd,SP_JOBEXP);
  3252. }
  3253. status_set_hp(src, 1, 0);
  3254. status_set_sp(src, 0, 0);
  3255. break;
  3256. } else if (status_isdead(bl) && flag&1) { //Revive
  3257. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3258. skilllv = 3; //Resurrection level 3 is used
  3259. } else //Invalid target, skip resurrection.
  3260. break;
  3261. case ALL_RESURRECTION:
  3262. if(sd && map_flag_gvg(bl->m))
  3263. { //No reviving in WoE grounds!
  3264. clif_skill_fail(sd,skillid,0,0);
  3265. break;
  3266. }
  3267. if (!status_isdead(bl))
  3268. break;
  3269. {
  3270. int per = 0, sper = 0;
  3271. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3272. break;
  3273. switch(skilllv){
  3274. case 1: per=10; break;
  3275. case 2: per=30; break;
  3276. case 3: per=50; break;
  3277. case 4: per=80; break;
  3278. }
  3279. if(dstsd && dstsd->special_state.restart_full_recover)
  3280. per = sper = 100;
  3281. if (status_revive(bl, per, sper))
  3282. {
  3283. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3284. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3285. {
  3286. int exp = 0,jexp = 0;
  3287. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3288. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3289. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3290. if (exp < 1) exp = 1;
  3291. }
  3292. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3293. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3294. if (jexp < 1) jexp = 1;
  3295. }
  3296. if(exp > 0 || jexp > 0)
  3297. pc_gainexp (sd, bl, exp, jexp);
  3298. }
  3299. }
  3300. }
  3301. break;
  3302. case AL_DECAGI:
  3303. clif_skill_nodamage (src, bl, skillid, skilllv,
  3304. sc_start(bl, type,
  3305. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3306. skilllv, skill_get_time(skillid,skilllv)));
  3307. break;
  3308. case AL_CRUCIS:
  3309. if (flag&1)
  3310. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  3311. else {
  3312. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3313. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3314. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3315. }
  3316. break;
  3317. case PR_LEXDIVINA:
  3318. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3319. status_change_end(bl,type, -1);
  3320. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3321. } else
  3322. clif_skill_nodamage (src, bl, skillid, skilllv,
  3323. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3324. break;
  3325. case SA_ABRACADABRA:
  3326. {
  3327. int abra_skillid = 0, abra_skilllv;
  3328. do {
  3329. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3330. if (
  3331. //Unneeded check, use the "per" field to know if the skill is valid.
  3332. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3333. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3334. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3335. rand()%10000 >= skill_abra_db[abra_skillid].per
  3336. )
  3337. abra_skillid = 0; // reset to get a new id
  3338. } while (abra_skillid == 0);
  3339. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3340. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3341. if (sd)
  3342. { //Crash-protection against Abracadabra casting pets
  3343. sd->skillitem = abra_skillid;
  3344. sd->skillitemlv = abra_skilllv;
  3345. sd->state.abra_flag = 1;
  3346. clif_item_skill (sd, abra_skillid, abra_skilllv);
  3347. } else
  3348. { // [Skotlex]
  3349. struct unit_data *ud = unit_bl2ud(src);
  3350. int inf = skill_get_inf(abra_skillid);
  3351. int target_id = 0;
  3352. if (!ud) break;
  3353. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3354. if (src->type == BL_PET)
  3355. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3356. if (!bl) bl = src;
  3357. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3358. } else { //Assume offensive skills
  3359. if (ud->target)
  3360. target_id = ud->target;
  3361. else switch (src->type) {
  3362. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3363. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3364. }
  3365. if (!target_id)
  3366. break;
  3367. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3368. bl = map_id2bl(target_id);
  3369. if (!bl) bl = src;
  3370. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3371. } else
  3372. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3373. }
  3374. }
  3375. }
  3376. break;
  3377. case SA_COMA:
  3378. clif_skill_nodamage(src,bl,skillid,skilllv,
  3379. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3380. break;
  3381. case SA_FULLRECOVERY:
  3382. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3383. if (status_isimmune(bl))
  3384. break;
  3385. status_percent_heal(bl, 100, 100);
  3386. break;
  3387. case SA_SUMMONMONSTER:
  3388. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3389. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3390. break;
  3391. case SA_LEVELUP:
  3392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3393. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3394. break;
  3395. case SA_INSTANTDEATH:
  3396. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3397. status_set_hp(bl,1,0);
  3398. break;
  3399. case SA_QUESTION:
  3400. case SA_GRAVITY:
  3401. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3402. break;
  3403. case SA_CLASSCHANGE:
  3404. {
  3405. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3406. ,1157,1159,1190,1272,1312,1373,1492};
  3407. int class_ = mob_random_class (changeclass,ARRAYLENGTH(changeclass));
  3408. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3409. if(dstmd) mob_class_change(dstmd,class_);
  3410. }
  3411. break;
  3412. case SA_MONOCELL:
  3413. {
  3414. static int poringclass[]={1002};
  3415. int class_ = mob_random_class (poringclass,ARRAYLENGTH(poringclass));
  3416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3417. if(dstmd) mob_class_change(dstmd,class_);
  3418. }
  3419. break;
  3420. case SA_DEATH:
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3422. status_kill(bl);
  3423. break;
  3424. case SA_REVERSEORCISH:
  3425. clif_skill_nodamage(src,bl,skillid,skilllv,
  3426. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3427. break;
  3428. case SA_FORTUNE:
  3429. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3430. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3431. break;
  3432. case SA_TAMINGMONSTER:
  3433. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3434. if (sd && dstmd) {
  3435. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3436. if( i < MAX_PET_DB )
  3437. pet_catch_process1(sd, dstmd->class_);
  3438. }
  3439. break;
  3440. case CR_PROVIDENCE:
  3441. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3442. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3443. clif_skill_fail(sd,skillid,0,0);
  3444. map_freeblock_unlock();
  3445. return 1;
  3446. }
  3447. }
  3448. clif_skill_nodamage(src,bl,skillid,skilllv,
  3449. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3450. break;
  3451. case CG_MARIONETTE:
  3452. {
  3453. struct status_change *sc= status_get_sc(src);
  3454. int type2 = SC_MARIONETTE2;
  3455. if(sc && tsc){
  3456. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3457. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3458. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3459. clif_marionette(src, bl);
  3460. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3461. }
  3462. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3463. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3464. status_change_end(src, type, -1);
  3465. status_change_end(bl, type2, -1);
  3466. }
  3467. else {
  3468. if (sd) clif_skill_fail(sd,skillid,0,0);
  3469. map_freeblock_unlock();
  3470. return 1;
  3471. }
  3472. }
  3473. }
  3474. break;
  3475. case RG_CLOSECONFINE:
  3476. clif_skill_nodamage(src,bl,skillid,skilllv,
  3477. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3478. break;
  3479. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3480. case SA_FROSTWEAPON:
  3481. case SA_LIGHTNINGLOADER:
  3482. case SA_SEISMICWEAPON:
  3483. if (dstsd) {
  3484. if(dstsd->status.weapon == W_FIST ||
  3485. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3486. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3487. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3488. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3489. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3490. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3491. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3492. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3493. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3494. ))
  3495. ) {
  3496. if (sd) clif_skill_fail(sd,skillid,0,0);
  3497. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3498. break;
  3499. }
  3500. }
  3501. if (sd) {
  3502. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3503. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3504. clif_skill_fail(sd,skillid,0,0);
  3505. break;
  3506. }
  3507. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3508. }
  3509. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3510. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3511. if (sd)
  3512. clif_skill_fail(sd,skillid,0,0);
  3513. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3514. clif_displaymessage(sd->fd,"You broke target's weapon");
  3515. }
  3516. break;
  3517. case PR_ASPERSIO:
  3518. if (sd && dstmd) {
  3519. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3520. break;
  3521. }
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,
  3523. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3524. break;
  3525. case ITEM_ENCHANTARMS:
  3526. clif_skill_nodamage(src,bl,skillid,skilllv,
  3527. sc_start2(bl,type,100,skilllv,
  3528. skill_get_pl(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3529. break;
  3530. case TK_SEVENWIND:
  3531. switch(skill_get_pl(skillid,skilllv)) {
  3532. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3533. case ELE_WIND : type = SC_WINDWEAPON; break;
  3534. case ELE_WATER : type = SC_WATERWEAPON; break;
  3535. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3536. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3537. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3538. case ELE_HOLY : type = SC_ASPERSIO; break;
  3539. }
  3540. clif_skill_nodamage(src,bl,skillid,skilllv,
  3541. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3542. break;
  3543. case PR_KYRIE:
  3544. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3545. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3546. break;
  3547. //Passive Magnum, should had been casted on yourself.
  3548. case SM_MAGNUM:
  3549. skill_area_temp[1] = 0;
  3550. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  3551. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3552. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3553. //Initiate 10% of your damage becomes fire element.
  3554. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3555. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3556. break;
  3557. case AL_INCAGI:
  3558. case AL_BLESSING:
  3559. case PR_SLOWPOISON:
  3560. case PR_IMPOSITIO:
  3561. case PR_LEXAETERNA:
  3562. case PR_SUFFRAGIUM:
  3563. case PR_BENEDICTIO:
  3564. case LK_BERSERK:
  3565. case KN_AUTOCOUNTER:
  3566. case KN_TWOHANDQUICKEN:
  3567. case KN_ONEHAND:
  3568. case CR_SPEARQUICKEN:
  3569. case CR_REFLECTSHIELD:
  3570. case AS_POISONREACT:
  3571. case MC_LOUD:
  3572. case MG_ENERGYCOAT:
  3573. case MO_EXPLOSIONSPIRITS:
  3574. case MO_STEELBODY:
  3575. case MO_BLADESTOP:
  3576. case LK_AURABLADE:
  3577. case LK_PARRYING:
  3578. case LK_CONCENTRATION:
  3579. case WS_CARTBOOST:
  3580. case SN_SIGHT:
  3581. case WS_MELTDOWN:
  3582. case WS_OVERTHRUSTMAX:
  3583. case ST_REJECTSWORD:
  3584. case HW_MAGICPOWER:
  3585. case PF_MEMORIZE:
  3586. case PA_SACRIFICE:
  3587. case ASC_EDP:
  3588. case NPC_STOP:
  3589. case PF_DOUBLECASTING:
  3590. case SG_SUN_COMFORT:
  3591. case SG_MOON_COMFORT:
  3592. case SG_STAR_COMFORT:
  3593. case NPC_HALLUCINATION:
  3594. case HP_ASSUMPTIO:
  3595. case GS_MADNESSCANCEL:
  3596. case GS_ADJUSTMENT:
  3597. case GS_INCREASING:
  3598. case NJ_KASUMIKIRI:
  3599. case NJ_UTSUSEMI:
  3600. case NJ_NEN:
  3601. case NPC_DEFENDER:
  3602. case NPC_MAGICMIRROR:
  3603. clif_skill_nodamage(src,bl,skillid,skilllv,
  3604. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3605. break;
  3606. case MG_SIGHT:
  3607. case AL_RUWACH:
  3608. case WZ_SIGHTBLASTER:
  3609. case NPC_WIDESIGHT:
  3610. case NPC_STONESKIN:
  3611. case NPC_ANTIMAGIC:
  3612. clif_skill_nodamage(src,bl,skillid,skilllv,
  3613. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3614. break;
  3615. case HLIF_AVOID:
  3616. if (hd)
  3617. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3618. case HAMI_DEFENCE:
  3619. i = skill_get_time(skillid,skilllv);
  3620. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3621. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3622. break;
  3623. case NJ_BUNSINJYUTSU:
  3624. clif_skill_nodamage(src,bl,skillid,skilllv,
  3625. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3626. if (tsc && tsc->data[SC_NEN].timer != -1)
  3627. status_change_end(bl,SC_NEN,-1);
  3628. break;
  3629. /* Was modified to only affect targetted char. [Skotlex]
  3630. case HP_ASSUMPTIO:
  3631. if (flag&1)
  3632. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3633. else
  3634. {
  3635. map_foreachinrange(skill_area_sub, bl,
  3636. skill_get_splash(skillid, skilllv), BL_PC,
  3637. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3638. skill_castend_nodamage_id);
  3639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3640. }
  3641. break;
  3642. */
  3643. case SM_ENDURE:
  3644. clif_skill_nodamage(src,bl,skillid,skilllv,
  3645. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3646. if (sd)
  3647. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3648. break;
  3649. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3650. if (sd && dstsd && dstsd->sc.count) {
  3651. if (dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3652. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3653. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3654. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3655. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3656. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3657. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3658. ) {
  3659. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3660. clif_skill_fail(sd,skillid,0,0);
  3661. break;
  3662. }
  3663. }
  3664. clif_skill_nodamage(src,bl,skillid,skilllv,
  3665. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3666. break;
  3667. case LK_TENSIONRELAX:
  3668. clif_skill_nodamage(src,bl,skillid,skilllv,
  3669. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3670. skill_get_time(skillid,skilllv)));
  3671. break;
  3672. case MC_CHANGECART:
  3673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3674. break;
  3675. case TK_MISSION:
  3676. if (sd) {
  3677. int id;
  3678. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3679. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3680. clif_skill_fail(sd,skillid,0,0);
  3681. break;
  3682. }
  3683. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3684. if (!id) {
  3685. clif_skill_fail(sd,skillid,0,0);
  3686. break;
  3687. }
  3688. sd->mission_mobid = id;
  3689. sd->mission_count = 0;
  3690. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3691. clif_mission_info(sd, id, 0);
  3692. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3693. }
  3694. break;
  3695. case AC_CONCENTRATION:
  3696. {
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,
  3698. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3699. map_foreachinrange( status_change_timer_sub, src,
  3700. skill_get_splash(skillid, skilllv), BL_CHAR,
  3701. src,status_get_sc(src),type,tick);
  3702. }
  3703. break;
  3704. case SM_PROVOKE:
  3705. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3706. map_freeblock_unlock();
  3707. return 1;
  3708. }
  3709. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3710. clif_skill_nodamage(src,bl,skillid,skilllv,
  3711. (i=sc_start(bl,type,
  3712. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3713. skilllv,skill_get_time(skillid,skilllv))));
  3714. if (!i)
  3715. {
  3716. if (sd)
  3717. clif_skill_fail(sd,skillid,0,0);
  3718. map_freeblock_unlock();
  3719. return 0;
  3720. }
  3721. unit_skillcastcancel(bl, 2);
  3722. if(tsc && tsc->count){
  3723. if(tsc->data[SC_FREEZE].timer!=-1)
  3724. status_change_end(bl,SC_FREEZE,-1);
  3725. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3726. status_change_end(bl,SC_STONE,-1);
  3727. if(tsc->data[SC_SLEEP].timer!=-1)
  3728. status_change_end(bl,SC_SLEEP,-1);
  3729. }
  3730. if(dstmd) {
  3731. dstmd->state.provoke_flag = src->id;
  3732. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3733. }
  3734. break;
  3735. case CR_DEVOTION:
  3736. if(sd && dstsd)
  3737. {
  3738. int lv = sd->status.base_level - dstsd->status.base_level;
  3739. if (lv < 0) lv = -lv;
  3740. if (lv > battle_config.devotion_level_difference ||
  3741. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3742. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3743. clif_skill_fail(sd,skillid,0,0);
  3744. map_freeblock_unlock();
  3745. return 1;
  3746. }
  3747. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3748. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3749. if (i == skilllv)
  3750. {
  3751. clif_skill_fail(sd,skillid,0,0);
  3752. map_freeblock_unlock();
  3753. return 1;
  3754. }
  3755. sd->devotion[i] = bl->id;
  3756. clif_skill_nodamage(src,bl,skillid,skilllv,
  3757. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3758. clif_devotion(sd);
  3759. }
  3760. else
  3761. if (sd)
  3762. clif_skill_fail(sd,skillid,0,0);
  3763. break;
  3764. case MO_CALLSPIRITS:
  3765. if(sd) {
  3766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3767. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3768. }
  3769. break;
  3770. case CH_SOULCOLLECT:
  3771. if(sd) {
  3772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3773. for (i = 0; i < 5; i++)
  3774. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3775. }
  3776. break;
  3777. case MO_KITRANSLATION:
  3778. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3779. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3780. }
  3781. break;
  3782. case TK_TURNKICK:
  3783. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3784. if (skill_area_temp[1] != bl->id) {
  3785. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3786. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3787. }
  3788. break;
  3789. case MO_ABSORBSPIRITS:
  3790. i = 0;
  3791. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3792. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3793. i = dstsd->spiritball * 10;
  3794. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3795. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3796. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3797. i = 2 * dstmd->level;
  3798. mob_target(dstmd,src,0);
  3799. }
  3800. if (i) status_heal(src, 0, i, 3);
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3802. break;
  3803. case AC_MAKINGARROW:
  3804. if(sd) {
  3805. clif_arrow_create_list(sd);
  3806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3807. }
  3808. break;
  3809. case AM_PHARMACY:
  3810. if(sd) {
  3811. clif_skill_produce_mix_list(sd,22);
  3812. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3813. }
  3814. break;
  3815. case SA_CREATECON:
  3816. if(sd) {
  3817. clif_skill_produce_mix_list(sd,23);
  3818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3819. }
  3820. break;
  3821. case BS_HAMMERFALL:
  3822. clif_skill_nodamage(src,bl,skillid,skilllv,
  3823. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3824. break;
  3825. case RG_RAID:
  3826. skill_area_temp[1] = 0;
  3827. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3828. map_foreachinrange(skill_area_sub, bl,
  3829. skill_get_splash(skillid, skilllv), splash_target(src),
  3830. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3831. skill_castend_damage_id);
  3832. status_change_end(src, SC_HIDING, -1);
  3833. break;
  3834. case ASC_METEORASSAULT:
  3835. case GS_SPREADATTACK:
  3836. case NPC_EARTHQUAKE:
  3837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3838. case NPC_HELLJUDGEMENT:
  3839. case NPC_PULSESTRIKE:
  3840. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3841. break;
  3842. case KN_BRANDISHSPEAR:
  3843. {
  3844. int c,n=4;
  3845. int dir = map_calc_dir(src,bl->x,bl->y);
  3846. struct square tc;
  3847. int x=bl->x,y=bl->y;
  3848. skill_brandishspear_first(&tc,dir,x,y);
  3849. skill_brandishspear_dir(&tc,dir,4);
  3850. skill_area_temp[1] = bl->id;
  3851. if(skilllv > 9){
  3852. for(c=1;c<4;c++){
  3853. map_foreachincell(skill_area_sub,
  3854. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3855. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3856. skill_castend_damage_id);
  3857. }
  3858. }
  3859. if(skilllv > 6){
  3860. skill_brandishspear_dir(&tc,dir,-1);
  3861. n--;
  3862. }else{
  3863. skill_brandishspear_dir(&tc,dir,-2);
  3864. n-=2;
  3865. }
  3866. if(skilllv > 3){
  3867. for(c=0;c<5;c++){
  3868. map_foreachincell(skill_area_sub,
  3869. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3870. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3871. skill_castend_damage_id);
  3872. if(skilllv > 6 && n==3 && c==4){
  3873. skill_brandishspear_dir(&tc,dir,-1);
  3874. n--;c=-1;
  3875. }
  3876. }
  3877. }
  3878. for(c=0;c<10;c++){
  3879. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3880. map_foreachincell(skill_area_sub,
  3881. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3882. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3883. skill_castend_damage_id);
  3884. }
  3885. }
  3886. break;
  3887. case WZ_SIGHTRASHER:
  3888. //Passive side of the attack.
  3889. status_change_end(src,SC_SIGHT,-1);
  3890. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3891. map_foreachinrange(skill_area_sub,src,
  3892. skill_get_splash(skillid, skilllv),splash_target(src),
  3893. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3894. skill_castend_damage_id);
  3895. break;
  3896. case NJ_HYOUSYOURAKU:
  3897. case NJ_RAIGEKISAI:
  3898. case WZ_FROSTNOVA:
  3899. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3900. skill_area_temp[1] = 0;
  3901. map_foreachinrange(skill_attack_area, src,
  3902. skill_get_splash(skillid, skilllv), splash_target(src),
  3903. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3904. break;
  3905. case HVAN_EXPLOSION: //[orn]
  3906. case NPC_SELFDESTRUCTION:
  3907. //Self Destruction hits everyone in range (allies+enemies)
  3908. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3909. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3910. BCT_ENEMY:BCT_ALL;
  3911. clif_skill_nodamage(src, src, skillid, -1, 1);
  3912. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3913. map_foreachinrange(skill_area_sub, bl,
  3914. skill_get_splash(skillid, skilllv), splash_target(src),
  3915. src, skillid, skilllv, tick, flag|i,
  3916. skill_castend_damage_id);
  3917. map_addblock(src);
  3918. status_damage(src, src, sstatus->max_hp,0,0,1);
  3919. break;
  3920. case AL_ANGELUS:
  3921. case PR_MAGNIFICAT:
  3922. case PR_GLORIA:
  3923. case SN_WINDWALK:
  3924. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3925. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3926. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3927. } else if (sd) {
  3928. party_foreachsamemap (skill_area_sub,
  3929. sd,skill_get_splash(skillid, skilllv),
  3930. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3931. skill_castend_nodamage_id);
  3932. }
  3933. break;
  3934. case BS_ADRENALINE:
  3935. case BS_ADRENALINE2:
  3936. case BS_WEAPONPERFECT:
  3937. case BS_OVERTHRUST:
  3938. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3939. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3940. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3941. } else if (sd) {
  3942. party_foreachsamemap(skill_area_sub,
  3943. sd,skill_get_splash(skillid, skilllv),
  3944. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3945. skill_castend_nodamage_id);
  3946. }
  3947. break;
  3948. case BS_MAXIMIZE:
  3949. case NV_TRICKDEAD:
  3950. case CR_DEFENDER:
  3951. case CR_AUTOGUARD:
  3952. case TK_READYSTORM:
  3953. case TK_READYDOWN:
  3954. case TK_READYTURN:
  3955. case TK_READYCOUNTER:
  3956. case TK_DODGE:
  3957. case CR_SHRINK:
  3958. case ST_PRESERVE:
  3959. case SG_FUSION:
  3960. case GS_GATLINGFEVER:
  3961. if (tsc && tsc->data[type].timer != -1)
  3962. i = status_change_end(bl, type, -1);
  3963. else
  3964. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3965. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3966. break;
  3967. case SL_KAITE:
  3968. case SL_KAAHI:
  3969. case SL_KAIZEL:
  3970. case SL_KAUPE:
  3971. if (sd) {
  3972. if (!dstsd || !(
  3973. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3974. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3975. dstsd->status.char_id == sd->status.char_id ||
  3976. dstsd->status.char_id == sd->status.partner_id ||
  3977. dstsd->status.char_id == sd->status.child
  3978. )) {
  3979. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3980. clif_skill_fail(sd,skillid,0,0);
  3981. break;
  3982. }
  3983. }
  3984. clif_skill_nodamage(src,bl,skillid,skilllv,
  3985. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3986. break;
  3987. case SM_AUTOBERSERK: // Celest
  3988. if (tsc && tsc->data[type].timer != -1)
  3989. i = status_change_end(bl, type, -1);
  3990. else
  3991. i = sc_start(bl,type,100,skilllv,60000);
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3993. break;
  3994. case TF_HIDING:
  3995. case ST_CHASEWALK:
  3996. if (tsc && tsc->data[type].timer != -1)
  3997. i = status_change_end(bl, type, -1);
  3998. else
  3999. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4000. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  4001. break;
  4002. case TK_RUN:
  4003. if (tsc && tsc->data[type].timer != -1)
  4004. clif_skill_nodamage(src,bl,skillid,skilllv,
  4005. status_change_end(bl, type, -1));
  4006. else {
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,
  4008. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4009. // If the client receives a skill-use packet inmediately before
  4010. // a walkok packet, it will discard the walk packet! [Skotlex]
  4011. // So aegis has to resend the walk ok.
  4012. if (sd) clif_walkok(sd);
  4013. }
  4014. break;
  4015. case AS_CLOAKING:
  4016. if(tsc && tsc->data[type].timer!=-1 )
  4017. i = status_change_end(bl, type, -1);
  4018. else
  4019. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4020. clif_skill_nodamage(src,bl,skillid,-1,i);
  4021. if (!i && sd)
  4022. clif_skill_fail(sd,skillid,0,0);
  4023. break;
  4024. case BD_ADAPTATION:
  4025. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  4026. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4027. skill_stop_dancing(bl);
  4028. }
  4029. break;
  4030. case BA_FROSTJOKE:
  4031. case DC_SCREAM:
  4032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4033. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4034. if (md) {
  4035. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4036. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4037. char temp[128];
  4038. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  4039. break; //Message won't fit on buffer. [Skotlex]
  4040. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  4041. clif_message(&md->bl,temp);
  4042. }
  4043. break;
  4044. case BA_PANGVOICE:
  4045. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4046. break;
  4047. case DC_WINKCHARM:
  4048. if( dstsd )
  4049. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4050. else
  4051. if( dstmd )
  4052. {
  4053. if( status_get_lv(src) > status_get_lv(bl)
  4054. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4055. && !(tstatus->mode&MD_BOSS) )
  4056. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4057. else
  4058. {
  4059. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4060. if(sd) clif_skill_fail(sd,skillid,0,0);
  4061. }
  4062. }
  4063. break;
  4064. case TF_STEAL:
  4065. if(sd) {
  4066. if(pc_steal_item(sd,bl,skilllv))
  4067. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4068. else
  4069. clif_skill_fail(sd,skillid,0x0a,0);
  4070. }
  4071. break;
  4072. case RG_STEALCOIN:
  4073. if(sd) {
  4074. if(pc_steal_coin(sd,bl))
  4075. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4076. else
  4077. clif_skill_fail(sd,skillid,0,0);
  4078. }
  4079. break;
  4080. case MG_STONECURSE:
  4081. {
  4082. if (tstatus->mode&MD_BOSS) {
  4083. if (sd) clif_skill_fail(sd,skillid,0,0);
  4084. break;
  4085. }
  4086. if(status_isimmune(bl) || !tsc)
  4087. break;
  4088. if (dstmd)
  4089. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4090. if (tsc->data[SC_STONE].timer != -1) {
  4091. status_change_end(bl,SC_STONE,-1);
  4092. if (sd) clif_skill_fail(sd,skillid,0,0);
  4093. break;
  4094. }
  4095. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4096. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4097. skill_get_time2(skillid,skilllv)))
  4098. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4099. else if(sd) {
  4100. clif_skill_fail(sd,skillid,0,0);
  4101. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4102. if (skilllv > 5) break;
  4103. }
  4104. if (sd) {
  4105. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4106. break; //Do not delete the gemstone.
  4107. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4108. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4109. }
  4110. }
  4111. break;
  4112. case NV_FIRSTAID:
  4113. clif_skill_nodamage(src,bl,skillid,5,1);
  4114. status_heal(bl,5,0,0);
  4115. break;
  4116. case AL_CURE:
  4117. if(status_isimmune(bl)) {
  4118. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4119. break;
  4120. }
  4121. status_change_end(bl, SC_SILENCE , -1 );
  4122. status_change_end(bl, SC_BLIND , -1 );
  4123. status_change_end(bl, SC_CONFUSION, -1 );
  4124. //Confusion on undead won't trigger on undead players.
  4125. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  4126. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4128. break;
  4129. case TF_DETOXIFY:
  4130. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4131. status_change_end(bl, SC_POISON , -1 );
  4132. status_change_end(bl, SC_DPOISON , -1 );
  4133. break;
  4134. case PR_STRECOVERY:
  4135. if(status_isimmune(bl)) {
  4136. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4137. break;
  4138. }
  4139. if (tsc && tsc->opt1) {
  4140. status_change_end(bl, SC_FREEZE, -1 );
  4141. status_change_end(bl, SC_STONE, -1 );
  4142. status_change_end(bl, SC_SLEEP, -1 );
  4143. status_change_end(bl, SC_STUN, -1 );
  4144. }
  4145. //Is this equation really right? It looks so... special.
  4146. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4147. {
  4148. status_change_start(bl, SC_BLIND,
  4149. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4150. 1,0,0,0,
  4151. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4152. }
  4153. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4154. if(dstmd)
  4155. mob_unlocktarget(dstmd,tick);
  4156. break;
  4157. case WZ_ESTIMATION:
  4158. if(sd) {
  4159. if (dstsd) {
  4160. clif_skill_fail(sd,skillid,0,0);
  4161. break;
  4162. }
  4163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4164. clif_skill_estimation((struct map_session_data *)src,bl);
  4165. }
  4166. break;
  4167. case BS_REPAIRWEAPON:
  4168. if(sd && dstsd)
  4169. clif_item_repair_list(sd,dstsd);
  4170. break;
  4171. case MC_IDENTIFY:
  4172. if(sd)
  4173. clif_item_identify_list(sd);
  4174. break;
  4175. // Weapon Refining [Celest]
  4176. case WS_WEAPONREFINE:
  4177. if(sd)
  4178. clif_item_refine_list(sd);
  4179. break;
  4180. case MC_VENDING:
  4181. if(sd)
  4182. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4183. if ( pc_can_give_items(pc_isGM(sd)) )
  4184. clif_skill_fail(sd,skillid,0,0);
  4185. else
  4186. clif_openvendingreq(sd,2+skilllv);
  4187. }
  4188. break;
  4189. case AL_TELEPORT:
  4190. if(sd)
  4191. {
  4192. if (map[bl->m].flag.noteleport) {
  4193. clif_skill_teleportmessage(sd,0);
  4194. break;
  4195. }
  4196. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4197. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4198. break;
  4199. }
  4200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4201. if(skilllv == 1) {
  4202. // possibility to skip menu [LuzZza]
  4203. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  4204. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4205. else
  4206. pc_randomwarp(sd,3);
  4207. } else {
  4208. if (sd->skillitem != AL_TELEPORT)
  4209. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4210. else //Autocasted Teleport level 2??
  4211. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  4212. }
  4213. } else
  4214. unit_warp(bl,-1,-1,-1,3);
  4215. break;
  4216. case NPC_EXPULSION:
  4217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4218. unit_warp(bl,-1,-1,-1,3);
  4219. break;
  4220. case AL_HOLYWATER:
  4221. if(sd) {
  4222. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4224. else
  4225. clif_skill_fail(sd,skillid,0,0);
  4226. }
  4227. break;
  4228. case TF_PICKSTONE:
  4229. if(sd) {
  4230. int eflag;
  4231. struct item item_tmp;
  4232. struct block_list tbl;
  4233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4234. memset(&item_tmp,0,sizeof(item_tmp));
  4235. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4236. item_tmp.nameid = 7049;
  4237. item_tmp.identify = 1;
  4238. tbl.id = 0;
  4239. clif_takeitem(&sd->bl,&tbl);
  4240. eflag = pc_additem(sd,&item_tmp,1);
  4241. if(eflag) {
  4242. clif_additem(sd,0,0,eflag);
  4243. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4244. }
  4245. }
  4246. break;
  4247. case ASC_CDP:
  4248. if(sd) {
  4249. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4250. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4251. }
  4252. break;
  4253. case RG_STRIPWEAPON:
  4254. case RG_STRIPSHIELD:
  4255. case RG_STRIPARMOR:
  4256. case RG_STRIPHELM:
  4257. case ST_FULLSTRIP:
  4258. i = 5+2*skilllv;
  4259. if (sstatus->dex > tstatus->dex)
  4260. i += (sstatus->dex - tstatus->dex)/5;
  4261. switch (skillid) {
  4262. case RG_STRIPWEAPON:
  4263. type = EQP_WEAPON;
  4264. break;
  4265. case RG_STRIPSHIELD:
  4266. type = EQP_SHIELD;
  4267. break;
  4268. case RG_STRIPARMOR:
  4269. type = EQP_ARMOR;
  4270. break;
  4271. case RG_STRIPHELM:
  4272. type = EQP_HELM;
  4273. break;
  4274. case ST_FULLSTRIP:
  4275. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4276. break;
  4277. }
  4278. //Note that Full Strip autospell doesn't use a duration
  4279. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4280. skill_strip_equip(bl, type, i, skilllv,
  4281. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  4282. && sd)
  4283. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4284. break;
  4285. case AM_BERSERKPITCHER:
  4286. case AM_POTIONPITCHER:
  4287. {
  4288. int i,x,hp = 0,sp = 0,bonus=100;
  4289. if(sd) {
  4290. x = skilllv%11 - 1;
  4291. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4292. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4293. clif_skill_fail(sd,skillid,0,0);
  4294. map_freeblock_unlock();
  4295. return 1;
  4296. }
  4297. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4298. clif_skill_fail(sd,skillid,0,0);
  4299. map_freeblock_unlock();
  4300. return 1;
  4301. }
  4302. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4303. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4304. clif_skill_fail(sd,skillid,0,0);
  4305. map_freeblock_unlock();
  4306. return 1;
  4307. }
  4308. }
  4309. potion_flag = 1;
  4310. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4311. potion_target = bl->id;
  4312. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4313. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4314. potion_flag = potion_target = 0;
  4315. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4316. bonus += sd->status.base_level;
  4317. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4318. hp = tstatus->max_hp * potion_per_hp / 100;
  4319. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4320. if(dstsd) {
  4321. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4322. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4323. }
  4324. }
  4325. else {
  4326. if(potion_hp > 0) {
  4327. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4328. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4329. if(dstsd)
  4330. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4331. }
  4332. if(potion_sp > 0) {
  4333. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4334. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4335. if(dstsd)
  4336. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4337. }
  4338. }
  4339. if ((i = pc_skillheal_bonus(sd, skillid)))
  4340. {
  4341. hp += hp * i / 100;
  4342. sp += sp * i / 100;
  4343. }
  4344. }
  4345. else {
  4346. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4347. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4348. if(dstsd)
  4349. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4350. }
  4351. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4352. {
  4353. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4354. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4355. }
  4356. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4357. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  4358. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4359. if(sp > 0)
  4360. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4361. status_heal(bl,hp,sp,0);
  4362. }
  4363. break;
  4364. case AM_CP_WEAPON:
  4365. case AM_CP_SHIELD:
  4366. case AM_CP_ARMOR:
  4367. case AM_CP_HELM:
  4368. {
  4369. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4370. if(tsc && tsc->data[scid].timer != -1)
  4371. status_change_end(bl, scid, -1 );
  4372. clif_skill_nodamage(src,bl,skillid,skilllv,
  4373. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4374. }
  4375. break;
  4376. case AM_TWILIGHT1:
  4377. if (sd) {
  4378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4379. //Prepare 200 White Potions.
  4380. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4381. clif_skill_fail(sd,skillid,0,0);
  4382. }
  4383. break;
  4384. case AM_TWILIGHT2:
  4385. if (sd) {
  4386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4387. //Prepare 200 Slim White Potions.
  4388. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4389. clif_skill_fail(sd,skillid,0,0);
  4390. }
  4391. break;
  4392. case AM_TWILIGHT3:
  4393. if (sd) {
  4394. //check if you can produce all three, if not, then fail:
  4395. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4396. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4397. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4398. ) {
  4399. clif_skill_fail(sd,skillid,0,0);
  4400. break;
  4401. }
  4402. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4403. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4404. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4405. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4406. }
  4407. break;
  4408. case SA_DISPELL:
  4409. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4410. {
  4411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4412. i = tstatus->mdef;
  4413. if (i >= 100 ||
  4414. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4415. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4416. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4417. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  4418. {
  4419. if (sd)
  4420. clif_skill_fail(sd,skillid,0,0);
  4421. break;
  4422. }
  4423. if(status_isimmune(bl) || !tsc->count)
  4424. break;
  4425. for(i=0;i<SC_MAX;i++){
  4426. if (tsc->data[i].timer == -1)
  4427. continue;
  4428. switch (i) {
  4429. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4430. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4431. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4432. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4433. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4434. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4435. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4436. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4437. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4438. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4439. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4440. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4441. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4442. case SC_BOSSMAPINFO:
  4443. continue;
  4444. }
  4445. 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.
  4446. status_change_end(bl,i,-1);
  4447. }
  4448. break;
  4449. }
  4450. //Affect all targets on splash area.
  4451. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4452. src, skillid, skilllv, tick, flag|1,
  4453. skill_castend_damage_id);
  4454. break;
  4455. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4456. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4457. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4458. break;
  4459. case TK_HIGHJUMP:
  4460. {
  4461. int x,y, dir = unit_getdir(src);
  4462. //Fails on noteleport maps, except for vs maps [Skotlex]
  4463. if(map[src->m].flag.noteleport &&
  4464. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4465. ) {
  4466. x = src->x;
  4467. y = src->y;
  4468. } else {
  4469. x = src->x + dirx[dir]*skilllv*2;
  4470. y = src->y + diry[dir]*skilllv*2;
  4471. }
  4472. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4473. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4474. clif_slide(src,x,y);
  4475. unit_movepos(src, x, y, 1, 0);
  4476. }
  4477. }
  4478. break;
  4479. case SA_CASTCANCEL:
  4480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4481. unit_skillcastcancel(src,1);
  4482. if(sd) {
  4483. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4484. sp = sp * (90 - (skilllv-1)*20) / 100;
  4485. if(sp < 0) sp = 0;
  4486. status_zap(src, 0, sp);
  4487. }
  4488. break;
  4489. case SA_SPELLBREAKER:
  4490. {
  4491. int sp;
  4492. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4493. sp = skill_get_sp(skillid,skilllv);
  4494. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4495. if(sp < 1) sp = 1;
  4496. status_heal(bl,0,sp,2);
  4497. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4498. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4499. } else {
  4500. struct unit_data *ud = unit_bl2ud(bl);
  4501. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4502. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4503. bl_skillid = ud->skillid;
  4504. bl_skilllv = ud->skilllv;
  4505. if (tstatus->mode & MD_BOSS)
  4506. { //Only 10% success chance against bosses. [Skotlex]
  4507. if (rand()%100 < 90)
  4508. {
  4509. if (sd) clif_skill_fail(sd,skillid,0,0);
  4510. break;
  4511. }
  4512. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4513. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4514. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4515. unit_skillcastcancel(bl,0);
  4516. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4517. status_zap(bl, hp, sp);
  4518. if (hp && skilllv >= 5)
  4519. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4520. else
  4521. hp = 0;
  4522. if (sp) //Recover some of the SP used
  4523. sp = sp*(25*(skilllv-1))/100;
  4524. if(hp || sp)
  4525. status_heal(src, hp, sp, 2);
  4526. }
  4527. }
  4528. break;
  4529. case SA_MAGICROD:
  4530. //It activates silently, no use animation.
  4531. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4532. break;
  4533. case SA_AUTOSPELL:
  4534. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4535. if(sd)
  4536. clif_autospell(sd,skilllv);
  4537. else {
  4538. int maxlv=1,spellid=0;
  4539. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4540. if(skilllv >= 10) {
  4541. spellid = MG_FROSTDIVER;
  4542. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4543. // maxlv = 10;
  4544. // else
  4545. maxlv = skilllv - 9;
  4546. }
  4547. else if(skilllv >=8) {
  4548. spellid = MG_FIREBALL;
  4549. maxlv = skilllv - 7;
  4550. }
  4551. else if(skilllv >=5) {
  4552. spellid = MG_SOULSTRIKE;
  4553. maxlv = skilllv - 4;
  4554. }
  4555. else if(skilllv >=2) {
  4556. int i = rand()%3;
  4557. spellid = spellarray[i];
  4558. maxlv = skilllv - 1;
  4559. }
  4560. else if(skilllv > 0) {
  4561. spellid = MG_NAPALMBEAT;
  4562. maxlv = 3;
  4563. }
  4564. if(spellid > 0)
  4565. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4566. skill_get_time(SA_AUTOSPELL,skilllv));
  4567. }
  4568. break;
  4569. case BS_GREED:
  4570. if(sd){
  4571. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4572. map_foreachinrange(skill_greed,bl,
  4573. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4574. }
  4575. break;
  4576. case SA_ELEMENTWATER:
  4577. case SA_ELEMENTFIRE:
  4578. case SA_ELEMENTGROUND:
  4579. case SA_ELEMENTWIND:
  4580. if(sd && !dstmd) //Only works on monsters.
  4581. break;
  4582. if(tstatus->mode&MD_BOSS)
  4583. break;
  4584. case NPC_ATTRICHANGE:
  4585. case NPC_CHANGEWATER:
  4586. case NPC_CHANGEGROUND:
  4587. case NPC_CHANGEFIRE:
  4588. case NPC_CHANGEWIND:
  4589. case NPC_CHANGEPOISON:
  4590. case NPC_CHANGEHOLY:
  4591. case NPC_CHANGEDARKNESS:
  4592. case NPC_CHANGETELEKINESIS:
  4593. case NPC_CHANGEUNDEAD:
  4594. clif_skill_nodamage(src,bl,skillid,skilllv,
  4595. sc_start2(bl, type, 100, skilllv, skill_get_pl(skillid,skilllv),
  4596. skill_get_time(skillid, skilllv)));
  4597. break;
  4598. case NPC_PROVOCATION:
  4599. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4600. if (md) mob_unlocktarget(md, tick);
  4601. break;
  4602. case NPC_KEEPING:
  4603. case NPC_BARRIER:
  4604. {
  4605. int skill_time = skill_get_time(skillid,skilllv);
  4606. struct unit_data *ud = unit_bl2ud(bl);
  4607. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4608. sc_start(bl,type,100,skilllv,skill_time))
  4609. && ud) { //Disable attacking/acting/moving for skill's duration.
  4610. ud->attackabletime =
  4611. ud->canact_tick =
  4612. ud->canmove_tick = tick + skill_time;
  4613. }
  4614. }
  4615. break;
  4616. case NPC_REBIRTH:
  4617. //New rebirth System uses Kaizel [Skotlex]
  4618. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4619. break;
  4620. case NPC_DARKBLESSING:
  4621. clif_skill_nodamage(src,bl,skillid,skilllv,
  4622. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4623. break;
  4624. case NPC_LICK:
  4625. status_zap(bl, 0, 100);
  4626. clif_skill_nodamage(src,bl,skillid,skilllv,
  4627. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4628. break;
  4629. case NPC_SUICIDE:
  4630. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4631. status_kill(src); //When suiciding, neither exp nor drops is given.
  4632. break;
  4633. case NPC_SUMMONSLAVE:
  4634. case NPC_SUMMONMONSTER:
  4635. if(md && md->skillidx >= 0)
  4636. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4637. break;
  4638. case NPC_CALLSLAVE:
  4639. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4640. break;
  4641. case NPC_RANDOMMOVE:
  4642. if (md) {
  4643. md->next_walktime = tick - 1;
  4644. mob_randomwalk(md,tick);
  4645. }
  4646. break;
  4647. case NPC_SPEEDUP:
  4648. {
  4649. // or does it increase casting rate? just a guess xD
  4650. int i = SC_ASPDPOTION0 + skilllv - 1;
  4651. if (i > SC_ASPDPOTION3)
  4652. i = SC_ASPDPOTION3;
  4653. clif_skill_nodamage(src,bl,skillid,skilllv,
  4654. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4655. }
  4656. break;
  4657. case NPC_REVENGE:
  4658. // not really needed... but adding here anyway ^^
  4659. if (md && md->master_id > 0) {
  4660. struct block_list *mbl, *tbl;
  4661. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4662. (tbl = battle_gettargeted(mbl)) == NULL)
  4663. break;
  4664. md->state.provoke_flag = tbl->id;
  4665. mob_target(md, tbl, sstatus->rhw.range);
  4666. }
  4667. break;
  4668. case NPC_RUN:
  4669. {
  4670. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4671. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4672. unit_stop_attack(src);
  4673. //Run skillv tiles overriding the can-move check.
  4674. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4675. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4676. }
  4677. break;
  4678. case NPC_TRANSFORMATION:
  4679. case NPC_METAMORPHOSIS:
  4680. if(md && md->skillidx >= 0) {
  4681. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4682. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4683. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4684. if (class_) mob_class_change(md, class_);
  4685. }
  4686. break;
  4687. case NPC_EMOTION_ON:
  4688. case NPC_EMOTION:
  4689. //va[0] is the emotion to use.
  4690. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4691. //val[1] 'sets' the mode
  4692. //val[2] adds to the current mode
  4693. //val[3] removes from the current mode
  4694. //val[4] if set, asks to delete the previous mode change.
  4695. if(md && md->skillidx >= 0 && tsc)
  4696. {
  4697. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4698. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4699. status_change_end(bl, type, -1);
  4700. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4701. sc_start4(src, type, 100, skilllv,
  4702. md->db->skill[md->skillidx].val[1],
  4703. md->db->skill[md->skillidx].val[2],
  4704. md->db->skill[md->skillidx].val[3],
  4705. skill_get_time(skillid, skilllv));
  4706. }
  4707. break;
  4708. case NPC_POWERUP:
  4709. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4710. clif_skill_nodamage(src,bl,skillid,skilllv,
  4711. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4712. break;
  4713. case NPC_AGIUP:
  4714. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4715. clif_skill_nodamage(src,bl,skillid,skilllv,
  4716. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4717. break;
  4718. case NPC_INVISIBLE:
  4719. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4720. clif_skill_nodamage(src,bl,skillid,skilllv,
  4721. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4722. break;
  4723. case NPC_SIEGEMODE:
  4724. // not sure what it does
  4725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4726. break;
  4727. case WE_MALE:
  4728. {
  4729. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4730. 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]
  4731. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4732. }
  4733. break;
  4734. case WE_FEMALE:
  4735. {
  4736. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4737. 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]
  4738. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4739. }
  4740. break;
  4741. // parent-baby skills
  4742. case WE_BABY:
  4743. if(sd){
  4744. struct map_session_data *f_sd = pc_get_father(sd);
  4745. struct map_session_data *m_sd = pc_get_mother(sd);
  4746. // if neither was found
  4747. if(!f_sd && !m_sd){
  4748. clif_skill_fail(sd,skillid,0,0);
  4749. map_freeblock_unlock();
  4750. return 0;
  4751. }
  4752. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4753. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4754. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4755. }
  4756. break;
  4757. case PF_HPCONVERSION:
  4758. {
  4759. int hp, sp;
  4760. hp = sstatus->max_hp/10;
  4761. sp = hp * 10 * skilllv / 100;
  4762. if (!status_charge(src,hp,0)) {
  4763. if (sd) clif_skill_fail(sd,skillid,0,0);
  4764. break;
  4765. }
  4766. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4767. status_heal(bl,0,sp,2);
  4768. }
  4769. break;
  4770. case HT_REMOVETRAP:
  4771. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4773. {
  4774. struct skill_unit* su;
  4775. struct skill_unit_group* sg;
  4776. BL_CAST(BL_SKILL, bl, su);
  4777. if( (su)
  4778. && (sg = su->group)
  4779. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4780. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4781. { // prevent picking up expired traps
  4782. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4783. {
  4784. if( battle_config.skill_removetrap_type )
  4785. { // get back all items used to deploy the trap
  4786. for(i=0;i<10;i++) {
  4787. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4788. int flag;
  4789. struct item item_tmp;
  4790. memset(&item_tmp,0,sizeof(item_tmp));
  4791. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4792. item_tmp.identify = 1;
  4793. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4794. clif_additem(sd,0,0,flag);
  4795. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4796. }
  4797. }
  4798. }
  4799. } else { // get back 1 trap
  4800. struct item item_tmp;
  4801. memset(&item_tmp,0,sizeof(item_tmp));
  4802. item_tmp.nameid = ITEMID_TRAP;
  4803. item_tmp.identify = 1;
  4804. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4805. clif_additem(sd,0,0,flag);
  4806. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4807. }
  4808. }
  4809. }
  4810. skill_delunit(su);
  4811. }
  4812. }
  4813. break;
  4814. case HT_SPRINGTRAP:
  4815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4816. {
  4817. struct skill_unit *su=NULL;
  4818. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4819. switch(su->group->unit_id){
  4820. case UNT_ANKLESNARE: // ankle snare
  4821. if (su->group->val2 != 0)
  4822. // if it is already trapping something don't spring it,
  4823. // remove trap should be used instead
  4824. break;
  4825. // otherwise fallthrough to below
  4826. case UNT_BLASTMINE:
  4827. case UNT_SKIDTRAP:
  4828. case UNT_LANDMINE:
  4829. case UNT_SHOCKWAVE:
  4830. case UNT_SANDMAN:
  4831. case UNT_FLASHER:
  4832. case UNT_FREEZINGTRAP:
  4833. case UNT_CLAYMORETRAP:
  4834. case UNT_TALKIEBOX:
  4835. su->group->unit_id = UNT_USED_TRAPS;
  4836. clif_changetraplook(bl, UNT_USED_TRAPS);
  4837. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4838. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4839. }
  4840. }
  4841. }
  4842. break;
  4843. case BD_ENCORE:
  4844. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4845. if(sd)
  4846. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4847. break;
  4848. case AS_SPLASHER:
  4849. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4850. if (sd) clif_skill_fail(sd,skillid,0,0);
  4851. map_freeblock_unlock();
  4852. return 1;
  4853. }
  4854. clif_skill_nodamage(src,bl,skillid,skilllv,
  4855. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4856. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4857. break;
  4858. case PF_MINDBREAKER:
  4859. {
  4860. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4861. {
  4862. map_freeblock_unlock();
  4863. return 1;
  4864. }
  4865. if (tsc && tsc->data[type].timer != -1)
  4866. { //HelloKitty2 (?) explained that this silently fails when target is
  4867. //already inflicted. [Skotlex]
  4868. map_freeblock_unlock();
  4869. return 1;
  4870. }
  4871. //Has a 55% + skilllv*5% success chance.
  4872. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4873. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4874. {
  4875. if (sd) clif_skill_fail(sd,skillid,0,0);
  4876. map_freeblock_unlock();
  4877. return 0;
  4878. }
  4879. unit_skillcastcancel(bl,0);
  4880. if(tsc && tsc->count){
  4881. if(tsc->data[SC_FREEZE].timer!=-1)
  4882. status_change_end(bl,SC_FREEZE,-1);
  4883. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4884. status_change_end(bl,SC_STONE,-1);
  4885. if(tsc->data[SC_SLEEP].timer!=-1)
  4886. status_change_end(bl,SC_SLEEP,-1);
  4887. }
  4888. if(dstmd)
  4889. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4890. }
  4891. break;
  4892. case PF_SOULCHANGE:
  4893. {
  4894. unsigned int sp1 = 0, sp2 = 0;
  4895. if (dstmd) {
  4896. if (dstmd->state.soul_change_flag) {
  4897. if(sd) clif_skill_fail(sd,skillid,0,0);
  4898. break;
  4899. }
  4900. dstmd->state.soul_change_flag = 1;
  4901. sp2 = sstatus->max_sp * 3 /100;
  4902. status_heal(src, 0, sp2, 2);
  4903. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4904. break;
  4905. }
  4906. sp1 = sstatus->sp;
  4907. sp2 = tstatus->sp;
  4908. status_set_sp(src, sp2, 3);
  4909. status_set_sp(bl, sp1, 3);
  4910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4911. }
  4912. break;
  4913. // Slim Pitcher
  4914. case CR_SLIMPITCHER:
  4915. if (potion_hp || potion_sp) {
  4916. int hp = potion_hp, sp = potion_sp;
  4917. hp = hp * (100 + (tstatus->vit<<1))/100;
  4918. sp = sp * (100 + (tstatus->int_<<1))/100;
  4919. if (dstsd) {
  4920. if (hp)
  4921. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4922. if (sp)
  4923. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4924. }
  4925. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4926. {
  4927. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4928. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4929. }
  4930. if(hp > 0)
  4931. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4932. if(sp > 0)
  4933. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4934. status_heal(bl,hp,sp,0);
  4935. }
  4936. break;
  4937. // Full Chemical Protection
  4938. case CR_FULLPROTECTION:
  4939. {
  4940. int i, skilltime;
  4941. skilltime = skill_get_time(skillid,skilllv);
  4942. if (!tsc) {
  4943. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4944. break;
  4945. }
  4946. for (i=0; i<4; i++) {
  4947. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4948. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4949. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4950. }
  4951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4952. }
  4953. break;
  4954. case RG_CLEANER: //AppleGirl
  4955. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4956. break;
  4957. case CG_LONGINGFREEDOM:
  4958. {
  4959. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4960. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4961. {
  4962. clif_skill_nodamage(src,bl,skillid,skilllv,
  4963. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4964. }
  4965. }
  4966. break;
  4967. case CG_TAROTCARD:
  4968. {
  4969. int eff, count = -1;
  4970. if (rand() % 100 > skilllv * 8) {
  4971. if (sd) clif_skill_fail(sd,skillid,0,0);
  4972. map_freeblock_unlock();
  4973. return 0;
  4974. }
  4975. do {
  4976. eff = rand() % 14;
  4977. clif_specialeffect(bl, 523 + eff, AREA);
  4978. switch (eff)
  4979. {
  4980. case 0: // heals SP to 0
  4981. status_percent_damage(src, bl, 0, 100);
  4982. break;
  4983. case 1: // matk halved
  4984. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4985. break;
  4986. case 2: // all buffs removed
  4987. status_change_clear_buffs(bl,1);
  4988. break;
  4989. case 3: // 1000 damage, random armor destroyed
  4990. {
  4991. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4992. status_fix_damage(src, bl, 1000, 0);
  4993. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4994. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4995. }
  4996. break;
  4997. case 4: // atk halved
  4998. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4999. break;
  5000. case 5: // 2000HP heal, random teleported
  5001. status_heal(src, 2000, 0, 0);
  5002. unit_warp(src, -1,-1,-1, 3);
  5003. break;
  5004. case 6: // random 2 other effects
  5005. if (count == -1)
  5006. count = 3;
  5007. else
  5008. count++; //Should not retrigger this one.
  5009. break;
  5010. case 7: // stop freeze or stoned
  5011. {
  5012. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5013. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5014. }
  5015. break;
  5016. case 8: // curse coma and poison
  5017. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5018. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5019. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5020. break;
  5021. case 9: // confusion
  5022. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5023. break;
  5024. case 10: // 6666 damage, atk matk halved, cursed
  5025. status_fix_damage(src, bl, 6666, 0);
  5026. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5027. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5028. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5029. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5030. break;
  5031. case 11: // 4444 damage
  5032. status_fix_damage(src, bl, 4444, 0);
  5033. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5034. break;
  5035. case 12: // stun
  5036. sc_start(bl,SC_STUN,100,skilllv,5000);
  5037. break;
  5038. case 13: // atk,matk,hit,flee,def reduced
  5039. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5040. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5041. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5042. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5043. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5044. break;
  5045. default:
  5046. break;
  5047. }
  5048. } while ((--count) > 0);
  5049. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5050. }
  5051. break;
  5052. case SL_ALCHEMIST:
  5053. case SL_ASSASIN:
  5054. case SL_BARDDANCER:
  5055. case SL_BLACKSMITH:
  5056. case SL_CRUSADER:
  5057. case SL_HUNTER:
  5058. case SL_KNIGHT:
  5059. case SL_MONK:
  5060. case SL_PRIEST:
  5061. case SL_ROGUE:
  5062. case SL_SAGE:
  5063. case SL_SOULLINKER:
  5064. case SL_STAR:
  5065. case SL_SUPERNOVICE:
  5066. case SL_WIZARD:
  5067. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5068. clif_skill_fail(sd,skillid,0,0);
  5069. break;
  5070. }
  5071. clif_skill_nodamage(src,bl,skillid,skilllv,
  5072. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5073. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5074. break;
  5075. case SL_HIGH:
  5076. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5077. clif_skill_fail(sd,skillid,0,0);
  5078. break;
  5079. }
  5080. clif_skill_nodamage(src,bl,skillid,skilllv,
  5081. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5082. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5083. break;
  5084. case SL_SWOO:
  5085. if (tsc && tsc->data[type].timer != -1) {
  5086. sc_start(src,SC_STUN,100,skilllv,10000);
  5087. break;
  5088. }
  5089. case SL_SKA: // [marquis007]
  5090. case SL_SKE:
  5091. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5092. clif_skill_fail(sd,skillid,0,0);
  5093. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5094. } else
  5095. clif_skill_nodamage(src,bl,skillid,skilllv,
  5096. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5097. if (skillid == SL_SKE)
  5098. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5099. break;
  5100. // New guild skills [Celest]
  5101. case GD_BATTLEORDER:
  5102. if(flag&1) {
  5103. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5104. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5105. } else if (status_get_guild_id(src)) {
  5106. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5107. map_foreachinrange(skill_area_sub, src,
  5108. skill_get_splash(skillid, skilllv), BL_CHAR,
  5109. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5110. skill_castend_nodamage_id);
  5111. if (sd)
  5112. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5113. }
  5114. break;
  5115. case GD_REGENERATION:
  5116. if(flag&1) {
  5117. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5118. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5119. } else if (status_get_guild_id(src)) {
  5120. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5121. map_foreachinrange(skill_area_sub, src,
  5122. skill_get_splash(skillid, skilllv), BL_CHAR,
  5123. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5124. skill_castend_nodamage_id);
  5125. if (sd)
  5126. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5127. }
  5128. break;
  5129. case GD_RESTORE:
  5130. if(flag&1) {
  5131. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5132. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5133. } else if (status_get_guild_id(src)) {
  5134. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5135. map_foreachinrange(skill_area_sub, src,
  5136. skill_get_splash(skillid, skilllv), BL_CHAR,
  5137. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5138. skill_castend_nodamage_id);
  5139. if (sd)
  5140. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5141. }
  5142. break;
  5143. case GD_EMERGENCYCALL:
  5144. {
  5145. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5146. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5147. int j = 0;
  5148. struct guild *g = NULL;
  5149. // i don't know if it actually summons in a circle, but oh well. ;P
  5150. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5151. if (!g)
  5152. break;
  5153. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5154. for(i = 0; i < g->max_member; i++, j++) {
  5155. if (j>8) j=0;
  5156. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5157. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5158. continue;
  5159. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5160. dx[j] = dy[j] = 0;
  5161. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  5162. }
  5163. }
  5164. if (sd)
  5165. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5166. }
  5167. break;
  5168. case SG_FEEL:
  5169. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5170. if (sd) {
  5171. if(!sd->feel_map[skilllv-1].index)
  5172. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5173. else
  5174. clif_feel_info(sd, skilllv-1, 1);
  5175. }
  5176. break;
  5177. case SG_HATE:
  5178. if (sd) {
  5179. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5180. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5181. clif_skill_fail(sd,skillid,0,0);
  5182. }
  5183. break;
  5184. case GS_GLITTERING:
  5185. if(sd) {
  5186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5187. if(rand()%100 < (20+10*skilllv))
  5188. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5189. else if(sd->spiritball > 0)
  5190. pc_delspiritball(sd,1,0);
  5191. }
  5192. break;
  5193. case GS_CRACKER:
  5194. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5195. {
  5196. i =65 -5*distance_bl(src,bl); //Base rate
  5197. if (i < 30) i = 30;
  5198. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5199. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5200. }
  5201. else if (sd)
  5202. clif_skill_fail(sd,skillid,0,0);
  5203. break;
  5204. case AM_CALLHOMUN: //[orn]
  5205. if (sd && !merc_call_homunculus(sd))
  5206. clif_skill_fail(sd,skillid,0,0);
  5207. break;
  5208. case AM_REST:
  5209. if (sd)
  5210. {
  5211. if (merc_hom_vaporize(sd,1))
  5212. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5213. else
  5214. clif_skill_fail(sd,skillid,0,0);
  5215. }
  5216. break;
  5217. case HAMI_CASTLE: //[orn]
  5218. if(rand()%100 < 20*skilllv && src != bl)
  5219. {
  5220. int x,y;
  5221. x = src->x;
  5222. y = src->y;
  5223. if (hd)
  5224. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5225. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5226. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5227. clif_slide(src,bl->x,bl->y) ;
  5228. if (unit_movepos(bl,x,y,0,0))
  5229. {
  5230. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5231. clif_slide(bl,x,y) ;
  5232. }
  5233. //TODO: Shouldn't also players and the like switch targets?
  5234. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5235. AREA_SIZE, BL_MOB, bl, src);
  5236. }
  5237. }
  5238. // Failed
  5239. else if (hd && hd->master)
  5240. clif_skill_fail(hd->master, skillid, 0, 0);
  5241. else if (sd)
  5242. clif_skill_fail(sd, skillid, 0, 0);
  5243. break;
  5244. case HVAN_CHAOTIC: //[orn]
  5245. {
  5246. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5247. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5248. int rnd = rand()%100;
  5249. if(rnd<per[skilllv-1][0]) //Self
  5250. bl = src;
  5251. else if(rnd<per[skilllv-1][1]) //Master
  5252. bl = battle_get_master(src);
  5253. else //Enemy
  5254. bl = map_id2bl(battle_gettarget(src));
  5255. if (!bl) bl = src;
  5256. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  5257. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  5258. i += i * rnd / 100;
  5259. //Eh? why double skill packet?
  5260. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5261. clif_skill_nodamage(src,bl,skillid,i,1);
  5262. status_heal(bl, i, 0, 0);
  5263. if (hd)
  5264. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5265. }
  5266. break;
  5267. //Homun single-target support skills [orn]
  5268. case HAMI_BLOODLUST:
  5269. case HFLI_FLEET:
  5270. case HFLI_SPEED:
  5271. case HLIF_CHANGE:
  5272. clif_skill_nodamage(src,bl,skillid,skilllv,
  5273. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5274. if (hd)
  5275. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5276. break;
  5277. case NPC_DRAGONFEAR:
  5278. if (flag&1) {
  5279. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  5280. i = rand()%ARRAYLENGTH(sc);
  5281. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  5282. } else {
  5283. // hacked-together packet (not correct) that shows the animation
  5284. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  5285. map_foreachinrange(skill_area_sub, bl,
  5286. skill_get_splash(skillid, skilllv),BL_CHAR,
  5287. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5288. skill_castend_nodamage_id);
  5289. }
  5290. break;
  5291. case NPC_WIDEBLEEDING:
  5292. case NPC_WIDECONFUSE:
  5293. case NPC_WIDECURSE:
  5294. case NPC_WIDEFREEZE:
  5295. case NPC_WIDESLEEP:
  5296. case NPC_WIDESILENCE:
  5297. case NPC_WIDESTONE:
  5298. case NPC_WIDESTUN:
  5299. case NPC_SLOWCAST:
  5300. if (flag&1)
  5301. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5302. else {
  5303. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5304. map_foreachinrange(skill_area_sub, bl,
  5305. skill_get_splash(skillid, skilllv),BL_CHAR,
  5306. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5307. skill_castend_nodamage_id);
  5308. }
  5309. break;
  5310. default:
  5311. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5313. map_freeblock_unlock();
  5314. return 1;
  5315. }
  5316. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5317. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5318. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5319. }
  5320. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5321. battle_consume_ammo(sd, skillid, skilllv);
  5322. map_freeblock_unlock();
  5323. return 0;
  5324. }
  5325. /*==========================================
  5326. *
  5327. *------------------------------------------*/
  5328. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5329. {
  5330. struct block_list *target, *src = map_id2bl(id);
  5331. struct map_session_data* sd = NULL;
  5332. struct homun_data* hd = NULL; //[orn]
  5333. struct mob_data* md = NULL;
  5334. struct unit_data* ud = unit_bl2ud(src);
  5335. struct status_change *sc = NULL;
  5336. int inf,inf2;
  5337. nullpo_retr(0, ud);
  5338. BL_CAST( BL_PC, src, sd);
  5339. BL_CAST( BL_HOM, src, hd); //[orn]
  5340. BL_CAST( BL_MOB, src, md);
  5341. if( src->prev == NULL ) {
  5342. ud->skilltimer = -1;
  5343. return 0;
  5344. }
  5345. if(ud->skillid != SA_CASTCANCEL ) {
  5346. if( ud->skilltimer != tid ) {
  5347. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5348. ud->skilltimer = -1;
  5349. return 0;
  5350. }
  5351. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5352. status_freecast_switch(sd);
  5353. ud->skilltimer=-1;
  5354. }
  5355. if (ud->skilltarget == id)
  5356. target = src;
  5357. else
  5358. target = map_id2bl(ud->skilltarget);
  5359. // Use a do so that you can break out of it when the skill fails.
  5360. do {
  5361. if(!target || target->prev==NULL) break;
  5362. if(src->m != target->m || status_isdead(src)) break;
  5363. switch (ud->skillid) {
  5364. //These should become skill_castend_pos
  5365. case WE_CALLPARTNER:
  5366. case WE_CALLPARENT:
  5367. case WE_CALLBABY:
  5368. case AM_RESURRECTHOMUN:
  5369. case PF_SPIDERWEB:
  5370. //Find a random spot to place the skill. [Skotlex]
  5371. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5372. ud->skillx = target->x + inf2;
  5373. ud->skilly = target->y + inf2;
  5374. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5375. ud->skillx = target->x;
  5376. ud->skilly = target->y;
  5377. }
  5378. ud->skilltimer=tid;
  5379. return skill_castend_pos(tid,tick,id,data);
  5380. }
  5381. if(ud->skillid == RG_BACKSTAP) {
  5382. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5383. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5384. break;
  5385. }
  5386. }
  5387. if (ud->skillid == PR_LEXDIVINA)
  5388. {
  5389. sc = status_get_sc(target);
  5390. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5391. (!sc || sc->data[SC_SILENCE].timer == -1))
  5392. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5393. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5394. break;
  5395. }
  5396. } else {
  5397. //Check target validity.
  5398. inf = skill_get_inf(ud->skillid);
  5399. inf2 = skill_get_inf2(ud->skillid);
  5400. if(inf&INF_ATTACK_SKILL ||
  5401. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5402. inf = BCT_ENEMY; //Offensive skill.
  5403. else if(inf2&INF2_NO_ENEMY)
  5404. inf = BCT_NOENEMY;
  5405. else
  5406. inf = 0;
  5407. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5408. {
  5409. inf |=
  5410. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5411. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5412. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5413. inf &= ~BCT_NEUTRAL;
  5414. }
  5415. if (inf && battle_check_target(src, target, inf) <= 0)
  5416. break;
  5417. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5418. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5419. rand()%100 < 75)
  5420. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5421. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5422. break;
  5423. }
  5424. }
  5425. //Avoid doing double checks for instant-cast skills.
  5426. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5427. break;
  5428. if(md) {
  5429. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5430. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5431. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5432. }
  5433. if(src != target && battle_config.skill_add_range &&
  5434. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5435. {
  5436. if (sd) {
  5437. clif_skill_fail(sd,ud->skillid,0,0);
  5438. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5439. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5440. }
  5441. break;
  5442. }
  5443. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5444. break;
  5445. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5446. break;
  5447. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5448. unit_stop_walking(src,1);
  5449. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5450. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5451. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5452. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5453. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5454. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5455. map_freeblock_lock();
  5456. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5457. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5458. else
  5459. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5460. sc = status_get_sc(src);
  5461. if(sc && sc->count) {
  5462. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  5463. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5464. status_change_end(src,SC_MAGICPOWER,-1);
  5465. if(sc->data[SC_SPIRIT].timer != -1 &&
  5466. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  5467. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  5468. ud->skillid != WZ_WATERBALL)
  5469. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  5470. }
  5471. if (ud->skilltimer == -1) {
  5472. if(md) md->skillidx = -1;
  5473. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5474. ud->skilllv = ud->skilltarget = 0;
  5475. }
  5476. map_freeblock_unlock();
  5477. return 1;
  5478. } while(0);
  5479. //Skill failed.
  5480. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5481. { //When Asura fails... (except when it fails from Fog of Wall)
  5482. //Consume SP/spheres
  5483. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5484. status_set_sp(src, 0, 0);
  5485. sc = &sd->sc;
  5486. if (sc->count)
  5487. { //End states
  5488. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5489. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5490. if (sc->data[SC_BLADESTOP].timer != -1)
  5491. status_change_end(src,SC_BLADESTOP,-1);
  5492. }
  5493. if (target && target->m == src->m)
  5494. { //Move character to target anyway.
  5495. int dx,dy;
  5496. dx = target->x - src->x;
  5497. dy = target->y - src->y;
  5498. if(dx > 0) dx++;
  5499. else if(dx < 0) dx--;
  5500. if (dy > 0) dy++;
  5501. else if(dy < 0) dy--;
  5502. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5503. { //Display movement + animation.
  5504. clif_slide(src,src->x,src->y);
  5505. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5506. }
  5507. clif_skill_fail(sd,ud->skillid,0,0);
  5508. }
  5509. }
  5510. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5511. ud->canact_tick = tick;
  5512. //You can't place a skill failed packet here because it would be
  5513. //sent in ALL cases, even cases where skill_check_condition fails
  5514. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5515. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5516. else
  5517. if(md) md->skillidx = -1;
  5518. return 0;
  5519. }
  5520. /*==========================================
  5521. *
  5522. *------------------------------------------*/
  5523. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5524. {
  5525. struct block_list* src = map_id2bl(id);
  5526. int maxcount;
  5527. struct map_session_data *sd = NULL;
  5528. struct homun_data *hd = NULL; //[orn]
  5529. struct unit_data *ud = unit_bl2ud(src);
  5530. struct mob_data *md = NULL;
  5531. nullpo_retr(0, ud);
  5532. BL_CAST( BL_PC , src, sd);
  5533. BL_CAST( BL_HOM, src, hd); //[orn]
  5534. BL_CAST( BL_MOB, src, md);
  5535. if( src->prev == NULL ) {
  5536. ud->skilltimer = -1;
  5537. return 0;
  5538. }
  5539. if( ud->skilltimer != tid )
  5540. {
  5541. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5542. ud->skilltimer = -1;
  5543. return 0;
  5544. }
  5545. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5546. status_freecast_switch(sd);
  5547. ud->skilltimer=-1;
  5548. do {
  5549. if(status_isdead(src))
  5550. break;
  5551. if( !(src->type&battle_config.skill_reiteration) &&
  5552. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5553. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5554. )
  5555. break;
  5556. if( src->type&battle_config.skill_nofootset &&
  5557. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5558. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5559. )
  5560. break;
  5561. if( src->type&battle_config.land_skill_limit &&
  5562. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5563. ) {
  5564. int i;
  5565. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5566. if(ud->skillunit[i]->skill_id == ud->skillid)
  5567. maxcount--;
  5568. }
  5569. if( maxcount == 0 )
  5570. break;
  5571. }
  5572. if(tid != -1)
  5573. { //Avoid double checks on instant cast skills. [Skotlex]
  5574. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5575. break;
  5576. if(battle_config.skill_add_range &&
  5577. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5578. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5579. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5580. break;
  5581. }
  5582. }
  5583. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5584. break;
  5585. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5586. break;
  5587. if(md) {
  5588. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5589. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5590. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5591. }
  5592. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5593. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5594. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5595. unit_stop_walking(src,1);
  5596. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5597. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5598. map_freeblock_lock();
  5599. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5600. if (ud->skilltimer == -1) {
  5601. if (md) md->skillidx = -1;
  5602. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5603. ud->skilllv = ud->skillx = ud->skilly = 0;
  5604. }
  5605. map_freeblock_unlock();
  5606. return 1;
  5607. } while(0);
  5608. ud->canact_tick = tick;
  5609. ud->skillid = ud->skilllv = 0;
  5610. if(sd) {
  5611. clif_skill_fail(sd,ud->skillid,0,0);
  5612. sd->skillitem = sd->skillitemlv = 0;
  5613. }
  5614. else if (hd && hd->master)
  5615. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5616. else if(md)
  5617. md->skillidx = -1;
  5618. return 0;
  5619. }
  5620. /*==========================================
  5621. *
  5622. *------------------------------------------*/
  5623. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5624. {
  5625. struct map_session_data* sd;
  5626. struct status_change* sc;
  5627. struct skill_unit_group* sg;
  5628. int i,type;
  5629. //if(skilllv <= 0) return 0;
  5630. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5631. nullpo_retr(0, src);
  5632. if(status_isdead(src))
  5633. return 0;
  5634. BL_CAST(BL_PC, src, sd);
  5635. sc = status_get_sc(src);
  5636. type = SkillStatusChangeTable(skillid);
  5637. switch (skillid) { //Skill effect.
  5638. case WZ_METEOR:
  5639. case MO_BODYRELOCATION:
  5640. case CR_CULTIVATION:
  5641. case HW_GANBANTEIN:
  5642. break; //Effect is displayed on respective switch case.
  5643. default:
  5644. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5645. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5646. else
  5647. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5648. }
  5649. switch(skillid)
  5650. {
  5651. case PR_BENEDICTIO:
  5652. skill_area_temp[1] = src->id;
  5653. i = skill_get_splash(skillid, skilllv);
  5654. map_foreachinarea(skill_area_sub,
  5655. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5656. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5657. skill_castend_nodamage_id);
  5658. map_foreachinarea(skill_area_sub,
  5659. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5660. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5661. skill_castend_damage_id);
  5662. break;
  5663. case BS_HAMMERFALL:
  5664. i = skill_get_splash(skillid, skilllv);
  5665. map_foreachinarea (skill_area_sub,
  5666. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5667. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5668. skill_castend_nodamage_id);
  5669. break;
  5670. case HT_DETECTING:
  5671. i = skill_get_splash(skillid, skilllv);
  5672. map_foreachinarea( status_change_timer_sub,
  5673. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5674. src,status_get_sc(src),SC_SIGHT,tick);
  5675. if(battle_config.traps_setting&1)
  5676. map_foreachinarea( skill_reveal_trap,
  5677. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5678. break;
  5679. case MG_SAFETYWALL:
  5680. case MG_FIREWALL:
  5681. case MG_THUNDERSTORM:
  5682. case AL_PNEUMA:
  5683. case WZ_ICEWALL:
  5684. case WZ_FIREPILLAR:
  5685. case WZ_QUAGMIRE:
  5686. case WZ_VERMILION:
  5687. case WZ_STORMGUST:
  5688. case WZ_HEAVENDRIVE:
  5689. case PR_SANCTUARY:
  5690. case PR_MAGNUS:
  5691. case CR_GRANDCROSS:
  5692. case NPC_GRANDDARKNESS:
  5693. case HT_SKIDTRAP:
  5694. case HT_LANDMINE:
  5695. case HT_ANKLESNARE:
  5696. case HT_SHOCKWAVE:
  5697. case HT_SANDMAN:
  5698. case HT_FLASHER:
  5699. case HT_FREEZINGTRAP:
  5700. case HT_BLASTMINE:
  5701. case HT_CLAYMORETRAP:
  5702. case AS_VENOMDUST:
  5703. case AM_DEMONSTRATION:
  5704. case PF_FOGWALL:
  5705. case PF_SPIDERWEB:
  5706. case HT_TALKIEBOX:
  5707. case WE_CALLPARTNER:
  5708. case WE_CALLPARENT:
  5709. case WE_CALLBABY:
  5710. case AC_SHOWER: //Ground-placed skill implementation.
  5711. case SA_VOLCANO:
  5712. case SA_DELUGE:
  5713. case SA_VIOLENTGALE:
  5714. case SA_LANDPROTECTOR:
  5715. case BD_LULLABY:
  5716. case BD_RICHMANKIM:
  5717. case BD_ETERNALCHAOS:
  5718. case BD_DRUMBATTLEFIELD:
  5719. case BD_RINGNIBELUNGEN:
  5720. case BD_ROKISWEIL:
  5721. case BD_INTOABYSS:
  5722. case BD_SIEGFRIED:
  5723. case BA_DISSONANCE:
  5724. case BA_POEMBRAGI:
  5725. case BA_WHISTLE:
  5726. case BA_ASSASSINCROSS:
  5727. case BA_APPLEIDUN:
  5728. case DC_UGLYDANCE:
  5729. case DC_HUMMING:
  5730. case DC_DONTFORGETME:
  5731. case DC_FORTUNEKISS:
  5732. case DC_SERVICEFORYOU:
  5733. case CG_MOONLIT:
  5734. case GS_DESPERADO:
  5735. case NJ_KAENSIN:
  5736. case NJ_BAKUENRYU:
  5737. case NJ_SUITON:
  5738. case NJ_HYOUSYOURAKU:
  5739. case NJ_RAIGEKISAI:
  5740. case NJ_KAMAITACHI:
  5741. case NPC_EVILLAND:
  5742. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5743. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5744. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5745. break;
  5746. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5747. skill_clear_unitgroup(src);
  5748. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5749. flag|=1;
  5750. break;
  5751. case HP_BASILICA:
  5752. skill_clear_unitgroup(src);
  5753. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5754. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5755. flag|=1;
  5756. break;
  5757. case CG_HERMODE:
  5758. skill_clear_unitgroup(src);
  5759. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5760. sc_start4(src,SC_DANCING,100,
  5761. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5762. flag|=1;
  5763. break;
  5764. case RG_CLEANER: // [Valaris]
  5765. i = skill_get_splash(skillid, skilllv);
  5766. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5767. break;
  5768. case WZ_METEOR:
  5769. {
  5770. int flag=0, area = skill_get_splash(skillid, skilllv);
  5771. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5772. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5773. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5774. for(i=0;i<2+(skilllv>>1);i++) {
  5775. tmpx = x;
  5776. tmpy = y;
  5777. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5778. continue;
  5779. if(!(flag&1)){
  5780. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5781. flag=flag|1;
  5782. }
  5783. if(i > 0)
  5784. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5785. x1 = tmpx;
  5786. y1 = tmpy;
  5787. }
  5788. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5789. }
  5790. break;
  5791. case AL_WARP:
  5792. if(sd)
  5793. {
  5794. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5795. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5796. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5797. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5798. );
  5799. }
  5800. break;
  5801. case MO_BODYRELOCATION:
  5802. if (unit_movepos(src, x, y, 1, 1)) {
  5803. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5804. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5805. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5806. }
  5807. break;
  5808. case NJ_SHADOWJUMP:
  5809. {
  5810. if (!map_flag_gvg(src->m))
  5811. { //You don't move on GVG grounds.
  5812. unit_movepos(src, x, y, 1, 0);
  5813. clif_slide(src,x,y);
  5814. }
  5815. if (sc && sc->data[SC_HIDING].timer != -1)
  5816. status_change_end(src, SC_HIDING, -1);
  5817. }
  5818. break;
  5819. case AM_SPHEREMINE:
  5820. case AM_CANNIBALIZE:
  5821. {
  5822. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5823. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5824. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5825. struct mob_data *md;
  5826. // Correct info, don't change any of this! [celest]
  5827. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5828. if (md) {
  5829. md->master_id = src->id;
  5830. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5831. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5832. mob_spawn (md); //Now it is ready for spawning.
  5833. }
  5834. }
  5835. break;
  5836. // Slim Pitcher [Celest]
  5837. case CR_SLIMPITCHER:
  5838. if (sd) {
  5839. int i = skilllv%11 - 1;
  5840. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5841. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5842. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5843. clif_skill_fail(sd,skillid,0,0);
  5844. return 1;
  5845. }
  5846. potion_flag = 1;
  5847. potion_hp = 0;
  5848. potion_sp = 0;
  5849. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5850. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5851. potion_flag = 0;
  5852. //Apply skill bonuses
  5853. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5854. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5855. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5856. + pc_skillheal_bonus(sd, skillid);
  5857. potion_hp = potion_hp * (100+i)/100;
  5858. potion_sp = potion_sp * (100+i)/100;
  5859. if(potion_hp > 0 || potion_sp > 0) {
  5860. i = skill_get_splash(skillid, skilllv);
  5861. map_foreachinarea(skill_area_sub,
  5862. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5863. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5864. skill_castend_nodamage_id);
  5865. }
  5866. } else {
  5867. int i = skilllv%11 - 1;
  5868. struct item_data *item = itemdb_search(i);
  5869. i = skill_db[skillid].itemid[i];
  5870. item = itemdb_search(i);
  5871. potion_flag = 1;
  5872. potion_hp = 0;
  5873. potion_sp = 0;
  5874. run_script(item->script,0,src->id,0);
  5875. potion_flag = 0;
  5876. i = skill_get_max(CR_SLIMPITCHER)*10;
  5877. potion_hp = potion_hp * (100+i)/100;
  5878. potion_sp = potion_sp * (100+i)/100;
  5879. if(potion_hp > 0 || potion_sp > 0) {
  5880. i = skill_get_splash(skillid, skilllv);
  5881. map_foreachinarea(skill_area_sub,
  5882. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5883. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5884. skill_castend_nodamage_id);
  5885. }
  5886. }
  5887. break;
  5888. case HW_GANBANTEIN:
  5889. if (rand()%100 < 80) {
  5890. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5891. i = skill_get_splash(skillid, skilllv);
  5892. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5893. } else {
  5894. if (sd) clif_skill_fail(sd,skillid,0,0);
  5895. return 1;
  5896. }
  5897. break;
  5898. case HW_GRAVITATION:
  5899. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5900. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5901. flag|=1;
  5902. break;
  5903. // Plant Cultivation [Celest]
  5904. case CR_CULTIVATION:
  5905. if (sd) {
  5906. int i = skilllv - 1;
  5907. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5908. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5909. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5910. clif_skill_fail(sd,skillid,0,0);
  5911. return 1;
  5912. }
  5913. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5914. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5915. if (rand()%100 < 50)
  5916. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5917. else
  5918. clif_skill_fail(sd,skillid,0,0);
  5919. }
  5920. break;
  5921. case SG_SUN_WARM:
  5922. case SG_MOON_WARM:
  5923. case SG_STAR_WARM:
  5924. skill_clear_unitgroup(src);
  5925. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5926. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5927. flag|=1;
  5928. break;
  5929. case PA_GOSPEL:
  5930. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5931. status_change_end(src,SC_GOSPEL,-1);
  5932. else
  5933. {
  5934. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5935. if (!sg) break;
  5936. if (sc && sc->data[type].timer != -1)
  5937. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5938. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5939. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5940. }
  5941. break;
  5942. case NJ_TATAMIGAESHI:
  5943. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5944. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5945. break;
  5946. case AM_RESURRECTHOMUN: //[orn]
  5947. if (sd)
  5948. {
  5949. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5950. {
  5951. clif_skill_fail(sd,skillid,0,0);
  5952. break;
  5953. }
  5954. }
  5955. break;
  5956. default:
  5957. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5958. return 1;
  5959. }
  5960. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5961. status_change_end(src,SC_MAGICPOWER,-1);
  5962. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5963. battle_consume_ammo(sd, skillid, skilllv);
  5964. return 0;
  5965. }
  5966. /*==========================================
  5967. *
  5968. *------------------------------------------*/
  5969. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5970. {
  5971. nullpo_retr(0, sd);
  5972. //Simplify skill_failed code.
  5973. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5974. if(skill_num != sd->menuskill_id)
  5975. return 0;
  5976. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5977. skill_failed(sd);
  5978. return 0;
  5979. }
  5980. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5981. skill_failed(sd);
  5982. return 0;
  5983. }
  5984. if(sd->sc.count && (
  5985. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5986. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5987. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5988. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5989. sd->sc.data[SC_DANCING].timer!=-1 ||
  5990. sd->sc.data[SC_BERSERK].timer != -1 ||
  5991. sd->sc.data[SC_MARIONETTE].timer != -1
  5992. )) {
  5993. skill_failed(sd);
  5994. return 0;
  5995. }
  5996. pc_stop_attack(sd);
  5997. pc_stop_walking(sd,0);
  5998. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5999. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  6000. if(strcmp(map,"cancel")==0) {
  6001. skill_failed(sd);
  6002. return 0;
  6003. }
  6004. switch(skill_num)
  6005. {
  6006. case AL_TELEPORT:
  6007. if(strcmp(map,"Random")==0)
  6008. pc_randomwarp(sd,3);
  6009. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  6010. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  6011. break;
  6012. case AL_WARP:
  6013. {
  6014. const struct point *p[4];
  6015. struct skill_unit_group *group;
  6016. int i, lv, wx, wy;
  6017. int maxcount=0;
  6018. int x,y;
  6019. unsigned short mapindex;
  6020. mapindex = mapindex_name2id((char*)map);
  6021. if(!mapindex) { //Given map not found?
  6022. clif_skill_fail(sd,skill_num,0,0);
  6023. skill_failed(sd);
  6024. return 0;
  6025. }
  6026. p[0] = &sd->status.save_point;
  6027. p[1] = &sd->status.memo_point[0];
  6028. p[2] = &sd->status.memo_point[1];
  6029. p[3] = &sd->status.memo_point[2];
  6030. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  6031. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  6032. if(sd->ud.skillunit[i]->skill_id == skill_num)
  6033. maxcount--;
  6034. }
  6035. if(!maxcount) {
  6036. clif_skill_fail(sd,skill_num,0,0);
  6037. skill_failed(sd);
  6038. return 0;
  6039. }
  6040. }
  6041. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  6042. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  6043. wx = sd->menuskill_val>>16;
  6044. wy = sd->menuskill_val&0xffff;
  6045. if( lv <= 0 ) return 0;
  6046. if( lv > 4 ) lv = 4; // crash prevention
  6047. // check if the chosen map exists in the memo list
  6048. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  6049. if( i < lv ) {
  6050. x=p[i]->x;
  6051. y=p[i]->y;
  6052. } else {
  6053. skill_failed(sd);
  6054. return 0;
  6055. }
  6056. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  6057. {
  6058. skill_failed(sd);
  6059. return 0;
  6060. }
  6061. // This makes Warp Portal fail if the cell is not empty
  6062. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  6063. // clif_skill_fail(sd,0,0,0);
  6064. // skill_failed(sd);
  6065. // return 0;
  6066. //}
  6067. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6068. skill_failed(sd);
  6069. return 0;
  6070. }
  6071. // record the destination coordinates
  6072. group->val2 = (x<<16)|y;
  6073. group->val3 = mapindex;
  6074. }
  6075. break;
  6076. }
  6077. sd->menuskill_id = sd->menuskill_val = 0;
  6078. return 0;
  6079. #undef skill_failed
  6080. }
  6081. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6082. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6083. {
  6084. struct skill_unit* target = (struct skill_unit*)bl;
  6085. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6086. int flag = va_arg(ap, int);
  6087. if (src == target)
  6088. return 0;
  6089. if (!target->group || !(target->group->state.song_dance&0x1))
  6090. return 0;
  6091. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6092. return 0;
  6093. if (flag) //Set dissonance
  6094. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6095. else //Remove dissonance
  6096. target->val2 &= ~UF_ENSEMBLE;
  6097. clif_skill_setunit(target); //Update look of affected cell.
  6098. return 1;
  6099. }
  6100. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6101. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6102. //When 1, this unit has been positioned, so start the cancel effect.
  6103. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6104. {
  6105. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6106. return 0;
  6107. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6108. return 0; //Nothing to remove, this unit is not overlapped.
  6109. if (unit->val1 != unit->group->skill_id)
  6110. { //Reset state
  6111. unit->val1 = unit->group->skill_id;
  6112. unit->val2 &= ~UF_ENSEMBLE;
  6113. }
  6114. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6115. }
  6116. /*==========================================
  6117. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6118. * Flag: 0 - Convert, 1 - Revert.
  6119. *------------------------------------------*/
  6120. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6121. {
  6122. static struct skill_unit_group backup;
  6123. struct skill_unit_group* group = unit->group;
  6124. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6125. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6126. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6127. return false;
  6128. if( !flag )
  6129. { //Transform
  6130. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6131. // backup
  6132. backup.skill_id = group->skill_id;
  6133. backup.skill_lv = group->skill_lv;
  6134. backup.unit_id = group->unit_id;
  6135. backup.target_flag = group->target_flag;
  6136. backup.bl_flag = group->bl_flag;
  6137. backup.interval = group->interval;
  6138. // replace
  6139. group->skill_id = skillid;
  6140. group->skill_lv = 1;
  6141. group->unit_id = skill_get_unit_id(skillid,0);
  6142. group->target_flag = skill_get_unit_target(skillid);
  6143. group->bl_flag = skill_get_unit_bl_target(skillid);
  6144. group->interval = skill_get_unit_interval(skillid);
  6145. }
  6146. else
  6147. { //Restore
  6148. group->skill_id = backup.skill_id;
  6149. group->skill_lv = backup.skill_lv;
  6150. group->unit_id = backup.unit_id;
  6151. group->target_flag = backup.target_flag;
  6152. group->bl_flag = backup.bl_flag;
  6153. group->interval = backup.interval;
  6154. }
  6155. return true;
  6156. }
  6157. /*==========================================
  6158. * Initializes and sets a ground skill.
  6159. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6160. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6161. *------------------------------------------*/
  6162. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6163. {
  6164. struct skill_unit_group *group;
  6165. int i,limit,val1=0,val2=0,val3=0;
  6166. int target,interval,range,unit_flag;
  6167. struct s_skill_unit_layout *layout;
  6168. struct map_session_data *sd;
  6169. struct status_data *status;
  6170. struct status_change *sc;
  6171. int active_flag=1;
  6172. int subunt=0;
  6173. nullpo_retr(NULL, src);
  6174. limit = skill_get_time(skillid,skilllv);
  6175. range = skill_get_unit_range(skillid,skilllv);
  6176. interval = skill_get_unit_interval(skillid);
  6177. target = skill_get_unit_target(skillid);
  6178. unit_flag = skill_get_unit_flag(skillid);
  6179. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6180. BL_CAST(BL_PC, src, sd);
  6181. status = status_get_status_data(src);
  6182. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6183. switch(skillid)
  6184. {
  6185. case MG_SAFETYWALL:
  6186. val2=skilllv+1;
  6187. break;
  6188. case MG_FIREWALL:
  6189. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6190. limit = limit*3/2;
  6191. val2=4+skilllv;
  6192. break;
  6193. case AL_WARP:
  6194. val1=skilllv+6;
  6195. if(!(flag&1))
  6196. limit=2000;
  6197. else // previous implementation (not used anymore)
  6198. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6199. if( src->type != BL_SKILL ) return NULL;
  6200. group = ((TBL_SKILL*)src)->group;
  6201. src = map_id2bl(group->src_id);
  6202. if( !src ) return NULL;
  6203. val2 = group->val2; //Copy the (x,y) position you warp to
  6204. val3 = group->val3; //as well as the mapindex to warp to.
  6205. }
  6206. break;
  6207. case PR_SANCTUARY:
  6208. case NPC_EVILLAND:
  6209. val1=(skilllv+3)*2;
  6210. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6211. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6212. val2 += val2 * i / 100;
  6213. break;
  6214. case WZ_FIREPILLAR:
  6215. if((flag&1)!=0)
  6216. limit=1000;
  6217. val1=skilllv+2;
  6218. break;
  6219. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6220. case AM_DEMONSTRATION:
  6221. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6222. && (src->type&battle_config.vs_traps_bctall))
  6223. target = BCT_ALL;
  6224. break;
  6225. case NJ_SUITON:
  6226. skill_clear_group(src,1);
  6227. break;
  6228. case HT_SHOCKWAVE:
  6229. val1=skilllv*15+10;
  6230. case HT_SANDMAN:
  6231. case HT_CLAYMORETRAP:
  6232. case HT_SKIDTRAP:
  6233. case HT_LANDMINE:
  6234. case HT_ANKLESNARE:
  6235. case HT_FLASHER:
  6236. case HT_FREEZINGTRAP:
  6237. case HT_BLASTMINE:
  6238. if( map_flag_gvg(src->m) )
  6239. limit *= 4; // longer trap times in WOE [celest]
  6240. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6241. target = BCT_ALL;
  6242. break;
  6243. case SA_LANDPROTECTOR:
  6244. case SA_VOLCANO:
  6245. case SA_DELUGE:
  6246. case SA_VIOLENTGALE:
  6247. {
  6248. struct skill_unit_group *old_sg;
  6249. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6250. { //HelloKitty confirmed that these are interchangeable,
  6251. //so you can change element and not consume gemstones.
  6252. if ((
  6253. old_sg->skill_id == SA_VOLCANO ||
  6254. old_sg->skill_id == SA_DELUGE ||
  6255. old_sg->skill_id == SA_VIOLENTGALE
  6256. ) && old_sg->limit > 0)
  6257. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6258. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6259. if (limit < 0) //This can happen...
  6260. limit = skill_get_time(skillid,skilllv);
  6261. }
  6262. skill_clear_group(src,1);
  6263. }
  6264. break;
  6265. }
  6266. case BA_DISSONANCE:
  6267. case DC_UGLYDANCE:
  6268. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6269. break;
  6270. case BA_WHISTLE:
  6271. val1 = skilllv +status->agi/10; // Flee increase
  6272. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6273. if(sd){
  6274. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6275. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6276. }
  6277. break;
  6278. case DC_HUMMING:
  6279. val1 = 2*skilllv+status->dex/10; // Hit increase
  6280. if(sd)
  6281. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6282. break;
  6283. case BA_POEMBRAGI:
  6284. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6285. //For some reason at level 10 the base delay reduction is 50%.
  6286. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6287. if(sd){
  6288. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6289. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6290. }
  6291. break;
  6292. case DC_DONTFORGETME:
  6293. val1 = 30*skilllv+status->dex; // ASPD decrease
  6294. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6295. if(sd){
  6296. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6297. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6298. }
  6299. if (val2 < 1) val2 = 1;
  6300. break;
  6301. case BA_APPLEIDUN:
  6302. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6303. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6304. if(sd){
  6305. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6306. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6307. if ((i = pc_skillheal_bonus(sd, skillid)))
  6308. val2 += val2 * i / 100;
  6309. }
  6310. break;
  6311. case DC_SERVICEFORYOU:
  6312. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6313. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6314. if(sd){
  6315. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6316. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6317. }
  6318. break;
  6319. case BA_ASSASSINCROSS:
  6320. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6321. if(sd)
  6322. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6323. break;
  6324. case DC_FORTUNEKISS:
  6325. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6326. if(sd)
  6327. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6328. val1*=10; //Because every 10 crit is an actual cri point.
  6329. break;
  6330. case BD_DRUMBATTLEFIELD:
  6331. val1 = (skilllv+1)*25; //Watk increase
  6332. val2 = (skilllv+1)*2; //Def increase
  6333. break;
  6334. case BD_RINGNIBELUNGEN:
  6335. val1 = (skilllv+2)*25; //Watk increase
  6336. break;
  6337. case BD_RICHMANKIM:
  6338. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6339. break;
  6340. case BD_SIEGFRIED:
  6341. val1 = 55 + skilllv*5; //Elemental Resistance
  6342. val2 = skilllv*10; //Status ailment resistance
  6343. break;
  6344. case WE_CALLPARTNER:
  6345. if (sd) val1 = sd->status.partner_id;
  6346. break;
  6347. case WE_CALLPARENT:
  6348. if (sd) {
  6349. val1 = sd->status.father;
  6350. val2 = sd->status.mother;
  6351. }
  6352. break;
  6353. case WE_CALLBABY:
  6354. if (sd) val1 = sd->status.child;
  6355. break;
  6356. case NJ_KAENSIN:
  6357. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6358. val2 = (skilllv+1)/2 + 4;
  6359. break;
  6360. case GS_GROUNDDRIFT:
  6361. {
  6362. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6363. val1 = status->rhw.ele;
  6364. if (!val1)
  6365. val1=element[rand()%5];
  6366. switch (val1)
  6367. {
  6368. case ELE_FIRE:
  6369. subunt++;
  6370. case ELE_WATER:
  6371. subunt++;
  6372. case ELE_POISON:
  6373. subunt++;
  6374. case ELE_DARK:
  6375. subunt++;
  6376. case ELE_WIND:
  6377. break;
  6378. default:
  6379. subunt=rand()%5;
  6380. break;
  6381. }
  6382. break;
  6383. }
  6384. }
  6385. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6386. group->val1=val1;
  6387. group->val2=val2;
  6388. group->val3=val3;
  6389. group->target_flag=target;
  6390. group->bl_flag= skill_get_unit_bl_target(skillid);
  6391. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6392. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6393. 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
  6394. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6395. if (DIFF_TICK(group->tick, gettick()) > 100)
  6396. active_flag = 0;
  6397. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6398. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6399. if (sd)
  6400. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6401. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6402. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6403. }
  6404. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6405. val1=skilllv;
  6406. val2=0;
  6407. limit=group->limit;
  6408. for(i=0;i<layout->count;i++)
  6409. {
  6410. struct skill_unit *unit;
  6411. short ux,uy;
  6412. int alive=1;
  6413. ux = x + layout->dx[i];
  6414. uy = y + layout->dy[i];
  6415. switch (skillid) {
  6416. case MG_FIREWALL:
  6417. case NJ_KAENSIN:
  6418. val2=group->val2;
  6419. break;
  6420. case WZ_ICEWALL:
  6421. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6422. break;
  6423. case GS_DESPERADO:
  6424. val1 = abs(layout->dx[i]);
  6425. val2 = abs(layout->dy[i]);
  6426. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6427. if (val2 > val1) val1 = val2;
  6428. if (val1) val1--;
  6429. val1 = 36 -12*val1;
  6430. } else //Diagonal edges
  6431. val1 = 28 -4*val1 -4*val2;
  6432. if (val1 < 1) val1 = 1;
  6433. val2 = 0;
  6434. break;
  6435. default:
  6436. if (group->state.song_dance&0x1)
  6437. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6438. break;
  6439. }
  6440. if(range<=0)
  6441. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6442. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6443. alive = 0;
  6444. if(alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y))
  6445. alive = 0; //no path between cell and center of casting.
  6446. if(alive && skillid == WZ_ICEWALL) {
  6447. int celltype = map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6448. if(celltype==5 || celltype==1)
  6449. alive=0;
  6450. else
  6451. {
  6452. struct block_list bl;
  6453. bl.type = BL_NUL;
  6454. bl.m = src->m;
  6455. bl.x = ux;
  6456. bl.y = uy;
  6457. clif_changemapcell(0,&bl,5,AREA);
  6458. }
  6459. }
  6460. if(alive){
  6461. //FIXME: why not calculate val1/val2 in here? [ultramage]
  6462. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6463. unit->limit=limit;
  6464. unit->range=range;
  6465. if (skillid == PF_FOGWALL && alive == 2)
  6466. { //Double duration of cells on top of Deluge/Suiton
  6467. unit->limit *= 2;
  6468. group->limit = unit->limit;
  6469. }
  6470. // execute on all targets standing on this cell
  6471. if (range==0 && active_flag)
  6472. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6473. }
  6474. }
  6475. if (!group->alive_count)
  6476. { //No cells? Something that was blocked completely by Land Protector?
  6477. skill_delunitgroup(src, group);
  6478. return NULL;
  6479. }
  6480. if (group->state.song_dance) {
  6481. if(sd){
  6482. sd->skillid_dance = skillid;
  6483. sd->skilllv_dance = skilllv;
  6484. }
  6485. if (
  6486. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  6487. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6488. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6489. )
  6490. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6491. }
  6492. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6493. group->val1 = group->alive_count;
  6494. return group;
  6495. }
  6496. /*==========================================
  6497. *
  6498. *------------------------------------------*/
  6499. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6500. {
  6501. struct skill_unit_group *sg;
  6502. struct block_list *ss;
  6503. struct status_change *sc;
  6504. int type,skillid;
  6505. nullpo_retr(0, src);
  6506. nullpo_retr(0, bl);
  6507. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6508. return 0;
  6509. nullpo_retr(0, sg=src->group);
  6510. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6511. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6512. return 0; //AoE skills are ineffective. [Skotlex]
  6513. sc = status_get_sc(bl);
  6514. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6515. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6516. type = SkillStatusChangeTable(sg->skill_id);
  6517. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6518. switch (sg->unit_id) {
  6519. case UNT_SAFETYWALL:
  6520. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6521. if (sc && sc->data[type].timer == -1)
  6522. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6523. break;
  6524. case UNT_WARP_WAITING:
  6525. if(bl->type==BL_PC){
  6526. struct map_session_data *sd = (struct map_session_data *)bl;
  6527. if((!sd->chatID || battle_config.chat_warpportal)
  6528. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6529. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6530. if (--sg->val1<=0)
  6531. skill_delunitgroup(NULL, sg);
  6532. }
  6533. }
  6534. } else
  6535. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6536. {
  6537. int m = map_mapindex2mapid(sg->val3);
  6538. if (m < 0) break; //Map not available on this map-server.
  6539. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6540. }
  6541. break;
  6542. case UNT_QUAGMIRE:
  6543. if(sc && sc->data[type].timer==-1)
  6544. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6545. break;
  6546. case UNT_VOLCANO:
  6547. case UNT_DELUGE:
  6548. case UNT_VIOLENTGALE:
  6549. if(sc && sc->data[type].timer==-1)
  6550. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6551. break;
  6552. case UNT_SUITON:
  6553. if(sc && sc->data[type].timer==-1)
  6554. sc_start4(bl,type,100,sg->skill_lv,
  6555. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6556. 0,0,sg->limit);
  6557. break;
  6558. case UNT_RICHMANKIM:
  6559. case UNT_ETERNALCHAOS:
  6560. case UNT_DRUMBATTLEFIELD:
  6561. case UNT_RINGNIBELUNGEN:
  6562. case UNT_ROKISWEIL:
  6563. case UNT_INTOABYSS:
  6564. case UNT_SIEGFRIED:
  6565. case UNT_HERMODE:
  6566. //Needed to check when a dancer/bard leaves their ensemble area.
  6567. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6568. return skillid;
  6569. if (sc && sc->data[type].timer==-1)
  6570. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6571. break;
  6572. case UNT_WHISTLE:
  6573. case UNT_ASSASSINCROSS:
  6574. case UNT_POEMBRAGI:
  6575. case UNT_APPLEIDUN:
  6576. case UNT_HUMMING:
  6577. case UNT_DONTFORGETME:
  6578. case UNT_FORTUNEKISS:
  6579. case UNT_SERVICEFORYOU:
  6580. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6581. return 0;
  6582. if (!sc) return 0;
  6583. if (sc->data[type].timer==-1)
  6584. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6585. else if (sc->data[type].val4 == 1) {
  6586. //Readjust timers since the effect will not last long.
  6587. sc->data[type].val4 = 0;
  6588. delete_timer(sc->data[type].timer, status_change_timer);
  6589. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6590. }
  6591. break;
  6592. case UNT_FOGWALL:
  6593. if (sc && sc->data[type].timer==-1)
  6594. {
  6595. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6596. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6597. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6598. }
  6599. break;
  6600. case UNT_GRAVITATION:
  6601. if (sc && sc->data[type].timer==-1)
  6602. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6603. break;
  6604. // officially, icewall has no problems existing on occupied cells [ultramage]
  6605. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6606. // src->val1 = 0;
  6607. // if(src->limit + sg->tick > tick + 700)
  6608. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6609. // break;
  6610. case UNT_MOONLIT:
  6611. //Knockback out of area if affected char isn't in Moonlit effect
  6612. if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  6613. break;
  6614. if (ss == bl) //Also needed to prevent infinite loop crash.
  6615. break;
  6616. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6617. break;
  6618. }
  6619. return skillid;
  6620. }
  6621. /*==========================================
  6622. *
  6623. *------------------------------------------*/
  6624. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6625. {
  6626. struct skill_unit_group *sg;
  6627. struct block_list *ss;
  6628. TBL_PC* sd;
  6629. TBL_PC* tsd;
  6630. struct status_data *tstatus, *sstatus;
  6631. struct status_change *tsc, *sc;
  6632. struct skill_unit_group_tickset *ts;
  6633. int matk_min = 0, matk_max = 0; //For Magic power...
  6634. int type, skillid;
  6635. int diff=0;
  6636. nullpo_retr(0, src);
  6637. nullpo_retr(0, bl);
  6638. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6639. return 0;
  6640. nullpo_retr(0, sg=src->group);
  6641. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6642. BL_CAST(BL_PC, ss, sd);
  6643. BL_CAST(BL_PC, bl, tsd);
  6644. tsc = status_get_sc(bl);
  6645. tstatus = status_get_status_data(bl);
  6646. if (sg->state.magic_power) //For magic power.
  6647. {
  6648. sc = status_get_sc(ss);
  6649. sstatus = status_get_status_data(ss);
  6650. } else {
  6651. sc = NULL;
  6652. sstatus = NULL;
  6653. }
  6654. type = SkillStatusChangeTable(sg->skill_id);
  6655. skillid = sg->skill_id;
  6656. if (sg->interval == -1) {
  6657. switch (sg->unit_id) {
  6658. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6659. case UNT_SPIDERWEB:
  6660. case UNT_FIREPILLAR_ACTIVE:
  6661. return 0;
  6662. default:
  6663. if (battle_config.error_log)
  6664. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6665. return 0;
  6666. }
  6667. }
  6668. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6669. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6670. diff = DIFF_TICK(tick,ts->tick);
  6671. if (diff < 0)
  6672. return 0;
  6673. ts->tick = tick+sg->interval;
  6674. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6675. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6676. }
  6677. //Temporarily set magic power to have it take effect. [Skotlex]
  6678. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6679. { //Store previous values.
  6680. matk_min = sstatus->matk_min;
  6681. matk_max = sstatus->matk_max;
  6682. //Note to NOT return from the function until this is unset!
  6683. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6684. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6685. }
  6686. switch (sg->unit_id)
  6687. {
  6688. case UNT_FIREWALL:
  6689. case UNT_KAENSIN:
  6690. {
  6691. int count=0;
  6692. const int x = bl->x, y = bl->y;
  6693. //Take into account these hit more times than the timer interval can handle.
  6694. do
  6695. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6696. while(--src->val2 && x == bl->x && y == bl->y &&
  6697. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6698. if (src->val2<=0)
  6699. skill_delunit(src);
  6700. }
  6701. break;
  6702. case UNT_SANCTUARY:
  6703. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6704. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6705. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6706. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6707. // reduce healing count if this was meant for damaging [hekate]
  6708. sg->val1 -= 2;
  6709. } else {
  6710. int heal = sg->val2;
  6711. if (tstatus->hp >= tstatus->max_hp)
  6712. break;
  6713. if (tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6714. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6715. if (status_isimmune(bl))
  6716. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6717. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6718. status_heal(bl, heal, 0, 0);
  6719. if (diff >= 500)
  6720. sg->val1--;
  6721. }
  6722. if (sg->val1 <= 0)
  6723. skill_delunitgroup(NULL,sg);
  6724. break;
  6725. case UNT_EVILLAND:
  6726. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6727. { //Damage enemies
  6728. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6729. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6730. } else {
  6731. int heal = sg->val2;
  6732. if (tstatus->hp >= tstatus->max_hp)
  6733. break;
  6734. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6735. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6736. if (status_isimmune(bl))
  6737. heal = 0;
  6738. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6739. status_heal(bl, heal, 0, 0);
  6740. }
  6741. break;
  6742. case UNT_MAGNUS:
  6743. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6744. break;
  6745. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6746. break;
  6747. case UNT_ATTACK_SKILLS:
  6748. switch (sg->skill_id)
  6749. {
  6750. case SG_SUN_WARM: //SG skills [Komurka]
  6751. case SG_MOON_WARM:
  6752. case SG_STAR_WARM:
  6753. {
  6754. int count = 0;
  6755. const int x = bl->x, y = bl->y;
  6756. //If target isn't knocked back it should hit every 20ms [Playtester]
  6757. do
  6758. {
  6759. if( bl->type == BL_PC )
  6760. status_zap(bl, 0, 15); // sp damage to players
  6761. else // mobs
  6762. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6763. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6764. else { //should end when out of sp.
  6765. sg->limit = DIFF_TICK(tick,sg->tick);
  6766. break;
  6767. }
  6768. } while( x == bl->x && y == bl->y &&
  6769. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6770. }
  6771. break;
  6772. case WZ_STORMGUST:
  6773. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6774. { //Reset hit counter when under new storm gust.
  6775. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6776. tsc->data[SC_FREEZE].val3 = 0;
  6777. }
  6778. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6779. && tsc) //Increase freeze counter if attack connects.
  6780. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6781. break;
  6782. default:
  6783. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6784. }
  6785. break;
  6786. case UNT_FIREPILLAR_WAITING:
  6787. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6788. skill_delunit(src);
  6789. break;
  6790. case UNT_FIREPILLAR_ACTIVE:
  6791. skill_area_temp[1] = 0;
  6792. map_foreachinrange(skill_attack_area,bl,
  6793. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6794. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6795. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6796. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6797. break;
  6798. case UNT_SKIDTRAP:
  6799. {
  6800. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6801. sg->unit_id = UNT_USED_TRAPS;
  6802. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6803. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6804. }
  6805. break;
  6806. case UNT_SPIDERWEB:
  6807. case UNT_ANKLESNARE:
  6808. if(sg->val2==0 && tsc){
  6809. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6810. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6811. {
  6812. struct TimerData* td = get_timer(tsc->data[type].timer);
  6813. if (td) sec = DIFF_TICK(td->tick, tick);
  6814. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6815. clif_fixpos(bl);
  6816. sg->val2=bl->id;
  6817. } else
  6818. sec = 3000; //Couldn't trap it?
  6819. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6820. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6821. sg->interval = -1;
  6822. src->range = 0;
  6823. }
  6824. break;
  6825. case UNT_VENOMDUST:
  6826. if(tsc && tsc->data[type].timer==-1 )
  6827. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6828. break;
  6829. case UNT_LANDMINE:
  6830. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6831. sg->unit_id = UNT_USED_TRAPS;
  6832. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6833. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6834. break;
  6835. case UNT_CLAYMORETRAP:
  6836. case UNT_BLASTMINE:
  6837. //Hold number of targets (required for damage calculation)
  6838. type = map_foreachinrange(skill_count_target,&src->bl,
  6839. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6840. case UNT_SHOCKWAVE:
  6841. case UNT_SANDMAN:
  6842. case UNT_FLASHER:
  6843. case UNT_FREEZINGTRAP:
  6844. map_foreachinrange(skill_trap_splash,&src->bl,
  6845. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6846. &src->bl,tick,type);
  6847. sg->unit_id = UNT_USED_TRAPS;
  6848. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6849. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6850. break;
  6851. case UNT_TALKIEBOX:
  6852. if (sg->src_id == bl->id)
  6853. break;
  6854. if (sg->val2 == 0){
  6855. clif_talkiebox(&src->bl, sg->valstr);
  6856. sg->unit_id = UNT_USED_TRAPS;
  6857. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6858. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6859. sg->val2 = -1;
  6860. }
  6861. break;
  6862. case UNT_LULLABY:
  6863. if (ss->id == bl->id)
  6864. break;
  6865. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6866. break;
  6867. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6868. if (ss->id != bl->id)
  6869. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6870. break;
  6871. case UNT_DISSONANCE:
  6872. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6873. break;
  6874. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6875. {
  6876. int heal;
  6877. if (sg->src_id == bl->id)
  6878. break;
  6879. heal = sg->val2;
  6880. if(tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6881. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6882. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6883. status_heal(bl, heal, 0, 0);
  6884. break;
  6885. }
  6886. case UNT_TATAMIGAESHI:
  6887. case UNT_DEMONSTRATION:
  6888. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6889. break;
  6890. case UNT_GOSPEL:
  6891. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6892. break;
  6893. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6894. { // Support Effect only on party, not guild
  6895. int i = rand()%13; // Positive buff count
  6896. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6897. switch (i)
  6898. {
  6899. case 0: // Heal 1~9999 HP
  6900. type = rand() %9999+1;
  6901. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6902. status_heal(bl,type,0,0);
  6903. break;
  6904. case 1: // End all negative status
  6905. status_change_clear_buffs(bl,2);
  6906. if (tsd) clif_gospel_info(tsd, 0x15);
  6907. break;
  6908. case 2: // Immunity to all status
  6909. sc_start(bl,SC_SCRESIST,100,100,type);
  6910. if (tsd) clif_gospel_info(tsd, 0x16);
  6911. break;
  6912. case 3: // MaxHP +100%
  6913. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6914. if (tsd) clif_gospel_info(tsd, 0x17);
  6915. break;
  6916. case 4: // MaxSP +100%
  6917. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6918. if (tsd) clif_gospel_info(tsd, 0x18);
  6919. break;
  6920. case 5: // All stats +20
  6921. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6922. if (tsd) clif_gospel_info(tsd, 0x19);
  6923. break;
  6924. case 6: // Level 10 Blessing
  6925. sc_start(bl,SC_BLESSING,100,10,type);
  6926. break;
  6927. case 7: // Level 10 Increase AGI
  6928. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6929. break;
  6930. case 8: // Enchant weapon with Holy element
  6931. sc_start(bl,SC_ASPERSIO,100,1,type);
  6932. if (tsd) clif_gospel_info(tsd, 0x1c);
  6933. break;
  6934. case 9: // Enchant armor with Holy element
  6935. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6936. if (tsd) clif_gospel_info(tsd, 0x1d);
  6937. break;
  6938. case 10: // DEF +25%
  6939. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6940. if (tsd) clif_gospel_info(tsd, 0x1e);
  6941. break;
  6942. case 11: // ATK +100%
  6943. sc_start(bl,SC_INCATKRATE,100,100,type);
  6944. if (tsd) clif_gospel_info(tsd, 0x1f);
  6945. break;
  6946. case 12: // HIT/Flee +50
  6947. sc_start(bl,SC_INCHIT,100,50,type);
  6948. sc_start(bl,SC_INCFLEE,100,50,type);
  6949. if (tsd) clif_gospel_info(tsd, 0x20);
  6950. break;
  6951. }
  6952. }
  6953. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6954. { // Offensive Effect
  6955. int i = rand()%9; // Negative buff count
  6956. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6957. switch (i)
  6958. {
  6959. case 0: // Deal 1~9999 damage
  6960. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6961. break;
  6962. case 1: // Curse
  6963. sc_start(bl,SC_CURSE,100,1,type);
  6964. break;
  6965. case 2: // Blind
  6966. sc_start(bl,SC_BLIND,100,1,type);
  6967. break;
  6968. case 3: // Poison
  6969. sc_start(bl,SC_POISON,100,1,type);
  6970. break;
  6971. case 4: // Level 10 Provoke
  6972. sc_start(bl,SC_PROVOKE,100,10,type);
  6973. break;
  6974. case 5: // DEF -100%
  6975. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6976. break;
  6977. case 6: // ATK -100%
  6978. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6979. break;
  6980. case 7: // Flee -100%
  6981. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6982. break;
  6983. case 8: // Speed/ASPD -25%
  6984. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6985. break;
  6986. }
  6987. }
  6988. break;
  6989. case UNT_GRAVITATION:
  6990. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6991. break;
  6992. case UNT_DESPERADO:
  6993. if (rand()%100 < src->val1)
  6994. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6995. break;
  6996. case UNT_GROUNDDRIFT_WIND:
  6997. case UNT_GROUNDDRIFT_DARK:
  6998. case UNT_GROUNDDRIFT_POISON:
  6999. case UNT_GROUNDDRIFT_WATER:
  7000. case UNT_GROUNDDRIFT_FIRE:
  7001. map_foreachinrange(skill_trap_splash,&src->bl,
  7002. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  7003. &src->bl,tick,0);
  7004. sg->unit_id = UNT_USED_TRAPS;
  7005. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  7006. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  7007. break;
  7008. }
  7009. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  7010. { //Unset magic power.
  7011. sstatus->matk_min = matk_min;
  7012. sstatus->matk_max = matk_max;
  7013. }
  7014. if (bl->type == BL_MOB && ss != bl)
  7015. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  7016. return skillid;
  7017. }
  7018. /*==========================================
  7019. * Triggered when a char steps out of a skill cell
  7020. *------------------------------------------*/
  7021. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7022. {
  7023. struct skill_unit_group *sg;
  7024. struct status_change *sc;
  7025. int type;
  7026. nullpo_retr(0, src);
  7027. nullpo_retr(0, bl);
  7028. nullpo_retr(0, sg=src->group);
  7029. sc = status_get_sc(bl);
  7030. type = SkillStatusChangeTable(sg->skill_id);
  7031. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7032. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7033. return 0;
  7034. switch(sg->unit_id){
  7035. case UNT_SAFETYWALL:
  7036. if (sc && sc->data[type].timer!=-1)
  7037. status_change_end(bl,type,-1);
  7038. break;
  7039. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7040. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  7041. status_change_end(bl,type,-1);
  7042. break;
  7043. case UNT_SPIDERWEB:
  7044. {
  7045. struct block_list *target = map_id2bl(sg->val2);
  7046. if (target && target==bl)
  7047. {
  7048. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  7049. status_change_end(bl,type,-1);
  7050. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7051. }
  7052. break;
  7053. }
  7054. }
  7055. return sg->skill_id;
  7056. }
  7057. /*==========================================
  7058. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7059. *------------------------------------------*/
  7060. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7061. {
  7062. struct status_change *sc;
  7063. int type;
  7064. sc = status_get_sc(bl);
  7065. if (sc && !sc->count)
  7066. sc = NULL;
  7067. type = SkillStatusChangeTable(skill_id);
  7068. switch (skill_id)
  7069. {
  7070. case WZ_QUAGMIRE:
  7071. if (bl->type==BL_MOB)
  7072. break;
  7073. if (sc && sc->data[type].timer != -1)
  7074. status_change_end(bl, type, -1);
  7075. break;
  7076. case BD_LULLABY:
  7077. case BD_RICHMANKIM:
  7078. case BD_ETERNALCHAOS:
  7079. case BD_DRUMBATTLEFIELD:
  7080. case BD_RINGNIBELUNGEN:
  7081. case BD_ROKISWEIL:
  7082. case BD_INTOABYSS:
  7083. case BD_SIEGFRIED:
  7084. if(sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  7085. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7086. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7087. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7088. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7089. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7090. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7091. skill_stop_dancing(bl);
  7092. }
  7093. case MG_SAFETYWALL:
  7094. case AL_PNEUMA:
  7095. case SA_VOLCANO:
  7096. case SA_DELUGE:
  7097. case SA_VIOLENTGALE:
  7098. case CG_HERMODE:
  7099. case HW_GRAVITATION:
  7100. case NJ_SUITON:
  7101. if (sc && sc->data[type].timer != -1)
  7102. status_change_end(bl, type, -1);
  7103. break;
  7104. case BA_POEMBRAGI:
  7105. case BA_WHISTLE:
  7106. case BA_ASSASSINCROSS:
  7107. case BA_APPLEIDUN:
  7108. case DC_HUMMING:
  7109. case DC_DONTFORGETME:
  7110. case DC_FORTUNEKISS:
  7111. case DC_SERVICEFORYOU:
  7112. if (sc && sc->data[type].timer != -1)
  7113. {
  7114. delete_timer(sc->data[type].timer, status_change_timer);
  7115. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7116. //not possible on our current implementation.
  7117. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7118. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7119. }
  7120. break;
  7121. case PF_FOGWALL:
  7122. if (sc && sc->data[type].timer != -1)
  7123. {
  7124. status_change_end(bl,type,-1);
  7125. if (sc->data[SC_BLIND].timer!=-1)
  7126. {
  7127. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7128. status_change_end(bl, SC_BLIND, -1);
  7129. else {
  7130. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  7131. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7132. }
  7133. }
  7134. }
  7135. break;
  7136. }
  7137. return skill_id;
  7138. }
  7139. /*==========================================
  7140. * Invoked when a unit cell has been placed/removed/deleted.
  7141. * flag values:
  7142. * flag&1: Invoke onplace function (otherwise invoke onout)
  7143. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7144. *------------------------------------------*/
  7145. int skill_unit_effect (struct block_list* bl, va_list ap)
  7146. {
  7147. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7148. struct skill_unit_group* group = unit->group;
  7149. unsigned int tick = va_arg(ap,unsigned int);
  7150. unsigned int flag = va_arg(ap,unsigned int);
  7151. int skill_id;
  7152. bool dissonance;
  7153. if( !unit->alive || bl->prev == NULL )
  7154. return 0;
  7155. nullpo_retr(0, group);
  7156. dissonance = skill_dance_switch(unit, 0);
  7157. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7158. skill_id = group->skill_id;
  7159. //Target-type check.
  7160. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7161. {
  7162. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7163. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7164. }
  7165. else
  7166. {
  7167. if( flag&1 )
  7168. skill_unit_onplace(unit,bl,tick);
  7169. else
  7170. skill_unit_onout(unit,bl,tick);
  7171. if( flag&4 )
  7172. skill_unit_onleft(skill_id, bl, tick);
  7173. }
  7174. if( dissonance ) skill_dance_switch(unit, 1);
  7175. return 0;
  7176. }
  7177. /*==========================================
  7178. * Triggers when a skill unit is about to be deleted
  7179. *------------------------------------------*/
  7180. static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
  7181. {
  7182. struct skill_unit_group *sg;
  7183. nullpo_retr(0, src);
  7184. nullpo_retr(0, sg=src->group);
  7185. switch( sg->unit_id )
  7186. {
  7187. case UNT_ICEWALL:
  7188. // hack to prevent client from leaving cells unwalkable
  7189. //FIXME: this should be done individually in insight/outsight code instead [ultramage]
  7190. clif_changemapcell(0,&src->bl,src->val2,ALL_SAMEMAP);
  7191. break;
  7192. case UNT_ANKLESNARE:
  7193. {
  7194. struct block_list *target = map_id2bl(sg->val2);
  7195. if(target)
  7196. status_change_end(target,SC_ANKLE,-1);
  7197. }
  7198. break;
  7199. }
  7200. return 0;
  7201. }
  7202. /*==========================================
  7203. *
  7204. *------------------------------------------*/
  7205. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7206. {
  7207. struct skill_unit_group *sg;
  7208. nullpo_retr(0, src);
  7209. nullpo_retr(0, sg=src->group);
  7210. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7211. skill_delunitgroup(NULL,sg);
  7212. else
  7213. switch(sg->unit_id){
  7214. case UNT_ICEWALL:
  7215. src->val1-=damage;
  7216. break;
  7217. default:
  7218. damage = 0;
  7219. break;
  7220. }
  7221. return damage;
  7222. }
  7223. /*==========================================
  7224. *
  7225. *------------------------------------------*/
  7226. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7227. {
  7228. int *c, skillid;
  7229. struct block_list *src;
  7230. struct map_session_data *sd;
  7231. struct map_session_data *tsd;
  7232. int *p_sd; //Contains the list of characters found.
  7233. nullpo_retr(0, bl);
  7234. nullpo_retr(0, ap);
  7235. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7236. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7237. nullpo_retr(0, sd=(struct map_session_data*)src);
  7238. c=va_arg(ap,int *);
  7239. p_sd = va_arg(ap, int *);
  7240. skillid = va_arg(ap,int);
  7241. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7242. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7243. if (bl == src)
  7244. return 0;
  7245. if(pc_isdead(tsd))
  7246. return 0;
  7247. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7248. return 0;
  7249. switch(skillid)
  7250. {
  7251. case PR_BENEDICTIO:
  7252. {
  7253. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7254. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7255. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7256. && sd->status.sp >= 10)
  7257. p_sd[(*c)++]=tsd->bl.id;
  7258. return 1;
  7259. }
  7260. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7261. {
  7262. int skilllv;
  7263. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7264. return 0;
  7265. if (sd->status.sex != tsd->status.sex &&
  7266. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7267. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7268. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7269. sd->status.party_id && tsd->status.party_id &&
  7270. sd->status.party_id == tsd->status.party_id &&
  7271. tsd->sc.data[SC_DANCING].timer == -1)
  7272. {
  7273. p_sd[(*c)++]=tsd->bl.id;
  7274. return skilllv;
  7275. } else {
  7276. return 0;
  7277. }
  7278. }
  7279. break;
  7280. }
  7281. //return 0;
  7282. }
  7283. /*==========================================
  7284. * Checks and stores partners for ensemble skills [Skotlex]
  7285. *------------------------------------------*/
  7286. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7287. {
  7288. static int c=0;
  7289. static int p_sd[2] = { 0, 0 };
  7290. int i;
  7291. if (!battle_config.player_skill_partner_check ||
  7292. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7293. return 99; //As if there were infinite partners.
  7294. if (cast_flag)
  7295. { //Execute the skill on the partners.
  7296. struct map_session_data* tsd;
  7297. switch (skill_id)
  7298. {
  7299. case PR_BENEDICTIO:
  7300. for (i = 0; i < c; i++)
  7301. {
  7302. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7303. status_charge(&tsd->bl, 0, 10);
  7304. }
  7305. return c;
  7306. default: //Warning: Assuming Ensemble skills here (for speed)
  7307. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7308. {
  7309. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7310. 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);
  7311. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7312. tsd->skillid_dance = skill_id;
  7313. tsd->skilllv_dance = *skill_lv;
  7314. }
  7315. return c;
  7316. }
  7317. }
  7318. //Else: new search for partners.
  7319. c = 0;
  7320. memset (p_sd, 0, sizeof(p_sd));
  7321. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7322. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7323. *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.
  7324. return c;
  7325. }
  7326. /*==========================================
  7327. *
  7328. *------------------------------------------*/
  7329. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7330. {
  7331. int *c,src_id,mob_class,skill;
  7332. struct mob_data *md;
  7333. md=(struct mob_data*)bl;
  7334. src_id=va_arg(ap,int);
  7335. mob_class=va_arg(ap,int);
  7336. skill=va_arg(ap,int);
  7337. c=va_arg(ap,int *);
  7338. if(md->master_id != src_id ||
  7339. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7340. return 0; //Non alchemist summoned mobs have nothing to do here.
  7341. if(md->class_==mob_class)
  7342. (*c)++;
  7343. return 1;
  7344. }
  7345. /*==========================================
  7346. * Determines if a given skill should be made to consume ammo
  7347. * when used by the player. [Skotlex]
  7348. *------------------------------------------*/
  7349. int skill_isammotype (struct map_session_data *sd, int skill)
  7350. {
  7351. return (
  7352. battle_config.arrow_decrement==2 &&
  7353. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7354. skill != HT_PHANTASMIC &&
  7355. skill_get_type(skill) == BF_WEAPON &&
  7356. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7357. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7358. );
  7359. }
  7360. /*==========================================
  7361. * Checks that you have the requirements for casting a skill.
  7362. * Flag:
  7363. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7364. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7365. *------------------------------------------*/
  7366. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  7367. {
  7368. struct status_data *status;
  7369. struct status_change *sc;
  7370. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7371. int itemid[10],amount[10];
  7372. int delitem_flag = 1;
  7373. nullpo_retr(0, sd);
  7374. if (lv <= 0 || sd->chatID) return 0;
  7375. if( battle_config.gm_skilluncond &&
  7376. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7377. sd->skillitem != skill)
  7378. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7379. sd->skillitem = sd->skillitemlv = 0;
  7380. //Need to do arrow state check.
  7381. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7382. //Need to do Spiritball check.
  7383. sd->spiritball_old = sd->spiritball;
  7384. return 1;
  7385. }
  7386. status = &sd->battle_status;
  7387. sc = &sd->sc;
  7388. if (!sc->count)
  7389. sc = NULL;
  7390. if(pc_is90overweight(sd)) {
  7391. clif_skill_fail(sd,skill,9,0);
  7392. sd->skillitem = sd->skillitemlv = 0;
  7393. return 0;
  7394. }
  7395. if (sd->state.abra_flag)
  7396. {
  7397. if (sd->skillitem != skill)
  7398. { //Cancelled, using a different skill.
  7399. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7400. } else {
  7401. //Abracadabra skill, skip requisites!
  7402. if(type&1)
  7403. { //Clear out the data.
  7404. sd->skillitem = sd->skillitemlv = 0;
  7405. sd->state.abra_flag = 0;
  7406. }
  7407. return 1;
  7408. }
  7409. }
  7410. if (sd->menuskill_id == AM_PHARMACY &&
  7411. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7412. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7413. )) {
  7414. sd->skillitem = sd->skillitemlv = 0;
  7415. return 0;
  7416. }
  7417. if(sd->skillitem == skill) {
  7418. if(!type) //When a target was selected
  7419. { //Consume items that were skipped in pc_use_item [Skotlex]
  7420. if((i = sd->itemindex) == -1 ||
  7421. sd->status.inventory[i].nameid != sd->itemid ||
  7422. sd->inventory_data[i] == NULL ||
  7423. !sd->inventory_data[i]->flag.delay_consume ||
  7424. sd->status.inventory[i].amount < 1
  7425. )
  7426. { //Something went wrong, item exploit?
  7427. sd->itemid = sd->itemindex = -1;
  7428. return 0;
  7429. }
  7430. //Consume
  7431. sd->itemid = sd->itemindex = -1;
  7432. if(skill == WZ_EARTHSPIKE && sc &&
  7433. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7434. ; //Do not consume item.
  7435. else
  7436. pc_delitem(sd,i,1,0);
  7437. }
  7438. if (type&1) //Casting finished
  7439. sd->skillitem = sd->skillitemlv = 0;
  7440. return 1;
  7441. }
  7442. // for the guild skills [celest]
  7443. if (skill >= GD_SKILLBASE)
  7444. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7445. else if (skill >= HM_SKILLBASE) //[orn]
  7446. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7447. else
  7448. j = skill;
  7449. if (j < 0 || j >= MAX_SKILL_DB)
  7450. return 0;
  7451. //Code speedup, rather than using skill_get_* over and over again.
  7452. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7453. return 0;
  7454. hp = skill_db[j].hp[lv-1];
  7455. sp = skill_db[j].sp[lv-1];
  7456. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7457. sp=sp/2;
  7458. hp_rate = skill_db[j].hp_rate[lv-1];
  7459. sp_rate = skill_db[j].sp_rate[lv-1];
  7460. zeny = skill_db[j].zeny[lv-1];
  7461. weapon = skill_db[j].weapon;
  7462. ammo = skill_db[j].ammo;
  7463. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7464. state = skill_db[j].state;
  7465. spiritball = skill_db[j].spiritball[lv-1];
  7466. mhp = skill_db[j].mhp[lv-1];
  7467. for(i = 0; i < 10; i++) {
  7468. itemid[i] = skill_db[j].itemid[i];
  7469. amount[i] = skill_db[j].amount[i];
  7470. }
  7471. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7472. //mhp is the max-hp-requirement, that is,
  7473. //you must have this % or less of HP to cast it.
  7474. clif_skill_fail(sd,skill,2,0);
  7475. return 0;
  7476. }
  7477. if(hp_rate > 0)
  7478. hp += (status->hp * hp_rate)/100;
  7479. else
  7480. hp += (status->max_hp * (-hp_rate))/100;
  7481. if(sp_rate > 0)
  7482. sp += (status->sp * sp_rate)/100;
  7483. else
  7484. sp += (status->max_sp * (-sp_rate))/100;
  7485. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7486. { //Assume this skill is using the weapon, therefore it requires arrows.
  7487. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7488. ammo_qty = 1;
  7489. }
  7490. //Can only update state when weapon/arrow info is checked.
  7491. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7492. switch(skill) { // Check for cost reductions due to skills & SCs
  7493. case MC_MAMMONITE:
  7494. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7495. zeny -= zeny*10/100;
  7496. break;
  7497. case AL_HOLYLIGHT:
  7498. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7499. sp *= 5;
  7500. break;
  7501. case SL_SMA:
  7502. case SL_STUN:
  7503. case SL_STIN:
  7504. {
  7505. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7506. if(kaina_lv==0 || sd->status.base_level<70)
  7507. break;
  7508. if(sd->status.base_level>=90)
  7509. sp -= sp*7*kaina_lv/100;
  7510. else if(sd->status.base_level>=80)
  7511. sp -= sp*5*kaina_lv/100;
  7512. else if(sd->status.base_level>=70)
  7513. sp -= sp*3*kaina_lv/100;
  7514. }
  7515. break;
  7516. case MO_TRIPLEATTACK:
  7517. case MO_CHAINCOMBO:
  7518. case MO_COMBOFINISH:
  7519. case CH_TIGERFIST:
  7520. case CH_CHAINCRUSH:
  7521. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7522. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7523. break;
  7524. }
  7525. if(sd->dsprate!=100)
  7526. sp=sp*sd->dsprate/100;
  7527. switch(skill) {
  7528. case SA_CASTCANCEL:
  7529. if(sd->ud.skilltimer == -1) {
  7530. clif_skill_fail(sd,skill,0,0);
  7531. return 0;
  7532. }
  7533. break;
  7534. case BS_MAXIMIZE:
  7535. case NV_TRICKDEAD:
  7536. case TF_HIDING:
  7537. case AS_CLOAKING:
  7538. case CR_AUTOGUARD:
  7539. case CR_DEFENDER:
  7540. case ST_CHASEWALK:
  7541. case PA_GOSPEL:
  7542. case CR_SHRINK:
  7543. case TK_RUN:
  7544. case GS_GATLINGFEVER:
  7545. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7546. return 1; //Allow turning off.
  7547. break;
  7548. case AL_WARP:
  7549. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7550. delitem_flag = 0;
  7551. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7552. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7553. return 0;
  7554. }
  7555. break;
  7556. case MO_CALLSPIRITS:
  7557. if(sd->spiritball >= lv) {
  7558. clif_skill_fail(sd,skill,0,0);
  7559. return 0;
  7560. }
  7561. break;
  7562. case MO_FINGEROFFENSIVE: //謖�シセ
  7563. case GS_FLING:
  7564. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7565. spiritball = sd->spiritball;
  7566. sd->spiritball_old = sd->spiritball;
  7567. }
  7568. else sd->spiritball_old = spiritball;
  7569. break;
  7570. case MO_BODYRELOCATION:
  7571. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7572. spiritball = 0;
  7573. break;
  7574. case MO_CHAINCOMBO:
  7575. if(!sc)
  7576. return 0;
  7577. if(sc->data[SC_BLADESTOP].timer!=-1)
  7578. break;
  7579. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7580. break;
  7581. return 0;
  7582. case MO_COMBOFINISH: //迪幃セ肴教
  7583. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7584. return 0;
  7585. break;
  7586. case CH_TIGERFIST: //莨剰剋諡ウ
  7587. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7588. return 0;
  7589. break;
  7590. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7591. if(!sc || sc->data[SC_COMBO].timer == -1)
  7592. return 0;
  7593. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7594. return 0;
  7595. break;
  7596. case MO_EXTREMITYFIST:
  7597. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7598. // return 0;
  7599. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7600. spiritball--;
  7601. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7602. switch(sc->data[SC_COMBO].val1) {
  7603. case MO_COMBOFINISH:
  7604. spiritball = 4;
  7605. break;
  7606. case CH_TIGERFIST:
  7607. spiritball = 3;
  7608. break;
  7609. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7610. spiritball = sd->spiritball?sd->spiritball:1;
  7611. break;
  7612. default:
  7613. return 0;
  7614. }
  7615. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7616. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7617. clif_skill_fail(sd,skill,0,0);
  7618. return 0;
  7619. }
  7620. break;
  7621. case TK_MISSION: //Does not works on Non-Taekwon
  7622. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7623. clif_skill_fail(sd,skill,0,0);
  7624. return 0;
  7625. }
  7626. break;
  7627. case TK_READYCOUNTER:
  7628. case TK_READYDOWN:
  7629. case TK_READYSTORM:
  7630. case TK_READYTURN:
  7631. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7632. return 1; //Enable disabling them regardless of who you are.
  7633. case TK_JUMPKICK:
  7634. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7635. //They do not work on Soul Linkers.
  7636. clif_skill_fail(sd,skill,0,0);
  7637. return 0;
  7638. }
  7639. break;
  7640. case TK_TURNKICK:
  7641. case TK_STORMKICK:
  7642. case TK_DOWNKICK:
  7643. case TK_COUNTER:
  7644. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7645. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7646. if(!sc || sc->data[SC_COMBO].timer == -1)
  7647. return 0; //Combo needs to be ready
  7648. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7649. { //Unlimited Combo
  7650. if (skill == sd->skillid_old) {
  7651. status_change_end(&sd->bl, SC_COMBO, -1);
  7652. sd->skillid_old = sd->skilllv_old = 0;
  7653. return 0; //Can't repeat previous combo skill.
  7654. }
  7655. break;
  7656. } else
  7657. if(sc->data[SC_COMBO].val1 == skill)
  7658. break; //Combo ready.
  7659. //Cancel combo wait.
  7660. unit_cancel_combo(&sd->bl);
  7661. return 0;
  7662. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7663. {
  7664. int time;
  7665. if(!sc || sc->data[SC_DANCING].timer==-1)
  7666. {
  7667. clif_skill_fail(sd,skill,0,0);
  7668. return 0;
  7669. }
  7670. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7671. if (skill_get_time(
  7672. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7673. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7674. - time <= skill_get_time2(skill,lv))
  7675. {
  7676. clif_skill_fail(sd,skill,0,0);
  7677. return 0;
  7678. }
  7679. }
  7680. break;
  7681. case PR_BENEDICTIO:
  7682. {
  7683. if (!(type&1))
  7684. { //Started casting.
  7685. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7686. {
  7687. clif_skill_fail(sd,skill,0,0);
  7688. return 0;
  7689. }
  7690. }
  7691. else
  7692. //Should I repeat the check? If so, it would be best to only do
  7693. //this on cast-ending. [Skotlex]
  7694. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7695. }
  7696. break;
  7697. case AM_CANNIBALIZE:
  7698. case AM_SPHEREMINE:
  7699. if(type&1){
  7700. int c=0;
  7701. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7702. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7703. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7704. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7705. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7706. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7707. if(c >= maxcount ||
  7708. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7709. { //Fails when: exceed max limit. There are other plant types already out.
  7710. clif_skill_fail(sd,skill,0,0);
  7711. return 0;
  7712. }
  7713. }
  7714. }
  7715. break;
  7716. case WZ_FIREPILLAR: // celest
  7717. if (lv <= 5) // no gems required at level 1-5
  7718. itemid[0] = 0;
  7719. break;
  7720. case SL_SMA:
  7721. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7722. if(!sc || sc->data[SC_SMA].timer == -1)
  7723. return 0;
  7724. break;
  7725. case HT_POWER:
  7726. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7727. return 0;
  7728. break;
  7729. case AM_BERSERKPITCHER:
  7730. case AM_POTIONPITCHER:
  7731. case CR_SLIMPITCHER:
  7732. case MG_STONECURSE:
  7733. case CR_CULTIVATION:
  7734. case SA_FLAMELAUNCHER:
  7735. case SA_FROSTWEAPON:
  7736. case SA_LIGHTNINGLOADER:
  7737. case SA_SEISMICWEAPON:
  7738. delitem_flag = 0;
  7739. break;
  7740. case SA_DELUGE:
  7741. case SA_VOLCANO:
  7742. case SA_VIOLENTGALE:
  7743. { //Does not consumes if the skill is already active. [Skotlex]
  7744. struct skill_unit_group *sg;
  7745. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7746. (
  7747. sg->skill_id == SA_VOLCANO ||
  7748. sg->skill_id == SA_DELUGE ||
  7749. sg->skill_id == SA_VIOLENTGALE
  7750. )) {
  7751. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7752. delitem_flag = 0;
  7753. else
  7754. sg->limit = 0; //Disable it.
  7755. }
  7756. break;
  7757. }
  7758. case CG_HERMODE:
  7759. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7760. {
  7761. clif_skill_fail(sd,skill,0,0);
  7762. return 0;
  7763. }
  7764. break;
  7765. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7766. {
  7767. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7768. int size = range*2+1;
  7769. for (i=0;i<size*size;i++) {
  7770. x = sd->bl.x+(i%size-range);
  7771. y = sd->bl.y+(i/size-range);
  7772. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. }
  7777. }
  7778. break;
  7779. case PR_REDEMPTIO:
  7780. {
  7781. int exp;
  7782. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7783. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7784. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7785. return 0;
  7786. }
  7787. break;
  7788. }
  7789. case AM_TWILIGHT2:
  7790. case AM_TWILIGHT3:
  7791. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7792. {
  7793. clif_skill_fail(sd,skill,0,0);
  7794. return 0;
  7795. }
  7796. break;
  7797. //SHOULD BE OPTIMALIZED [Komurka]
  7798. //Optimized #1. optimize comfort later. [Vicious]
  7799. case SG_SUN_WARM:
  7800. case SG_MOON_WARM:
  7801. case SG_STAR_WARM:
  7802. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7803. break;
  7804. clif_skill_fail(sd,skill,0,0);
  7805. return 0;
  7806. break;
  7807. case SG_SUN_COMFORT:
  7808. 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))
  7809. break;
  7810. clif_skill_fail(sd,skill,0,0);
  7811. return 0;
  7812. case SG_MOON_COMFORT:
  7813. 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))
  7814. break;
  7815. clif_skill_fail(sd,skill,0,0);
  7816. return 0;
  7817. case SG_STAR_COMFORT:
  7818. 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))
  7819. break;
  7820. clif_skill_fail(sd,skill,0,0);
  7821. return 0;
  7822. case SG_FUSION:
  7823. if (sc && sc->data[SC_FUSION].timer!=-1)
  7824. return 1;
  7825. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7826. break;
  7827. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7828. if(sp>0 && type&1)
  7829. {
  7830. if (status->sp < (unsigned int)sp)
  7831. clif_skill_fail(sd,skill,1,0);
  7832. else
  7833. status_zap(&sd->bl, 0, sp);
  7834. }
  7835. return 0;
  7836. case GD_BATTLEORDER:
  7837. case GD_REGENERATION:
  7838. case GD_RESTORE:
  7839. if (!map_flag_gvg(sd->bl.m)) {
  7840. clif_skill_fail(sd,skill,0,0);
  7841. return 0;
  7842. }
  7843. case GD_EMERGENCYCALL:
  7844. // other checks were already done in skillnotok()
  7845. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7846. return 0;
  7847. break;
  7848. case GS_GLITTERING:
  7849. if(sd->spiritball >= 10) {
  7850. clif_skill_fail(sd,skill,0,0);
  7851. return 0;
  7852. }
  7853. break;
  7854. case NJ_ISSEN:
  7855. if (status->hp < 2) {
  7856. clif_skill_fail(sd,skill,0,0);
  7857. return 0;
  7858. }
  7859. case NJ_BUNSINJYUTSU:
  7860. if (!sc || sc->data[SC_NEN].timer==-1) {
  7861. clif_skill_fail(sd,skill,0,0);
  7862. return 0;
  7863. }
  7864. break;
  7865. case NJ_ZENYNAGE:
  7866. if(sd->status.zeny < zeny) {
  7867. clif_skill_fail(sd,skill,5,0);
  7868. return 0;
  7869. }
  7870. zeny = 0; //Zeny is reduced on skill_attack.
  7871. break;
  7872. case PF_HPCONVERSION:
  7873. if (status->sp == status->max_sp)
  7874. return 0; //Unusable when at full SP.
  7875. break;
  7876. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7877. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7878. clif_skill_fail(sd,skill,0,0);
  7879. return 0;
  7880. }
  7881. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7882. delitem_flag = 0;
  7883. break;
  7884. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7885. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7886. {
  7887. clif_skill_fail(sd,skill,0,0);
  7888. return 0;
  7889. }
  7890. break;
  7891. }
  7892. if(!(type&2)){
  7893. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7894. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7895. return 0;
  7896. }
  7897. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7898. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7899. return 0;
  7900. }
  7901. if(zeny>0 && sd->status.zeny < zeny) {
  7902. clif_skill_fail(sd,skill,5,0);
  7903. return 0;
  7904. }
  7905. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7906. clif_skill_fail(sd,skill,6,0);
  7907. return 0;
  7908. }
  7909. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7910. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7911. !sd->inventory_data[i] ||
  7912. sd->status.inventory[i].amount < ammo_qty
  7913. ) {
  7914. clif_arrow_fail(sd,0);
  7915. return 0;
  7916. }
  7917. if (!(ammo&1<<sd->inventory_data[i]->look))
  7918. { //Ammo type check. Send the "wrong weapon type" message
  7919. //which is the closest we have to wrong ammo type. [Skotlex]
  7920. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7921. //clif_skill_fail(sd,skill,6,0);
  7922. return 0;
  7923. }
  7924. }
  7925. if( spiritball > 0 && sd->spiritball < spiritball) {
  7926. clif_skill_fail(sd,skill,0,0);
  7927. return 0;
  7928. }
  7929. }
  7930. switch(state) {
  7931. case ST_HIDING:
  7932. if(!(sc && sc->option&OPTION_HIDE)) {
  7933. clif_skill_fail(sd,skill,0,0);
  7934. return 0;
  7935. }
  7936. break;
  7937. case ST_CLOAKING:
  7938. if(!pc_iscloaking(sd)) {
  7939. clif_skill_fail(sd,skill,0,0);
  7940. return 0;
  7941. }
  7942. break;
  7943. case ST_HIDDEN:
  7944. if(!pc_ishiding(sd)) {
  7945. clif_skill_fail(sd,skill,0,0);
  7946. return 0;
  7947. }
  7948. break;
  7949. case ST_RIDING:
  7950. if(!pc_isriding(sd)) {
  7951. clif_skill_fail(sd,skill,0,0);
  7952. return 0;
  7953. }
  7954. break;
  7955. case ST_FALCON:
  7956. if(!pc_isfalcon(sd)) {
  7957. clif_skill_fail(sd,skill,0,0);
  7958. return 0;
  7959. }
  7960. break;
  7961. case ST_CART:
  7962. if(!pc_iscarton(sd)) {
  7963. clif_skill_fail(sd,skill,0,0);
  7964. return 0;
  7965. }
  7966. break;
  7967. case ST_SHIELD:
  7968. if(sd->status.shield <= 0) {
  7969. clif_skill_fail(sd,skill,0,0);
  7970. return 0;
  7971. }
  7972. break;
  7973. case ST_SIGHT:
  7974. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7975. clif_skill_fail(sd,skill,0,0);
  7976. return 0;
  7977. }
  7978. break;
  7979. case ST_EXPLOSIONSPIRITS:
  7980. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7981. clif_skill_fail(sd,skill,0,0);
  7982. return 0;
  7983. }
  7984. break;
  7985. case ST_CARTBOOST:
  7986. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7987. clif_skill_fail(sd,skill,0,0);
  7988. return 0;
  7989. }
  7990. break;
  7991. case ST_RECOV_WEIGHT_RATE:
  7992. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7993. clif_skill_fail(sd,skill,0,0);
  7994. return 0;
  7995. }
  7996. break;
  7997. case ST_MOVE_ENABLE:
  7998. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7999. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  8000. if (!unit_can_move(&sd->bl)) {
  8001. clif_skill_fail(sd,skill,0,0);
  8002. return 0;
  8003. }
  8004. break;
  8005. case ST_WATER:
  8006. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  8007. break;
  8008. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  8009. break;
  8010. clif_skill_fail(sd,skill,0,0);
  8011. return 0;
  8012. }
  8013. if(!(type&1))
  8014. return 1;
  8015. if( delitem_flag )
  8016. {
  8017. int index[ARRAYLENGTH(itemid)];
  8018. // Check consumed items and reduce required amounts
  8019. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  8020. {
  8021. index[i] = -1;
  8022. if( itemid[i] <= 0 )
  8023. continue;// no item
  8024. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  8025. {
  8026. if (sd->special_state.no_gemstone)
  8027. { //Make it substract 1 gem rather than skipping the cost.
  8028. if (--amount[i] < 1)
  8029. continue;
  8030. }
  8031. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  8032. continue;
  8033. }
  8034. if((skill == AM_POTIONPITCHER ||
  8035. skill == CR_SLIMPITCHER ||
  8036. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  8037. continue;
  8038. index[i] = pc_search_inventory(sd,itemid[i]);
  8039. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  8040. if( itemid[i] == ITEMID_RED_GEMSTONE )
  8041. clif_skill_fail(sd,skill,7,0);// red gemstone required
  8042. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  8043. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  8044. else
  8045. clif_skill_fail(sd,skill,0,0);
  8046. return 0;
  8047. }
  8048. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  8049. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  8050. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  8051. }
  8052. // Consume items
  8053. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  8054. {
  8055. if(index[i] >= 0)
  8056. pc_delitem(sd,index[i],amount[i],0);
  8057. }
  8058. }
  8059. if(type&2)
  8060. return 1;
  8061. if(sp || hp)
  8062. status_zap(&sd->bl, hp, sp);
  8063. if(zeny > 0) // Zeny豸郁イサ
  8064. pc_payzeny(sd,zeny);
  8065. if(spiritball > 0)
  8066. pc_delspiritball(sd,spiritball,0);
  8067. return 1;
  8068. }
  8069. /*==========================================
  8070. * Does cast-time reductions based on dex, item bonuses and config setting
  8071. *------------------------------------------*/
  8072. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8073. {
  8074. int time = skill_get_cast(skill_id, skill_lv);
  8075. struct map_session_data *sd;
  8076. nullpo_retr(0, bl);
  8077. BL_CAST(BL_PC, bl, sd);
  8078. // calculate base cast time (reduced by dex)
  8079. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  8080. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8081. if (scale > 0) // not instant cast
  8082. time = time * scale / battle_config.castrate_dex_scale;
  8083. else return 0; // instant cast
  8084. }
  8085. // calculate cast time reduced by item/card bonuses
  8086. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  8087. {
  8088. int i;
  8089. if (sd->castrate != 100)
  8090. time = time * sd->castrate / 100;
  8091. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  8092. {
  8093. if (sd->skillcast[i].id == skill_id)
  8094. {
  8095. time+= time * sd->skillcast[i].val / 100;
  8096. break;
  8097. }
  8098. }
  8099. }
  8100. // config cast time multiplier
  8101. if (battle_config.cast_rate != 100)
  8102. time = time * battle_config.cast_rate / 100;
  8103. // return final cast time
  8104. return (time > 0) ? time : 0;
  8105. }
  8106. /*==========================================
  8107. * Does cast-time reductions based on sc data.
  8108. *------------------------------------------*/
  8109. int skill_castfix_sc (struct block_list *bl, int time)
  8110. {
  8111. struct status_change *sc = status_get_sc(bl);
  8112. if (sc && sc->count) {
  8113. if (sc->data[SC_SLOWCAST].timer != -1)
  8114. time += time * sc->data[SC_SLOWCAST].val2 / 100;
  8115. if (sc->data[SC_FASTCAST].timer != -1)
  8116. time -= time * sc->data[SC_FASTCAST].val1 / 100;
  8117. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  8118. time -= time * sc->data[SC_SUFFRAGIUM].val2 / 100;
  8119. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8120. }
  8121. if (sc->data[SC_MEMORIZE].timer != -1) {
  8122. time>>=1;
  8123. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8124. status_change_end(bl, SC_MEMORIZE, -1);
  8125. }
  8126. if (sc->data[SC_POEMBRAGI].timer != -1)
  8127. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  8128. }
  8129. return (time > 0) ? time : 0;
  8130. }
  8131. /*==========================================
  8132. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8133. *------------------------------------------*/
  8134. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8135. {
  8136. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8137. int time = skill_get_delay(skill_id, skill_lv);
  8138. nullpo_retr(0, bl);
  8139. if (bl->type&battle_config.no_skill_delay)
  8140. return battle_config.min_skill_delay_limit;
  8141. if (time < 0)
  8142. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8143. // Delay reductions
  8144. switch (skill_id)
  8145. { //Monk combo skills have their delay reduced by agi/dex.
  8146. case MO_TRIPLEATTACK:
  8147. case MO_CHAINCOMBO:
  8148. case MO_COMBOFINISH:
  8149. case CH_TIGERFIST:
  8150. case CH_CHAINCRUSH:
  8151. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8152. break;
  8153. default:
  8154. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8155. { // if skill delay is allowed to be reduced by dex
  8156. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8157. if (scale > 0)
  8158. time = time * scale / battle_config.castrate_dex_scale;
  8159. else //To be capped later to minimum.
  8160. time = 0;
  8161. }
  8162. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8163. { // if skill delay is allowed to be reduced by agi
  8164. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8165. if (scale > 0)
  8166. time = time * scale / battle_config.castrate_dex_scale;
  8167. else //To be capped later to minimum.
  8168. time = 0;
  8169. }
  8170. }
  8171. if (!(delaynodex&2))
  8172. {
  8173. struct status_change *sc;
  8174. sc= status_get_sc(bl);
  8175. if (sc && sc->count) {
  8176. if (sc->data[SC_POEMBRAGI].timer != -1)
  8177. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  8178. if (sc->data[SC_SPIRIT].timer != -1)
  8179. switch (skill_id) {
  8180. case CR_SHIELDBOOMERANG:
  8181. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8182. time /=2;
  8183. break;
  8184. case AS_SONICBLOW:
  8185. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8186. time /= 2;
  8187. break;
  8188. }
  8189. }
  8190. }
  8191. if (!(delaynodex&4))
  8192. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  8193. time = time * ((TBL_PC*)bl)->delayrate / 100;
  8194. if (battle_config.delay_rate != 100)
  8195. time = time * battle_config.delay_rate / 100;
  8196. if (time < status_get_amotion(bl))
  8197. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8198. return max(time, battle_config.min_skill_delay_limit);
  8199. }
  8200. /*=========================================
  8201. *
  8202. *-----------------------------------------*/
  8203. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8204. {
  8205. nullpo_retv(tc);
  8206. if(dir == 0){
  8207. tc->val1[0]=x-2;
  8208. tc->val1[1]=x-1;
  8209. tc->val1[2]=x;
  8210. tc->val1[3]=x+1;
  8211. tc->val1[4]=x+2;
  8212. tc->val2[0]=
  8213. tc->val2[1]=
  8214. tc->val2[2]=
  8215. tc->val2[3]=
  8216. tc->val2[4]=y-1;
  8217. }
  8218. else if(dir==2){
  8219. tc->val1[0]=
  8220. tc->val1[1]=
  8221. tc->val1[2]=
  8222. tc->val1[3]=
  8223. tc->val1[4]=x+1;
  8224. tc->val2[0]=y+2;
  8225. tc->val2[1]=y+1;
  8226. tc->val2[2]=y;
  8227. tc->val2[3]=y-1;
  8228. tc->val2[4]=y-2;
  8229. }
  8230. else if(dir==4){
  8231. tc->val1[0]=x-2;
  8232. tc->val1[1]=x-1;
  8233. tc->val1[2]=x;
  8234. tc->val1[3]=x+1;
  8235. tc->val1[4]=x+2;
  8236. tc->val2[0]=
  8237. tc->val2[1]=
  8238. tc->val2[2]=
  8239. tc->val2[3]=
  8240. tc->val2[4]=y+1;
  8241. }
  8242. else if(dir==6){
  8243. tc->val1[0]=
  8244. tc->val1[1]=
  8245. tc->val1[2]=
  8246. tc->val1[3]=
  8247. tc->val1[4]=x-1;
  8248. tc->val2[0]=y+2;
  8249. tc->val2[1]=y+1;
  8250. tc->val2[2]=y;
  8251. tc->val2[3]=y-1;
  8252. tc->val2[4]=y-2;
  8253. }
  8254. else if(dir==1){
  8255. tc->val1[0]=x-1;
  8256. tc->val1[1]=x;
  8257. tc->val1[2]=x+1;
  8258. tc->val1[3]=x+2;
  8259. tc->val1[4]=x+3;
  8260. tc->val2[0]=y-4;
  8261. tc->val2[1]=y-3;
  8262. tc->val2[2]=y-1;
  8263. tc->val2[3]=y;
  8264. tc->val2[4]=y+1;
  8265. }
  8266. else if(dir==3){
  8267. tc->val1[0]=x+3;
  8268. tc->val1[1]=x+2;
  8269. tc->val1[2]=x+1;
  8270. tc->val1[3]=x;
  8271. tc->val1[4]=x-1;
  8272. tc->val2[0]=y-1;
  8273. tc->val2[1]=y;
  8274. tc->val2[2]=y+1;
  8275. tc->val2[3]=y+2;
  8276. tc->val2[4]=y+3;
  8277. }
  8278. else if(dir==5){
  8279. tc->val1[0]=x+1;
  8280. tc->val1[1]=x;
  8281. tc->val1[2]=x-1;
  8282. tc->val1[3]=x-2;
  8283. tc->val1[4]=x-3;
  8284. tc->val2[0]=y+3;
  8285. tc->val2[1]=y+2;
  8286. tc->val2[2]=y+1;
  8287. tc->val2[3]=y;
  8288. tc->val2[4]=y-1;
  8289. }
  8290. else if(dir==7){
  8291. tc->val1[0]=x-3;
  8292. tc->val1[1]=x-2;
  8293. tc->val1[2]=x-1;
  8294. tc->val1[3]=x;
  8295. tc->val1[4]=x+1;
  8296. tc->val2[1]=y;
  8297. tc->val2[0]=y+1;
  8298. tc->val2[2]=y-1;
  8299. tc->val2[3]=y-2;
  8300. tc->val2[4]=y-3;
  8301. }
  8302. }
  8303. /*=========================================
  8304. *
  8305. *-----------------------------------------*/
  8306. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8307. {
  8308. int c;
  8309. nullpo_retv(tc);
  8310. for( c = 0; c < 5; c++ )
  8311. {
  8312. switch( dir )
  8313. {
  8314. case 0: tc->val2[c]+=are; break;
  8315. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8316. case 2: tc->val1[c]-=are; break;
  8317. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8318. case 4: tc->val2[c]-=are; break;
  8319. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8320. case 6: tc->val1[c]+=are; break;
  8321. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8322. }
  8323. }
  8324. }
  8325. /*==========================================
  8326. * Weapon Repair [Celest/DracoRPG]
  8327. *------------------------------------------*/
  8328. void skill_repairweapon (struct map_session_data *sd, int idx)
  8329. {
  8330. int material;
  8331. int materials[4] = { 1002, 998, 999, 756 };
  8332. struct item *item;
  8333. struct map_session_data *target_sd;
  8334. nullpo_retv(sd);
  8335. target_sd = map_id2sd(sd->menuskill_val);
  8336. if (!target_sd) //Failed....
  8337. return;
  8338. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8339. return;
  8340. if(idx < 0 || idx >= MAX_INVENTORY)
  8341. return; //Invalid index??
  8342. item = &target_sd->status.inventory[idx];
  8343. if(item->nameid <= 0 || item->attribute == 0)
  8344. return; //Again invalid item....
  8345. 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)))){
  8346. clif_item_repaireffect(sd,item->nameid,1);
  8347. return;
  8348. }
  8349. if (itemdb_type(item->nameid)==4)
  8350. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8351. else
  8352. material = materials [2]; // Armors consume 1 Steel
  8353. if (pc_search_inventory(sd,material) < 0 ) {
  8354. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8355. return;
  8356. }
  8357. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8358. item->attribute=0;
  8359. clif_equiplist(target_sd);
  8360. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8361. clif_item_repaireffect(sd,item->nameid,0);
  8362. if(sd!=target_sd)
  8363. clif_item_repaireffect(target_sd,item->nameid,0);
  8364. }
  8365. /*==========================================
  8366. * Item Appraisal
  8367. *------------------------------------------*/
  8368. void skill_identify (struct map_session_data *sd, int idx)
  8369. {
  8370. int flag=1;
  8371. nullpo_retv(sd);
  8372. if(idx >= 0 && idx < MAX_INVENTORY) {
  8373. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8374. flag=0;
  8375. sd->status.inventory[idx].identify=1;
  8376. }
  8377. }
  8378. clif_item_identified(sd,idx,flag);
  8379. }
  8380. /*==========================================
  8381. * Weapon Refine [Celest]
  8382. *------------------------------------------*/
  8383. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8384. {
  8385. int i = 0, ep = 0, per;
  8386. int material[5] = { 0, 1010, 1011, 984, 984 };
  8387. struct item *item;
  8388. nullpo_retv(sd);
  8389. if (idx >= 0 && idx < MAX_INVENTORY)
  8390. {
  8391. struct item_data *ditem = sd->inventory_data[idx];
  8392. item = &sd->status.inventory[idx];
  8393. if(item->nameid > 0 && ditem->type == 4)
  8394. {
  8395. if( item->refine >= sd->menuskill_val
  8396. || item->refine >= MAX_REFINE // if it's no longer refineable
  8397. || ditem->flag.no_refine // if the item isn't refinable
  8398. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8399. {
  8400. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8401. return;
  8402. }
  8403. per = percentrefinery [ditem->wlv][(int)item->refine];
  8404. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8405. pc_delitem(sd, i, 1, 0);
  8406. if (per > rand() % 100) {
  8407. item->refine++;
  8408. if(item->equip) {
  8409. ep = item->equip;
  8410. pc_unequipitem(sd,idx,3);
  8411. }
  8412. clif_refine(sd->fd,0,idx,item->refine);
  8413. clif_delitem(sd,idx,1);
  8414. clif_additem(sd,idx,1,0);
  8415. if (ep)
  8416. pc_equipitem(sd,idx,ep);
  8417. clif_misceffect(&sd->bl,3);
  8418. if(item->refine == MAX_REFINE &&
  8419. item->card[0] == CARD0_FORGE &&
  8420. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8421. { // Fame point system [DracoRPG]
  8422. switch(ditem->wlv){
  8423. case 1:
  8424. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8425. break;
  8426. case 2:
  8427. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8428. break;
  8429. case 3:
  8430. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8431. break;
  8432. }
  8433. }
  8434. } else {
  8435. item->refine = 0;
  8436. if(item->equip)
  8437. pc_unequipitem(sd,idx,3);
  8438. clif_refine(sd->fd,1,idx,item->refine);
  8439. pc_delitem(sd,idx,1,0);
  8440. clif_misceffect(&sd->bl,2);
  8441. clif_emotion(&sd->bl, 23);
  8442. }
  8443. }
  8444. }
  8445. }
  8446. /*==========================================
  8447. *
  8448. *------------------------------------------*/
  8449. int skill_autospell (struct map_session_data *sd, int skillid)
  8450. {
  8451. int skilllv;
  8452. int maxlv=1,lv;
  8453. nullpo_retr(0, sd);
  8454. skilllv = sd->menuskill_val;
  8455. lv=pc_checkskill(sd,skillid);
  8456. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8457. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8458. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8459. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8460. maxlv =10; //Soul Linker bonus. [Skotlex]
  8461. else if(skilllv==2) maxlv=1;
  8462. else if(skilllv==3) maxlv=2;
  8463. else if(skilllv>=4) maxlv=3;
  8464. }
  8465. else if(skillid==MG_SOULSTRIKE){
  8466. if(skilllv==5) maxlv=1;
  8467. else if(skilllv==6) maxlv=2;
  8468. else if(skilllv>=7) maxlv=3;
  8469. }
  8470. else if(skillid==MG_FIREBALL){
  8471. if(skilllv==8) maxlv=1;
  8472. else if(skilllv>=9) maxlv=2;
  8473. }
  8474. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8475. else return 0;
  8476. if(maxlv > lv)
  8477. maxlv = lv;
  8478. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8479. skill_get_time(SA_AUTOSPELL,skilllv));
  8480. return 0;
  8481. }
  8482. /*==========================================
  8483. * Sitting skills functions.
  8484. *------------------------------------------*/
  8485. static int skill_sit_count (struct block_list *bl, va_list ap)
  8486. {
  8487. struct map_session_data *sd;
  8488. int type =va_arg(ap,int);
  8489. sd=(struct map_session_data*)bl;
  8490. if(!pc_issit(sd))
  8491. return 0;
  8492. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8493. return 1;
  8494. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8495. return 1;
  8496. return 0;
  8497. }
  8498. static int skill_sit_in (struct block_list *bl, va_list ap)
  8499. {
  8500. struct map_session_data *sd;
  8501. int type =va_arg(ap,int);
  8502. sd=(struct map_session_data*)bl;
  8503. if(!pc_issit(sd))
  8504. return 0;
  8505. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8506. sd->state.gangsterparadise=1;
  8507. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8508. {
  8509. sd->state.rest=1;
  8510. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8511. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8512. }
  8513. return 0;
  8514. }
  8515. static int skill_sit_out (struct block_list *bl, va_list ap)
  8516. {
  8517. struct map_session_data *sd;
  8518. int type =va_arg(ap,int);
  8519. sd=(struct map_session_data*)bl;
  8520. if(sd->state.gangsterparadise && type&1)
  8521. sd->state.gangsterparadise=0;
  8522. if(sd->state.rest && type&2) {
  8523. sd->state.rest=0;
  8524. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8525. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8526. }
  8527. return 0;
  8528. }
  8529. int skill_sit (struct map_session_data *sd, int type)
  8530. {
  8531. int flag = 0;
  8532. int range = 0, lv;
  8533. nullpo_retr(0, sd);
  8534. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8535. flag|=1;
  8536. range = skill_get_splash(RG_GANGSTER, lv);
  8537. }
  8538. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8539. flag|=2;
  8540. range = skill_get_splash(TK_HPTIME, lv);
  8541. }
  8542. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8543. flag|=2;
  8544. range = skill_get_splash(TK_SPTIME, lv);
  8545. }
  8546. if (!flag) return 0;
  8547. if(type) {
  8548. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8549. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8550. } else {
  8551. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8552. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8553. }
  8554. return 0;
  8555. }
  8556. /*==========================================
  8557. *
  8558. *------------------------------------------*/
  8559. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8560. {
  8561. struct block_list *src;
  8562. int skillnum,skilllv;
  8563. unsigned int tick;
  8564. nullpo_retr(0, bl);
  8565. nullpo_retr(0, ap);
  8566. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8567. skillnum=va_arg(ap,int);
  8568. skilllv=va_arg(ap,int);
  8569. if(skilllv <= 0) return 0;
  8570. tick=va_arg(ap,unsigned int);
  8571. if (src == bl || status_isdead(bl))
  8572. return 0;
  8573. if (bl->type == BL_PC) {
  8574. struct map_session_data *sd = (struct map_session_data *)bl;
  8575. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8576. return 0;
  8577. }
  8578. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8579. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8580. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8581. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8582. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8583. return 0;
  8584. }
  8585. /*==========================================
  8586. *
  8587. *------------------------------------------*/
  8588. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8589. {
  8590. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8591. int size = range*2+1;
  8592. for (i=0;i<size*size;i++) {
  8593. x = src->bl.x+(i%size-range);
  8594. y = src->bl.y+(i/size-range);
  8595. map_setcell(src->bl.m,x,y,flag);
  8596. }
  8597. }
  8598. /*==========================================
  8599. * Sets a map cell around the caster, according to the skill's splash range.
  8600. *------------------------------------------*/
  8601. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8602. {
  8603. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8604. int size = range*2+1;
  8605. for (i=0;i<size*size;i++) {
  8606. x = src->x+(i%size-range);
  8607. y = src->y+(i/size-range);
  8608. map_setcell(src->m,x,y,flag);
  8609. }
  8610. }
  8611. /*==========================================
  8612. *
  8613. *------------------------------------------*/
  8614. int skill_attack_area (struct block_list *bl, va_list ap)
  8615. {
  8616. struct block_list *src,*dsrc;
  8617. int atk_type,skillid,skilllv,flag,type;
  8618. unsigned int tick;
  8619. if(status_isdead(bl))
  8620. return 0;
  8621. atk_type = va_arg(ap,int);
  8622. src=va_arg(ap,struct block_list*);
  8623. dsrc=va_arg(ap,struct block_list*);
  8624. skillid=va_arg(ap,int);
  8625. skilllv=va_arg(ap,int);
  8626. tick=va_arg(ap,unsigned int);
  8627. flag=va_arg(ap,int);
  8628. type=va_arg(ap,int);
  8629. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8630. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8631. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8632. !status_check_skilluse(NULL, bl, skillid, 2))
  8633. return 0;
  8634. switch (skillid) {
  8635. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8636. case NPC_ACIDBREATH:
  8637. case NPC_DARKNESSBREATH:
  8638. case NPC_FIREBREATH:
  8639. case NPC_ICEBREATH:
  8640. case NPC_THUNDERBREATH:
  8641. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8642. default:
  8643. //Area-splash, disable skill animation.
  8644. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8645. }
  8646. }
  8647. /*==========================================
  8648. *
  8649. *------------------------------------------*/
  8650. int skill_clear_group (struct block_list *bl, int flag)
  8651. {
  8652. struct unit_data *ud = unit_bl2ud(bl);
  8653. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8654. int i, count=0;
  8655. nullpo_retr(0, bl);
  8656. if (!ud) return 0;
  8657. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8658. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8659. {
  8660. switch (ud->skillunit[i]->skill_id) {
  8661. case SA_DELUGE:
  8662. case SA_VOLCANO:
  8663. case SA_VIOLENTGALE:
  8664. case SA_LANDPROTECTOR:
  8665. case NJ_SUITON:
  8666. case NJ_KAENSIN:
  8667. if (flag&1)
  8668. group[count++]= ud->skillunit[i];
  8669. break;
  8670. default:
  8671. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8672. group[count++]= ud->skillunit[i];
  8673. break;
  8674. }
  8675. }
  8676. for (i=0;i<count;i++)
  8677. skill_delunitgroup(bl, group[i]);
  8678. return count;
  8679. }
  8680. /*==========================================
  8681. * Returns the first element field found [Skotlex]
  8682. *------------------------------------------*/
  8683. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8684. {
  8685. struct unit_data *ud = unit_bl2ud(bl);
  8686. int i;
  8687. nullpo_retr(0, bl);
  8688. if (!ud) return NULL;
  8689. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8690. switch (ud->skillunit[i]->skill_id) {
  8691. case SA_DELUGE:
  8692. case SA_VOLCANO:
  8693. case SA_VIOLENTGALE:
  8694. case SA_LANDPROTECTOR:
  8695. case NJ_SUITON:
  8696. return ud->skillunit[i];
  8697. }
  8698. }
  8699. return NULL;
  8700. }
  8701. // for graffiti cleaner [Valaris]
  8702. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8703. {
  8704. struct skill_unit *unit=NULL;
  8705. nullpo_retr(0, bl);
  8706. nullpo_retr(0, ap);
  8707. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8708. return 0;
  8709. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8710. skill_delunit(unit);
  8711. return 0;
  8712. }
  8713. int skill_greed (struct block_list *bl, va_list ap)
  8714. {
  8715. struct block_list *src;
  8716. struct map_session_data *sd=NULL;
  8717. struct flooritem_data *fitem=NULL;
  8718. nullpo_retr(0, bl);
  8719. nullpo_retr(0, ap);
  8720. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8721. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8722. pc_takeitem(sd, fitem);
  8723. return 0;
  8724. }
  8725. /*==========================================
  8726. *
  8727. *------------------------------------------*/
  8728. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8729. {
  8730. int skillid;
  8731. int *alive;
  8732. struct skill_unit *unit;
  8733. struct block_list *src;
  8734. skillid = va_arg(ap,int);
  8735. alive = va_arg(ap,int *);
  8736. src = va_arg(ap,struct block_list *);
  8737. unit = (struct skill_unit *)bl;
  8738. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8739. return 0;
  8740. switch (skillid)
  8741. {
  8742. case SA_LANDPROTECTOR:
  8743. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8744. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8745. { //Check for offensive Land Protector to delete both. [Skotlex]
  8746. (*alive) = 0;
  8747. skill_delunit(unit);
  8748. return 1;
  8749. }
  8750. //Delete the rest of types.
  8751. case HW_GANBANTEIN:
  8752. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8753. { //It deletes everything except songs/dances
  8754. skill_delunit(unit);
  8755. return 1;
  8756. }
  8757. break;
  8758. case SA_VOLCANO:
  8759. case SA_DELUGE:
  8760. case SA_VIOLENTGALE:
  8761. // Suiton/Kaensin CAN super-impose on each another.
  8762. // case NJ_SUITON:
  8763. // case NJ_KAENSIN:
  8764. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8765. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8766. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8767. if (unit->range <= 0)
  8768. {
  8769. (*alive) = 0;
  8770. return 1;
  8771. }
  8772. /*
  8773. switch (unit->group->skill_id)
  8774. { //These cannot override each other.
  8775. case SA_VOLCANO:
  8776. case SA_DELUGE:
  8777. case SA_VIOLENTGALE:
  8778. // case NJ_SUITON:
  8779. // case NJ_KAENSIN:
  8780. (*alive) = 0;
  8781. return 1;
  8782. }
  8783. */
  8784. break;
  8785. case PF_FOGWALL:
  8786. switch(unit->group->skill_id)
  8787. {
  8788. case SA_VOLCANO: //Can't be placed on top of these
  8789. case SA_VIOLENTGALE:
  8790. (*alive) = 0;
  8791. return 1;
  8792. case SA_DELUGE:
  8793. case NJ_SUITON:
  8794. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8795. (*alive) = 2;
  8796. break;
  8797. }
  8798. break;
  8799. case HP_BASILICA:
  8800. if (unit->group->skill_id == HP_BASILICA)
  8801. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8802. (*alive) = 0;
  8803. return 1;
  8804. }
  8805. break;
  8806. }
  8807. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8808. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8809. { //It deletes everything except songs/dances/traps
  8810. (*alive) = 0;
  8811. return 1;
  8812. }
  8813. return 0;
  8814. }
  8815. /*==========================================
  8816. * variation of skill_cell_overlap
  8817. *------------------------------------------*/
  8818. int skill_ganbatein (struct block_list *bl, va_list ap)
  8819. {
  8820. struct skill_unit *unit;
  8821. nullpo_retr(0, bl);
  8822. nullpo_retr(0, ap);
  8823. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8824. return 0;
  8825. if (unit->group->state.song_dance&0x1)
  8826. return 0; //Don't touch song/dance.
  8827. skill_delunit(unit);
  8828. return 1;
  8829. }
  8830. /*==========================================
  8831. *
  8832. *------------------------------------------*/
  8833. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8834. {
  8835. struct mob_data* md;
  8836. struct unit_data*ud = unit_bl2ud(bl);
  8837. struct block_list *from_bl;
  8838. struct block_list *to_bl;
  8839. md = (struct mob_data*)bl;
  8840. from_bl = va_arg(ap,struct block_list *);
  8841. to_bl = va_arg(ap,struct block_list *);
  8842. if(ud && ud->target == from_bl->id)
  8843. ud->target = to_bl->id;
  8844. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8845. md->target_id = to_bl->id;
  8846. return 0;
  8847. }
  8848. /*==========================================
  8849. * 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)
  8850. *------------------------------------------*/
  8851. int skill_count_target (struct block_list *bl, va_list ap)
  8852. {
  8853. struct block_list *src = va_arg(ap,struct block_list *);
  8854. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8855. return 1;
  8856. return 0;
  8857. }
  8858. /*==========================================
  8859. *
  8860. *------------------------------------------*/
  8861. int skill_trap_splash (struct block_list *bl, va_list ap)
  8862. {
  8863. struct block_list *src;
  8864. int tick;
  8865. struct skill_unit *unit;
  8866. struct skill_unit_group *sg;
  8867. struct block_list *ss;
  8868. int i,count;
  8869. src = va_arg(ap,struct block_list *);
  8870. unit = (struct skill_unit *)src;
  8871. tick = va_arg(ap,int);
  8872. count = va_arg(ap,int);
  8873. nullpo_retr(0, sg = unit->group);
  8874. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8875. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8876. return 0;
  8877. switch(sg->unit_id){
  8878. case UNT_SHOCKWAVE:
  8879. case UNT_SANDMAN:
  8880. case UNT_FLASHER:
  8881. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8882. break;
  8883. case UNT_BLASTMINE:
  8884. case UNT_CLAYMORETRAP:
  8885. //Special property: Each target is hit N times (N = number of targets on splash area)
  8886. if (!count) count = 1;
  8887. for(i=0;i<count;i++)
  8888. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8889. break;
  8890. case UNT_FREEZINGTRAP:
  8891. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8892. break;
  8893. case UNT_GROUNDDRIFT_WIND:
  8894. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8895. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8896. break;
  8897. case UNT_GROUNDDRIFT_DARK:
  8898. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8899. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8900. break;
  8901. case UNT_GROUNDDRIFT_POISON:
  8902. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8903. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8904. break;
  8905. case UNT_GROUNDDRIFT_WATER:
  8906. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8907. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8908. break;
  8909. case UNT_GROUNDDRIFT_FIRE:
  8910. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8911. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8912. break;
  8913. default:
  8914. return 0;
  8915. }
  8916. return 1;
  8917. }
  8918. /*==========================================
  8919. *
  8920. *------------------------------------------*/
  8921. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8922. {
  8923. struct status_change *sc;
  8924. nullpo_retr(0, bl);
  8925. nullpo_retr(0, sc= status_get_sc(bl));
  8926. if (!sc->count) return 0;
  8927. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8928. status_change_end(bl, SC_ENCPOISON, -1);
  8929. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8930. status_change_end(bl, SC_ASPERSIO, -1);
  8931. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8932. status_change_end(bl, SC_FIREWEAPON, -1);
  8933. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8934. status_change_end(bl, SC_WATERWEAPON, -1);
  8935. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8936. status_change_end(bl, SC_WINDWEAPON, -1);
  8937. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8938. status_change_end(bl, SC_EARTHWEAPON, -1);
  8939. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8940. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8941. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8942. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8943. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8944. status_change_end(bl, SC_ENCHANTARMS, -1);
  8945. return 0;
  8946. }
  8947. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8948. {
  8949. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8950. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8951. int end = 1,i;
  8952. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8953. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8954. { //Check for walls.
  8955. for (i = 0; i < 8; i++)
  8956. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8957. {
  8958. end = 0;
  8959. break;
  8960. }
  8961. } else
  8962. end = 0; //No wall check.
  8963. if(end){
  8964. if (sc->data[SC_CLOAKING].timer != -1) {
  8965. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8966. status_change_end(bl, SC_CLOAKING, -1);
  8967. else if(sc->data[SC_CLOAKING].val4&1)
  8968. { //Remove wall bonus
  8969. sc->data[SC_CLOAKING].val4&=~1;
  8970. status_calc_bl(bl,SCB_SPEED);
  8971. }
  8972. }
  8973. }
  8974. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8975. { //Add wall speed bonus
  8976. sc->data[SC_CLOAKING].val4|=1;
  8977. status_calc_bl(bl,SCB_SPEED);
  8978. }
  8979. return end;
  8980. }
  8981. /*==========================================
  8982. *
  8983. *
  8984. *------------------------------------------*/
  8985. void skill_stop_dancing (struct block_list *src)
  8986. {
  8987. struct status_change* sc;
  8988. struct skill_unit_group* group;
  8989. struct map_session_data* dsd = NULL;
  8990. nullpo_retv(src);
  8991. nullpo_retv(sc = status_get_sc(src));
  8992. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8993. return;
  8994. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8995. sc->data[SC_DANCING].val2 = 0;
  8996. if (sc->data[SC_DANCING].val4)
  8997. {
  8998. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8999. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  9000. sc->data[SC_DANCING].val4 = 0;
  9001. }
  9002. status_change_end(src, SC_DANCING, -1);
  9003. if (dsd)
  9004. {
  9005. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9006. status_change_end(&dsd->bl, SC_DANCING, -1);
  9007. }
  9008. if (group)
  9009. skill_delunitgroup(NULL, group);
  9010. }
  9011. /*==========================================
  9012. *
  9013. *------------------------------------------*/
  9014. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  9015. {
  9016. struct skill_unit *unit;
  9017. nullpo_retr(NULL, group);
  9018. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  9019. nullpo_retr(NULL, unit=&group->unit[idx]);
  9020. if(!unit->alive)
  9021. group->alive_count++;
  9022. unit->bl.id=map_addobject(&unit->bl);
  9023. unit->bl.type=BL_SKILL;
  9024. unit->bl.m=group->map;
  9025. unit->bl.x=x;
  9026. unit->bl.y=y;
  9027. unit->group=group;
  9028. unit->alive=1;
  9029. unit->val1=val1;
  9030. unit->val2=val2;
  9031. map_addblock(&unit->bl);
  9032. switch (group->skill_id) {
  9033. case AL_PNEUMA:
  9034. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9035. break;
  9036. case MG_SAFETYWALL:
  9037. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9038. break;
  9039. case SA_LANDPROTECTOR:
  9040. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9041. break;
  9042. case HP_BASILICA:
  9043. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9044. break;
  9045. case WZ_ICEWALL:
  9046. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9047. break;
  9048. default:
  9049. if (group->state.song_dance&0x1) //Check for dissonance.
  9050. skill_dance_overlap(unit, 1);
  9051. break;
  9052. }
  9053. clif_skill_setunit(unit);
  9054. return unit;
  9055. }
  9056. /*==========================================
  9057. *
  9058. *------------------------------------------*/
  9059. int skill_delunit (struct skill_unit* unit)
  9060. {
  9061. struct skill_unit_group *group;
  9062. nullpo_retr(0, unit);
  9063. if( !unit->alive )
  9064. return 0;
  9065. nullpo_retr(0, group=unit->group);
  9066. // invoke ondelete event
  9067. skill_unit_ondelete(unit, gettick());
  9068. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  9069. skill_dance_overlap(unit, 0);
  9070. // invoke onout event
  9071. if( !unit->range )
  9072. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9073. switch (group->skill_id) {
  9074. case AL_PNEUMA:
  9075. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9076. break;
  9077. case MG_SAFETYWALL:
  9078. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9079. break;
  9080. case SA_LANDPROTECTOR:
  9081. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9082. break;
  9083. case HP_BASILICA:
  9084. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9085. break;
  9086. case WZ_ICEWALL:
  9087. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9088. break;
  9089. }
  9090. clif_skill_delunit(unit);
  9091. unit->group=NULL;
  9092. unit->alive=0;
  9093. map_delobjectnofree(unit->bl.id);
  9094. if(--group->alive_count==0)
  9095. skill_delunitgroup(NULL, group);
  9096. return 0;
  9097. }
  9098. /*==========================================
  9099. *
  9100. *------------------------------------------*/
  9101. static int skill_unit_group_newid = MAX_SKILL_DB;
  9102. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9103. {
  9104. struct unit_data* ud = unit_bl2ud( src );
  9105. struct skill_unit_group* group;
  9106. int i;
  9107. if(skilllv <= 0) return 0;
  9108. nullpo_retr(NULL, src);
  9109. nullpo_retr(NULL, ud);
  9110. // find a free spot to store the new unit group
  9111. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9112. if(i == MAX_SKILLUNITGROUP)
  9113. {
  9114. // array is full, make room by discarding oldest group
  9115. int j=0;
  9116. unsigned maxdiff=0,x,tick=gettick();
  9117. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9118. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9119. maxdiff=x;
  9120. j=i;
  9121. }
  9122. skill_delunitgroup(src, ud->skillunit[j]);
  9123. //Since elements must have shifted, we use the last slot.
  9124. i = MAX_SKILLUNITGROUP-1;
  9125. }
  9126. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9127. group->src_id = src->id;
  9128. group->party_id = status_get_party_id(src);
  9129. group->guild_id = status_get_guild_id(src);
  9130. group->group_id = skill_unit_group_newid++;
  9131. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9132. group->unit_count = count;
  9133. group->alive_count = 0;
  9134. group->val1 = 0;
  9135. group->val2 = 0;
  9136. group->val3 = 0;
  9137. group->skill_id = skillid;
  9138. group->skill_lv = skilllv;
  9139. group->unit_id = unit_id;
  9140. group->map = src->m;
  9141. group->limit = limit;
  9142. group->interval = interval;
  9143. group->tick = gettick();
  9144. group->valstr = NULL;
  9145. ud->skillunit[i] = group;
  9146. if(skill_unit_group_newid<=0)
  9147. skill_unit_group_newid = MAX_SKILL_DB;
  9148. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9149. group->tick += 1500;
  9150. return group;
  9151. }
  9152. /*==========================================
  9153. *
  9154. *------------------------------------------*/
  9155. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  9156. {
  9157. struct unit_data *ud;
  9158. int i,j;
  9159. nullpo_retr(0, group);
  9160. if (!src) src=map_id2bl(group->src_id);
  9161. ud = unit_bl2ud(src);
  9162. if(!src || !ud) {
  9163. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9164. return 0;
  9165. }
  9166. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9167. {
  9168. struct status_change* sc = status_get_sc(src);
  9169. if (sc && sc->data[SC_DANCING].timer != -1)
  9170. {
  9171. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9172. status_change_end(src,SC_DANCING,-1);
  9173. }
  9174. }
  9175. // end Gospel's status change on 'src'
  9176. // (needs to be done when the group is deleted by other means than skill deactivation)
  9177. if (group->unit_id == UNT_GOSPEL) {
  9178. struct status_change *sc = status_get_sc(src);
  9179. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9180. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9181. status_change_end(src,SC_GOSPEL,-1);
  9182. }
  9183. }
  9184. if (group->skill_id == SG_SUN_WARM ||
  9185. group->skill_id == SG_MOON_WARM ||
  9186. group->skill_id == SG_STAR_WARM) {
  9187. struct status_change *sc = status_get_sc(src);
  9188. if(sc && sc->data[SC_WARM].timer != -1) {
  9189. sc->data[SC_WARM].val4 = 0;
  9190. status_change_end(src,SC_WARM,-1);
  9191. }
  9192. }
  9193. if (src->type==BL_PC && group->state.ammo_consume)
  9194. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9195. group->alive_count=0;
  9196. // remove all unit cells
  9197. if(group->unit != NULL)
  9198. for( i = 0; i < group->unit_count; i++ )
  9199. skill_delunit(&group->unit[i]);
  9200. // clear Talkie-box string
  9201. if( group->valstr != NULL )
  9202. {
  9203. aFree(group->valstr);
  9204. group->valstr = NULL;
  9205. }
  9206. map_freeblock(&group->unit->bl);
  9207. group->unit=NULL;
  9208. group->group_id=0;
  9209. group->unit_count=0;
  9210. // locate this group, swap with the last entry and delete it
  9211. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9212. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9213. if( i < MAX_SKILLUNITGROUP )
  9214. {
  9215. ud->skillunit[i] = ud->skillunit[j];
  9216. ud->skillunit[j] = NULL;
  9217. ers_free(skill_unit_ers, group);
  9218. }
  9219. else
  9220. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9221. return 1;
  9222. }
  9223. /*==========================================
  9224. *
  9225. *------------------------------------------*/
  9226. int skill_clear_unitgroup (struct block_list *src)
  9227. {
  9228. struct unit_data *ud = unit_bl2ud(src);
  9229. nullpo_retr(0, ud);
  9230. while (ud->skillunit[0])
  9231. skill_delunitgroup(src, ud->skillunit[0]);
  9232. return 1;
  9233. }
  9234. /*==========================================
  9235. *
  9236. *------------------------------------------*/
  9237. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9238. {
  9239. int i,j=-1,k,s,id;
  9240. struct unit_data *ud;
  9241. struct skill_unit_group_tickset *set;
  9242. nullpo_retr(0, bl);
  9243. if (group->interval==-1)
  9244. return NULL;
  9245. ud = unit_bl2ud(bl);
  9246. if (!ud) return NULL;
  9247. set = ud->skillunittick;
  9248. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9249. id = s = group->skill_id;
  9250. else
  9251. id = s = group->group_id;
  9252. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9253. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9254. if (set[k].id == id)
  9255. return &set[k];
  9256. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9257. j=k;
  9258. }
  9259. if (j == -1) {
  9260. if(battle_config.error_log) {
  9261. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9262. }
  9263. j = id % MAX_SKILLUNITGROUPTICKSET;
  9264. }
  9265. set[j].id = id;
  9266. set[j].tick = tick;
  9267. return &set[j];
  9268. }
  9269. /*==========================================
  9270. *
  9271. *------------------------------------------*/
  9272. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9273. {
  9274. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9275. struct skill_unit_group* group = unit->group;
  9276. unsigned int tick = va_arg(ap,unsigned int);
  9277. if( !unit->alive || bl->prev == NULL )
  9278. return 0;
  9279. nullpo_retr(0, group);
  9280. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9281. return 0; //AoE skills are ineffective. [Skotlex]
  9282. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9283. return 0;
  9284. skill_unit_onplace_timer(unit,bl,tick);
  9285. return 1;
  9286. }
  9287. /*==========================================
  9288. *
  9289. *------------------------------------------*/
  9290. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  9291. {
  9292. struct skill_unit* unit = (struct skill_unit *)bl;
  9293. struct skill_unit_group* group = unit->group;
  9294. unsigned int tick = va_arg(ap,unsigned int);
  9295. bool dissonance;
  9296. if( !unit->alive )
  9297. return 0;
  9298. nullpo_retr(0, group);
  9299. dissonance = skill_dance_switch(unit, 0);
  9300. if( unit->range >= 0 && group->interval != -1 )
  9301. {
  9302. if( battle_config.skill_wall_check )
  9303. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9304. else
  9305. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9306. if( !unit->alive )
  9307. {
  9308. if( dissonance ) skill_dance_switch(unit, 1);
  9309. return 0;
  9310. }
  9311. }
  9312. if( dissonance ) skill_dance_switch(unit, 1);
  9313. // check for expiration
  9314. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9315. { // stuff inlined from skill_unit_onlimit()
  9316. switch( group->unit_id )
  9317. {
  9318. case UNT_BLASTMINE:
  9319. case UNT_GROUNDDRIFT_WIND:
  9320. case UNT_GROUNDDRIFT_DARK:
  9321. case UNT_GROUNDDRIFT_POISON:
  9322. case UNT_GROUNDDRIFT_WATER:
  9323. case UNT_GROUNDDRIFT_FIRE:
  9324. group->unit_id = UNT_USED_TRAPS;
  9325. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9326. group->limit=DIFF_TICK(tick+1500,group->tick);
  9327. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9328. break;
  9329. case UNT_ANKLESNARE:
  9330. if( group->val2 > 0 ) { // used trap
  9331. struct block_list *target = map_id2bl(group->val2);
  9332. if(target)
  9333. status_change_end(target,SC_ANKLE,-1);
  9334. skill_delunit(unit);
  9335. break;
  9336. }
  9337. // else fall through
  9338. case UNT_SKIDTRAP:
  9339. case UNT_LANDMINE:
  9340. case UNT_SHOCKWAVE:
  9341. case UNT_SANDMAN:
  9342. case UNT_FLASHER:
  9343. case UNT_FREEZINGTRAP:
  9344. case UNT_CLAYMORETRAP:
  9345. case UNT_TALKIEBOX:
  9346. {
  9347. struct block_list* src = map_id2bl(group->src_id);
  9348. if( src && src->type == BL_PC )
  9349. { // revert unit back into a trap
  9350. struct item item_tmp;
  9351. memset(&item_tmp,0,sizeof(item_tmp));
  9352. item_tmp.nameid = ITEMID_TRAP;
  9353. item_tmp.identify = 1;
  9354. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9355. }
  9356. skill_delunit(unit);
  9357. }
  9358. break;
  9359. case UNT_WARP_ACTIVE:
  9360. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9361. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9362. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9363. // restart timers
  9364. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9365. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9366. // apply effect to all units standing on it
  9367. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9368. break;
  9369. case UNT_CALLFAMILY:
  9370. {
  9371. struct map_session_data *sd = NULL;
  9372. if(group->val1) {
  9373. sd = map_charid2sd(group->val1);
  9374. group->val1 = 0;
  9375. if (sd && !map[sd->bl.m].flag.nowarp)
  9376. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9377. }
  9378. if(group->val2) {
  9379. sd = map_charid2sd(group->val2);
  9380. group->val2 = 0;
  9381. if (sd && !map[sd->bl.m].flag.nowarp)
  9382. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9383. }
  9384. skill_delunit(unit);
  9385. }
  9386. break;
  9387. default:
  9388. skill_delunit(unit);
  9389. }
  9390. }
  9391. else
  9392. {
  9393. switch( group->unit_id )
  9394. {
  9395. case UNT_ICEWALL:
  9396. // icewall loses 50 hp every second
  9397. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9398. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9399. unit->limit = DIFF_TICK(tick+700,group->tick);
  9400. break;
  9401. case UNT_TATAMIGAESHI:
  9402. if( unit->range >= 0 )
  9403. { //Disable processed cell.
  9404. unit->range = -1;
  9405. if (--group->val1 <= 0) // number of live cells
  9406. { //All tiles were processed, disable skill.
  9407. group->target_flag=BCT_NOONE;
  9408. group->bl_flag= BL_NUL;
  9409. }
  9410. }
  9411. break;
  9412. }
  9413. }
  9414. return 0;
  9415. }
  9416. /*==========================================
  9417. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9418. *------------------------------------------*/
  9419. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9420. {
  9421. map_freeblock_lock();
  9422. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9423. map_freeblock_unlock();
  9424. return 0;
  9425. }
  9426. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9427. /*==========================================
  9428. *
  9429. *------------------------------------------*/
  9430. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9431. {
  9432. struct skill_unit* unit = (struct skill_unit *)bl;
  9433. struct skill_unit_group* group = unit->group;
  9434. struct block_list* target = va_arg(ap,struct block_list*);
  9435. unsigned int tick = va_arg(ap,unsigned int);
  9436. int flag = va_arg(ap,int);
  9437. bool dissonance;
  9438. int skill_id;
  9439. int i;
  9440. nullpo_retr(0, group);
  9441. if( !unit->alive || target->prev == NULL )
  9442. return 0;
  9443. dissonance = skill_dance_switch(unit, 0);
  9444. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9445. skill_id = unit->group->skill_id;
  9446. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9447. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9448. if( dissonance ) skill_dance_switch(unit, 1);
  9449. return 0;
  9450. }
  9451. //Target-type check.
  9452. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9453. {
  9454. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9455. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9456. if( flag&1 )
  9457. {
  9458. if( flag&2 )
  9459. { //Clear this skill id.
  9460. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9461. if( i < ARRAYLENGTH(skill_unit_temp) )
  9462. skill_unit_temp[i] = 0;
  9463. }
  9464. }
  9465. else
  9466. {
  9467. if( flag&2 )
  9468. { //Store this skill id.
  9469. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9470. if( i < ARRAYLENGTH(skill_unit_temp) )
  9471. skill_unit_temp[i] = skill_id;
  9472. else if( battle_config.error_log )
  9473. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9474. }
  9475. }
  9476. if( flag&4 )
  9477. skill_unit_onleft(skill_id,target,tick);
  9478. }
  9479. if( dissonance ) skill_dance_switch(unit, 1);
  9480. return 0;
  9481. }
  9482. else
  9483. {
  9484. if( flag&1 )
  9485. {
  9486. int result = skill_unit_onplace(unit,target,tick);
  9487. if( flag&2 && result )
  9488. { //Clear skill ids we have stored in onout.
  9489. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9490. if( i < ARRAYLENGTH(skill_unit_temp) )
  9491. skill_unit_temp[i] = 0;
  9492. }
  9493. }
  9494. else
  9495. {
  9496. int result = skill_unit_onout(unit,target,tick);
  9497. if( flag&2 && result )
  9498. { //Store this unit id.
  9499. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9500. if( i < ARRAYLENGTH(skill_unit_temp) )
  9501. skill_unit_temp[i] = skill_id;
  9502. else if( battle_config.error_log )
  9503. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9504. }
  9505. }
  9506. //TODO: Normally, this is dangerous since the unit and group could be freed
  9507. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9508. //cells do not get deleted within them. [Skotlex]
  9509. if( dissonance ) skill_dance_switch(unit, 1);
  9510. if( flag&4 )
  9511. skill_unit_onleft(skill_id,target,tick);
  9512. return 1;
  9513. }
  9514. }
  9515. /*==========================================
  9516. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9517. * Flag values:
  9518. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9519. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9520. * units to figure out when they have left a group.
  9521. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9522. *------------------------------------------*/
  9523. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9524. {
  9525. nullpo_retr(0, bl);
  9526. if( bl->prev == NULL )
  9527. return 0;
  9528. if( flag&2 && !(flag&1) )
  9529. { //Onout, clear data
  9530. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9531. }
  9532. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9533. if( flag&2 && flag&1 )
  9534. { //Onplace, check any skill units you have left.
  9535. int i;
  9536. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9537. if( skill_unit_temp[i] )
  9538. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9539. }
  9540. return 0;
  9541. }
  9542. /*==========================================
  9543. *
  9544. *------------------------------------------*/
  9545. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9546. {
  9547. int i,j;
  9548. unsigned int tick = gettick();
  9549. int *m_flag;
  9550. struct skill_unit *unit1;
  9551. struct skill_unit *unit2;
  9552. nullpo_retr(0, group);
  9553. if (group->unit_count<=0)
  9554. return 0;
  9555. if (group->unit==NULL)
  9556. return 0;
  9557. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9558. return 0;
  9559. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9560. // m_flag
  9561. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9562. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9563. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9564. // 3: Both 1+2.
  9565. for(i=0;i<group->unit_count;i++){
  9566. unit1=&group->unit[i];
  9567. if (!unit1->alive || unit1->bl.m!=m)
  9568. continue;
  9569. for(j=0;j<group->unit_count;j++){
  9570. unit2=&group->unit[j];
  9571. if (!unit2->alive)
  9572. continue;
  9573. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9574. m_flag[i] |= 0x1;
  9575. }
  9576. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9577. m_flag[i] |= 0x2;
  9578. }
  9579. }
  9580. }
  9581. j = 0;
  9582. for (i=0;i<group->unit_count;i++) {
  9583. unit1=&group->unit[i];
  9584. if (!unit1->alive)
  9585. continue;
  9586. if (!(m_flag[i]&0x2)) {
  9587. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9588. skill_dance_overlap(unit1, 0);
  9589. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9590. }
  9591. //Move Cell using "smart" criteria (avoid useless moving around)
  9592. switch(m_flag[i])
  9593. {
  9594. case 0:
  9595. //Cell moves independently, safely move it.
  9596. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9597. break;
  9598. case 1:
  9599. //Cell moves unto another cell, look for a replacement cell that won't collide
  9600. //and has no cell moving into it (flag == 2)
  9601. for(;j<group->unit_count;j++)
  9602. {
  9603. if(m_flag[j]!=2 || !group->unit[j].alive)
  9604. continue;
  9605. //Move to where this cell would had moved.
  9606. unit2 = &group->unit[j];
  9607. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9608. j++; //Skip this cell as we have used it.
  9609. break;
  9610. }
  9611. break;
  9612. case 2:
  9613. case 3:
  9614. break; //Don't move the cell as a cell will end on this tile anyway.
  9615. }
  9616. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9617. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9618. skill_dance_overlap(unit1, 1);
  9619. clif_skill_setunit(unit1);
  9620. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9621. }
  9622. }
  9623. aFree(m_flag);
  9624. return 0;
  9625. }
  9626. /*==========================================
  9627. *
  9628. *------------------------------------------*/
  9629. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9630. {
  9631. int i,j;
  9632. nullpo_retr(0, sd);
  9633. if(nameid<=0)
  9634. return 0;
  9635. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9636. if(skill_produce_db[i].nameid == nameid )
  9637. break;
  9638. }
  9639. if( i >= MAX_SKILL_PRODUCE_DB )
  9640. return 0;
  9641. if(trigger>=0){
  9642. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9643. if(skill_produce_db[i].itemlv!=trigger)
  9644. return 0;
  9645. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9646. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9647. return 0;
  9648. } else { // Weapon (itemlv must be higher or equal)
  9649. if(skill_produce_db[i].itemlv>trigger)
  9650. return 0;
  9651. }
  9652. }
  9653. if((j=skill_produce_db[i].req_skill)>0 &&
  9654. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9655. return 0;
  9656. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9657. int id,x,y;
  9658. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9659. continue;
  9660. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9661. if(pc_search_inventory(sd,id) < 0)
  9662. return 0;
  9663. }
  9664. else {
  9665. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9666. if( sd->status.inventory[y].nameid == id )
  9667. x+=sd->status.inventory[y].amount;
  9668. if(x<qty*skill_produce_db[i].mat_amount[j])
  9669. return 0;
  9670. }
  9671. }
  9672. return i+1;
  9673. }
  9674. /*==========================================
  9675. *
  9676. *------------------------------------------*/
  9677. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9678. {
  9679. int slot[3];
  9680. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9681. struct status_data *status;
  9682. nullpo_retr(0, sd);
  9683. status = status_get_status_data(&sd->bl);
  9684. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9685. return 0;
  9686. idx--;
  9687. if (qty < 1)
  9688. qty = 1;
  9689. if (!skill_id) //A skill can be specified for some override cases.
  9690. skill_id = skill_produce_db[idx].req_skill;
  9691. slot[0]=slot1;
  9692. slot[1]=slot2;
  9693. slot[2]=slot3;
  9694. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9695. int j;
  9696. if( slot[i]<=0 )
  9697. continue;
  9698. j = pc_search_inventory(sd,slot[i]);
  9699. if(j < 0)
  9700. continue;
  9701. if(slot[i]==1000){ /* Star Crumb */
  9702. pc_delitem(sd,j,1,1);
  9703. sc++;
  9704. }
  9705. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9706. static const int ele_table[4]={3,1,4,2};
  9707. pc_delitem(sd,j,1,1);
  9708. ele=ele_table[slot[i]-994];
  9709. }
  9710. }
  9711. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9712. int j,id,x;
  9713. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9714. continue;
  9715. x=qty*skill_produce_db[idx].mat_amount[i];
  9716. do{
  9717. int y=0;
  9718. j = pc_search_inventory(sd,id);
  9719. if(j >= 0){
  9720. y = sd->status.inventory[j].amount;
  9721. if(y>x)y=x;
  9722. pc_delitem(sd,j,y,0);
  9723. }else {
  9724. if(battle_config.error_log)
  9725. ShowError("skill_produce_mix: material item error\n");
  9726. }
  9727. x-=y;
  9728. }while( j>=0 && x>0 );
  9729. }
  9730. if((equip=itemdb_isequip(nameid)))
  9731. wlv = itemdb_wlv(nameid);
  9732. if(!equip) {
  9733. switch(skill_id){
  9734. case BS_IRON:
  9735. case BS_STEEL:
  9736. case BS_ENCHANTEDSTONE:
  9737. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9738. i = pc_checkskill(sd,skill_id);
  9739. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9740. switch(nameid){
  9741. case 998: // Iron
  9742. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9743. break;
  9744. case 999: // Steel
  9745. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9746. break;
  9747. case 1000: //Star Crumb
  9748. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9749. break;
  9750. default: // Enchanted Stones
  9751. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9752. break;
  9753. }
  9754. break;
  9755. case ASC_CDP:
  9756. make_per = (2000 + 40*status->dex + 20*status->luk);
  9757. break;
  9758. case AL_HOLYWATER:
  9759. make_per = 100000; //100% success
  9760. break;
  9761. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9762. case AM_TWILIGHT1:
  9763. case AM_TWILIGHT2:
  9764. case AM_TWILIGHT3:
  9765. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9766. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9767. + status->int_*5 + status->dex*10+status->luk*10;
  9768. switch(nameid){
  9769. case 501: // Red Potion
  9770. case 503: // Yellow Potion
  9771. case 504: // White Potion
  9772. case 605: // Anodyne
  9773. case 606: // Aloevera
  9774. make_per += 2000;
  9775. break;
  9776. case 505: // Blue Potion
  9777. make_per -= 500;
  9778. break;
  9779. case 545: // Condensed Red Potion
  9780. case 546: // Condensed Yellow Potion
  9781. case 547: // Condensed White Potion
  9782. make_per -= 1000;
  9783. break;
  9784. case 970: // Alcohol
  9785. make_per += 1000;
  9786. break;
  9787. case 7139: // Glistening Coat
  9788. make_per -= 1000;
  9789. break;
  9790. case 7135: // Bottle Grenade
  9791. case 7136: // Acid Bottle
  9792. case 7137: // Plant Bottle
  9793. case 7138: // Marine Sphere Bottle
  9794. default:
  9795. break;
  9796. }
  9797. if(battle_config.pp_rate != 100)
  9798. make_per = make_per * battle_config.pp_rate / 100;
  9799. break;
  9800. case SA_CREATECON: // Elemental Converter Creation
  9801. make_per = 100000; // should be 100% success rate
  9802. break;
  9803. default:
  9804. if (sd->menuskill_id == AM_PHARMACY &&
  9805. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9806. { //Assume Cooking Dish
  9807. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9808. make_per = 10000; //100% Success
  9809. else
  9810. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9811. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9812. break;
  9813. }
  9814. make_per = 5000;
  9815. break;
  9816. }
  9817. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9818. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9819. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9820. 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
  9821. 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
  9822. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9823. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9824. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9825. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9826. if(battle_config.wp_rate != 100)
  9827. make_per = make_per * battle_config.wp_rate / 100;
  9828. }
  9829. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9830. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9831. make_per = (make_per * 80) / 100; //Lupus
  9832. if(make_per < 1) make_per = 1;
  9833. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9834. struct item tmp_item;
  9835. memset(&tmp_item,0,sizeof(tmp_item));
  9836. tmp_item.nameid=nameid;
  9837. tmp_item.amount=1;
  9838. tmp_item.identify=1;
  9839. if(equip){
  9840. tmp_item.card[0]=CARD0_FORGE;
  9841. tmp_item.card[1]=((sc*5)<<8)+ele;
  9842. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9843. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9844. } else {
  9845. //Flag is only used on the end, so it can be used here. [Skotlex]
  9846. switch (skill_id) {
  9847. case BS_DAGGER:
  9848. case BS_SWORD:
  9849. case BS_TWOHANDSWORD:
  9850. case BS_AXE:
  9851. case BS_MACE:
  9852. case BS_KNUCKLE:
  9853. case BS_SPEAR:
  9854. flag = battle_config.produce_item_name_input&0x1;
  9855. break;
  9856. case AM_PHARMACY:
  9857. case AM_TWILIGHT1:
  9858. case AM_TWILIGHT2:
  9859. case AM_TWILIGHT3:
  9860. flag = battle_config.produce_item_name_input&0x2;
  9861. break;
  9862. case AL_HOLYWATER:
  9863. flag = battle_config.produce_item_name_input&0x8;
  9864. break;
  9865. case ASC_CDP:
  9866. flag = battle_config.produce_item_name_input&0x10;
  9867. break;
  9868. default:
  9869. flag = battle_config.produce_item_name_input&0x80;
  9870. break;
  9871. }
  9872. if (flag) {
  9873. tmp_item.card[0]=CARD0_CREATE;
  9874. tmp_item.card[1]=0;
  9875. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9876. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9877. }
  9878. }
  9879. // if(log_config.produce > 0)
  9880. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9881. //TODO update PICKLOG
  9882. if(equip){
  9883. clif_produceeffect(sd,0,nameid);
  9884. clif_misceffect(&sd->bl,3);
  9885. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9886. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9887. } else {
  9888. int fame = 0;
  9889. tmp_item.amount = 0;
  9890. for (i=0; i< qty; i++)
  9891. { //Apply quantity modifiers.
  9892. if (rand()%10000 < make_per || qty == 1)
  9893. { //Success
  9894. tmp_item.amount++;
  9895. if(nameid < 545 || nameid > 547)
  9896. continue;
  9897. if(skill_id != AM_PHARMACY &&
  9898. skill_id != AM_TWILIGHT1 &&
  9899. skill_id != AM_TWILIGHT2 &&
  9900. skill_id != AM_TWILIGHT3)
  9901. continue;
  9902. //Add fame as needed.
  9903. switch(++sd->potion_success_counter) {
  9904. case 3:
  9905. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9906. break;
  9907. case 5:
  9908. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9909. break;
  9910. case 7:
  9911. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9912. break;
  9913. case 10:
  9914. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9915. sd->potion_success_counter = 0;
  9916. break;
  9917. }
  9918. } else //Failure
  9919. sd->potion_success_counter = 0;
  9920. }
  9921. if (fame)
  9922. pc_addfame(sd,fame);
  9923. //Visual effects and the like.
  9924. switch (skill_id) {
  9925. case AM_PHARMACY:
  9926. case AM_TWILIGHT1:
  9927. case AM_TWILIGHT2:
  9928. case AM_TWILIGHT3:
  9929. case ASC_CDP:
  9930. clif_produceeffect(sd,2,nameid);
  9931. clif_misceffect(&sd->bl,5);
  9932. break;
  9933. case BS_IRON:
  9934. case BS_STEEL:
  9935. case BS_ENCHANTEDSTONE:
  9936. clif_produceeffect(sd,0,nameid);
  9937. clif_misceffect(&sd->bl,3);
  9938. break;
  9939. default: //Those that don't require a skill?
  9940. if (skill_produce_db[idx].itemlv>10 &&
  9941. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9942. clif_specialeffect(&sd->bl, 608, AREA);
  9943. break;
  9944. }
  9945. }
  9946. if (tmp_item.amount) { //Success
  9947. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9948. clif_additem(sd,0,0,flag);
  9949. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9950. }
  9951. return 1;
  9952. }
  9953. }
  9954. //Failure
  9955. // if(log_config.produce)
  9956. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9957. //TODO update PICKLOG
  9958. if(equip){
  9959. clif_produceeffect(sd,1,nameid);
  9960. clif_misceffect(&sd->bl,2);
  9961. } else {
  9962. switch (skill_id) {
  9963. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9964. status_percent_damage(NULL, &sd->bl, -25, 0);
  9965. case AM_PHARMACY:
  9966. case AM_TWILIGHT1:
  9967. case AM_TWILIGHT2:
  9968. case AM_TWILIGHT3:
  9969. clif_produceeffect(sd,3,nameid);
  9970. clif_misceffect(&sd->bl,6);
  9971. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9972. break;
  9973. case BS_IRON:
  9974. case BS_STEEL:
  9975. case BS_ENCHANTEDSTONE:
  9976. clif_produceeffect(sd,1,nameid);
  9977. clif_misceffect(&sd->bl,2);
  9978. break;
  9979. default:
  9980. if (skill_produce_db[idx].itemlv>10 &&
  9981. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9982. clif_specialeffect(&sd->bl, 609, AREA);
  9983. }
  9984. }
  9985. return 0;
  9986. }
  9987. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9988. {
  9989. int i,j,flag,index=-1;
  9990. struct item tmp_item;
  9991. nullpo_retr(0, sd);
  9992. if(nameid <= 0)
  9993. return 1;
  9994. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9995. if(nameid == skill_arrow_db[i].nameid) {
  9996. index = i;
  9997. break;
  9998. }
  9999. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10000. return 1;
  10001. pc_delitem(sd,j,1,0);
  10002. for(i=0;i<5;i++) {
  10003. memset(&tmp_item,0,sizeof(tmp_item));
  10004. tmp_item.identify = 1;
  10005. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10006. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10007. if(battle_config.produce_item_name_input&0x4) {
  10008. tmp_item.card[0]=CARD0_CREATE;
  10009. tmp_item.card[1]=0;
  10010. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10011. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10012. }
  10013. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10014. continue;
  10015. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10016. clif_additem(sd,0,0,flag);
  10017. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10018. }
  10019. }
  10020. return 0;
  10021. }
  10022. /*==========================================
  10023. *
  10024. *------------------------------------------*/
  10025. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  10026. {
  10027. struct map_session_data *sd = map_id2sd(id);
  10028. if (data <= 0 || data >= MAX_SKILL)
  10029. return 0;
  10030. if (sd) sd->blockskill[data] = 0;
  10031. return 1;
  10032. }
  10033. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10034. {
  10035. nullpo_retr (-1, sd);
  10036. if (skillid >= GD_SKILLBASE)
  10037. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10038. if (skillid >= HM_SKILLBASE) //[orn]
  10039. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10040. if (skillid < 1 || skillid > MAX_SKILL)
  10041. return -1;
  10042. if (tick < 1) {
  10043. sd->blockskill[skillid] = 0;
  10044. return -1;
  10045. }
  10046. sd->blockskill[skillid] = 1;
  10047. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  10048. }
  10049. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  10050. {
  10051. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10052. if (data <= 0 || data >= MAX_SKILL)
  10053. return 0;
  10054. if (hd) hd->blockskill[data] = 0;
  10055. return 1;
  10056. }
  10057. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10058. {
  10059. nullpo_retr (-1, hd);
  10060. if (skillid >= GD_SKILLBASE)
  10061. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10062. if (skillid >= HM_SKILLBASE) //[orn]
  10063. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10064. if (skillid < 1 || skillid > MAX_SKILL)
  10065. return -1;
  10066. if (tick < 1) {
  10067. hd->blockskill[skillid] = 0;
  10068. return -1;
  10069. }
  10070. hd->blockskill[skillid] = 1;
  10071. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  10072. }
  10073. /*
  10074. *
  10075. */
  10076. int skill_split_str (char *str, char **val, int num)
  10077. {
  10078. int i;
  10079. for (i=0; i<num && str; i++){
  10080. val[i] = str;
  10081. str = strchr(str,',');
  10082. if (str)
  10083. *str++=0;
  10084. }
  10085. return i;
  10086. }
  10087. /*
  10088. *
  10089. */
  10090. int skill_split_atoi (char *str, int *val)
  10091. {
  10092. int i, j, diff, step = 1;
  10093. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10094. if (!str) break;
  10095. val[i] = atoi(str);
  10096. str = strchr(str,':');
  10097. if (str)
  10098. *str++=0;
  10099. }
  10100. if(i==0) //No data found.
  10101. return 0;
  10102. if(i==1)
  10103. { //Single value, have the whole range have the same value.
  10104. for (; i < MAX_SKILL_LEVEL; i++)
  10105. val[i] = val[i-1];
  10106. return i;
  10107. }
  10108. //Check for linear change with increasing steps until we reach half of the data acquired.
  10109. for (step = 1; step <= i/2; step++)
  10110. {
  10111. diff = val[i-1] - val[i-step-1];
  10112. for(j = i-1; j >= step; j--)
  10113. if ((val[j]-val[j-step]) != diff)
  10114. break;
  10115. if (j>=step) //No match, try next step.
  10116. continue;
  10117. for(; i < MAX_SKILL_LEVEL; i++)
  10118. { //Apply linear increase
  10119. val[i] = val[i-step]+diff;
  10120. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10121. { val[i] = 1; diff = 0; step = 1; }
  10122. }
  10123. return i;
  10124. }
  10125. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10126. for (;i<MAX_SKILL_LEVEL; i++)
  10127. val[i] = val[i-1];
  10128. return i;
  10129. }
  10130. /*
  10131. *
  10132. */
  10133. void skill_init_unit_layout (void)
  10134. {
  10135. int i,j,size,pos = 0;
  10136. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10137. // standard square layouts go first
  10138. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10139. size = i*2+1;
  10140. skill_unit_layout[i].count = size*size;
  10141. for (j=0; j<size*size; j++) {
  10142. skill_unit_layout[i].dx[j] = (j%size-i);
  10143. skill_unit_layout[i].dy[j] = (j/size-i);
  10144. }
  10145. }
  10146. // afterwards add special ones
  10147. pos = i;
  10148. for (i=0;i<MAX_SKILL_DB;i++) {
  10149. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10150. continue;
  10151. switch (i) {
  10152. case MG_FIREWALL:
  10153. case WZ_ICEWALL:
  10154. // these will be handled later
  10155. break;
  10156. case PR_SANCTUARY:
  10157. case NPC_EVILLAND:
  10158. {
  10159. static const int dx[] = {
  10160. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10161. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10162. static const int dy[]={
  10163. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10164. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10165. skill_unit_layout[pos].count = 21;
  10166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10168. break;
  10169. }
  10170. case PR_MAGNUS:
  10171. {
  10172. static const int dx[] = {
  10173. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10174. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10175. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10176. static const int dy[] = {
  10177. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10178. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10179. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10180. skill_unit_layout[pos].count = 33;
  10181. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10182. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10183. break;
  10184. }
  10185. case AS_VENOMDUST:
  10186. {
  10187. static const int dx[] = {-1, 0, 0, 0, 1};
  10188. static const int dy[] = { 0,-1, 0, 1, 0};
  10189. skill_unit_layout[pos].count = 5;
  10190. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10191. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10192. break;
  10193. }
  10194. case CR_GRANDCROSS:
  10195. case NPC_GRANDDARKNESS:
  10196. {
  10197. static const int dx[] = {
  10198. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10199. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10200. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10201. static const int dy[] = {
  10202. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10203. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10204. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10205. skill_unit_layout[pos].count = 29;
  10206. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10207. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10208. break;
  10209. }
  10210. case PF_FOGWALL:
  10211. {
  10212. static const int dx[] = {
  10213. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10214. static const int dy[] = {
  10215. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10216. skill_unit_layout[pos].count = 15;
  10217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10219. break;
  10220. }
  10221. case PA_GOSPEL:
  10222. {
  10223. static const int dx[] = {
  10224. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10225. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10226. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10227. -1, 0, 1};
  10228. static const int dy[] = {
  10229. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10230. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10231. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10232. 3, 3, 3};
  10233. skill_unit_layout[pos].count = 33;
  10234. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10235. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10236. break;
  10237. }
  10238. case NJ_KAENSIN:
  10239. {
  10240. 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};
  10241. 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};
  10242. skill_unit_layout[pos].count = 24;
  10243. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10244. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10245. break;
  10246. }
  10247. case NJ_TATAMIGAESHI:
  10248. {
  10249. //Level 1 (count 4, cross of 3x3)
  10250. static const int dx1[] = {-1, 1, 0, 0};
  10251. static const int dy1[] = { 0, 0,-1, 1};
  10252. //Level 2-3 (count 8, cross of 5x5)
  10253. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10254. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10255. //Level 4-5 (count 12, cross of 7x7
  10256. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10257. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10258. //lv1
  10259. j = 0;
  10260. skill_unit_layout[pos].count = 4;
  10261. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10262. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10263. skill_db[i].unit_layout_type[j] = pos;
  10264. //lv2/3
  10265. j++;
  10266. pos++;
  10267. skill_unit_layout[pos].count = 8;
  10268. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10269. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10270. skill_db[i].unit_layout_type[j] = pos;
  10271. skill_db[i].unit_layout_type[++j] = pos;
  10272. //lv4/5
  10273. j++;
  10274. pos++;
  10275. skill_unit_layout[pos].count = 12;
  10276. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10277. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10278. skill_db[i].unit_layout_type[j] = pos;
  10279. skill_db[i].unit_layout_type[++j] = pos;
  10280. //Fill in the rest using lv 5.
  10281. for (;j<MAX_SKILL_LEVEL;j++)
  10282. skill_db[i].unit_layout_type[j] = pos;
  10283. //Skip, this way the check below will fail and continue to the next skill.
  10284. pos++;
  10285. break;
  10286. }
  10287. default:
  10288. ShowError("unknown unit layout at skill %d\n",i);
  10289. break;
  10290. }
  10291. if (!skill_unit_layout[pos].count)
  10292. continue;
  10293. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10294. skill_db[i].unit_layout_type[j] = pos;
  10295. pos++;
  10296. }
  10297. // firewall and icewall have 8 layouts (direction-dependent)
  10298. firewall_unit_pos = pos;
  10299. for (i=0;i<8;i++) {
  10300. if (i&1) {
  10301. skill_unit_layout[pos].count = 5;
  10302. if (i&0x2) {
  10303. int dx[] = {-1,-1, 0, 0, 1};
  10304. int dy[] = { 1, 0, 0,-1,-1};
  10305. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10306. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10307. } else {
  10308. int dx[] = { 1, 1 ,0, 0,-1};
  10309. int dy[] = { 1, 0, 0,-1,-1};
  10310. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10311. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10312. }
  10313. } else {
  10314. skill_unit_layout[pos].count = 3;
  10315. if (i%4==0) {
  10316. int dx[] = {-1, 0, 1};
  10317. int dy[] = { 0, 0, 0};
  10318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10320. } else {
  10321. int dx[] = { 0, 0, 0};
  10322. int dy[] = {-1, 0, 1};
  10323. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10324. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10325. }
  10326. }
  10327. pos++;
  10328. }
  10329. icewall_unit_pos = pos;
  10330. for (i=0;i<8;i++) {
  10331. skill_unit_layout[pos].count = 5;
  10332. if (i&1) {
  10333. if (i&0x2) {
  10334. int dx[] = {-2,-1, 0, 1, 2};
  10335. int dy[] = { 2, 1, 0,-1,-2};
  10336. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10337. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10338. } else {
  10339. int dx[] = { 2, 1 ,0,-1,-2};
  10340. int dy[] = { 2, 1, 0,-1,-2};
  10341. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10342. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10343. }
  10344. } else {
  10345. if (i%4==0) {
  10346. int dx[] = {-2,-1, 0, 1, 2};
  10347. int dy[] = { 0, 0, 0, 0, 0};
  10348. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10349. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10350. } else {
  10351. int dx[] = { 0, 0, 0, 0, 0};
  10352. int dy[] = {-2,-1, 0, 1, 2};
  10353. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10354. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10355. }
  10356. }
  10357. pos++;
  10358. }
  10359. }
  10360. /*==========================================
  10361. * DB reading.
  10362. * skill_db.txt
  10363. * skill_cast_db.txt
  10364. * produce_db.txt
  10365. * create_arrow_db.txt
  10366. * abra_db.txt
  10367. *------------------------------------------*/
  10368. int skill_readdb (void)
  10369. {
  10370. int i,j,k,l,m;
  10371. FILE *fp;
  10372. char line[1024],path[1024],*p;
  10373. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10374. memset(skill_db,0,sizeof(skill_db));
  10375. sprintf(path, "%s/skill_db.txt", db_path);
  10376. fp=fopen(path,"r");
  10377. if(fp==NULL){
  10378. ShowError("can't read %s\n", path);
  10379. return 1;
  10380. }
  10381. while(fgets(line, sizeof(line), fp))
  10382. {
  10383. char *split[50];
  10384. if(line[0]=='/' && line[1]=='/')
  10385. continue;
  10386. j = skill_split_str(line,split,15);
  10387. if(j < 15 || split[14]==NULL)
  10388. continue;
  10389. i=atoi(split[0]);
  10390. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10391. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10392. continue;
  10393. }
  10394. if (i >= GD_SKILLBASE)
  10395. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10396. if (i >= HM_SKILLBASE) //[orn]
  10397. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10398. if(i<=0 || i>MAX_SKILL_DB)
  10399. continue;
  10400. skill_split_atoi(split[1],skill_db[i].range);
  10401. skill_db[i].hit=atoi(split[2]);
  10402. skill_db[i].inf=atoi(split[3]);
  10403. skill_split_atoi(split[4],skill_db[i].pl);
  10404. skill_db[i].nk=(int)strtol(split[5], NULL, 0);
  10405. skill_split_atoi(split[6],skill_db[i].splash);
  10406. skill_db[i].max=atoi(split[7]);
  10407. skill_split_atoi(split[8],skill_db[i].num);
  10408. if(strcmpi(split[9],"yes") == 0)
  10409. skill_db[i].castcancel=1;
  10410. else
  10411. skill_db[i].castcancel=0;
  10412. skill_db[i].cast_def_rate=atoi(split[10]);
  10413. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10414. skill_split_atoi(split[12], skill_db[i].maxcount);
  10415. if(strcmpi(split[13],"weapon") == 0)
  10416. skill_db[i].skill_type=BF_WEAPON;
  10417. else if(strcmpi(split[13],"magic") == 0)
  10418. skill_db[i].skill_type=BF_MAGIC;
  10419. else if(strcmpi(split[13],"misc") == 0)
  10420. skill_db[i].skill_type=BF_MISC;
  10421. else
  10422. skill_db[i].skill_type=0;
  10423. skill_split_atoi(split[14],skill_db[i].blewcount);
  10424. for (j = 0; skill_names[j].id != 0; j++)
  10425. if (skill_names[j].id == i) {
  10426. skill_db[i].name = skill_names[j].name;
  10427. skill_db[i].desc = skill_names[j].desc;
  10428. break;
  10429. }
  10430. }
  10431. fclose(fp);
  10432. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10433. sprintf(path, "%s/skill_require_db.txt", db_path);
  10434. fp=fopen(path,"r");
  10435. if(fp==NULL){
  10436. ShowError("can't read %s\n", path);
  10437. return 1;
  10438. }
  10439. while(fgets(line, sizeof(line), fp))
  10440. {
  10441. char *split[50];
  10442. if(line[0]=='/' && line[1]=='/')
  10443. continue;
  10444. j = skill_split_str(line,split,32);
  10445. if(j < 32 || split[31]==NULL)
  10446. continue;
  10447. i=atoi(split[0]);
  10448. if (i >= GD_SKILLBASE)
  10449. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10450. if (i >= HM_SKILLBASE) //[orn]
  10451. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10452. if(i<=0 || i>MAX_SKILL_DB)
  10453. continue;
  10454. skill_split_atoi(split[1],skill_db[i].hp);
  10455. skill_split_atoi(split[2],skill_db[i].mhp);
  10456. skill_split_atoi(split[3],skill_db[i].sp);
  10457. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10458. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10459. skill_split_atoi(split[6],skill_db[i].zeny);
  10460. p = split[7];
  10461. for(j=0;j<32;j++){
  10462. l = atoi(p);
  10463. if (l==99) {
  10464. skill_db[i].weapon = 0xffffffff;
  10465. break;
  10466. }
  10467. else
  10468. skill_db[i].weapon |= 1<<l;
  10469. p=strchr(p,':');
  10470. if(!p)
  10471. break;
  10472. p++;
  10473. }
  10474. p = split[8];
  10475. for(j=0;j<32;j++){
  10476. l = atoi(p);
  10477. if (l==99) {
  10478. skill_db[i].ammo = 0xffffffff;
  10479. break;
  10480. }
  10481. else if (l)
  10482. skill_db[i].ammo |= 1<<l;
  10483. p=strchr(p,':');
  10484. if(!p)
  10485. break;
  10486. p++;
  10487. }
  10488. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10489. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10490. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10491. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10492. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10493. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10494. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10495. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10496. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10497. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10498. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10499. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10500. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10501. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10502. else skill_db[i].state=ST_NONE;
  10503. skill_split_atoi(split[11],skill_db[i].spiritball);
  10504. for (j = 0; j < 10; j++) {
  10505. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10506. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10507. }
  10508. }
  10509. fclose(fp);
  10510. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10511. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10512. fp=fopen(path,"r");
  10513. if(fp==NULL){
  10514. ShowError("can't read %s\n", path);
  10515. return 1;
  10516. }
  10517. l=0;
  10518. while(fgets(line, sizeof(line), fp))
  10519. {
  10520. char *split[50];
  10521. l++;
  10522. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10523. if(line[0]=='/' && line[1]=='/')
  10524. continue;
  10525. j = skill_split_str(line,split,6);
  10526. if(split[0]==NULL || j<2)
  10527. continue; //Blank line.
  10528. if(split[5]==NULL || j<6) {
  10529. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10530. continue;
  10531. }
  10532. i=atoi(split[0]);
  10533. if (i >= GD_SKILLBASE)
  10534. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10535. if (i >= HM_SKILLBASE) //[orn]
  10536. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10537. if(i<=0 || i>MAX_SKILL_DB)
  10538. continue;
  10539. skill_split_atoi(split[1],skill_db[i].cast);
  10540. skill_split_atoi(split[2],skill_db[i].delay);
  10541. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10542. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10543. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10544. }
  10545. fclose(fp);
  10546. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10547. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10548. fp=fopen(path,"r");
  10549. if (fp==NULL) {
  10550. ShowError("can't read %s\n", path);
  10551. return 1;
  10552. }
  10553. k = 0;
  10554. while (fgets(line, sizeof(line), fp))
  10555. {
  10556. char *split[50];
  10557. if (line[0]=='/' && line[1]=='/')
  10558. continue;
  10559. j = skill_split_str(line,split,8);
  10560. if (split[7]==NULL || j<8)
  10561. continue;
  10562. i=atoi(split[0]);
  10563. if (i >= GD_SKILLBASE)
  10564. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10565. if (i >= HM_SKILLBASE) //[orn]
  10566. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10567. if(i<=0 || i>MAX_SKILL_DB)
  10568. continue;
  10569. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10570. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10571. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10572. skill_split_atoi(split[4],skill_db[i].unit_range);
  10573. skill_db[i].unit_interval = atoi(split[5]);
  10574. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10575. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10576. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10577. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10578. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10579. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10580. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10581. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10582. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10583. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10584. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10585. skill_db[i].unit_target=BCT_NOENEMY;
  10586. //By default, target just characters.
  10587. skill_db[i].unit_target |= BL_CHAR;
  10588. if (skill_db[i].unit_flag&UF_NOPC)
  10589. skill_db[i].unit_target &= ~BL_PC;
  10590. if (skill_db[i].unit_flag&UF_NOMOB)
  10591. skill_db[i].unit_target &= ~BL_MOB;
  10592. if (skill_db[i].unit_flag&UF_SKILL)
  10593. skill_db[i].unit_target |= BL_SKILL;
  10594. k++;
  10595. }
  10596. fclose(fp);
  10597. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10598. skill_init_unit_layout();
  10599. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10600. k=0;
  10601. for(m=0;m<2;m++){
  10602. sprintf(path, "%s/%s", db_path, filename[m]);
  10603. fp=fopen(path,"r");
  10604. if(fp==NULL){
  10605. if(m>0)
  10606. continue;
  10607. ShowError("can't read %s\n",path);
  10608. return 1;
  10609. }
  10610. while(fgets(line, sizeof(line), fp))
  10611. {
  10612. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10613. int x,y;
  10614. if(line[0]=='/' && line[1]=='/')
  10615. continue;
  10616. memset(split,0,sizeof(split));
  10617. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10618. if(split[0]==0) //fixed by Lupus
  10619. continue;
  10620. i=atoi(split[0]);
  10621. if(i<=0) continue;
  10622. skill_produce_db[k].nameid=i;
  10623. skill_produce_db[k].itemlv=atoi(split[1]);
  10624. skill_produce_db[k].req_skill=atoi(split[2]);
  10625. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10626. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10627. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10628. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10629. }
  10630. k++;
  10631. if(k >= MAX_SKILL_PRODUCE_DB)
  10632. {
  10633. ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  10634. break;
  10635. }
  10636. }
  10637. fclose(fp);
  10638. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10639. }
  10640. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10641. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10642. fp=fopen(path,"r");
  10643. if(fp==NULL){
  10644. ShowError("can't read %s\n", path);
  10645. return 1;
  10646. }
  10647. k=0;
  10648. while(fgets(line, sizeof(line), fp))
  10649. {
  10650. char *split[16];
  10651. int x,y;
  10652. if(line[0]=='/' && line[1]=='/')
  10653. continue;
  10654. memset(split,0,sizeof(split));
  10655. j = skill_split_str(line,split,13);
  10656. if(split[0]==0) //fixed by Lupus
  10657. continue;
  10658. i=atoi(split[0]);
  10659. if(i<=0)
  10660. continue;
  10661. skill_arrow_db[k].nameid=i;
  10662. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10663. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10664. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10665. }
  10666. k++;
  10667. if(k >= MAX_SKILL_ARROW_DB)
  10668. break;
  10669. }
  10670. fclose(fp);
  10671. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10672. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10673. sprintf(path, "%s/abra_db.txt", db_path);
  10674. fp=fopen(path,"r");
  10675. if(fp==NULL){
  10676. ShowError("can't read %s\n", path);
  10677. return 1;
  10678. }
  10679. k=0;
  10680. while(fgets(line, sizeof(line), fp))
  10681. {
  10682. char *split[16];
  10683. if(line[0]=='/' && line[1]=='/')
  10684. continue;
  10685. memset(split,0,sizeof(split));
  10686. j = skill_split_str(line,split,13);
  10687. if(split[0]==0) //fixed by Lupus
  10688. continue;
  10689. i=atoi(split[0]);
  10690. if(i<=0)
  10691. continue;
  10692. skill_abra_db[i].req_lv=atoi(split[2]);
  10693. skill_abra_db[i].per=atoi(split[3]);
  10694. k++;
  10695. if(k >= MAX_SKILL_ABRA_DB)
  10696. break;
  10697. }
  10698. fclose(fp);
  10699. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10700. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10701. fp=fopen(path,"r");
  10702. if(fp==NULL){
  10703. ShowError("can't read %s\n", path);
  10704. return 1;
  10705. }
  10706. while(fgets(line, sizeof(line), fp))
  10707. {
  10708. char *split[50];
  10709. if(line[0]=='/' && line[1]=='/')
  10710. continue;
  10711. memset(split,0,sizeof(split));
  10712. j = skill_split_str(line,split,3);
  10713. if(split[0]==0) //fixed by Lupus
  10714. continue;
  10715. i=atoi(split[0]);
  10716. if (i >= GD_SKILLBASE)
  10717. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10718. if(i<=0 || i>MAX_SKILL_DB)
  10719. continue;
  10720. skill_split_atoi(split[1],skill_db[i].castnodex);
  10721. if (!split[2])
  10722. continue;
  10723. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10724. }
  10725. fclose(fp);
  10726. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10727. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10728. fp=fopen(path,"r");
  10729. if(fp==NULL){
  10730. ShowError("can't read %s\n", path);
  10731. return 1;
  10732. }
  10733. k=0;
  10734. while(fgets(line, sizeof(line), fp))
  10735. {
  10736. char *split[16];
  10737. if(line[0]=='/' && line[1]=='/')
  10738. continue;
  10739. memset(split,0,sizeof(split));
  10740. j = skill_split_str(line,split,2);
  10741. if(split[0]==0) //fixed by Lupus
  10742. continue;
  10743. i=atoi(split[0]);
  10744. if (i >= GD_SKILLBASE)
  10745. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10746. if(i<=0 || i>MAX_SKILL_DB)
  10747. continue;
  10748. skill_db[i].nocast|=atoi(split[1]);
  10749. k++;
  10750. }
  10751. fclose(fp);
  10752. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10753. return 0;
  10754. }
  10755. void skill_reload (void)
  10756. {
  10757. skill_readdb();
  10758. }
  10759. /*==========================================
  10760. *
  10761. *------------------------------------------*/
  10762. int do_init_skill (void)
  10763. {
  10764. skill_readdb();
  10765. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10766. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10767. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10768. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10769. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10770. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10771. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10772. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10773. return 0;
  10774. }
  10775. int do_final_skill(void)
  10776. {
  10777. ers_destroy(skill_unit_ers);
  10778. ers_destroy(skill_timer_ers);
  10779. return 0;
  10780. }